Middle Tavick's Landing
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Middle Tavick's Landing

"In Middle Tavick's, everyone's 'just passing through' until the rent comes due." — Kenton landlord


Middle Tavick's Landing is the ward between the hard edges of the lower landing and the guarded comfort of the upper plateau — built to catch the people who have cleared the gates and stations but aren't moving up yet. Merchants waiting on contacts, travelers spending down their coin, mercenaries looking for work, and visitors who want Sharn's energy without Sharn's worst neighborhoods all find what they need here. Inns, taverns, markets, stables, and repair shops dominate the street level, and the ward stays busy because it sells convenience at prices most newcomers can still afford.

The ward has something for everyone. With a few notable exceptions — namely, the Graywall district, where outsiders receive a cold welcome unless they're from Karrnath — the people of Middle Tavick's Landing are generally friendly and welcoming toward visitors, unlike their counterparts in the upper ward, where the laws are stricter and the suspicion runs deeper.

The exceptions worth knowing: Graywall houses one of Sharn's few openly Karrnathi communities and a hidden temple of the Blood of Vol. Deathsgate's adventurer's guild has a sinister reputation and a secret shrine to the Mockery. The ward's council representative opposes the Boromar Clan bloc at every opportunity and has no taste for intrigue.

Dalaina Ironhand is a plain-spoken dwarf with no sense of humor and no interest in anything beyond the bottom line for the merchants she represents. She is a hard-nosed negotiator who consistently drives for the best bargain for her ward, opposes the schemes of the Boromar bloc on the council — Bestan ir'Tonn, Caskar Havalik, Thurik Davandi, and Ilyra Boromar — at every turn, and has no taste for underhanded intrigue. In a council full of operatives and self-dealers, she is one of the more straightforwardly functional representatives, which has made her both effective on commercial matters and largely isolated from the council's political games.

A Ward Built for Traffic

Middle Tavick's Landing exists to sell stability to people in motion. Its rhythm changes with the Cornerstone schedule: on event nights, crowds flood in, taverns raise prices, and the streets stay loud until late. On ordinary days, it's all routine — market mornings, deliveries, teamsters moving through, and visitors stretching their coin.

Unlike Lower Tavick's Landing below or Upper Tavick's Landing above, the middle ward imposes no special entry restrictions, carries no martial law history, and houses no refugee populations. What it offers is unexceptional and indispensable: reliable food, serviceable lodging, a market that farmers prefer over the Bazaar's dangers and North Market's prices, and enough adventuring infrastructure to outfit most expeditions without requiring a trip to Upper Dura.

House Jorasco maintains a large house of healing in the ward. House Deneith has a recruiting station for Blademark mercenaries. House Sivis operates a message station and barristers who specialize in the concerns of adventurers. These aren't the prestige enclaves of Middle Central's Dragon Towers — they are branch offices calibrated to the ward's practical, working-level clientele.

Graywall's Hidden Life

Graywall is the ward's most insular district and also its most layered. On the surface it is a Karrnathi residential community that has existed in Sharn long enough to predate the Last War — close-knit, cold to strangers, warm to visitors from Karrnath, and proud of its heritage. Slogar's serves traditional Karrnathi cuisine; the Bloody Mug offers nightwood ale and a standing welcome for homesick Karrns with news from the old country.

Beneath this surface is a Blood of Vol congregation that has operated in Sharn for decades. It meets in a hidden temple connected by secret passages throughout the district; the faithful come in shifts every Zol to give blood and hear the word of Vol. The current leader is Lan Hazal, a charismatic and wealthy priest whose mystical powers are far more significant than his public persona suggests. Most of Graywall's residents are ordinary, hardworking people who have no involvement in the congregation — but in a tight-knit community that dislikes outsiders, the temple's secrecy has been easier to maintain than it might be elsewhere. Rumors of a Blood of Vol temple in Graywall circulate throughout Sharn; what Graywall's response to those rumors lacks in denial it more than makes up for in cold unfriendliness to anyone asking.

Districts

Cornerstone (Tavern district / arena) — The ward's crowd engine. The Cornerstone arena hosts a wide array of sporting events: foot races, equine jousts, skyblade matches, and circuses when they come to town. The Stone Trees is an adjacent hrazhak arena built by the district's sizeable shifter community — a versatile space with reconfigurable obstacle courses that serves as the only formal hrazhak venue in Sharn. On event nights the district's taverns and inns fill fast; betting is constant, handled mostly by Boromar-aligned bookmakers working the taverns and arena approaches. Tooth and Nail, a shifter-run tavern, is the best place in the ward to find hrazhak information or place a serious bet on a match.

Dancing Shadows (Inn district) — The ward's lodging backbone: a large district of average-to-poor inns and taverns that provide unremarkable but reliable accommodation for the commoners and traveling merchants who simply need a place to stay. None of the establishments are especially notable; quality matters more than quantity. Adventurers typically prefer Deathsgate; wealthy visitors go straight to Upper Tavick's Landing. Dancing Shadows fills the gap between those options without pretending to be either.

Deathsgate (Adventurer's quarter) — The ward's most morally complicated district, named for the nearby City of the Dead and home to the Deathsgate Guild — an adventurer's society with a two-century history and a reputation for members who will do anything in pursuit of success. The Guild enclave includes a carefully hidden shrine to the Mockery, revealed only to vetted members. The district also houses the Guild of Starlight and Shadow (arcane services), a House Jorasco healing house, a Deneith Blademark recruiting post, and a House Sivis office. Redblade's tavern — owned by a retired half-orc fighter who sells poisons and combat alchemicals out of a back-room workshop run by his alchemist wife — is the district's social hub for guild members. Karr'Aashta's Investigations handles cases the Tharashk inquisitives won't touch; its proprietor is secretly a follower of the Dragon Below.

Graywall (Average residential, Karrnathi) — Founded generations ago by Karrnathi immigrants, Graywall is a quiet, close-knit community that dislikes outsiders and reserves its warmth for visitors from Karrnath. The district is peaceful and largely law-abiding, and most of its inhabitants are honest crafters and merchants. It also contains a hidden Blood of Vol congregation operating under the leadership of Lan Hazal, one of Sharn's most powerful undisclosed priests.

Kenton (Apartment townhomes) — An unremarkable residential district of working-class apartments housing the laborers, teamsters, and service workers who keep the ward functioning. Rent is reasonable; the district is functional and nothing more. A significant shifter community lives here — Caine Spire and Helas Keep are residential towers almost entirely populated by shifters.

Little Barrington (Average residential) — The ward's aspirational residential district: pleasant, comfortable homes for the successful middle class who can't afford Upper Tavick's Landing but have risen past Kenton. Cogs overseers, junior barristers, and government functionaries live here. The Watch patrols frequently. It is quiet, cheerful, and self-consciously respectable.

Tavick's Market (Marketplace) — Situated directly above Terminus Station, the market is the landing point for goods coming in on the Orien lightning rail, with farmers from the surrounding countryside arriving especially on Far and Sar. It is the preferred market for rural sellers who find the Bazaar too dangerous and North Market too expensive — a practical endorsement of its character. A marketplace permit costs 1 sp. The district includes a temple to Kol Korran and a range of lodging and service businesses around the market core.


See also: Lower Tavick's Landing · Upper Tavick's Landing · Tavick's Landing Quarter · Dalaina Ironhand · Deathsgate Guild · Blood of Vol · Cornerstone · Sharn Watch · Sharn (overview)