"Better a tankard of ale in Cliffside than a barrel of Central wine." — Common saying among Cliffside regulars
Cliffside encompasses the docks and waterfront of Sharn, running along the edge of the Dagger River and up the cliff face above it. It is not technically part of the Lower Wards proper — it sits outside the main plateau structure, at the base of the cliffs where the towers meet the river — but it functions as their foundation in every practical sense. The cargo that moves Sharn's economy enters the city here. The sailors, dockworkers, and river laborers who make that movement possible live here. And the waste, runoff, and overflow of the city above all eventually finds its way down to the waterfront.
Cliffside is rough and poor. The Watch maintains only a token presence, Cliffside is one of the most crime-ridden wards in all of Sharn, and the sahuagin who sell their services as guides through the Straits of Shargon contribute a persistent tension with sailors who aren't always careful about provoking them. Yet it remains indispensable. Without the docks, the cranes, and the river traffic that passes through Cliffside, the towers above would choke on their own need. The boisterous folk who work and live here are generally aware of this, and the common saying reflects a pride in honest work that distinguishes Cliffside's self-image from the city above's view of it.
Council representation for Cliffside is folded into Lower Dura — Ilyra Boromar covers both wards, which tells you something about how Sharn's institutional attention is distributed at river level.
The ward's population swells considerably beyond its permanent count on any given day, as sailors from docked ships, transient laborers, and river travelers move through. Most visitors either pass through quickly on the way to the upper wards, hire a Deneith escort in Grayflood for protection on that journey, or don't make it that far before the ward's entertainments swallow them. The permanent population is a destitute mixture of every race found in Sharn, from humans and dwarves to orcs, goblins, and — in the Mud Caves especially — even the occasional ogre or troll.
Cliffside's legitimate economy is built on the logistics of river traffic. Ships arrive at the Dagger River docks, their cargo is offloaded onto the docks of Grayflood and Ship's Towers, and gigantic magically-empowered cranes haul that freight up to the warehouse districts of Precarious in Lower Dura above. The crews then restock, take on supplies, hire new hands if needed, and spend their wages on whatever the district offers — which is considerable.
Ship repair and maritime services are among the most reliable legitimate businesses. Captains need their vessels maintained, and Cliffside offers the skilled labor for it at prices that reflect the district's economic register. The ward is also, as a practical matter, the best place in Sharn to find ship captains with experience navigating to Xen'drik. The sahuagin who live in and around Cliffside sell their services as guides through the Straits of Shargon — the passage that makes Xen'drik accessible from Sharn. They rarely initiate violence themselves, but confrontations with aggressive, drunken sailors have been known to turn badly for everyone involved.
The sahuagin who operate in Cliffside occupy an uneasy position: useful, tolerated, and frequently disrespected. They are one of the primary reasons that expedition-bound ships out of Sharn can navigate the Straits of Shargon at all — the passage is dangerous enough without local guidance — and their relationships with some of the waterfront's longer-established figures are professional if not warm. The tensions that arise are generally on the sailor side; those who have been in Cliffside long enough know better than to start something with a sahuagin guide who has community support at the waterfront.
The Sharn Watch maintains a token presence in Cliffside. Patrols focus on the docks and the lifting infrastructure — anything that threatens trade or could spill upward. Petty crime, assault in the taverns, and most of what happens in Sharn's Welcome go uninvestigated. Crime in Cliffside is so endemic that Morgrave-affiliated travelers and important visitors arriving by ship routinely hire Deneith escorts in Grayflood before attempting to pass through the ward into Lower Dura and the wards above.
Grayflood (Waterfront district) — The northern half of the Cliffside docks, filling the wharves along the Dagger River. Bars, flophouses, and small shops line streets that wind along the edge of the cliffs, and the ward's giant magically-powered cranes move freight from ships at dock upward to Precarious. Temples to Kol Korran, Balinor, Onatar, and Aureon give the district a patchy spiritual geography. Visitors arriving by ship and needing safe passage to the upper city typically hire their Deneith escorts here before proceeding.
Mud Caves (Shantytown) — The southern stretch of cliff face, away from the main wharves where the Hilt joins the Dagger River, is dotted with small caves. Some of the poorest people in Sharn have built lean-tos, smoky fires, and makeshift hovels in and around these caves — the most desperate housing in a city that has plenty of desperation. The population is as mixed as any in Sharn: humans, dwarves, gnomes, halflings, shifters, changelings, goblins, hobgoblins, bugbears, orcs, ogres, and at least one or two trolls who have found the caves accommodating.
Sharn's Welcome (Red light district) — The first Cliffside district most river travelers encounter, and one of Sharn's roughest entertainment zones. Bordellos are numerous, customers are frequently robbed, and occasionally beaten or killed. It is the least reputable of Sharn's three red-light districts and makes no pretense otherwise. Sailors stagger through in groups, moving between tavern and bordello; locals understand that Sharn's Welcome runs on transient spending and brief, anonymous encounters. There is no neutral ground here equivalent to Firelight's managed tolerance.
Ship's Towers (Waterfront district) — The southern counterpart to Grayflood, similar in character and function, distinguished primarily by its southern tip: a boat town built on rafts, houseboats, and watercraft of every shape and size lashed together and connected by a web of piers, gangplanks, and rope bridges. This floating community bobs on the Dagger River, housing those who have made the water itself their address. Temples here include Kol Korran, Arawai, Boldrei, and the Traveler — a spiritual spread that reflects the variety of people who find their way to the bottom of Sharn's cliffs.
Population | 14,800 |
Social Class | Lower class |
Character | Seedy waterfront district; rough and crime-ridden, built for sailors and dockworkers |
Businesses | Waterfront taverns, bordellos, flophouses, ship repair, sailmakers, warehousing, salvage, smuggling |
Gold Piece Limit | 10,000 gp |
Council Representative | Ilyra Boromar (shared with Lower Dura) |