As stated already, Sharn (for crunch) is not all that powerful, but fun if you stay in Sharn for the most part.
Various Crunch:
- Chapter 1-5: Fluff on setting. Chapter 1 has some suggested prices for services, Chapter 4 has some suggested Diplomacy mods for dealing with the guard. Chapter 5 has some more suggested service prices (hiring Deneith mercenaries)
- Chapter 6: Crunch. Feats, PrCs, spells, etc.
Feats:
- Filth Eater: Better saves vs. poison and disease, lessened damage
- Improved Flight Item: Better flight in Sharn from crafted items
- Manifest Flight: Better flight in Sharn from normal flight
- Manifest Leap: Better jumping in Sharn
- Swarm's Embrace: Children of Winter became less harmed by swarms
Equipment:
- Various alchemical drug-like things
- Better clothes, some forging equipment, and the ever popular potion bracer (errated to 100 gp, not 50!)
- Actual drugs
- Even more service prices
PrCs:
- Cannith Wand Adepth: 3 level class. Make Cannith wand wielders into dual wielding machines. Less useful if feats from CompArcane allowed.
- Citadel Elite: Brelish agents. Gains some social skill bonus, combat sense (AC, to hit), some diplomatic protection, etc.
- Sharn Skymage: Become super flyer at the cost of 3 spell levels. Good HD.
It then lists "flavor-approved" PrCs from the Comp* series and others.
Spells:
- Arcane Seal: Arcane Lock++
- Force Hammer: Non-lethal single attack
- Shockwave: Non-lethal fireball
Magic Items:
- Various things to make the dragonmarked PCs better.
- Magical picklocks
- Feather fall tricknet
- Mask to hide auras
- Pendant to detect when magic is used
- Powder to disable alarm
- Magic clothes set
- Small flying sled
- Headband of light
- Manacles of supressing magic
Chapter 7: Monsters, one of which could be (per our rules) a PC: Roach Thrall (LA+2). Pretty much what it sounds like---an insect that hides in humanoid bodies. Probably not a great PC race, however (you can only be in the human host once).
Thats about it.