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<blockquote data-quote="Staffan" data-source="post: 9655741" data-attributes="member: 907"><p>I don't know if it's up your alley, but I thought the 3e Sharn: City of Towers book was very well done. It eschews the detailed maps you'd get in classic-style city products (e.g. Waterdeep: City of Splendors, either in 2e or 3e form) that maps the city out down to every alley and house, and instead is based on wards and districts. For example, the Lower Central Plateu is a middle-class ward with the character of "artistic and eccentric downtown". Within that ward, you have districts like Boldrei's Hearth (lots of hotels/inns/taverns) or Granite Halls (quirky art district), and some specific locations within these districts are named.</p><p></p><p>As for magitech, Eberron is not so much a "typical" magitech setting where you basically have magic serving as power for tech stuff, but rather using magic extrapolated as technology. For example, under 3e rules you could make a fairly cheap item that could cast <em>prestidigitation</em> at will, particularly if you limited it to the cleaning aspects and made it large enough to not be easily mobile. So Eberron would have establishments that have a <em>washing stone</em> or what have you, where you can get your clothes cleaned for a low price, without all the backbreaking labor that goes into washing clothes in a world without washing machines. In Sharn specifically, the city is built on a manifest zone to Syrania, the Azure Sky (basically Heaven, but here it's the aerial aspects that are important) which both lets people build massively high towers, and enable certain flying devices within the city. Think Venetian gondolas, but flying.</p><p></p><p>You also have Dragonmarked Houses, which are conglomerations of associated families with specialized magical abilities which they use to dominate certain markets, both via their own products and services and via control of various guilds. So if you're going to sail somewhere, house Lyrandar can probably get you there faster because they have ships made of special materials, and they can influence the wind's speed and direction, and at the top end they have elemental-powered galleons that have bound elementals that propel them faster than any mundane ship can go. But their services are fairly expensive, so you might want to travel via a completely mundane ship... but even then, the captain and navigator and other positions of leadership are probably trained and licensed by a guild associated with Lyrandar, and abide by standards and prices set by the House. The Houses are basically Cyberpunk-style megacorps, but in fantasy.</p><p></p><p>Now, Sharn is written for 3e, but I know there are plenty of people using Savage Worlds for their Eberron needs instead, and there's a pretty well done conversion out there somewhere.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9655741, member: 907"] I don't know if it's up your alley, but I thought the 3e Sharn: City of Towers book was very well done. It eschews the detailed maps you'd get in classic-style city products (e.g. Waterdeep: City of Splendors, either in 2e or 3e form) that maps the city out down to every alley and house, and instead is based on wards and districts. For example, the Lower Central Plateu is a middle-class ward with the character of "artistic and eccentric downtown". Within that ward, you have districts like Boldrei's Hearth (lots of hotels/inns/taverns) or Granite Halls (quirky art district), and some specific locations within these districts are named. As for magitech, Eberron is not so much a "typical" magitech setting where you basically have magic serving as power for tech stuff, but rather using magic extrapolated as technology. For example, under 3e rules you could make a fairly cheap item that could cast [I]prestidigitation[/I] at will, particularly if you limited it to the cleaning aspects and made it large enough to not be easily mobile. So Eberron would have establishments that have a [I]washing stone[/I] or what have you, where you can get your clothes cleaned for a low price, without all the backbreaking labor that goes into washing clothes in a world without washing machines. In Sharn specifically, the city is built on a manifest zone to Syrania, the Azure Sky (basically Heaven, but here it's the aerial aspects that are important) which both lets people build massively high towers, and enable certain flying devices within the city. Think Venetian gondolas, but flying. You also have Dragonmarked Houses, which are conglomerations of associated families with specialized magical abilities which they use to dominate certain markets, both via their own products and services and via control of various guilds. So if you're going to sail somewhere, house Lyrandar can probably get you there faster because they have ships made of special materials, and they can influence the wind's speed and direction, and at the top end they have elemental-powered galleons that have bound elementals that propel them faster than any mundane ship can go. But their services are fairly expensive, so you might want to travel via a completely mundane ship... but even then, the captain and navigator and other positions of leadership are probably trained and licensed by a guild associated with Lyrandar, and abide by standards and prices set by the House. The Houses are basically Cyberpunk-style megacorps, but in fantasy. Now, Sharn is written for 3e, but I know there are plenty of people using Savage Worlds for their Eberron needs instead, and there's a pretty well done conversion out there somewhere. [/QUOTE]
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