Torm said:
I dunno - I like both, but I like Moogle's better. Not to mention it could allow Sharn to get to Toril, and maybe provide an interesting story hook, as the citizens try to figure out some way to keep the out-of-control Sharn from crashing into the approaching planet, and our heroes have been sent ahead via transportation magics to see if anyone on that world can help? (Maybe they end up in Thay, or Zhentil Keep? Or maybe in Waterdeep, but since their "Common" isn't the same as Toril "Common", things get confused and worse before they can get better?) Or maybe they are questing for the item that can help hidden somewhere within Sharn itself? Or maybe they are sent on a wild-goose-chase/information-gathering mission into the Plane of Chaos because Sharn ran across (or into?) a Mindflayer spelljamming vessel, and now the leading minds in Sharn believe the Daelkyr might be involved in all that is happening. Or, or, or....
If the PCs ended up in Thay, I'm
sure the zulkirs would be happy to assist the city careening toward their planet. Why, for the low, low price of exclusive artificer training and the last Creation Forge in Sharn...
If Waterdeep is, as in the
Spelljammer timeline, already capable of limited and secret space travel, this would put them in a very uncomfortable position - their only serious planetary rival (I've never bought the Zhents, Drow or Cormyr as serious challenges to either Waterdeep or Thay) is about to make a massive mercantile leap.
Worse, the Thayans can actually deliver, courtesy of their many archmagi, whereas the Waterdeep contingent requires Halaster's help, and we all know how annoying it is to work with
him.
And those blasted Eberronians - they
detect good and
evil but don't base their decision making off the spells! What's the matter with them, using pragmatism rather than paladin class features as an ethical compass?
On the other hand, Lord Merrix doesn't want to give up his forge or the Cannith monopoly - he'd probably rather work with Waterdeep. Even if it's riskier...