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I want to give Sharn the Atlantis treatment
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 1988542" data-attributes="member: 6533"><p>...sort of.</p><p></p><p>What I really want are ideas on how to move Sharn.</p><p></p><p>I don't mean like, it annoys me that I'm annoyed with where it is and I want to redraw the map.</p><p></p><p>I mean I want it to move and I want other people to have to redraw the map.</p><p></p><p>As in something really awful happens, and suddenly the people of Sharn and a good bit of surrounding land realize they are in a very different place.</p><p></p><p>Maybe they end up in Faerun, maybe underwater, I don't know where all of this will end up.</p><p></p><p>But I want Sharn to start jumping around and I would love ideas about what in Eberron could do this. Now I'm accepting that Eberron is as it is in the books except that in the Mournlands there is a gate to the Plain of Glittering Stone from the Black Company series, but if threats come from outside of Eberron I want them to have appropriate insanely powerful Eberronish allies.</p><p></p><p>Now who could pull off banishing Sharn, how would they do it, and, potentially, why would they do it? What would it look and feel like?</p><p></p><p>If you have to rewrite the campaign a little than do it, just don't bring in anything new unless it's a cool idea for an appropriate Eberronish artifact. So you can level someone up or make them more of a threat but you can't have a Faerunish god do it without there being an Eberronish guy around to make it work as well.</p><p></p><p>If it happens, what would happen inside the city?</p><p></p><p>Let's assume the city survives relatively intact and that even if the planes they port to are hostile the city itself stays relatively safe environment wise. Further, let's assume that there is some means by which Sharn can achieve additional ports but that getting home will be long and terribly arduous. </p><p></p><p>Who runs the joint in the crisis? Who attempts to grab power? Who would be the first people to figure out additional porting means and how would they discover it?</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 1988542, member: 6533"] ...sort of. What I really want are ideas on how to move Sharn. I don't mean like, it annoys me that I'm annoyed with where it is and I want to redraw the map. I mean I want it to move and I want other people to have to redraw the map. As in something really awful happens, and suddenly the people of Sharn and a good bit of surrounding land realize they are in a very different place. Maybe they end up in Faerun, maybe underwater, I don't know where all of this will end up. But I want Sharn to start jumping around and I would love ideas about what in Eberron could do this. Now I'm accepting that Eberron is as it is in the books except that in the Mournlands there is a gate to the Plain of Glittering Stone from the Black Company series, but if threats come from outside of Eberron I want them to have appropriate insanely powerful Eberronish allies. Now who could pull off banishing Sharn, how would they do it, and, potentially, why would they do it? What would it look and feel like? If you have to rewrite the campaign a little than do it, just don't bring in anything new unless it's a cool idea for an appropriate Eberronish artifact. So you can level someone up or make them more of a threat but you can't have a Faerunish god do it without there being an Eberronish guy around to make it work as well. If it happens, what would happen inside the city? Let's assume the city survives relatively intact and that even if the planes they port to are hostile the city itself stays relatively safe environment wise. Further, let's assume that there is some means by which Sharn can achieve additional ports but that getting home will be long and terribly arduous. Who runs the joint in the crisis? Who attempts to grab power? Who would be the first people to figure out additional porting means and how would they discover it? [/QUOTE]
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