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I want to give Sharn the Atlantis treatment
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<blockquote data-quote="MoogleEmpMog" data-source="post: 1993454" data-attributes="member: 22882"><p><strong>Sharn In The Phlogiston</strong></p><p></p><p>While in the phlogiston, Sharn is at significant risk. The three primary dangers to the city are: planar cutoff, erratic magic and native entities.</p><p></p><p><strong>Planar Cutoff</strong> </p><p></p><p>While in Eberrspace, Sharn faces no danger to its air envelope - it's tied directly to Eberron's plane of air. Once it enters another crystal sphere, such as Realmspace, its connection should probably resume, although it might behave strangely.</p><p></p><p>But while in the Flow, Sharn has no connection to the outer planes. The phlogiston doesn't play nice with extraplanar travel, and gates to and from it are unstable at best. During its long and undirected odysse through this alien environment, Sharn will be faced with an air supply that dwindles with every passing day. By the time it reaches Realmspace, the city will either be a polluted mess unless its scions can find a way to cycle or purify the air.</p><p></p><p>At the same time, any extraplanar entities that may reside in Sharn will be cut off from their home planes.</p><p></p><p>Some of those entities may be benevolent, celestial creatures native to Syrania. They might be able to help with the air situation.</p><p></p><p>Others are probably Daelkyr or their minions. Though not likely to be helpful, they may be able to help themselves - ilithid, neogi and beholder vessels ply the flow, and all three races likely have their representatives amongst the children of Xoriat.</p><p></p><p>Finally, any Inspired in Sharn will probably be in quite a fix! Their Quori possessors will either have part of their essence trapped in the city (perhaps allowing them to manifest physically for the first time in countless millennia!) or be thrust back into Dal Quor, leaving the Inspired unpossessed and free to do as they wish. If being in the phlogiston allows the Quori to manifest, this may have been their plan all along. Especially if they stay manifested after Sharn leaves the flow...</p><p></p><p><strong>Erratic Magic</strong> </p><p></p><p>Some spells don't function properly in the phlogiston - mostly planar travel or planar communication spells, but some general utility spells as well. Fire spells are incredibly dangerous, because any flame can cause a massive explosion (equivalent to a CL 20 <em>fireball</em>).</p><p></p><p>Most spelljamming vessels don't mind this much. But Sharn, an entire city, an <em>Eberronian</em> city, is full of constant magical effects. Some of these may behave erratically, cease functioning, or even malfunction in some devastating manner.</p><p></p><p><strong>Native Entities</strong> </p><p></p><p>The natives of the phlogiston are creatures so strange and alien that they can barely relate to ordinary life forms. Often, what relations they do have are hostile. Almost any strange creature can be incorporated as a Flow monster, but oozes of various types are particularly appropriate.</p><p></p><p>While encounters with the natives aren't likely to destroy the city, they certainly won't make the Sharn citizens' stay any more pleasant. Perhaps worse, their activities could cover other, more fathomably malicious actions on the part of mundane villains, trapped extraplanar beings, or even spelljamming raiders.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 1993454, member: 22882"] [B]Sharn In The Phlogiston[/B] While in the phlogiston, Sharn is at significant risk. The three primary dangers to the city are: planar cutoff, erratic magic and native entities. [B]Planar Cutoff[/B] While in Eberrspace, Sharn faces no danger to its air envelope - it's tied directly to Eberron's plane of air. Once it enters another crystal sphere, such as Realmspace, its connection should probably resume, although it might behave strangely. But while in the Flow, Sharn has no connection to the outer planes. The phlogiston doesn't play nice with extraplanar travel, and gates to and from it are unstable at best. During its long and undirected odysse through this alien environment, Sharn will be faced with an air supply that dwindles with every passing day. By the time it reaches Realmspace, the city will either be a polluted mess unless its scions can find a way to cycle or purify the air. At the same time, any extraplanar entities that may reside in Sharn will be cut off from their home planes. Some of those entities may be benevolent, celestial creatures native to Syrania. They might be able to help with the air situation. Others are probably Daelkyr or their minions. Though not likely to be helpful, they may be able to help themselves - ilithid, neogi and beholder vessels ply the flow, and all three races likely have their representatives amongst the children of Xoriat. Finally, any Inspired in Sharn will probably be in quite a fix! Their Quori possessors will either have part of their essence trapped in the city (perhaps allowing them to manifest physically for the first time in countless millennia!) or be thrust back into Dal Quor, leaving the Inspired unpossessed and free to do as they wish. If being in the phlogiston allows the Quori to manifest, this may have been their plan all along. Especially if they stay manifested after Sharn leaves the flow... [B]Erratic Magic[/B] Some spells don't function properly in the phlogiston - mostly planar travel or planar communication spells, but some general utility spells as well. Fire spells are incredibly dangerous, because any flame can cause a massive explosion (equivalent to a CL 20 [I]fireball[/I]). Most spelljamming vessels don't mind this much. But Sharn, an entire city, an [I]Eberronian[/I] city, is full of constant magical effects. Some of these may behave erratically, cease functioning, or even malfunction in some devastating manner. [B]Native Entities[/B] The natives of the phlogiston are creatures so strange and alien that they can barely relate to ordinary life forms. Often, what relations they do have are hostile. Almost any strange creature can be incorporated as a Flow monster, but oozes of various types are particularly appropriate. While encounters with the natives aren't likely to destroy the city, they certainly won't make the Sharn citizens' stay any more pleasant. Perhaps worse, their activities could cover other, more fathomably malicious actions on the part of mundane villains, trapped extraplanar beings, or even spelljamming raiders. [/QUOTE]
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