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D&D 5E New Eberron Book Details From WotC

WotC’s Jeremy Crawford appeared on Twitch last night with Bart Carroll, discussing the upcoming D&D setting book Eberron: Rising from the Last War. Lots of details within!

WotC’s Jeremy Crawford appeared on Twitch last night with Bart Carroll, discussing the upcoming D&D setting book Eberron: Rising from the Last War. Lots of details within!

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- Overview of Eberron, emphasized potentials for adventure and post-WWI pulp style of setting.

- Dragonmarked Houses as fantasy Corporations, playable Dragonmarked characters as race rules in the book

- Rules and stories for playing, Warforged, Changlings, Kalsthar, Shifters, Goblins, Hobgoblins, Bugbears, Orcs. Playable Orc is different fro mthe Volo's Guide rules to reflect the different story (no intelligence malus, few other tweaks, still usable for other worlds, these are PC Orcs as opposed to Monster Manual Orcs like Volo's).

- Full rules for the Artificer, including a new feature in this book for making Common and Uncommon magic items

- Aberrant Dragonmark Feats are in the book

- Group patron rules for organizations the late 19th-early 20th century style: newspapers, criminal syndicates, universities, spy rings: fourth choice after Race-Class-Background that the party makes together, has new fluff background features to give characters and adventure hooks

- Possibility of the party becoming their own patron, example being creating your own Crime Syndicate

- All of the above is Chapter 1 material

- Chapter 2 is a Gazeeter of Korvaire and the world: delves into great nations, the religions, touches on otehr continents

- Chapter 3 is a zoom in on Sharn, a microcosm of the setting, great place for Noir intrigue

- Chapter 4 is a 100 page adventure creation toolkit comparable to Guildmaster's Guide to Ravnica: wealth of adventure building tables, maps, organization information, first level adventure set in Sharn. Reveals brand new information about the Mournland, for instance, during the war they created not just regular Warforged and Warforged Titans but also Warforged Colossi the size of skyscrapers: one of the maps is of a fallen Warfored Colossi as a dungeon @doctorbadwolf

- Section in "massive" chapter for creating adventures about Eberron's cosmology, and how it relates to Great Wheel multiverse, left to DM to decide how sealed off Eberron is by the Progenitor Dragons

- There are extended magical item economy rules in chapter 5, Common magical items are plentiful: buying, selling, crafting rules and price lists.

- Eberron specific monsters and NPCs in the sixth and final chapter, covering things like Daelkyr, Living Spells (3 different Living Spells in the book including Living Cloud Kill, and a template for making more) and various specific NPCs

 

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doctorbadwolf

Heretic of The Seventh Circle
Then why present using the metasetting lore as an option in the Wayfinder's Guide, in the text you cited?

Specific trumps general is a game rule principle, not so much setting based.
It’s specifically an option, there. It is not the default assumption for Eberron. Rather, the older lore is.
 


doctorbadwolf

Heretic of The Seventh Circle
But it is the default assumption of the game as a whole: at the very least equally valid.
Only in that literally any possibility listed is equally valid.

Which is the default, in which context, matters. Maybe not to you, but to others.

The default in games that interact with the multiverse and are concerned with the “metasetting”, is the mtof lore. The default for an average Eberron game, where planar adventure is going to happen in the 13 planes of Eberron, is what is described in WGtE, which is the old lore. It lists other options for groups that want to reconcile Eberron with the larger multiverse, but the wording is quite clearly directed toward presenting OG Eberron lore as the default assumption from which other 5e Eberron lore is written.
 

Bolares

Hero
But it is the default assumption of the game as a whole: at the very least equally valid.
We've never said it's not equally valid. Being the default assumption does not make anything more valid. There is only one prerequisite for being valid. Being interesting for you and your players. Being the core assumption just means that when we talk about lore in general that is the reallity assumed to be true.
 

Parmandur

Book-Friend
Only in that literally any possibility listed is equally valid.

Which is the default, in which context, matters. Maybe not to you, but to others.

The default in games that interact with the multiverse and are concerned with the “metasetting”, is the mtof lore. The default for an average Eberron game, where planar adventure is going to happen in the 13 planes of Eberron, is what is described in WGtE, which is the old lore. It lists other options for groups that want to reconcile Eberron with the larger multiverse, but the wording is quite clearly directed toward presenting OG Eberron lore as the default assumption from which other 5e Eberron lore is written.

The context of this particular tangent was Crawford discussing how Eberron in 5E relates to Spelljammer, Planescape, and Ravnica: take it or leave it, it's still what the metasetting version is for those of us who prefer it.
 

Parmandur

Book-Friend
We've never said it's not equally valid. Being the default assumption does not make anything more valid. There is only one prerequisite for being valid. Being interesting for you and your players. Being the core assumption just means that when we talk about lore in general that is the reallity assumed to be true.

Yes, precisely, the core assumption in this case bring that Eberron can link to other worlds.
 

Bolares

Hero
Only in that literally any possibility listed is equally valid.

Which is the default, in which context, matters. Maybe not to you, but to others.

The default in games that interact with the multiverse and are concerned with the “metasetting”, is the mtof lore. The default for an average Eberron game, where planar adventure is going to happen in the 13 planes of Eberron, is what is described in WGtE, which is the old lore. It lists other options for groups that want to reconcile Eberron with the larger multiverse, but the wording is quite clearly directed toward presenting OG Eberron lore as the default assumption from which other 5e Eberron lore is written.
I understand it differently. To me, the MToF lore is the core assumpton for everything that does not directly contradict it. Eberron does directly and expressevly contradict it, so the core assumption for eberron is different. And having different coe assumptions for how elves came to be in different planes does not spoil either the games that want to interact with the universe or the ones that don't.
 

Bolares

Hero
Yes, precisely, the core assumption in this case bring that Eberron can link to other worlds.
I've always accepted that, and fail to see the obligatory correlation of linking Eberron to the other wolrds and all elves comming from Corellon. You can have the former without the latter.
 


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