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!

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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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I don't think that Parmandur is trying to claim that the elves of Eberron, Dark Sun etc are the same in culture and/or appearance to the elves of Forgotten Realms. They aren't the same elves. I think that they'tre just pointing in out that in their game, all the elves of the multiverse share the same origin (all developed from the eladrin created by Corellon.)
If the claim was that in their game that's what happened its not just fine, but a really cool idea. What I understood was, "that's the core assumpiton of the game".
 

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I don't have to convince fiction characters of nuthin'.
Way to miss the point. Point being, it adds nothing to neither Eberron nor Magic: The Gathering to contradict established setting-specific lore in favour of homogenization with the Great Wheel. I like the stories presented in Mordenkainen's Tome of Foes -- FOR WORLDS THAT HOLD CLOSE TO THE DEFAULT ASSUMPTIONS OF D&D. For settings that deviate from them, it only serves to dilute their distinctiveness. Trying to reconcile them and cram them into one mold is a futile - and dare I say harmful - effort.
 

"The most ancient tales speak of elves as the children of the god Corellon. Unlike many similar myths involving other races, these tales are true. Elves are all descended from a deity, and their origin led to a tragedy that shapes their culture to this day. "

....

...One possibility is that Eberron was created as a copy of the distant realms of the multiverse, hidden away to prevent the gods from influencing it. As such, while the drow of Eberron have no knowledge of Lolth, if she found her way through the Ring of Siberys and into Eberron, she might be able to poison their hearts and turn them to her service.

The same. MToF is not a Forgotten Realms book, it is a general D&D book.
 

Way to miss the point. Point being, it adds nothing to neither Eberron nor Magic: The Gathering to contradict established setting-specific lore in favour of homogenization with the Great Wheel. I like the stories presented in Mordenkainen's Tome of Foes -- FOR WORLDS THAT HOLD CLOSE TO THE DEFAULT ASSUMPTIONS OF D&D. For settings that deviate from them, it only serves to dilute their distinctiveness. Trying to reconcile them and cram them into one mold is a futile - and dare I say harmful - effort.

I am compelled to agree with the bold green text, I'm sold. Pretending that make-believe Elves on two make-believe worlds can be related is super harmful.
 


I am compelled to agree with the bold green text, I'm sold. Pretending that make-believe Elves on two make-believe worlds can be related is super harmful.
What I think he means with harmfu is that a general book retconing every setting ever published for the game is harmful to those settings and the diversity of the game. It may fit fine in some people's table, but may be detrimental to many others.
 

And Specific trumps General. I doubt their intention was to contradict some setting's lore with that assumption...

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.
 

What I think he means with harmfu is that a general book retconing every setting ever published for the game is harmful to those settings and the diversity of the game. It may fit fine in some people's table, but may be detrimental to many others.

Possibly still a bit hyperbolic, especially stated like this.
 

I am compelled to agree with the bold green text, I'm sold. Pretending that make-believe Elves on two make-believe worlds can be related is super harmful.
When I think about slaughtering sacred cows, this naughty word is not what I have in mind.

Answer me this: what good for Eberron does it do to shoehorn the stories of Corellon and Lolth, or Moradin, or Yondalla, or Gruumsh, or whatever "standard" deities and legends into Eberron, which has its own mythologies and histories; what good does it do to force the Elves, Dwarves, Halflings, Orcs, and whatnot of Eberron, to cleave close to the stereotypes of their races when the very setting is designed to subvert or defy them as to open up new directions for those peoples?
 

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.
As an option is the key here. Eberron is all about that. Giving a lot of options and ideas to make Eberron your own. If Mornenkainen's was doing the same I's be fine with it. But the way you are interpreting it, it's not an option, its the only reality, and it contradicts every single piece of lore from that setting regarding to the creation of elves.
 

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