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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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?

What harm does it do?
 




1. It turns the choice of settings into a false one by eliminating their differentiating factors.
2. It reinforces stereotypes born from the game's inception 40 years ago that do not stand up scrutiny today.
3. Please answer my question.

1. There is still plenty of choice, it can all be ignored even
2. 5E doesn't share these stereotypes anymore
3. An all-connecting multiverse is super-fun
 

1. There is still plenty of choice, it can all be ignored even
2. 5E doesn't share these stereotypes anymore
3. An all-connecting multiverse is super-fun
well, I agree that an all-connecting multiverse is super fun. But I fail to see how what we are discussing here helps with that. You can have an all-connecting multiverse without subverting core assumptions of a setting. The ring of syberis being and failling extraplanar shield does that job to perfection in my opinion. Vaguely retconing a core race origin to hegemonize with every other setting does not.

all this is based on if you like the proposed idea or not, and that's why all this things we are discussing should be options, not core assumptions.
 

And that's what I think is sticking in my craw, I don't mind that the old-timey Eberron is a distinct separate bubble, and that people want to play it that way. That's cool. I like the big, It's-All-Connected deal, and the book provides explicit support for that take. Equally valid.
 

well, I agree that an all-connecting multiverse is super fun. But I fail to see how what we are discussing here helps with that. You can have an all-connecting multiverse without subverting core assumptions of a setting. The ring of syberis being and failling extraplanar shield does that job to perfection in my opinion. Vaguely retconing a core race origin to hegemonize with every other setting does not.

all this is based on if you like the proposed idea or not, and that's why all this things we are discussing should be options, not core assumptions.

And yet, that retcon is right there in the book as a probable explanation for the origin of Eberron Elves, as you yourself cited.
 

And yet, that retcon is right there in the book as a probable explanation for the origin of Eberron Elves, as you yourself cited.
I believe we are talking in circles here. Yes, Wayfinder's Guide uses Corellon as a possible alternative origin for Eberron elves, but in your interpretation of Mornenkaiden's, there is nothing possible. Elves are the children of Corellon and that is the bottom of it. That I don't like, and will never like. Give this things as options not as reallity.
 

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