Eberron gives me the same feeling that I got when I was a little kid opening up my best friend's copy of the Forgotten Realms boxed set. It's a world of many familiar elements combined in surprising ways, wonderfully coherent in spite of its diversity.
In the process of compiling the
Eberron Journal, I've heard a lot of what Keith has to say about the setting. That's certainly biased me toward it, but I think it's also given me some unique insight. Every time I learn more, I get more excited, and occasionally I pick up on secrets. I can't wait till other people hear the backstory for outsiders (both native and not), the setting's equivalent(s) to the Underdark, the history of giants, and the unique cultures of Khorvaire's nations.
I'm definitely looking forward to my first Eberron campaign. The setting's many unexplored locales make we want to dive underground for relic-hunting dungeon crawls, while its cold war political environment makes me want to craft an intrigue-filled story of adventurers who work behind the scenes to maintain the uneasy peace. When I DM the setting, I'll probably combine both ideas.
That little back-woods island plays little or no part in the grand scheme of the setting itself.
While it is indeed a small part of a very large world, it's actually a Mongolia-esque flatlands, rather than an island. Either way, I think it's fun to have the option to play the occasional "Lost World" adventure. The first adventure I ever played (as a very wee lad) was X1, so I guess I'm used to having dinosaurs in my D&D.
Really, Eberron just offers the same flexibility people already enjoy with Greyhawk, Forgotten Realms, and countless third-party options. But it's got some fun new flavor and it's a chance to get in on the ground floor. I've been looking for a new campaign setting home, and I think I've found it in Eberron.