Mouseferatu
Hero
When WotC described this setting as D&D pulp adventure, they weren't kidding. 
Ahem...
It is the first few years after World War I/The Last War, a battle that many people believe will be the last major war, even though the wise know that another great war is inevitable some years or decades into the future. In the interim, the shattered nations of Europe/Khorvaire struggle to rebuild, making and breaking alliances, engaging in all manner of espionage and sabotage. Trade and travel are conducted primarily by ship and train/lightning rail, but airplanes/air ships are becoming ever more prevalent as time goes by. The nations engage in substantial trade, each trying to build itself up to its former glory. Resentments and hatreds from World War I/The Last War still linger, feeding into themselves and becoming enmeshed in the various cultures.
Exploration of the lesser known portion of the world increases, as the various nations, and many private individuals, seek to expand their resources and horizons. Africa/Xen'drik is of particular focus, as explorers seek the secrets of ancient civilizations and even the origins of mankind/modern civilization. Newspapers/news sheets have become extremely popular, as they provided folks everywhere news during the war, and reporters/chroniclers spread over the globe in search of new stories. Secret societies born decades before, such as the Order of the Golden Dawn/Aurum, spread their tendrils through high society. Major business conglomerates and trading consortiums/Dragonmarked Houses make substantial profits in the wake of the war, crossing nation/kingdom borders and often becoming wealthier and more powerful than governments. The world sees a boom in technology/magic, as inventions/spells that were once minor conveniences become more and more essential to the functioning of modern life.
There are plenty more parallels, but you get the idea. Eberron really is pulp adventure in the truest sense of the word. Make Indiana Jones into a half-elf, he'd fit right in here. Almost every one of the Eberron tropes--the ships, the lightning rail, the world's history--fits 100% into the 1920s and 30s, if viewed through a fantasy lens. I love this idea.
I'm really quite impressed. The thought that must have gone into making this work is truly staggering. Three months ago, given everything I knew, I was disappointed that this world had won the setting search. As of now, it's swiftly becoming one of my favorite published campaigns from any edition. Now I just need to figure out which nation's operatives make the best Nazi-analogs for my upcoming game...
(Hell, I may even try to introduce some form of Prohibition at some point.
)

Ahem...
It is the first few years after World War I/The Last War, a battle that many people believe will be the last major war, even though the wise know that another great war is inevitable some years or decades into the future. In the interim, the shattered nations of Europe/Khorvaire struggle to rebuild, making and breaking alliances, engaging in all manner of espionage and sabotage. Trade and travel are conducted primarily by ship and train/lightning rail, but airplanes/air ships are becoming ever more prevalent as time goes by. The nations engage in substantial trade, each trying to build itself up to its former glory. Resentments and hatreds from World War I/The Last War still linger, feeding into themselves and becoming enmeshed in the various cultures.
Exploration of the lesser known portion of the world increases, as the various nations, and many private individuals, seek to expand their resources and horizons. Africa/Xen'drik is of particular focus, as explorers seek the secrets of ancient civilizations and even the origins of mankind/modern civilization. Newspapers/news sheets have become extremely popular, as they provided folks everywhere news during the war, and reporters/chroniclers spread over the globe in search of new stories. Secret societies born decades before, such as the Order of the Golden Dawn/Aurum, spread their tendrils through high society. Major business conglomerates and trading consortiums/Dragonmarked Houses make substantial profits in the wake of the war, crossing nation/kingdom borders and often becoming wealthier and more powerful than governments. The world sees a boom in technology/magic, as inventions/spells that were once minor conveniences become more and more essential to the functioning of modern life.
There are plenty more parallels, but you get the idea. Eberron really is pulp adventure in the truest sense of the word. Make Indiana Jones into a half-elf, he'd fit right in here. Almost every one of the Eberron tropes--the ships, the lightning rail, the world's history--fits 100% into the 1920s and 30s, if viewed through a fantasy lens. I love this idea.
I'm really quite impressed. The thought that must have gone into making this work is truly staggering. Three months ago, given everything I knew, I was disappointed that this world had won the setting search. As of now, it's swiftly becoming one of my favorite published campaigns from any edition. Now I just need to figure out which nation's operatives make the best Nazi-analogs for my upcoming game...

(Hell, I may even try to introduce some form of Prohibition at some point.

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