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!

ED746060-9834-4FFF-A8DB-F1B39F19E486.jpeg


- 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

 

log in or register to remove this ad

So I went searching and herew is it:
<iframe width="560" height="315" src="" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

This makes me a little sad because I don't like Spelljammer, but hey, I'm only the boss of my own table.

Anyway, I just wanted to share it in case anyone else wanted confirmation.
Well, the whole schbang of Eberron is that your Eberron is the canon Eberron. Crawford himselfs says you can ignore everything and stick with the unique cosmology for Eberron. I'm really happy they seem to be respecting that aspect of Eberron in 5e. I support any new idea for the setting as long as it's intended to be optional, no a change in metaplot or new canon pushed down our throats.
 

log in or register to remove this ad

Well, the whole schbang of Eberron is that your Eberron is the canon Eberron. Crawford himselfs says you can ignore everything and stick with the unique cosmology for Eberron. I'm really happy they seem to be respecting that aspect of Eberron in 5e. I support any new idea for the setting as long as it's intended to be optional, no a change in metaplot or new canon pushed down our throats.

They've struck a great balance in recent years, of providing a metasetting option, but also not trying to pretend that anybody is bound by that at the table.
 


They've struck a great balance in recent years, of providing a metasetting option, but also not trying to pretend that anybody is bound by that at the table.

At this point I run my games loosely based on 5E rules and thats about where it ends whether its mechanically or campaign setting wise. I use what I want and disregard the rest. Except for game prep, I dont reference too many books at the table anymore. Im lucky that my players are casual gamers and dont read much outside of our games. Thats what I always liked about the Forgotten Realms, they gave yo so much detail to work with. It was next to impossible not open up one of the 2E books to a random page and read a random paragraph and not come away with an adventure/campaign idea. To me this is worth more than any mechanical rule. I just dont like that with every new edition there has to be some major wold shaking event.
 




I’ll rewatch it on my lunch later, but I do remember them saying that the Ring of Syberis keeps Eberron separate from the rest of the multiverse, not that there was a crystal sphere that broke.

I don't have the time-stamp at the moment, but I found this summary of this very video including the following that seem relevant here:

-Planescape is indeed the core cosmology/the default one.

-People on various worlds can and often have a different conception of the planes/imagine them differently, but the Planescape's version is the "bird eye's view", DM-objective

-All the D&D setting worlds are indeed in the same Prime Material Plane.

-Crystal spheres surround the worlds (including their stars and other planets), with the phlogiston in-between.

-Dark Sun's world is cut off from the other worlds (as it is very difficult to leave). Dragonlance's world has been cut off some times, but not always.

-Eberron's relationship with the rest of cosmology: the Progenitors created Eberron as an world/universe they wanted to call their own, so they created this world with little planes surrounding it so that they could control something of their own. Then they cut it off from the rest of the universe with the Ring of Ciberis (sorry for the spelling), which act as its Crystal Sphere and sometime cracks, resulting in pieces falling on Eberron.

...

-Ravnica is also a world in the Material Plane.

 

I’ll rewatch it on my lunch later, but I do remember them saying that the Ring of Syberis keeps Eberron separate from the rest of the multiverse, not that there was a crystal sphere that broke.

He starts discussing Eberron and it's relation to the multiverse at ~24:28 here.

Keith Baker and Jeremy Crawford hashed out a way to work Eberron into the Spelljammer/Planescape framework in 2017 while working on Wayfinder's Guide to Eberron. He specifically gets into how Baker had the idea that the Ring of Syberis could be a shield that "in Eberron you can actually see what in other worlds we might refer to as the Crystal Sphere" around 28:20. Basically, according to this scheme, the Progenitor Dragons made a cut off microcosm on the material plane contained in a shielded crystal sphere.
 

He starts discussing Eberron and it's relation to the multiverse at ~24:28 here.

Keith Baker and Jeremy Crawford hashed out a way to work Eberron into the Spelljammer/Planescape framework in 2017 while working on Wayfinder's Guide to Eberron. He specifically gets into how Baker had the idea that the Ring of Syberis could "in Eberron you can actually see what in other worlds we might refer to as the Crystal Sphere" around 28:20. Basically, according to this scheme, the Progenitor Dragons made a cut off microcosm on the material plane contained in a shielded crystal sphere.
Again, I’ll rewatch it later, but front hat description it sounds like you’re extrapolating.

The ring does what a crystal sphere does in other worlds, but more, is what they seem to have actually said. Not “the sphere broke and made the ring”.

But I will listen later and see what’s up for myself.
 

Remove ads

Remove ads

Top