Ashy said:
to pull this horribly careening hijack back on topic... Keith - what will role will creatures from the outer planes play in Eberron? Will there be any involvement from fiends, celestials, loths, or so forth? Also, since you will be able to tap into closed content (I assume) will there be any ties to the Far Realm? Eberron seems PERFECT for a supplement or adventure in that direction....
Also, come to think of it - will any of Eberron be open?
I'm afraid I don't have a clue whether any of it will be open or not -- I just write stuff. As for the outer planes, Eberron has its own cosmology, which provides a places for existing outsiders. At the outset, some are more entrenched in the world than others -- there is a strong use of one of my favorite outsiders, which in my opinion havn't seen enough use in other settings. At the moment, the cosmology already includes something similar to the Far Realm, but you could certainly connect the Far Realm if that doesn't do it for you.
As a slight note on "Everything in D&D is in Eberron", that doesn't mean that everything is crammed together. The goal is to provide some place in the world where a particular creature/whatever makes sense. Since you can travel across the world, if you really like that creature, well, here's where it belongs. To take drow as an example: Drow exist in Eberron. They are not the Drow of FR, by any means, but they are still dark elves. As things stand, they do not play a major role in the game -- they are not in Khorvaire, the continent players are likely to call home. However, if you like the Drow a little, you can send your players on an adventure that takes them into Drowland (no, that's not a real name). If you just can't get enough of the Drow, you can have the Drow decide to leave Drowland and infiltrate Khorvaire; you know where they come from and what they can do, and if you want them to play a more important role than they do at the start, that's your call. If you hate the Drow, never send your players near Drowland and you can pretend that they don't exist. Likewise with the famed dinosaurs: there is a part of the world where there are dinosaurs, and we have tried to do something interesting with the dinosaurs (hence, the halfling dinoriders). That does not mean that you find dinosaurs everywhere you go, and again, if you hate dinosaurs, stay away from that part of the world.
In regards to the "How's mass transit affect traveling encounters" question: without revealing anything more about the lightning rail or airships, think of Raiders of the Lost Ark. Indy can hop the red line to get to South America -- but once he gets there, he still has to make his way through the jungle to find the ruined temple. And even the red line may not be safe, depending on the whims of the DM; consider the incident on the boat in The Mummy. Magical tranportation will provide you with a way to experience a wide range of environments, to deal with the fact that not every monster or what have you can be found in one place, and it allows the race across the continent to beat the bad guys to the sacred widget -- but it is not simply teleportation that takes you wherever you want to go in the blink of an eye.
Oh, and since someone mentioned this before, the kalashtar are not an elvish subrace. The kalashtar, shifters, warforged, and changelings are new races with no mechanical ties to any of the standard races. Subraces don't play a major role in Eberron; the focus is more on cultural differences than physiological differences. There are multiple elven nations that are quite different, but in terms of statistics,they're all elves.
Oh, and if you want to see the list of what I've written, go to
www.bossythecow.com . I've been woefully negligent in updating the news, and it doesn't mention Deathnet (the Polyhedron minigame that game out two issues ago), but everything is more or less up to date. I'm glad someone liked Crime & Punishment.
Now, I must get back to work. Thanks for your interest.