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Development and MarketingFrom the start, Eberron's development process has been highly visible. Created as part of Wizards of the Coast's 2002 Setting Search competition, it was selected from among thousands of submissions to be developed by Keith Baker, along with a team of experienced D&D writers and visionary concept artists. These quotes from Keith Baker provide insight into Eberron's influences and how we can expect to see the world grow in the future. Preconceptions I
am still amused by the fact that half the people who currently dislike
Eberron say "I don't see what's so unique about the setting",
while the other half say "This setting is so strange and bizarre
that it will never succeed." War.
Action. Intrigue. Exploration. Magic. PCs as extraordinary individuals
with the ability to make a difference in the world. In
the [first] Web article, they quote a line from the original 1-pager,
and yes, that implies "dwarvish Sam Spades." But the world went
through massive changes over the three stages of development... changes
designed to give it a broader appeal to a traditional fantasy audience.
It is a game with elements of pulp and noir, but look back at the movies
referenced as inspiration, and you'll see Name
of the Rose, Henry V, The Three Musketeers, and Brotherhood
of the Wolf alongside Indy. Because it captures the mood of Indiana
Jones or The Maltese Falcon does
not mean that it is a parody of these movies -- the detective with pointy
ears. Again, look to the artwork that's been released, and notice the
lack of trenchcoats and fedoras. "Pulp and noir" is easier to
say than "swashbuckling adventure and intrigue" -- but in this
case, both mean the same thing. The
pulp element is about action and adventure. Noir adds uncertainty and
intrigue to that mix - not gloom and despair. It's not Arcanum, and it's
not Castle Falkenstein. It's Dungeons & Dragons, meaning that - surprise
- both dungeons and dragons are the focus, not tommyguns and nazis. As
for detectives -- well, urban mystery and intrigue is supported, but as
I've said, it's come a long way from that one pager and it's not Raymond
Chandler in chainmail. But everything has its own place in the world.
A culture has evolved around the use of psionics, just as magic has had
its impact on Khorvaire. And that nation is far from the realm with the
halflings and the dinosaurs. If you want a psychic halfling, you can come
up with your own story for how he visited Riedra or was trained by a solitary
kalashtar monk. Psionic halflings are not common -- but if you want one,
it is easy to come up with a background that ties him to groups and places
within the world, giving the DM something to work with in story development. Te potential to lose allies or characters that the players care about is certainly something I believe needs to be part of the setting – hence the whole noir/dark fantasy thing. Raising the dead is a serious business, and there needs to be the sense that people can die and that you can lose friends or allies. While
I'd still probably say "swashbuckling action" and "dark
fantasy" over "pulp/noir" (just to move a little farther
away from the image of Gondor Jones fighting the Nazi orcs), the world
has groups suited to both styles of play. Pulp traditionally is more black
and white, and there are some heroic and villainous forces that are just
that. But noir is all about layers and intrigue. The Silver Flame has
is purehearted crusaders, but it also has its darker side, not to mention
the feuds with other forces within Eberron. The "Lord of the Rings meets Indiana Jones and The Maltese Falcon"
description covers three distinct elements: fantasy; pulp action; and noir intrigue.
Eberron is a fantasy world that is designed to have a lot of room for cinematic action, but to also have a place for mystery, intrigue, and the uncertainty that comes with film noir. In most cases, these can all work together, but it's really up to the DM. If you go hunting for the Blade of Burning Shadows in Xen'drik, it may be all action, all the time. On the other hand, an adventure in the court of Zilargo could be entirely based on intrigue, without a single fight scene. Galifar is largely feudal in nature. Thrane in particular has a strong tradition of chivalry, but there are knightly orders in other nations; the Order of the Emerald Claw first appeared as a knightly order in Karrnath. As for jousting, such pastimes vary by nation and city; in Sharn you actually have a strong tradition of aerial jousting. (A wide variety of creatures are used in the aerial sports, from hippogriffs to glidewing dinosaurs. Depends on the sport and part of town!) I've read the final [Eberron Campaign Setting] book, and it is indeed 320 pages. Yup, at $40 it's expensive... but at a per page cost, it's cheaper than Unearthed Arcana, The Draconomicon, the Book of Exalted Deeds, the Player's Guide to Faerun, and many others. Even though the Complete Divine is only $29.95, it's also only 192 pages. Eberron's not cheap, but it is big. And while there is no poster map, there are a host of maps in the book -- world map, continental focus, regional maps, etc. Hopefully they will meet your basic needs! [Even at 320 pages,] there's an awful lot I'd like to see in there that there just isn't space for! As a campaign setting book, it draws on aspects of all three of the core books. The opening chapters that describe races, classes, feats, spells, and the like are going to be of interest to everyone. Beyond that, you run into organizations, nations, monsters, treasures, and the like. We could only squeeze so much information into the central book and have it be affordable for them & the customer... But nothing is going to be thrown away or forgotten. As long as there is interest in the world, they will get around to it eventually, whether it's as a sourcebook, web enhancement, or whatever. I still find the idea of interaction between aquatic cultures and surface cultures to be interesting, but it was never a central part of the setting, and it's certainly something that can wait -- or, if people just aren't interested, be left alone. I know WotC will be publishing at least two adventures for Eberron. After that, I really don't know. So two for sure, then it's a mystery. Though there are definitely other books that will come out in support of the setting. I'm also confident that Dungeon will end up having some Eberron adventures. WotC is releasing two Eberron adventures in 2004.
Shadows of the Last War builds on the introductory adventure included in the campaign setting book, pulling you
deeper into the story that began there. It assumes a certain level of altruism or curiosity, so it's not ideal for an evil-aligned party. It begins in the city of Sharn, but takes characters to a number of different places in Khorvaire. As long as you've got a group of people who wouldn't refuse to set foot in Sharn, any non-evil group should work. What happens in 2005 probably depends on sales. I think the issue of adventures is pure economics -- Only DMs buy adventures, and not all DMs at that. If you look on Amazon, the sales rank for City of the Spider Queen is 30,000, compared to 832 for Unearthed Arcana. In fact, it appears that there have been almost as many preorders for Eberron (2 months in advance) as sales of City of the Spider Queen. I know that a number of OGL companies I've worked with have stopped publishing adventures for the same reason. Do I like it? No. But a business does have to make money to survive. My Dungeon adventures are both in Sharn, though both are quite different. However, the two adventures that will be published -- Shadows and Whispers -- begin in Sharn but have more globetrotting elements. I'm not associated with WotC directly ...but I know a religion book is not on the short list of products. However, what you might see before a book would be expansion material on the WotC Website -- that's probably the best chance of getting the material in the short term. [Religious] elements -- prayers, temples, holy symbols, and such -- are obviously useful. I don't know that you'd see a whole book on it, but I could see a web article focusing on a single religion ("Everything you ever wanted to know about the Sovereign Host") or it being added into a book on the Five Nations (Thrane could certainly use detailed info on the Silver Flame). It's
been very interesting for me to see the things people have mentioned so
far. A lot of things that people are suggesting are sources I have no
experience. I've never played a Final Fantasy game. The only Glen Cook
books I've read have been the Black Company series. And to my shame, I've
never actually read any Fritz Lieber. Does this mean that Eberron won't
resemble these things? Not necessarily. For all I know, it's just like
Final Fantasy -- one of these days, I'll play one of the games and find
out. To
me the main similarities [between Eberron and Martin’s Song of Fire and Ice books] are the potential for political intrigue,
the depth of the world, and that concept that good and evil arenot always
black and white. Likewise, while Martin has the Others lurking in the
shadows, the main conflicts so far are between nations and noble families,
not humans and the vile forces of evil. In Eberron, we have the standard
goblinoids and monstrous races, but they aren't just cardboard villains;
they have their own cultures, motivations, and competing factions. So
orcs aren't the Nazis of Eberron. Don't get me wrong, there are certainly
vile monsters to be fought -- but humans can be worse than any monster,
and monsters can be, hmm, humane as any human. (That sounds like a bad
fortune cookie). Other
things that I've read and liked: The
Dictionary of the Khazars by Milorad Pavic; The Flat Earth books by Tanith Lee and the Dying Earth books by Jack Vance; Sherri S. Tepper's True
Game books; Julian May's Pliocene
Exile; and Tolkein, Lovecraft, and Moorcock, looking back a ways. Obviously The Maltese Falcon has already been mentioned – though the point there is more tone than anything else, with the level of intrigue, mystery, and backstabbing that goes on, and the hero being a man of questionable morals himself. Alexandre Dumas definitely fits the flavor of the world. If you consider Lovecraft non-fantasy (it's certainly a different style of fantasy than Lord of the Rings), he's in there. Edgar Rice Burroughs. I'm a big fan of Philip K. Dick, though I wouldn't say he's a major influence on Eberron. Historical Influences Ideally…
novels will not have to jump to epic levels. There's a lot of exciting
low-level action in Eberron. The point is that you can be a remarkable
hero without being able to singlehandedly defeat 1000 warforged. There
are epic-level challenges to be faced in Eberron, but there's lots to
do as one works towards them. I
myself know practically nothing about the MMORPG, and hey, I created the
world. The online game is being matched to where it best fits into the
world, not the other way around. As it turns out, there is a place in
the world that is well suited to this; but that is a convenient coincidence. I am not working with [Turbine] directly. Christopher Perkins and Bill Slaviscek are, and they have talked to me about major issues. At this time, I have not been involved in the development of D&D Online in any way. I know that other members of the WotC Eberron design team have been, so they aren't operating in the dark; however, I myself don't know anything about why they chose Eberron for the setting or where it will take place. 1. It's new. This is good for one reason: less material to be true to. If they go with Greyhawk or Forgotten Realms, they have a built in fanbase -- but they are also bound by decades of existing material, and will have to deal with people saying "Why can't I be one of the Chosen?", "Where are the People of the Black Blood," or "As shown in Book #357, this could never happen in the Realms." Because Eberron is a new setting, the developers have more freedom to make what they think is the best game without disappointing fans who expect to see every detail of the world they've been playing with for over a decade. Eberron
Real-Time Strategy Game I have a non-disclosure agreement concerning the D&D RTS.
The shadow elves tie into the existing history of the Aereni and drow, but they were developed in detail for the RTS, and there wouldn't be much point to discussing them without going into detail.
Thus, I doubt you'll get much solid information until the RTS is released, at which point I hope that there will be an opportunity to explore their culture in more detail. Wizards
fully intends to save many of the more interesting details until the end.
Whatever one thinks of their marketing approach, it is common sense to
assume that they would want every preview to be more interesting than
the one before. Therefore, they are not going to reveal the most intriguing
elements six months in advance. You may have seen enough to know you won't
like it -- but at this point, you may not know about the most original
or interesting elements of the world. In
the [first] web article, the initial answer to the question of "who
are the heroes" is literally the answer from the one pager. The world
evolved a great deal over development, and while the pulp/noir feeling
remains, it's a little more LOTR, a little less Raymond Chandler and the
Shadow. [Across
Eberron] was an attempt to give a hint as to what the world
is. WotC is specifically NOT showing the whole thing, so that each new
preview will be more intresting than the one before. Looking to that flier,
point me to any mention of the kalashtar, Sarlona, or the psionic societies.
Tell me how many nations are in the world or how they relate to one another.
Name three of the important organizations in the world, or religions.
For that matter, tell me what a dragonmark is. All of these things are
part of the world, and in time they will be revealed. But revealing the
entire world and then saying "and now wait 8 months before it comes
out" would be fairly pointless. At least one of the most important
things about the setting -- something that has a major impact on the shape
of the world -- has not been revealed, and won't be for months yet. Comparing
it to Dragonlance, you've only seen the Dragon part, and we haven't shown
you the Lance. Living
Eberron
Given that they are having James and I at Winter Fantasy (the RPGA convention) it seems like a reasonable assumption! [This has been confirmed. The campaign will start at Winter Fantasy '05.] There will be a Living Eberron campaign. At the moment, I don't know the details. I remember that when I got my first miniatures, I was so young that I thought it was fun to squash them with a hammer to make "shadows". I think that I was eight years old when I started reading the books, though it was a little longer before I actually started playing them. My parents were divorced when I was very young, and one of the most exciting things about going to visit my father on vacations was that there was a real GAME STORE in Washington DC. I remember reading the Against the Giants modules, and how cool it was when Expedition to the Barrier Peaks came out with that whole book of art. I remember when 1st-edition Oriental Adventures came out and we all stayed up late designing martial arts. The setting draws on elements of a few different campaigns I've run in the past, but it's a unique world now (though I have run games in Eberron since developing it). It has evolved since the 100-page story bible that was selected in the setting search, and James Wyatt, Bill Slaviscek, and Chris Perkins have all also left their mark on it. What I've played before was not directly Eberron, which draws on pieces of 2 of those 4 [of my past settings] and adds new material besides. One of those two campaigns was one I ran in high school through college, so quite a while. But again, that wasn't exactly Eberron. [Since the original 100 page story bible,] there have been a lot of changes. The world was reduced in size, simply because it had to be -- as is, we are fighting to squeeze all of the nations and groups into the 360 page book... In the original setting there were well-developed aquatic nations and politics, and that's something that has been dropped -- which isn't to say that they aren't out there, but they don't have the same level of interaction with the surface world. The halfling dinosaur rider culture emerged out of a brainstorming session and belongs to everyone. The shifters were inspired by a comment Chris Perkins made at the begining of the final round when WotC brought each finalist in and said "Here's what we like and don't like about your setting"; they evolved in the 100-pager and have changed significantly since then. Almost all of the names of countries and places have changed. And so on, and so on. It's still the same world I submitted in that 100-page bible, but everyone on the team has had the chance to put their mark on it. In the one
Eberron game I've been able to play in, I had a lot of fun with a warforged fighter. If I was able to play long term, it would be a very hard choice. Warforged fighter, shifter druid, kalashtar soulknife, and dragonmarked human artificer would be the four I'd probably end up choosing between -- although there's a lot of other interesting characters to play!
That's WotC's decision. There are major events that could be set in
motion, if they want to take that path. However, I do feel that there
are a lot of stories to be explored on the micro level before it is
necessary to go to a macro level. Well, it's possible that Bill or James have
different ideas (and various names have evolved over the course of
the development of the setting, thus I am not the originator of all
names) but here's how I pronounce them in *my* campaign. Including Psionic Content The goal was to give psionics a sensible place in the world without making them so central that people would have to make major changes if they did not possess the XPH.
The point was not to allow you to run a game in Adar right off the bat, but for you to be able to say "My soulknife trained in Adar" or "My psychic warrior studied with a kalashtar elder in a secret monstary in Sharn."
And, of course, the kalashtar and Inspired are psionic creatures with an important role in the world; the Dreaming Dark is one of my favorite things about the setting. Psionics even have a tie to the planes; creatures of dream and madness are typically psionic in nature as opposed to magical. D&D Miniatures [Privateer
Press'] Iron Kingdoms describes itself as "a realm like no other, a place where adventurers encounter steam power and gunpowder almost as often as swords and sorcery" -- and neither gunpowder
nor steam power are things you'll find in Eberron. Obviously there are some cases --
i.e., the lightning rail -- where you could argue that it makes little difference whether it uses steam or magic. However, I would imagine that the use of gunpowder adds a different feel to the world. From what I've skimmed online (I'm not actually familiar with IK) warjacks are often equipped with cannons, and there appear to be human miniatures with handguns and rifles. Eberron may have a few elements that people see as steampunk, but it's a fantasy world; where warfare has advanced, it has been purely through the application of the magic present in the core rules, along with the artificer.
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