LonePaladin:
Some races existed in the setting before, like aasimar, but the geographic changes of the Spellplague -- notably the 'return' of portions of Abeir -- made them more prevalent.
(I'm going to claim that wanting to understand settings falls under "advice.")
What's with the two parallel worlds? Was one of them the "standard" Realms, or did people play in both worlds? Was the "sundering" part of a change to the game, like a new edition, or something in the books or what?
LonePaladin:
There were genasi, for instance, but they were incredibly rare before. Most of the ones present in 4E Realms came from the sections of Abeir that turned up, along with dragonborn and tieflings.
As I understand it dragonborn didn't strictly exist anywhere in the Realms until they were retconned with 4E. Right?
I always wondered about genasi. I'd never heard of them until 4E, so I assumed they were a major part of the Realms that I just hadn't heard about. Did they form a major part of one of the video games or the books. Tieflings, as I understand it, were brought to prominence with Planescape, so I tend to assume that new races generally stem from some iconic source.
LonePaladin:
My other choice would be a drow dark pact warlock, but that particular build (the Slow Poisoner) could be a bit of a hassle for a DM.
Hm, I don't know anything about it. A drow dark pact warlock seems like an okay choice, but if a character is particularly gimmicky in combat I do tend to feel like it distracts from the challenge and themes of the game.
LonePaladin:
Oh, and speaking cosmologically, Eberron is pointedly NOT connected to other worlds.
I knew that about Athas, but I'd never heard that about Eberron. Fine by me. I feel like I can bring elements across from other settings, but it's harder to remove elements.
Insofar as adventures in the worlds are about the fates of those worlds and the people in them, it's a bit odd for me to think of anything going on beyond them.
In Dark Sun, if anyone could leave, they would, and if anyone could come it with anything even moderately powerful they could have a pretty good run, for all the good it would do them - they'd still be in Athas. So, there's no point, storywise, in it being connected to other worlds.
Eberron is the name of the setting
and of the planet, which is not really the case with any other setting. I'm not sure what Paragon or Epic play in Eberron should be like, since that's when characters start travelling the planes, or at least dealing with extraplanar threats. I guess it could be about Xoriat or Dal Quor finally making a move. But I feel like everything needs to move
towards Eberron.
Only the Realms seem inherently like they can and should involve extraplanar adventures, mainly because it seems like a static hodgepodge. It was designed not to change or go anywhere without a driving force like organized play or an edition change. In the intro adventure in the 4e setting guide, the PCs are tracking some goblins who stole a ritual; at the end, they face down the goblins, but it turns out that their ritual was a fake and could never work. I felt like that sort of said it all: you can have adventures, but they won't really matter.