Цитата
EN World member Wartorn has posted the table of contents from Wizards Presents: Worlds & Monsters:
D&D and the Birth of a New Edition (2 pages)
The Process of Re-Creation (4 pages) - reimagining monsters for 4e
The Setting of D&D (4 pages) - the Points of Light setting, and how it came about
The New Cosmology (2 pages) - an overview of the new cosmology and the end of the great wheel
The World (8 pages) - Includes sections Fallen Empires, Locations of Note, The End of Human Dominion
Dragons (6 pages)
Giants (2 pages)
The Underdark (4 pages)
The Feywild (8 pages)
The ShadowFell (8 pages)
Art Gallery (1 page)
The Elemental Chaos (12 pages) - Elementals, Locations of Note, and the Abyss
The Astral Sea (10 pages) - includes The Gods, Angels, Devils
The Far Realm (6 pages) - includes Aberrant Creatures and Mind Flayers
Staff Thoughts on 4th Edition (13 pages) - sections about... lots of things
The Next Word (1 page) - a few words about what's coming
He also mentions a little about the Far Realm:
Here's a rundown on the Far Realm (which I jumped to because I'd never heard of it)
In summary, based on the fluff, it is definitely Lovecraftian but more on the 'outside and bizarre reality' side than the 'outer space' side.
The Far Realm is formally acknowledged in the cosmology, and 'is responsible for monstrosities that haunt the universe'. Specifcally, all aberrations are linked to it.
A Far Realm specific reason is suggested as a source of the conflict between the illithid and aboleth.
Perhaps taking a cue from WFRP, the Far Realm is said to 'seep in' sometimes, overlaying the landscape with an unnerving sense of dread, even distorting it, and tainting the flora and fauna. Strange new creatures emerge from this 'polluted reality' and insane practitioners sometimes 'willfully merge the natural and the obscene'
Also mentioned is that aberration is not a type. Type is now distinct from Origin - so you have Humanoids (type) with an Origin of fey (eladrin) , aberration (mind flayer), elemental (archon) , natural (man)
Finally there's a page and a half or so on the mind flayer: in short: they are essentially the same as in the previous edition just with fewer powers (taken from the set of those that most define them) that are easier and clearer to run. There are a few mechanical tidbits about mind blast and dominate each being a 'renewable power - useable once per encounter', whereas tentacle lash and grab are basic attacks backed up by situational powers 'bore into brain', 'thrall' and 'interpose thrall'
So far the book seems to be pretty close to Races and Classes in terms of value - and for me it is having the same effect: reinforcing my faith in the designers, making some things clearer in a positive way, increasing my enthusiasm for 4e. If you enjoyed R&C I'd recommend it.
And yet more details! They just keep coming!
The Temple of Elemental Evil is mentioned as a Location of Note. This section is said to contain 'future adventuring locales'...
Dragons:
Bunches of stuff here, the highlights include:
The different colors of Dragon have different monster roles - in other words, some are artillery (blue), some are brutes (white), some are soldiers (red) and so on
Dragons are solo monsters who 'get to do more on their turn than most monsters do' and also 'get to do a lot when it's not their turn' (like the tail slap we already knew about, but also mentioned is the green dragon's ability to poison you if you get too close)
Dragons have fewer abilities, focused on the most iconic ones (continuing the theme). For example, the oldest black dragon is said to have only five possible standard actions, with unique magical abilities taking the place of spells simply taken from the wizard's lists.
Dragons aren't forced into specific 'alignments'. Their motives can vary from a baseline - chromatic are wild, metallic like to be in control but good and evil manifests in each.
There are two new flavours of metallic dragon which displace bronze and brass from the core group. The new metallics are Iron and Adamantine.
Chromatic dragons grow in raw elemental power as they age which manifests as unique new powers related to the appropriate element. An ancient red's breath weapon, for example, can 'scour the fire resistance right off you'
An all new look and set of powers for the green dragon; they are back to breathing poison!
Giants:
There are Huge versions of the standard giants called Titans - these are more closely tied to the elements and have greater power
Giants in general are more elemental in nature, and there is greater variety between the standard types
The Giant type is specifically for Giants. Trolls, ogres, ettins don't 'necessarily' have the Giant 'type'
Underdark:
Now considered easier to get to
Mentioned are Drow, Troglodytes, Mind Flayers, Kuo-Toas (aboleth servant/worshippers), aboleths, myconids
Vault of the Drow is mentioned as an Underdark Location of Note
Feywild:
Mentioned inhabitants include hags, yeth hounds, centaurs, eladrins, treants, fomorians, unicorns, elves, firbolgs, the Wild Hunt, red caps, quicklings, will-o'wisps, dark ones, pixies
There is a fey reflection of the underdark, ruled over by fomorians
The Isle of Dread is mentioned as a Location of Note
Gnomes are a possible fey-dwelling race
Pixies, well, don't want to ruin the surprise
Shadowfell:
Merges Negative Energy Plane and Plane of Shadow, removing the irritating bits that make these places a pain to visit
Shadow is a power source. Involved with stealth, illusion, dread, 'devastating enemies' and 'necrotic energy'
They've re-concepted the undead, adding the animus, providing 'vitality and mobility', as a companion to the soul and the body.
Very interesting descriptions of how different varieties of undead are now explained. Shadow are the animus freed of body and soul, for example.
Lots of details about how the new cosmology explains resurrection and reincarnation
Shadowfell is inhabited by ... the Shadar-kai.