Sunday, March 2, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 1: Master List, Sapient Humanoid Species, and Unique Magics

When I  solo play in a preestablished setting I want the feeling of that setting to really shine. I mostly use Mythic GM Emulator 2 for my stand in GM. Two important elements in using MGME2 are Character Lists and Threads (plots) Lists

The one thing that delightful system lacks, is a dedicated lists for setting elements. Because I have been noodling around in the Eberron campaign setting for the last few months of solo play, I have built up a master list for the setting and a ton of sub-lists that it refers to. As I have had a few requests for those list I am going to drop them here. This is hardly comprehensive for a 288 page book, but I feel it adds spice that differentiates this setting from a more generic setting. 

The way I use these lists is two fold. First, I roll three elements from them at the beginning of an adventure arc to insure that the game unfolding will have a Eberron flavor. I make sure in the first three scenes that all of the elements show up in some form. 

Next I have an entry in both the Threads list and the Character list of "Setting Elements Table". This allows for a random introduction of some aspect setting to spring in unexpectedly.

Enough explanation, on to the Lists.

Master List

1-2
    1-2. Sapient Humanoid Species* 
    3-4. Classes*   
    5-6. Magic Common
    7-8. The Five Kingdoms
    9-0. The New Nations

3-4
    1-2. The Monster Nations
    3-4. Beyond Khovaire
    5-6. History
    7-8. Factions*
    9-0. Magic, Unique*

5-6
    1-2. Monsters
    3-4. Religions
    5-6. Dragon Marked Houses
    7-8. Dragon Shards
    9-0. 
Conveyances (seems weird but it one of the coolest parts of Eberron)

Many of the sub-lists (Like the Five Kingdoms) have sub-lists of their own (details of a specific kingdom). So this little side project may take a while. I am going to mark the major topics with an " * " to denote I have done them, so I am not getting redundant. 

Sapient Humanoid Species            

1-2.                                
    1-2. Humans                    
    3-4. Changelings           
    5-6. Dwarves                
    7-8. Elves                    
    9-0. Gnomes

3-4
    1-2. Half-elves
    3-4. Half-orcs
    5-6. Halflings
    7-8. Kalishtar
    9-0. Shifters

5-6
    1-2. Orcs
    3-4. Goblins
    5-6. Hobgoblins
    7-8. Bugbears
    9-0. Warforged (close enough)

7-8
    1-2. Gnolls
    3-4. Lizard Folk

Unique Magics of Eberron

1-2
    1-2. Artificing
    3-4. Dragon Marks
    5-6. Dragon Shard Items
    7-8. Draconic Prophecies
    9-0. Elemental Binding

3-4
    1-2. Daelkyr Corruption Magic
    3-4. Dragon Totem Rituals
    5-6. Positive Energy Necromancy
    7-8. Mage breed Animals
    9-0. Kunderack Deposit Boxes

5-6
    1-2. Schema
    3-4. House Sivis Speaking Stones

I don't want this page to get to crowded, so I am going to split up the sub-lists over several posts. 

Pg. 2: Classes and Factions

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