A halfling darts about the kitchen of a House Ghallanda inn, literally moving in a blur as he serves up dishes at a supernatural pace. An adventurer dons an amulet of true face, and finally sees the person they’ve always felt like in the mirror. A goblin pulls on a pair of gloves and sends lightning crackling into the chests of three muggers who tried to jump her. House Cannith (and the DM’s Guild) is proud to present Elaydren’s Magewright Primer, a comprehensive guide to the magic used in daily life throughout Khorvaire and around the world of Eberron, brought to us by Nausicaä Enriquez!
“Everything has a place in Eberron.” Despite the many unique features of Keith Baker’s D&D setting, this has actually been one of its most common taglines. There are enough mysterious corners of the world, enough factions and forces and peoples, that pretty much anything can find its way into the setting. I’ve embraced that idea myself, to a point: standard evil deities instead become demonic Overlords, strange species pop up in the Eldeen Reaches and Xen’drik and Argonnessen. that sort of thing. But how do you go about literally giving everything a place in Eberron? Well, you might start by reading the Naturalist’s Guide to Eberron: Volume 1: Aarakocra to Azer by Matthew Booth on the DM’s Guild.
The party is simply minding its own business on the streets of Aundair when they’re accosted by “Maestro Hennedy of Gault”. Seems this troubadour has decided he wants to witness your heroic deeds himself, and then make both you and himself famous with the resulting songs. It’s a nice opportunity . . . if he would just. Stop. Talking. And keep himself out of trouble. This is just one of the many encounters, run-ins, and occasions that your adventuring party could run in to with Eberron Random Events: Sharn and the Five Nations by Michael J Winegar!