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Returning 35 results for 'bards before deep constructed refugees'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined
classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts.
A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the other planes.
Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
come here, a deep gnome named Garra Songstone is playing the crystals for an appreciative audience of 3d4 deep gnome children (noncombatants).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
come here, a deep gnome named Garra Songstone is playing the crystals for an appreciative audience of 3d4 deep gnome children (noncombatants).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
come here, a deep gnome named Garra Songstone is playing the crystals for an appreciative audience of 3d4 deep gnome children (noncombatants).
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience. You might have an “off the rack” instrument, perhaps because it’s all you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of Dayawlongon Ancient belief states that all life on Dayawlongon is born from the spoken words of a poet goddess—known as Kamatayang-Langit—from which comes the people’s deep reverence for
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of Dayawlongon Ancient belief states that all life on Dayawlongon is born from the spoken words of a poet goddess—known as Kamatayang-Langit—from which comes the people’s deep reverence for
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of Dayawlongon Ancient belief states that all life on Dayawlongon is born from the spoken words of a poet goddess—known as Kamatayang-Langit—from which comes the people’s deep reverence for
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience. You might have an “off the rack” instrument, perhaps because it’s all you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
value; those that are bizarrely constructed or made of exotic materials are likely to leave a lasting impression on an audience. You might have an “off the rack” instrument, perhaps because it’s all you
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
structure is open, airy, and constructed of stone blocks. The floors are hardwood, and the bedroom, study, trophy room, and dining room have carpets that cover most of the floor space in those rooms. The
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in the Citadel The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the
Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
structure is open, airy, and constructed of stone blocks. The floors are hardwood, and the bedroom, study, trophy room, and dining room have carpets that cover most of the floor space in those rooms. The
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
structure is open, airy, and constructed of stone blocks. The floors are hardwood, and the bedroom, study, trophy room, and dining room have carpets that cover most of the floor space in those rooms. The
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
stories of a city hidden deep in the jungles of Q’barra—a wondrous citadel of obsidian and brass. According to these tales, the city is filled with treasure and guarded by a dragon fused with an ancient
refugees. Although far smaller than New Cyre in Breland, its people are proud of what they have built. The independent community is led by Elder Nevillom, a veteran and evangelist of the Silver Flame. Nevillom’s courage and passionate sermons help sustain the people of Wyrmwatch in difficult times.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Sharn. Most residents of Sharn, however, make little distinction between the various realms that lie deep below the city and just call it all “the Cogs.” The Sharn Watch maintains a presence in water
occurrences among the refugees from Cyre in High Walls (in Lower Tavick’s Landing), characters might find clues that draw them down to the Citadel of the Closed Circle in Khyber’s Gate, where a mind flayer
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working
family thriving, or were its members scattered or slain during the conflict? Refugees and Shortages Refugees live in every major city, including tens of thousands of exiles produced by Cyre’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working
family thriving, or were its members scattered or slain during the conflict? Refugees and Shortages Refugees live in every major city, including tens of thousands of exiles produced by Cyre’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forces all struck deep within enemy territory, and the cities of Khorvaire suffered. Wherever you go, you might see the scorch marks of fireballs or wreckage from siege weapons. Every nation is working
family thriving, or were its members scattered or slain during the conflict? Refugees and Shortages Refugees live in every major city, including tens of thousands of exiles produced by Cyre’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
stories of a city hidden deep in the jungles of Q’barra—a wondrous citadel of obsidian and brass. According to these tales, the city is filled with treasure and guarded by a dragon fused with an ancient
refugees. Although far smaller than New Cyre in Breland, its people are proud of what they have built. The independent community is led by Elder Nevillom, a veteran and evangelist of the Silver Flame. Nevillom’s courage and passionate sermons help sustain the people of Wyrmwatch in difficult times.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
stories of a city hidden deep in the jungles of Q’barra—a wondrous citadel of obsidian and brass. According to these tales, the city is filled with treasure and guarded by a dragon fused with an ancient
refugees. Although far smaller than New Cyre in Breland, its people are proud of what they have built. The independent community is led by Elder Nevillom, a veteran and evangelist of the Silver Flame. Nevillom’s courage and passionate sermons help sustain the people of Wyrmwatch in difficult times.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Half-Orcs of the Shadow Marches Where the people of the Five Nations know little of your kind, in the swamps of the Shadow Marches half-orcs are celebrated. Human refugees settled in the Shadow
the Dragon Below also have deep roots in Shadow Marches. While cultists are often evil, the main thing about the Cults is that their beliefs generally seem like madness to others. You could be a half