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Returning 35 results for 'barren behalf diffusing contained revere'.
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Backgrounds
Sword Coast Adventurer's Guide
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an eager
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature. The Lords’ Alliance. On one level, the agents of the Lords’ Alliance are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature. The Lords’ Alliance. On one level, the agents of the Lords’ Alliance are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature. The Lords’ Alliance. On one level, the agents of the Lords’ Alliance are
individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
citadel’s courtyard, holding aloft a pair of burning scales. Behind it lies the Court of Cinders, an ornate house of law where devil magistrates administer justice on behalf of the diabolical courts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
citadel’s courtyard, holding aloft a pair of burning scales. Behind it lies the Court of Cinders, an ornate house of law where devil magistrates administer justice on behalf of the diabolical courts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
citadel’s courtyard, holding aloft a pair of burning scales. Behind it lies the Court of Cinders, an ornate house of law where devil magistrates administer justice on behalf of the diabolical courts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
characters to help him sniff out members of the Sha’sal Khou on behalf of Vlaakith the Lich-Queen. 4 Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for slaad tadpoles, townsfolk beseech the characters for aid.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
characters to help him sniff out members of the Sha’sal Khou on behalf of Vlaakith the Lich-Queen. 4 Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for slaad tadpoles, townsfolk beseech the characters for aid.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
characters to help him sniff out members of the Sha’sal Khou on behalf of Vlaakith the Lich-Queen. 4 Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for slaad tadpoles, townsfolk beseech the characters for aid.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
townsfolk, the hags greet visitors with twisted smiles, their eyes always obscured by ominous horned headdresses. For a price, the hags can interpret the grand tapestry of fate on another’s behalf
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
institution with which you’re aligned. Academy Type d6 Academy Types 1 Boarding School. Students and faculty enjoy a familial relationship on a self-contained campus. 2 Arcane Enclave. Drawn
classmates practice magic at an arcane enclave Academy Perks With an academy as your group’s patron, you gain the following perks. Compensation. The academy pays for the work you do on its behalf. The nature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
institution with which you’re aligned. Academy Type d6 Academy Types 1 Boarding School. Students and faculty enjoy a familial relationship on a self-contained campus. 2 Arcane Enclave. Drawn
classmates practice magic at an arcane enclave Academy Perks With an academy as your group’s patron, you gain the following perks. Compensation. The academy pays for the work you do on its behalf. The nature
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
townsfolk, the hags greet visitors with twisted smiles, their eyes always obscured by ominous horned headdresses. For a price, the hags can interpret the grand tapestry of fate on another’s behalf
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
institution with which you’re aligned. Academy Type d6 Academy Types 1 Boarding School. Students and faculty enjoy a familial relationship on a self-contained campus. 2 Arcane Enclave. Drawn
classmates practice magic at an arcane enclave Academy Perks With an academy as your group’s patron, you gain the following perks. Compensation. The academy pays for the work you do on its behalf. The nature
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
townsfolk, the hags greet visitors with twisted smiles, their eyes always obscured by ominous horned headdresses. For a price, the hags can interpret the grand tapestry of fate on another’s behalf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated
Nishrek, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs
thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe’s behalf. They rely on a mix of intense training and magic granted to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs
thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe’s behalf. They rely on a mix of intense training and magic granted to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs
thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe’s behalf. They rely on a mix of intense training and magic granted to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated
Nishrek, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mercilessly eliminates the weak and the infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated
Nishrek, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that were contained within; the other is not in the dogs’ reach and contains enough rations to feed four people for three days. Starting the Ascent. The wind has obliterated the tracks made by
persuaded to return to Targos if the characters restore all his lost hit points and vow to search for the three missing members on his behalf. Garret describes the missing explorers as follows: Mokingo
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that were contained within; the other is not in the dogs’ reach and contains enough rations to feed four people for three days. Starting the Ascent. The wind has obliterated the tracks made by
persuaded to return to Targos if the characters restore all his lost hit points and vow to search for the three missing members on his behalf. Garret describes the missing explorers as follows: Mokingo
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that were contained within; the other is not in the dogs’ reach and contains enough rations to feed four people for three days. Starting the Ascent. The wind has obliterated the tracks made by
persuaded to return to Targos if the characters restore all his lost hit points and vow to search for the three missing members on his behalf. Garret describes the missing explorers as follows: Mokingo
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
perpetually shrouded in fog. Its rings, cairns, and altar mound are created from piles of heaped rock, barren of plant growth. The altar is a rectangular slab of stone 10 feet long, 6 feet wide, and 3
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
perpetually shrouded in fog. Its rings, cairns, and altar mound are created from piles of heaped rock, barren of plant growth. The altar is a rectangular slab of stone 10 feet long, 6 feet wide, and 3
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
perpetually shrouded in fog. Its rings, cairns, and altar mound are created from piles of heaped rock, barren of plant growth. The altar is a rectangular slab of stone 10 feet long, 6 feet wide, and 3






