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Returning 35 results for 'before beings defusing council regions'.
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Half-Elf
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Genasi
Legacy
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the “Chapter 9: Council of Waterdeep.” Tyranny of Dragons can be adapted to different regions of the Forgotten Realms, or to a different campaign setting entirely with a bit of preparation on your part
Adventure Hooks For characters who have not played Hoard of the Dragon Queen, the adventure can also begin by playing out another chapter before the first session of the Council of Waterdeep. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the “Chapter 9: Council of Waterdeep.” Tyranny of Dragons can be adapted to different regions of the Forgotten Realms, or to a different campaign setting entirely with a bit of preparation on your part
Adventure Hooks For characters who have not played Hoard of the Dragon Queen, the adventure can also begin by playing out another chapter before the first session of the Council of Waterdeep. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Rank The divine beings of the multiverse are often categorized according to their relative cosmic power. Some gods who are worshiped on multiple worlds have a different rank on each world
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the surrounding regions. Highest Towers,
Upper Central Council Hall The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their
. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
amphitheater that serves as the meeting place of the Citadel’s ruling council, the Speakers for the Ancestors. While the Preserve has little indigenous wildlife—mostly birds and small mammals—a sect of druids
jewels and assemble into amalgamations known as Incarnates. Some are small collections of spirits, but the greatest—related to the citadel’s founding civilizations—are larger-than-life beings that embody the wisdom of ages (see the “Incarnates” section for details).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
amphitheater that serves as the meeting place of the Citadel’s ruling council, the Speakers for the Ancestors. While the Preserve has little indigenous wildlife—mostly birds and small mammals—a sect of druids
jewels and assemble into amalgamations known as Incarnates. Some are small collections of spirits, but the greatest—related to the citadel’s founding civilizations—are larger-than-life beings that embody the wisdom of ages (see the “Incarnates” section for details).
Kobold
Legacy
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Species
Volo's Guide to Monsters
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Third Session The third council features another new face—the tiefling Rian Nightshade, introduced as a special adviser to Lord Neverember. Characters who pay attention notice that some at the
: Neronvain News that the dragon attacks in the elven forest have ended is gratefully received by all on the council. However, King Melandrach responds with cold fury to news of his son Neronvain’s betrayal
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Third Session The third council features another new face — the tiefling Rian Nightshade, introduced as a special adviser to Lord Neverember. Characters who pay attention notice that some at the
: Neronvain News that the dragon attacks in the elven forest have ended is gratefully received by all on the council. However, King Melandrach responds with cold fury to news of his son Neronvain’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rocks and minerals to form earth elementals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they’ve glimpsed from beyond Theros.
2 Seeking to understand more about the Returned, Pharika begins granting them
, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and adaptability make them capable of great things — and great falls. Not one of the paruns of the ten guilds was human, although the Ghost Council of the Orzhov Syndicate is of human origin. Likewise
, no current guildmaster is human. But humans are lieutenants, advisors, and strategists in many guilds. Their ambition and drive propel them toward the top, but the sheer might of beings such as
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cosmic phenomena. Its power slips into the world in the same form, with star fields filling the shadows of Nyxborn beings that are infused with its power (see chapter 6 for details on Nyxborn). While
Nyx is impossible to map, distinct regions do exist, and some travelers have returned to the mortal realm with tales of these incredible locations. Mount Hiastos This drifting mountain rises in sharp
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
terror and subtly manipulating their captives over the course of generations. 3. Domains Imprison Darklords. Ravenloft’s demiplanes range in size from solitary structures to vast regions. These domains
serve as the prisons of Darklords, villainous beings trapped and tormented by the Dark Powers. The specifics of each domain exist to ironically twist its Darklord’s desires, capturing them and their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The order of the Templars of the Silver Flame is represented on the Council of Cardinals that serves as the governing body of Thrane and the church. Seven commanders govern the knights of the order
Undead. Unnatural beings loathe templars, as they represent everything these foul creatures despise—light, life, hope, and good. These menaces sometimes go to great lengths to trap and destroy templars
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gathered Whispers You are haunted by spiritual beings, whether the souls of the departed or entities from another plane. Their voices endlessly whisper, taunt, or cajole, sometimes rising to
Spirits
1 A council of my dead ancestors watches over me.
2 Fiendish presences vie for my soul.
3 Unquiet souls are drawn to me and beg for peace.
4 The spirits of those I
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Don’t feed yourself to their machine!”
–Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description: Rigid beings
Council of Order. If the characters clearly want to use the gate for something other than travel to Mechanus, they come to Aristimus’s attention, either at the gate or in the Gate Travel Administration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Isles, the The Council of Five (on the northern islands) and the Council of Seven (on the southern island) Independent islands that keep watchful eyes on aggressive island neighbors Sunndi Steward
County of Urnst bridge the regions of the Central and Eastern Flanaess. Once part of the Great Kingdom’s province of Nyrond, they declared their independence from the Great Kingdom and the new Kingdom
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and the regions around their lairs. Hunting dragons typically fly on a more-or-less circular path out to one edge of their territory and back in a day, traveling about 75 miles in total. Young dragons
century of life, adult dragons are mighty beings, akin to characters in the third tier of play (levels 11 to 16). An adult dragon’s influence can extend across a whole region or continent. Most adult
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even the northern metropolises of Baldur’s Gate and Waterdeep, its influence is curtailed by the unwillingness of its rulers to work together in the nation’s best interest. The members of the Council
best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
face challenges from their subjects (whether members of lost civilizations or magical beings) or suspicious anti-intellectuals. Not everyone wants to be the subject of scholarly scrutiny or thinks that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
control of the governing council. 3 Bandit activity signals efforts to revive an evil cult long ago driven from the region. 4 A pack of gnolls is rampaging dangerously close to local farmlands. 5 A
the characters at this tier. These adventurers explore uncharted regions and delve into forgotten dungeons, where the characters confront terrible schemers of the Lower Planes, cunning rakshasas and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bear masks, robes, and amulets to disguise themselves when publicly sitting in judgment or council, and who make policies for Waterdeep. Every Waterdhavian has suspicions as to whether this or that
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and urging them to give voice to their deepest fears Hatred: Appears in volcanic regions and provokes creatures to scream and destroy things Inspiration: Appears around memorials or natural wonders
sobbing and confessions of regret Enchanted Springs Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they’re blessed by eldritch beings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
— Ahghairon decreed how the city would be governed. While he would sit as lord openly, a council of other lords of nearly equal power would rule with him. But the identity of those other lords would
own. The gods were once more cast into the mortal realm, this time embodied in mortal beings known as Chosen. The old troublemaker Ao seems to be the cause of it all, though why he chose to cast down






