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Returning 35 results for 'before built distant cities reflections'.
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before build distant cities reflections
Magic Items
The Book of Many Things
This enormous telescope allows you to view distant celestial objects, including stars, Wildspace systems, and Astral Sea phenomena like the cities of deities or the petrified husks of dead gods
races
Player’s Handbook
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance
races
built magnificent lantern-lit cities and fortresses that mark crossroads throughout the Shadow Realm. They have a deep knowledge of this dark land, and a long history with its powers, places, and secrets
.
A shadow fey character could easily be a minor noble from the courts of the shadow fey (see Chapter 6 of Book of Ebon Tides), from one of the handful of cities of the Shadow Realm, or from a remote
Genasi
Legacy
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races
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
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
Backgrounds
Baldur’s Gate: Descent into Avernus
Baldur’s Gate was founded by sailors, and its harbor is still the city’s beating heart. Several patriars are descended from captains of yore, the commerce of the Lower City is built on
the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never
Shifter
Legacy
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races
Eberron: Rising from the Last War
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned! The world of
Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned! The world of
Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will destroy the airship and everyone on it. But if she wins the debate, the dragon will take them to distant Argonnessen, and no human has ever seen the land of dragons and returned! The world of
Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad
Human
Legacy
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races
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
residents are quiet, hard-working folk who came from distant cities to eke out a life amid the harsh wilderness. They are farmers, stonecutters, blacksmiths, traders, prospectors, and children. The town
Welcome to Phandalin The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
residents are quiet, hard-working folk who came from distant cities to eke out a life amid the harsh wilderness. They are farmers, stonecutters, blacksmiths, traders, prospectors, and children. The town
Welcome to Phandalin The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
residents are quiet, hard-working folk who came from distant cities to eke out a life amid the harsh wilderness. They are farmers, stonecutters, blacksmiths, traders, prospectors, and children. The town
Welcome to Phandalin The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Settlements Humans are the most widespread folk of the North, but no unified human nation exists in the North — only individual cities, towns, villages, fiefdoms, farmsteads, fortresses, and outposts
fishers, the humans of Mirabar and Leilon are primarily miners, and the humans who live in Beliard, Triboar, and other settlements of the central Dessarin Valley are mostly farmers. Coastal cities such as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Settlements Humans are the most widespread folk of the North, but no unified human nation exists in the North — only individual cities, towns, villages, fiefdoms, farmsteads, fortresses, and outposts
fishers, the humans of Mirabar and Leilon are primarily miners, and the humans who live in Beliard, Triboar, and other settlements of the central Dessarin Valley are mostly farmers. Coastal cities such as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Settlements Humans are the most widespread folk of the North, but no unified human nation exists in the North — only individual cities, towns, villages, fiefdoms, farmsteads, fortresses, and outposts
fishers, the humans of Mirabar and Leilon are primarily miners, and the humans who live in Beliard, Triboar, and other settlements of the central Dessarin Valley are mostly farmers. Coastal cities such as
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Yuan-ti Pureblood
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races
Volo's Guide to Monsters
people who became yuan-ti were one of the original human civilizations. Their society built great temples of stone and forged metal into armor, tools, and weapons. In their ceremonies they paid homage to
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
City Goblins Goblins dwell in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many goblins and built their cities on the foundations of Dhakaani ruins
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
City Goblins Goblins dwell in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many goblins and built their cities on the foundations of Dhakaani ruins
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
City Goblins Goblins dwell in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many goblins and built their cities on the foundations of Dhakaani ruins
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
Dhakaan The Empire of Dhakaan, ruled by hobgoblin kings for thousands of years in Khorvaire’s distant past, united several rival nations to create the continent’s first significant empire. Its reign
Gnome
Legacy
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races
Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed
classes
Basic Rules (2014)
, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian
character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Reflections This swampy cavern has a 50-foot-high ceiling of jagged rock. Rising from the mire is an island of dry rock, upon which are the following features: Ruins and Statue. Amid the ruins of
a dome built of black stone is a statue of a snake with closed eyes swallowing its own tail.
Apparition. The ghostly image of an adventurer moves through the area, looking lost.
The ghostly image
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Reflections This swampy cavern has a 50-foot-high ceiling of jagged rock. Rising from the mire is an island of dry rock, upon which are the following features: Ruins and Statue. Amid the ruins of
a dome built of black stone is a statue of a snake with closed eyes swallowing its own tail.
Apparition. The ghostly image of an adventurer moves through the area, looking lost.
The ghostly image
classes
Player’s Handbook
underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Reflections This swampy cavern has a 50-foot-high ceiling of jagged rock. Rising from the mire is an island of dry rock, upon which are the following features: Ruins and Statue. Amid the ruins of
a dome built of black stone is a statue of a snake with closed eyes swallowing its own tail.
Apparition. The ghostly image of an adventurer moves through the area, looking lost.
The ghostly image
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Most of the communities of Valenar consist of farming villages, with fortress towers scattered across the plains as military outposts. Moonshadow A peaceful Khoravar village built on
the Old Road, Moonshadow is a young community, built by immigrants who hope that Valenar can become a home for their people. Though small, Moonshadow has drawn half-elves from across Khorvaire, and a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
The Needle’s Summit The top of Fool’s Needle is a wide, flat area about 90 feet across. In the northeast corner, flying predators have built a roost. The northwest corner is piled with rocks, while
the southern half holds a 10-foot-deep pool of bright-blue water. In the center of the plateau is a 30-foot-wide, 10-foot-tall mesa atop which stands the portal that leads to Eileanar. A distant view of the flying city is visible from either side of the portal.