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Returning 35 results for 'beholden both diffusing connects rule'.
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Backgrounds
Sword Coast Adventurer's Guide
ûn who hear the word “knight” think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began
and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in
edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in
edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
armor beholden to a code. Below are a few knightly organizations.
Knights of the Unicorn. The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in
edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful servants. Genies are as brilliant as they are mighty, as proud as
wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, died. His unprepared twin sons shared the rule until the elder, Bromm, was himself killed by a dragon, leaving young King Harnoth with the rule of the ancient citadel. What followed was a great bleeding
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, died. His unprepared twin sons shared the rule until the elder, Bromm, was himself killed by a dragon, leaving young King Harnoth with the rule of the ancient citadel. What followed was a great bleeding
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, died. His unprepared twin sons shared the rule until the elder, Bromm, was himself killed by a dragon, leaving young King Harnoth with the rule of the ancient citadel. What followed was a great bleeding
south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west. No matter where they come from, all roads leading to Adbar converge so that all
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
–6 No current occupants 7–9 A family of 1d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6) T6. Skybridge This stone skybridge connects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
present only as an image through which she can sense and communicate. She goes on as follows. “Many Red Wizards chafe under the rule of Szass Tam. Once, Thay was a land of learning and power. Now, death
is a deadly threat. Syranna provides information on dread warriors and how Tarul Var uses them. Szass Tam controls entry to the Phylactery Vault. Syranna knows the vault connects to the greater
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
present only as an image through which she can sense and communicate. She goes on as follows. “Many Red Wizards chafe under the rule of Szass Tam. Once, Thay was a land of learning and power. Now, death
is a deadly threat. Syranna provides information on dread warriors and how Tarul Var uses them. Szass Tam controls entry to the Phylactery Vault. Syranna knows the vault connects to the greater
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
–6 No current occupants 7–9 A family of 1d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6) T6. Skybridge This stone skybridge connects
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
–6 No current occupants 7–9 A family of 1d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6) T6. Skybridge This stone skybridge connects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
present only as an image through which she can sense and communicate. She goes on as follows. “Many Red Wizards chafe under the rule of Szass Tam. Once, Thay was a land of learning and power. Now, death
is a deadly threat. Syranna provides information on dread warriors and how Tarul Var uses them. Szass Tam controls entry to the Phylactery Vault. Syranna knows the vault connects to the greater
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
feather rests on the skeleton’s head. Scratched into the rock nearby are the following words in Common: “Here lies a weakling unfit to rule.”
This skeleton is all that remains of Captain Edgard Brandle
to those who defy the dragon’s rule. Speaking with Brandle. If a character casts Speak with Dead, the gruff-voiced skull of Captain Brandle answers questions as best it can. Brandle knows that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
feather rests on the skeleton’s head. Scratched into the rock nearby are the following words in Common: “Here lies a weakling unfit to rule.”
This skeleton is all that remains of Captain Edgard Brandle
to those who defy the dragon’s rule. Speaking with Brandle. If a character casts Speak with Dead, the gruff-voiced skull of Captain Brandle answers questions as best it can. Brandle knows that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
feather rests on the skeleton’s head. Scratched into the rock nearby are the following words in Common: “Here lies a weakling unfit to rule.”
This skeleton is all that remains of Captain Edgard Brandle
to those who defy the dragon’s rule. Speaking with Brandle. If a character casts Speak with Dead, the gruff-voiced skull of Captain Brandle answers questions as best it can. Brandle knows that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
no wider than the sinkhole itself.
The crystal formations are lightning crystals (see “Haskasori Features”). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that
a memorial to Haskasori’s final ruler, Yaarnak. The ruler’s body isn’t interred here, though; his corpse rests in a separate tomb (area H13). The statue depicts Yaarnak’s bizarre emblem of rule: a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
no wider than the sinkhole itself.
The crystal formations are lightning crystals (see “Haskasori Features”). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that
a memorial to Haskasori’s final ruler, Yaarnak. The ruler’s body isn’t interred here, though; his corpse rests in a separate tomb (area H13). The statue depicts Yaarnak’s bizarre emblem of rule: a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
no wider than the sinkhole itself.
The crystal formations are lightning crystals (see “Haskasori Features”). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that
a memorial to Haskasori’s final ruler, Yaarnak. The ruler’s body isn’t interred here, though; his corpse rests in a separate tomb (area H13). The statue depicts Yaarnak’s bizarre emblem of rule: a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives an equal share of XP. However, the guide doesn’t gain levels as player characters do.
You can use the optional loyalty rule in chapter 4 of the Dungeon Master’s Guide to track the loyalty of a
guide who isn’t beholden to a secret master. Disloyal guides won’t risk their lives to save player characters and might abandon the party entirely to preserve themselves. The guides described in this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives an equal share of XP. However, the guide doesn’t gain levels as player characters do.
You can use the optional loyalty rule in chapter 4 of the Dungeon Master’s Guide to track the loyalty of a
guide who isn’t beholden to a secret master. Disloyal guides won’t risk their lives to save player characters and might abandon the party entirely to preserve themselves. The guides described in this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives an equal share of XP. However, the guide doesn’t gain levels as player characters do.
You can use the optional loyalty rule in chapter 4 of the Dungeon Master’s Guide to track the loyalty of a
guide who isn’t beholden to a secret master. Disloyal guides won’t risk their lives to save player characters and might abandon the party entirely to preserve themselves. The guides described in this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shields the Northlanders prefer. Each Ship accepts new candidates from time to time to fill vacancies caused by death, but as a rule, the Ships don’t expand their ranks by taking on a large number of
authorized by a High Captain may traverse Harbor Cross. Dark Arch connects South Bank with Closeguard Island, and only members of Ship Kurth and the Arcane Brotherhood may cross that span
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shields the Northlanders prefer. Each Ship accepts new candidates from time to time to fill vacancies caused by death, but as a rule, the Ships don’t expand their ranks by taking on a large number of
authorized by a High Captain may traverse Harbor Cross. Dark Arch connects South Bank with Closeguard Island, and only members of Ship Kurth and the Arcane Brotherhood may cross that span
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shields the Northlanders prefer. Each Ship accepts new candidates from time to time to fill vacancies caused by death, but as a rule, the Ships don’t expand their ranks by taking on a large number of
authorized by a High Captain may traverse Harbor Cross. Dark Arch connects South Bank with Closeguard Island, and only members of Ship Kurth and the Arcane Brotherhood may cross that span
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
. Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
. Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
. Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
called the Iron Trail connects Ironmaster to the Ten Trail, but it virtually disappears in the winter, buried under snow. It crosses wind-blasted hills and tundra, offering precious little shelter
people here are beholden to the mysterious Dusk Circle, a group of druids who reside in hermitages in the surrounding mountains and forest. Folk in Kheldell log, hunt, plant, and harvest when and where






