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Returning 35 results for 'bitter border down could realms'.
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Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
feel smugly superior in my detachment.
2
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3
I view the gods as worthy
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eclipsed Realms The boundaries between Lorwyn and Shadowmoor are clear, either shining with brilliant light or cloaked in deep shadow. Some border regions, however, are liminal spaces known as
eclipsed realms. These strange places are wrapped in iridescent, colorful fog. Day and night happen at the same time. Eclipsed realms are bathed in an eerie, gleaming twilight that never turns to night or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Transitive Planes The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Radiant Citadel arrive not far from the Sarire sugar mill. Forgotten Realms. The Plains of Purple Dust in Mulhorand or the Shining Plains along the Vilhon Reach could host the grasslands of Atagua
. Greyhawk. Atagua could occupy a region of the Plains of the Paynims east of Ket and the Barrier Peaks. Alternatively, the plains of the Great Kingdom might include or border Atagua, with the land’s culture holding connections to the sky-worshiping Aerdi people.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Transitive Planes The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
A Domain Divided The poster map of Prismeer shows the Feywild domain divided into four sections: the splinter-realms of Hither, Thither, and Yon, and the Palace of Heart’s Desire. These fragments are
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
few dozen feet, and the battering winds make travel difficult. Here and there, ash clusters into floating realms where outlaws and fugitives take shelter. Plane of Ice The Plane of Ice, also called
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
sooner had the gith defeated their sworn enemies than they were plunged into a bitter civil war. In the ensuing conflict, Zerthimon was killed and his followers, naming themselves githzerai
their revenge on the mind flayers. Through forays into the Material Plane and other realms, they provide stiff opposition to their enemies’ plans for world domination.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
The Forgotten Realms The Forgotten Realms is a world of high fantasy, populated by elves, dwarves, halflings, humans, and other folk—one of many such worlds in the vast multiverse of the D&D game. In
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
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
earth is all but impossible to find in the outer reaches of the Plane of Fire. These areas are much less hospitable to travelers from the Material Plane than the border regions are. Such regions are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
danger and hardship, the North is portrayed as a vast, cold, and lawless domain that defies all attempts to civilize it. Grim dwarfholds, clans of fierce nomads, and half-legendary elf realms might
summers and fierce, bitter winters. Beacons of civilization hug the Sword Coast and dot the fertile river valleys, yet despite the abundant natural resources and scenic beauty, survival is a day-to-day
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Forgotten Realms Dozens of deities are revered, worshiped, and feared throughout the world of the Forgotten Realms. At least thirty deities are widely known across the Realms, and many more are
worshiped locally, by individual tribes, small cults, or certain sects of larger religious temples. Deities of the Forgotten Realms Deity
Alignment
Suggested Domains
Symbol
Auril, goddess
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
and their realms, the language used must be highly metaphorical. Their actual homes aren’t literally places at all but exemplify the idea that the Outer Planes are realms of thought and spirit. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Boneyard could hide the tomb and thus speak to Acererak’s enmity for Eberron’s dragons.
Forgotten Realms. The tomb could be in the Serpent Hills or the Trielta Hills on Faerûn. It could be in the High Moor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fundamental ways, controlling magic, the nature of life and death, and the means of escaping from their nightmare realms. Mysterious Magic In some domains, magic is an everyday part of life, while in
life and death to escape these realms. Beyond that, who does and doesn’t have a soul among the domains rarely matters unless an adventure explores themes of life, death, and reincarnation. Players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prince Oargev of New Cyre The disaster of the Mourning wiped out much of the population of Cyre, but those living near the western border had time to cross into the Brelish countryside ahead of the
Khorvaire in the wake of the Last War. Oargev does significant work in reaching out to his displaced subjects, and the majority of them sympathize with his goals and aid his agents. Enemies. Bitter Cyran
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Water The nature of water is to flow, not like the gusting wind or the leaping flame, but smoothly and steadily. It is the rhythm of the tide, the nectar of life, the bitter tears of
icebergs can carry these creatures farther into the Plane of Water to threaten ships and islands in warmer seas. The Frostfell, also called the Plane of Ice, forms the border between the planes of Air and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bring together the Cyran diaspora, dragonmarked houses, and even the Inspired.
Forgotten Realms. A lizardfolk lair has been discovered close to the town of Saltmarsh, threatening the town and traffic
Waterdeep works because it already has a history with the lizardfolk.
Mystara. Lizardfolk have been discovered in the Blight Marsh of Karameikos. Because the marsh sits on the border of the Five
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
affairs of the lizardfolk in the interior. An elf illusionist bearing the Mark of House Phiarlan leads the smugglers and seems bent on stirring up trouble.
Forgotten Realms. Midway between Waterdeep
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Working with or undermining them provides paths to disrupting the Dream of I’Cath and ultimately escaping. But Tsien Chiang holds great power over both her realms, and if she is convinced that either her
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
. Individual clans and kingdoms of dwarves might revere some, all, or none of these deities, and some have other gods unknown (or known by other names) to outsiders. Deities of the Forgotten Realms Deity
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy adversaries—incredibly clever and well-prepared to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bleak and storm-blasted location into a temperate island getaway.
Aftermath of the Last War Aundair and Thrane were bitter rivals during the Last War. Thrane seized the ancient city of Thaliost
, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Heart of the Old Keoland region, surrounded by friendly neighbors that swear fealty to Keoland’s monarch Lortmil Mountains, the — Natural border between the Old Keoland region and the Central Flanaess
, and orcs that live in these mountains and their foothills are subjects of the realms that surround the mountain range, but they often band together to deal with greater threats on both sides of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
empires, planar realms, or death itself. Alexander Ostrowski An ancient green dragon manipulates the fates
of its pawns from deep within its forest lair Ancient Green Dragon Gargantuan Dragon (Chromatic
Wild
Habitat: Forest, Hill, Swamp; Treasure: Arcana
Green hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Map of the Sword Coast The map below shows a region of the Forgotten Realms called the Sword Coast. This is a place of adventure, where daring souls delve into ancient strongholds and explore the
ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow-capped peaks, alpine forests, bitter winds, and roaming monsters, the coast holds such great bastions of civilization as the city of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
the history of Delzoun, from its founding millennia ago to the dispersal of its cities and the settlement of the successor realms of dwarves in the North. It is performed only in Dwarvish, and no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
across the land, with a mysterious flying citadel in the eye of the storm. 9 Two parts of a magic item are in the hands of bitter enemies; the third piece is lost. 10 Evil cultists gather from around
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
killed, while the face of Faerûn was reshaped by waves and veils of mystic blue fire. Entire nations were displaced or exchanged with realms from other worlds, and parts of the earth were torn free to
army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr’s border, and Cormyr was drawn into a war on both fronts. Throughout this period, tales began to spread of individuals who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and upheavals. Amid the ruin and the distress in these realms are signs of renewal and
inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms. Here






