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Returning 35 results for 'border barely diffusing continue realms'.
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Monsters
Bigby Presents: Glory of the Giants
ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
Species
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
Monsters
Van Richten’s Guide to Ravenloft
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on
Monsters
Van Richten’s Guide to Ravenloft
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs
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
Monsters
Van Richten’s Guide to Ravenloft
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions
Monsters
Van Richten’s Guide to Ravenloft
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
a barely living, emotionless husk who eventually gains the Petrified condition. Use this effect to establish a ticking clock for characters who linger in eclipsed realms. At your discretion
Becoming a Calciform Creature The eclipsed realms might not look dangerous, but they are among the most perilous places in Lorwyn-Shadowmoor. Individuals in an eclipsed realm endure the ongoing clash
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->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->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)
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
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
than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of
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->Eberron: Rising from the Last War
Aftermath of the Last War Droaam is barely a decade old. The treaty nations refuse to acknowledge its sovereignty; according to the terms of the Treaty of Thronehold, it’s a rebellious territory of
bandits and fugitives, and outlanders have to watch their step. Tensions remain high on the border with Breland, resulting in constant skirmishes and raids. Deeper within the nation, the Daughters of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Preface Hail and well met, traveler! Welcome to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games
for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed’s D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shirt but having no effect on his tight pantaloons and shiny boots. He’s depicted looking marvelous in fantastical realms alongside his rugged and ready adventuring companions. Alkazaar’s Appendix is
barely half an inch thick but otherwise has the dimensions of its companion. When it is opened, a few grains of sand fall from between its crisp, dry pages. It contains the story of the lost golem as
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->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->Monsters of the Multiverse
god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, relocated their civilization to the plane of Limbo. Today, under the leadership of the Great Githzerai, Zaerith Menyar-Ag-Gith, the githzerai continue to stand fast against the githyanki, as well as taking
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->Quests from the Infinite Staircase
Setting the Adventure Lost to time and sand, Cynidicea is barely a memory to the lands where it once prospered. When deciding where to place Cynidicea, consider the following suggestions: Dragonlance
. On the world of Ansalon, Southern Ergoth and the Northern Wastesboth contain arid stretches where Cynidicea might have existed. Forgotten Realms. The ruins of Cynidicea might lie among the dunes of
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->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are






