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Backgrounds
Baldur’s Gate: Descent into Avernus
the port, and even the Outer City’s rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur’s Gate as the cobbles on its streets
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
Satyr
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mythic Odysseys of Theros
song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
. (The caltrops are meant to discourage the aboleth from beaching itself in the cave. Characters can easily spot and avoid them.)
The presence of the aboleth has tainted the underground river and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
. (The caltrops are meant to discourage the aboleth from beaching itself in the cave. Characters can easily spot and avoid them.)
The presence of the aboleth has tainted the underground river and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
. (The caltrops are meant to discourage the aboleth from beaching itself in the cave. Characters can easily spot and avoid them.)
The presence of the aboleth has tainted the underground river and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of San Citlán According to the tale of San Citlán’s founding, an explorer named Citlali became lost in the valley of the Calaveras River. After wandering for days, Citlali saw an elegantly
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of San Citlán According to the tale of San Citlán’s founding, an explorer named Citlali became lost in the valley of the Calaveras River. After wandering for days, Citlali saw an elegantly
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of San Citlán According to the tale of San Citlán’s founding, an explorer named Citlali became lost in the valley of the Calaveras River. After wandering for days, Citlali saw an elegantly
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, blood and offal from butchers, lye and fur from tanners, and indescribable chemical mixtures from alchemists. In the eastern portion of the Styes, the pollution is so bad that the river’s flow has been
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, blood and offal from butchers, lye and fur from tanners, and indescribable chemical mixtures from alchemists. In the eastern portion of the Styes, the pollution is so bad that the river’s flow has been
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, blood and offal from butchers, lye and fur from tanners, and indescribable chemical mixtures from alchemists. In the eastern portion of the Styes, the pollution is so bad that the river’s flow has been
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. (See the next section for more information.) Their clothing and armor is filthy, and they carry only their weapons and one extra bottle of fermented river water. The glowing green liquid has no benefit
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Feathergale Knights. These “knights” affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling
stronghold of the Cult of the Eternal Flame, elemental fire cultists posing as druids while they seek new adherents. Rivergard Keep This stout castle stands on the banks of the Dessarin River. It consists
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Feathergale Knights. These “knights” affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling
stronghold of the Cult of the Eternal Flame, elemental fire cultists posing as druids while they seek new adherents. Rivergard Keep This stout castle stands on the banks of the Dessarin River. It consists
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Sinkhole The stream that flows through the Glitterhame descends through the chasm in area 25 to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark
its submerged areas, using the river as a back door to its lair. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. Map 2.4: The Sinkhole
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Sinkhole The stream that flows through the Glitterhame descends through the chasm in area 25 to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark
its submerged areas, using the river as a back door to its lair. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. Map 2.4: The Sinkhole
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Feathergale Knights. These “knights” affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling
stronghold of the Cult of the Eternal Flame, elemental fire cultists posing as druids while they seek new adherents. Rivergard Keep This stout castle stands on the banks of the Dessarin River. It consists
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Sinkhole The stream that flows through the Glitterhame descends through the chasm in area 25 to an even lower level of caverns—the Sinkhole. Here it joins a subterranean river that traverses dark
its submerged areas, using the river as a back door to its lair. A narrow staircase winds down along the chasm walls until reaching bottom, where it offers access to area 28. Map 2.4: The Sinkhole
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.”
— Fonkin Hoddypeak, on friendship
Hideous Forms
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.”
— Fonkin Hoddypeak, on friendship
Hideous Forms
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.”
— Fonkin Hoddypeak, on friendship
Hideous Forms
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies






