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Returning 25 results for 'both border down continent race'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Backgrounds
Sword Coast Adventurer's Guide
byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated the continent before humanity arrived. Orcish is a dead language; it may be encountered in ancient inscriptions, but modern orcs speak Goblin.
Infernal is spoken by spirits that embody evil
. This incorporates Abyssal; all fiends speak a common language. Infernal is sometimes called “Khyber’s speech,” while Celestial is “the tongue of Siberys.”
Riedran is the common tongue of the continent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. These Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one
from the Five Nations has ever ventured into the interior of the continent and returned to speak of it. No one knows just how many dragons there are in Argonnessen, but people tell stories of vast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure in the jungles of Q’barra. Or you hunt Emerald Claw agents on the lightning rail, creeping through one train car after another. Or you chart another adventurous course on the war-torn continent of
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setting Khorvaire is a sprawling continent with plenty of thinly settled frontiers, so it’s relatively easy to find a good place to set Princes of the Apocalypse. Here are a few examples: In western
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coastlines of Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. The Seren barbarians worship the dragons and protect the coasts from invaders. To
date, no one from Khorvaire has ventured into the interior of the continent and returned to speak of it. No one knows how many dragons live in Argonnessen, but stories tell of vast cavern complexes
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the Cataclysm, migrating refugees communicated using Common, and today it’s spoken in every corner of the continent. Nevertheless, the local languages of most lands still flourish, and Common is used
primarily in markets and in dealings with travelers. With the DM’s approval, players can exchange a language granted by their characters’ race for a different language from the Standard Languages of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv’s hoard—or, if they can’t claim it, at least ensure that their rivals don’t either
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yeth Hound Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dedicated to finding out. 4 Historical Research. Your team’s work involves learning more about Eberron’s long history. 5 Radical Engineering. The birth of a new race wasn’t the peak of magical and
mechanical engineering, it was just the beginning of new scientific fields you now explore. 6 Exploration. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, gnomes, elves, and orcs have all made their marks on the continent of Khorvaire. However, the creatures of Eberron can be quite different from their counterparts on other worlds. The orcs of Eberron
plane of dreams, imbued with wisdom and telepathic talent. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. A diverse race shaped by the beasts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
prospectors 12 Vadalis Capture wild animals and tame them Prevent magebred specimens from upsetting a delicate ecosystem Handle the animals drawing a massive caravan across the continent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Thelanis and these are all the kenku in the world. So just because it’s possible to put anything you want in the world, don’t assume that the streets of Sharn are a zoo flooded with every character race
the vast and largely unexplored continent of Xen’drik. It was created or caused by the Mourning — the mystical cataclysm that destroyed Cyre — and has only been around for four years. It’s a product of
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
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their race. The spell succeeded, but it rippled backward and forward in time, and the land was sundered, changing the face of the world. The largest continent of this new world is now called Faerûn
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou
great subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
scale of your campaign, the area might be as small as a section of a city or as large as a continent, world, or plane of existence. Define the aggressor and whether it represents a known enemy or a
. The lost resource might be a precious metal, a species of plant or animal that held an important place in the local ecology, or an entire race or culture of people. Its absence causes a chain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
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
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
monsters to reflect this phenomenon. Most warforged were unaffected by the Mourning, and the race as a whole seems immune to many of the lingering effects that plague the Mournland. As such, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dark Six) are one and the same. Drow from the jungle continent of Xen’drik ritually tattoo themselves using scorpion venom, leaving white scars etched into their skin. Drow of other worlds rarely know
unknown, as is Corellon, yet elves called “dark” exist in this world. These are elves whom others believe have betrayed their people, but to the eye, they bear none of the physical hallmarks of drow. I wonder if, with so mutable a race as elves, that state is permanent.






