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Returning 35 results for 'cities were remain'.
Backgrounds
Baldur’s Gate: Descent into Avernus
traveler’s clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild
provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Monsters
Storm King's Thunder
planted rumors in the storm giant court that the queen had been assassinated by the Lords’ Alliance, a confederacy of cities and settlements populated by small folk and scattered throughout the
abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans
provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other
monsters
time of the gods raises disturbing questions about the origins of the multiverse.
Ancient Remnants. Here and there, lost ruins of the elder things remain scattered across the most distant
, forbidding corners of the world. In their heyday, the elder things dug deep into the lore around the Cthulhu Mythos. They crafted the first shoggoths, and used them to erect great, cyclopean cities. They
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara as Campaign Villain A campaign with Ephara as the villain might be well suited to a wilderness-based campaign. Many people of the wilds see the patron of cities as inherently villainous—a
see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Ephara’s Divine Schemes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara as Campaign Villain A campaign with Ephara as the villain might be well suited to a wilderness-based campaign. Many people of the wilds see the patron of cities as inherently villainous—a
see cities as inherently superior to other locations, they are unmoved by simple pleas to leave the wilderness as it is, and the characters likely must stop them by force. Ephara’s Divine Schemes
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
enslaved. As a result, many burnt-out farms and abandoned villages have stood empty for decades. The broken paths of the lightning rail make travel into the interior difficult, and only the largest cities
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
enslaved. As a result, many burnt-out farms and abandoned villages have stood empty for decades. The broken paths of the lightning rail make travel into the interior difficult, and only the largest cities
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Lands As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
alignment. It’s a place where magic has been harnessed as a tool — used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp
entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Thirty years ago, this region was part of Cyre. The goblins converted towns and villages and raised new settlements, but many ruins and abandoned farms remain. The region is also
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
between towns and cities always carries risk. Even within the walls of relative safety, greed and desperation foster a different kind of evil that preys upon the kind and unwary. In such a world, how can
inspire you to push back against despair, resolving to fight for the last glimmers of hope that remain? What is your character fighting for? Whatever your motivations, the overwhelming dangers of Etharis
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magic items, trade in these items might be more common. Even so, it’s likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract
metropolis of Sigil, or even in more ordinary cities. Sale of magic items might be highly regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Thirty years ago, this region was part of Cyre. The goblins converted towns and villages and raised new settlements, but many ruins and abandoned farms remain. The region is also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magic items, trade in these items might be more common. Even so, it’s likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract
metropolis of Sigil, or even in more ordinary cities. Sale of magic items might be highly regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The war is over, but deep rifts remain between Thrane and its neighbors. Aundairian war magic created a blasted wasteland between the two nations. To the east, the conflict
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aftermath of the Last War The war is over, but deep rifts remain between Thrane and its neighbors. Aundairian war magic created a blasted wasteland between the two nations. To the east, the conflict
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
in their subterranean realm, where they feel secure and in control.
Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Aundair intersperses pastoral farmlands between densely populated cities. Arcanix Arcanix This farming village on Lake Galifar provides food for the nearby floating towers of
, sage, or artificer, you might have learned your craft here. Fairhaven The capital of Aundair is one of the most beautiful cities in Eberron. Stunning displays of magical light and other arcane wonders
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization
is built on the bones of the past, and these ancient mysteries may have a dreadful impact on the future. Many of the modern cities of Khorvaire are built on the foundations of ancient goblin cities and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain
in their subterranean realm, where they feel secure and in control.
Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Aundair intersperses pastoral farmlands between densely populated cities. Arcanix Arcanix This farming village on Lake Galifar provides food for the nearby floating towers of
, sage, or artificer, you might have learned your craft here. Fairhaven The capital of Aundair is one of the most beautiful cities in Eberron. Stunning displays of magical light and other arcane wonders
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization
is built on the bones of the past, and these ancient mysteries may have a dreadful impact on the future. Many of the modern cities of Khorvaire are built on the foundations of ancient goblin cities and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
more in common with a Thrane than they do with a Zil gnome or a Lhazaar pirate. Aside from Cyre—which was destroyed in the Last War—the Five Nations remain the largest and most powerful countries in
excellent system of roads, and travelers can always make their way by horse or coach. Major cities are tied together by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
more in common with a Thrane than they do with a Zil gnome or a Lhazaar pirate. Aside from Cyre—which was destroyed in the Last War—the Five Nations remain the largest and most powerful countries in
excellent system of roads, and travelers can always make their way by horse or coach. Major cities are tied together by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblins and built their cities on the foundations of Dhakaani ruins. Galifar ended the practice of slavery, and these goblins are technically citizens of the Five Nations, but most remain as an
. Today, there are four primary goblinoid cultures in Khorvaire. City Goblins Goblins are found in most of the major cities of the Five Nations. When humans first came to Khorvaire, they enslaved many