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Returning 16 results for 'city were religions'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
Suggested Characteristics
Acolytes are shaped by their experience in temples
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
races
capital—the granite city of Ember Cairn. When dragonborn prayed, they were met with silence from their gods. They dwelled in the ruins of their own inheritance.
that would become Castinella
missionaries began teaching their own religions to the dragonborn that remained—of the Aetheric War and the Divine Seraphs. The dragonborn came to believe that their gods had not abandoned them
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
cluster of allied city-states. Conquered neighbors were allowed to keep their leaders and culture so long as they paid tribute, swore allegiance to the victors, and incorporated their conquerors
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the city’s larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron or any other D&D setting. Chapter 2 provides an overview of the nations of Khorvaire (and beyond) and the religions of Eberron, handy details whether you’re a player seeking inspiration for your
character’s backstory or a DM looking for an intriguing place to set an adventure. Chapter 3 focuses on Sharn, the City of Towers. Sharn is one of the wonders of Khorvaire, and a source of endless
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Market, often visited by templars passing through the city. Even some lesser known religions are represented in Sharn. The Graystone district in Middle Tavick’s Landing is a haven for followers of the
Temples and Shrines Every major religion has outposts in Sharn. A number of sacred sites draw pilgrims to the city from across Breland and Khorvaire. Priests don’t usually sell their services
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from the Court itself, allowing you to serve its will and to protect your people. Of all the religions of Eberron, the Undying Court is most grounded in the world. The Court stands in the city of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Lucha, where luchadores don colorful masks, adopt epic personas, and battle using acrobatic maneuvers. Faith and Festivals Worship is ingrained in city culture, and major religions have temples ranging
create dishes from painstakingly prepared stews such as hominy-and-meat pozole to ubiquitous snacks like tacos. For city folk, many recreations relieve the pressures of daily life. Along with music and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Baldur’s Gate Today This gazetteer describes the independent city of Baldur’s Gate as things are in 1492 DR. The original wall ringing the Upper City still stands, and a second defensive wall now
rings the Lower City. The Outer City, a collection of hastily made structures and shantytowns, runs along the River Chionthar. While the Outer City might seem the most lawless, every district of Baldur’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Baldur’s Gate Today This chapter describes the independent city of Baldur’s Gate as things are in 1492 DR. The original wall ringing the Upper City still stands, and a second defensive wall now rings
the Lower City. The Outer City, a collection of hastily made structures and shantytowns, runs along the River Chionthar. While the Outer City might seem the most lawless, every district of Baldur’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
insight into the setting. The other books are largely tied to specific subjects. If you want to run a campaign in the mysterious lands of Xen’drik, Secrets of Xen’drik and City of Stormreach have a
Eberron campaign but the monsters, spells, classes, feats, or other game material in these books require adaptation for use in modern campaigns. City of Stormreach: (3.5E) Stormreach is an adventurer’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
secrets of making steel. Its military shattered rival tribes and developed advanced tactics for fighting in forests and open plains. The civilization grew into a cluster of allied city-states
. Conquered neighbors were allowed to keep their leaders and culture so long as they paid tribute, swore allegiance to the victors, and incorporated their conquerors’ serpent gods into their religions. These
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
eternal city, or by four cities that each represent a different aspect of reality. The Celtic cosmology has an otherworld, called Tír na nÓg, and the cosmologies of some religions inspired by Asian
Celestia, the strange city of Mechanus, the fortress of Acheron, and so on. All the planes are locations in the world, reachable by ordinary means of travel — though extraordinary effort is required, for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, most religions maintain that Dolurrh isn’t the end of a soul’s journey; it is a gateway to whatever lies beyond. They assert that what appears to be dissolution is the natural process of the soul
fiendish satraps rule city-islands of obsidian that drift atop seas of magma, their minions producing metalcraft of surpassing beauty and quality. Fernia Manifest Zone Features d4 Feature 1 Spells