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Returning 21 results for 'cling worlds religions'.
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calling world religions
cling world religious
calling worlds religion
closing worlds religion
clan worlds regions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
D&D Pantheons Each world in the D&D multiverse has its own pantheons of deities, ranging in size from the teeming pantheons of the Forgotten Realms and Greyhawk to the more focused religions of
Eberron and Dragonlance. Many of the nonhuman races worship the same gods on different worlds—Moradin, for example, is revered by dwarves of the Forgotten Realms, Greyhawk, and many other worlds.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
D&D Pantheons Each world in the D&D multiverse has its own pantheons of deities, ranging in size from the teeming pantheons of the Forgotten Realms and Greyhawk to the more focused religions of
Eberron and Dragonlance. Many of the nonhuman races worship the same gods on different worlds—Moradin, for example, is revered by dwarves of the Forgotten Realms, Greyhawk, and many other worlds.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
primordial energy of the First World, which now flows throughout the Material Plane, and that they are thus inextricably linked to the magic of that plane. The religions of numerous worlds teach that Humanoids
World” is an ancient Draconic poem of unknown origin, found with minor variations in the collections and traditions of dragons across many worlds of the Material Plane. Various creation myths told on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
primordial energy of the First World, which now flows throughout the Material Plane, and that they are thus inextricably linked to the magic of that plane. The religions of numerous worlds teach that Humanoids
World” is an ancient Draconic poem of unknown origin, found with minor variations in the collections and traditions of dragons across many worlds of the Material Plane. Various creation myths told on
Druid
Legacy
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Classes
Basic Rules (2014)
includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds
religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their puny relatives. In the worlds of Dungeons & Dragons, the story of the giants is a tragic one that echoes this whole range of fantasy and myth. Begotten by the mighty god Annam, who intended them
to rule the worlds with wisdom as well as might, giants have fallen far short of the lofty destiny their progenitor imagined for them. Now supplanted by myriad smaller peoples of the worlds, giants
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their puny relatives. In the worlds of Dungeons & Dragons, the story of the giants is a tragic one that echoes this whole range of fantasy and myth. Begotten by the mighty god Annam, who intended them
to rule the worlds with wisdom as well as might, giants have fallen far short of the lofty destiny their progenitor imagined for them. Now supplanted by myriad smaller peoples of the worlds, giants
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, it overlays the Material Plane and can be reached through “thin places” where the worlds are particularly close: through caves, by sailing far across the sea, or in fairy rings in remote forests. It
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms
ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms
ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, it overlays the Material Plane and can be reached through “thin places” where the worlds are particularly close: through caves, by sailing far across the sea, or in fairy rings in remote forests. It
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
coated in a mucilaginous glaze. Lighting. Bulbous growths cling to walls throughout. Their pulsing, sickly glow provides dim light. Slime. A film of sticky slime covers most surfaces. Random Encounters
gives way to a question: “What worlds have you destroyed?” Give the party a moment to answer, then read: A towering abomination rises from the slime. Three long tentacles tipped with bladelike barbs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
coated in a mucilaginous glaze. Lighting. Bulbous growths cling to walls throughout. Their pulsing, sickly glow provides dim light. Slime. A film of sticky slime covers most surfaces. Random Encounters
gives way to a question: “What worlds have you destroyed?” Give the party a moment to answer, then read: A towering abomination rises from the slime. Three long tentacles tipped with bladelike barbs
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
different vision of desolation. The fiends of Mabar scheme to steal fragments of other planes and draw them down into their eternal darkness, creating a jumble of broken worlds in varying states of
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
different vision of desolation. The fiends of Mabar scheme to steal fragments of other planes and draw them down into their eternal darkness, creating a jumble of broken worlds in varying states of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sword Coast, one moves from lands not so different from one’s own to places so foreign they might as well exist on other continents or worlds — which a few of them actually have done. Aglarond. The
century ago. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the small nation of Yaïmunnahar. Some others cling to the old ways
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sword Coast, one moves from lands not so different from one’s own to places so foreign they might as well exist on other continents or worlds — which a few of them actually have done. Aglarond. The
century ago. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the small nation of Yaïmunnahar. Some others cling to the old ways
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sparkles between its roots.
The smaller oak trees here evoke looming figures because they were all once people before they were transformed into trees by the two barkburrs (see appendix B) that cling to
grow in the beds. A door in the back wall leads to a room with a moss bed and stacks of books from other worlds, all discussing botany and nature. The Gardener (see appendix B) is present the first time
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sparkles between its roots.
The smaller oak trees here evoke looming figures because they were all once people before they were transformed into trees by the two barkburrs (see appendix B) that cling to
grow in the beds. A door in the back wall leads to a room with a moss bed and stacks of books from other worlds, all discussing botany and nature. The Gardener (see appendix B) is present the first time