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Returning 10 results for 'composed reclusive govern to have rangers'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects. Time-Limited Object Interactions When time is short, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects. Time-Limited Object Interactions When time is short, such
Orc
Legacy
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Species
Volo's Guide to Monsters
rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s territory.
Colors of Conquest
Three colors have special meaning
represent darkness.
The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses these colors on itself and its personal items. For
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
, grayish-white ash to represent death, and charcoal to represent darkness. The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
cities as a reminder that life in Shankhabhumi can easily be swept away. Power in each city is shared between three factions—fifteen senators who officially govern the affairs of the city-state; a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
villages, to supervise the collection of taxes and serve as judges in disputes and criminal trials. These reeves, sheriffs, or bailiffs are commoners native to the villages they govern, chosen for
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goblins, worgs, and their ilk. The deeper one goes, the more otherworldly the woods become, with fey creatures leading travelers astray — or to their doom. Even the High King’s rangers walk the forest with
lifetime, the isle of Gwynneth has become ever more fey and mysterious, home to the elven realm of Sarifal, under the rule of High Lady Ordalf. Sarifal shares the island with the reclusive mountain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place, and often that’s not enough
closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone