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Returning 22 results for 'compound refuges guilds to have realms'.
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Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Tortle
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The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the Emerald Claw will surely follow.
Forgotten Realms. Abbey Isle lies off the west coast of the Dragon Reach, and a mariners’ guild from the Dalelands would like to control the island to help
routed from the island, the characters might gain unwanted attention from what remains of Netheril.
Mystara. The Minrothad Guilds are always interested in consolidating their power on the sea and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
.
— Troy Denning, Death of the Dragon
Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in the Forgotten Realms. Even the most peaceful
lands have militia for protection against their enemies, and many great rulers in the Realms’ past were fighters of some sort. There are always opportunities for those who know how to handle themselves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
thieves’ guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Artemis became the favored assassin of one of the city’s pashas, who sent him to far-off Icewind Dale to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
thieves’ guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Artemis became the favored assassin of one of the city’s pashas, who sent him to far-off Icewind Dale to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
for thousands of years, or establish guilds or orders that keep the adventurers’ principles and dreams alive. Reaching this point doesn’t necessarily dictate the end of the campaign. These powerful
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
guilds and other organizations. Towns are major trade centers, situated where important industries and reliable trade routes enabled the population to grow. These settlements rely on commerce: the import
available. Many inns and taverns support travelers. Organizations: A multitude of temples, guilds, and other organizations, some of which hold significant power in city affairs, can be found within
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
streaming show Critical Role. Forgotten Realms Larger-than-life heroes and villains struggle to determine the fate of the world as they explore the ruins and dungeons of fallen kingdoms and long
, is where heroes begin to explore the wonders of the D&D multiverse and its many planes of existence. Ravenloft Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil lords—and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
population dwindled, and eventually the Forgemaster was overtaken in prestige and influence by the Ruling Master of Sundabar, who came to speak for the human guilds and merchants of the surface city. One
, with the Silver Marches dissolving, Sundabar wasted no time withdrawing from the Lords’ Alliance as well, officially severing formal ties with the human realms of the North except for those
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the dwarves. The Chasm that rent the land has been sealed by powerful magic. The High Road has been cleared and rebuilt, and trade has resumed with Waterdeep and realms to the south. What was the
provides, and certainly, trading interests will emerge. But Lord Protector Neverember is sure to point out that he is merely a protector, not a king, and so can’t invest or recognize anyone. Guilds may
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
place within the confederacy. The Lords’ Alliance in the Forgotten Realms setting is a loose confederacy of cities, while the Mror Holds in the Eberron campaign setting is a confederacy of allied dwarf
examples. A kingdom run by thieves’ guilds would also fall into this category. Magocracy. The governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of
centaurs of fey origin. These centaurs are smaller than the non-fey centaurs that roam in some realms. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1. Age
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the
Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they are found guilty they are dispatched to Malbolge to endure years of torment. That Glasya is both prison warden and the Nine Hells’ most notorious criminal is evidence that in the infernal realms
grouped, Glasya established a new category of “legion” to realize her plans for profit and power: the coin legions. The members of Glasya’s coin legions operate in the manner of thieves’ guilds on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
The Xanathar Guild The Xanathar Guild is a thieves’ and slavers’ guild operating underneath the city of Waterdeep in the Forgotten Realms setting. The guildmaster is a beholder — the latest in a
dragon in humanoid form. The people of Waterdeep are generally aware that there are one or more guilds controlling criminal activity in the city. Rumors occasionally surface about a monstrous crime lord
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
A Long History (in Brief) “There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of
was instrumental in establishing many of Waterdeep’s other institutions, such as its black-robed magisters, its Griffon Cavalry, and the city’s many guilds. The first Open Lord ruled wisely for over two
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. However, in a city dominated by ideological factions, trade guilds hold little sway, and most factions—except for the Free League and Society of Sensation—discourage members from joining guilds, believing
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
families from gaining a political foothold in the city, and has enacted harsh laws that prevent guilds from being formed. Neverwinter is a member of the Lords’ Alliance, and Neverember supports the efforts
disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Northfurrow The Northfurrow extends from Waterdeep to the fortified farming compound of