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Returning 35 results for 'connected wardens races'.
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Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the
races
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Because the Silver Flame is Thrane’s state religion, characters of any class from that nation might work toward the Silver Flame’s ends. The Emerald Enclave The Wardens of the Word or the Gatekeepers
The Wardens of the Wood are this faction’s logical equivalent in Eberron if you’re setting Princes of the Apocalypse anywhere near the Eldeen Reaches. Otherwise, the Gatekeepers are a good choice. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Because the Silver Flame is Thrane’s state religion, characters of any class from that nation might work toward the Silver Flame’s ends. The Emerald Enclave The Wardens of the Word or the Gatekeepers
The Wardens of the Wood are this faction’s logical equivalent in Eberron if you’re setting Princes of the Apocalypse anywhere near the Eldeen Reaches. Otherwise, the Gatekeepers are a good choice. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Menzoberranzan Population: 20,000 drow plus thousands of slaves (of various races)
Government: Matriarchal theocracy worshiping Lolth, the Demon Queen of Spiders
Defense: Large standing army of
drow call Araurilcaurak, its vault soaring a thousand feet above the stone floor. Drow dwellings and strongholds are carved from massive stalagmites and stalactites, connected with delicate-looking bridges of hardened spider silk and lit with coldly glowing eldritch fires.
Map 15.1: Menzoberranzan
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Menzoberranzan Population: 20,000 drow plus thousands of slaves (of various races)
Government: Matriarchal theocracy worshiping Lolth, the Demon Queen of Spiders
Defense: Large standing army of
drow call Araurilcaurak, its vault soaring a thousand feet above the stone floor. Drow dwellings and strongholds are carved from massive stalagmites and stalactites, connected with delicate-looking bridges of hardened spider silk and lit with coldly glowing eldritch fires.
Map 15.1: Menzoberranzan
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural
Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural
Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adapt other evil gods or archfiends for an Eberron campaign (assuming you don’t want Eberron to be connected to the wider multiverse) by recasting them as overlords. For example, Tiamat could be an
. Two other races of fiends, though, play important roles in its history. Night Hags Night hags have been around since the Age of Demons, when they often served as ambassadors and carried messages
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adapt other evil gods or archfiends for an Eberron campaign (assuming you don’t want Eberron to be connected to the wider multiverse) by recasting them as overlords. For example, Tiamat could be an
. Two other races of fiends, though, play important roles in its history. Night Hags Night hags have been around since the Age of Demons, when they often served as ambassadors and carried messages
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
connected to one another by long, mostly unprotected rivers and roads. Human settlements rely on various industries for survival. For example, most of the humans of Ten-Towns and Port Llast are
. Waterdeep, in particular, is a melting pot of races from all over Faerûn. Outside these communities, however, people have much less tolerance for strangers, as folk tend to feel safer among their own
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mortality, whether embodied in undead monsters or expressed through the death of loved ones. A campaign revolving around an insidious evil, whether dark gods, monstrous races such as the yuan-ti, or
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
connected to one another by long, mostly unprotected rivers and roads. Human settlements rely on various industries for survival. For example, most of the humans of Ten-Towns and Port Llast are
. Waterdeep, in particular, is a melting pot of races from all over Faerûn. Outside these communities, however, people have much less tolerance for strangers, as folk tend to feel safer among their own
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mortality, whether embodied in undead monsters or expressed through the death of loved ones. A campaign revolving around an insidious evil, whether dark gods, monstrous races such as the yuan-ti, or
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
and outlook of these people are now shared by members of many races. In particular, lightfoot halflings frequently hear the call of the wild and become rangers, often acting as guides and protectors of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
100 feet from top to bottom. They’re located 100 feet from the edge of the chasm and connected to it by tunnels. Each shaft features side chambers and small caverns, and has rope ladders for Karazikar’s slaves to move up and down them.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
100 feet from top to bottom. They’re located 100 feet from the edge of the chasm and connected to it by tunnels. Each shaft features side chambers and small caverns, and has rope ladders for Karazikar’s slaves to move up and down them.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
and outlook of these people are now shared by members of many races. In particular, lightfoot halflings frequently hear the call of the wild and become rangers, often acting as guides and protectors of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
to secure one before they enter the jungle. Volo might also suggest that characters partake in the dinosaur races (see “Things to Do”).
If characters visit Wakanga O’tamu, he gives them the wizard’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
connects Throne Hill to the southern slopes, site of several merchant princes’ villas. East of the harbor, the Hall of Gold gleams atop the city’s tallest hill, Mount Sibasa, which is connected by
to secure one before they enter the jungle. Volo might also suggest that characters partake in the dinosaur races (see “Things to Do”).
If characters visit Wakanga O’tamu, he gives them the wizard’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry — that precious green
in the hollows of trees and warrens dug into hillsides, each home connected to the others in the community by elaborate burrows. Beyond the secret doors into their houses, the homes of forest gnomes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giant type, who are not included in the category of “giants,” are connected to Annam but not descended from him. Trolls and Ogres. The monstrous god Vaprak is connected to Annam in some myths, though he
Annam’s heirs. Goliaths and firbolgs appear in chapter 6 of this book and also appear as character races in Mordenkainen Presents: Monsters of the Multiverse. Their connection to Annam is undoubtedly
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
(supernatural gifts explicitly connected to a dragon’s power). Chapter 3 presents tips, advice, and tables to help Dungeon Masters build encounters, adventures, and whole campaigns around dragons
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
(supernatural gifts explicitly connected to a dragon’s power). Chapter 3 presents tips, advice, and tables to help Dungeon Masters build encounters, adventures, and whole campaigns around dragons
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry — that precious green
in the hollows of trees and warrens dug into hillsides, each home connected to the others in the community by elaborate burrows. Beyond the secret doors into their houses, the homes of forest gnomes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giant type, who are not included in the category of “giants,” are connected to Annam but not descended from him. Trolls and Ogres. The monstrous god Vaprak is connected to Annam in some myths, though he
Annam’s heirs. Goliaths and firbolgs appear in chapter 6 of this book and also appear as character races in Mordenkainen Presents: Monsters of the Multiverse. Their connection to Annam is undoubtedly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
longer. Not all the quarters are linked to one another by bridges. The connections that do exist include these: Central Plateau has bridges that lead to Northedge and Menthis. Dura is connected to
Tavick’s Landing and Menthis. Tavick’s Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick’s Landing, Dura, and Central. Northedge is connected to Central and Tavick’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
longer. Not all the quarters are linked to one another by bridges. The connections that do exist include these: Central Plateau has bridges that lead to Northedge and Menthis. Dura is connected to
Tavick’s Landing and Menthis. Tavick’s Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick’s Landing, Dura, and Central. Northedge is connected to Central and Tavick’s