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Returning 35 results for 'consisting relatively grove to have realms'.
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Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
races
Era of Expansion describes many separate conflicts that occurred in the wake of human migration. Humans didn’t send armies initially, but settlers. They cut trees from the Grove Maze to build
their realms are far from homogeneous, each with their own history and mix of folk from other heritages.
Of all human vices, ambition is thought to be the most insidious. Humans still dominate
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Plane and these other realms is sometimes effortless, even accidental. Adventurers might enter a grove of trees on the Material Plane and suddenly find themselves in a lush, colorful forest on the Feywild or a grim wood of dead trees on the Shadowfell.
Material Realms The Material Plane is where the philosophical and elemental forces of the other planes of existence collide in the jumbled existence of mortal life and matter. It is a thoroughly
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them. Hidden Grove. Eventually, the characters discover the lower level of
the citadel and the Twilight Grove that lies within. There, they learn the truth about the enchanted fruit, and they must confront Belak the Outcast and the Gulthias Tree. PLACING THE ADVENTURE
The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in
trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cosmic Horror Plots Adventures in cosmic horror realms are bleak, desperate affairs where the best one can hope for is to survive relatively intact. There is no stopping the ultimate evil, but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Walking Castle The walking castle Iedcaru is a treasure from ages past. It was created by githzerai as a hermitage where ascetics could travel the Outlands and meditate on the nature of realms
they might be working for Shemeshka through intermediaries seeking to track R04M. When the characters come within sight of the walking castle, read the following description: Amid a grove of strange
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
in the nearest village (several miles away) they will be relatively safe, but if they camp near White Plume Mountain it would be a good idea to roll for random encounters. PLACING THE ADVENTURE
the mountain in another world. Wherever you place it, the party may be required to journey to the vicinity through the wilderness. How they get there is up to you.
Forgotten Realms. The mountain can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
NPC companions have destinations of their own in mind, and are the ones best able to navigate the subterranean realms. As such, the adventurers will be dependent on their guidance. The NPCs can offer
Neverlight Grove (see chapter 5). He claims to want to take advantage of Stool’s offer of sanctuary, but it is actually the influence of Zuggtmoy’s demon-tainted spores upon his mind. Shuushar can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Khyber spawns demons and monsters to plague the children of Eberron. This might be myth and metaphor, but it’s also a description of fact: there are worlds within the world, realms inhabited by
array of demiplanes, each stranger than the last. When descending into a chasm, you could find a labyrinth inhabited by demons or discover a realm consisting of the guts of a colossal living creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
and their realms, the language used must be highly metaphorical. Their actual homes aren’t literally places at all but exemplify the idea that the Outer Planes are realms of thought and spirit. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
of foodstuffs and colorful crafts—are dropped into the volcano, where it’s believed they’re conveyed to the realms of the gods. On the travelers’ return, villagers celebrate for several days
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the
confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service. Dao
Large elemental, neutral evil
Armor Class 18 (natural
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Jungle in the far south, emerge from below from time to time. Despite all these actual and potential dangers, several realms rely on the sea for waterborne trade. By tracing a route in and through the
Glade is a galleon made from the base of a massive, buoyant tree. A grove of smaller trees grows from its deck, their boughs catching the winds to propel the ship. From a distance, the two treants who
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clutch of sly, skittish warriors, consisting largely of reptilian humanoids called viashino (use the lizardfolk stat block in the Monster Manual to represent them), along with a few wily humans. This
remained standing for generations. Gravel Hide Clan. The Gravel Hide clan believes that resilience is the truest measure of strength. Though a relatively new group, its members have already earned a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nightmare realms remain just so. Currency Many domains mint their own gold, silver, and copper coins. Though these currencies bear different markings, merchants aren’t particular about the designs stamped
Correspondence In some domains, the residents are aware that realms exist beyond the Mists, but most have little interest in lands beyond their own. The Darklords’ obsessions distract them from concerns
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Encampment Zhentarim traders cut down most of the fungi grove outside the entrance of their warehouse, keeping only a few small gardens for decoration. In its place they erected a huge pavilion and
twelve storage sheds are described below: Shed 1 contains the Zhents’ supplies, consisting of 2d10 × 10 pounds of food in the form of dried meats, plucked chickens, fresh fruit and vegetables, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a ragtag troop of Chultan hunters and scouts consisting of fifteen tribal warriors led by Lorsa Bilwatal (CN female Chultan human scout) and Niles Breakbone’s longtime friend, Wulf Rygor (CG male half
soldiers (consisting of four guards and four tribal warriors) on a two-week patrol back in the direction they came from; their orders are to destroy any undead they encounter. If either request is refused
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
produces its currency. Run by a board of trustees consisting mainly of financially inclined dwarves, the mint is a cobalt fortress where traders can exchange virtually anything for its worth in
the many sites in the Outlands (see the “Other Realms” section later in this chapter). 4 A local beekeeper wants to sell a special planar honey in the Everything Emporium. To help her get started, the beekeeper asks the characters to capture 1d10 live sunflies (see Morte’s Planar Parade).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Zhentarim. The Zhentarim is an unscrupulous shadow network that seeks to expand its influence throughout the Forgotten Realms. The public face of the Black Network appears relatively benign. It
autonomy of its members. The Harpers have small cells and lone operatives throughout the Forgotten Realms. They share information with one another from time to time as needs warrant. The Harpers
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mines near the River Mirar and finding great, near-endless veins of gems. Like many of the dwarven realms, Gharraghaur fell to marauding orcs, which destroyed the kingdom and its capital city but
dust. Still, despite the city’s overall wealth, there are rich and (relatively) poor Mirabarrans. Not everyone shares in the coin the city’s sales bring in, and wage workers whose income is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in the shadows, growing stronger until they attack. This seemed particularly true of otherworldly threats, such as portals to fiendish realms, evil spirits that seek to possess the living, and the
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based
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
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. The recent disruptions began when the gods walked the Realms and slew each other before the eyes of mortals, until they walked back to their divine domains through the very streets of Waterdeep itself
neighborhood of many winding streets, where folk are comfortable making deals that might in other places provoke the displeasure of the law.
Field Ward. Of relatively recent vintage, the Field Ward stands