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Returning 35 results for 'cosmos recently guild to have realms'.
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Monsters
The Book of Many Things
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra
Bitterwind—have noticed he’s become more reclusive recently, and when he does appear, he’s restless.
Augustus is a natural-born lycanthrope, born to werewolf parents. His parents
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did.
Centaur Names
Centaurs’ given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the
Species
Eberron: Rising from the Last War
;ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragon
Species
Eberron: Rising from the Last War
;ak, Shadow Marches
House Tharashk traditionally licenses inquisitives and bounty hunters. Recently the house’s Finder’s Guild has expanded into dragonshard prospecting. As dragon
Classes
Tasha’s Cauldron of Everything
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
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Classes
Tasha’s Cauldron of Everything
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
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Classes
Tasha’s Cauldron of Everything
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
to keep airships and other wondrous devices operational.
Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning
backgrounds
almost always find small groups of desperate individuals putting their lives on the line for the amusement and enrichment of others. This hidden network of arenas has recently been organized into the
self-proclaimed Pit Fighter’s Guild and developed a series of coded phrases and symbols to identify its members. You follow the unspoken rule of Etharis: only the strong survive.
monsters
dimensions.
—August Derleth, The Lurker at the Threshold
Hunting horrors serve Nyarlathotep’s bidding across the cosmos, and even into the unknown outter realms. Cultists who venerate the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
Reverent Army send off the unrivaled Meletian fleet
(SVETLIN VELINOV) The world of Theros, as its inhabitants understand, includes three realms: the mortal world, the divine realm of Nyx, and the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix D: The Planes of Existence The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where DMs
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->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
Reverent Army send off the unrivaled Meletian fleet
(SVETLIN VELINOV) The world of Theros, as its inhabitants understand, includes three realms: the mortal world, the divine realm of Nyx, and the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Setting the Adventure This adventure takes place in the Western Heartlands of the Sword Coast region in the Forgotten Realms campaign setting. You can set the adventure on a different world if you
wish. Consider the following suggestions: Dragonlance. The old fortress rises in the Hinterlund region of Solamnia. It was built before the Cataclysm and has been uninhabited until recently. Corlie
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
following summary of what he knows: Pirates recently ransacked Abbey Isle, an island just off the coast populated by evil clerics and their followers. Much to the guild’s delight, the battle between the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix D: The Planes of Existence The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the planes of existence. It encompasses every world where DMs
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->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild The Xanathar Guild aims to secure this level, plunder it thoroughly, and return valuable items to Skullport to be sold, thus boosting the town’s sagging economy. There are two Xanathar
Guild watch posts on the level, and each one has a leader: a drow named Shunn “Spider Eyes” Shurreth commands the northern watch post at area 9, and a human berserker named Nadia the Unbent leads the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the nearby woods. In the city of Waterdeep in the Forgotten Realms setting, the Watchful Order of Magists and Protectors is a guild of wizards. These arcanists wish to make wizardry more accessible
lives. It permeates the cosmos and moves through the ancient possessions of legendary heroes, the mysterious ruins of fallen empires, those touched by the gods, creatures born with supernatural power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the nearby woods. In the city of Waterdeep in the Forgotten Realms setting, the Watchful Order of Magists and Protectors is a guild of wizards. These arcanists wish to make wizardry more accessible
lives. It permeates the cosmos and moves through the ancient possessions of legendary heroes, the mysterious ruins of fallen empires, those touched by the gods, creatures born with supernatural power
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild The Xanathar Guild aims to secure this level, plunder it thoroughly, and return valuable items to Skullport to be sold, thus boosting the town’s sagging economy. There are two Xanathar
Guild watch posts on the level, and each one has a leader: a drow named Shunn “Spider Eyes” Shurreth commands the northern watch post at area 9, and a human berserker named Nadia the Unbent leads the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
following summary of what he knows: Pirates recently ransacked Abbey Isle, an island just off the coast populated by evil clerics and their followers. Much to the guild’s delight, the battle between the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Setting the Adventure This adventure takes place in the Western Heartlands of the Sword Coast region in the Forgotten Realms campaign setting. You can set the adventure on a different world if you
wish. Consider the following suggestions: Dragonlance. The old fortress rises in the Hinterlund region of Solamnia. It was built before the Cataclysm and has been uninhabited until recently. Corlie
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
A Sordid Past Neither Skalanthas nor the monks know that until recently, Ronnom led an assassins’ guild that carried out political killings for profit. Rival factions banded together to destroy the
guild, killing most of the guild’s assassins, but Ronnom and his bodyguards escaped and fled to Najkir. Under Ronnom’s influence, Skalanthas has grown territorial, threatening ships that get too close
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Great Dance We measure ourselves by those we fight, and my company faces the greatest threat to the cosmos.
— Veritus Wrath, commander, Flawless Execution
The battle lines in the Blood War
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Klothys’s Influence Klothys is the embodiment and enforcer of destiny. Largely forgotten after ages spent in the Underworld, Klothys has only recently emerged, brimming with silent frustration at the
insurmountable odds, and Karametra’s taming of nature all run the risk of inspiring ambitious mortals who lust for ever more power and strain to break away from their proper place in the cosmos. Klothys
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular — the gnome inventor Vi — has run a multiverse-spanning
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations. In the Forgotten Realms, the island of Lantan is home to many artificers, and in
there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations. In the Forgotten Realms, the island of Lantan is home to many artificers, and in
there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular — the gnome inventor Vi — has run a multiverse-spanning
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Klothys’s Influence Klothys is the embodiment and enforcer of destiny. Largely forgotten after ages spent in the Underworld, Klothys has only recently emerged, brimming with silent frustration at the
insurmountable odds, and Karametra’s taming of nature all run the risk of inspiring ambitious mortals who lust for ever more power and strain to break away from their proper place in the cosmos. Klothys