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Returning 35 results for 'culture work resting'.
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Monsters
Adventure Atlas: The Mortuary
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
Monsters
Storm King's Thunder
that image until the strangers can be disarmed and taken prisoner.
In their seemingly idyllic hideaways, the yakfolk rule with iron fists, and for all their learning and culture, they are enormously
evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than laboring oneself. It’s not
Monsters
Storm King's Thunder
culture, they are enormously evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than
Gray Dwarf (Duergar)
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Species
Sword Coast Adventurer's Guide
bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can
sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or
Monsters
Fizban's Treasury of Dragons
dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald
go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement
Backgrounds
Sword Coast Adventurer's Guide
of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or
have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerûn for
Monsters
Fizban's Treasury of Dragons
. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them
generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some
Backgrounds
Guildmasters’ Guide to Ravnica
social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.
Personality Traits
d8
work in a raid, but seems to think that I’m not like other Gruul.
7
I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice.
8
A close friend left our clan and
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
secretly a Dimir agent and tries to make sure that I keep that secret hidden.
4
I’m fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death
Monsters
Fizban's Treasury of Dragons
often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons&rsquo
their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk
Monsters
Fizban's Treasury of Dragons
events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work
avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world
Bugbear
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Species
Volo's Guide to Monsters
.
Shiftless, Savage Layabouts
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or
rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.
This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
families among the Khoravar by the time their dragonmarks appeared, and they remain pillars of the Khoravar’s diverse culture. The Khoravar ideal of building bridges supports the work of both houses. With
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
families among the Khoravar by the time their dragonmarks appeared, and they remain pillars of the Khoravar’s diverse culture. The Khoravar ideal of building bridges supports the work of both houses. With
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
completed one or more of the other quests in this adventure, they can undertake those after resting from the assault on the caves. Some plot threads from this adventure could also be expanded upon if the
culture, the blessing of the eggs. This occasion could be meaningful to a character attuned to nature, who could even become the “godparent” to a brood of lizardfolk hatchlings. Of course, a threat
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
completed one or more of the other quests in this adventure, they can undertake those after resting from the assault on the caves. Some plot threads from this adventure could also be expanded upon if the
culture, the blessing of the eggs. This occasion could be meaningful to a character attuned to nature, who could even become the “godparent” to a brood of lizardfolk hatchlings. Of course, a threat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
challenge of taking on an outcast, but don’t set up one expectation and deliver another. You can establish a monstrous creature as just another culture in your campaign, one that has alliances and
for your campaign. Use them as a starting point for your own ideas. Outcast or Ambassador? Consider how a monstrous character’s native culture views the character. Is the character an outcast, a spy
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
challenge of taking on an outcast, but don’t set up one expectation and deliver another. You can establish a monstrous creature as just another culture in your campaign, one that has alliances and
for your campaign. Use them as a starting point for your own ideas. Outcast or Ambassador? Consider how a monstrous character’s native culture views the character. Is the character an outcast, a spy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
maintaining their own traditions and culture. These efforts gave the nation and its people a reputation for being honorable and worthy of respect. Only a few generations later, however, the events of
the Sundering returned Unther to Faerûn, and the formerly displaced land sought to reclaim all it had lost to Tymanther. Reeling from this disaster, the remaining dragonborn in Faerûn now find they must work even harder and with fewer resources to find their place among the people the world.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
maintaining their own traditions and culture. These efforts gave the nation and its people a reputation for being honorable and worthy of respect. Only a few generations later, however, the events of
the Sundering returned Unther to Faerûn, and the formerly displaced land sought to reclaim all it had lost to Tymanther. Reeling from this disaster, the remaining dragonborn in Faerûn now find they must work even harder and with fewer resources to find their place among the people the world.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Orc
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Species
Volo's Guide to Monsters
to be invincible. They see the principles that define them and their deities at work every day in the world around them — nature rewards the strong and mercilessly eliminates the weak and the
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
powers lurking there. Some parents warn their children of the Lich-Priest Gath, who steals disobedient children and forces them to work in his kingdom of the dead, polishing the bones of his skeletal subjects.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
powers lurking there. Some parents warn their children of the Lich-Priest Gath, who steals disobedient children and forces them to work in his kingdom of the dead, polishing the bones of his skeletal subjects.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
muut and atcha (honor and duty), but they believe that humans and their kin don’t deserve to be treated with honor. All the goblinoid races work together among the Dhakaani, and all are convinced of
the superiority of their culture. When forced to fight other Dhakaani, they will usually spare the lives of their opponents, but against all other adversaries — including other goblinoids — they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
muut and atcha (honor and duty), but they believe that humans and their kin don’t deserve to be treated with honor. All the goblinoid races work together among the Dhakaani, and all are convinced of
the superiority of their culture. When forced to fight other Dhakaani, they will usually spare the lives of their opponents, but against all other adversaries — including other goblinoids — they are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
civilization. Education and creativity are the foundations of the culture, and its people embrace philosophy, magic, mathematics, and the study of underwater societies. In keeping with these traditions
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds tend to be more active at night than during daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are resting. Warrens are built so that sleeping
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds tend to be more active at night than during daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are resting. Warrens are built so that sleeping
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
civilization. Education and creativity are the foundations of the culture, and its people embrace philosophy, magic, mathematics, and the study of underwater societies. In keeping with these traditions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Sea of Moving Ice, the weather north of the Spine of the World, and the culture of the elusive Ice Hunters. Marfulb feels great satisfaction in her life’s work, but she knows too little about society
supplies, and have the patience required to deal with the ornery ice trolls. A bizarre sight greets you in this rough-walled chamber. About a dozen giant toads with thick, mottled white hides are at work
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ever-changing Sea of Moving Ice, the weather north of the Spine of the World, and the culture of the elusive Ice Hunters. Marfulb feels great satisfaction in her life’s work, but she knows too little
supplies, and have the patience required to deal with the ornery ice trolls. A bizarre sight greets you in this rough-walled chamber. About a dozen giant toads with thick, mottled white hides are at work
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any