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Returning 35 results for 'cultures wings realms'.
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. While neither of these cultures have much interest in human activities, a small number of elves have immigrated
Species
Acquisitions Incorporated
spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind
migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
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
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
. 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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Religion in the Realms Though wizards work wonders with their Art, and adventurers take their fates into their own hands, it is on the gods that most folk in the Forgotten Realms depend when they
region to region, with different cultures and societies emphasizing some deities over others. Although exceptions exist — the gods of Mulhorand, for example — all the gods are revered across all of Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Time in the Realms Although a number of means exist for marking the days and the passage of time during a year, nearly all folk in Faerûn have adopted the Calendar of Harptos. Even the cultures and
races that don’t favor this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, and cultures. A year on Toril consists of 365 days. In the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
civilizations are bound to this wondrous site. Journeys through the Radiant Citadel is an anthology of exciting adventures that explore the cultures and myths of these realms. The adventures in Journeys
through the Radiant Citadel were created by members of the Dungeons & Dragons community with connections to various real-world cultures and mythologies. Embarking on the adventures of the Radiant Citadel
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power
. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Why do so many celestial things have bird wings and infernal things have bat wings? It seems
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Elves Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
thousands of years ago, the elves rose up against the giants who ruled that land. Ultimately, the elves fled from Xen’drik and settled the island nation of Aerenal. There they split into two distinct cultures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sorcerers The Weave of magic infuses every part of the Realms, and some people have the natural ability to perceive, touch, and shape the Weave. Some inherit this ability from a magical ancestor such
Gate, Neverwinter, and Waterdeep — all have a few sorcerers, since people with magic gravitate to places where their abilities are valued. Sorcerers are slightly more common among cultures steeped in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
were caught in the collapse of its civilizations. Today they linger in the shadows of Xen’drik and are all but unknown on Khorvaire. There are three distinct drow cultures. The Vulkoori are tribal
a new light. However, if you want to incorporate Corellon and Lolth, there’s a few ways to do it. One possibility is that Eberron was created as a copy of the distant realms of the multiverse, hidden
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
realms claim sovereignty—kingdoms of elves and goblins, and what of this nation of monsters called Droaam? Can it last, or will another war fracture us further? Should I dwell on such things when the
map included with this book and on map 2.1. Although humans make up the majority of the population in the nations of Khorvaire, the continent is home to a wide range of peoples and cultures. Once
Compendium
- Sources->Dungeons & Dragons->Monster Manual
types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or
the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The Forgotten Realms Just like a fantasy novel or movie, an adventure is set in a larger world. In fact, the world can be anything that the DM and players can imagine. It could be a swords-and
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
varied cultures and races, Faerûn is dominated by human lands, be they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species’ genesis, its members have spread
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
the fundamentally ineffable nature of greater gods, but they are more likely to manifest in mortal realms. Quasi-deities have a divine origin, but they don’t receive or answer prayers. They are still
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Some species can trace their origin to a single world, plane of existence, or god, while other species first appeared in multiple realms at once. Whatever a species’ genesis, its members have spread
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
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
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
: one nation, united in a common cause.
Now I look at the map and I don’t recognize my world. Galifar has been shattered. The Five Nations are irreparably severed. There are so many new realms
is home a wide range of peoples and cultures. Once largely unified under the Kingdom of Galifar, today Khorvaire is split into many nations—some old, others newborn from the crucible of war. This
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
have been published as official settings for the D&D game. The legends of the Forgotten Realms, Dragonlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the
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)
have been published as official settings for the D&D game. The legends of the Forgotten Realms, Dragonlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the
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->Monster Manual
Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains Sinister demiplanes known as domains constitute the realms of Ravenloft. These domains vary widely, but they share a number of common features: Domains Are Finite. The domains vary in size
haze. Domains share neither borders nor common geography, and you can’t peer from one domain into another. The environments, cultures, and residents of one domain don’t influence those of other domains
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
nobly and in the cause of justice. People in most D&D worlds are polytheistic, honoring deities of their own and acknowledging pantheons of other cultures. Individuals pay homage to various gods
, regardless of alignment. In the Forgotten Realms, a person might propitiate Umberlee before setting out to sea, join a communal feast to celebrate Chauntea at harvest time, and pray to Malar before going
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in
access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Undersigil Farrow knows a path through Undersigil to Fortune’s Wheel, a casino owned by Shemeshka. Though the shortcut avoids the Harmonium officers, the tunneled realms beneath Sigil bring their own
text: A strawberry cake decorated with leathery wings rests on a festive table in this damp, dimly lit chamber. Wet sediment collects around floor drains, and gaping sewer pipes protrude from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
where different cultures have mingled for many centuries. Keolish folk often garden, maintain close family ties, have a down-to-earth nature, and love storytelling. The clothes worn in Old Keoland tend
, and orcs that live in these mountains and their foothills are subjects of the realms that surround the mountain range, but they often band together to deal with greater threats on both sides of the






