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Returning 35 results for 'gods center locations'.
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Species
Player’s Handbook
commended, respected, and feared on many worlds.
Humans are as diverse in appearance as the people of Earth, and they have many gods. Scholars dispute the origin of humanity, but one of the earliest known
human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Bigby Presents: Glory of the Giants
point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied
space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12);{"diceNotation":"8d12
Monsters
Icewind Dale: Rime of the Frostmaiden
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
Monsters
Icewind Dale: Rime of the Frostmaiden
pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
Monsters
Icewind Dale: Rime of the Frostmaiden
artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring
Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the
Backgrounds
Sword Coast Adventurer's Guide
byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar
pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark. Though your home is physically closer to the Sword Coast than the other
Monsters
Fizban's Treasury of Dragons
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
studiously mimic the mannerisms of my guests.
7
I prefer to get others talking, then fade into the background. Sometimes literally.
8
I seek out audiences and like to be the center of attention
Monsters
Fizban's Treasury of Dragons
center of attention.
Emerald Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Seclusion. It’s safer if others don’t know I
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
note activity at three locations: Central Spire. A tower rises in the center of the city, surrounded by several dragonnels and smaller flying figures. The tower’s foundation floats dozens of feet off
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
note activity at three locations: Central Spire. A tower rises in the center of the city, surrounded by several dragonnels and smaller flying figures. The tower’s foundation floats dozens of feet off
detailed in the “Occupied Mansion” section.) Sinister Temple. A foreboding temple stands at the south end of the city, its grounds teeming with soldiers. (This temple to the evil gods is detailed in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Religion and the Gods Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and
distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Religion and the Gods Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and
distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
God-Based Adventures Three elements combine to form the adventures recounted in the epics of Theros: heroes, gods, and monsters. Each god’s section in this chapter provides the ingredients to build
your own epics: champions and blessings, villains and monsters, divine schemes, and adventure locations.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
God-Based Adventures Three elements combine to form the adventures recounted in the epics of Theros: heroes, gods, and monsters. Each god’s section in this chapter provides the ingredients to build
your own epics: champions and blessings, villains and monsters, divine schemes, and adventure locations.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tomb of Annihilation Missing components could be hidden in any number of locations in the jungles of Chult, including the Lost City of Omu, or even integrated into the Tomb of the Nine Gods. For
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Chapter 3: The Outlands The Outlands are a plane of concordant opposition—a disk-shaped plane of perfect neutrality at the center of the Outer Planes. Anything and everything can flourish on the
sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures. This chapter provides information for the Dungeon Master about
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village center. Note the location of the village center. If the adventurers visit specific
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Tomb of Annihilation Missing components could be hidden in any number of locations in the jungles of Chult, including the Lost City of Omu, or even integrated into the Tomb of the Nine Gods. For
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Chapter 3: The Outlands The Outlands are a plane of concordant opposition—a disk-shaped plane of perfect neutrality at the center of the Outer Planes. Anything and everything can flourish on the
sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures. This chapter provides information for the Dungeon Master about
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village center. Note the location of the village center. If the adventurers visit specific
places in the village, mark those spots on your map. For towns and cities, note major roads and waterways as well as surrounding terrain. Outline the walls and mark the locations of features you know will
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Adventures in Sigil With Sigil’s place at the center of the Outer Planes, any plot or threat from across the multiverse has a chance of finding its way to the City of Doors. Many inhabitants of the
Cage also have planes-spanning ambitions, contributing to countless homegrown opportunities for adventure. Use this section to generate ideas for adventures stemming from Sigil’s unique locations and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
The Spire The spoke at the center of the Great Wheel, the Spire is an infinitely tall pinnacle of rock that towers above the Outlands. Above its highest point hovers the city of Sigil, its streets
effect is enough to bring archmages to their knees and reduce gods to mortals. Still, some creatures eke out an existence near the Spire, and others, such as rilmani, thrive in its shadow, seemingly immune to its nullifying properties.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
The Spire The spoke at the center of the Great Wheel, the Spire is an infinitely tall pinnacle of rock that towers above the Outlands. Above its highest point hovers the city of Sigil, its streets
effect is enough to bring archmages to their knees and reduce gods to mortals. Still, some creatures eke out an existence near the Spire, and others, such as rilmani, thrive in its shadow, seemingly immune to its nullifying properties.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Adventures in Sigil With Sigil’s place at the center of the Outer Planes, any plot or threat from across the multiverse has a chance of finding its way to the City of Doors. Many inhabitants of the
Cage also have planes-spanning ambitions, contributing to countless homegrown opportunities for adventure. Use this section to generate ideas for adventures stemming from Sigil’s unique locations and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
surrounds all the Wildspace systems, as well as the astral dominions of gods and the floating remains of dead gods (see the “Astral Dominions and Dead Gods” sidebar). Many Wildspace systems have names
from one Wildspace system to another, as well as features of the Astral Plane that are likely to come into play. ASTRAL DOMINIONS AND DEAD GODS
Many gods have dominions in the Astral Sea. These
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
surrounds all the Wildspace systems, as well as the astral dominions of gods and the floating remains of dead gods (see the “Astral Dominions and Dead Gods” sidebar). Many Wildspace systems have names
from one Wildspace system to another, as well as features of the Astral Plane that are likely to come into play. ASTRAL DOMINIONS AND DEAD GODS
Many gods have dominions in the Astral Sea. These
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Hitting the Streets The characters can take several approaches to investigating Krenko’s whereabouts: meeting with contacts, sussing out rumors, or visiting important locations. Meet with Contacts If
Street is a bustling center of trade and the territory of the Shattergang Brothers. They have become emboldened since Krenko was put away and are readying for war to take out his gang once and for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ancestral quests, shifty rogues prowling urban streets, clerics wielding maces and spells in the service of their gods, and wizards plundering the ruins of the fallen Netherese empire. Heroes are scarce
horrors. The accompanying map shows the Sword Coast region surrounding Phandalin. Several locations of interest are marked, including Underdark locations key to this adventure’s plot. Other parts of the map remain unlabeled, and the adventures that characters find there are yours to design!
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the gods are usually honored in these forums with statues or other works of art. Agora Adventures An agora is the perfect location for adventures where roleplaying takes center stage. The
are also set up at the top of this stage for petty criminals to be publicly humiliated. At the agora’s center stands a grand fountain with a larger-than-life sculpture depicting all the gods sharing a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the gods are usually honored in these forums with statues or other works of art. Agora Adventures An agora is the perfect location for adventures where roleplaying takes center stage. The
are also set up at the top of this stage for petty criminals to be publicly humiliated. At the agora’s center stands a grand fountain with a larger-than-life sculpture depicting all the gods sharing a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ancestral quests, shifty rogues prowling urban streets, clerics wielding maces and spells in the service of their gods, and wizards plundering the ruins of the fallen Netherese empire. Heroes are scarce
horrors. The accompanying map shows the Sword Coast region surrounding Phandalin. Several locations of interest are marked, including Underdark locations key to this adventure’s plot. Other parts of the map remain unlabeled, and the adventures that characters find there are yours to design!