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Returning 35 results for 'gods cults locations'.
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
condition, or both, the giant succeeds instead.Stone giants with a bent toward cruelty and destruction might reject the gods of the Ordning and turn to the worship of Ogrémoch, the Prince of Evil
Earth. These giants view the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble
Monsters
Bigby Presents: Glory of the Giants
link to elemental air, cloud giants who turn from the gods of the Ordning often gravitate to the service of Yan-C-Bin, Prince of Evil Air. These giants’ cunning, charisma, and sheer physical and
magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of corruption and destruction in the world
Monsters
Bigby Presents: Glory of the Giants
harpoon.Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the
revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions.
Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons
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
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In
classes
Few gods embrace the Apocalypse Domain, yet in times of war, disease, or social upheaval, its Clerics appear at the head of grim cults that proclaim the world’s imminent demise. Devotes of the
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
classes
Few gods embrace the Apocalypse Domain, yet in times of war, disease, or social upheaval, its Clerics appear at the head of grim cults that proclaim the world’s imminent demise. Devotes of the
established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Lord Dagult Neverember once told me, during a drunken tirade, that orcs are fearful of their gods, and, if one plays one’s cards right, they can be controlled through that fear and made to
the plane of Acheron. It is there in the afterlife where the chosen ones will join Gruumsh and his armies in their endless extraplanar battle for supremacy.
Gods of the Orcs
Orcs believe their gods
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Serpent Cults Some humans believe that not only are the yuan-ti superior to humans and worthy of emulation, but they are also the blessed emissaries of the serpent gods. From these entwined beliefs
gods, whether from an enemy’s weapon or at the point of a sacrificial knife. The yuan-ti use the cults devoted to them as a steady supply of willing minions and sycophants. Many yuan-ti establish or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Serpent Cults Some humans believe that not only are the yuan-ti superior to humans and worthy of emulation, but they are also the blessed emissaries of the serpent gods. From these entwined beliefs
gods, whether from an enemy’s weapon or at the point of a sacrificial knife. The yuan-ti use the cults devoted to them as a steady supply of willing minions and sycophants. Many yuan-ti establish or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Inferno, Mual-Tar the Thunder Serpent, and Draunn the Stonemaw. In practice, cults devoted to these primordials have similar aims and methods to cults of Elemental Evil. Other Gods and Cults Like other
peoples, giants may choose to give their service and devotion to many different gods, not just the children of Annam or particular cults. On some worlds, the gods of the Ordning are unknown (perhaps
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Inferno, Mual-Tar the Thunder Serpent, and Draunn the Stonemaw. In practice, cults devoted to these primordials have similar aims and methods to cults of Elemental Evil. Other Gods and Cults Like other
peoples, giants may choose to give their service and devotion to many different gods, not just the children of Annam or particular cults. On some worlds, the gods of the Ordning are unknown (perhaps
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Faerûn The gods that make up the pantheon of Faerûn are much like the population of some of the Realms’ greatest cities: an eclectic blend of individuals from a variety of sources. The
prominent members of the pantheon. The deities of the Faerûnian pantheon are by no means the only powers worshiped in the Realms. The nonhuman races have pantheons of their own (described in chapter 3), and scattered other cults and local divinities can be found across Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Faerûn The gods that make up the pantheon of Faerûn are much like the population of some of the Realms’ greatest cities: an eclectic blend of individuals from a variety of sources. The
prominent members of the pantheon. The deities of the Faerûnian pantheon are by no means the only powers worshiped in the Realms. The nonhuman races have pantheons of their own (described in chapter 3), and scattered other cults and local divinities can be found across Faerûn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Appendix B: Gods of the Multiverse Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform sacrifices in
different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
four cults. Have the cults lean harder on the leadership of the communities scattered across the region, threatening, blackmailing, and corrupting them so they do the cults’ bidding. Eberron is also
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
four cults. Have the cults lean harder on the leadership of the communities scattered across the region, threatening, blackmailing, and corrupting them so they do the cults’ bidding. Eberron is also
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cults of rival gods among their people. Other Dark Powers. Selvetarm is god of warriors, and therefore patron of male drow, although perhaps not so much as Vhaeraun, the rogue god of thievery and of
Elven Deities The gods of the Tel’Quessir, collectively known as the Seldarine, have embodied the ideals of the elf people since time immemorial. They are believed to dwell in the realm of Arvandor
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cults of rival gods among their people. Other Dark Powers. Selvetarm is god of warriors, and therefore patron of male drow, although perhaps not so much as Vhaeraun, the rogue god of thievery and of
Elven Deities The gods of the Tel’Quessir, collectively known as the Seldarine, have embodied the ideals of the elf people since time immemorial. They are believed to dwell in the realm of Arvandor
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers have common enemies: the elemental cults. Although characters will be hard-pressed to win the barbarians’ trust, they can pry useful information out of them. The Elk hunters know the Sumber
Hills well and can provide simple, landmark-based directions to two cult strongholds: Rivergard Keep and Scarlet Moon Hall (though they don’t know the names of these locations).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers have common enemies: the elemental cults. Although characters will be hard-pressed to win the barbarians’ trust, they can pry useful information out of them. The Elk hunters know the Sumber
Hills well and can provide simple, landmark-based directions to two cult strongholds: Rivergard Keep and Scarlet Moon Hall (though they don’t know the names of these locations).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Regarding Dragons Even with the suggested changes to the factions and locations, a key component of the Dragonlance setting is still missing: dragons! If you want to add a draconic influence to the
Dragonlance setting. Draconians could be found in elemental temples, especially near the prophets. They should not be the first enemies the characters face when they encounter the elemental cults, but an