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Returning 35 results for 'matters swinging with only advisors from for land'.
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Circle of the Land (Desert)
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Arctic)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Forest)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Coast)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Grassland)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Mountain)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Swamp)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Circle of the Land (Underdark)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to
whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
“Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”
“What makes you think he has
a soul?” Gerrion said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. While the first warforged were
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
might not have the strength to win the fight alone, and that’s where adventurers come in. Gatekeepers can serve as patrons or advisors, providing crucial information or setting the adventurers on the
unwittingly, risks making relentless enemies in the Gatekeepers. A simple shift in circumstances, such as the death of a noble that causes ownership of a trackless parcel of land to change hands, could bring the characters into sudden conflict with the Gatekeepers.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged “Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”
“What makes you think he has a soul?” Gerrion said
.
“What makes you think you do?”
— Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
another scholar that planar disruptions are occurring in the grasslands of Atagua, a land hundred of miles from Phandalin. Gwyn sheepishly admits that she has offered the characters’ expertise at
investigating extraplanar matters. She believes that the owner of Atagua’s Sarire sugar mill is wealthy and will reward the characters for their aid.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged “Pierce was built by design, while you were built by accident,” Lakashtai said. “The soul is what matters, not the shape of the vessel.”
“What makes you think he has a soul?” Gerrion
said.
“What makes you think you do?”
—Keith Baker, The Shattered Land
The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lower Tavick’s Landing Two land routes to Sharn both end at Lower Tavick’s Landing. The Orien lightning rail deposits passengers in the district of Terminus, while those who travel to Sharn on the
Lyrandar and House Deneith are also well represented, with their representatives arranging matters of trade, transport, and security. These days, Lower Tavick’s Landing is best known for High Walls, a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
tragically ironic home for those who risked so much to escape the land of the dead. Coliseum of the Aphonai Three ancient Returned called the Aphonai rule Asphodel. They wear simple, identical golden masks
leaders listen to cases brought before them and decide on the few matters of importance to the city. Trespassers caught within the city are often brought before the Aphonai for judgment. The elder
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
) checks. Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks. Vehicles Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
) checks. Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks. Vehicles Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Brelish crown in dealing with matters beyond the capabilities of local law enforcement. 6 As emissaries of Darguun’s Lhesh Haruuc, work to build respect for Darguun as a nation. 7 As agents of the
prince comes out on top. 13 On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds. 14 Clear land for a new settlement in Q’barra, driving out the monsters that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. In the Land of the Mists, death isn’t an escape, but the beginning of a new terror. Soulless Shells. Not every being among the Domains of Dread has a soul. Many inhabitants of each domain are
creations of the Dark Powers, whose bodies have been formed from the land and the Mists. For all intents and purposes, and even under magical detection, these beings are what they appear to be. The Dark
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper. Sometimes after his grand entrance
, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Compared to the other gods, Nylea’s goals are modest. She wants only to keep the natural world free and healthy, shepherd the seasons through their yearly cycle, and enjoy the beauty of the land. But
. Nylea acknowledges death as a crucial part of the life cycle, but scorns Erebos’s obsession with the afterlife. What matters is that nature takes nourishment from the bodies of the deceased, not from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
cargo without due observance or aid by the Guild of Watermen shall have its cargo seized or thrown into the harbor. Many guilds have codes that entwine each other, complicating matters even more for
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
engaged to marry Lady Jolene, a priest from a prominent noble family of Veluna. Their marriage would have united Furyondy and Veluna as a single entity, with the canon of Veluna ruling in matters spiritual
and the king of Furyondy ruling in matters temporal. This combined state, with its powerful elf allies in Celene, could wage a steady war against the evil plaguing Eastern Oerik. The prince’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, introduces himself, and explains his quest to find an heir to his kingdom—a land he says is a week’s travel to the east of the Oraniad Mountains. He claims that he was a great king who was cursed by
Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir. Whether Antigonos’s tale is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the shrine for decades, has officiated at the marriages of many couples, and is widely loved and trusted in Red Larch. 2. The Swinging Sword One door north of the Allfaiths Shrine stands the
Swinging Sword. The inn is a three-story stone structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door, hanging from chains. It’s a ten-foot-long
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Lower levels hold the personal chambers of priests, as well as quiet chambers where people can worship at small altars or seek counsel from clergy who specialize in matters of morality. The temple’s
see as being destined for greatness.
5 A lazy priest of Heliod risks bringing the god’s wrath down upon the entire temple.
6 An archmage devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
of Five are fairly unified and tight-fisted in their control of Amn, but their ability to affect events outside their own borders is limited because they can’t agree enough on major matters of foreign
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. For decades, this group has been concocting a conspiracy to spread fear, chaos, and uncertainty across the land. When the time is right, the Brotherhood will strike to seize the reins in kingdoms all
across the world. Already its assassins have slain those who might oppose their sinister plans. In almost every court in the land, from the most remote backwater barony to the imperial courts of world
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—signs of her fervent desire to prove her connection and dedication to Djaynai. Personality Trait. “I have more important matters to attend to than you.” Ideal. “Tradition must be preserved at all costs
for the Night Revelers and is pleased if they are. He tries to get the characters to admit they’re seeking the outdated lore of a foreign land. He claims his faction has ways of learning everything
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Serpent began sending ambassadors to neighboring kingdoms to warn them about the consequences of interfering in Najaran matters. Though I saw the king for but a moment, Jarant’s influence in his realm
many metallic dragons dwell in the Serpent Hills, and a clear rival for mates, wealth, and power — the green dragon known as Ralionate — lives in the nearby forest of Wyrms. A variety of advisors and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Look for ways to raise the stakes of a scene, so players feel that every decision matters. This could be driven by the consequences of failure: through your actions, you’re protecting your friends
the surprised thugs to land in the perfect position for a sneak attack. The shifter barbarian strikes a mighty blow that knocks her enemy into the blazing hearth; the bandit shrieks as the flames






