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Returning 35 results for 'mountains shadow with only artistic for for law'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.
Lair Actions. On initiative
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
Species
Eberron: Rising from the Last War
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
avoid detection.
The Houses of Shadow
Leader: House Phiarlan, Elvinor Elorrenthi d’Phiarlan; House Thuranni, Elar d’Thuranni
Headquarters: House Phiarlan, the Demesnes (various); House
Dwarf
Legacy
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Species
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and
spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its
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
society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mournland Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. It was the center of the kingdom’s wealth, a monument to its artistic and arcane achievements
foundries: some of them built on mountains or in mountains, some gracefully spanning canyons, and others erected in vast labyrinths deep underground. Today, this region is a festering wound across
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mountains. But in the Shadow Marches, the orcs learned the secrets of druidic magic from the dragon Vvaraak, becoming the first of the Gatekeepers. With the invasion of the alien daelkyr from Xoriat, the
of the Dhakaani Empire. The goblin empire scattered the orc tribes and forced them into harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, and the depths of the Ironroot
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orcs The orcs are an ancient race. Their ancestors were scattered by the Dhakaani goblins, and they largely live in harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, the
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Half-Elf Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a significant population of orcs and half-orcs from the Shadow Marches. Immigrants from the Lhazaar Principalities have settled in the Warden Towers district, which is primarily a garrison for the
Menthis are law-abiding folk; visitors looking for spellcasters to help with illegal activities or who want to sell stolen artifacts will likely have better luck in Lower Dura.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and Ilythiir. They settled Illefarn along the Sword Coast, from the Spine of the World to the River Delimbiyr — its capitol Aelinthaldaar in the shadow of what is now Mount Waterdeep. Wood elves and
dwarf clans united as the nation of Delzoun, named for its forge-founder, with dwarfholds built on sites ranging from the Ice Mountains to the Nether Mountains and the Narrow Sea, and settlements and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
takes it back to its nest to be devoured.
The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears
consumes a heart, its shadow changes for a brief time to reflect its true monstrous form.
When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies. If a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of Galifar, no human ever bothered to cross the Endworld Mountains to explore the vast jungle beyond. When the Last War broke out, a fleet of settlers came to Q’barra in search of a new home far from
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. And beyond these human regions lie the unexplored lands of the scales.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Olidammara, god of revelry CN Trickery Laughing mask Pelor, god of the sun and healing NG Life, Light Sun Pholtus, god of light and law LG Light Silver sun or full moon partially eclipsed by a smaller
, goddess of hills and mountains LG Life, War Mountain with a circle at its heart Vecna, god of evil secrets NE Knowledge Hand with eye in the palm Wee Jas, goddess of magic and death LN Death, Knowledge Red skull in front of fireball
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to see that Gleam casts no shadow. While she has no shadow, Gleam is cursed (see the “Shadowless” sidebar). SHADOWLESS
A shadowless creature is one that carries the curse of having no shadow—a fact
evident only when the creature is in bright or dim light. A remove curse spell or similar magic ends the curse on a shadowless creature, reuniting it with its shadow instantly.
Creatures native to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 2: The Lands of Barovia The idyllic valley nestled in the Balinok Mountains was a slice of heaven to those who knew of its existence before Strahd’s arrival. The serenity of the place was
escape the shadow of his father’s legacy, Strahd made the valley his home and named it Barovia after the late King Barov, his father. The land now called Barovia is no longer part of the world that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
accepted and in secret wilderness and underground hideaways where it isn’t. Its followers seek “knowledge and conversation with the shadow,” believing true wisdom is found in darkness and loss, both
literally and spiritually. Its adherents most often follow the Way of Shadow, as described in the Monastic Tradition class feature in the Player’s Handbook. The Hin Fist A halfling monastic order from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
before some incident led you to become an adventurer. Black Pit A massive chasm in the Blackcap Mountains, the Black Pit is over a mile across and descends beyond the limits of sight. It’s said to be an
of Towers is described in chapter 3. Law and chaos dance on a knife’s edge here, one never truly gaining advantage over the other. Vathirond Throughout the Last War, this town was beset by armies from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Erebos’s Influence Born from Heliod’s shadow and then banished to the Underworld, Erebos claimed dominion over that desolate realm. He sees it as his duty and his right to ensure that those who
enter his realm remain there for all time. Within the Underworld, only the relative paradise of Ilysia is sheltered from his influence. In the other four realms of the dead, his will is law. Mortals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
13 By law, every mage was taught the prestidigitation cantrip and was obliged to use it to keep the city clean.
14 The wizards used humanlike constructs called magen as guards, workers, and
pursuit for the city’s elite.
20 An ancient obelisk stands in the shadow of the Spire of Iriolarthas. Using this obelisk and a staff of power, one can turn back time.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
when law enforcement and governments are stretched thin. A whole campaign could take place in the shadow of an apocalyptic comet, before the disaster it foretells even comes to pass. Once the warning
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
abstract nature of Heliod made tangible and concrete through the lives of mortals. Heliod represents a divine, natural, moral law; Ephara gives those laws a concrete manifestation by establishing mortal
shadow. He views the god of the dead as a pathetic liar and coward who wallows in self-pity in his exile. Heliod is also plagued by a nagging suspicion that the true ruler of the pantheon is Kruphix, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society. Halruaa. Located on the southern edges of the Shining South, and hemmed in by
mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that
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
carries, an ancient relic he found deep in the Oraniad Mountains. The container is of sufficient size to hold a Medium creature, but only one that fits perfectly is acceptable for the purpose of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service.
8 The shadows of people in Meenakara are disappearing
, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague’s cure lies among the hidden isles known as the Ashram of Niranjan (detailed in “Other Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Icewind Dale Go far enough north, and you will come to the mountains rightly called the Spine of the World. Turn west and go toward the Sea of Moving Ice, and you might eventually come upon one of
the mountain’s southern shadow is Bryn Shander, the largest, most populous, and most fortified of the Ten-Towns of Icewind Dale. Ten-Towns is a grouping of communities clustered around the three
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers. By law, the mines are forbidden to visitors — even non
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
polished boulevards in neat rows, and each uniformly trimmed blade of grass in its public parks glistens with a single drop of morning dew. Fastened to Arcadia, a plane of law and virtue, Fortitude combines
marches, defending their seats from challengers advocating similar platforms of goodliness and law. Nevertheless, even exemplars of decency have sinister secrets, and the Spotless Seven aren’t as clean
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-town at the foot of Mount Celestia. Flecks of gold and silver sparkle in its radiant streets and towers, which climb ever upward to new heights of good and law. Archons, devout worshipers, and paragons
Excelsior’s surface district. Among its unblemished structures, cheery citizens bid each other good tidings as they tend verdant orchards and perfect artistic pursuits. High Chancellor Forough
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
reasons: Karsus. Adventurers might ask Karsus to cast impossible spells or bestow supernatural gifts, request that he intervene in some matter of law in the city, or seek to stop him from bringing down
Academy of Mentalist Study, the Alchemical Seminary, the House of Ancient Scrolls, the Library of Netheril, the Shadow Consortium, and the University of Definitive Archwizardry. The head of top-level
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the chaotic plane of Limbo 34–36 Ticking portal formed from hundreds of gears Dusty archives in Mechanus, a plane of absolute law and order 37–39 Stained-glass door on a landing of pure light Gleaming
Plane of Water 99–00 Curtain of slime framed by writhing tentacles Puddle of brine within the folds of a giant brain in the Far Realm Irina Nordsol A cadre of marching modrons encounters a section of the Infinite Staircase engulfed by the Iron Shadow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast, sunless sea that’s home to aboleths and kuo-toa The Wilderness Not all monsters lurk underground. Many of them inhabit deserts, mountains, swamps, canyons, forests, and other natural settings
boundaries of the world: A pit fiend’s stronghold on Avernus, the first layer of the Nine Hells A haunted castle in the Shadowfell that serves as a shadow dragon’s lair An elf queen’s tomb in the Feywild A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
manifest zones linked to that plane. Daanvi, the Perfect Order Daanvi embodies absolute order, along with the ideals of law and discipline and their impact on civilization. The perfectly ordered, immaculate
districts of the plane represent different aspects of law: precisely maintained fields, legalistic tribunals, and hordes of modrons compiling archives of every rule or regulation ever created. Some






