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Returning 11 results for 'pact advisors and his cultures'.
races
The more populous cultures of Etharis all have stories about the ogresh, although few have seen these gentle giants in person. Tales describe them as solitary, wise figures who often serve as founts
advisors with a distinctive set of broad features. These tales are not without merit, as ogresh can be worldly from their travels in their younger years. Yet even outside the scope of such stories, those who
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
leader among his people, Sarador sat and spoke to Noblecoeur, explaining his vision for a united realm. Two cultures, one kingdom. The dream of Charneault. The Pact of the Sacred Land outlines the
feared the wrath of the archfey. Conflict between cultures was inevitable, as the elves tried to expel these foreigners from their realm and the northerners clung to their new homes. Armies arose on
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
forbidden arcana, paying with their very souls for the hubris, permeate most cultures. Making character Transformations—whether forced onto a creature or self-inflicted—viable within an RPG is a
challenge. Sometimes the tropes are worked into a class itself, as we see with the blood-tainted Sorcerer or the pact-making Warlock. These classes, however, often focus on only the positives. They show
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
own unique kingdom or culture. The natural resources of Abendland’s fertile woods made them a mercantile kingdom of great wealth and influence. Magic and philosophy defined the complex cultures of
the empire’s many troubles. Once the young Emperor Odalric I grew into his station, the Säullan Council began serving as close advisors and soon superseded the Hearthkeepers as the emperor’s most
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Those who choose to follow these sinister deities embrace darkness. A barbarian may thank the Fury for the gift of rage. An assassin walks the path of the Mockery, while a warlock’s pact may be a gift
of the Shadow.
The Dark Six inspire worship in different ways among diverse cultures. Temples to the Dark Six appear in Droaam, along with wild revels driven by the Fury. The Dark Six aren’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Those who choose to follow these sinister deities embrace darkness. A barbarian may thank the Fury for the gift of rage. An assassin walks the path of the Mockery, while a warlock’s pact may be a gift
of the Shadow.
The Dark Six inspire worship in different ways among diverse cultures. Temples to the Dark Six appear in Droaam, along with wild revels driven by the Fury. The Dark Six aren’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
distinct cultures; they have always been blended. Although enclaves made up of a single kind of creature do exist, most communities contain a mix of creatures. In bygone days, many of these groups of
that the hags would give him an opportunity for vengeance against one of the daelkyr. Znir Pact. The gnolls of Droaam, once servants of Rak Tulkhesh, broke ties with the demons long ago and swore an oath
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
distinct cultures; they have always been blended. Although enclaves made up of a single kind of creature do exist, most communities contain a mix of creatures. In bygone days, many of these groups of
that the hags would give him an opportunity for vengeance against one of the daelkyr. Znir Pact. The gnolls of Droaam, once servants of Rak Tulkhesh, broke ties with the demons long ago and swore an oath
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, where they believed the Spirits of Nature would still protect them. When the elves eventually reemerged, they formed a pact with humankind that birthed the Charneault Kingdom. In the end, the sorrow
breadbaskets for human-made empires and kingdoms. Halflings also fit into human culture perfectly by acquiring useful positions such as merchants, advisors, teachers, or scholars. Even though the