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Returning 35 results for 'places armies and his cultures'.
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Monsters
Planescape: Adventures in the Multiverse
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time
Monsters
Planescape: Adventures in the Multiverse
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
from the usual flow of time and have a flexible view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long
Monsters
Planescape: Adventures in the Multiverse
to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As
historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.
Moloch was rendered nearly powerless
the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Species
Acquisitions Incorporated
of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
When they arrived in the new lands of the surface
migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and
Monsters
Planescape: Adventures in the Multiverse
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten
races
become understood, were formidable warriors with endless thirst for battle. Yet tales of their armies nearly conquering all Etharis are almost certainly the propaganda of fearful outside cultures.
Those
Legends in Etharis speak of an age of orcs. This ancient heritage has its roots in Etharis’ North, from where history claims they spread to terrorize other cultures. Orcs, as the term has
monsters
only by the armies of Undead he commands, which all slumber in tombs and burial mounds. Wights and their zombie conscripts arise when trespassers violate the resting place of the king’s army
inscribed with his runic name becomes his bane.BARROW KING’S LAIR
The Barrow King’s lair is his burial mound and the surrounding region of resting places for his vast army.
The region
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
was crippled by a long conflict with the daelkyr and their aberrant armies; even though the daelkyr were defeated, the seeds of madness took root in the empire and tore it apart. Today there are four primary goblinoid cultures in Khorvaire.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
was crippled by a long conflict with the daelkyr and their aberrant armies; even though the daelkyr were defeated, the seeds of madness took root in the empire and tore it apart. Today there are four primary goblinoid cultures in Khorvaire.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gate, Neverwinter, and Waterdeep — all have a few sorcerers, since people with magic gravitate to places where their abilities are valued. Sorcerers are slightly more common among cultures steeped in
appear in Thay, seeing sorcery as a threat to the nation’s power structure, which is based on the study of wizardry. Magic-hating cultures, such as the Northlanders and Uthgardt, exile or kill the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gate, Neverwinter, and Waterdeep — all have a few sorcerers, since people with magic gravitate to places where their abilities are valued. Sorcerers are slightly more common among cultures steeped in
appear in Thay, seeing sorcery as a threat to the nation’s power structure, which is based on the study of wizardry. Magic-hating cultures, such as the Northlanders and Uthgardt, exile or kill the
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
down corrupt rulers, or saving armies on the brink of defeat. But in just as many other places, the worship of Bane has created or supported cruel dictatorships, aided mercantile monopolies, or brought about the practice of slavery where before it didn’t exist.
from the wilderness, and bringing order to the lawless. At many times and in many places in Faerûn, the faithful of Bane have been seen as saviors for their efforts in slaughtering raiders, throwing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
down corrupt rulers, or saving armies on the brink of defeat. But in just as many other places, the worship of Bane has created or supported cruel dictatorships, aided mercantile monopolies, or brought about the practice of slavery where before it didn’t exist.
from the wilderness, and bringing order to the lawless. At many times and in many places in Faerûn, the faithful of Bane have been seen as saviors for their efforts in slaughtering raiders, throwing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mechanical engineering, it was just the beginning of new scientific fields you now explore. 6 Exploration. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mechanical engineering, it was just the beginning of new scientific fields you now explore. 6 Exploration. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
varied cultures and races, Faerûn is dominated by human lands, be they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
varied cultures and races, Faerûn is dominated by human lands, be they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Villains Villains occupy places of prominence or control in dark fantasy domains. This manifests as political control, military authority, or physical or magical might that allows them
who unleashes otherworldly armies or war machines that they can’t control
5 A massive treant who has allied with exploitative raiders and seeks to fell every forest
6 A sage who, heedless
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves of the Five Nations Dwarves are spread across Khorvaire. Dwarf soldiers and engineers were part of the armies that united the Five Nations, and dwarf masons laid the foundations of the
edifices of stonework that symbolize the permanence and stability of those places. A Brelish dwarf might feel a deep, personal connection to the towers of Sharn or the great walls of Wroat; some dwarves
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves of the Five Nations Dwarves are spread across Khorvaire. Dwarf soldiers and engineers were part of the armies that united the Five Nations, and dwarf masons laid the foundations of the
edifices of stonework that symbolize the permanence and stability of those places. A Brelish dwarf might feel a deep, personal connection to the towers of Sharn or the great walls of Wroat; some dwarves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Those living on the frontier, though, have a much harder time. People there tend to be less accepting of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
struggling against her bonds and yearning to destroy the world above. Another tale shared across cultures describes one more conflict that occurred in the first age of the world. Long ago, powerful
archfiends known as the Overlords and their armies of rakshasa and lesser fiends dominated Eberron. Forces of light—some versions of the story say the nine gods of the Sovereign Host, others say an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
struggling against her bonds and yearning to destroy the world above. Another tale shared across cultures describes one more conflict that occurred in the first age of the world. Long ago, powerful
archfiends known as the Overlords and their armies of rakshasa and lesser fiends dominated Eberron. Forces of light—some versions of the story say the nine gods of the Sovereign Host, others say an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their
distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Those living on the frontier, though, have a much harder time. People there tend to be less accepting of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Villains Villains occupy places of prominence or control in dark fantasy domains. This manifests as political control, military authority, or physical or magical might that allows them
who unleashes otherworldly armies or war machines that they can’t control
5 A massive treant who has allied with exploitative raiders and seeks to fell every forest
6 A sage who, heedless
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
places of warfare to educate generals and kings in the arts of strategy and battlefield tactics. Many of the leaders they approached turned them away at first, but it soon became apparent that those
among high-ranking commanders of armies, instructors in colleges of war, quartermasters, and the authors of tomes of strategy. Each temple to the Red Knight includes an altar dedicated to Tempus, and so