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Returning 35 results for 'sharing of realm druids verdan'.
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starting of realm druids verdan
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
boggarts, known as “aunties,” serve as respected leaders who keep the peace. Lorwyn boggarts value sharing knowledge and past experiences with their communities. Many are willing to brave great
Species
Acquisitions Incorporated
other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of
Wide-Eyed and Curious Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 14: Yester Hill The druids who worship Strahd as lord of the land and master of the weather convene here, atop Yester Hill, on the very edge of Strahd’s domain. This hill is also where the
evil blights that walk the Svalich Woods are born, and where Strahd comes on occasion to glimpse his ancestral home. By day or night, stretching up to the limits of vision, the edges of my realm are
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Boggarts Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal-like snouts. Beyond these commonalities
sharing knowledge and past experiences with their communities. Many are willing to brave great dangers in pursuit of new experiences, and adventurers are common. Lorwyn boggarts also have a knack for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Circle of Dreams Normally, druids who come from the Circle of Dreams have a connection to the dreamy lands of the Feywild. As an Acquisitions Incorporated druid, you maintain this connection and expand
willing to pay for that sharing, so much the better. Circle of the Land Any organization that wants to make an imprint on the world needs to employ an environmental consultant, ensuring that they’re
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
arrange satyr-style celebrations wherever they go, spreading their people’s carefree philosophies, praising Nylea, sharing news, and creating friends the Skola Vale can rely on when necessary. Nylea’s
Favored A circle of satyr druids, Nylea’s Favored protect the Skola Vale, restoring nature after damage by wildfires or too rowdy satyr parties. They also defend the vale by growing dense underbrush and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
properties that linger in each. Blackroot A gigantic evil Treant called Blackroot roots amid the stone circles of an ancient order of druids. Blackroot hoards the druids’ magic and protects its glade
Arak lies a hidden realm of the fey. The goodly Queen Maeve and wicked Prince Loht jointly rule their people. The fey resent the surface folk for ancient slights. Nobody’s Inn Fey creatures avoid this
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
. Scions of a once-mighty empire, the elves of Eldraine have found new purpose in their role as guardians of nature. Most elves move through the woods in small bands of hunters, gatherers, and druids
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
about Barovia and Barovians: Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm. Barovians are
the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods. Beliefs and Superstitions The Vistani have deep-rooted beliefs and superstitions that they pass down
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it’s not unusual to find a multigenerational extended family of blue dragons sharing a territory. Other creatures need to tread carefully in such a place, for any injury or insult to one of the dragons
pseudodragon as a sibling.
2 A blue dragon wyrmling frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty.
3 A clan of druids has taken in an orphaned blue dragon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
secrets to healing others around them. In most of these myths, the victim expires at the end of these three days—Pharika’s price for sharing her secrets—but in some, the patient recovers, thereafter
mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod and Erebos, both of whom subtly resent Athreos for limiting how much each can meddle in the other’s realm. At the same time, the River Guide’s role as a buffer between the two vindictive gods
Tartyx River. Though the god of the sea quietly resents sharing even a drop of water, she considers the River Guide to be a quiet, unobtrusive trespasser on her favored element and keeps her distance. Were her respect to wane, though, Thassa would eagerly vie to control the Rivers That Ring the World.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
intermediaries between the realm of monsters and the east, bartering the services of monstrous mercenaries across Khorvaire. The house takes great pride in having forced mainstream Khorvaire to
common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
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
history, whose gift of trance is crucial to elven identity and survival. Rillifane Rallathil is god of the woodlands and the wild places, the father of wood elves and protector of druids. Closely allied
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Wood
, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the natural order. The demon lords are one such threat. Druids and scouts of the Emerald Enclave have recently witnessed the corruption spreading through of the flora and fauna of the Underdark. In
particular, they have tracked this corruption back to Zuggtmoy and Juiblex, with the demon lords both infecting different parts of the subterranean realm. The Emerald Enclave fights tirelessly against the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6 An amethyst dragon wyrmling is actually the
.
6 A circle of druids looks after an amethyst dragon wyrmling lairing in the circle’s mountain tarn.
Young Amethyst Dragon Connections d6 Connected Creatures
1 A myconid community
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.
5 The misty forest at the border of a coastal realm is beginning to grow alarmingly, and
elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they’ve been misled by an adult green dragon.
8 An adult green dragon turns treants against the druids
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
roll and totaling the rest. Communication A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose
, trolls, or wizards. 3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. 4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ffolk, humans ruled by their High King, Derid Kendrick, from the fortress of Caer Callidyr on Alaron. The Ffolk worship a goddess they call the Earthmother; her druids gather in sacred groves on the
islands. Some of these groves hold moonwells, magical pools that the druids say the goddess uses as her windows onto the world. The northern isles are the territory of the Northlanders, who spread
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. They’re just as insular and secretive as any other druids, which
duplicated fully on every world that has plant life; or is only a metaphor for Rillifane’s deep connection to nature. A growing sentiment among Rillifane’s druids holds that the correct answer is “All of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences.
3 A brass dragon is the most likely
ancient temple, sharing stories to help the couatl pass the years.
3 A lamia and a young brass dragon lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
. Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of hand. Old Enemy. An elusive villain who plagued the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dal Quor from the Material Plane is through the psychic projection of dreaming, and the quori are forced to possess mortal hosts to work their will on Eberron. Dolurrh, the Realm of the Dead When a
. Kythri, the Churning Chaos The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
interrupts and orders all the characters to introduce themselves rather than first sharing her own name. If the characters speak about the ghost ship, Zisatta tensely reports that sightings of a ghostly
its own realm.” Bond. “We serve Janya by defining the future instead of dwelling on the past.” Flaw. “Cross me and you’ll regret it more than you can imagine.” Caught in the Middle Both Zisatta and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Just leave it blank. In this preamble, an aging warlock named Madryck Roslof tells the characters (those not working at the Witchlight Carnival) about a faerie realm called Prismeer, which can be
Roslof. He lives on a giant pumpkin farm, sharing his rustic farmhouse space with rodents and pixies. His adventuring days are behind him, and he looks quite old and frail. Nevertheless, he is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to the Far Realm. 3 The island’s leader knows how to end a planar disease infecting a humanoid settlement. 4 A mage with information the characters need hides among the ranks of the inhabitants
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
leader’s, as described below. Nature Lovers Herbalists, naturalists, and druids came to Arborean Springs not long after the fall of the githyanki exiles’ realm, drawn by the special plants that grow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
, but tunnels also connect its realm to Xen’drik. Adventurers can potentially cross great distances quickly by passing through a daelkyr’s domain. Unfathomable Evil. The daelkyr are utterly alien, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from dull trade information about sharing resources to get more money from traveling customers, the duergar were seeking a command word to activate a magical stone tower. The drow claimed ignorance. The
notes indicate that the drow already researched the command word and were separately negotiating with the nearby svirfneblin about sharing it with them. The drow hoped to be paid twice for the same
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god’s realm after death, but also
other campaigns, impersonal forces of nature or magic replace the gods by granting power to mortals attuned to them. Just as druids and rangers can gain their spell ability from the force of nature