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| + | /* À compléter */ | ||
| + | ====== Karrnath ====== | ||
| + | {{: | ||
| + | {{: | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | <panel type=" | ||
| + | ^Inspiration | Allemagne ou Ukraine? / Transylvanie | | ||
| + | ^Capitale | ||
| + | ^Government | ||
| + | ^Souverain | ||
| + | ^Population | ||
| + | ^Races | ||
| + | ^Religions | ||
| + | ^Exportation|Bière, | ||
| + | ^Reconnue pour|Sa discipline martiale et ses morts-vivants | ||
| + | ^Fondateur|[[: | ||
| + | ^Devise nationale|" | ||
| + | ^Climat|Tempéré au sud avec des hivers froids et nuageux; La région nordique a des étés courts et frais et des hivers longs et rigoureux| | ||
| + | ^Point le plus élevé|Mont Tharzil dans les flèches cendrées, altitude 9,925 pieds| | ||
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| + | </ | ||
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| + | In a nation of storms and long winters, the grim and stoic Karrns are accustomed to enduring hardship with out complaint. First and foremost, Karrnath is known for its military tradition. Strength, strategy, and discipline are the core values of Karrnath. Karrnath' | ||
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| + | La plus ancienne des [[: | ||
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| + | ====== Localisation ====== | ||
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| + | Située au nord-est de Khorvaire, la nation de Karrnath s' | ||
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| + | ====== Société ====== | ||
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| + | L'une des plus anciennes nations humaines de Khorvaire, Karrnath a été bâtie sur une forte tradition militaire, qui perdure encore aujourd' | ||
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| + | ===== Personne d' | ||
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| + | * Roi [[npc: | ||
| + | * [[npc: | ||
| + | * Régent [[npc: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * General [[: | ||
| + | * [[npc: | ||
| + | * [[: | ||
| + | * [[npc: | ||
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| + | ===== Groupes Influents ===== | ||
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| + | * [[le_sang_divin]] | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
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| + | ====== Histoire ====== | ||
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| + | ===== Pre-Galifar ===== | ||
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| + | Le Karrnath fut l'une des premières nations humaines établies sur le sol de [[Khorvaire]], | ||
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| + | ===== Sous Galifar ===== | ||
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| + | Le Karrnath a toujours occupé une place spéciale sous Galifar I. Au cours de la première année de son règne, il a assigné chacune des Cinq Nations à l'un de ses enfants. À [[: | ||
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| + | ===== La Dernière Guerre ===== | ||
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| + | [[npc: | ||
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| + | Le fils [[npc: | ||
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| + | AFTERMATH OF La Dernière Guerre Karrnath has always been a martial nation, and its people remain vigilant. Early in the war, King Kaius I instituted the Code of Kai us, a strict set of laws and limits. Karrnath weathered a number of famines during the war, and this privation led to an ongoing program of rationing to ensure that the nation is prepared for whatever lies ahead. The war is over, but the Code of Kai us and the rationing remains in place; the people of Karrnath willingly endure ongoing hardship to ensure that their future is secure. The populace frowns on excess of any sort, accepts limits on luxury items, and approves of swift and harsh punishments for crime. Roi Kaius III was one of the architects of the Treaty of Fort-du-trône and remains committed to peace. However, many of the nation' | ||
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| + | ====== Cities and Settlements ====== | ||
| + | VILLES ET SITES Des murs solides entourent les communautés Karrnathiennes, | ||
| + | Major Cities: Karrlakton, Atur, Vedykar, Rekkenmark | ||
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| + | {{page> | ||
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| + | [[:atur|]] · [[:brek|]] · [[:brom|]] · [[: | ||
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| + | ===== Autres Sites Notables ===== | ||
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| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[: | ||
| + | * [[:Mont Ombrageux_forest|Mont Ombrageux Forest]] | ||
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| + | ===== Langage ===== | ||
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| + | Les tournures de phrase suivantes sont uniquement Karrnaths. | ||
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| + | "Vous pouvez casser une seule flèche, mais pas dix dans un groupe." | ||
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| + | " | ||
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| + | "Les oiseaux comestibles ne vivent pas longtemps." | ||
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| + | "Il y a plus dans une bonne bière qu'un flacon d' | ||
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| + | " | ||
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| + | ==== Référence grammaticale ==== | ||
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| + | **Karrnath** est un nom et fait référence à la nation dans son ensemble. | ||
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| + | **Karrnathien** est le mot adjectival faisant référence à un objet ou à une qualité dérivé de la nation de Karrnath (par exemple [[: | ||
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| + | **Karrn** est un nom utilisé pour désigner une personne d' | ||
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| + | ==== Noms Karrns ==== | ||
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| + | Les Karrns ont généralement un nom personnel suivi d'un nom de famille. | ||
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| + | **Homme:** Adalstan, Alarich, Arend, Berend, Brenius, Detlev, Drago, Evetius, Falko, Fraedus, Garrick, Geroldt, Gertan, Gustavus, Halden, Leonus, Leodegar, Maenrad, Rochus, Rolund, Sigor, Theoban, Vedim, Vorik, Wultram. | ||
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| + | **Femme**: Adalgisa, Alinda, Asta, Bauin, Clotrila, Demuth, Ebba, Ermena, Forsindh, Gisaul, Harika, Haedrun, Karola, Lorelea, Mauriana, Menelda, Oydelis, Renilda, Syardis, Syele, Theda, Valpaea, Vaunn. | ||
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| + | **Nom de famille**: Altaner, Argland, Balich, Barthus, Brand, Cerfas, Denka, Dorn, Erdei, Eschus, Furnau, Gaebler, Gergus, Grogloth, Hellekanus, Hintram, Jaranus, Karlach, Kessler, Kraal, Lassinus, Losho, Maerer, Ochem, Rangoth, Roerith, Sattler, Senglin, Taggert, Thul, Trothut, Vanalan, Vedenin, Zecklin. | ||
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| + | <ifauth @admin>< | ||
| + | ====== Notes ====== | ||
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| + | Karrnath bears a lot of similarity to // | ||
| + | </ | ||
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| + | ====== Related Pages ====== | ||
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| + | * [[: | ||
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| + | Dans une nation de tempêtes et de longs hivers, les sinistres et stoïques Karrns sont habitués à endurer les épreuves sans se plaindre. Avant tout, Karrnath est connue pour sa tradition militaire. La force, la stratégie et la discipline sont les valeurs fondamentales de Karrnath. Les soldats de Karrnath sont peut-être les meilleurs de Khorvaire, mais ils n'ont pas le soutien magique de l' | ||
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| + | DES CHOSES INTÉRESSANTES À PROPOS DE KARRNATH | ||
| + | * L' | ||
| + | * La Légion Souveraine a retrouvé sa place en tant que religion dominante de Karrnath, mais le Sang Divin y conserve une forte popularité. Les communautés qui pratiquent cette foi utilisent encore des squelettes et des zombies comme gardes ou ouvriers. | ||
| + | * Les lois de Karrnath sont plus sévères que celles des autres nations, s' | ||
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| + | ATUR Known a s the City of Night, Atur is the stronghold of the Le Sang Divin in Karrnath. During the war, this was the center for the production of Mort-vivant, | ||
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| + | KORTH The capital of Karrnath is a city-fortress on the edge of the Bois-obscur and the seat of Roi Kaius III. Its walls and towers bristle with the weapons of war, and military marches through the city help bolster the spirits of the Karrns as well as intimidate foreign diplomats. The forges of Korth produce some of the finest armor and weapons in Khorvaire. | ||
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| + | FORT BONES Tu E | ||
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| + | Bois-obscur This massive forest has close ties to the Plane of Mabar. Monsters sometimes slip out of the Bois-obscur to threaten the surrounding regions. Criminals and fugitives who flee into the Bois-obscur find the dangelrs within deadlier than any Karrnathi executioner. | ||
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| + | Karrnath, born in war | ||
| + | Karrnath, land of night | ||
| + | Karrnath, we salute you | ||
| + | Let the world marvel at your might! “War March of the Karrns,” Karrnath’s national anthem | ||
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| + | Known as the “birthplace of kings,” the nation of Karrnath was born in war. The art of war remains the birthright of every true son and daughter of the land, and it sings in their blood and their dreams. The first Humains to settle the region were Lhazaar marauders. They built outposts along the barren coastline and raided the softer lands to the south. Slowly, these outposts developed into towns and cities, and the people that remained in the land were tempered by the long, harsh winters. As the descendants of the Lhazaar raiders continued to spread out and eventually divide into five distinct nations, Karrn the Conquérant rose to power. He transformed the pirates and pillagers of his northeastern realm into a deadly army. Under his leadership, the Karrnathi forces swept the remnants of the Gobelinoids out of the land and made war upon the other Humain settlements. Karrn dreamed of ruling a vast kingdom, and in his zeal he conquered two-fi fths of the Humain lands. In the end, no single foe defeated Karrn. Rather, he was overcome by the sheer size of Khorvaire and his own penchant for cruelty. Karrn’s legacy remains, and most people tend to forget the atrocities and prefer to remember the accomplishments. He cleared the heartland of the Humain nations of the remnants of the Gobelinoid empire. He galvanized the people and kick-started the march to civilization. He built the greatest army of his age. And he died in a kingdom that bore his name. Centuries later, his descendant Galifar, a true son of Karrnath, would pick up Karrn’s dream and unite the Cinq Nations. Galifar utilized the military power of Karrnath to forge his kingdom, and no force could stand against him. Of course, he tempered war with hope and a dream of a better society, and thus succeeded where Karrn had failed. After the Royaume de Galifar was established, | ||
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| + | R oyals of Karrnath Since Karrn the Conquérant rose to power, his blood | ||
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| + | has flowed through the rulers of Karrnath. When King Galifar I established his united kingdom, he set up a system wherein the Wynarn family would rule over each of the Cinq Nations. This took a bit of getting used to in the other parts of the kingdom, but the Karrns have long had the blood of Karrn sitting on their throne. Occasionally over the centuries, as happens when there are fewer suitable heirs, governorship of Karrnath fell to trusted regents drawn from other parts of the family. Like the others among the Cinq Nations, Karrnath was administered by governor-princes as part of the | ||
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| + | Royaume de Galifar from the founding of the kingdom until 894 AR. In that year, as the struggle for the crown that caused the La Dernière Guerre escalated, Karrnath broke from the kingdom and declared itself an independent monarchy under the rule of King Kaius I. The rulers of Karrnath are outlined on the table below. This information can be gleaned with a DC 10 Gather Information or Knowledge (history) check. Date 890–910 AR 910–960 AR 961–972 AR 973–990 AR 991 AR–Present | ||
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| + | Monarch Kaius I (declared king in 894 AR) Kaius II Jaron Moranna [regent] Kaius III | ||
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| + | P ostwar Karrnath Karrnath spent more of the La Dernière Guerre in active warfare than any of the other four nations; it never left a war footing and never had long-term ceasefi res with its foes. Battles between Karrnath and Cyre were particularly bloody, especially when the Valénar elves became Cyran mercenaries. Karrnath and Aundair were enemies throughout most of the La Dernière Guerre, although that front had long periods of stalemate and low-intensity battles of attrition. Thrane and Breland were either enemies or allies, depending on the war’s shifting fortunes. | ||
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| + | Fort-du-trône Galifar I united the Cinq Nations and forged a new kingdom. He realized early on that the crown could not rule from one of the existing realms. To do so would be to put one of the Cinq Nations above the other, and that would lead to breaks and fractures that would eventually destroy the kingdom. From the moment young Galifar stood on the banks of Scions Sound and looked upon the mysterious island that rested just out of reach of the Cinq Nations, he knew that the island would play an important role in the realization of his dream of unification. On this island he would build his capital—Fort-du-trône. Prior to Galifar, the island was considered to be haunted, a place of the old ways of Khorvaire. That reputation, and its location, made it the perfect place for Galifar’s purposes. The great castle Fort-du-trône became a shining symbol of the kingdom, and the island around it developed into a wondrous showcase for the realm. It remained so until the La Dernière Guerre, when it became a reminder of things Perdu. After Jarot’s death and the rejection of the line of succession that led to the La Dernière Guerre, the island and castle of Fort-du-trône were largely abandoned. | ||
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| + | A special detachment of Maison Garda guards, the Throne Wardens, remained in place to protect and maintain the castle, but all government functions ceased with the collapse of the united kingdom. The town of Throneport, a support community in the shadow of the castle, mutated as the La Dernière Guerre progressed. It became a place for dissidents, spies, criminals, and mercenaries, | ||
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| + | KARRNATH | ||
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| + | Karrnathi forces had seized Cyran territory on the Jour du Deuil, preparing to use the area as a staging ground for a push into Breland. For this reason, tens of thousands of Karrns were among the dead on the day Cyre became the Les Terres des Lamentations. Karrnath Perdu as many citizens to famine and disease as it did to enemy action over the course of the war. Shortly after the war began, plague and wheat-blight savaged the nation, bringing low the Galifaran province known for its industry and military tradition. The combination of famine and disease was so devastating that King Kaius I, desperate to save his realm, turned to the Le Sang Divin for aid—a decision that forever changed Kaius and Karrnath as a whole. When Kaius I returned to power in the guise of Kaius III (see the EBERRON Campaign Setting, page 178), he immediately set about ending the war. But even two years after the Treaty of Fort-du-trône, | ||
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| + | While Kaius has officially broken ties with the Le Sang Divin and declared it no longer the national religion, a significant portion of his citizenry continues to follow the tenets of blood as life and undeath as divinity. The crown has gone so far as to ban the open worship of the Le Sang Divin in Korth, but shrines still draw followers in the towns and villages, and the Crimson Monastery in Atur continues to hold open ceremonies to mostly packed audiences of the faithful. Kaius has had better success in curtailing the influence of the Order of the Griffe Émeraude. In general, the nation has come to see this group of one-time patriots (at least that was how they were portrayed when the group was originally established) as violent extremists who no longer have the best interests of Karrnath at heart. (This doesn’t keep some warlords and nobles from working with them, however.) The nation continues to utilize Mort-vivant forces for defense, but the vast majority of Karrnath’s Mort-vivant troops have been hidden away in secret crypts for the day when they will again be needed. This huge force of Mort-vivant, | ||
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| + | MAGIC AND RELIGION | ||
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| + | While Karrnath originally put more stock in swords than in spells, this view quickly changed after the first few engagements of the La Dernière Guerre. Observing the war magic of Cyre and Aundair, Kaius I ordered all youths to be tested for arcane aptitude at the enclave of Les Douzes. Over the course of the La Dernière Guerre, Karrnath has made its own strides in the mystic arts. Its greatest accomplishments have been in the arcane schools of evocation and necromancy. The country still lags behind the civic accomplishments of the wizards of Aundair, but they have become almost their equal in the art of war. The worship of the Légion Souveraine dominates the land of Karrnath, despite almost a hundred years in which the Le Sang Divin was the national religion. Boldrei, Dol Arrah, and Dol Dorn are seen as the patrons of the land, with a strong emphasis on the virtues of honor, strength in battle, and love of community. Divine spellcasters are rare, and most priests fall into the category of expert, aristocrat, or fi ghter. The Le Sang Divin still has followers at all levels of society, because some have ignored Kaius III’s restrictions concerning the religion. It is important to understand that most people—including members of the faithful—don’t realize there is a connection between the Le Sang Divin and the Order of the Griffe Émeraude, and few even directly worship Vol herself. Many of the Commun folk who revere the Blood see life as a constant struggle against death, believing that undeath is one way to win the battle. They know little if anything about Vol or her plans, but they treat any of the higher forms of Mort-vivant (vampires, liches) with reverence and great respect. One of the secrets of the nation is that Kaius III’s harem consists of followers of the Le Sang Divin who have chosen to give their loyalty to their king instead of the lich queen. They provide him with the blood he needs to sustain his own, secret Mort-vivant state of existence. | ||
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| + | R oleplaying a Karrn The people of Karrnath are grim folk, hardened by | ||
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| + | military service and the harshness of their land. Order and stability are considered to be vital to society, and the average Karrn tends to hold a lawful outlook. A Karrn is expected to stand by his word and to protect those beneath his station. As a military dictatorship since the start of the La Dernière Guerre, the country has created a stoic, battle-hardened people. They are proud of their history and their military tradition, and they feel that every hardship they must endure simply makes them stronger. While some objected to the Code of Kaius replacing the Code of Galifar as the country’s system of justice, today most of the population is content with the situation. The people would rather follow a leader who instills fear in subjects and enemies alike than bow to a soft diplomat. Few love Kaius III, but most believe in his strength and cunning—despite his continued efforts at maintaining the peace. Most Karrns display their fi rst and foremost loyalty to the land, not the king, however. If a warlord proved to be a more ruthless and effective leader than Kaius and could seize the throne with a minimum of chaos, that warlord would theoretically win the support of much of the nation. | ||
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| + | The Karrns have grudgingly accepted the use of skeletons and zombies as frontline troops because in many ways these creatures epitomize the ideals of the nation; they are strong, tireless warriors that serve without fear or doubt. While others see Karrns as cold and ruthless, the people of Karrnath have a softer side that they conceal from all but their closest family and friends. When they gather around a roaring fi re on a dark, cold evening, tankards of Bière Bois-obscur accompany laughter, tales of past glories, and songs that praise the heroes in their bloodlines. Earn the friendship of a Karrn and he will stand with you against any foe. Cross a Karrn, however, and you gain an enemy who will battle you to the death— and, perhaps, beyond. | ||
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| + | RELATIONS AND REACTIONS | ||
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| + | Despite Roi Kaius III’s strong role in the ongoing peace process, most Commun folk view Karrns with a mixture of fear and suspicion. The Karrns counter this suspicion with cold indifference. Karrns display coolness toward people of most lands. The Karrns fought against every nation at one point or another during the La Dernière Guerre, and so tend to regard all of their neighbors with equal indifference. The one exception to this coolness centers on the nation of Thrane. The Karrns consider the Thranes to be true and terrible enemies; despite making some efforts at trade and diplomacy since the signing of the Treaty of Fort-du-trône, | ||
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| + | KARRNATH AND THE Mort-vivant Early in the La Dernière Guerre, plague- and famine-ravaged Karrnath resorted to using Mort-vivant soldiers in its army—a desperate decision that might have saved Karrnath from utter ruin. Even today, Karrnath keeps Mort-vivant legions to defend its borders and to use in case hostilities resume. Karrnath is not, however, a place where the Mort-vivant are integrated into society (unlike Aérénal, for example, where the Mort-vivant and the living coexist). During the La Dernière Guerre, the Mort-vivant formed separate military units from Karrnath’s living soldiers, and only rarely performed in joint operations. Today, the legions of Mort-vivant remain hidden, both from | ||
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| + | the average citizen and the eyes of the other nations. A relative few Karrnathi skeleton and zombie troops patrol the borders and serve as special guards in Korth and Atur, usually at facilities tied to the crown. The average Karrn fi nds the intelligent Mort-vivant to be at best creepy and at worst completely terrifying. Karrnathi soldiers have better tolerance, but few want to socialize with the Mort-vivant. Everyone appreciates the role that the Mort-vivant play in defending Karrnath, however, and the typical soldier feels a sense of pride in knowing that he or she can continue to protect the nation even after death. | ||
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| + | Intimidation is an accepted method of accomplishing things, even when dealing with other nations. Conversely, Karrns see an overt reliance on Bluff or Diplomacy as a sign of weakness. | ||
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| + | no wonder that elements of the Galifarn style permeate the land. The Humains of Khorvaire first attained civilization in Karrnath, and this ancient heritage can still be seen both here and throughout the Cinq Nations. | ||
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| + | ART | ||
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| + | Deux sujets reviennent régulièrement dans l'art karrnathien : la guerre et la religion. Des images de grandes batailles dans des rendus plats et bidimensionnels démontre un lien émotionnel avec la force physique et la perfection. Pour les sujets religieux, la Légion Souveraine fournit l' | ||
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| + | ARCHITECTURE | ||
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| + | L' | ||
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| + | CUISINE | ||
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| + | La cuisine karrnathienne a tendance à être aussi lourde et complexe que son architecture, | ||
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| + | MODE | ||
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| + | Les Karrns privilégie les vêtements simples et fonctionnels, | ||
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| + | KARRNATH | ||
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| + | K arrnathi Style The origin of Galifar traces its roots to Karrnath, so it is | ||
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| + | cheese. This is enjoyed warm as it emerges from the oven, or slathered with onion butter. | ||
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| + | P lots and Factions Karrnath is a nation inextricably tied to necromancy | ||
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| + | and war, and many of the plots currently underway in the nation key off these central themes. | ||
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| + | THE VAMPIRE KING | ||
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| + | Karrnath’s destiny and King Kaius’s destiny are completely intertwined. Kaius I probably saved the nation by making a bargain with the Le Sang Divin, but it’s a bargain he’s still paying off. The lich queen Vol turned Kaius I into a vampire, a fact that’s one of the most closely held secrets in the world. Moreover, Kaius I has replaced his own descendant and now leads the nation while pretending to be Kaius III. Kaius now faces a delicate task: breaking Karrnath’s ties to the Le Sang Divin without weakening the nation and leaving it vulnerable. Like any monarch, Kaius wants the throne to be where power starts and stops. But expunging the Le Sang Divin entirely might throw Karrnath into chaos—and Kaius’s vampiric nature would probably be exposed in the process. Getting PCs Involved: Kaius and the palace staff are intensely interested in anything involving the Blood of Vol. PCs who wind up involved with Vol—whether as allies or adversaries—will certainly attract Kaius’s attention. Kaius’s agents start with a peaceful (if tense) negotiation with PCs connected to the Le Sang Divin, trying to ascertain where their true loyalties lie. When the PCs have their guard down, a mysterious stranger approaches them, wanting to talk about the Le Sang Divin. If the PCs can convince Kaius’s agent that they oppose the Le Sang Divin, Kaius follows up with a job offer: often an assault on an Griffe Émeraude base or an infi ltration of a Le Sang Divin temple or Griffe Émeraude cell. But if Kaius’s agent believes that the PCs are working with the Le Sang Divin, Kaius’s next move will be an attempt to kidnap or arrest the PCs, then interrogate them about Vol’s plans. | ||
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| + | OPERATION LEVIATHAN | ||
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| + | The Order of the Griffe Émeraude is Khorvaire’s most extensive secret society, with cells in every major city | ||
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| + | 101 | ||
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| + | KARRNATH | ||
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| + | and infi ltrators in every power structure. Many of their plots involve protecting the Le Sang Divin cults in Karrnath and beyond, but they undertake other endeavors on behalf of Vol herself. Once such endeavor, known as Operation Leviathan, involves Griffe Émeraude cells across Khorvaire. Most members of the Order know that they’re supposed to acquire as many Khyber Fragments de Dragon as possible for something called “Operation Leviathan.” But Emerald Claw leaders know more: The Order is gathering hundreds of Khyber Fragments de Dragon to draw forth from Lake Dark a monster of unspeakable power, then bind it to do Vol’s will. Not even the Griffe Émeraude clerics who will perform the ritual know exactly what the monster in the bottom of the lake is. Ancient texts speak of it as being the equal of any army, capable of destroying entire cities and cutting a swath of destruction across the landscape. Getting PCs Involved: Most Khyber Fragments de Dragon are still in the depths of Khyber, of course, so PCs who travel deep underground can meet Emerald Claw agents trying to mine Fragments de Dragon. But mining isn’t an area of expertise for the Griffe Émeraude; they’d rather have others do the work for them. Emerald Claw agents try to steal any Khyber Fragments de Dragon that reach the surface world—whether they’re in the hands of other governments, | ||
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| + | THE CORPSE COLLECTORS | ||
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| + | Officially, Mort-vivant legions are still on the rolls of Karrnath’s army. Royal corpse collectors still have the right to claim suitable bodies from Karrnath’s morgues, turning them into the Karrnathi skeletons and zombies (described on page 292 of the EBERRON Campaign Setting). Kaius has ordered his Minister of the Dead, Count Vedim ir’Omik, to maintain Karrnath’s Mort-vivant legions while keeping a low profi le. Count Vedim is obeying the letter of the king’s instructions; | ||
| + | |||
| + | FIVE THINGS EVERY KARRN KNOWS 1. How to play Conquérant. This chesslike board game reputedly invented by Karrn the Conquérant is enjoyed across Khorvaire. But in Karrnath, it’s the national pastime and a popular way to spend long, wintry nights. 2. Their own family trees, going back at least four generations. The Le Sang Divin has encouraged interest in genealogy. Combined with a Karrn’s natural pride in heritage, it’s not surprising for everyone to know their families well. Two Karrns who meet in a tavern will often start a conversation by mentioning their ancestors, trying to fi nd a Commun link. 3. A bit about military organization. Almost all Karrnathi adults spent some time in the military, so they know the difference between a sergeant major | ||
| + | |||
| + | 102 | ||
| + | |||
| + | and a major, the proper way to salute superior officers, and what various uniform insignia mean. 4. An appreciation for art. During the Last War, many of Karrnath’s artists painted colorful propaganda posters that adorned walls in major cities. Though the war is over, many Karrns have taken the posters into their homes, where they hang as decoration and a reminder of Karrnath’s military past. 5. A keen sense of the weather. Of the Five Nations, Karrnath gets by far the worst weather. Karrns love to talk (and complain) about the weather, and they’re adept at comparing one day’s snowfall to the next. They aren’t necessarily any better at predicting the weather, but they’re quite good at answering questions such as “How hot was it yesterday? | ||
| + | |||
| + | FKarrnath oreign Relations was the most vocal proponent of what became | ||
| + | |||
| + | AUNDAIR | ||
| + | |||
| + | Karrnath is wary of Aundair and still regards it as an enemy. Kaius often opposes Aundair’s Queen Aurala diplomatically, | ||
| + | |||
| + | BRELAND | ||
| + | |||
| + | Kaius regards Breland’s Roi Boranel as his most powerful rival at the moment. Breland’s industry is second to none, and Kaius respects its capacity to return to a war footing and outproduce Karrnath at a moment’s notice. Karrnath thus supports anything that distracts or divides Breland. It offers a measure of diplomatic recognition to Droaam’s Filles De Sora Kell, and Kaius quietly encourages firebrands in the Brelon Parliament. | ||
| + | |||
| + | CYRAN REFUGEES | ||
| + | |||
| + | Karrnath supports the creation of a new homeland for the Cyran refugees, mostly as a way to provide another headache for Breland. Kaius pays lip service to other efforts at reversing the Cyran diaspora, such as resettlement in Q’Barra, but he’d like nothing better than a pro-Karrnath “Nouvelle Cyre” that eats up acres of eastern Breland. | ||
| + | |||
| + | Bastions de la Nation | ||
| + | |||
| + | The loyalty of the Nain clans of the Bastions de la Nation was a key strategic advantage for Karrnath throughout the early years of the La Dernière Guerre. The Nains provided an immense amount of war materiel, and many a column of Nain troops marched alongside Karrnath’s army. As the war progressed, however, the Nains decided to take advantage of the turmoil and break out with their own nation. Karrnath has not yet forgiven what it sees as a treacherous act by treacherous people, and tensions between the two run high. | ||
| + | |||
| + | Plaines de Talenta | ||
| + | |||
| + | Kaius uses talk of mutual protection to maintain relations with the Talenta halflings. Karrnath keeps a standing army garrisoned in the southern Plaines de Talenta, taking pains to point out how it’s beating back incursions from the Valénar elves on a monthly basis. And Kaius | ||
| + | |||
| + | THRANE | ||
| + | |||
| + | Karrnath and Thrane have cool relations for both geopolitical and personal reasons. Thrane’s military might be a match for Karrnath’s, | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | the Treaty of Fort-du-trône, | ||
| + | |||
| + | isn’t above provoking an incursion when he wants to Démontrate his friendship to a particular halfling tribe. | ||
| + | |||
| + | Valénar | ||
| + | |||
| + | The peace between Valénar and Karrnath exists only on paper. Every few weeks, the Karrnathi army clashes with riders from Valénar in a series of raids and counterraids that have so far proved inconclusive. But neither side fully commits to all-out war because both recognize the clashes for what they are: a sideline. Both Karrnath and Valénar are too busy establishing themselves in the postwar political landscape to be distracted with a real war—at the moment. | ||
| + | |||
| + | LHAZAAR | ||
| + | |||
| + | Of all the nations formed at the Treaty of Fort-du-trône, | ||
| + | |||
| + | OTHER NATIONS | ||
| + | |||
| + | Karrnath maintains some level of diplomatic relations with every nation on Khorvaire, plus Aérénal and the Riedran Empire. Kaius’s representatives are welcome where other diplomats fear to tread, including the Grand Rocher of Droaam. Getting PCs Involved: Karrnath is active on the international stage, so any diplomatic effort will involve the Karrns somehow. And PCs who wind up caught between Karrnath’s ambitions and those of another nation may discover that there’s a third player involved: the Order of the Griffe Émeraude, which has goals intertwined with, but not necessarily the same as, Karrnath’s. | ||
| + | |||
| + | 103 | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | N otable Karrns Any discussion of Karrnath’s most interesting citizens | ||
| + | |||
| + | must start with Roi Kaius III, who has literally lived several lifetimes of adventure and intrigue. Of course, Kaius’s peace efforts have caused some of his mostpowerful warlords to question his ability to lead, and he has to deal with his struggles with the Order of the Griffe Émeraude and the Le Sang Divin. | ||
| + | |||
| + | KING KAIUS | ||
| + | |||
| + | The monarch before you practically radiates a patient calm. His every move seems deliberate and economical as he slides a piece across the Conquérant board next to him before speaking. “You have arrived, as I expected and anticipated, | ||
| + | |||
| + | King Kaius of Karrnath | ||
| + | |||
| + | Another important aspect of Kaius is his utter ruthlessness. This is a man who’s been through a lot: He turned against his own sister, breaking a 900-year tradition of peaceful succession. He became a vampire to save his nation. He killed his own wife in vampiric bloodlust. He went into hiding for eighty years, then replaced his own great-grandson on the throne. He turned his granddaughter into a vampire, and he keeps a harem of young Karrns so he can drink their blood. If the PCs face him in combat, he shows them no mercy—but he might have reasons of his own to keep them alive. Note: As detailed below, Kaius is a CR 16 foe—two levels higher than normal to reflect his higher-thanaverage ability scores and extra equipment. | ||
| + | |||
| + | KING KAIUS | ||
| + | |||
| + | Male Humain vampire aristocrat 2/fi ghter 11 LE Medium Mort-vivant (augmented Humainoid) | ||
| + | |||
| + | REGENT MORANNA IR’WYNARN | ||
| + | |||
| + | (LE female Humain vampire aristocrat 4/wizard 5) With her gray hair tight in a bun, you might first mistake this matronly woman for a typical Karrn courtier. But then you notice the corded muscles in her forearms and the faint blade-scars on her face. ”Speak or leave,” she says, jabbing her finger in your direction. If the PCs undertake missions for the crown, Regent Moranna eventually becomes their patron and main contact point. Other than Kaius himself, she’s the most feared presence in Korth. Everyone knows she has some necromantic power, and it’s an open secret that she uses magic to give herself a deathlike pallor and some Mort-vivant qualities. But few know the truth: she’s a vampire. Moranna takes great delight in throwing her political weight around. She used to run Karrnath, after all, and she knows all the political players. If the PCs have Moranna on their side, problems with the Karrnathi government evaporate as soon as the PCs’ connection to the regent is made clear. And if the PCs have crossed Moranna, they’ve effectively crossed the entire government of Karrnath. The fi rst time Moranna grants an audience to the PCs, her starting attitude is indifferent, | ||
| + | |||
| + | the following list, the DM makes a Diplomacy check on behalf of the character with the highest modifier in that skill. The outcome of the PCs’ contact with the regent depends on the check result, as outlined below. Modifiers: PCs have performed missions for Karrnath already (+2); PCs served Karrnath when Moranna was in charge (prior to 991 AR) (+4); PCs are members of Order of Rekkenmark (+2); PCs Démontrate gullibility or naiveté (+2; Moranna plans to exploit that flaw later); PCs are brash and don’t back down when Moranna acts threatening (–4); PCs are druids or are connected to the Flamme d' | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | protection +3, amulet of natural armor +3, ring of counterspells (searing light), boots of speed Children of the Night (Su) Standard action, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 3d6 wolves; arrive 2d6 rounds, last 1 hour. Create Spawn (Su) Humainoid or monstrous Humainoid slain by energy drain becomes a vampire in 1d4 days. Humainoid or monstrous Humainoid slain by blood drain becomes vampire spawn if below 4 HD. Hook “I’ve been waiting for you.” Kaius has disguise Mort-vivant, | ||
| + | |||
| + | MALEVANOR | ||
| + | |||
| + | Before you stands a mummy wrapped in funerary wrappings underneath the blood-robes of a priest. His voice is raspy. “Coming here was the last mistake you’ll make—in this life.” Malevanor is the high priest in the Monastère du Sang Pourpre, Karrnath’s largest Le Sang Divin temple. He spends most of his time overseeing necromantic research and the construction of ever greater Mort-vivant to serve the Blood of Vol and the Order of the Griffe Émeraude. He’s no great researcher himself, but his abilities to command both | ||
| + | |||
| + | WHO KNOWS ABOUT KAIUS? The vampiric nature of Roi Kaius III is one of Khorvaire’s best-kept secrets. Queen Etrigani knows the truth. So does Regent Moranna (who’s a vampire herself, bound to Kaius) and the members of Kaius’s harem and personal spellcasters. High Priest Malevanor knows part of the truth. Vol has told him that Kaius III is a vampire, but not that Kaius III is actually Kaius I. Vol told Malevanor to tell no one this secret, so he hasn’t. The rest of Kaius’s family don’t know the truth, but they’re all aware that something strange happened to him prior to the end of the La Dernière Guerre. Those relatives | ||
| + | |||
| + | haven’t discussed the matter with each other; each believes he or she alone noticed unusual behavior on the king’s part. Kaius and Moranna have placed spies among their personal servants who know to be alert for any suspicious discussions. Warlord Thauram is likewise in a position to suspect something, but not actually in the know. None of the other palace staff or ministers know the truth. Beyond the borders of Karrnath, only Vol herself knows about Kaius’s vampirism and true history, although a prisoner in the darkest cell in Dread hold might know that the king isn’t who he claims to be. . . . | ||
| + | |||
| + | 105 | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | the living and the Mort-vivant make him an effective taskmaster for the temple’s many necromantic acolytes. In a fight, Malevanor tries to take out anyone paralyzed by the sight of him. Then he uses enervation on an enemy cleric or other spellcaster. After that, he wades into combat, hitting foes with spontaneous inflict spells and mummy rot as part of his slam attack. | ||
| + | |||
| + | MALEVANOR, HIGH PRIEST OF VOL | ||
| + | |||
| + | Male mummy cleric 8 LE Medium Mort-vivant Hook “Only your blood will appease Vol’s wrath!” | ||
| + | |||
| + | O rder of Rekkenmark “With this sword, I will defend Karrnath to the last. Its shine is my shine, for I will be a flash of glory for Karrnath. Its sharpness is my sharpness, for I will outwit any who oppose me. Its steel is my steel, for I will neither bend nor break in my duties.” —Part of the “Oath of the Sword” administered to Rekkenmark’s advanced graduates | ||
| + | |||
| + | 106 | ||
| + | |||
| + | For almost a thousand years, the best military officers in Galifar graduated from Karrnath’s Rekkenmark Academy and joined L' | ||
| + | |||
| + | ORDER OF REKKENMARK AFFILIATION | ||
| + | |||
| + | The vast majority of warlords and officers in the various Karrnathi armies graduated with honors from the Rekkenmark Academy and earned a place in the Order of Rekkenmark. But both King Kaius and the Karr nathi warlords sometimes bestow membership in the Order on those who excel on the battlefield or in other service to Karrnath. Joining the order in such a way is not unlike earning an honorary degree from a university or a battlefield commission. It’s recognition of skills and accomplishments equivalent to those who did excel at the academy. Once a character gains affi liation with the Order of Rekkenmark, he or she has an affi liation score that shows the character’s standing in the organization. A newly inducted character begins with a base score of 1 plus one-half the character’s level. From there, the score increases or decreases, depending on which of the factors listed below apply. Modifier Character level bonus +1/2 PC’s level Karrnathi army veteran +2 Recommendation from Karrnathi warlord or royal +2 Aided a member of the order in need +2 Per successful mission on behalf of the order +3 Graduate of Rekkenmark Academy +4 Assisted Karrnathi army after La Dernière Guerre’s conclusion +4 Personal recommendation from Roi Kaius III +6 Honors graduate of Academy +6 Known to use necromantic magic –2 Per failed mission on behalf of the order –2 Known ties to Le Sang Divin –4 Fought dishonorably with an order member –4 | ||
| + | |||
| + | Notes: Many of the modifiers involve your character’s backstory. Consult with your DM about whether it’s okay to declare that you were an honors graduate of the academy, for example. As your affi liation score within the Order of Rekkenmark improves, you’ll eventually be invited to join the inner circle, where you’ll be privy to some of Karrnath’s war plans and have a voice in setting the nation’s military policy. And the best military minds within the order become High Warlords who personally advise King Kaius on military matters. | ||
| + | |||
| + | Affi liation Score 3 or less 4–11 | ||
| + | |||
| + | 20–27 | ||
| + | |||
| + | 28 or more | ||
| + | |||
| + | ORDER OF REKKENMARK BENEFITS | ||
| + | |||
| + | Joining L' | ||
| + | |||
| + | Gear | ||
| + | |||
| + | Every member of L' | ||
| + | |||
| + | Services | ||
| + | |||
| + | The academy assigns guards and staff officers to inner circle members and high councilors—often academy students who hope to learn at the elbow of a distinguished member of the order. The guards and staff | ||
| + | |||
| + | officers obey any lawful order, but they know they aren’t supposed to be used as front-line troops. (And in any case, they’re low-level and unable to provide much help overcoming typical adventure challenges.) If you’re adventuring, | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | 12–19 | ||
| + | |||
| + | Consequence No affi liation. Potential Member: There’s a fi le on you somewhere in the Rekkenmark archives. Member: You receive the opal signet ring, and you can identify yourself as being a member of the order. You gain a +2 circumstance bonus on attempts to influence the attitude of other order members. You have access to the Rekkenmark Academy facilities. You have an honorary rank of major in the Karrnathi army unless your actual rank is higher. Member of the Inner Circle: The order issues you a Mageproduit light warhorse (or equivalent steed). You also receive a bodyguard detail (four 1st-level fi ghters) and a staff officer (4th-level NPC of a class you choose) who handles logistics tasks for you. You gain a +4 circumstance bonus on attempts to influence the attitude of other order members. You have an honorary rank of colonel in the Karrnathi army unless your actual rank is higher. High Councilor: Your retinue now consists of four 3rd-level fi ghter bodyguards and a 7th-level staff officer. You can get an audience with the king 1d8 days after you request it. You gain a +6 circumstance bonus on attempts to influence the attitude of other order members. You have an honorary rank of warlord in the Karr nathi army. | ||
| + | |||
| + | Access | ||
| + | |||
| + | As a member of the order, you have access to the facilities on the Rekkenmark Academy campus. You can check out masterwork versions of any weapon or armor from the armory, stay in the officer billet for free overnight, and consult with the academy’s staff. The academy faculty collectively has a +20 modifier on Knowledge (history), Knowledge (local), and Knowledge (nobility and royalty) checks. It takes 4d6 hours at the academy to get an answer to an obscure question; the instructors are busy and the academy’s reference books are spread out over several small libraries. The map room at the academy is particularly good, granting a +4 bonus on Knowledge (geography) checks you make. | ||
| + | |||
| + | Status | ||
| + | |||
| + | Aside from the camaraderie with fellow members of the order, you gain an honorary rank in the Karrnathi army. You have no specific duties and no soldiers under your command other than your personal staff. But lower-ranking soldiers stand at attention and salute you as soon as they know your status. You can issue orders to lower-ranking soldiers, but you may have to explain yourself later if you take them away from their regular duties without a good reason. It doesn’t come up much, but honorary rank works both ways. Higher-ranking officers in the Karrnathi army can order you around or send you on special missions. | ||
| + | |||
| + | PLAYING A MEMBER OF THE ORDER | ||
| + | |||
| + | L' | ||
| + | |||
| + | 107 | ||
| + | |||
| + | expected of its members. At its heart, the Order of Rekkenmark is an honorary society. | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | Missions | ||
| + | |||
| + | Despite your honorary status, you shouldn’t be surprised if Karrnath calls on you from time to time. The higher echelons of the Karrnathi government, including the crown, often seek members of the order as troubleshooters that handle problems that Karrnath’s army can’t or won’t handle. In short, that means adventures. Your patrons expect you to be generally willing to act for the good of Karrnath, but they also understand that they need to compensate you somehow for time and risk. | ||
| + | |||
| + | Advancement | ||
| + | |||
| + | Almost every member of L' | ||
| + | |||
| + | Responsibilities | ||
| + | |||
| + | While missions on behalf of the order are the key to advancement, | ||
| + | |||
| + | L' | ||
| + | |||
| + | Depending on the needs of your campaign, the Order of Rekkenmark can be a genteel “old generals’ club,” or it can be an activist group of commanders devoted to Karrnathi military supremacy. The order is a way for the PCs in your game to gain some of the useful benefits of a military affi liation (frequent missions, rank, access to resources) without being locked into a command structure and getting ordered around all the time. | ||
| + | |||
| + | Organization | ||
| + | |||
| + | Most members of L' | ||
| + | |||
| + | 108 | ||
| + | |||
| + | integrating your light cavalry with my scouts, then probe into Valénar, | ||
| + | |||
| + | NPC Reactions | ||
| + | |||
| + | Almost everyone in the Karrnathi military knows what the opal ring means: that the wearer is a well-trained, | ||
| + | |||
| + | ORDER OF REKKENMARK LORE | ||
| + | |||
| + | L' | ||
| + | |||
| + | The characters’ fi rst contact with the order is probably a Karrnathi military officer who’s acting as patron or adversary. You can mention the opal ring or have a throwaway reference to “my fellows in the order,” then let the PCs do the research and uncover the Order of Rekkenmark themselves. It’s not too difficult for PCs to join the order themselves if they wish, because the order is pragmatic enough to want the help of high-level adventurers loyal to Karrnath. But when PCs join the order, make sure you know what motivates them. Some characters simply want the prestige and recognition of being a top military officer. Others will want to delve into Karrnathi military policy and defend the realm from foreign threats. Plan future adventures accordingly. | ||
| + | |||
| + | Adaptation | ||
| + | |||
| + | While L' | ||
| + | |||
| + | Encounters | ||
| + | |||
| + | Most encounters with other members of the order don’t involve combat; these fellows are officers, and the whole point is that they have people to do the fi ghting | ||
| + | |||
| + | for them. (The PC members of the order are unusual in this regard.) Order members make excellent patrons for covert, military-style missions. They also make for powerful archvillains, | ||
| + | |||
| + | A dventures in Karrnath Traditionally, | ||
| + | |||
| + | on the western and southern edges of the country. But that changed on the Jour du Deuil, when magic destroyed Cyre and Karrnath’s southern border became far more dangerous. Accordingly, | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | Characters with Knowledge (history) can research the Order of Rekkenmark to learn more about it. DC 10: L' | ||
| + | |||
| + | KORTH | ||
| + | |||
| + | Karrnath Capital City, Metropolis, Population 85,500 The weight of age is apparent even as you pass under the gates and enter Korth. Many of the stone buildings here appear thousands of years old, their crumbling edifices displaying the decorative arts of a bygone age. And the buildings are as massive as they are old. Many take up entire city blocks and stretch to fill the sky. Karrnath has a number of large cities, but only one true metropolis: Korth, the capital city and heart of the nation. Korth suffered sieges from both Aundair (939– 940) and Cyre (936 and 971–973), but it never fell to the invaders—a fact that fi lls Korth residents with pride. But siege weapons damaged large swaths of the city, and Kaius used the rebuilding opportunity to unsnarl many of the tangled streets and add a semblance of order to one of Khorvaire’s oldest cities. Now Korth has fi ve main wards: Highcourt, Temple, Commerce, Community, and the Low District. The riverside bluffs on which Korth was built provide natural borders between one district and the next. | ||
| + | |||
| + | THE WARLORDS OF KARRNATH Karrnath has a long and honorable tradition of war. The highest-ranking nobles in the land, charged with protecting specific regions and granted the right to raise armies, have held the title of warlord from before the time of the Royaume de Galifar. During the time of the kingdom, the title was mostly symbolic, as any troops under a warlord’s command were also loyal to and under the direction of the king. When Kaius I declared that Karrnath was an independent nation at the start of the La Dernière Guerre, this changed. Suddenly, | ||
| + | |||
| + | the warlords had real power and real responsibility to create and maintain armies to protect the nation. Each warlord has a charter, a specific mission and portion of the realm to protect. The warlords receive coordination from the crown and the First Warlord when battle plans require such cooperation. A warlord’s troops wear a standard Karrnathi uniform with the insignia of their warlord as part of the decoration. The various warlord troops constitute the Karrnathi army. | ||
| + | |||
| + | 109 | ||
| + | |||
| + | KARRNATH | ||
| + | |||
| + | Leadership: Fundamentally, | ||
| + | |||
| + | Notable Features | ||
| + | |||
| + | Each of Korth’s five wards has features of interest to adventurers, | ||
| + | |||
| + | From the docks near Rivergate, sailing ships leaving every 2d12 hours for the following destinations: | ||
| + | |||
| + | Danger in the Nightwood | ||
| + | |||
| + | Kaius’s audience Chambre is rather austere, but it’s designed to put visitors off their guard. Elite guards escort visitors through a labyrinth of twisting corridors. When they climb a fi nal set of stairs into the throne room, they fi nd they’ve emerged from underneath Kaius’s iron throne (a gift from the Nains des Bastions) and now stand with him above and behind them. Maps of Khorvaire cover every wall, and a board for the chesslike game of Conquérant sits at Kaius’s right hand. The throne room is strictly for official audiences; Kaius takes no entertainment there, and his ceremonial duties are few. The queen rarely uses this Chambre; she has a pleasant, tapestry-fi lled audience Chambre of her own. The east wing of Maison de la Couronne is the residence for the royal family, and it’s also where Kaius keeps the harem of young Karrns he feeds from. A sect within the Le Sang Divin supplies cultists for the harem, cultists who follow Kaius instead of Vol. The Guerrier de Fer Beauty (LN female personality Guerrier de Fer fi ghter 7) guards the harem and serves Kaius faithfully. As part of the exchange of relatives with the other Cinq Nations, Kaius has sent his younger brother and sister, Gaius and Haydith, to the courts of his neighbors. In truth, he has done this as much to promote diplomacy as to get the younger siblings (who are really his greatgrandchildren) out of the way so they can’t stumble unto the truth of the situation—that this Kaius isn’t really their brother, but their great-grandfather. Gaius is in Thrane, | ||
| + | |||
| + | studying with the Gardien de la Flamme, while Haydith has found a place within Breland’s royal household. Tower of Les Douzes: Floating above the center of the lightly wooded Wollvern Park is the Tower of the Twelve, a magicians’ college where the Marqué par le Dragon houses send their best and brightest. This thirteenfloor tower (with one empty floor to memorialize the Perdu Marque de la Mort) is full of classrooms, libraries, and laboratories devoted to arcane research. The Tower of Les Douzes is the primary rival to the Congrès Ésotérique, | ||
| + | |||
| + | 111 | ||
| + | |||
| + | The Tower of Les Douzes | ||
| + | |||
| + | The Midwife’s gang numbers less than two dozen, so she relies on an extensive network of traps to protect herself. Pits, poison darts, magic glyphs and symbols, and a host of other traps guard every door and every 10foot section of hallway within the Midwife’s Lair. Caves of the Skeletal Hand: Within the bluffs that mark the eastern edge of the Community Ward are a series of muddy caves, each marked with a Huge skeletal hand that emerges from the earthen bluff. The caves were used to store food and water during the La Dernière Guerre, but the W hite Lions emptied them out when the war ended. Last year, a tribe of Gobelins affi liated with the Dhakaan moved in, claiming the caves as their historic home from when the Dhakaani Empire was extant, more than six thousand years ago. (The Dhakaan are described on page 304 of the EBERRON Campaign Setting.) The Gobelins negotiated an agreement with Civic Minister Hyran and have further excavated and remodeled the caves. But bands of Gobelins have been harassing citizens of Korth at night, and nearby residents and shopkeepers worry that the Gobelins are trying to establish a claim to more of the ward. Everyone suspects that the Gobelins are behind a series of kidnappings and disappearances. If adventurers were to drive off the Gobelins, they’d receive a sizable reward from grateful merchants and residents in the area. | ||
| + | |||
| + | 112 | ||
| + | |||
| + | Notable NPCs | ||
| + | |||
| + | Korth is home to Karrns of every race and class. Among those the PCs will interact with are the following NPCs. Prelate Roerith: NG female Humain cleric 10. The most powerful cleric in Korth is Prelate Alinda Roerith, unless a high priest of the Le Sang Divin is in the city on some secret errand. Roerith remained in Korth throughout the Cyran siege in the early 970s AR, heedless of her own safety as she healed fallen defenders atop the walls. Accordingly, | ||
| + | |||
| + | BUYING AND SELLING IN KORTH | ||
| + | |||
| + | Weapons Blades of Karrn; major foundry and supplier to Karrnathi army Bluefist of Morin; specializes in masterwork items and unusual materials Korth Armory; sometimes sells surplus army gear Armor Jarranek Family; known for durability and wide selection Naura the Tanner; light armors and hides only, but many are exotic Korth Armory; sometimes sells surplus army gear Necromantic Items Le Sang Divin Temple; wide selection, but they’re curious why you’re buying/ | ||
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| + | Divine Spellcasting Cathedral of the Légion Souveraine; typically offers 4th-level spells or lower Temple of the Blessed Lineage; Le Sang Divin headquarters Silver Hook; seedy wharfside tavern with small congregation devoted to Le Voyageur Arcane Spellcasting Tower of Les Douzes; wide selection for Marqué par le Dragon PCs only Vauth Kuryek; 8th-level transmuter wizard | ||
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| + | KARRNATH | ||
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| + | Bière Bois-obscur Brinter Distillery; claims to have invented the beverage Hyruvi and Sons; mostly exports to other nations; sells cheese as well | ||
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| + | Exotic/ | ||
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| + | The Midwife: N female halfl ing rogue 1/wizard 9. Her clients call her the Midwife not because she assists in births, but because she gives birth to new identities as Khorvaire’s preeminent forger. The Midwife can flawlessly create realistic travel or identity papers. She’s also the inventor of the parchment of the cursory glance, a set of identity papers that seem to always show what the reader expects to see. The Midwife cares only about her continued safety and her vast fortune; she’ll sell forged papers to anyone and asks no unnecessary questions, as long as she can avoid trouble with the La Sureté. General Thauram: LE male half-elf fighter 8. Yorin Thauram has been a loyal Karrn for all of his | ||
| + | |||
| + | 130 years, and he’s fought in every major campaign in the La Dernière Guerre. Now he oversees the city’s defenses as the commander of the Lions Blancs brigade, keeping the Code of Kaius and imposing military law. General Thauram is a hands-on commander and is almost always inspecting one unit or another. He’s alert to any disturbances within the city and often oversees arrests personally. Thauram also interrogates noteworthy prisoners before turning them over to the Justice Ministry for punishment. He’s been known to offer amnesty for criminals who agree to join the Lions Blancs or perform some service for the city. | ||
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| + | 113 | ||
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| + | KARRNATH | ||
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| + | As a young half-elf, Thauram was one of Kaius I’s royal bodyguards. He fi nds the current king’s resemblance to Kaius I to be remarkable and wonders whether Kaius III isn’t using magic to make himself appear more like his great-grandfather. Lions Blancs: Humain fi ghter 1. A typical member of the Lions Blancs has a breastplate, | ||
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| + | BONE KNIGHT “We shall emerge triumphant from this dreadful war or be reduced to dust. We defend Karrnath with our spilled blood, our last breath, our very bones.” — Madox Kaminarr, bone knight of Karrnath | ||
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| + | Bone knights are Karrn patriots, living protectors who fight alongside the Mort-vivant legions of their land. During the La Dernière Guerre, they provided tactical expertise and fine control to the legions of Mort-vivant Kaius raised to defend his people. In postwar Karrnath, they serve as elite knights who travel abroad to complete missions that serve the greater glory of their king. They wear suits of bonecraft armor that they craft themselves and learn to harness the power of necromancy, turning hordes of Mort-vivant into disciplined, | ||
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| + | BONE KNIGHTS IN THE WORLD | ||
| + | |||
| + | “To call them knights is an affront to the name. To call them paladins is blasphemy.” —Dania ir’Vran, Paladin of the Flamme d' | ||
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| + | NPC Reactions | ||
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| + | The bone knights are legendary in their service to Karrnath, fighting on the front lines against all invaders. While terrifying to their enemies, they are well loved by those they protect, so most Karrns have an initial attitude of friendly toward those wearing the distinctive bonecraft armor. Knights of other lands are often greatly distressed by the extremes to which bone knights go in carrying out their orders, and rarely have an initial attitude better than hostile. Paladins in particular have a hard time disguising their hostility toward bone knights, who are at once so similar to paladins and so very different. The knights conducted many raids outside Karrnath during the La Dernière Guerre, and most nonKarrns fear and respect their reputation but hold no strong position toward them individually. | ||
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| + | BONE KNIGHT LORE | ||
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| + | Characters can make Gather Information, | ||
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| + | BONE KNIGHTS IN THE GAME | ||
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| + | Bone knights are rare and elite enough that their absence from a campaign to date is no reason to exclude them from future encounters. Although they exist primarily in Karrnath, they travel across Khorvaire and can also be found in Griffe Émeraude enclaves. If the PCs have an existing rivalry with the Emerald Claw, it would be easy to introduce an exiled bone knight as a new player in that rivalry. If your campaign brings the PCs to Karrnath, they might meet a bone knight as either an enemy or ally, and have no cause to wonder why they’ve never met one of these very unusual individuals before. A character who adopts the bone knight prestige class probably wants to explore a hero with a dark edge. Eberron features many shades of gray, but if you’re not comfortable refereeing a game where PCs walk that fi ne line, it’s probably best to disallow the prestige class from the outset rather than ignite controversy after the character has invested a level or more into the class. It’s not fair to the player of a bone knight character to | ||
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| + | punish him too much for evil deeds such as animating the dead or casting death knell. | ||
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| + | Adaptation | ||
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| + | The bone knight is set up to be attractive to paladins who fi nd the stringent alignment requirement of that class too restrictive. It’s something of an exit strategy from the paladin class, a way for a character to become something else without feeling like his paladin levels were utterly wasted. The elves of Aérénal might have a class of knights who deal with the Éternel in a similar way to the bone knight’s relationship with Mort-vivant. Recasting the class abilities of the bone knight class to deal with elven Éternel rather than animated Mort-vivant would be another way to adapt this class within the Monde d' | ||
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| + | KARRNATH | ||
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| + | for its location and its presumed leader, Dessarin ir’Savathar (LE female cleric 4 [Le Sang Divin]/fi ghter 1/bone knight 5). It is entirely possible that these bone knights no longer form a cohesive order at all, but have dispersed to pursue their own aims or serve the Griffe Émeraude independently of each other. | ||
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| + | Encounters | ||
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| + | In any encounter with a bone knight, make sure to high light the bizarre appearance of the character in bonecraft armor astride a skeletal mount. Even more important, emphasize the juxtaposition of this Mort-vivant motif with a knight’s sense of honor and fair play. The combination is jarring, and can leave players offbalance in the encounter. EL 10: Although he swears allegiance to the fl ag of Karrnath, Madox Kaminarr believes that his nation should have pressed the war and fi nished off its enemies. When Kaius sued for peace, Madox Perdu respect for his king, although he still believes Kaius may be the greatest man alive (having no inkling that Kaius is, in fact, a vampire). Madox counts himself a student of history and knows the details of many great battles and commanders. He believes that the descendants of Karrn the Conquérant have an obligation to unite all of Khorvaire under one banner, but his solemn hope of a unified Khorvaire was dashed the day Kaius signed the Treaty of Fort-du-trône. Madox has no specific orders. He patrols Karrnath’s borders astride a skeletal heavy warhorse and travels with a retinue of dire wolf skeletons (which he controls). He occasionally makes forays into the Les Terres des Lamentations, | ||
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| + | INTERESTING THINGS ABOUT KARRNATH | ||
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| + | * Rekkenmark Academy is the premier military institute in Khorvaire; prior to the La Dernière Guerre, all of Galifar' | ||
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| + | KARRNATHI C HARACTERS Karrns are somber folk and disapprove o f extravagance or excessive shows of emotion. As you develop a Karr nathi character or NPC, consider the following: Military Service. Karrns have a strong tradition of military service, making soldier or sailor appropriate backgrounds for any character. Criminals and char latans have a difficult time evading the harsh laws of Karrnath. The Martial Adept feat can give a character a strong sense of military experience. Martial Tradition. Karrnathi tradition emphasizes teamwork, focus, and force, and melee warriors prefer heavy armor and weapons. Fighters favor the Champion and Battle Master martial archetypes, and Karrnathi wizards choose the School of Evocation or Necromancy as their arcane tradition. T he Dead. Mort-vivant soldiers have served in Karrnath' | ||
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| + | THE KORRANBERG | ||
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| + | CM �ON �Cll IN TH E TH RALL OF TH E VAM PI RE KING Kaius du Wynarn III emerged from L' | ||
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| + | Mort-vivant? | ||
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| + | CITIES AND SITES Sturdy walls surround Karrnathi communities, | ||
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| + | ATUR Known as the City of Night, Atur is the stronghold of the Le Sang Divin in Karrnath. During the war, this was the center for the production of Mort-vivant, | ||
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| + | n7 | ||
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| + | Fort des Os | ||
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| + | Tu E NIGHTWOOD | ||
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| + | Fortresses such as this one dot the hilltops of Karrnath, watching for signs of enemy encroachment even since the La Dernière Guerre has ended. Fort des Os' garrison consists primarily of Karrnathi Mort-vivant soldiers. No lights glow here, as these Mort-vivant rely on darkvision to see. | ||
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| + | This massive forest has close ties to the Plane of Mabar. Monsters sometimes slip out of the Nightwood to threaten the surrounding regions. Criminals and fugitives who flee into the Nightwood find the dangers within deadlier than any Karrnathi executioner. | ||
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| + | KARRLAKTON | ||
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| + | AFTERMATH OF THE La Dernière Guerre | ||
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| + | The turbulent Cyre River separates this city from the deathly Les Terres des Lamentations. Karrlakton is the birthplace of kings (both Karrn the Conquérant and Galifar I were born here) and is the center of power for Maison Garda. The house' | ||
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| + | KORTH The capital of Karrnath is a city-fortress on the edge of the Nightwood and the seat of Roi Kaius III. Its walls and towers bristle with the weapons of war, and military marches through the city help bolster the spirits of the Karrns as well as intimidate foreign diplomats. The forges of Korth produce some of the finest armor and weapons in Khorvaire. | ||
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| + | FORT B O N E S | ||
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| + | Karrnath has always been a martial nation, and its people remain vigilant. Early in the war, King Kaius I instituted the Code of Kaius, a strict set of laws and limits. Karrnath weathered a number of famines during the war, and this privation led to an ongoing program of rationing to ensure that the nation is prepared for what ever lies ahead. The war is over, but the Code of Kaius and the rationing remains in place; the people of Karr nath willingly endure ongoing hardship to ensure that their future is secure. The populace frowns on excess of any sort, accepts limits on luxury items, and approves of swift and harsh punishments for crime. Roi Kaius III was one of the architects of the Treaty of Fort-du-trône and remains committed to peace. How ever, many of the nation' | ||
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| + | ====== Dragonmarks: | ||
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| + | The nation of Karrnath became infamous for its use of undead during the Last War. Initially, the bulk of the undead forces were common, mindless skeletons and zombies. But as the war progressed, the science of necromancy continued to evolve. The greatest breakthrough came when the high priest Malevenor and master necromancer [[Gyrnar Shult]] developed the //Odakyr Rites//: Techniques that could imbue the skeleton or corpse of an elite Karrnathi warrior with malign intelligence and increased resilience. The Karrnathi undead possess deadly skill and considerable cunning; once given direction, a unit of Karrnathi undead can operate autonomously, | ||
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| + | Most of the Karrnathi undead were retired after the Treaty of Fort-du-Trône, | ||
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| + | As always, the real answer here is //what’s going to make the best story? //But let’s start with the canon presentation and move on from there. | ||
| + | |||
| + | ====== The Canon ====== | ||
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| + | To begin with, consider the following facts about Karrnathi undead from the 3.5 //Eberron Campaign Guide. // | ||
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| + | * Karrnathi undead are described as being “imbued with malign intelligence.” They possess 11 Intelligence, | ||
| + | * Karrnathi undead have an alignment of //Always lawful evil//. Sentient creatures rarely have an //always // | ||
| + | * Karrnathi undead possess remarkable skills. But in the ECS listing, //they have no advancement// | ||
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| + | With these things in mind, consider this description of Karrnathi undead from the article on Fort Bones in Dungeon 195. | ||
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| + | //The Karrnathi undead are tremendously efficient solders. A normal zombie requires some sort of necromancer to sustain and command it, but the sentient Karrnathi undead can integrate with any unit. Fear, hunger, and exhaustion are alien to them. They can see in perfect darkness—an advantage over the warforged, and one that Karrnath often exploited in conflicts with Cyre. One of the few limitations of the undead derives from their utter lack of mercy or compassion. Left on its own, a Karrnathi skeleton will slaughter all opposing forces—soldiers, | ||
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| + | //The Odakyr Rites—the ritual used to create the Karrnathi undead—isn’t a cheap form of Raise Dead. The original victim is gone. A Karrnathi skeleton doesn’t have the specific memories of the warrior who donated his bones. The military specialty of the undead reflects that of the fallen soldier, so only the bones of a bowman can produce a skeletal archer. However, the precise techniques of the skeleton aren’t those of the living soldiers. Rekkenmark doesn’t teach the bone dance or the twin scimitar style common to the skeletal swordsmen. So where, then, do these styles come from?// | ||
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| + | //Gyrnar Shult believed that the Karrnathi undead were animated by the martial spirit of Karrnath itself. This is why they can be produced only from the corpses of elite Karrnathi soldiers: an enemy corpse lacks the connection to Karrnath, while a fallen farmer has no bond to war. However, the current commander of the Corpse Collectors fears that the undead aren’t animated by the soul of Karrnath, but rather by an aspect of Mabar itself—that the combat styles of the undead might be those of the dark angels of Mabar. Over the years, he has felt a certain malevolence in his skeletal creations that he can’t explain, not to mention their love of slaughter. He has also considered the possibility that they are touched by the spirits of the Qabalrin ancestors of Erandis Vol. The Kind hasn’t found any proof for these theories, but they haunt his dreams.// | ||
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| + | //Karrnathi undead never show emotion and never speak without cause. A Karrnathi skeleton is content to stand motionless and silent for days if there is no reason to move. A soldier’s name is typically a combination of name and number and the records of the original identity of the body are hidden in the tomes of the Corpse Collectors. The distinctive armor of the Karrnathi skeletons is forged for them and fitted to their fleshless bones. Fort Bones operates a small forge for this purpose, though most of this armor is created at the Night Forge of Atur.// | ||
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| + | So with all this in mind, let’s look back at those questions. A Karrnathi skeleton is as intelligent as a typical human, but it doesn’t have a human personality or think like a human does. | ||
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| + | Do Karrnathi undead have thoughts and opinions? Well, //how would you know? //A Karrnathi skeleton obeys the orders of its commander without question. It fights without fear and will hold a position even at the cost of its own existence. The Karrnathi undead never speak unless spoken to, or unless necessary in pursuit of their duties; if they have thoughts, they don’t share them. If questions, their opinions //appear// to be an absolute commitment to the Karrnathi cause, and the opinions of one are shared by all of them; so they //do //have opinions, but they all have the SAME opinions. A warforged might //compose //a poem. A Karrnathi skeleton might //know //a poem, but if it does, then //all //Karrnathi skeletons know that poem, even though no one ever taught it to them. And what about that underlying cruelty, that //always lawful evil? //In my opinion, even a Karrnathi commander has to worry that //maybe //the dead are just going along with them… that maybe there’s a darker force behind those eyeless sockets, waiting for the right moment to turn its blades on you. | ||
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| + | Regarding memories of past lives: by canon, no, Karrnathi undead have no memories of their past lives. While they can only be created from the corpses of elite Karrnathi soldiers, theit skills and techniques don’t match those of the donor. They are always lawful evil, regardless of the alignment of the donor. In my opinion, the Karrnathi undead don’t even know the names of the people who donated their bones. **BUT**… with that said, see the next section for other ideas. | ||
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| + | With all this in mind: **//Would a Karrnathi Undead be a viable player// **// character?//// | ||
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| + | Ultimately, there’s a critical point here: **The Karrnathi undead are supposed to creep you out**. They aren’t just warforged who happen to be made out of bone. There is a sense of a //malign// intelligence in them… a touch of //Pet Semetery//, with that lingering fear that //you should have let them stay dead//. | ||
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| + | ====== Other Options ====== | ||
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| + | But with that said, personally I believe //the Karrnathi undead should feel creepy//… and I like to play up the idea that even the Seekers //don’t know exactly what they are dealing with. // **[[http:// | ||
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| + | So as with anything in Eberron, **do what feels right for the story**. But for me, I’m always looking for a way to make the undead disturbing. Even if there’s a zombie with the perfect memories and personality of your friend, I’m going to point out that there’s maggots in their flesh and occasionally a tooth will fall out… and again, are you SURE it’s the soul of your friend in there? | ||
| + | |||
| + | ====== Q&A ====== | ||
| + | |||
| + | //**Does this mean that undead aren’t used for menial labor in Karrnath?** // | ||
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| + | There’s two issues here. The followers of the Blood of Vol—who prefer the term // | ||
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| + | Now: the Seekers have always used undead for menial tasks. They have no emotional attachment to corpses; a Seeker wants their body to be put to good use after they are gone. So within a Seeker community, you could definitely find zombies working the fields. The main point is that these are // | ||
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| + | **//Do the families of Karrnathi Undead get visiting hours to pay their respects to their dead relatives?// | ||
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| + | By canon presentation, | ||
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| + | //**Were the Odakyr Rites created, found, or both? What was the malign spark that granted them the sudden necromantic advance?** // | ||
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| + | This is covered in Dungeon 195. The Blood of Vol has always had a strong presence in the agricultural region of Odakyr, which also contains a powerful manifest zone tied to Mabar. When Kaius I embraced the Last War, Fort Bones was established in Odakyr as a center for necromantic research. Gyrnar Shult and Malevenor (then living) developed the Odakyr Rites after years of research and work. It’s noteworthy that they can only be performed in a place with a strong manifest zone to Mabar; in Karrnath, this means Fort Bones or Atur. As for exactly how the breakthrough was made, it’s not defined in canon, and for me the answer would depend on how I planned to use the Karrnathi undead in the story. Did Shult and Malevenor discover some sort of artifact tied to Mabar at the heart of the manifest zone? Did they tap into the power of Katashka the Gatekeeper, or acquire some sort of ancient Qabalrin tome from Erandis Vol? Or did they just legitimately develop a new necromantic technique that no one had mastered before, which is entirely possible? Despite their cruelty, are the Karrnathi undead truly what Shult believed—empowered by the patriotic spirits of the fallen—or is there a darker secret? | ||
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| + | //**Were Karrnathi undead created for any other branches of the Karrnathi military? Presumably, if they are canonically inclined to slaughter, undead sailors wouldn’t be of much use, but were there undead Marines aboard Karrnathi ships in the Last War? Did Karrnath have any airships in its service with undead parachute troopers? ** // | ||
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| + | There’s a lot to unpack here. | ||
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| + | First of all, even more so than warforged, Karrnathi undead aren’t robots. They aren’t precisely programmed; the Dungeon article notes that you can’t use the Odakyr Rites to create an undead farmer. The basic principle of the Odakyr Rites is one of // | ||
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| + | Looking to airship paratroopers, | ||
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| + | //**It seems unlikely to me, even if a GM broadens the possibilities of Karrnathi undead, that they would be created for anything other than warriors. Spellcasters would require higher INT, WIS or CHA, and more independence of thought. ** // | ||
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| + | I’m fine with the idea that there are additional forms of Karrnathi undead we haven’t seen in canon—even just skeletons and zombies with different skill sets. It could even be that a spellcaster produced using the Odakyr Rites is a more wraithlike entity. But remember that the core principle of the Odakyr Rites is sympathy: to raise a spellcaster, | ||
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| + | With that said, the undead champions of the Blood of Vol have long included both mummies and vampires—so there are other options for elite undead spellcasters. | ||
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| + | //**Do we, or even their commanders, know how spoofable the officer recognition is on Odakyr undead is? If a Brelander wearing a Karrnathi uniform speaking with a Karrnathi accent showed at Fort Bones would the undead obey them? ** // | ||
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| + | I see two possible approaches here. The first is to follow the point that they are sentient. Could this ruse fool a normal human soldier? If so, maybe it could fool the undead; handle it the same way, with a Deception/ | ||
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| + | The second approach is to emphasize that they’re supernatural… that we don’t entirely KNOW why they follow orders. The THEORY is that they are animated by the martial spirit of Karrnath. Do you think you can fool that spirit with your crappy accent? Do you really want to take that chance? | ||
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| + | //**How would they react if there was a civil war and they were being used on each other?** // | ||
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| + | Excellent question. I think the answer is that **//NO ONE KNOWS//** . This is one reason the traditionalist warlords hate the use of undead; because they don’t know where their loyalty truly lies. They never betrayed Karrnath during the war; but what would happy if Karrns fought Karrns? Would they follow their local commanders? Would they be loyal to the crown? Would they be loyal to who THEY believe deserves the crown, and if so, does that prove the legitimacy of the candidate they support? Or could it be that once you tell them to spill Karrnathi blood… that they would turn on ALL Karrns? | ||
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| + | KARRNATHI UNDEAD | ||
| + | SOLDIER | ||
| + | Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, | ||
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| + | BONE KNIGHT | ||
| + | Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor-heavy armor adorned with the bones of fallen enemies-these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow. Karrnathi Patriots. Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation' | ||
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| + | CHEVALIER OSSEUX ou Chevalier Squelettique | ||
| + | Les chevaliers en os sont les champions de l' | ||
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| + | {{page> | ||
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| + | \\ | ||