====== Ordre de la Griffe d'Émeraude ======
{{:Emerald_claw.jpg|Griffe Émeraude Insignia}}Originally a group of elite shock-trooper style knights under the crown of [[Karrnath]], the **Ordre de la Griffe d'Émeraude** has since been outlawed in Karrnath and has gone underground.
They continue to operate in a semi-terrorist fashion to this day, proclaiming their desire to see Karrnath once again rise to power and garnering support from the [[Le Sang Divin]]. L'Ordre de la Griffe d'Émeraude is spread throughout [[Khorvaire]].
===== **History** =====
L'Ordre de la Griffe d'Émeraude was established in 896AR and soon after came to the aid of Karrnath during the war. With perfect timing during a period where Karrnath was on its last legs this group of warrior fanatics came to its rescue and bolstered its defenses. Due to its radical faith many distrusted L'Ordre de la Griffe d'Émeraude and soon the distrust turned into scorn so strong that Regent Moranna staged a coup and outlawed L'Ordre de la Griffe d'Émeraude in 976AR.
The group still exists today but only as a Ombre of its former sElfee living like terrorists and guerrilla fighters.
/* Spoiler */
la Griffe d'Émeraude received its name from [[npc:erandis_d_vol|Erandis Vol's]] dragon father who was known as the [[griffe_d_emeraude|Griffe Émeraude]].
===== **Stats** =====
4th Edition Eberron Campaign Guide
*Griffe Émeraude Trooper p.88
*Griffe Émeraude Knight p.88
*Griffe Émeraude Marshal p.88
*Griffe Émeraude Sergeant p.268
*Mallora, Griffe Émeraude Necromancer p.268
===== **Hierarchy** =====
The leader of L'Ordre de la Griffe d'Émeraude is known as The Queen of Death by most members, a mysterious lich who controls the entire order with the help of the Crimson Covenant. Due to the collapse of the order after being officially outlawed from Karrnath the order cannot simply go about its business like it did during war times. Now the order has been broken into numerous cells spread out over Khorvaire. The leaders of each of these cells are officers who receive orders from the Crimson Covenant. Below these officers are the knights who're proven specialist warriors.
Next are the troopers who are either cultists, criminals or Karrnathi patriots.
Spies are used by the order along with mercenaries when required.
{{:Emerald_claw.png?378|An Griffe Émeraude agent with Mort-vivant allies.}}
===== **Notes** =====
L'Ordre de la Griffe d'Émeraude makes a good villainous group without any moral ambiguity.
The Order is known for its use of distinctive helmets with half-faceplates.
References
Order of the Emerald Claw: Not so much a sect as a paramilitary branch of the faith, the Order of the Emerald Claw does the will of Vol herself. Agents of the Order operate not only in their home state of Karrnath but all across Khorvaire, where they carry out the orders of the Crimson Covenant. Some of the rank and file in the Order are unaware of their organization’s ties to the lich-queen, truly believing themselves to be the ostracized Karrnathi loyalists they portray to the outside world. Those in charge of cells or operations are faithful Seekers, doing work they believe is essential to furthering the Blood of Vol, and they would gladly die before spilling their secrets.
ORDER OF THE
EMERALD C LAW
What arose as an order of militant knights within the
nation of Karrnath fell into disgrace and became a
shattered remnant. The Order of the Emerald Claw now
operates as a collection of cells of fanatical warriors,
necromancers, and spies. On the surface, its members
seem to be driven by Karrnathi patriotism, and they
purport to be adherents of the Blood of Vol. The most
cursory investigation reveals that claim to be a facade.
The truth behind the Emerald Claw is that they serve
the lich Lady Illmarrow, and in her name they carry out
acts of destruction, murder, and necromantic terrorism.
They have been linked to the theft of powerful items
imbued with necromancy magic, and they often employ
vicious undead minions that make even other Karrns
uncomfortable. Most worshipers of the Blood of Vol are
quick to point out that they don't accept the order's claim
to membership in their faith, and those true worshipers
vehemently reject the Emerald Claw's violent fanaticism.
THE E M E RALD C LAW AND THE WAR
During the Last War, Karrnath was forced to embrace
the practice of necromancy to bolster the ranks of its
army. At the same time, a number of chivalric orders
were founded by devoted worshipers of the Blood of Vol.
These groups included necromancers and bone knights
that were trained to raise and command the undead
troops used during the war. The Order of the Emerald
Claw was one of the most infamous of these groups, renowned
for its fighting skills but often sanctioned for its
brutal treatment of enemy soldiers. The Emerald Claw
were also accused of slaughtering civilians so they could
be raised as skeletons or zombies-behavior that was
strictly forbidden by the Karrnath commanders.
When King Kaius III came to power near the end of
the war, he turned against the Blood of Vol. The orders
were disbanded, and many members of the Emerald
Claw were condemned as war criminals. While the
other orders complied with the king's edict, many
knights of the Emerald Claw refused to surrender. The
order fragmented as its original members scattered, but
a number of those rebellious knights started their own
cells, rallying all who wanted to see Karrnath achieve
its rightful glory. The order experienced a surge in membership
following the Treaty of Thronehold because
many Karrns thought that Kaius III had betrayed their
nation by embracing peace.
Six years ago, shortly after Kaius's accession, a figure
known as Lady Illmarrow emerged as the leader of the
Order of the Emerald Claw. Few of her followers know
anything about her, other than her great skill as a necromancer;
many members of the Order refer to her as
Queen of the Dead. Some members of the order believe
she will ultimately raise Karrnath above all other nations.
Others simply trust that she will grant them personal
power. They believe that she is poised to become a
god of death, and that when she ascends to divinity, they
will be granted immortality or at least the eternal life
of undeath.
LIBRARY VAULT
Map 4.9 shows a library vault maintained by the Order
of the Emerald Claw. The order collects dark materials
and forbidden magic and holds them for safekeeping in
these heavily defended locations. Each vault also functions
as a chapter house or a sanctuary for a local cell.
L IBRARY VAULT FEATURES
Library vaults can be found in a variety of locations.
Some of them are crypts or dungeons secreted away
underground, while others are hidden in plain sight
inside a home or a business. Whatever its specific location,
a vault is always equipped with defensive features,
some of which remain active even after the outer door
is breached.
LIBRARY VAULT ADVENTURES
The Library Vault Adventures table outlines some possibilities
for adventure involving one of these locations.
LI B RARY VAU LT ADVE N T U R E S
d6 Adventure Goal
2
3
4
Destroy a scro l l containing an i ncantation that a llows
even non-spellcasters to a n imate the dead.
Steal the journal of a powerfu l necromancer that's
being held i n the vault's col l ection.
Trade a powerfu l dark magic weapon in return fo r the
rescue of i m portant hostages taken by the order.
Steal a suit of armor that conta i n s the soul of a hero
slain during the Last War.
5 Search the col lection for i nformation on the Queen of
the Dead, or " Lady I l l marrow," as she is known.
6 Infiltrate the vault to get close to a new Emerald Claw
recru it, then convince them to come to their senses
and return to their fam ily.
ORDER OF THE
E ME RALD C LAW N P C s
Given the undeniable nature of the order, villains associated
with the Emerald Claw present an opportunity to
provide characters with adversaries that are memorably
evil, and that revel in their villainy.
E M E R A L D C LAW N PCs
d6 N PC
Though mortal, this fanatical warrior d r i n ks the blood
of those he slays in battle.
2 A cleric tries to convince her enemies to embrace the
order, promising eternal life through u n death.
3 A noble with sym pathies toward the order h ides a
cell's l i brary vault within the groun d s of their estate.
4 A suave vampire would rather charm its enemies than
crush them in battle.
5 An artificer is obsessed with infusing necromantic
curses i nto their construct creations.
6 A changelin necromancer often poses as a vam p i re
or a m u m my, even though it's sti l l alive.
C HAPTER 4 I BUILDING E B E RRON ADVENTURES
EMERALD CLAW CAMPAIGN THE M E S
At low levels, adventurers can clash with Emerald Claw
skeletons and zombies. As the characters grow more
capable, the threats escalate. They might have to protect
a village from a necromancer who is sucking the life out
of the land, or race through a dungeon to acquire a necromantic
relic before the Claw can claim it. The Emerald
Claw is ideally suited to pulp action; it's a force that
is blatant in its villainy and has hordes of evil minions
to do its bidding. Defeating the schemes of the Emerald
Claw should always feel like the right thing to do.
Although many members of the Emerald Claw believe
that they are fighting for Karrnath, they are truly serving
the lich Lady Illmarrow (see chapter 6). The greatest
necromancer of the age, she seeks to unlock the secrets
of her inactive dragonmark, the Mark of Death. If she
succeeds, she could come to possess unimaginable
power. This makes her a formidable villain to drive the
action of an entire campaign.
EMERALD C LAW ADVENTURE HOOKS
The Emerald Claw Adventure Hooks table offers some
options to kick off adventures featuring the Emerald
Claw that take place outside their sanctuaries.
E M E R A L D C LAW ADV E N T U R E H O O K S
d8 N PC
What at first appears to be a renegade group of
Aundairian sold iers turn out to be undead u n d e r the
order's control.
2 The order strikes at a small keep, demanding the
i n habitants s u rrender a particular vol u m e from their
l i b rary.
3
4
5
6
I n vestigating strange lights and sounds emanati ng
from a crypt i n the dead of n ight reveals the Emerald
Claw experimenting on the corpses with i n .
T h e Emerald Claw violates graves near a small village,
ani mating the corpses i nto u ndead laborers to help
build a n eldritch machine.
The Emerald Claw claims a village's town hall for its
own use, and any who come near are attacked. The
sounds of torture ring out from within the b u i l d i ng.
I nvestigati ng disappearances among an elf community
reveals that the Order of the Emerald Claw has
been attem pting to i n scribe something l i ke a d ragonmark
in their skin, then reani mating the fa i led experiments
as zombies.
7 While searching for a magic item in Dhakaani ruins
across southern Khorvaire, the characters d iscover
that Emerald Claw agents are looking for the same
thing and seem to have access to i nformation the adventu
rers lack.
8 A large force of Emerald Claw knights offers the characters
a choice: join the order, or submit themselves
to death and an eternity of servitude from beyond the
grave.
{{tag>["Organisations"]}}
{{tag>["Mauvais"]}}
{{tag>["Karrnath"]}}
{{tag>["Sang Divin"]}}
{{tag>["La Dernière Guerre"]}}
{{tag>["sectes du Sang Divin"]}}