Karrnath
| Inspiration | Allemagne ou Ukraine? / Transylvanie |
|---|---|
| Capitale | Korth |
| Government | Monarchie |
| Souverain | Roi Kaius ir’Wynarn III |
| Population | 2,500,000 |
| Races | 52% Humains 18% Nains 10% Hobbits 08% Demi-Elfes 08% Elfes 04% Autre |
| Religions | Légion Souveraine Le Sang Divin |
| Exportation | Bière, produits laitiers, verre, céréales, bétail, bois d'oeuvre, papier, textiles |
| Reconnue pour | Sa discipline martiale et ses morts-vivants |
| Fondateur | Kaius I, troisième descendant du roi Jarot |
| Devise nationale | “La mort n'est pas terreur” |
| 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 |
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's soldiers might be the finest in Khorvaire, but they lack the magical support of Aundair or Thrane, which evened the odds during the La Dernière Guerre. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won the La Dernière Guerre. Karrnath suffered a series of severe food shortages and plagues early in the La Dernière Guerre. As a result, the king embraced the Le Sang Divin as the national religion. The priests of this faith bolstered Karrnath's forces with un dead. The current king, Kaius du Wynarn III, broke ties with the Le Sang Divin and has stopped creating new un dead, but Karrnath still has a significant number of skel etons and zombies in service. Many Karrns still believe in the Le Sang Divin and approve of the use of Mort-vivant, but just as many feel that this practice disgraces Karrnath's proud military history and that the necromancers might have been responsible for the famines and plagues.
La plus ancienne des Cinq Nations de Khorvaire, Karrnath est une nation fière de son héritage martial. Celle-ci est dirigé par le Roi Kaius III. Elle a été fondée par Karrn le Conquérant il y a plus de deux mille ans. La nation est particulièrement connue pour son utilisation généralisée de soldats morts-vivants pendant la Dernière Guerre et aussi pour la dictature impitoyable de son monarque.
Localisation
Située au nord-est de Khorvaire, la nation de Karrnath s'étend des Passage de la côte à l'ouest aux Monts Ferreux à l'est, et de Karrn Bay au nord à sa frontière ténue avec les Plaines de Talenta au sud. C'est une nation divisés à part égale entre des champs ouverts et des forêts denses.
Société
L'une des plus anciennes nations humaines de Khorvaire, Karrnath a été bâtie sur une forte tradition militaire, qui perdure encore aujourd'hui. Karrnath soutient une forte classe moyenne avec de nombreuses entreprises commerciales dans les grands centres métropolitains de la région ouest du pays. Tout citoyen Karrnath est contraint au service militaire obligatoire d'une durée d'au moins deux ans. Alors que beaucoup transforment ce service en une carrière à vie, d'autres s'empressent de remplir leur devoir et commencent leur vie réelle. Une des choses les plus intéressante de la société Karrnath est leur utilisation des morts. Il n'y a aucun scrupule à propos de la nécromancie ou des morts-vivants à Karrnath et les forces militaires de la Dernière Guerre ont été renforcées par des squelettes et des zombies. Les étés sont chauds, courts et humides tandis que les hivers sont longs, amèrement froids et pleins de neige. Les gens sont devenus chaleureux et robustes grâce à ces conditions météorologiques constantes.
Personne d'intérêt
- Roi Kaius III
- Régent Moranna_du Wynarn
- Gruden du Erdei, High Counselor of Rekkenmark Academy
- General Yorin Thauram, Commander of the Lions Blancs
- Hyran du Tennet, Civic Minister of Korth
- Roerith, Prelate of the Légion Souveraine
- Roi Galifar du Wynarn I, warlord of Karrnath and first King of the Royaume de Galifar
Groupes Influents
Histoire
Pre-Galifar
Le Karrnath fut l'une des premières nations humaines établies sur le sol de Khorvaire, fondée par Karrn le Conquérant en -1002 AR. Karrn a tenté en vain à l'époque d'unir les cinq colonies de Khorvaire sous lui, mais son pouvoir n'était pas encore assez fort. 957 ans plus tard en -45 AR, Galifar I est né au Karrnath, et 21 ans plus tard il en prenait la tête. Dix ans après le début de son règne, il reprit la campagne que Karrn le Conquérant avait abandonnée près d'un millénaire auparavant, l'unification des cinq colonies de Khorvaire. Galifar a accompli cet exploit après quatorze longues années de lutte. Son petit-fils, Roi Galifar du Wynarn II, "l'Obscur", institua plus tard un nouveau calendrier à partir de l'année même où Galifar Ier unifia les Cinq Nations.
Sous Galifar
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 Karrn, son fils aîné, il donna le territoire bien nommé de Karrnath. Cependant, au moment où il a finalement abdiqué son trône à l'âge de 85 ans, plusieurs de ses enfants aînés étaient déjà morts et c'était son plus jeune fils, Cyre, qui allait lui succéder en tant que deuxième roi de Galifar.
La Dernière Guerre
Roi Jarot's son Kaius I was one of those opposed to handing the crown to Mishann of Cyre. This, of course, was the spark that ignited the Dernière Guerre and Karrnath suffered some of the heaviest casualties of the war. However, three generations later it was Kaius III who ascended to power over Karrnath in 991 AR and who was the biggest proponent of peace. It was he who established that peace talks should commence in Fort-du-Trône and though the destruction of Cyre in the Jour du Deuil in 994 AR is often seen as being the primary reason to end of the conflict, there is no doubt that it was through Roi Kaius III's establishing of an environment where compromise could be reached that the peace talks actually began.
Le fils Kaius I de Roi Jarot était l'un de ceux qui s'opposaient à la remise de la couronne à Mishann de Cyre . Ceci, bien sûr, a été l'étincelle qui a déclenché la Dernière Guerre et Karrnath a subi certaines des plus lourdes pertes de la guerre. Cependant, trois générations plus tard, c'est Kaius III qui accéda au pouvoir sur Karrnath en 991 AR et qui fut le plus grand partisan de la paix. C'est lui qui a établi que les pourparlers de paix devaient commencer à Fort-du-Trône et bien que la destruction de Cyre dans le Jour du Deuil en 994 AR soit souvent considérée comme étant la principale raison de la fin du conflit, il ne fait aucun doute que c'est grâce à l'établissement par le Roi Kius III d'un environnement propice à un compromis que les pourparlers de paix ont réellement commencé.
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's warlords believe that Karrnath would have won La Dernière Guerre and that Kaius denied the Karrnathi people their rightful destiny. Should these warlords gain sufficient support, they could push for a military coup. A second destabilizing factor is the tension between the followers of the Le Sang Divin and the Karrnathi traditionalists. The Seekers assert that the Le Sang Divin saved Karrnath and point to the power of its Mort-vivant troops. The traditionalists claim that the dark magic of the Seekers caused famines and plagues, crippling Karrnath and forcing it to rely on the Mort-vivant. The Blood of Vol could back an uprising in Karrnath, or those who wish to drive out the Seekers could trigger a civil war.
Cities and Settlements
VILLES ET SITES Des murs solides entourent les communautés Karrnathiennes, et même le plus petit village maintient une milice capable.
Major Cities: Karrlakton, Atur, Vedykar, Rekkenmark
Villes de Karrnath
Atur · Brek · Brom · Bombardier 12 · Fort des Os · Fort Noirprofond · Fort Zombie · Glace · Ferville · Jern · Karnel · Karrlakton · Korth . Bord-du-Lac · Lhaz · Fort Indistinct · Loran_Rath · Rekkenmark · Senne · Tanar_Rath · Teryk · Trag
Atur · Brek · Brom · Bombardier 12 · Fort des Os · Fort Noirprofond · Fort Zombie · ice · Ferville · Jern · Karnel · Karrlakton · Korth · Bord-du-Lac · Lhaz · Fort Indistinct · Loran_Rath · Rekkenmark · Senne · Tanar_Rath · Teryk · Trag · Vom
Autres Sites Notables
Langage
Les tournures de phrase suivantes sont uniquement Karrnaths.
“Vous pouvez casser une seule flèche, mais pas dix dans un groupe.” Utilisé pour exprimer comment Karrns préfère travailler ensemble, trouvant sa force dans le nombre. C'est aussi un rappel subtil de se conformer à la direction que prennent les autres “flèches” (concitoyens).
“Pendant que le loup boit, le chien regarde.” Une façon Karrnaths de dire “le rang a ses privilèges”.
“Les oiseaux comestibles ne vivent pas longtemps.” Un avertissement de ne pas devenir une cible tentante pour vos rivaux ; une façon de dire « lève ta garde ».
“Il y a plus dans une bonne bière qu'un flacon d'argent.” Un proverbe Karrnaths exprimant une préférence pour le fond plutôt que pour le style.
“Khoot ! Khoot ! Karnath ! Une acclamation de bataille commune entre les soldats Karrns. Les sons “oo” sont souvent étirés dans un gémissement hurlant.
Référence grammaticale
Karrnath est un nom et fait référence à la nation dans son ensemble.
Karrnathien est le mot adjectival faisant référence à un objet ou à une qualité dérivé de la nation de Karrnath (par exemple Squelette de Karrnathi).
Karrn est un nom utilisé pour désigner une personne d'origine Karrnathienne ou qui est citoyen de la nation de Karrnath.
Noms Karrns
Les Karrns ont généralement un nom personnel suivi d'un nom de famille.
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.
Femme: Adalgisa, Alinda, Asta, Bauin, Clotrila, Demuth, Ebba, Ermena, Forsindh, Gisaul, Harika, Haedrun, Karola, Lorelea, Mauriana, Menelda, Oydelis, Renilda, Syardis, Syele, Theda, Valpaea, Vaunn.
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.
Related Pages
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'Aundair ou de Thrane, qui ont égalisé les chances pendant La Dernière Guerre. Néanmoins, les Karrns sont fiers de leur histoire militaire, et la plupart sont convaincus qu'ils auraient finalement remporté La Dernière Guerre. Karrnath a subi une série de graves famines et d'épidémies au début de La Dernière Guerre. En conséquence, le roi a adopté Le Sang Divin comme religion nationale. Les prêtres de cette foi ont renforcé les forces de Karrnath avec des Mort-vivants. Le roi actuel, Kaius du Wynarn III, a rompu les liens avec le Sang Divin et a cessé la création de nouveaux Mort-vivant, mais Karrnath possède toujours un nombre important de squelettes et de zombies en service. De nombreux Karrns croient encore au Sang Divin et approuvent l'utilisation des Mort-vivants, mais tout autant pensent que cette pratique déshonore leur fière histoire militaire et que les nécromanciens auraient pus être responsables des famines et des fléaux.
DES CHOSES INTÉRESSANTES À PROPOS DE KARRNATH
- L'Académie Rekkenmark est le premier institut militaire de Khorvaire. Avant La Dernière Guerre, tous les officiers de Galifar s’entraînaient à Rekkenmark.
- 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'approchant d'un état de loi martiale.
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, and massive catacombs below the city hold legions of Karrnath's Mort-vivant soldiers in case they are needed again. Fort des Os Fortresses such as this one dot the hilltops o f Karrnath, watching for signs of enemy encroachment even since 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. KARRLAKTON 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's headquarters, Tour Sentinelle, dominates the city's skyline. A stern edifice of angular stone, Sentinel Tower radiates martial authority and is one of the most heavily defended fortresses in Khorvaire. Surrounding the tower are training grounds, barracks, and smithies to accommodate all of Maison Garda's needs. Sentinel Tower serves as the headquarters of the famed Sentinel Marshals, though most of them are abroad.
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.
FORT BONES Tu E
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.
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
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, military officers from across the land trained at the Rekkenmark Academy. Military traditions and training were disseminated to the rest of the kingdom, but as a people the Karrns continued to be more dedicated to and proficient in the art of war. To this day, every citizen of Karrnath serves a term in the military, and every citizen of Karrnath practices with the local militia. Life in Karrnath can be cold and hard, but the Karrnathi people are colder and harder. When the La Dernière Guerre began, the people of the land rallied behind their king. It seemed unthinkable that the other parts of the collapsing kingdom could stand against the military might of Karrnath. Better equipment and training could take the Karrns only so far, however. They underestimated the arcane weaponry of Aundair and Cyre. They underestimated the divine power of the Flamme d'Argent that bolstered Thrane. And they failed to account for the sheer heart and determination of the Brelon people, perhaps the most underrated nation at the start of the war. Karrnath suffered a series of embarrassing and potentially destructive setbacks, forcing King Kaius I to accept aid from the Le Sang Divin. Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. The tireless Mort-vivant troops bolstered the nation’s living soldiers and brought a sense of otherworldly terror to the battlefields. The Karrnathi Mort-vivant were some of the most unusual troops deployed in battle until the creation of the Guerrier de Fer. A military dictatorship since the start of the Last War, Karrnath continues to operate under martial law. This makes it a bit tougher on visitors and adventurer types, but the land isn’t totally closed to travelers. Instead of the Code of Galifar, the country follows the Code of Kaius. This rigid set of laws and responsibilities is based on the older code, but many rights have been restricted or eliminated in the name of national defense. With the end of the La Dernière Guerre, a handful of the more stringent laws have been lifted, but the overall oppression of a martial system remains. Today, Karrnath enjoys its role as one of the architects of peace, but there are undercurrents of unease throughout all levels of the nation. It came as a surprise when Kaius III, leader of a harsh band of hardened warriors, pressed for peace. Most of the Karrnathi warlords (the highest-ranking nobles in the land) believe that their king is simply rebuilding the strength of the nation and searching for an advantage to turn against the other nations. They trust that he will unleash their armies again when the time is right and grasp the throne of Galifar as his own. But there are those among the warlords and nobility that believe that Kaius is too soft, not at all like his father or great-grandfather. They see the Treaty of Fort-du-trône as a symbol of his cowardice, and his efforts to curtail the power of the Le Sang Divin as a rejection of the religion of the people. When the current peace finally breaks, it may be Karrnath that swings the first sword—despite the wishes of its king.
R oyals of Karrnath Since Karrn the Conquérant rose to power, his blood
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
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
Monarch Kaius I (declared king in 894 AR) Kaius II Jaron Moranna [regent] Kaius III
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.
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.
96
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, and the once opulent and safe port turned into a rough-and-tumble town without law or allegiance to any single nation. This neutrality has served Throneport well; by 975 AR it had grown into a small city in which all of the nations and Maisons Marquées Du Dragon had at least a small presence, turning it into a hotbed of international intrigue. The Treaty of Fort-du-trône further solidified this position, establishing the city of Throneport as a multinational province under the control of small peacekeeping forces from Aundair, Breland, Karrnath, and Thrane, with Maison Garda Throne Wardens in place to make sure the terms of the treaty are honored. Today, the small city is neutral ground, but the castle and its grounds remain off limits and under the watchful protection of the wardens.
KARRNATH
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, Karrnath is still a militaristic society that’s reluctant to abandon its war footing. The warlords remain the most powerful and influential of Kaius’s nobles. Most towns still have large standing militias, and service in the national army is compulsory. Karrnathi soldiers still engage Valénar raiders to the southeast and battle strange horrors from the Les Terres des Lamentations, and every skirmish receives a lot of attention in chronicles and talk within the taverns. Karrnath also has the advantage of relatively secure borders. Scions Sound offers a measure of protection from Aundair and Thrane, and the northern waters keep all but the most determined Lhazaar pirates at bay. Karrnath’s historic weakness, its southern border, is a lot safer now that Cyre is no longer around. Monsters periodically emerge from the Les Terres des Lamentations, to be sure, but that’s a far cry from an invading Cyran army. Garnisons in Bord-du-Lac and Ferville remain strong and alert, for Karrnath and the Bastions de la Nation continue to dispute the border between the two nations, and many Karr ns want to reclaim the Nain lands as their own.
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, with more being added every day under the orders of the Minister of the Dead, provides a ready-touse army that can quickly bolster the living forces of the nation’s warlords—while also remaining mostly hidden from the rest of the nations of Khorvaire. Kaius knows what the Minister is up to, but he doesn’t realize the extent to which the Mort-vivant buildup is continuing.
MAGIC AND RELIGION
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.
R oleplaying a Karrn The people of Karrnath are grim folk, hardened by
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.
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.
RELATIONS AND REACTIONS
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, the two nations nevertheless remain cold toward one another. Anyone wearing a Thrane uniform receives an unfriendly reaction, at best, from the Commun Karrn. Anyone displaying a symbol of the Flamme d'Argent receives a –2 penalty on any Charisma-based skill checks. While the Le Sang Divin is not the dominant religion in Karrnath, it has followers scattered throughout the land. Anyone serving the interests of the Blood of Vol or the Order of the Griffe Émeraude should be able to fi nd supporters in a village or larger community.
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.
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.
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.
ART
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'essentiel de l'inspiration, et les peintures proclamant la foi remplissent aussi bien les galeries privées que les musées publics. Au plus fort du mouvement du Sang Divin, une nouvelle forme d'art dérangeante mais fascinante s'est développée. L'art du sang, connu pour son utilisation frappante du pourpre et du sang réel pour créer des scènes comme dans un rêve fiévreux, a été extrêmement populaire pendant un certain temps et est toujours créé par les adeptes les plus fidèles du sang.
ARCHITECTURE
L'architecture de Karrnath a tendance à être lourde et symétrique, avec une uniformité militariste et de nombreux éléments décoratifs, tels que des monolithes et des obélisques. À bien des égards, la rue typique d'une ville karrnathienne ressemble à un musée, avec de lourds bâtiments en pierre, des sculptures ornées et des statues sur pied. Les fontaines sont égallement nombreuse dans Karrnath, beaucoup d'entre elles se congelant en hiver pour former un autre type de sculpture.
CUISINE
La cuisine karrnathienne a tendance à être aussi lourde et complexe que son architecture, avec des casseroles garnies à plusieurs couches, l'un des piliers du repas familial typique. Les Karrns considèrent la fabrication de saucisses et de fromages comme des formes d'art. En raison des hivers rigoureux, les ragoûts et les soupes sont un incontournable de la cuisine karrnathienne, et chaque foyer a une casserole de quelque chose qui mijote sur le feu tout au long de la longue saison hivernale. Le brassage, un autre passe-temps populaire de Karrnath, a créé certaines des bières et ales les plus savoureuses et les plus puissantes des Cinq Nations, et les fûts de bières Karrnathienne se retrouvent dans les marchés de tout le continent. La pâtisserie est également devenue un aliment de base de l'art culinaire, et toutes sortes de tartes et de pains sortent des fours à travers le pays. Un pain particulièrement populaire, appelé Painved, combine du pain croustillant avec le fromage ved savoureusement piquant.
MODE
Les Karrns privilégie les vêtements simples et fonctionnels, portés de façon soigné et d'une propreté impeccable. Ils portent généralement des couleurs sombres. Étant donné que les hivers Karrnathien ont tendance à être longs et froids, les manteaux épais sont un accompagnement commun à toute tenue. Alors que leurs vêtements ont tendance à être ternes et sans fioritures, les Karrns sont très fiers de leurs armures et de leurs armes, qui comptent parmi les meilleures produites dans tout le Khorvaire. L'armure est fréquemment portée dans les rues des villages et des villes, et elle est toujours soigneusement polie et richement décorée.
KARRNATH
K arrnathi Style The origin of Galifar traces its roots to Karrnath, so it is
cheese. This is enjoyed warm as it emerges from the oven, or slathered with onion butter.
P lots and Factions Karrnath is a nation inextricably tied to necromancy
and war, and many of the plots currently underway in the nation key off these central themes.
THE VAMPIRE KING
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.
OPERATION LEVIATHAN
The Order of the Griffe Émeraude is Khorvaire’s most extensive secret society, with cells in every major city
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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, Maisons Marquées Du Dragon, or the PCs. The Griffe Émeraude is also seizing control of mining operations and enslaving the miners to get more Khyber Fragments de Dragon. If the PCs don’t get involved in preventing the Griffe Émeraude from gaining the necessary Khyber Fragments de Dragon, they have two other chances to stop Operation Leviathan. They can disrupt the nightlong ritual that will call forth the creature from Lac Noir. And high-level PCs might be able to defeat the creature once it emerges from the lake, ready to do Vol’s bidding.
THE CORPSE COLLECTORS
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; his plans are ambitious but secret. Everything about necromancy and the Mort-vivant fascinates Count Vedim, but ironically he’s unaware that his liege and cousin, Kaius, is himself a vampire. Count Vedim has secrets he’s keeping from Kaius, as well. Vedim’s necromancers have started to experiment with small units of wight and vampire spawn, “field testing” them beyond Karrnath’s borders. The corpse collectors seem to be collecting bodies from specific bloodlines, trying to reanimate them with powers beyond the norm for Mort-vivant. Getting PCs Involved: A PC from Karrnath might have a bloodline of interest to a corpse collector . . . and Count Vedim’s collectors aren’t always scrupulous about waiting for their targets to die of natural causes. The Valénar elves know that someone is raiding their borders with organized bands of wights and vampire spawn. The elves naturally suspect Karrnath, but they don’t have proof. If the PCs come into possession of such proof, that’s valuable information to both the Valénar and potentially Kaius. To the corpse collectors, the existence of the experimental Mort-vivant units is a secret worth killing to keep.
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
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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?” in detail.
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, but he doesn’t believe Aundair has the will or the ability to make a significant move against Karrnath. In general, Aundair is a lot more worried about Karrnath than Karrnath is about Aundair.
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, especially when augmented by the many spellcasters of the Flamme d'Argent. Kaius has no love for the religion that seized control of the throne from his nephew. And Kaius sees that Thrane’s agents are more likely to discover his vampiric nature than others—and more likely to promptly launch a crusade to eliminate him and conquer Karrnath in the process. There is no love Perdu between the two nations, and hostilities between the two could break out at any moment, despite efforts to keep the Accords de Fort-du-trone alive.
KARRNATH
the Treaty of Fort-du-trône, and it remains an active player in the intrigues of the postwar period. But Karrnath isn’t quite as active diplomatically as Aundair or Breland, for two reasons. First, Kaius expends more effort on internal matters than Queen Aurala or King Boranel does. He has the Le Sang Divin and the Emerald Claw to deal with, after all. Second, decades of plotting have taught Kaius the value of patience—and because he’s an unaging vampire, he can afford to be more patient than his mortal counterparts.
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, Karrnath enjoys the most contact with the sea barons and merchant princes of the Principautés de Lhazaar. During the La Dernière Guerre, Karrnath employed a number of the sea barons and their fleets, and received significant assistance from Les Voiles Sanglantes of Farlnen. Since the end of the war and Kaius’s rejection of the Blood of Vol and the Order of the Griffe Émeraude, Les Voiles Sanglantes have withdrawn support and have started attacking Karrnathi ships and villages along the coast. Other merchant princes regularly trade with Karrnath, but it is getting hard to tell which Lhazaar ships will be friendly and which will loot and plunder as they pass through Karrnathi waters.
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.
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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,” he says. Roi Kaius III is a hard man to meet in person. He takes audiences only with those he trusts—and that’s a pretty short list. Mordenkainen’s private sanctum and dimensional lock spells cover his personal quarters. He doesn’t have many scheduled public appearances or official ceremonies. If the PCs fit into his plans, he deals with them through Regent Moranna (described below). Above all else, Kaius is a planner. He always has contingency plans—and then contingencies for his contingencies. If you use him in an encounter, make sure he has at least two good escape plans, plus some specific tactics to use against the known abilities of the PCs.
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, regardless of what the characters may have already done to deserve her attention. After applying any appropriate modifiers from
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'Argent (–2). If Moranna turns unfriendly (check result 0 or lower), she summons guards and dismisses the PCs from her presence, using fear spells and her dominate ability if necessary. If she remains indifferent (check result 1–14), Moranna agrees to provide minor assistance to the PCs if they perform a task for her fi rst. The task is an adventure that probably involves thwarting the Order of the Griffe Émeraude. If she changes to friendly (15–29), Moranna offers periodic employment for the PCs; a series of missions against the Order of the Griffe Émeraude and Karrnath’s enemies abroad. If she becomes helpful (30 or higher), Moranna provides whatever assistance she can, and recommends the PCs to King Kaius for additional missions.
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, greater spell immunity (sunbeam), and mind blank cast on him by palace staff before important audiences.
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. . . .
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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
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For almost a thousand years, the best military officers in Galifar graduated from Karrnath’s Rekkenmark Academy and joined L'Ordre du Rekkenmark. During the La Dernière Guerre, members of the Order led Karrnath’s armies to victory time and again, often against daunting odds. Even in a time of peace, the opal ring that marks a member of the Order earns more respect from veteran soldiers than a dozen medals.
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'Ordre du Rekkenmark means joining Khorvaire’s most elite club of military officers. Your peers within the order treat your requests more favorably. The Academy assigns promising students to assist your endeavors.
Gear
Every member of L'Ordre du Rekkenmark wears an opal-studded signet ring. Virtually the entire Karrnathi officer corps knows what what ring means: that you graduated with honors from the prestigious Rekkenmark Academy, or that you otherwise distinguished yourself through your heroism in battle for the crown. Inner circle members get a swift Mageproduit light warhorse, which the Academy acquires from House Létourneau. The Academy replaces your horse periodically if you lose it in battle or on a mission for the crown. You also get a Karrnathi army dress uniform if you don’t have one already.
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, you’ll fi nd that the bodyguards are useful for mundane tasks such as keeping watch, performing manual labor, acting as messengers, and guarding prisoners. The staff officer assigned to you is somewhat more capable. The officer, typically a lieutenant, can handle logistical tasks such as buying and selling equipment, arranging travel papers, and (if a spellcaster) casting low-level spells on your behalf.
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'Ordre du Rekkenmark accepted you for your prowess in warfare, so you’re apt to approach problems—even nonmilitary ones—from a tactical viewpoint. Military terminology peppers your language, and you approach each adventure as if it were a mission to complete or a battle to win. Your fellow members of the order are spread out. Some teach at the Rekkenmark Academy, some still serve in the Karrnathi army, some work in Karrnath’s government or serve a noble or warlord, and some have retired. The order is generally working to advance the cause of Karrnath (and more specifically the military units within Karrnath), but there aren’t specific duties
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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'Ordre du Rekkenmark has some connection to the Karrnathi military or the crown. The vast majority of your peers either served in the Karrnathi army during the La Dernière Guerre or are still on active duty. The few without military experience distinguished themselves by aiding the army or performing personal missions on behalf of the crown. Once you’re a member of the order, you advance by undertaking missions on behalf of the crown and the army. As you develop a reputation for success, you’ll receive an invitation to join the inner circle, and eventually you might be named High Councilor.
Responsibilities
While missions on behalf of the order are the key to advancement, you can also accept the opal ring and honorary rank and leave it at that. There’s no requirement for specific service. Only criminal or treasonous acts will result in your expulsion from the Order of Rekkenmark.
L'Ordre du Rekkenmark IN THE WORLD
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'Ordre du Rekkenmark treat it as simply an honorary society. They travel to Rekkenmark once a year for the annual meeting, raise a toast to their fellows, and wear their opal ring with pride. Inner circle members see a different side of the order, however. For them, the order is a useful way to accomplish military matters without involving the entire military chain of command. For example, one member of the order can say to another, “Let’s try
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integrating your light cavalry with my scouts, then probe into Valénar,” without involving the entire Karrathi army bureaucracy. L'Ordre du Rekkenmark is, in some ways, a parallel leadership structure based not on rank but on the shared experience of getting through Rekkenmark Academy. And for a few dozen elite members of the order, the High Councilors, the order is an important sounding board for King Kaius as he contemplates military matters. Whenever word of a military crisis reaches the king’s ears, he summons High Councilors to seek their expertise before making a decision. The councilors aren’t Kaius’s sole advisors, and he doesn’t always heed their advice, but they are among the most influential voices in his court. At the head of the High Councilors is Gruden ir’Erdei, Kaius’s First Warlord. Ir’Erdei is an honors graduate of the Rekkenmark Academy, its former chancellor, and Karrnath’s Southern Front general at the end of the La Dernière Guerre. Like many in the Karrnath military, Gruden is dubious of Kaius’s push for peace and expects war to reignite, perhaps within a matter of months. The most famous member of L'Ordre du Rekkenmark is Caldrus ir’Kurtvach. Known throughout Karrnath as the “Rock of Herrenhold” from the battle there in 991 Y K, Caldrus has retired from active duty and teaches a seminar on the Les Analectes at Rekkenmark Academy every semester. Caldrus chooses the staff officer and retinue for each member of the Inner Circle. L'Ordre du Rekkenmark also has a secret society within it: At All Costs. This small cabal of warlords thinks that ending the La Dernière Guerre was a mistake made by a foolish King Kaius. They undermine the authority of the crown whenever they can do so without getting caught, dragging their heels on the shift from a wartime army to a peacetime one. Members of the At All Costs society regard themselves as Karrnathi patriots through and through—it’s the king who won’t protect his country, they think. At All Costs leaders are particularly keen to influence other members of the royal family. Eventually, they feel, a more suitable king might emerge. And if At All Costs can “facilitate” the transition of power, so much the better.
NPC Reactions
Almost everyone in the Karrnathi military knows what the opal ring means: that the wearer is a well-trained, elite military leader. Accordingly, Karrn soldiers have an initial attitude of friendly toward members of the Order of Rekkenmark—so long as they’re attending to military matters. The order is well known among military commanders of other nations, as well. Officers who have the rank of major or higher probably know what the order means, and they’ll have an initial attitude of unfriendly based on a sense of rivalry or envy.
ORDER OF REKKENMARK LORE
L'Ordre du Rekkenmark IN THE GAME
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'Ordre du Rekkenmark is tied to a specific military academy and a specific nation, it’s easy to imagine similar orders existing elsewhere. The notion of an “old generals’ club” wielding influence behind the scenes is Commun, both in the real world and in a fantasy setting.
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, superbly trained and able to draw on a network of contacts within the Karrnathi army.
A dventures in Karrnath Traditionally, most Karrns live along Scions Sound
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, King Kaius is encouraging his subjects to settle the sparsely populated northern coast. This effort, combined with the displacements caused by almost a century of war, is leading to a massive resettlement of the nation—a process that’s only begun.
KARRNATH
Characters with Knowledge (history) can research the Order of Rekkenmark to learn more about it. DC 10: L'Ordre du Rekkenmark is an honorary society for Karrn military officers and warlords. DC 15: Only those who graduate with honors from the Rekkenmark Academy get to join the order and wear the opal signet ring. DC 20: King Kaius often turns to elite members of L'Ordre du Rekkenmark for military advice. But mostly, it’s a genteel old soldiers’ club.
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.
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KARRNATH
Leadership: Fundamentally, Roi Kaius III runs Korth just as he runs Karrnath. He leaves the day-to-day functioning of the city to his Civic Minister, Hyran ir’Tennet. The Civic Minister’s authority doesn’t extend to the La Sureté; the city’s garrison, known as the Lions Blancs of Korth, is under the command of General Thauram (described below). Demographics: Humains 60%, Nains 19%, halfl ings 6%, half-elves 4%, elves 4%, other 7%. Economics: 100,000 gp purchase limit; no asset limit.
Notable Features
Each of Korth’s five wards has features of interest to adventurers, whether they seek an audience with the king or black-market identity papers. The Gates: The PCs’ fi rst contact with the White Lions and their fi rst glimpse inside Korth’s walls takes place at one of four places: Westgate (the terminus of the road from Rekkenmark), Northgate (the terminus of the Train Fulgurant), Eastgate (the terminus of the road from Karrlakton), and Rivergate (a customs house on the dock, rather than a gate per se). Each gate has scores of White Lion soldiers on duty at all times, a not so subtle reminder for travelers of Karrnath’s umbrella of martial law. But it takes only minutes to pass a cursory check of travel papers, and even merchants bearing taxable goods can usually get beyond the gate in less than an hour.
From the docks near Rivergate, sailing ships leaving every 2d12 hours for the following destinations: Rekkenmark (7 days, 10.5 gp), Karrlakton (13 days, 19 gp), Thaliost (14 days, 20 gp), Fort-de-la-Flamme (8 days, 12 gp). Maison Lyrandar galleons leave every 1d3 days for Port Royal (25 days, 1,800 gp), and Le Refuge (7 days, 500 gp). Ships bound for other destinations leave less frequently, and chartered ships are also available. Train Fulgurants depart Northgate every 1d12 hours for Rekkenmark (128 miles, 4.25 hours, 64 gp) and every 1d6 hours for Atur (274 miles, 9.25 hours, 137 gp), Vedykar (522 miles, 17.5 hours, 261 gp), and Fort Zombie (778 miles, 1.1 days, 389 gp). Two other gates, Southgate and Holygate, exist, but they aren’t ordinarily open. Southgate, near the king’s palace at Maison de la Couronne, is opened only for ceremonial parades. Clerics of the Légion Souveraine magically fused shut Holygate in the northeast during the 973 AR siege, and it hasn’t reopened yet. Maison de la Couronne: On King’s Hill in the Highcourt Ward is the fortress-palace of Maison de la Couronne where Kaius rules. Built like a massive wall between two towering rock spires, Maison de la Couronne is as much military base as it is residence or seat of government. More than a thousand soldiers are garrisoned here, including elements of the Lions Blancs city guard and the Conquérant’s Host, the king’s royal guard. The towers and roofs bristle with magical siege engines capable of reaching a full mile from the city walls.
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, but only those affi liated with a Maison Marquée du Dragon can enter and study within. Les Douzes is described in greater detail on page 245 of the EBERRON Campaign Setting. Cathedral to the Légion Souveraine: After the Treaty of Fort-du-trône, Prelate Roerith (described below) led the reconstruction of Korth’s Cathedral to the Légion Souveraine, a massive house of worship at the heart of the Temple Ward. Travelers come from miles around to worship there and see the Dome of Les Douzes Lunes, the inside of which has a magically animated starscape said to predict the future. Lair of the Midwife: In Korth’s Low District is an unassuming curio shop in a ramshackle building. Underneath a trapdoor within that shop is a fortified sequence of rooms. And those underground Chambres are home to a criminal gang led by the master forger known as the Midwife (described below).
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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.
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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, she’s one of the city’s greatest heroes. Roerith urges Légion Souveraine followers to oppose the Le Sang Divin whenever possible. She sees the cult as a rival faith capable of stealing followers of the Légion Souveraine, but she has no idea of its true nature. Like most in Karrnath, she sees the Le Sang Divin as a nothing more than an ancient cult devoted to bloodline, heritage, and the mysteries of death. Prelate Roerith sponsors missions that oppose the Le Sang Divin in some way, but she has to be circumspect because Vol worship is still popular in parts of Karrnath. If she learns the truth about the Le Sang Divin, she’ll become much more militant in her opposition—which is why the Le Sang Divin has infi ltrated her priesthood and is poised to assassinate her at a moment’s notice.
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/selling Raurek of the Red Eye; independent sorcerer seeking to become a lich Necropolis of the Valiant; Korth’s corpse collector headquarters Other Objets Magiques Chandra the Seer; specializes in divination and illusion items Kol Korran Shrine; mostly divine items offered in exchange for temple “donation” Catalyst’s Guild; optional material components Tower of Les Douzes; arcane items only Art Objects Orecha ir’Kell; wealthy art patron with multiple galleries Baru Nikrodem; antiquities dealer connected to Library of Korranberg
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
KARRNATH
Bière Bois-obscur Brinter Distillery; claims to have invented the beverage Hyruvi and Sons; mostly exports to other nations; sells cheese as well
Exotic/Mageproduit Animals Maison Létourneau compound; most are of the thick-skinned breed (see EBERRON Campaign Setting, page 295) Fancy Clothing ir’Alanso Clothiers; noble-sponsored tailoring house Expedition Gear Lankuvorr Prospecting; once a Nain mining company, since expanded New Frontiers Co.; specializes in settlers bound for northern coast Karrnathi Cartographers Guild; specializes in maps and explorer journals Investigateur Work Varisha the Circumspect; member of Maison Tharashk Jotrem and Saulo; retired army officers specializing in military matters Poisons/Drugs Band of the Fang; small yuan-ti cult posing as exotic religion Urval the Herbalist; “herbalist” is a euphemism—Urval does almost no legal business Contraband Midnight Market; sets up every Zul somewhere in Low District, then disappears by morning L'Ombre Captain; smuggler who keeps his identity
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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KARRNATH
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, a longbow, and a greataxe. They patrol in groups of two to eight. Many are led by higher-level fighters, veterans of the La Dernière Guerre.
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
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, even cunning, troops.
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'Argent The bone knight class has some elements in Commun with the blackguard—it’s a new take on the paladin archetype, but dedicated to a nation (with its peculiar military tradition of necromancy) rather than to an alignment, good or evil. As such, it’s a fascinating class to add to a campaign. An evil bone knight can be a chilling villain full of evocative fl avor. A neutral or good bone knight would make a fi ne player character, particularly appealing to players who enjoy playing a hero with a dark side or an antihero. Organization: Karrnath turned to the power of necromancy in the La Dernière Guerre in an effort to offset losses. While the Mort-vivant provided a critical boost to troop strength, it became clear that the numbers required to shift the balance were far greater than could be controlled by loyal clerics. Further, the hordes were too easily dispersed by rival priests or outwitted by living captains. The king’s shadowy allies proposed to create a new kind of champion to lead the growing Mort-vivant legions, a warrior with Rekkenmark Academy training who holds power over the Mort-vivant. The bone knights form a loose order consisting of some hundred or so members. The knight-marshal of the order, Prothan ir’Vemel (LN male Humain paladin 4/bone knight 8), is one of the more powerful and influential warlords of Karrnath. Unlike his colleagues Charl ir’Loran and Renn ir’Tanar, Prothan genuinely supports Kaius in his efforts toward peacemaking—the better for Karrnath to raise a truly gigantic Mort-vivant horde to conquer their enemies when war fi nally does resume. When Kaius outlawed the Order of the Emerald Claw, several bone knights fled Karrnath to maintain their affi liation with the order. The headquarters of this estranged order of bone knights remains unknown, although Karrnathi spies continue to search
NPC Reactions
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.
BONE KNIGHT LORE
Characters can make Gather Information, Knowledge (nobility and royalty), or bardic knowledge checks to learn the following facts about the bone knights. DC 10: The bone knights are mounted warriors clad in bonecraft armor who surround themselves with skeletons and zombies. DC 15: While most bone knights are honorable champions of Karrnath, a sinister few use their powers to serve evil gods or their own dark ambitions. DC 20: Powerful bone knights can summon skeletal mounts and create their own Mort-vivant soldiers.
BONE KNIGHTS IN THE GAME
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
punish him too much for evil deeds such as animating the dead or casting death knell.
Adaptation
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'Eberron.
KARRNATH
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.
Encounters
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, the Bastions de la Nation, and the Plaines de Talenta. A few times each year, the bone knight visits family in Korth or pays his respects at the tombs of fallen Karrnathi knights in Rekkenmark.
INTERESTING THINGS ABOUT KARRNATH
- Rekkenmark Academy is the premier military institute in Khorvaire; prior to the La Dernière Guerre, all of Galifar's officers trained at Rekkenmark. The Légion Souveraine has regained its place as the dominant religion of Karrnath, but the Le Sang Divin retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The laws of Karrnath are harsher than those in other treaty nations, approaching a state of martial law.
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's armies for decades. How do you feel about the
THE KORRANBERG
CM �ON �Cll IN TH E TH RALL OF TH E VAM PI RE KING Kaius du Wynarn III emerged from L'Ombres like a villain in one of Kessler's plays. His guardians kept him hidden during his youth while his aunt Moranna served as the regent of Karrnath. So it was a surprise to many when he burst forth to claim his crown and his power, all the more so because of his uncanny resemblance to Kaius I, the ruler who plunged Karrnath into the La Dernière Guerre and instituted the brutal system of laws that bears his name. Given the circumstances of Kaius Ill's ascension, it's hardly surprising that the new king would face chal lenges from the proud warlords of Karrnath. Some ques tioned his lineage and his ability to command. But the most unusual challenge came from the warlord Drago Thul: was Kaius III actually alive? Kaius I had elevated the Le Sang Divin in Karrnath and instituted the use of Mort-vivant as weapons of war. Drago Thul asserted that Kaius III was actually Kaius I, a vampiric monster “seek ing to drain the lifeblood of Karrnath itself.” This was a serious accusation; the Mort-vivant have no rights under the Code of Galifar and cannot inherit titles or lands. Thul's challenge spread like wildfire, only to be crushed when Kaius III met the warlords under the midday sun and cut his palm to show his freely flowing blood. This should have been the end of it, but the tale of the Vampire King has proven surprisingly resilient. Some say that the king developed special enchantments to avoid the effects of sunlight; others say that he has relies on changelin impersonators to take his place in the day light. As for Drago Thul, he refused to stand down when Kaius III pushed for peace and the Treaty of Fort-du-trône. He fled to the city of Cap-Tempête in Xen'drik with a small band of followers, and he continues to rally sup port against “the monster that sits on our throne.”
Mort-vivant? Are you a follower of the Le Sang Divin who considers the Mort-vivant to be a practical tool? Do you have a relative or friend currently serving? Or do you despise the Le Sang Divin and the use of necromancy?
CITIES AND SITES Sturdy walls surround Karrnathi communities, and even the smallest village maintains a capable militia.
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, and massive cata combs below the city hold legions of Karrnath's Mort-vivant soldiers in case they are needed again. C HAPTER 2 I KHORVAIRE GAZETTEER
n7
Fort des Os
Tu E NIGHTWOOD
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.
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.
KARRLAKTON
AFTERMATH OF THE La Dernière Guerre
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's headquarters, Tour Sentinelle, dominates the city's skyline. A stern edifice of angular stone, Sentinel Tower radiates martial authority and is one of the most heavily defended fortresses in Khorvaire. Surrounding the tower are training grounds, barracks, and smithies to accommodate all of Maison Garda's needs. Sentinel Tower serves as the headquarters of the famed Sentinel Marshals, though most of them are abroad.
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.
FORT B O N E S
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's warlords believe that Karr nath would have won the La Dernière Guerre and that Kaius de nied the Karrnathi people their rightful destiny. Should these warlords gain sufficient support, they could push for a military coup. A second destabilizing factor is the tension between the followers of the Le Sang Divin and the Karrnathi tra ditionalists. The Seekers assert that the Le Sang Divin saved Karrnath and point to the power of its Mort-vivant troops. The traditionalists claim that the dark magic of the Seekers caused famines and plagues, crippling Karrnath and forcing it to rely on the Mort-vivant. The Blood of Vol could back an uprising in Karrnath, or those who wish to drive out the Seekers could trigger a civil war.
Dragonmarks: Karrnathi Undead
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, adapting to deal with unexpected threats or strategic setbacks.
Most of the Karrnathi undead were retired after the Treaty of Fort-du-Trône, sealed away in vast vaults beneath Atur or stationed at Fort Bones and Fort Zombie. But a few remain in service. Recently people have reached out to me with a number of questions related to Karrnathi undead. What is the intelligence level of Karrnathi Undead? Do they have any memories of their past lives? Do they have thoughts and opinions? Would a Karrnathi Undead be a viable player character? Do the families of Karrnathi Undead get visiting hours to pay their respects to their dead relatives?
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
To begin with, consider the following facts about Karrnathi undead from the 3.5 Eberron Campaign Guide.
- Karrnathi undead are described as being “imbued with malign intelligence.” They possess 11 Intelligence, 10 Wisdom, and can speak Common.
- Karrnathi undead have an alignment of Always lawful evil. Sentient creatures rarely have an always alignment; certainly, the elite soldiers of Karrnath aren’t always lawful evil. So already this tells us that the consciousness isn’t the consciousness of the deceased donor of the corpse. A dictated alignment is typically tied to a creature that embodies an idea, such as a celestial or fiend; or a creature whose behavior is dictated by a supernatural force, like a lycanthrope. This ties to the fact that the undead is imbued with “malign” intelligence.
- Karrnathi undead possess remarkable skills. But in the ECS listing, they have no advancement. One of the defining features of the warforged is that they can learn new things: a warforged built to be a fighter can become a wizard. Karrnathi undead have tactical intelligence, but they can’t evolve.
With these things in mind, consider this description of Karrnathi undead from the article on Fort Bones in Dungeon 195.
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, civilians, even children. A commander must exercise close control if he wants his undead to leave anyone alive.
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?
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.
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.
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.
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.
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.
With all this in mind: Would a Karrnathi Undead be a viable player character? By canon, definitely not. They can’t learn new skills or advance. Their true opinions and thoughts are intentionally mysterious. With that said, see “Other Options” below.
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.
Other Options
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. Mabar is the plane of entropy and loss**, the darkness that eventually consumes all light. THIS is the force that’s animating the Karrnathi undead. You can TELL yourself that it’s animated by a pure spirit of Karrnathi patriotism. You can say that there’s nothing of your wife left in those bones… but then one night you might hear her voice singing a song only the two of knew as the skeleton patrols the line. You might wonder if you would find her again, if you also died on the battlefield. Or you might wonder if some piece of her is trapped in those bones, held captive by the cruel spirit and never truly able to rest.
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?
There’s two issues here. The followers of the Blood of Vol—who prefer the term Seekers—are the ones who practice necromancy and embrace the undead. The Blood of Vol has had a presence in Karrnath for over a thousand years, but it has never been the faith of the majority. During the Last War, Kaius I embraced the Blood of Vol and it gained greater influence, and it was in this time that the undead were incorporated into the Karrnathi army. In more recent years, Kaius III and the Regent Moranna turned against the Blood of Vol. The chivalric orders of the Seekers were disbanded, and Kaius has used the Seekers as a scapegoat—blaming the famines and plagues that crippled Karrnath on the Seekers. The faith still has a significant presence in Karrnath, but it is neither the majority faith nor in a position of power. Karrnathi traditionalists despise the use of undead, which they see as a stain on Karrnath’s proud martial tradition; this is another reason Kaius sealed the bone legions in the vaults below Atur. He doesn’t want to throw this weapon away, but he gained political points among the established Karrnathi warlords by reducing the role of undead.
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 traditional mindless zombies, who have to be provided with clear direction. The sentient Karrnathi zombies are a different thing—a more recent development, and ill-suited to noncombat tasks. The Odakyr undead are weapons: sentient, yes, but imbued with malign purpose.
Do the families of Karrnathi Undead get visiting hours to pay their respects to their dead relatives?
By canon presentation, no. First of all, Seekers aren’t sentimental about corpses. The bones of a dead relative are no different than a set of clothes or piece of jewelry the deceased wore in life. The basic principle of the Blood of Vol is that what matters is the divine spark (what others might call the soul) and that this is obliterated in Dolurrh. A Seeker pays respects to the dead by recalling their deeds and following their example. The bones the deceased leave behind are a resource to be used, not a thing to be treasured. In addition, while the identity of the donor is noted when the Odakyr Rites are performed, this information isn’t publicly available and the undead warrior doesn’t know the name of the donor.
Were the Odakyr Rites created, found, or both? What was the malign spark that granted them the sudden necromantic advance?
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?
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?
There’s a lot to unpack here.
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 sympathy : if you perform the Rites on the corpse of an expert archer you’ll be an archer, if you perform them on an elite melee fighter you’ll get a melee fighter. But even there, it’s not as if it’s a perfect proficiency match: the Karrnathi skeletons favor a two-weapon style that isn’t a standard technique for Karrnathi infantry. And again, they’re incapable of learning entirely new skills. So you could certainly have a Karrnathi galleon that has a skeleton crew manning the oars, but a) they wouldn’t be skilled sailors and given that, b) they’d likely be mundane skeletons, not sentient Karrnathi undead. However, that same galleon could certainly have a squad of undead Marines (who also have the advantage of not needing to breathe).
Looking to airship paratroopers, remember that airships are a recent development—they’re only been in active use for eight years —and require Lyrandar pilots. Most air battles mentioned in canon involve aerial cavalry: Thrane wyverns, Aundairian dragonhawks. With that said, you could certainly equip undead troops with feather tokens and drop them into enemy territory; as they don’t need food or sleep, can operate tirelessly, have darkvision, and are happy to engage in suicide missions, I’m sure this was done.
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.
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, you’d need the corpse of a dedicated Karrnathi spellcaster. Assuming this is possible, every spellcaster raised by the Rites would have the same spell set, which wouldn’t have anything to do with the spells possessed by the donor corpse, and they couldn’t learn new ones. Given the tie to Mabar, I’d expect their spell selection to mainly be necromantic attack spells.
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.
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?
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/Insight check if you think one is called for.
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?
How would they react if there was a civil war and they were being used on each other?
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?
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, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. Intelligent and Inhuman. Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forcesincluding civilians among those forces-unless given explicit instructions to the contrary. A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw. Undead Nature. A Karrnathi undead soldier doesn't require air, food, drink, or sleep.
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's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control. Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over. The Fall of the Emerald Claw. During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karma th. In the last decade, King Kai us III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kai us sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside-still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.
CHEVALIER OSSEUX ou Chevalier Squelettique Les chevaliers en os sont les champions de l'Ordre de la griffe d'émeraude. Vêtus d'une armure de bonecraft distinctive - une armure lourde ornée des os d'ennemis tombés - ces redoutables guerriers commandent des escouades de soldats morts-vivants alors qu'ils poursuivent les sinistres objectifs de Lady Illmarrow. Patriotes de Karrnathi. Au début de la dernière guerre, Karrnath s'est tourné vers les nécromanciens du Sang Divin pour renforcer l'armée du pays avec des forces de morts-vivants. Les squelettes et les zombies créés par les nécromanciens étaient des créatures insensées qui nécessitaient des conseils. Les premiers chevaliers en os ont été nommés pour assurer ce contrôle. Les paladins dévoués du Sang Divin ont été fusionnés dans des armures de bonecraft, dont la magie concentrait leurs dons divins, leur permettant de commander des unités de morts-vivants insensés. L'armure de Bonecraft ne peut pas être enlevée sans tuer le chevalier qui la porte, et en l'enfilant, chaque chevalier en os a compris que leur ancienne vie était terminée. La chute de la griffe d'émeraude. Pendant la dernière guerre, de nombreux chevaliers en os sont entrés au service de l'Ordre de la griffe d'émeraude, aidant ce nom à semer la peur chez les ennemis de Karma th. Au cours de la dernière décennie, le roi Kai us III de Karrnath a fait beaucoup pour assurer une fin pacifique à la dernière guerre. Selon les termes du Traité de Thronehold, Kai nous a scellé la plupart des morts-vivants de Karrnath dans des voûtes profondes, et l'Ordre de la Griffe d'Émeraude a été dissous. Quelques chevaliers en os sont restés au service de la couronne, mais la plupart ont été mis de côté, toujours liés à leur armure de bonecraft et toujours convaincus de la suprématie de Karrnathi. Ces chevaliers en os estimaient que Kaius les avait trahis eux et leur nation, menant leur ordre autrefois fier pour trouver un nouveau but au service de Lady Illmarrow.



