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#Karrnath
chaosos59 · 10 months
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My writing project for the last 9 months has been this deep dive into Karrnath. I knew that a nation as old and as large as Karrnath was being underserved by canon's focus on national identity, so I crafted eight distinct duchies to provide regional identities that refine the national martial character.
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babybluesquid · 1 year
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karrnath · 1 year
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Come join the Blood of Vol, we have
-blood
-cool red pyramid
-dead people
-you are a god
-support groups
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miss-story · 2 years
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the creak of gear and the hiss of steam of the cogs faded into a hum as a pleasant numbness overtook his tired body. It dulled the sting of his aching wounds, and a euphoric bliss buried his fears and heartbreak. There was nothing left. It was better to be forgotten and cast into the dregs of society. Deep below everything, his friends would be safe from any ill omens he might bring.
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adndmonsteraday · 11 months
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A sorrowsworn is a creature that preys upon strong feelings of sadness and melancholy. Though some believe them to be demons, others believe they are a shadow creature that are manifestations of the Shadowfell and death incarnate.
At a whim, the sorrowsworn has an aura that encourages intense feelings of despair and sadness from the target. They prefer to prey on victims from the shadows, and use magic to remain unseen and unknown.
Sorrowsworn who lurk in the shadows prefer weapons of claws or scythes to attack their targets.
They were lured to the realms of Aundair, Breland, Karrnath, Thrane and the Mournland after the Last War, and make their lairs in ruins close by to batlefields.
Sorrowsworn are also believed to be servants of the Raven Queen.
Source: https://eberron.fandom.com/wiki/Sorrowsworn
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sovereignsabove · 2 years
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From The Weekly Firebrand (Thrane) Special Edition, 20 Rhaan, 998 YK
COMPOUND FRACTURE
A devastating blow to the worlds of education and natural magic today: The Compound, the alchemical institute centered in Sigilstar was the site of a terrible, tragic accident this week, resulting in the deaths of all 84 students, 12 faculty, and all but one postgrad researcher. Local guards report that sometime during the heavy lightning storms plaguing the town recently, a large supply of Strzygwort condensate caught fire in the central stairwell of the institute. Strzygwort was the subject of a recent published study lauding its evaporant’s healing properties, but this seems to be the hidden downside to the proposed panacea. Strzygwort’s condensate, when burned, produces a vapor that effects a near universally fatal reaction when inhaled. According to experts, Strzygwort condensate poisoning would have been extremely quick and painless; victims hearts and brains would stop before they had time to register anything was wrong.
Investigators say they have cleared the survivor of any wrongdoing, but that she will be held for further questioning by Master Inquisitives when they arrive in town. In the meantime, guards are calling this a tragic accident, a reminder that even experts can fall prey to their own studies if they are not careful. The Khorvaire Society of Alchemists is also calling for an immediate criminalization of Strzygwort, saying the potential healing properties do not warrant the danger of the process’ waste product.
A vigil remembering the lost scholars will be held this Sar, weather permitting.
BARON STORMING, AERIAL CIRCUS
In a bizarre turn of events in the wake of House Lyrandar’s historic exclusive transportation agreement with Karrnath, a high-profile airship crash has thrown the entire agreement into disarray.
Early Zol, in the Thrane town of Sigilstar, Baron Kwanti d’Orien and an unknown female guest boarded a privately booked airship, attempting to reach Flamekeep in time for a series of meetings. Reports reached this news outlet almost before the airship had arrived. The fact that the head of House Orien was booking airships rather than taking his own trains would, by all rights, make for great Gotcha Journalism, and that brand of headline might even have made today’s front page if not for what happened next.
Witnesses say the Baron was rushed aboard by a rude and impatient captain, one Wirther Doorwright of Sharn. Baron d’Orien was concerned about inclement weather, especially the second tornado that had touched down outside of town. However, Doorwright pressed the issue, saying he was on a schedule and would leave without the Baron if he didn’t board immediately. The airship took off without incident, but shortly outside of town, seemingly without cause, the airship crashed. Due to the inclement weather, there were very few witnesses outside on the scene other than the Captain and his passengers—the only exception being a small adventuring party investigating the tragedy at The Compound.
The airship’s elemental ring shattered on impact and the fire elemental inside was loosed, furious and rabid. Baron d’Orien and his traveling companion were saved—only barely surviving the crash and still both in critical condition in a House Jorasco hospital in Sigilstar. The adventuring party on hand was able to defeat and kill the outsider, but not before it had itself burned to death both Captain Doorwright and the airship’s third passenger: one Vydo d’Lyrandar.
Vydo d’Lyrandar was an airship captain of some renown, and the airship was one of his four-airship fleet. Witnesses say Vydo had been at a fundraising event hosted by d’Orien the night before, but no one had seen him board in Sigilstar. Vydo is survived by a wife and eight children.
However, his presence has sent shockwaves through the international community, as Baron d’Orien says he was not aware of the man’s presence; he even willingly submitted to a Zone of Truth to confirm his claim. Inquisitives now believe the two captains were planning an assassination attempt of Baron d’Orien and that a disagreement led to the crash and their demise. If the adventuring party had not been in the vicinity, all four would have died anyway.
Because of such a high-profile potentially traitorous clash between two Dragonmarked houses, Karrnathi transportation department officials have announced they are putting all plans for airship collaboration on hold indefinitely.
House Lyrandar has denounced the incident as the work of a lone madman, but their protests seem a bit tonedeaf, as, just last month, Vydo d’Lyrandar was personally gifted two airships by Baron Esravash d’Lyrandar herself.
Master Inquisitives have been called to investigate, although their arrival has been delayed by the aforementioned twin tornadoes.
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mimzalot · 6 months
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NEW D&D SEASON AHOY! Same characters, same universe, brand new leg of the adventure! Here's what to expect:
Newcomer-friendly. We'll be recapping all the major plot beats in the opening and reintroducing characters as they pop up. If you've ever wanted to hop onto Metanoia Blues but been overwhelmed by the backlog, here's a good re-entry spot! For everything else, there's our Wiki and a Cheat Sheet or you can join the discord server.
Podcast time! What we're calling "Season 2" of Metanoia Blues is going to be available as a podcast. Season 1 will remain on Youtube (edited) and Twitch (raw).
New Assets. The team's been hard at work updating some of our stream assets so even if you're only here for the art, come along and see all the fun new stuff we've gotten together!
Not long now until we're live ✨ Join us as we begin our voyage across the seas to mainland Khorvaire - we have memories to recover and cults to uncover and mysteries to solve!
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captainkingsley · 10 months
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also I don't touch on it in what I've written so far but in the Eberron au, Fjord, upon meeting Molly, has major internal fear because Kingsley was one of the crew mates that got involved with the bloodsails
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toranstarfall · 5 months
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Ebberon is my favourite D&D published world. I will go over my reasons why. They are not ranked.
1. Aesthetic. The whole vibe of magic with technological elements and tech with magical elements is top tier. The layer of grunge adds to it.
2. The tech. Flying ships and lightning trains? Fuck yeah! Artificial beings with souls? Right on! Magic blended with tech? Let's go!
3. The moral complexities. Eberron has it so no natural creature has a natural inclination towards good or evil. That is entirely based on society and that specific creature. Most nations are not clearly good or evil. Karrnath, a nation that is associated with the undead, would be evil in most worlds, but it has moral complexities that make it not clear cut. The only nation I would call truly good is the Ghaash'kala, a group of primarily orcs that contain the evils of a demon-infested area from the rest of the continent, and even they are not fully good.
4. The harsh reality. Eberron addresses gritty topics not found in most D&D worlds. The entire continent is in a state of cold war, with the previous war ending because one of the countries was annihilated by a mysterious magical disaster, and everyone is in fear of it happening again. Warforged, robots with souls created purely to fight in the war, are now freed, but many refuse to welcome them or even consider them people. The warforged are left knowing nothing but how to fight, and were given no resources to help them adapt and join society. Refugees from the destroyed country have been welcomed by the government of another nation, but face xenophobia from many of the populace.
5. Religion. While the gods of other D&D worlds may be proven by the power they give to clerics, in Eberron, cleric powers can be created from the force of belief, and the main pantheon, with no other method to prove itself, has its existence neither proven nor disproven.
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dungeonmastertyrant · 3 months
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Rogue (Phantom)
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
Whispers of the Dead: When you choose this archetype at level 3, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Wails from the Grave: At level 3, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tokens of the Departed: At level 9, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
Ghost Walk: At level 13, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
Death's Friend: At level 17, your association with death has become so close that you gain the following benefits:
When you use Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.
At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
Source:  Tasha's Cauldron of Everything
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metanoia-blues · 1 year
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01. METANOIA BLUES - The Lonely Lighthouse
Next Chapter →
In the sleepy fishing village of Salvage, Luca, a displaced ex-soldier from Karrnath, seeks out the arcane tinkerer Willow Jenkins hoping they can help repair his badly damaged prosthetic arm. In order to earn money for parts, the two accept a lucrative if strange job: investigate an abandoned lighthouse that has suddenly stopped working after a storm.
Arriving at the lighthouse, the two encounter the mysterious warlock, En, who became paralyzed by a magic trap while investigating the lighthouse for their own reasons. Breaking the enhancement on En, our heroes find their exit blocked, forcing them to ascend the lighthouse in hopes of dispelling the strange magics that plagues it. Along the way they face off against magic traps, possessed household items, and a furious, wailing spectre that chases them away. 
As the trio explores, they discover a series of scattered journal entries belonging to the former lighthouse keeper Duncan. These notes reveal him to be the poltergeist haunting the lighthouse. They tell the story of a lonely man, except for his romance with a sea captain named Varis Greenleaf. All is not as it seems, however, as one entry explains that Duncan made a sinister bargain with a hag to win Captain Varis’s heart. After Varis fails to return from sea, Duncan steals a conch shell from the hag in hopes that its magical properties would summon Varis home. This thievery results in a curse that leads the keeper to take his life.
While wandering the caves running under the lighthouse, the trio finds not only a group of skittish seaspawn but also the Captain's Log belonging to the vanished Captain Varis. According to the grim account, when Varis eventually returned to the lighthouse with his crew, he encountered the wailing spectre and became trapped on the island by a strange storm. He saw visions brought about by the magic conch shell, grew sickly, and with no hope for escape, succumbed to a curse that transformed he and his crew into seaspawn. 
In hopes of conversing with the cursed seaspawn, our heroes bribe them out of hiding with food. Though the seaspawn are unable to speak, the trio manages to communicate with Captain Varis through crude scrawling in the sand. Unfortunately, the Captain is unable to give them any further information, not even aware the spectre is his former lover Duncan. He can only wish the trio good luck.
Armed with the conch shell Willow swiped from the spectre, a music box that had been a gift from the Captain to the keeper, and En’s arcane knowledge about dealing with hauntings, the trio confront the spectre once more. Through their combined efforts, they manage to defeat the poltergeist for good. The relentless storm finally breaks, and the three are able to leave the lighthouse.
Though free, our heroes unanimously agree that they should attempt to liberate the cursed Captain and crew still trapped in the caves under the lighthouse. They intend to do this by returning the magical conch shell to its original owner: the hag known as Old Aggie Eeltongue.
Next Chapter →
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Tales from The Kobold Press, Vol. 1
Blizzablorp found himself in the middle of an emergency call to arms for the entire guild. Blizzablorp had no idea what this meant, and assumed it meant war. Blizzablorp gathered his supplies and hurriedly assembled on the guild's airship, ready for mission briefing.
"We are gathered here today because of the undead situation in Karrnath, and are on our way to assist in dispatching the roaming bands of undead aberrations." cried Percy, the acting leader of the party. "We may also have other problems we will need to attend to while we are in Karrnath that our leader Baapo is currently researching inside."
Everyone scrambled back out to do whatever they needed to around the ship, and Blizzablorp had lots of fun! Blizzablorp made so many new friends and drew so many people! Blizzablorp had so much good food and slept in a huge bed all by himself!!
Then Blizzablorp and his friends came to the Mournland. The bad awful humans in Thrane wouldn't allow Blizzablorp's friends to pass through their air! They weren't even using it!!! Blizzablorp was not thrilled at all, because that meant Blizzablorp's friends would have to go through the dark and scary and foggy Mournland.
Everything went smoothly at first in the Mournland, with Blizzablorp downstairs so he wouldn't be in the fog very much. Blizzablorp got to eat and talk to his new friends when suddenly, evil zombie doggies show up! These dogs were so big, they were bigger than even Blizzablorp's new friends!
Not to worry though, Blizzablorp started singing and gave his new friends a burst of strength and then burst into action! Blizzablorp moved too slow and didn't see the dogs coming and they slashed at him! Luckily for Blizzablorp, he was too nimble for these dogs, and they couldn't seem to hit him at all.
Blizzablorp swung right into action! Blizzablorp swiped at them with his trusty pickaxe and killed two of them right in the head before they faded away into a shadowy goop. Blizzablorp shared his healing potion with one of his new friends and we never saw them again.
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Recreation of Blizzablorp's new friends drawing, done by Blizzablorp.
Written and edited by Blizzablorp.
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babybluesquid · 11 months
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Armae suddenly raises her hand and lifts Dagne’s visor, stares at the skull underneath with an expressionless face, then lowers it, “you’re not Iura Josan though.”
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yellowmagicalgirl · 8 months
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I was reading through Cultures of Karrnath and now I want to play a Celestial Warlock who attended Atur Academy, made a deal w/the Throne of Death (or one of its servants), and her patron gave her a cool scarf that looks like pastel wings, and it's the least goth piece of clothing she owns. She's probably either a human or a dwarf.
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childofeberron · 2 years
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when you die in karrnath you automatically join the skeleton war
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rebuketheviolent · 2 years
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thinking about barlowe and how fucking hard it was to get food in karrnath during the wide-scale famines of the last war and how much she hated it. how often she’d go hungry to make sure younger members of the clan ate. how that influenced her [REDACTED]. how metrol sucks BAD but at least she’s capable enough to get enough ration chits to eat regularly and doesn’t feel she can really complain about the taste of the ragout when it’s there and edible
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