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3 CHAPTER | SUBCHAPTER CONTENTS CONTENTS CREDITS 2 PURPOSE OF THIS SUPPLEMENT 4 REFERENCES AND FURTHER READING ......................................... 4 HOW TO USE THIS SUPPLEMENT ................................................ 4 HOMELAND & NATIONALITY 5 THE FIVE NATIONS .................................................................... 5 Aundair ................................................................................ 6 Breland ................................................................................. 7 Cyre/The Mournland ........................................................ 8 Karrnath .............................................................................. 9 Thrane ............................................................................... 10 Thronehold/Throneport ................................................. 10 THE FRONTIERS ....................................................................... 11 The Demon Wastes.......................................................... 11 Q’Barra ............................................................................... 12 The Shadow Marches....................................................... 12 The Mournland ................................................................ 12 THE NEW NATIONS ................................................................. 13 Darguun ............................................................................. 13 Droaam .............................................................................. 13 Valenar............................................................................... 14 Zilargo................................................................................ 14 The Eldeen Reaches.......................................................... 15 The Mror Holds ................................................................ 15 The Llhazaar Principalities .............................................. 16 The Talenta Plains ............................................................ 16 DISTANT LANDS....................................................................... 17 Aerenal............................................................................... 17 Argonnessen...................................................................... 17 Khyber ............................................................................... 17 North (Frostfell) or South Pole (Everice)....................... 17 Sarlona ............................................................................... 18 Xen’drik ............................................................................. 18 CHARACTER CLASS ORIGINS 19 SPECIAL ORIGINS 27 Dragonmarks .................................................................... 28 BACKGROUNDS 29 NEW BACKGROUNDS 30 Far Traveler(Eberron) ..................................................... 30 Inheritor(Eberron) ........................................................... 31 Magewright ....................................................................... 32 KEY RELATIONSHIPS 33 Family Relationships ........................................................ 33 Social Status....................................................................... 33 Ally Relationships ............................................................. 34 Rival Relationships ........................................................... 34 Contact Relationships ...................................................... 34 TURNING POINTS 35 YOUR PAST ADVENTURES 38 CROSSED PATHS ....................................................................... 38 THAT ONE TIME BEFORE......................................................... 38 PAST ADVENTURES FOR GROUPS STARTING AT A HIGHER LEVEL ... 39 Sample Group Patron Adventures ................................. 39 Sample file
Transcript

3CHAPTER | SUBCHAPTER

ConTenTsConTenTsCrediTs 2

purpose of This supplemenT 4

RefeRences and fuRtheR Reading ......................................... 4how to use this supplement ................................................ 4

homelAnd & nATionAliTY 5

the five nations .................................................................... 5Aundair ................................................................................ 6Breland ................................................................................. 7Cyre/The Mournland ........................................................ 8Karrnath .............................................................................. 9Thrane ............................................................................... 10Thronehold/Throneport ................................................. 10

the fRontieRs ....................................................................... 11The Demon Wastes.......................................................... 11Q’Barra ............................................................................... 12The Shadow Marches ....................................................... 12The Mournland ................................................................ 12

the new nations ................................................................. 13Darguun ............................................................................. 13Droaam .............................................................................. 13Valenar............................................................................... 14Zilargo ................................................................................ 14The Eldeen Reaches.......................................................... 15The Mror Holds ................................................................ 15The Llhazaar Principalities .............................................. 16The Talenta Plains ............................................................ 16

distant lands ....................................................................... 17Aerenal ............................................................................... 17Argonnessen...................................................................... 17Khyber ............................................................................... 17North (Frostfell) or South Pole (Everice)....................... 17Sarlona ............................................................................... 18Xen’drik ............................................................................. 18

ChArACTer ClAss origins 19

speCiAl origins 27

Dragonmarks .................................................................... 28

BACkgrounds 29

neW BACkgrounds 30

Far Traveler(Eberron) ..................................................... 30Inheritor(Eberron) ........................................................... 31Magewright ....................................................................... 32

keY relATionships 33

Family Relationships ........................................................ 33Social Status ....................................................................... 33Ally Relationships ............................................................. 34Rival Relationships ........................................................... 34Contact Relationships ...................................................... 34

Turning poinTs 35

Your pAsT AdvenTures 38

cRossed paths ....................................................................... 38that one time BefoRe ......................................................... 38past adventuRes foR gRoups staRting at a higheR level ...

39Sample Group Patron Adventures ................................. 39

Sample

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4CHAPTER | SUBCHAPTER

purpose of This supplemenTpurpose of This supplemenT

The following supplement adapts the rules for the Heroic

Chronicles system used in the Explorer’s Guide to Wildemount for the Eberron Campaign Setting.

The system allows Players and Dungeon Masters to tie the stories of the characters together, giving them a cohesive backstory and a solid foundation to build a more compelling group of characters.

The system assumes the Players are using a Group Patron. The order of steps for a Pulp Chronicle is different from a Heroic Chronicle and several new sections have been added to better suit Eberron’s Pulp Noir style. The Tables for each step each have plenty of options to guide the Chronicle depending on the campaign’s style and focus.

Throughout the Supplement, additional resources are listed by various options for Players and DMs to do deeper dives into the established Lore of Eberron.

hoW To use This supplemenTThe Pulp Chronicle System uses a series of Tables and Sections to drill down the why of a character.

This system should not be used rigidly, but rather as a starting point for creative inspiration. Feel free to adjust results to suit your needs. DMs should use discretion for alterations to any results that give bonuses or items.

referenCes And furTher reAding

5e: Eberron: Rising From The Last War(E:RFTLW)Explorer’s Guide to Wildemount(EGW) Morgrave Miscellany(DM’s Guild Product)(MorMisc)Exploring Eberron(DM’s Guild Product)(ExEb)

4e: Eberron Campaign Guide (ECG)Eberron Player’s Guide (EPG)

3e: Eberron Campaign Setting (ECS)Dragonmarked (DMkd)Dragons of Eberron(DoE)Eberron Explorer’s Handbook(EEH)Faiths of Eberron(FoE)Five Nations (FN)Forge of War(FoW)Magic of Eberron(MoE)Secrets of Sarlona(SoS)Secrets of Xen’drik(SoX’d)Whispers of the Vampire’s Blade (Adventure)(WoTVB)

There have been numerous supplements and novels written about the various parts of Eberron that can be consulted for more inspiration. None of these resources need to be consulted to use this system, but many of them can be helpful to both DMs and Players.

A Pulp Chronicle is a combination of the pieces of a character’s Origin, their Key Relationships and complicated by Turning Points.

A Chronicle always starts with an Origin, the starting point of the story. An Origin is is made up of the character’s Homeland, their Character Class and the character’s Background. Origins are taken from all of these sections and combined.

The Origins detailed here are meant to be specific to Eberron, to root the character in something larger. It is one thing to be a Wizard who was taught by a Master Wizard. That could happen in any setting. It is another to say you learned Magic at Morgrave University or learned the sword after being conscripted into the Last War.

After an Origin comes a character’s Key Relationships in the form of their Family, Allies(Backstory Characters helpful to the Character), Rivals(Backstory Characters standing in opposition to the Character) and Contacts(loose connections through with characters can gain information or goods).

A Character’s story is then complicated by one or more Turning Points also called Defining Moments. A Turning Point is an event of irreversible change in a character’s story such as when they became set in their current situation, when a character gained their Background, their Character Class or how they became an Adventurer.

At the end of all this, a Chronicle can contribute Past Adventures to link PCs with each other and their Group Patrons with definite relationships.

Sample

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5CHAPTER | SUBCHAPTER

homelAnd & nATionAliTYhomelAnd & nATionAliTY

Your Story can start with your Homeland and your Nationality. In Eberron, your Nationality can be more of a defining factor than your character race. For example, an Elf from Aerenal would be completely different than a Khorvarian Elf from Breland who grew up around Humans

The Tables also give suggestions for specific roles your character can serve in society.

The five nATions

Origins from HomelandsA Character’s Homeland is not necessarily where they were born, but the culture that defines them the most.

For example, Mariel is a High Elf Character who was born in Aerenal before the Last War, immigrated to Galifar and grew up in what is now Karrnath. In this case, which is Mariel’s Homeland? Depends on what the Player wants.

If Mariel never fit in with the society that became Karrnath, then Aerenal is their Homeland and she could take the Outlander or Far Traveler Background.

If Mariel went to Rekkenmark Academy or converted to the Blood of Vol during the Last War, Karrnath could be her Homeland.

Points on a MapEberron has a lot written about the setting’s history, people and locations, but a good amount of it is undefined or is an open sandbox for DMs and Players to define.

A town or even a City’s name and a point on a map may be the only information available, especially for the smaller towns listed here. The location is otherwise a big question mark. A blank slate for a Player and/or DM to fill in and make their own sandbox.

d10 Key Region1-2 The Five Nations3-4 The Frontiers5-6 The New Nations7-8 Distant Lands8-10 You moved from one Key Region to another. Roll Twice more

and consult the Why did you Move? Table.

Regions of The Five Nationsd6 Region Reference1 Aundair E:RFTLW, Pg 103; FN, Pg. 132 Breland E:RFTLW, Pg 107; FN, Pg. 473 Cyre E:RFTLW, Pg 109; FN, Pg. 774 Karrnath E:RFTLW, Pg 117; FN, Pg. 955 Thrane E:RFTLW, Pg 126; FN, Pg. 1276 Thronehold E:RFTLW, Pg 128

d10 Why Did You Move?1 Work2 Love/Marriage3 The Last War Sent Me There4 To Escape the Last War5 A New Life6 I Have Family There7 Frequent Traveler/Long-Term Business8 “I Don’t Know...”9 Divorce/Romantic Breakup

10 Revenge/Redemption

The Five Nations, Aundair, Breland, Cyre that was, Karrnath and Thrane represent the remains of the Kingdom of Galifar after The Last War.

The Five Nations are generally considered the “Default” starting location for most Eberron campaigns and have the most information available.

Five Nation Background Originsd20 Region Description Background

1 Aundair War Hero of the Aundairian Militia

Folk Hero/Soldier

2 Aundair Member of the Aundairian Nobility

Knight/Noble

3 Aundair Student of the Arcanix Magewright/Sage4 Aundair Magical Performer, Chef

or MusicianEntertainer

5 Breland Part of Sharn’s Criminal Underworld

Criminal, Charlatan

6 Breland A Member of the Sharn City Watch or An Agent of the King’s Citadel.

City Watch, Charlatan, Spy

7 Breland Professor or Student at Morgrave University

Sage/Hermit

8 Breland One of Sharn’s Lowest Classes

Urchin

9 Cyre One of Cyre’s Displaced Nobles.

Noble/Knight

10 Cyre Destitute Survivor or the Mourning

Urchin/Hermit

11 Cyre Mournland Salvager Outlander12 Cyre Last survivor of an Elite

Cyran Military Unit.Soldier/Knight

13 Karrnath Average Karrnathi Citizen Soldier

Soldier, Knight

14 Karrnath Member of the Karrnathi Nobility

Noble, Knight

15 Karrnath Acolyte of the Blood of Vol

Acolyte/Sage

16 Karrnath Member of Karrnath’s Criminal Underground

Criminal, Gladiator

17 Thrane Priest of the Silver Flame Acolyte/Sage18 Thrane Soldier in Thrane’s Army Soldier/Knight19 Thrane One of Thrane’s Nobility Noble/Knight20 Thrane Someone touched by

Dark Power who still fights for the Light.

Folk HeroSample

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6CHAPTER | SUBCHAPTER

Settlements of Aundaird10 Settlement Size Notes

1 Fairhaven Metropolis Captial City. Major Marketplace and home of University of Wynarn.

2 Passage City Major Lightning Rail Station and repair depot. Nobility Vacation Homes.

3 The Crying Fields

Village Haunted Battlefield, Farms, Western Aundair

4 Stormhome Metropolis Island City on Eldenn Bay, Home of House Lyrander

5 Arcanix Village Home of the Arcane Congress and the legendary Floating Towers.

6 Ghalt Village Known for its vineyards.7 Marketplace City Major Trade City8 Lathleer Large Town On the border with Thrane

9-10 Small Town Small Town

AundAir

Small Towns of Aundaird10 Settlement Notes

1 Larunor Southern Aundair2 Windshire Western Aundair, Eldeen Reaches

Border3 Wyr Western Aundair, Eldeen Reaches

Border4 Arckaul Eastern Aundair5 Kerkulin Eastern Aundair on the road to Thaliost6 Bluevine Eastern Aundair near Thrane Border7 Tanar North Central Aundair8 The Starpeaks Mountains in the North9 The Whisper Woods Southern Aundair

10 The Eldritch Groves Central Aundair

Uniquely Aundairian Originsd10 Origin

1 You are are affiliated with or a Scion of House Orien, Dragonmarked House of Passage

2 You grew up a Farmer surrounded by minor Magic.3 You were a member of the Aundairian Higher Classes.4 You went to the Arcanix, Khorvaire’s premier Magic School.5 Your family was displaced when Thrane took your home

during the Last War. 6 Your family was displaced when the Eldeen Reaches seceded.7 Your family was involved in the Lightning Rail Station in the

city of Passage8 You or your family were involved with the Royal Eyes of

Aundair, Aundair’s Intelligence Agency.9 You fought in the Last War as a member of the Citizen’s

Militia.10 You are a regular Aundairian Gourmand and/or Wine

Connoisseur travelling far and wide on an adventure for new food and drink.

Magic and the Aundairian CitizenAundair is a magical place, but that doesn’t mean every Aundairian character needs to be a Spellcasting class or has to take a Feat that enables spellcasting. Those paths are suggested, but are merely stereotypes. They are not and should not be required for play.

When creating an Aundairian character, consider the following in regards to Magic:

• Most of the Magic in Eberron is low-level Wide Fantasy. A Presidigitation Spell may be the only kind of Magic an Aundairian is exposed to on a daily basis.

• Magic is everywhere in Aundair, but there are still Aundairians who can’t do any Magic at all. They may still use Magically enchanted goods and might know the theory of Magic without being able to cast actual Spells.

• Some Aundairians may know about Magic but decide to never use it for whatever reason. There may be people in Aundair who hate the overreliance on Magic who may have different interests.

• Characters with Class Levels are exceptional people. Most magic users may only be able to cast one spell if any at all. Even the professors at the Arcanix may just be experts in the Theory of Magic without the ability to apply much of it with their own hands. This may translate in a character as proficiency in Arcana and nothing more.

• Magic doesn’t have to define your character choices, even as an Aundairian. It can just be flavor or can information characterization and nothing more. For example, an Aundairian may just be unimpressed by Magic.

• Spellcasting and Everday Magic may translate to Aundairians openly descriminating towards those who can’t use Magic. Non-Magic Aundairians may be underserved or treated as second-class citizens, especially by a Magically Proficient Monarchy.

Sample

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7CHAPTER | SUBCHAPTER

Settlements of Brelandd10 Settlement Size Notes1-3 Sharn the City

of TowersMetropolis Largest City. See Sharn: City of

Towers4 Argonth Town Flying Military Fortress5 New Cyre Town Largest Cyran Refugee Camp6 Vathirond Large Town One of the most fought over

places during the Last War.7 Wroat Metropolis Capital City8 Starliskur City Major Lightning Rail Stop on

the Aundairian Border. Home of the Monastery of the Broken Blade

9-10 Small Town

BrelAnd

Small Towns of Brelandd6 Settlement Notes1 Ardev Western Breland2 Cragwar Bordertown in the Mountains near

to the Black Pit, a chasm leading to Khyber.

3 Mistmarch Central Eastern Breland4 Galethspyre Major Port5 Shavalant Northern Breland, run by House

Vadalis6 Xandrar North, Border with Droaam

Districts of Sharnd10 District Notes

1 Just outside the City2 Central Plateau

Roll d6: 1-2: Upper Central Plateau3-4: Middle Central Plateau5-6: Lower Central Plateau

Seat of City Government.Financial District.

3 Cliffside Waterfront District4 Dura

Roll d6: 1-2: Upper Dura, 3-4: Middle Dura, 5-6: Lower Dura

Largest and Oldest Quarter. Home of most of the Working Class.

5 Menthis Plateau Roll d6: 1-2: Upper Menthis Plateau 3-4: Middle Menthis Plateau5-6: Lower Menthis Plateau

Heart of Entertainment District, home of Morgrave University, most diverse part of Sharn.

6 Northedge Roll d6:1-2: Upper Northedge3-4: Middle Northedge 5-6: Lower Northedge

Residential District for crafters, artisans and commoners.

7 Skyway Highest part of the city. Stretches to the Clouds. Home to the impossibly Wealthy.

8 Tavicks Landing Roll d6: 1-2: Upper Tavicks Landing3-4: Middle Tavicks Landing5-6: Lower Tavicks Landing

Blended, Eclectic District. Home of Lightning Rail Station and Airship Docks. The starting point for travelers and immigrants.

9 The Cogs Roll d6: 1-2: The Upper Cogs3-4: The Sewers5-6: The Depths

Industrial Center. Home of Forges, Foundaries and Factories.

10 City of the Dead Sharn’s only crypts and mausoleums. Outside the manifest zone.

d10 Uniquely Brelish Origins1 You grew up on the streets as one of the eyes and ears of a

King’s Dark Lantern.2 You worked in one of the Great Factories3 You were a member of the Brelish Social Elite.4 Your Family is involved in the Brelish Parliament5 You come from the new border with Droaam. You have had

more exposure to “Monsters” than most people.6 You earned an education at Morgrave University7 You or your Family were involved with the King’s Citadel.8 You fought for Breland during the Last War9 You were involved with the Swords of Liberty

10 You were born in Kyrrilspire, a permanent Manifest Zone to Kythri, the Churning Chaos.

Breland Outside SharnSharn is the biggest City in Breland if not Khorvaire and one of the most defined places in all of Eberron. Sharn is a popular starting location for just that reason, but there is a whole Nation of Breland outside of it.

If you are a Brey who is from anywhere in Breland other than Sharn, you might wonder “what else is there?”. In that case, consider the following:

• Breland is an Industrialized Nation that has factories on the verge of true mass production of goods, but still has a Monarchy The Independence of Breland’s people is still visible in the rural areas in the form of the Brelish Parliament, the only one of its kind in the Five Nations. This Democracy is still young and there is a growing movement towards abolishing the Brelish Monarchy completely.

• Sharn is the biggest City in Breland, if not the world, but is not the Capital of Breland. People outside of Sharn might see the people of Sharn as “Big City Folk who have never worked a day in their life” or are “out of touch with the needs of farmers”.

• The Brelish country side is still a place of Farmland, Forests and towns built up around Lightning Rail tracks or abandoned in favor of those that are closer. There are large areas of Breland that still has no industry whatsoever and has been ravaged by the Last War.

• Breland’s industrial economy was built up for the Last War. With the War now over at least on paper, that Industry must find a new way forward or prepare for the next war.

• Sharn itself has a large criminal underworld, but not only are there criminals outside of Sharn, but most of the population are common civilians with a strong sense of independence and a strong work ethic. Sam

ple file

8CHAPTER | SUBCHAPTER

Known Settlements of Cyred10 Settlement Size Notes

1 Metrol Metropolis Capital; “The Rising City”2 Making City House Cannith stronghold.

Theorized where the Mourning began.

3 Seaside Town Vacation Town on the shores of Kraken Bay; Known as a place of peace and tranquility.

4 Eston Metropolis “Where Magic Comes to Life” Former Home of House Cannith.Known for its mechanical marvels and Creation Forges.

5 Lyrenton City Once prosperous. Destroyed during the Last War.

6 Tronish City Western Cyre7 Eastwood

SpringsTown Resort Town for Cyran Wealthy

8 Jarp Town? Southeastern Cyre9 Kalazart Metropolis One of the Great Cities of Cyre.

10 Lorn Town? Southeastern Cyre

CYre/The mournlAnd

d10 Where Were You on The Day of Mourning?1 You were fighting in a Battle.

Roll d6: 1-2: in another Country3-4: in Cyre itself.5-6: deep behind enemy lines.

2 You were imprisoned. Roll d81-2: in Cyre3-4: in an enemy POW Camp5-6: in Dreadhold Prison7-8: in someone’s Secret Laboratory. Roll Location of the Lab Randomly.

3 You were at home in Cyre, but were evacuated just before the Mourning.

4 You were travelling. Roll d6 and Choose or Roll Randomly the locations of your travel route.1-2: On Business3-4: on Vacation5-6: some other purpose.

5 You were on a Diplomatic Mission of Peace6 You were fleeing from the Cyran Authorities. The Mourning

really helped there.7 You were on an Airship. Choose or Roll Randomly the

locations of your travel route.8 You were on the last Lightning Rail out of Cyre.9 You were on a Ship in Kraken Bay or Lake Cyre.

10 You were just outside of what is now the Grey Mist Wall. The Mourning’s Arcane Energy just missed you.

d10 Uniquely Cyran Origins1 You were an Artist who never had anything to do with the

Last War. The Mourning came at you from nowhere.2 You were conscripted during the Last War. It is only because

of that conscription that you survived the Mourning.3 You family was part of the Cyran Social Elite or Nobility whose

holdings were all in Cyre. The Mourning left you completely broke and destitute for the first time in your family’s history.

4 Your work might have been a part of what caused the Mourning. You may never know if your suspicions are true.

5 You were a Diplomat trying to make peace. You were trying to end the War, but everyone still blames you.

6 You were one of of Cyre’s Loyalist Military Volunteers. Despite your dedication to your Nation and your cause, you couldn’t save your nation.

7 You are a part of a Long Lived Race. You remember a United Galifar and are walking piece of history.

8 Your family were legendary Artificers with its own Warforged Servants. When the War ended, the servants left and joined the Lord of Blades.

9 You were involved in one of the Underground Dragonmarked House Facilities in Cyre.

10 You don’t remember anything before the Day of Mourning.

Where Were You on The Day of Mourning?Every Cyre knows where they were on the Day of Mourning. Use the following table to find out the answer to that question.

Regardless of the answer, if a PC is a Cyran, they need a reason to still be alive when their entire country is now dead.

Cyre that WasEberron has left Cyre before the Day of Mourning largely undefined. Recent writings and Keith Baker’s Exploring Eberron has sought to help give specific details about Cyre and its people, but ii still remains largely a sandbox for DMs and Players.

Some key details about Cyre can used to help define a character, even if the nation remains largely undefined in your campaign otherwise:

• Cyre was the cultural c`enter of Galifar. The trendsetters. They set the standards for every other nation. Cyrans as a people are alsop described as being innovators and artists taking the best of every other nation.

• Cyre’s Princess Mishann was supposed to take the crown of Galifar by tradition. It was the other Nations that didn’t recognize her claim and started that Civil War.

• Cyrans were defined by innovation. It was the seat of House Cannith and is continually described as the home of great Artifice.

• Cyre was the home of the Galifar Treasury. Cyre had the largest war chest of the Five Nations, but was surrounded by enemies on all sides. Cyre hired the largest number of mercenaries for their Armies so, it is likely that most Cyrans, especially in the larger cities at the center of the country never saw the war until the Day of Mourning.

Sample

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9CHAPTER | SUBCHAPTER

Settlements of Karrnathd10 Settlement Size Notes

1 Atur City The Ciy of Night. Home of the Crimson Monastery, a major Blood of Vol religious site.

2 Korth Metropolis Capital, home of the Tower of the Twelve.

3 Rekkenmark Large City Home of Rekkenmark Academy, former Military Capital of Galifar.

4 Vedaykar City Home of House Jorasco5 Vulyar Town Home of a Lightning Rail

Station6 Irontown Small Town Mining Town7 Karrlakton Metropolis Home of Sentinal Tower,

the Seat of House Deneith8 Lakeside Small Town Near Lake Dark

9-10 Smaller Settlement or Fort

kArrnATh

Smaller Settlements of Karrnathd10 Settlement Notes

1 Tanar Rath Western Karrnath. Small Castle South of Rekkenmark

2 Vurgenslye Southern Karrnath3 Teryk Central Karrnath4 Ice On the West Bank of the Ice Flow River5 Brek Eastern Karrnath6 Lhaz Eastern Karrnath7 Senne Western Karrnath8 Trag Western Karrnath9 Jern Western Karrnath

10 Fort Bones or Zombie

Forts full of the only still serving Karrnathi Undead.

d10 Uniquely Karrnathi Origins1 You are part of an ancient family line that has been a part of

the Order of Rekkenmark for almost a thousand years.2 You earned membership in the Order of Rekkenmark through

service to Karrnath.3 You were one of the few Merchants, Artisans, Criminals or

other Civilians who managed to escape mandatory military service.

4 Your old identity ceased to exist when you joined the Company of the Skull at Fort Bones, the Captain of Bones made you a Karrnathi Citizen on the spot with a new name.

5 You came up in or around the Crimson Monastery, the largest public shrine of the Blood of Vol in Atur.

6 You saw heavy action in Thrane, Karrnath’s longtime enemy.1-2: You were just a Soldier. You were just following orders.3-4: You still hold great animosity towards Thranes and/or members of the Church of the Silver Flame.5-6: You converted to the Church of the Silver Flame while over there.

7 You defected to Karrnath when the Blood of Vol brought you back to life.

8 You came up in one of Karrnath’s many Knightly Orders. 9 Your family was decimated by the plagues and famine early in

the Last War.10 You were involved in crafting the Undead Armies of Karrnath.

Karrnathi Military TraditionKarrnath has a long tradition as the Military Center of old Galifar. When the Last War started, Karrnath became a Military Dictatorship and began mandatory military service. When making a Karrnathi character, consider the following:

• Everyone serves. It is tradition and Karrnathi follow their tradition with pride. But, not everyone makes it a career. Most folks serve their two years however they can and then go back to their normal lives.

• There are many Military roles and most of them are not frontline soldiers. What part did you play, what did you contribute to the Karrnathi Nation?

• You may work on a set schedule that is efficiently managed.• Karrnath was hit with famine and disease early in the War. You

may have inherited traditions and habits meant to prepare for another plague, famine or other state of emergency.

• The Blood of Vol was the state religion for decades, but it isn’t anymore. Plenty of Karrnathi never joined the church and resent it to this day.

Karrnath and the UndeadKarrnath is infamous for its use of undead during the Last War as well as for the Blood of Vol religion that gave them the Necromancy. But, Karrnath is not a Nation of Necromancers.

Consider the following in regards to the Undead if you are a Karrnathi:

• Karrnath is a military nation. They raised undead armies because they had not other choice. You may see the dead as a means to an end or may disagree with its use.

• Controllable Undead have plenty of practical non-military applications as well. They would have found uses for undead long before Warforged were being used.

• The Blood of Vol don’t worship the dead or undead. The faith see the undead as martyrs for the cause. A follower of the Blood of Vol may be melancholier about Undead Threats, seeing even Vampires feeding on innocents as misguided rather than truly evil.

• Necromancy does not take the place of all Magic and is not as common as Magic is in Aundair, but Necromancy may not have a taboo on its study.

• An Undead Soldier is still creepy to the average person. Just because Karrnath has undead doesn’t mean civilians want them around everywhere.

• The Undead are a huge stigma against Karrnath’s reputation. Members of Karrnathi higher society may still be repulsed by them, but not be able to say anything about it publicly. The lower classes may take pride in their nation, but shame in the stigma of the undead.

Sample

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