Karrnath Heroic Chronicle

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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by HasbSamplero Europe, 4 The Square, Stockley Park, Uxbridge, file Middlesex, UB11 1ET, UK. know your character’s race, religion, backgrounds, classes, Introduction and name. The following supplement is a useful tool to create a A Life character who is rooted and integrated into the world of This section flls out your life within your homeland, akin to the life path system of the Cyberpunk and beginning with a favorite hallmark. While the hallmark is an Witcher games or the Heroic Chronicle system in the aspect your character can latch onto, the milestone tables Explorer’s Guide to Wildemount. This system will walk you will help you fesh out your character’s backstory and help through using your Player’s Handbook with Eberron: Rising you create their future. from the Last War to create your Karrnathi character; both of these books are required for this supplement. Other helpful materials are Xanithar’s Guide to Everything, Explorer’s Guide Milestones to Wildemount, Ghosts of Saltmarsh, and, of course, and Keith This section in each homeland allows you to discover Baker’s Exploring Eberron, and Eberron Confdential. certain early life details for your character. Before beginning Additional books are referenced throughout this resource, with the tables here, it is recommended that you roll for but are not required. If you fnd yourself rolling a character their birthplace, siblings, family, childhood home, and option which needs a book you do not have, you will want to childhood memories, check into the tables on Xan 62-64. roll again or choose a diferent option. This supplement is You may also want to look at the tables for background and but a part of a larger chronicle system coming soon. class origins on Xan 64-69, but you may be interested in using the following options for your Fateful Moments, Secrets, and how the Last War afected you. While it is Homelands always fun to roll randomly, it is a great idea to examine The homeland is the central part of creating a character in which characteristics create a character you want to play. Eberron. Once you fnd a homeland, a lot of aspects about your character will fall into place. Each homeland has Fateful Moment several details which your character likely knows about their Every character has one fateful moment which set their home and can give you a feel for the environment you lived destiny and ignited the spark within them, making them a in. hero. Traits and Gifts Secret Most characters in Eberron are riddled with secrets, regrets, To signify the degree to which a homeland afects a and faws. Roll on the table, use “Eberron Confdential,” character, instead of their race, there is a list of character and/or work with your DM to create a secret for your traits common to your homeland which can be switched character. with one of your racial character traits. In addition to traits, ability score improvements provided The Last War by nation are recommended to be used in conjunction with The Last War was wide ranging and afected people from all the racial ability score improvements. Using the rules from over the world of Eberron. It is unlikely that your character Tasha’s Cauldron of Everything, look at the ability score was unafected in some way; here are specifc ways your improvements provided by your homeland and race and character may have been afected by Last War. For more choose which ability gets a +2 and which gets a +1. ideas, check out ExEb 23-24. Besides the traits and ability score increases, it is very likely that your character takes the homeland language Family Status instead of any racial language trait-- though they likely take Sometimes families can be messy; even those on the best their racial language as their additional language if one is terms may have been afected by the political powers and provided. the Last War. You may use the family status tables to explore Finally, each homeland has Epic Gifs akin to the how your family’s status has changed since the Last War. supernatural gifs of or the dark gifs of Ravenlof. Check with your DM before adding these to your character. Other Milestones For other milestones of your character’s backstory, you may Settlement want to roll on the Life Events tables on Xan 69-72. Work with your DM to make these events ft within your The settlement tables provide a location to root your campaign. character. You likely have people you know in your home settlement location and may receive advantage on rolls to Additional Characteristic Options know the people and area of your settlement if any are This section adapts some background choices to create a required. character which fts from the homeland of your character. It Settlements also will come with some character ideas. is recommended that if you randomly roll, check the same These ideas may help you root your character but are not numbered result from the background and the homeland necessary for every character from a settlement to follow. and decide which fts your character best. Additionally, there is a table which adapts the Seeds of Fear from the Van Heroes Richten’s Guide to Ravenlof to help you come up with a character with fears for a game with horror themes. Most Sampleheroes from a homeland in Eberron have certain file options which appear more ofen than others, signifed in the tables of this section. At the end of this section, you will Gathered Whispers (VRR 23): You have always heard the voices of the dead. Take the gathered whispers dark gif Karrnath outlined in the Ravenlof sourcebook. The nation of warlords could not withstand the advanced Touch of Death (VRR 26): You have been infused with magic used by the other nations, nor keep up the fght necrotic energy. Take the touch of death dark gif outlined against the armies of . Karrnath, turning to the in the Ravenlof sourcebook. faith of the Blood of Vol, began to bolster their armies with Watchers (VRR 27): You are always watched by a power the undead. beyond your understanding. Take the watchers dark gif outlined in the Ravenlof sourcebook. Capital: Korth Iconoclast (MOT 12): You follow the Blood of Vol. Take the Government & Leader(s): Militocratic Monarchy, King Kaius iconoclast supernatural gif outlined in the Theros ir’Wynarn III and his Jarls. sourcebook. Primary Language(s): Common, Old Karrnathi, Ancient Hollow One (EGW 182): You died and the energies of Mabar Common brought you back to undeath. Take the hollow one State Religion(s): Sovereign Host, Blood of Vol supernatural gif outlined in the Wildemount sourcebook. Currency: Platinum Dragons, Gold Galifars, Silver Sovereigns (Kaius III), and Copper Crowns. Commerce: Ale, Dairy, Livestock, Lumber (especially Mabaran Ebony), Paper, Textiles, Khyber Crystals, Risian Shale, Shavarran Chert, Mabaran Obsidian Military Defense Focus: Martial Discipline, Undead Infuential Factions: House Jorasco, House Cannith (East), House Deneith, Sentinel Marshals, House Ghallanda, House Orien, House Thuranni, House Kundarak, House Sivis, Vedykar Sentinel (newspaper), Order of the Emerald Claw, Military Academy of Rekkenmark, Children of Winter, The Aurum, The Chamber Karrnathi Traits Ability Score Increase. +2 Constitution or Strength, +1 Dexterity or Intelligence. You may choose to use your racial ancestry ability score increase or mix them according to the rules in Tash. Languages. You can speak and read Common and one other language of your choice. Karrnathi Settlements Martial Adept. Gain the Martial Adept feat (PHB). Natural Athlete. Gain profciency in Athletics. Karrnath Settlements Table Cold Born. You are acclimated to cold temperatures, as d100 Settlement d100 Settlement described in chapter 5 of the DMG. 1-30 Korth (Capital City) 86-89 Vulyar (Town) Dwarven Combat Training. Your culture’s close contact with 31-43 Rekkenmark (City) 90-92 Vurgenslye (Village) Mror dwarves gives you profciency with the battleaxe, 44-53 Karrlakton (City) 93-94 Bastion (Military Outpost) 54-63 Vedykar, (City) 95 Fort Deepdark handaxe, light hammer, and warhammer. (Military Outpost) Dwarven Armor Training. Your culture’s close contact with 64-73 Atur (City) 96-97 Tanar Rath or Loran Rath Mror dwarves gives you profciency with light and (Military Outposts) medium armor. 74-77 Teryk (Town) 98 Loomkeep Crusher. Take the crusher feat (Tash). (Military Outpost) Fighting Initiate. Take the fghting initiate feat (Tash). 78-81 Lakeside, dwarf (Town) 99 Taer Syraen Piercer. Take the piercer feat (Tash). (Military Outpost) Slasher. Take the slasher feat (Tash). 82-85 Irontown, dwarf (Town) 00 Ft. Zombie or Ft. Bones (Military Outposts)) Epic Gifts Player characters are intended to stand out from the crowd Karrnath Settlement Character in Eberron. If your DM allows, a player character may start a game with one of the following epic gifs in addition to or Ideas instead of a racial trait, or fnd themselves bestowed with it 1. Korth: The great city-fortress of Korth, capital of Karrnath through the events of the campaign. is the home to the grand army and to some of the fnest Unscarred (MOT 17): Take the unscarred supernatural gif smiths of all Eberron. As such, it is a great place to have a outlined in the Theros sourcebook. You have survived background like a guild artisan who focuses on armor or countless battles and been emboldened by your lack of weaponry, a guild merchant who sells them, or a soldier injury. who uses them. While barbarian, fghter, and ranger are Echoing Soul (VRR 22): Take the echoing soul dark gif encouraged, the artifcer is also a class which fts here-- outlined in the Ravenlof sourcebook and work with your especially choosing the battlesmith subclass. DMSample to create a the details of the past life or lives your 2. Karrlakton: A patriotic city, bufilet one with a variety of character experiences. mercenaries due to being the home of House Deneith. This is a great settlement to have the folk hero background with as many of marshals are which they did not want to leave, especially if they had to centered on this settlement. start over in Mror. The dwarven lords of Karrnath are 3. Rekkenmark: A home to higher learning, especially in among the most loyal to the crown and the fercest the art of war. This is a great place to have the soldier, opponents of the peace signed with the Treaty of sailor, knight, or even noble background. Most come to Thronehold. Rekkenmark to learn a martial class: especially the 3. Stout and Mark of Healing Halfings: The halfings who battlemaster fghter subclass. choose to live in Karrnath are a particularly hearty folk 4. Atur: The City of Night is the stronghold of the Blood of and bring a ferocity to battle which can only come from Vol faith. As such, it is a great location for an acolyte, sage those trained by the Talentan. The few halfings lords are or folk hero background as the majority of the population known to be great mounted combatants; one of which still has come there to learn about the philosophy and practice uses the dinosaurs of the south. The house of healing openly. Atur is perhaps the best place to originate wizards fnds ample use for its skills in Karrnath and has become who focus on necromancy. wealthy serving the nation which prides itself on martial 5. Lakeside or Irontown: These two locations are on the combat. border with the Mror Holds and focus on industry and 4. Shifers: The shifers of Karrnath clashed with humans production. These are excellent places to center a before unifed by Karrn the Conquerer. Now, though they character who wanted to get out of their small town or make up a relatively small amount of the population, they was happy originally in an industrious background. These stand out as excellent soldiers, and trackers under the towns have a high percentage of dwarves. three shifer warlords who stand with Kaius III. 6. Any Military Outpost: Those who serve at military 5. Seeker, Mabaran, and Fallen Aasimar: The aasimar of the outposts are generally of the soldier background, though Karrnathi people are typically related to their faith in the there are a variety of other needs to be met to keep such Blood of Vol, connecting their belief to the destiny of a outposts up and going. While most are fghters or child, or to being in proximity to a Mabaran manifest barbarians in class, there are necromancy wizards at zone. However, even those supposedly touched by the every location to ensure the stability of the undead Sovereigns fnd themselves altered by the dark land of the legions. north and become fallen aasimar. 6. Dhampir: While always choosing to keep their identity a secret, there is a small population of dhampir, Karrnathi Heroes half-vampires. Some dhampir thrive on their bloodlust, Use the following tables to get ideas for your character’s some do their best to abstain, but all know that revealing race, background, class, and name. their nature will likely get them killed. While most dhampir know the vampire who sired them, some are lef Karrnathi Races in the dark as to their origins. Karrnath Races Table d100 Race d100 Race 1-31 Human 79-83 Mark of Healing Halfling 32-51 Mountain or Hill Dwarf 84-85 Dhampir or Reborn ancestry (roll again for race) 52-61 Stout Halfling 86-88 Mark of Making Human 62-70 Shifter (Beasthide, 89-98 Goliath Longtooth, or Wildhunt) 71-73 Seeker, Mabaran, or Fallen 99 Other Race Aasimar 74-78 Mark of Sentinel Human 00 Other Karrnathi Racial Character Ideas 1. Humans (including ‘marked): The most common race in Karrnath and the one which has the most representatives in the warlords who hold power there. The humans typically gather around physical strength, tactical strength, and the strength of bloodlines. Lords come from 7. Reborn: The dark energies of Mabar were known to bring noble lines running back centuries, most related to an some people back from the brink of death. Instead of important battle in Karranthi history. It is no surprise the rising as zombies or skeletons, they were brought back the mark of sentinel is so widely exhibited here, nor that through a stronger magic as the reborn. House Deneith seeks to make its home in Karrnath. Most 8. Goliath: The goliaths who immigrated to Khorvaire long of its mercenaries are Karrnathi, though their ultimate ago found kinship with the humans of the lands of allegiance is to Deneith frst. Afer the Mourning, House Karrnath. While they are not a large number, the goliaths Cannith East formed around the most skilled battlesmith, follow their high chief-- who bows only to the king of and arguably the most powerful artifcer alive. Karrnath. 2. Mountain or Hill Dwarves: For much of human history 9. Other Dragonmarked Options: As one of the Five on Khorvaire, the Mror Holds were a part of Karrnath. For Nations, every dragonmarked house is found in Karrnath, this reason, so much of human culture in Karrnath was though usually only in the civilized locations due to the shaped by the dwarves. Even though the Mror Holds broke dark nature of the land. Mark of warding dwarves focus Sampleless on banking (though they sfiletill do that) and instead away from Karrnath, choosing to be independent of any human rule once and for all, some dwarves decided to ensure that village, town, and city walls stand. Thurrani stay in their homeland. Many of these had built up lives elves fnd work as assassins. Hospitality halfings run bars