#karrnath
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chaosos59 · 2 years ago
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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 · 2 years ago
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adndmonsteraday · 2 years ago
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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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mimzalot · 1 year ago
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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 · 2 years ago
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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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karrnath · 2 years ago
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It was quite the showing for the Traveler. I expected it to get an easy win because of the changeling connection.
I personally am sad that the Mockery didn’t perform well. I love the Three Faces of War, it’a my favorite Three Faces cult.
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scionofurza411 · 1 year ago
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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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cagemasterfantasy · 1 year ago
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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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lullabydragon · 5 months ago
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Valruna was given a helmet :D
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yellowmagicalgirl · 1 year ago
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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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babybluesquid · 2 years ago
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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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babybluesquid · 2 years ago
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Dagne (Paladin)
Traded away the holy coautl weapon, Garthir, from the Age of Demons which they needed to kill Mordakesh the Shadow Sword in order to get their friend, Nux's soul back. The soul came in a demon weapon, also from the Age of Demons, Saraskha. Dagne decided since it was the same age, it was a workable substitute? They tried to wield it thinking they had the willpower to avoid being corrupted. They did not. Saraskha took advantage of their hubris. Cue the party wrestling it away.
Led the party to go confront Inesa Yanova, main party rival and terrorist, over a chasm. Turns out, Inesa had a whole goddamn army with her hiding just below the cliff face and the entire party was almost TPKed by siege staff artillery. They straight up got deus ex machina-ed out of the situation by the Chamber, and thoroughly chewed out for making such an idiotic strategic blunder.
Just, their whole situation with King Kaius III. Dagne got away with actually insulting the king and trying to arm-twist him into doing things. They left the country multiple times without letting Kaius know beforehand, which really pissed him off. Plus they quit, to his face, because they just hate being under command. Like, they were acting too powerful to control, but Kaius is actually a whole vampire and powerful in his own right. Hard to say whether Dagne was being more brave or stupid in this case.
Bonus: their entire romance with Vaeren up until like session 31 was like a slow motion lighting rail derailment.
I wanna start a reblog chain. please list your D&D character’s name, class, and three stupid things they’ve done during campaign. I’ll start:
Willow Jenkins (artificer)
used all of their hard-won Cannith knowledge and dragonshards to create the magical equivalent of a food blender
went into hiding from pirates - who may or may not want them dead - in the town next-door to the main pirate port city, in the thick of pirate territory. “well as long as they don’t hang out with any of them-” they also befriended the Pirate High Prince’s former First Mate
this I guess
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thelordofblades · 2 years ago
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i love my delightful little kalashtar like. oh yeah dagger? he spends every other month hunting undead from the remnants of karrnath’s army and fighting demons at the border of the demon wastes with his flying telepathic horse and then comes home and doesn't talk to anyone because he's standing autistically behind his husband, EXCEPT during pride month where he does the absolute hardest most banger drag performances in wolf's paw and has to spend the rest of the year deflecting the affections of archfey who think he's fun. he gave my dad the best challah recipe i've ever had in my life. i don't know if he likes me but he did carve me a small charm out of wood when i turned 16.
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444namesplus · 1 year ago
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a adar adderport aelyndar aerenal ahdryatmin ak an and aqat arcanix ardev ardhmen areksul argarak argonnessen argonth arolangard aruldusk arythawn ash ashtakala askelios athandra atoll atur aundair avaroth aventus b baran barra barrel barren bastion bay below bitter black blackbriar blackcaps blackwood blade blades blood bluespine bluevine boneyard borunan brek breland brey bright broken brom bull by byeshk c cairdal castle category cauldrons caves cazhaak cerulean chance chasm citadel city clanhold corvagura cove crag cragwar crescent crimson crossing crown crying cyre d dagger dannel danthaven dar darguun dark daskaran dawn dead deathsgate deep deepdark delethorn demesne demon desert desolate desolation deth dhak dhakaani dhavin dol dollen dolurrh dor dowron draaka draal dragon dragonreach dragonroost dragonwood dread dreadhold drik droaam drum durat duskwing duskwood dvaarnava e eastwood eberron eldeen empire endworld erlaskar esk eston everice eyes eyrie f face faded fairhaven fairhold fangs farlnen festering field fields fire first fist five flamekeep flint forest fort frostfell g galethspyre galifar games ganitari gap garay gate gatherhold gathering ghalt ghoza glass gloaming glowing glyphstone goradra gorge gorgonhorn gray graywall great greenheart greenland greentarn grimwall gulch gundrak h haka halkhad hall harbor harrowcrowns harrowgard harvest hatheril havrakhad haztaratain highwater hills hilt hoarfrost holds hollow holt howling hydra i ice icehorn icemaw inner ironroot irontown island isle j jarp jern jhegesh jin jungle k ka kalazart kanatash karnel karrlakton karrnath karrnwood karthoon kasshta keep keeper kenn kennrun ker kerkulin keth khashana khorvaire khyber king kingdom knowledge korranberg korrandar korth korthos korunda krag kraken krona l lair lakashtari lake lakeside lanamelk lanharath larunor last lathleer lessyk lhaz lhazaar lidless light liugwen location locations loom loran lorn lost lyrenton m making maleer malharath malshashar mar maradal marches marguul marketplace marquan marsh mel menechtarun merylsward metrol mevakri minharath mirrors mist mistmarsh monastery moonshadow moonwatch mordai morningcrest mountains mournland mror mun n nail narath natek nathyrr nations nevitash new newthrone nightbit nightwood norinath novakri nowhere o obsidian of olath on onatar orcbone orgalos orioth orthoss oskilor otharaunt overlord p pain panitari parmelk pass passage paw peak peaks peninsula pillars pit plains plateau port post pra pride principalities pylas q qalatesh qat quesk questor r rage rath ravar reaches realm red regalport region rekkenmark rellekor rest reven rhashan rhenshia rhonewatch rhukaan riedra ring ringbriar river rock rotting ruins ruukosi s sarlona saval scions sea seaside seawall senne sentinel seren seven shadow shadukar shae shalquar sharavacion shargon sharn shavalant shield shining siber siberys sigilstar silver sinara siyar skyfall smuggler sorashana sorrowdusk sorrows sound springs starilaskur starpeak sterngate stone stonespur stormhome stormhorn stormreach storms straits sun sunscale sword swoz sylbaran syrkarn t taer tal talaear talenta tamor tanar tangleroot tansend tantamar tapestry tarandro tariston tarn tashalatora tashana teeth tellyn tempest teryk thakakhad thakashtai thaliost tharkgun thatari the thinharath thousand thrane three threnal thronehold thunder thunderwall thurimbar til titan tol tooth tor torch torvhak totens tower traelyn trag traglorn trebaz trolanport tronish tundra turakbar twilight type tzanthus ul underdark v valaestas vale valenar valiant valiron valley valshar varna vast vathirond vedykar venomous verge vigilant vom vralkek vulyar vurgenslye w ward warden wastes water whisper white windshire wolf woodhelm wroat wrogar wyr wyrmwatch wyvernskull x xandrar xen xephanan xirek y yrlag z zantashk zarash zi zilargo zilspar znir zolanberg zombie
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godofgrapes · 1 year ago
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Leo Brierin, the Lion of Lai’Brierin
Bladesinger Wizard
Brigadier General Leo Brierin, the Lion of Lai’Brierin, is the most powerful battle mage in Karrnath, a direct agent of the crown, and a pain in the ass of everyone he meets.
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plinchy · 2 years ago
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I like how this shifter came out. Also, can you tell what the bugbear and warforged are based off of? Read more for context and the answer
I played in an Eberron one shot where we were all captured as (mostly) prisoner's of war in Karrnath (taking place during the Last War). I played as a small shifter ( I think Longtooth?) with anger issues named Liza. Paladin of Conquest. The hubby played a bugbear monk named LUTEO and an early model of a warforged in his backpack named HARMON. His commitment to the bit always blows me away. Harmon (the bird) did most of the talking, but Luteo (the bugbear) did the fighting and actual playing. Harmon was 'translating' for Luteo to the rest of the party (we'd meet at the yard during breaks, but I had an NPC as a cell mate. Luteo and Harmon had the medusa player as their cellmate HAHA) I drew both of our tokens for the session. The DM drew the other players (2 others) and all other in game tokens. He also posts some of his and my art @eberronm It's Banjo Kazooey. He did all the noises and BRRRRRRRRRRRING for the bird. i loved it so much
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