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<blockquote data-quote="Voadam" data-source="post: 7910454" data-attributes="member: 2209"><p>Eberron: Rising from the Last War</p><p>5e</p><p><strong>Karrnathi Undead Soldier:</strong> 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. </p><p>While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. </p><p><strong>Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich:</strong> Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. </p><p><strong>Undying, Deathless:</strong> The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. </p><p>The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. </p><p>Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. </p><p><strong>Ascendant Councilor:</strong> The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. </p><p><strong>Undying Councilor:</strong> ?</p><p><strong>Undying Soldier:</strong> ?</p><p><strong>Old Dalaen, Ghost:</strong> ?</p><p><strong>Mist Apparition:</strong> ?</p><p><strong>Pfinston Nezzelech, Ghost:</strong> The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.</p><p><strong>Lich-Priest Gath:</strong> ?</p><p><strong>Abactor Hask Malevanor, Mummy:</strong> ?</p><p><strong>King Kaius ir'Wynarn III, Kaius I, Vampire:</strong> ?</p><p></p><p><strong>Undead:</strong> The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. </p><p>Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. </p><p>The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. </p><p>A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. </p><p>In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. </p><p>Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.</p><p><strong>Incorporeal Undead:</strong> Dolurrh Manifest Zone feature.</p><p><strong>Banshee:</strong> Dolurrh Manifest Zone feature.</p><p><strong>Dracolich:</strong> ?</p><p><strong>Ghost:</strong> As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. </p><p>The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. </p><p>Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. </p><p>The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. </p><p>No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. </p><p>Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. </p><p>The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. </p><p>Ghosts might linger in a manifest zone associated with Dolurrh. </p><p>Strong negative emotions can trap a spirit as a ghost or wraith.</p><p>Dolurrh Manifest Zone feature.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Revenant:</strong> Murdered by House Cannith assassins after she learned too much about the house's secret research. </p><p><strong>Shadow:</strong> Dolurrh Manifest Zone feature.</p><p><strong>Skeleton:</strong> 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. </p><p><strong>Specter:</strong> The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.</p><p>Dolurrh Manifest Zone feature.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. </p><p>Strong negative emotions can trap a spirit as a ghost or wraith.</p><p>Dolurrh Manifest Zone feature.</p><p><strong>Zombie:</strong> You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. </p><p>Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. </p><p>Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. </p><p>A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.</p><p>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. </p><p>Mabaran Resonator eldritch machine.</p><p>Mournland Environmental Effect.</p><p></p><p>MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device. </p><p></p><p>DOLURRH MANIFEST ZONE FEATURES</p><p>d4 Feature </p><p>1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign. </p><p>2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended. </p><p>3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead. </p><p>4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost. </p><p></p><p>MOURNLAND ENVIRONMENTAL EFFECTS </p><p>d8 Effect </p><p>1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points. </p><p>2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion. </p><p>3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control. </p><p>4 The area is affected by a silence spell. </p><p>5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area. </p><p>6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight. </p><p>7 All creatures are linked to every other creature in the area as if by the telepathy spell. </p><p>8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7910454, member: 2209"] Eberron: Rising from the Last War 5e [b]Karrnathi Undead Soldier:[/b] 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. While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. [b]Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich:[/b] Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. [b]Undying, Deathless:[/b] The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. [b]Ascendant Councilor:[/b] The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. [b]Undying Councilor:[/b] ? [b]Undying Soldier:[/b] ? [b]Old Dalaen, Ghost:[/b] ? [b]Mist Apparition:[/b] ? [b]Pfinston Nezzelech, Ghost:[/b] The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. [b]Lich-Priest Gath:[/b] ? [b]Abactor Hask Malevanor, Mummy:[/b] ? [b]King Kaius ir'Wynarn III, Kaius I, Vampire:[/b] ? [b]Undead:[/b] The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. [b]Incorporeal Undead:[/b] Dolurrh Manifest Zone feature. [b]Banshee:[/b] Dolurrh Manifest Zone feature. [b]Dracolich:[/b] ? [b]Ghost:[/b] As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. Ghosts might linger in a manifest zone associated with Dolurrh. Strong negative emotions can trap a spirit as a ghost or wraith. Dolurrh Manifest Zone feature. [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Revenant:[/b] Murdered by House Cannith assassins after she learned too much about the house's secret research. [b]Shadow:[/b] Dolurrh Manifest Zone feature. [b]Skeleton:[/b] 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. [b]Specter:[/b] The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. Dolurrh Manifest Zone feature. [b]Poltergeist:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. Strong negative emotions can trap a spirit as a ghost or wraith. Dolurrh Manifest Zone feature. [b]Zombie:[/b] You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. 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. Mabaran Resonator eldritch machine. Mournland Environmental Effect. MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device. DOLURRH MANIFEST ZONE FEATURES d4 Feature 1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended. 3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost. MOURNLAND ENVIRONMENTAL EFFECTS d8 Effect 1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points. 2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion. 3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control. 4 The area is affected by a silence spell. 5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area. 6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight. 7 All creatures are linked to every other creature in the area as if by the telepathy spell. 8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook. [/QUOTE]
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