Excerpts: ECG Karrnath & Travel in Eberron
Eberron Campaign Guide
In today’s Eberron Campaign Guide preview, we take a look at Karrnath as well as travel within Eberron!
Tradition, discipline, and excellence in all things define Karrnath. A nation with a proud military history, it has stood for centuries as the strongest of the Five Nations, producing the finest generals and armies the kingdom of Galifar has ever seen. These qualities proved the nation’s greatest asset, but also its greatest vulnerability, during the Last War. Although the nation never surrendered, an overreliance on military concerns left it unprepared for different kinds of enemies—plague, famine, and intrigue.
Lore of Karrnath
Common Knowledge: Karrnath controls lands north of the Mournland and the Talenta Plains, stretching down from the shores of Karrn Bay between Scions Sound to the west and the Ironroot Mountains to the east. Dense forest covers most of its western holdings, including the massive Karrnwood and the dark Nightwood. The Ashen Spires rise in the nation’s heart, while the eastern Icetop Mountains lead to the Ironroots beyond. In the southeast, the forested countryside gives way to vast rolling hills and grasslands until it joins the Talenta Plains.
Nature DC 15: The lands are rich and verdant, but an insufficient number of farmers and adverse weather keep the nation from feeding all its people. Food shortages are a constant problem, forcing the nation to import grain from Aundair, the Eldeen Reaches, and Breland. Karrnathi livestock, while not overabundant, is plentiful and of the highest quality. Pork, beef, dairy, exotic cheeses, and butter are staples of the Karrnathi diet, and the nation produces enough of these commodities to export a large amount of them to other nations, where they are viewed as luxuries. Karrnath also harvests its forests for lumber and paper.
Travel in Eberron
In the modern era, the world of Eberron has never been smaller. Travelers no longer face months-long journeys when crossing the continent, not when the lightning rail offers an economical means to reach destinations in a fraction of that time. Even the distant continents of Xen’drik and Sarlona can be reached in short time by elemental galleon or elemental airship. When instantaneous travel is required, House Orien is happy to oblige, offering a vast portal network linking nearly every city and every land . . . for the right price.
Riding horses, ponies, and other mundane steeds are as common in Eberron as they are in other worlds. Griffons, giant eagles, and other flying steeds are also available for those who can afford the price and upkeep. Khorvaire even features several creatures unique to its lands. Whether magically enhanced through guarded rituals, specially bred, or domesticated from the wild, these mounts offer useful abilities to those trained to ride them.
Level 5 Brute
Large natural magical beast (mount)
Initiative +4 Senses Perception +3; low-light vision
HP 76; Bloodied 38
AC 17; Fortitude 19, Reflex 16, Will 15
+8 vs. AC; 1d8 + 9 damage.
The magebred destrier can move up to its speed and enter enemies' spaces. This movement provokes opportunity attacks, and the destrier must end its move in an unoccupied space. When it enters an enemy's space, the destrier makes a trample attack: +6 vs. Reflex; 1d8 + 6 damage, and the target is knocked prone.
When a destrier’s rider charges, the rider gains a +6 bonus to damage rolls.
The magebred destrier gains temporary hit points equal to the rider's healing surge value.
Str 22 (+8)
Dex 14 (+4)
Wis 12 (+3)
Con 16 (+5)
Int 3 (–2)
Cha 10 (+2)