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    Default This is Karrnath!

    Introduction
    Karrnath is one of the most prominent kingdoms of the plane of Eberron. It was one of the five great nations that clashed during the cataclysmic Last War, and emerged from it, not victoriously, but in a position of power. Ruled by the vampire king Kaius III, it is a nation of both martial might and necromantic magic. This is exemplified in the Karrnathi undead, elite undead created from fallen Karrnathi soldiers. They are alchemically treated to be stronger and tougher than normal skeletons and zombies, and possess a malevolent intelligence making them capable of thought. These undead soldiers, fanatically loyal to Karrnath, were essential to fighting the Last War, and remain a large part of the Karrnathi military today. Below are several new kinds of Karrnathi undead for use in Eberron campaigns.
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    Karrnathi Lancer
    Medium Undead
    Hit Dice: 5d12 (32 hp)
    Initiative: +0
    Speed: 20 ft. in armor (4 squares, can’t run), base 30 ft.
    Armor Class: 21 (+4 natural, +7 masterwork half-plate armor), touch 10, flat-footed 21
    Base Attack/Grapple: +2/+5
    Attack: Masterwork Lance +6 melee (1d8+3) or Masterwork Short Sword +6 melee (1d6+3)
    Full Attack: Masterwork Lance +6 melee (1d8+3) or Masterwork Short Sword +6 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Forceful charge
    Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., rider’s aura, undead traits
    Saves: Fort +2, Ref +2, Will +4
    Abilities: Str 17, Dex 11, Con –, Int 11, Wis 10, Cha 1
    Skills: Handle Animal +3, Listen +6, Ride +14, Search +6, Spot +6
    Feats: Mounted CombatB, Ride-By Attack, Spirited Charge
    Environment: Any
    Organization: Any
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: By class level (Favored Class: Fighter)
    Level Adjustment: –

    When Karrnath’s mounted forces were depleted during the Last War, they turned to Karrnathi Lancers to fill the ranks. Though they look like shambling, mindless zombies, they are possessed of a keen intellect and malevolent sapience, and are among the most skilled of horsemen. Between their masterwork weaponry and the thoroughbred warhorses they ride, they can easily slaughter weaker cavalry divisions or infantry lines. Few Karrnathi Lancers remain after the Last War, but those that do are well kept and maintained by Karrnath’s military.

    Forceful Charge (Ex)
    Whenever a Karrnathi Lancer successfully attacks an enemy after charging, it deals an additional 1d6 damage. In addition, if the attack threatens a critical hit, then the lancer gains a +4 circumstance bonus on the attack roll to confirm it.

    Rider’s Aura (Su)
    Though most undead have an eerie, unnatural presence that frightens animals, Karrnathi Lancers are actually quite skilled in dealing with animals. Their presence does not frighten animals, and an animal ridden by a Karrnathi Lancer cannot be spooked.

    Skills
    Karrnathi Lancers gain a +8 racial bonus on Ride checks.
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    Karrnathi Marksman
    Medium Undead
    Hit Dice: 5d12 (32 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+3 Dex, +4 natural, +4 masterwork chain shirt), touch 13, flat-footed 18
    Base Attack/Grapple: +2/+4
    Attack: Masterwork Composite Longbow +6 ranged (1d10+2)
    Full Attack: Masterwork Composite Longbow +4/+4 ranged (1d10+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Arcing fire
    Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immune to cold, undead traits
    Saves: Fort +2, Ref +5, Will +5
    Abilities: Str 15, Dex 17, Con –, Int 11, Wis 12, Cha 1
    Skills: Hide +8, Jump +7, Listen +7, Search +7, Spot +9
    Feats: Point Blank ShotB, Precise Shot, Rapid Shot
    Environment: Any
    Organization: Any
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: By class level (Favored Class: Fighter)
    Level Adjustment: –

    Karrnathi Marksman are elite undead archers, created from the most skilled among fallen Karrnathi bowmen. Though they seem no different than normal skeletons, they are imbued with a malevolent intelligence, and their skeletal frame has been alchemically treated to be far more durable than normal. They are clad in the finest of light chain armor, and always wield masterwork weaponry, with composite longbows being the most commonly used. As the course of the Last War went on, Karrnath’s archery divisions became more and more dominated by these undead, as living marksman fell in great droves. Large forces of them are still retained by Karrnath, serving to guard fortifications or Karrnathi-controlled passes and trails.

    Arcing Fire (Ex)
    As a standard action, a Karrnathi Marksman may make a single attack with a ranged weapon, targeting a single square 50 ft. or further away from it. It must roll a total of 20 or higher on its attack roll to accurately hit the square; if it rolls less, it hits another square, determined using the table on page 158 of the Player’s Handbook. All creatures occupying the square hit take damage from the attack, though they may attempt a DC 15 Reflex save for half damage. The save is Dexterity-based. A projectile shot with the arcing fire ability ignores obstacles between it and its target, except those that have a height of 50 ft. or greater.
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    Karrnathi Mageblade
    Medium Undead
    Hit Dice: 8d12+24 (86 hp)
    Initiative: +2
    Speed: 20 ft. in armor (4 squares), base 30 ft.
    Armor Class: 21 (+2 Dex, +4 natural, +5 masterwork breastplate), touch 12, flat-footed 19
    Base Attack/Grapple: +4/+6
    Attack: Masterwork Longsword +7 melee (1d8+2)
    Full Attack: Masterwork Longsword +7 melee (1d8+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Arcane chaneling, spellcasting
    Special Qualities: Battle caster, damage reduction 5/bludgeoning, darkvision 60 ft., immune to cold, undead traits, unholy toughness
    Saves: Fort +2, Ref +4, Will +6
    Abilities: Str 15, Dex 15, Con –, Int 11, Wis 10, Cha 17
    Skills: Climb +10, Concentration +13, Jump +10, Spellcraft +10, Use Magic Device +11
    Feats: Combat CastingB, Eschew Materials, Heighten Spell, Sudden Empower
    Environment: Any
    Organization: Any
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: By character class (Favored Class: Sorcerer)
    Level Adjustment: –

    The Karrnathi Mageblades are among the most feared undead warriors ever used by Karrnath. They are elite swordsmen, capable of holding their own against any living soldier, and besting any who underestimate them. However, they are also capable of powerful magic, channeling arcane power through their blades to smite their foes. Their appearance belies their true potential; the masterwork equipment they use being the only way to distinguish them from unintelligent, lesser undead skeletons. Reanimated from the remains of those Karrnathi elite troops who mastered both warcraft and spellcraft, they never were in common use in the Karrnathi army, and remain rare after the Last War, with perhaps a few dozen in existence at present times. However, their small numbers does not make them any less powerful of a foe.

    Arcane Channeling (Su)
    As a standard action, a Karrnathi Mageblade can cast any touch spell it knows and deliver the spell through its weapon with a melee attack. Casting a spell in this way does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less.

    Spellcasting
    A Karrnathi Mageblade casts arcane spells as an 8th-level Sorcerer. The save DC of a Karrnathi Mageblade’s spell is equal to 13 + the spell’s level.

    Typical Spells Known (6/7/7/6/3)
    0th–acid splash, daze, detect magic, message, open/close, ray of frost, resistance, touch of fatigue; 1st–cause fear, chill touch, magic weapon, shocking grasp, true strike; 2nd–bull’s strength, ghoul touch, scorching ray; 3rd–protection from energy, vampiric touch; 4th–enervation.

    Battle Caster (Ex)
    A Karrnathi Mageblade ignores the arcane spell failure chance from light and medium armors and shields.

    Unholy Toughness (Su)
    A Karrnathi Mageblade gains a number of bonus hp for each HD equal to its Charisma modifier.
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    Homebrew by The Demented One.

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    Karrnathi Executioner
    Medium Undead
    Hit Dice: 15d12+30 (127 hp)
    Initiative: +2
    Speed: 30 ft. in armor (6 squares), base 40 ft.
    Armor Class: 27 (+1 Dex, +8 natural, +8 masterwork full plate), touch 11, flat-footed 26
    Base Attack/Grapple: +7/+18
    Attack: +3 Wounding Greatsword +17 melee (3d6+7 plus 1 Con damage) or Slam +14 melee (1d8+7 plus Wracking Pain)
    Full Attack: +3 Wounding Greatsword +17/+12 melee (3d6+7 plus 1 Con damage) or 2 Slams +14 melee (1d8+7 plus Wracking Pain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Create spawn, frightful presence, wracking pain
    Special Qualities: Damage reduction 15/magic and slashing, darkvision 60 ft., fast healing 3, immune to acid and cold, powerful build, resistance to electricity 10, fire 10, spell resistance 25, turn resistance +5, undead traits, unholy toughness
    Saves: Fort +4, Ref +6, Will +11
    Abilities: Str 24, Dex 15, Con –, Int 14, Wis 14, Cha 14
    Skills: Climb +17, Jump +17, Hide +10, Intimidate +15, Listen +15, Move Silently +10, Search +15, Spot +15
    Feats: Power Attack, Cleave, Improved Sunder, Improved Bull Rush, Combat Brute, Shock Trooper
    Environment: Any
    Organization: Any
    Challenge Rating: 13
    Treasure: Double standard
    Alignment: Lawful Evil
    Advancement: By class level (Favored Class: Fighter)
    Level Adjustment: –

    The pinnacle of Karrnathi necromancy is the ultimate weapon known as the Hand of Karrn, or the Pyramid Thing. It is the Karrnathi Executioner, a unique undead abomination that nearly won the Last War for Karrnath. None know exactly how it was created–its creator was killed soon after its birth, supposedly at its own hands. Its stitched-together appearance suggests it was assembled from the bodies of the most elite among the Karrnathi fallen, but what malevolent spirit drives it is unknown to all. Some believe it holds the essence of a Rakshasa Rajah, others believe it is an avatar of one of the Dark Six, while still others believe it is driven by the manifest will of all Karrnath. Whatever the case, the Karrnathi Executioner is sadistic, ruthless, and utterly loyal to Karrnath. Despite its loyalty, it is also all but completely uncontrollable–it is loyal to Karrnath alone, not the lords or generals of its army. When using it in combat, the Karrnathi military would simply have a few expendable clerics rebuke it to drive it into the battlefield, and let it operate alone from their. It is distinguished from common Zombies by its towering height and bulging muscles, but most of all by the giant sword it wields and the distinctive, pyramid-shaped helm it wears in battle. The Karrnathi Executioner was supposedly destroyed in Cyre by the Day of Mourning, but this is widely known to be a falsehood: it remains somewhere in Karrnath, bound away until the day it is needed again–or it escapes.

    Create Spawn (Su)
    Any creature slain by the Karrnathi Executioner rises as a Skeleton or Zombie in 1d4 rounds. Spawn are under the command of the executioner and remain enslaved until its destruction. If the Karrnathi Executioner slays a humanoid citizen of the nation of Karrnath, it instead rises as a Karrnathi Skeleton or Karrnathi Zombie.

    Frightful Presence (Su)
    Whenever the Karrnathi Executioner attacks or charges, all creatures within 60 ft. of it must make a DC 19 Will save. Those that fail the save are shaken, and remain so for as long as they are within 60 ft. of the executioner. The save is Charisma-based.

    Wracking Pain (Su)
    A living creature damaged by the Karrnathi Executioner’s slam attack must make a DC 19 Will save or be overcome by pain, being paralyzed for 1d3 rounds.

    Powerful Build (Ex)
    The Karrnathi Executioner’s large build allows it to function in many ways as if it were a size larger. Whenever it would gain a size modifier to a check, such as on a grapple check or trip check, it is treated as one size larger for determining the modifier if this would be advantageous to it. It is treated as one size larger for determining whether the attacks of other creatures that are based on size, such as swallow whole, can affect it. It can use Large-sized weaponry without penalty, though its reach remains unchanged. These benefits stack with other effects that would change the Karrnathi Executioner’s size category.

    Unholy Toughness (Su)
    The Karrnathi Executioner gains a number of bonus hp for each HD equal to its Charisma modifier.
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    Homebrew by The Demented One.

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    Karrnathi Zealot
    Medium Undead
    Hit Dice: 8d12+16 (68 hp)
    Initiative: +0
    Speed: 20 ft. in armor (4 squares, can’t run), base 30 ft.
    Armor Class: 22 (+4 natural, +8 masterwork full plate), touch 10, flat-footed 22
    Base Attack/Grapple: +4/+6
    Attack: Masterwork Warhammer +7 melee (1d8+3)
    Full Attack: Masterwork Warhammer +7 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rebuke undead, spellcasting
    Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits, unholy toughness
    Saves: Fort +2, Ref +2, Will +9
    Abilities: Str 15, Dex 11, Con –, Int 11, Wis 17, Cha 15
    Skills: Climb +3, Concentration +8, Jump +3, Listen +9, Search +6, Spellcraft +7, Spot +9
    Feats: Extra Rebuking, Profane Boost, Profane Vigor
    Environment: Any
    Organization: Any
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: By class level (Favored Class: Cleric)
    Level Adjustment: –

    Few mortal commanders have ever led a brigade of undead better than a Karrnathi Zealot can. These reanimated warrior-priests of Karrnath can rally undead to them just as they did in life, bolstering them with profane magic. Just where the divine power that these zombie-priests channel comes from is unknown–they pray to no god, nor hold no faith or philosophy. Some believe they tap power from the plane of Mabar or Dolurh, while others believe their spells are granted by the collective will of all Karrnath.

    Rebuke Undead (Su)
    A Karrnathi Zealot rebukes undead as an 8th-level Cleric. It may rebuke undead nine times per day.

    Spellcasting
    A Karrnathi Zealot casts divine spells as an 8th-level Cleric. A Karrnathi Zealot may spontaneously convert prepared spells to inflict spells. It has access to the Death and War domains. The save DC of a Karrnathi Zealots’s spell is equal to 13 + the spell’s level.

    Typical Spells Prepared (6/6/5/5/3)
    0th–detect magic (x3), guidance (x2), resistance; 1st–bane, cause fearD, divine favor (x2), magic weapon, shield of faith; 2nd–aid, bull’s strength, death knellD, desecrate, spiritual weapon; 3rd–animate dead, dispel magic (x2), magic vestmentD, prayer; 4th–divine powerD (x2), poison.

    Unholy Toughness (Su)
    A Karrnathi Zealot gains a number of bonus hp for each HD equal to its Charisma modifier.
    Last edited by The Demented One; 2007-07-01 at 10:13 PM.
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    Karrnathi Warlord
    Medium Undead
    Hit Dice: 8d12+24 (76 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (+3 Dex, +4 natural, +5 masterwork breastplate, +2 masterwork heavy steel shield), touch 13, flat-footed 21
    Base Attack/Grapple: +8/+11
    Attack: Masterwork Bastard Sword +12 melee
    Full Attack: Masterwork Bastard Sword +12/+7 melee
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Battle prowess, maneuvers
    Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immune to cold, stances, undead traits, unholy toughness
    Saves: Fort +2, Ref +5, Will +6
    Abilities: Str 17, Dex 17, Con –, Int 14, Wis 10, Cha 14
    Skills: Balance +8, Climb +6, Diplomacy +11, Jump +6, Listen +8, Martial Lore +10, Search +10, Spot +8
    Feats: Improved ToughnessB, Exotic Weapon Proficiency (Bastard Sword)B, Power Attack, Iron Heart Aura, Stormguard Warrior
    Environment: Any
    Organization: Any
    Challenge Rating: 8
    Treasure: None
    Alignment: Always Lawful Evil
    Advancement: By class level (Favored Class: Warblade)
    Level Adjustment: –

    The nine martial arts known collectively as the Sublime War are rare in Eberron, but they have their place. Karrnath, a nation of proud martial heritage, has included these arts in their martial tradition, though they remain obscure. Those who master them are skilled and powerful warriors–warriors to worthy to be lost to the jaws of death. Thus, those Karrnathi adepts who fall in battle are risen as Karrnathi Warlords, skeletal undead blademasters. Typically trained in the arts of the Iron Heart and White Raven martial disciplines, they are elite commanders and warriors. Few Karrnathi Warlords were ever created, owing to the general scarcity of martial adepts in general, but they have proved themselves as valuable assets to the army of Karrnath.

    Battle Prowess (Ex)
    A Karrnathi Warlord’s base attack bonus is equal to its HD.

    Maneuvers (Ex)
    An Karrnathi Warlord readies and initiates martial maneuvers as an 8th-level Warblade. The save DC of a Karrnathi Warlord’s maneuver is equal to 13 + the maneuver’s level.

    Typical Maneuvers Known
    Strikes: battle leader’s charge, leading the attack, mithral tornado*, steel wind, white raven strike*
    Boosts: white raven tactics*
    Counters: wall of blades*

    *Typically Readied

    Stances (Ex)
    A Karrnathi Warlord knows and can use martial stances as an 8th-level Warblade.

    Typical Stances Known
    Leading the charge, punishing stance

    Unholy Toughness (Su)
    A Karrnathi Warlord gains a number of bonus hp for each HD equal to its Charisma modifier.
    Last edited by The Demented One; 2007-07-01 at 10:38 PM.
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    Default Re: This is Karrnath!

    Reserved for the future of Karrnath!
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: This is Karrnath!

    Bump for new undead.
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    Default Re: This is Karrnath!

    Finally, some creatures that might make the Sun domain get an airing. Karrnathi army? Greater Turning! Sunbeam! Dust!
    Ralien, my elf soulknife, by Magioth.

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    Default Re: This is Karrnath!

    Excellent Creatures The Demented One. Let their be more undead awesomeness.

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    Default Re: This is Karrnath!

    Quote Originally Posted by Callix View Post
    Finally, some creatures that might make the Sun domain get an airing. Karrnathi army? Greater Turning! Sunbeam! Dust!
    You can't turn them all...
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    Default Re: This is Karrnath!

    Wanna bet? *pulls out nightsticks* The DM said I could have these as long as I didn't take any divine feats.... Scared yet?
    Ralien, my elf soulknife, by Magioth.

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    Default Re: This is Karrnath!

    Won't it be a shame when a Karrnathi Zealot dispels them, then?
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    Default Re: This is Karrnath!

    PYRAMID HEAAAAD!

    *Is amused*
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    Default Re: This is Karrnath!

    DementedOne: That's why Searing Light and Sunburst were prepared. To thin out those nasty undead clerics of yours. Hey, if you're building an army with CR 8 foot soldiers, I can manage a few Cleric levels in one character!
    Last edited by Callix; 2007-07-01 at 11:50 PM.
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    Default Re: This is Karrnath!

    None of the CR 8's are foot soldiers - they would be the leaders of undead regiments. The Karrnathi zombies and skeletons would be the rank-and-file.
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    Default Re: This is Karrnath!

    Then I'll nuke the commanders and turn/destroy the foot soldiers. Fear my Sun domain and Extra Turning! Note this is an otherwise near-useless build. It can healbot and nuke undead. Not much else.
    Ralien, my elf soulknife, by Magioth.

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    Default Re: This is Karrnath!

    Note to self: include at least one living soldier in all platoons.
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    Default Re: This is Karrnath!

    lol...

    I like this a lot. I hope you don't mind me using these if I ever DM a military based campaign . I especially like pyramid head. He looks like something that would be really great to throw at the party as the final fight of a long battle.
    hmmm... wonder if I'll ever get a siggy

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    Default Re: This is Karrnath!

    the karnath army is now complete?

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    Default Re: This is Karrnath!

    I would suggest a few things for your army;


    Necrotic Talismans - Introduced as cheap, 10 or so gold neck-slot items in pathfinder, these little babys give any undead wearing it a +1 bonus vs. turning (or in pathfinder rules, a +1 bonus on saves vs. channel energy - same thing). I picture these would be made in bulk due to their low cost and perhaps the ability for wizard's of the same nation to use them as a focus to scry on specific soldiers/commanders.

    Improved Turn Resistance Feat - from libiris mortis. +4 bonus. Id suggest this, highely, as a feat for the more advanced undead.

    Positive Energy Resistance Feat - from libiris mortis. Gives energy resistance vs. positive energy based damage of any kind, be it from cure light wounds to a mass heal spell.


    Lastly, libiris mortis also had several undead-crafting feats (giving all undead created by the caster like, cold damage with each attack, exploads with negative energy to heal nearby undead/hurt the living, etc), and complete arcane also has a template for undead called 'spellstitched' - which can easily be adapted to skeleton undead if you simply reflavor it as 'spellcarved' - it gives them a handful spell-like abilities. I see this as a very nice addition to elite-style mage-blade undead or elite archers with true-shot...
    Last edited by Jane_Smith; 2010-08-30 at 01:51 PM.

  23. - Top - End - #23
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    Mar 2008
    Location
    San Antonio, Texas
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    Male

    Default Re: This is Karrnath!

    Beautiful.... Now, to convert them to Pathfinder for my campaign...
    Was HP before HP was cool.

  24. - Top - End - #24
    Eldritch Horror in the Playground Moderator
    Join Date
    Feb 2005
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    Default Re: This is Karrnath!

    Great Modthulhu: That is not dead which can eternal lie, and with strange eons even death may die. But until then, please, no thread necromancy.

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