Karrnath
Korth
25,000,000 (52% humans, 18% dwarves, 10% halflings, 8% half-elves, 8% elves, 4% other)
King Kaius III rules the nation of Karrnath. The great-grandson of Kaius I, son of Jarot and first king of Karrnath after the collapse of Galifar, Kaius III has held the crown for less than a decade. He ascended the throne upon his twentieth birthday, taking over from his aunt, the regent Moranna, who had been ruling since the unexpected death of his father, King Jaron, shortly after Kaius III was born. Karrnath suffered heavy losses during the course of the Last War. For all its military and naval might, widespread famine and rampant disease might have ended Karrnath’s bid for power before the third decade of the war was over. Thanks to its necromancers and corpse collectors, however, Karrnath was able to fi eld a powerful army of skeletons and zombies even when its living forces became depleted. The royal family has weathered a number of setbacks and threats to the crown over the years, always coming through with the support and confi dence of most of the nobles and vassal lords. As for the people of Karrnath, they might not have loved all of their rulers, but they always feared and respected them. A fi erce patriotism, fl amed by slogans and a constant call to arms, kept the people focused on winning the war despite the hardships and suffering they had to endure. Descendants of Galifar, the royal family of Kaius ir’Wynarn rules Karrnath. The blood of Kaius I fl ows through a powerful extended family that oversees all government and military functions. The next tier in status, the nobles, have become warlords over the course of the last century, serving the crown as generals and admirals, as well as overseeing the land their titles grant them. Since the time of Kaius II, the warlords have been kept in line through harsh treatment and the use of force. The new king, Kaius III, has begun to make overtures to change this practice, though he has shown a remarkable ability to perform whatever action is necessary to maintain control and keep his plans on track. While he hopes to keep the trust of his nobles and receive their support willingly, he uses force when such action is required to demonstrate the power and position of the crown. Though Kaius III has shown some desire to transform his nation along more progressive lines, it remains a military dictatorship ruled by hereditary monarchs of Galifar blood. Royal mayors govern towns and cities. Royal ministers oversee departments that handle all aspects of government and foreign affairs. Laws and regulations promote a society where might makes right, and while the Galifar Code of Justice provides the basis for civil rights in Karrnath, the Code of Kaius that developed from it is more rigid and less forgiving. Indeed, the nation has labored under martial law since the earliest days of the Last War.
Common, Dwarf, Elf, Halfling
The Sovereign Host holds sway over the majority of the nation, with most of its temples and churches dedicated to Boldrei, Dol Arrah, Dol Dorn, or Olladra. Because of the tensions between Karrnath and Thrane, the Church of the Silver Flame has only a token presence here, with small conclaves in Korth and Vedykar. A small but not insignifi cant part of the population still follows the teachings of the Blood of Vol, despite the crown’s offi cial break with the cult. In the Crimson Monastery, located in the city of Atur, the cult continues to hold open ceremonies in honor of the power of blood and the mysteries of undeath. Note that most of the normal crafters and townsfolk who adhere to the tenets of the Blood of Vol don’t know about the lich at the cult’s head and aren’t evil. They simply believe in the notion of blood as the source of life and undeath as a path to divinity.
Of the Five Nations founded by the human settlers of Khorvaire, Karrnath has the strongest military tradition. Famous as the birthplace of Galifar himself, the great king who unified the Five Nations, the nation consists of lush forests, fertile plains, and extensive waterways flowing from snow-covered mountaintops to the sea. Once, the borders of Karrnath included most of the land east of Scions Sound, covering what is now the Mror Holds, the Talenta Plains, Q’barra, and the Lhazaar Principalities. Today, the nation stretches from Scions Sound and the Cyre River on the west to the Ironroot Mountains in the east, and from Karrn Bay in the north to the start of the Talenta Plains in the south. The nation’s name has not changed since the ancient days before the founding of the Five Nations, when Karrn the Conqueror not only established the country that still bears his name but also tried to conquer and unite all of Khorvaire under his rule. Centuries later it was another Karrn, one of King Galifar’s sons, who rededicated the nation to himself in 32 YK, the same year when the Five Nations officially adopted the names of Galifar’s five eldest children. During the reign of Jarot, Galifar’s last king, Kaius I governed the nation. Third born of King Jarot’s children, Kaius was a tall, whip-thin man with intense eyes and a sharp mind. With the death of his father, Kaius joined his siblings Thalin of Thrane and Wroann of Breland in rejecting their eldest sister Mishann’s claim to the throne. The Last War began as a two-sided affair—Cyre and Aundair on one side, attempting to uphold the tenets of Galifar succession; Breland, Thrane, and Karrnath on the other, rejecting the crowning of Mishann but unsure how they wanted the question of succession to be settled. It wasn’t long before each scion decided that he or she was meant to rule the kingdom, and the initial alliances collapsed in blood and fury. The current ruler of Karrnath, King Kaius ir’Wynarn III, uncannily looks just like his great-grandfather, that scion of Jarot from whom his name derives. Kaius came to power in 991 YK and quickly became one of the most vocal proponents of peace in all the land. He was instrumental in convincing the other nations to attend peace talks at the ancient capital of Thronehold, and consequently was the first to sign the Treaty of Thronehold. Today, Karrnath works hard to keep the current peace from failing. Without any children of his own as yet, Kaius has nonetheless exchanged his own brother and sister as well as the heirs of his most prominent nobles with the royal families of the other nations to assure cooperation and continued peace. He has taken in two of Boranel of Breland’s children, Halix and Borina, to help ensure a lasting peace and promote friendship between the two nations. Karrnath seeks to improve relations with Aundair and Thrane, two of the nations it fought most fiercely during the war. It continues to have a good relationship with the Mror Holds, one of its most staunch allies throughout the war. In the south, to curb continued aggression from the Valenar elves, Karrnath has established a separate alliance with the halfling clans of the Talenta Plains. This alliance has allowed Karrnathi troops to set up forts in halfling territory for the mutual protection of both nations.
Life and Society An urban pulse beats through the heart of Karrnath’s metropolitan centers. Here, a vibrant middle class runs shops and other businesses, engages in industrial labor, and takes advantage of everything that the largest cities east of Scions Sound have to offer. Beyond the metropolitan centers, a rural sensibility holds sway. Here, farms and ranches of all descriptions stretch out across the fertile fi elds and plains. Even so, Karrnathi farms can’t produce enough food to feed the metropolitan centers of Korth, Karrlakton, Atur, Rekkenmark, and Vedykar, so the nation imports foodstuffs from Aundair and the Eldeen Reaches to supplement its needs. Agreements with the two western nations are relatively new, but they have already helped turn the tide of the food shortages that spread through the nation and caused the most recent famine of 996 YK. A rich military heritage lies at the heart of Karrnathi society, and every able-bodied man and woman must serve time in either the Karrnathi army or navy. Many families have traditions of military service, with members turning mandatory enlistment into distinguished careers. Those wishing to forego the career path must still serve at least two years before returning to civilian life, and during some parts of the war, mandatory service lasted as long as eight years for some soldiers and sailors. The dead have become an important part of Karrnathi society. Not the intelligent deathless of Aerenal, the undead of Karrnath consist mainly of zombies and skeletons that have been called forth to protect the nation. While some of the nobles and religious leaders objected to Kaius I’s plan to employ undead troops early in the Last War, the king ignored them and used his well-armed and armored zombies and skeletons to great advantage. Royal corpse collectors would scour battlefields to restock the undead forces, and even today they continue to build regiments of mindless undead in secret that can be mustered if needed. A few regiments of undead troops remain active, defending Karrnath’s borders and fighting against the Valenar elves out on the Talenta Plains. Karrnath’s summers tend to be hot, wet, and short, while the winters are cold, snowy, and depressingly long. Storms roll across Scions Sound all year long, and particularly cold blasts can sweep in from Karrn Bay without warning. This climate has made the Karrns a hearty and robust people—somewhat dour, but with strong constitutions and a regimented mindset. When the winter nights grow dark and cold, the typical Karrn enjoys a blazing fire, a hank of meat, a tankard or two (or more) of rich ale, and a large chunk of cheese. The Military Academy of Rekkenmark has trained Galifar officers for hundreds of years and continues to excel as the premier training facility in all of Khorvaire. Before the start of the Last War, nobles from each of the Five Nations sent their sons and daughters to Rekkenmark for at least part of their education. Karrnath hopes to once again welcome students from all over Khorvaire into the halls of Rekkenmark Academy, but in a war-weary world only a handful of students from outside the nation have so far applied for and been accepted into the facility since the war’s end. The Twelve, the arcane institute funded by the dragonmarked houses (see page 245), has its permanent campus in Korth. During the war, the Twelve tried to remain neutral but got as caught up in things as everyone else. Now, rebuilding and trying to restore a regular arcane curriculum, the Twelve competes with the Arcane Congress in Aundair for promising students. House Orien maintains major trade roads throughout Karrnath, as well as lightning rail extensions that connect major cities within the nation with the Mror Holds and the Talenta Plains. In addition, smaller roads and paths crisscross the countryside, making travel throughout Karrnath relatively easy.
Adventuring in Karrnath No hazards or poor roads exist to hamper travel throughout Karrnath. There are, however, the Karrnath Royal Swords. This internal national guard patrols the roads and borders of the kingdom, and woe to the traveler whose identification papers aren’t in order or who angers or annoys the Royal Swords in any way. They are quick to arrest or perform corporal or capital punishment in the name of the crown (the nation is still under martial law, after all), and they suffer no backtalk or aggravation from those they stop to question along the roads. The typical conveniences of the Five Nations can be found inside Karrnath’s borders, including Orien trade roads, lightning rail stations that connect the nation’s cities with the Mror Holds and the Talenta Plains, and air and sea ports for House Lyrandar ships. Before the war, the lightning rail connected Karrnath with western Khorvaire as well, but those links were severed with the destruction of Cyre and the collapse of the Golden Arch Bridge. The people of Karrnath are a dour, untrusting lot who believe in regiment and order. They are trying to follow the leadership of their king and offer friendship to the other nations, but they have a hard time dampening their superior attitude and the belief that their nation remains the best and strongest of the remnants of Galifar. They have little love for the people of Thrane and an outright hatred for the militaristic elves of Valenar, with whom they still consider themselves to be at war. The strict laws and oppressive nature of the country make it a difficult place for adventurers to thrive. Nevertheless, those willing to sell sword and spell can be found in the larger cities, especially Korth, Atur, and Vedykar, as well as in the border town of Vulyar. While his warlords have little use for adventurers, King Kaius III sometimes employs them to handle missions he would rather not trust to those with ties to the crown (or from which he wishes to distance himself with “plausible deniability”). Adventure Ideas —King Boranel of Breland has placed a special order for seven wheels of bitter cheese and twelve kegs of Nightwood ale, but no Sentinel honor guards are available to accompany the shipment. House Deneith hires adventurers to handle the job, promising a bonus if the cargo arrives safely and ahead of schedule so as not to disappoint Breland’s king. —An aspirant hoping to become part of the Twelve seeks the help of adventurers willing to determine the weaknesses of her competition. The heroes can help her attain a seat within the wizard council, or one adventurer can use the knowledge to make his own play for a position with the Twelve. —A well-connected royal corpse collector is suspected of killing people on the sly to meet quotas and fill the ranks of Karrnath’s undead army. Regent Moranna turns to independent operatives such as the adventurers to collect proof that the missing people of Vedykar are ending up in the corpse collector’s assembly of zombies and skeletons. —The adventurers are detained by the Royal Swords while traveling without proper documents through Karrnath. The Captain of the Swords offers them a way out of the “delicate situation” they find themselves in. Blood of Vol cultists have been gathering in Lakeside for some unknown purpose; she wants the heroes to find out what the cultists are up to and either stop them (if the threat is imminent) or return with news of their plans. If the adventurers refuse, the captain promises to send them to Fort Zombie, where the Captain of Corpses can always use a few more recruits.
Major Settlements Karrnath’s citizens congregate in the metropolitan centers that lie in the western part of the nation, with a much smaller population in the farmland to the east. Consequently, most of the major settlements have grown up west of the Ashen Spires Mountains. Some of the more prominent settlements are discussed below Korth (Metropolis, 855,000): The city of Korth has served as Karrnath’s capital since before the days of the kingdom of Galifar. Karrlakton (Metropolis, 600,000): Located along the Cyre River, southeast of Korth, the second great city of Karrnath stares into the face of disaster across the turbulent waters. Atur (Large City, 126,000): Also called the City of Night, Atur sits in the shadow of the Ashen Spires, near the great Karrn Falls that spill out of the mountains and flow into the Karrn River. Important Sites History has painted a vibrant portrait across the nation of Karrnath. Some of the oldest pre-Galifar settlements can still be found around the Karrn River, and the rich traditions of the Galifar kingdom can be seen in the architecture of the nation and the faces of its people. Battles during the Last War took place on both sides of the Cyre River, across the ever-shifting border that separated the Karrnath and Talenta Plains, and along the Karrn Bay. Karrnathi naval engagements occurred in Scions Sound, in Karrn Bay, along the Cyre River, and in Lake Cyre, and the Karrnathi navy even pushed as far as Eldeen Bay and Lake Brey The Nightwood: A dense, shadowy forest that fills the land between the Karrn and Cyre rivers, the Nightwood is a forest with two aspects. Fort Bones: This outpost guards the border that separates Karrnath from the Talenta Plains. Lake Dark: The pitch-black waters of Lake Dark shimmer in the farmland in eastern Karrnath.
Exports: Ale, dairy, glass, grain, livestock, lumber, paper, textiles
Industries Karrnath’s forests, especially the densely packed Karrnwood that covers the northern portion of the nation, provide some of the most notable exports sold throughout Khorvaire. Karrnathi pines produce valuable timber that is sold in the distant markets of Lhazaar and Breland. The Karrns have also perfected the process of making paper, and Karrnathi paper draws a premium price throughout the continent. Dairy farms throughout the nation provide milk, butter, and cheese to the markets in Korth and Atur, and some of the more exotic cheeses sell for more than their weight in silver in distant cities and towns. Beef, pork, and poultry raised in Karrnath also rank among the best on the continent. House Ghallanda in particular prefers to serve Karrnathi beef and pork at its inns and fest halls. House Orien provides an invaluable service with its magically cooled caravan wagons and other methods for preserving food stocks during transport. Another beloved Karrnathi creation, served in Ghallanda hospitality enclaves from the Eldeen Reaches to the Lhazaar Principalities, is Nightwood ale. Nightwood ale has a thick, full fl avor to match its dark, robust body that glistens with thin streams of golden bubbles. Barrels of Nightwood ale and wheels of Karrn bitter cheese command such a high price in foreign markets that an honor guard of Deneith sentinels usually accompanies and protects these shipments. As in the other nations, the dragonmarked houses maintain emporiums and outposts throughout Karrnath in order to conduct business. Two houses run their vast enterprises from within Karrnath’s borders. House Jorasco’s Healers Guild headquarters occupies a massive complex in Vedykar, where it also operates a training institute for the healing arts. House Deneith makes its headquarters in Karrlakton, where the Sentinel Tower rises high above the rest of the city.
Power Groups The royal family and the noble warlords possess the visible power in Karrnath. All of the dragonmarked houses conduct business in the nation, but only House Deneith and House Jorasco use Karrnath as their base of operations. A few secret power groups operate within Karrnath, including the Blood of Vol cult and its military arm, the Order of the Emerald Claw. A discussion of these power groups and how they interact with each other follows. The Royal Family: Karrnath’s royal family consists of King Kaius III, his wife Etrigani, the king’s younger brother and sister, and assorted uncles, aunts, and cousins. Nobles and Vassal Lords: The nobles granted land and title by the crown of Karrnath function as warlords for the highly militaristic nation. House Deneith: From high within the Sentinel Tower in Karrlakton, the patriarch of House Deneith and other family leaders conduct the business of defense and protection. House Jorasco: The matriarch of House Jorasco, Ulara d’Jorasco (LG female halfling, adept 6/dragonmark heir 5), maintains a healing enclave in the city of Vedykar. The Twelve is the arcane institute established, funded, and named by the dragonmarked houses.
The Order of the Emerald Claw: Once, this knightly order served the king of Karrnath faithfully. Now the order has been outlawed and the government has denounced its activities.
Sharn The embassy of Karrnath is a brooding fortress in the midst of Ambassador Towers. The Karrns are always prepared for the worst, and the embassy is designed to endure a siege. The interior of the embassy is filled with glyphs of warding, alarms, and arcane s eals—o n e wrong step can prove deadly. The embassy contains its own garrison of elite soldiers, commanded by Kanarr Talan (LN male human fighter 6)—20 3rdlevel fighters, all prepared to die in the service of Karrnath. Riots, thieves, spies—the Karrns are ready to deal with them all. Ambassador Syra ir’Tarrn (LN female human aristocrat 7) is a brilliant diplomat, and she is completely devoted to her nation and her king. She has no ties to the Order of the Emerald Claw, and she doesn’t even know about the hidden temple of the Blood of Vol in Graywall. Syra deals with the legitimate diplomatic activities of the embassy, while Malen Torr, a ruthless spymaster, handles espionage and shadow work. Malen Torr (LE male human rogue 5/master inquisitive 3) is loyal to Karrnath, but he does not approve of the king’s promotion of peace; Malen believes that the only way to secure true peace is to restore Galifar under Karrn rule. He has made contact with a number of the warlords of Karrnath who share his opinions, and in the future he may set plots in motion to disrupt the peace process and to weaken Breland or gain control of new weapons for Karrnath. Depending on the political and ethical alignment of a party of adventurers, Malen could be a valuable patron or a deadly foe.
25,000,000 (52% humans, 18% dwarves, 10% halflings, 8% half-elves, 8% elves, 4% other)
King Kaius III rules the nation of Karrnath. The great-grandson of Kaius I, son of Jarot and first king of Karrnath after the collapse of Galifar, Kaius III has held the crown for less than a decade. He ascended the throne upon his twentieth birthday, taking over from his aunt, the regent Moranna, who had been ruling since the unexpected death of his father, King Jaron, shortly after Kaius III was born. Karrnath suffered heavy losses during the course of the Last War. For all its military and naval might, widespread famine and rampant disease might have ended Karrnath’s bid for power before the third decade of the war was over. Thanks to its necromancers and corpse collectors, however, Karrnath was able to fi eld a powerful army of skeletons and zombies even when its living forces became depleted. The royal family has weathered a number of setbacks and threats to the crown over the years, always coming through with the support and confi dence of most of the nobles and vassal lords. As for the people of Karrnath, they might not have loved all of their rulers, but they always feared and respected them. A fi erce patriotism, fl amed by slogans and a constant call to arms, kept the people focused on winning the war despite the hardships and suffering they had to endure. Descendants of Galifar, the royal family of Kaius ir’Wynarn rules Karrnath. The blood of Kaius I fl ows through a powerful extended family that oversees all government and military functions. The next tier in status, the nobles, have become warlords over the course of the last century, serving the crown as generals and admirals, as well as overseeing the land their titles grant them. Since the time of Kaius II, the warlords have been kept in line through harsh treatment and the use of force. The new king, Kaius III, has begun to make overtures to change this practice, though he has shown a remarkable ability to perform whatever action is necessary to maintain control and keep his plans on track. While he hopes to keep the trust of his nobles and receive their support willingly, he uses force when such action is required to demonstrate the power and position of the crown. Though Kaius III has shown some desire to transform his nation along more progressive lines, it remains a military dictatorship ruled by hereditary monarchs of Galifar blood. Royal mayors govern towns and cities. Royal ministers oversee departments that handle all aspects of government and foreign affairs. Laws and regulations promote a society where might makes right, and while the Galifar Code of Justice provides the basis for civil rights in Karrnath, the Code of Kaius that developed from it is more rigid and less forgiving. Indeed, the nation has labored under martial law since the earliest days of the Last War.
Common, Dwarf, Elf, Halfling
The Sovereign Host holds sway over the majority of the nation, with most of its temples and churches dedicated to Boldrei, Dol Arrah, Dol Dorn, or Olladra. Because of the tensions between Karrnath and Thrane, the Church of the Silver Flame has only a token presence here, with small conclaves in Korth and Vedykar. A small but not insignifi cant part of the population still follows the teachings of the Blood of Vol, despite the crown’s offi cial break with the cult. In the Crimson Monastery, located in the city of Atur, the cult continues to hold open ceremonies in honor of the power of blood and the mysteries of undeath. Note that most of the normal crafters and townsfolk who adhere to the tenets of the Blood of Vol don’t know about the lich at the cult’s head and aren’t evil. They simply believe in the notion of blood as the source of life and undeath as a path to divinity.
Of the Five Nations founded by the human settlers of Khorvaire, Karrnath has the strongest military tradition. Famous as the birthplace of Galifar himself, the great king who unified the Five Nations, the nation consists of lush forests, fertile plains, and extensive waterways flowing from snow-covered mountaintops to the sea. Once, the borders of Karrnath included most of the land east of Scions Sound, covering what is now the Mror Holds, the Talenta Plains, Q’barra, and the Lhazaar Principalities. Today, the nation stretches from Scions Sound and the Cyre River on the west to the Ironroot Mountains in the east, and from Karrn Bay in the north to the start of the Talenta Plains in the south. The nation’s name has not changed since the ancient days before the founding of the Five Nations, when Karrn the Conqueror not only established the country that still bears his name but also tried to conquer and unite all of Khorvaire under his rule. Centuries later it was another Karrn, one of King Galifar’s sons, who rededicated the nation to himself in 32 YK, the same year when the Five Nations officially adopted the names of Galifar’s five eldest children. During the reign of Jarot, Galifar’s last king, Kaius I governed the nation. Third born of King Jarot’s children, Kaius was a tall, whip-thin man with intense eyes and a sharp mind. With the death of his father, Kaius joined his siblings Thalin of Thrane and Wroann of Breland in rejecting their eldest sister Mishann’s claim to the throne. The Last War began as a two-sided affair—Cyre and Aundair on one side, attempting to uphold the tenets of Galifar succession; Breland, Thrane, and Karrnath on the other, rejecting the crowning of Mishann but unsure how they wanted the question of succession to be settled. It wasn’t long before each scion decided that he or she was meant to rule the kingdom, and the initial alliances collapsed in blood and fury. The current ruler of Karrnath, King Kaius ir’Wynarn III, uncannily looks just like his great-grandfather, that scion of Jarot from whom his name derives. Kaius came to power in 991 YK and quickly became one of the most vocal proponents of peace in all the land. He was instrumental in convincing the other nations to attend peace talks at the ancient capital of Thronehold, and consequently was the first to sign the Treaty of Thronehold. Today, Karrnath works hard to keep the current peace from failing. Without any children of his own as yet, Kaius has nonetheless exchanged his own brother and sister as well as the heirs of his most prominent nobles with the royal families of the other nations to assure cooperation and continued peace. He has taken in two of Boranel of Breland’s children, Halix and Borina, to help ensure a lasting peace and promote friendship between the two nations. Karrnath seeks to improve relations with Aundair and Thrane, two of the nations it fought most fiercely during the war. It continues to have a good relationship with the Mror Holds, one of its most staunch allies throughout the war. In the south, to curb continued aggression from the Valenar elves, Karrnath has established a separate alliance with the halfling clans of the Talenta Plains. This alliance has allowed Karrnathi troops to set up forts in halfling territory for the mutual protection of both nations.
Life and Society An urban pulse beats through the heart of Karrnath’s metropolitan centers. Here, a vibrant middle class runs shops and other businesses, engages in industrial labor, and takes advantage of everything that the largest cities east of Scions Sound have to offer. Beyond the metropolitan centers, a rural sensibility holds sway. Here, farms and ranches of all descriptions stretch out across the fertile fi elds and plains. Even so, Karrnathi farms can’t produce enough food to feed the metropolitan centers of Korth, Karrlakton, Atur, Rekkenmark, and Vedykar, so the nation imports foodstuffs from Aundair and the Eldeen Reaches to supplement its needs. Agreements with the two western nations are relatively new, but they have already helped turn the tide of the food shortages that spread through the nation and caused the most recent famine of 996 YK. A rich military heritage lies at the heart of Karrnathi society, and every able-bodied man and woman must serve time in either the Karrnathi army or navy. Many families have traditions of military service, with members turning mandatory enlistment into distinguished careers. Those wishing to forego the career path must still serve at least two years before returning to civilian life, and during some parts of the war, mandatory service lasted as long as eight years for some soldiers and sailors. The dead have become an important part of Karrnathi society. Not the intelligent deathless of Aerenal, the undead of Karrnath consist mainly of zombies and skeletons that have been called forth to protect the nation. While some of the nobles and religious leaders objected to Kaius I’s plan to employ undead troops early in the Last War, the king ignored them and used his well-armed and armored zombies and skeletons to great advantage. Royal corpse collectors would scour battlefields to restock the undead forces, and even today they continue to build regiments of mindless undead in secret that can be mustered if needed. A few regiments of undead troops remain active, defending Karrnath’s borders and fighting against the Valenar elves out on the Talenta Plains. Karrnath’s summers tend to be hot, wet, and short, while the winters are cold, snowy, and depressingly long. Storms roll across Scions Sound all year long, and particularly cold blasts can sweep in from Karrn Bay without warning. This climate has made the Karrns a hearty and robust people—somewhat dour, but with strong constitutions and a regimented mindset. When the winter nights grow dark and cold, the typical Karrn enjoys a blazing fire, a hank of meat, a tankard or two (or more) of rich ale, and a large chunk of cheese. The Military Academy of Rekkenmark has trained Galifar officers for hundreds of years and continues to excel as the premier training facility in all of Khorvaire. Before the start of the Last War, nobles from each of the Five Nations sent their sons and daughters to Rekkenmark for at least part of their education. Karrnath hopes to once again welcome students from all over Khorvaire into the halls of Rekkenmark Academy, but in a war-weary world only a handful of students from outside the nation have so far applied for and been accepted into the facility since the war’s end. The Twelve, the arcane institute funded by the dragonmarked houses (see page 245), has its permanent campus in Korth. During the war, the Twelve tried to remain neutral but got as caught up in things as everyone else. Now, rebuilding and trying to restore a regular arcane curriculum, the Twelve competes with the Arcane Congress in Aundair for promising students. House Orien maintains major trade roads throughout Karrnath, as well as lightning rail extensions that connect major cities within the nation with the Mror Holds and the Talenta Plains. In addition, smaller roads and paths crisscross the countryside, making travel throughout Karrnath relatively easy.
Adventuring in Karrnath No hazards or poor roads exist to hamper travel throughout Karrnath. There are, however, the Karrnath Royal Swords. This internal national guard patrols the roads and borders of the kingdom, and woe to the traveler whose identification papers aren’t in order or who angers or annoys the Royal Swords in any way. They are quick to arrest or perform corporal or capital punishment in the name of the crown (the nation is still under martial law, after all), and they suffer no backtalk or aggravation from those they stop to question along the roads. The typical conveniences of the Five Nations can be found inside Karrnath’s borders, including Orien trade roads, lightning rail stations that connect the nation’s cities with the Mror Holds and the Talenta Plains, and air and sea ports for House Lyrandar ships. Before the war, the lightning rail connected Karrnath with western Khorvaire as well, but those links were severed with the destruction of Cyre and the collapse of the Golden Arch Bridge. The people of Karrnath are a dour, untrusting lot who believe in regiment and order. They are trying to follow the leadership of their king and offer friendship to the other nations, but they have a hard time dampening their superior attitude and the belief that their nation remains the best and strongest of the remnants of Galifar. They have little love for the people of Thrane and an outright hatred for the militaristic elves of Valenar, with whom they still consider themselves to be at war. The strict laws and oppressive nature of the country make it a difficult place for adventurers to thrive. Nevertheless, those willing to sell sword and spell can be found in the larger cities, especially Korth, Atur, and Vedykar, as well as in the border town of Vulyar. While his warlords have little use for adventurers, King Kaius III sometimes employs them to handle missions he would rather not trust to those with ties to the crown (or from which he wishes to distance himself with “plausible deniability”). Adventure Ideas —King Boranel of Breland has placed a special order for seven wheels of bitter cheese and twelve kegs of Nightwood ale, but no Sentinel honor guards are available to accompany the shipment. House Deneith hires adventurers to handle the job, promising a bonus if the cargo arrives safely and ahead of schedule so as not to disappoint Breland’s king. —An aspirant hoping to become part of the Twelve seeks the help of adventurers willing to determine the weaknesses of her competition. The heroes can help her attain a seat within the wizard council, or one adventurer can use the knowledge to make his own play for a position with the Twelve. —A well-connected royal corpse collector is suspected of killing people on the sly to meet quotas and fill the ranks of Karrnath’s undead army. Regent Moranna turns to independent operatives such as the adventurers to collect proof that the missing people of Vedykar are ending up in the corpse collector’s assembly of zombies and skeletons. —The adventurers are detained by the Royal Swords while traveling without proper documents through Karrnath. The Captain of the Swords offers them a way out of the “delicate situation” they find themselves in. Blood of Vol cultists have been gathering in Lakeside for some unknown purpose; she wants the heroes to find out what the cultists are up to and either stop them (if the threat is imminent) or return with news of their plans. If the adventurers refuse, the captain promises to send them to Fort Zombie, where the Captain of Corpses can always use a few more recruits.
Major Settlements Karrnath’s citizens congregate in the metropolitan centers that lie in the western part of the nation, with a much smaller population in the farmland to the east. Consequently, most of the major settlements have grown up west of the Ashen Spires Mountains. Some of the more prominent settlements are discussed below Korth (Metropolis, 855,000): The city of Korth has served as Karrnath’s capital since before the days of the kingdom of Galifar. Karrlakton (Metropolis, 600,000): Located along the Cyre River, southeast of Korth, the second great city of Karrnath stares into the face of disaster across the turbulent waters. Atur (Large City, 126,000): Also called the City of Night, Atur sits in the shadow of the Ashen Spires, near the great Karrn Falls that spill out of the mountains and flow into the Karrn River. Important Sites History has painted a vibrant portrait across the nation of Karrnath. Some of the oldest pre-Galifar settlements can still be found around the Karrn River, and the rich traditions of the Galifar kingdom can be seen in the architecture of the nation and the faces of its people. Battles during the Last War took place on both sides of the Cyre River, across the ever-shifting border that separated the Karrnath and Talenta Plains, and along the Karrn Bay. Karrnathi naval engagements occurred in Scions Sound, in Karrn Bay, along the Cyre River, and in Lake Cyre, and the Karrnathi navy even pushed as far as Eldeen Bay and Lake Brey The Nightwood: A dense, shadowy forest that fills the land between the Karrn and Cyre rivers, the Nightwood is a forest with two aspects. Fort Bones: This outpost guards the border that separates Karrnath from the Talenta Plains. Lake Dark: The pitch-black waters of Lake Dark shimmer in the farmland in eastern Karrnath.
Exports: Ale, dairy, glass, grain, livestock, lumber, paper, textiles
Industries Karrnath’s forests, especially the densely packed Karrnwood that covers the northern portion of the nation, provide some of the most notable exports sold throughout Khorvaire. Karrnathi pines produce valuable timber that is sold in the distant markets of Lhazaar and Breland. The Karrns have also perfected the process of making paper, and Karrnathi paper draws a premium price throughout the continent. Dairy farms throughout the nation provide milk, butter, and cheese to the markets in Korth and Atur, and some of the more exotic cheeses sell for more than their weight in silver in distant cities and towns. Beef, pork, and poultry raised in Karrnath also rank among the best on the continent. House Ghallanda in particular prefers to serve Karrnathi beef and pork at its inns and fest halls. House Orien provides an invaluable service with its magically cooled caravan wagons and other methods for preserving food stocks during transport. Another beloved Karrnathi creation, served in Ghallanda hospitality enclaves from the Eldeen Reaches to the Lhazaar Principalities, is Nightwood ale. Nightwood ale has a thick, full fl avor to match its dark, robust body that glistens with thin streams of golden bubbles. Barrels of Nightwood ale and wheels of Karrn bitter cheese command such a high price in foreign markets that an honor guard of Deneith sentinels usually accompanies and protects these shipments. As in the other nations, the dragonmarked houses maintain emporiums and outposts throughout Karrnath in order to conduct business. Two houses run their vast enterprises from within Karrnath’s borders. House Jorasco’s Healers Guild headquarters occupies a massive complex in Vedykar, where it also operates a training institute for the healing arts. House Deneith makes its headquarters in Karrlakton, where the Sentinel Tower rises high above the rest of the city.
Power Groups The royal family and the noble warlords possess the visible power in Karrnath. All of the dragonmarked houses conduct business in the nation, but only House Deneith and House Jorasco use Karrnath as their base of operations. A few secret power groups operate within Karrnath, including the Blood of Vol cult and its military arm, the Order of the Emerald Claw. A discussion of these power groups and how they interact with each other follows. The Royal Family: Karrnath’s royal family consists of King Kaius III, his wife Etrigani, the king’s younger brother and sister, and assorted uncles, aunts, and cousins. Nobles and Vassal Lords: The nobles granted land and title by the crown of Karrnath function as warlords for the highly militaristic nation. House Deneith: From high within the Sentinel Tower in Karrlakton, the patriarch of House Deneith and other family leaders conduct the business of defense and protection. House Jorasco: The matriarch of House Jorasco, Ulara d’Jorasco (LG female halfling, adept 6/dragonmark heir 5), maintains a healing enclave in the city of Vedykar. The Twelve is the arcane institute established, funded, and named by the dragonmarked houses.
The Order of the Emerald Claw: Once, this knightly order served the king of Karrnath faithfully. Now the order has been outlawed and the government has denounced its activities.
Sharn The embassy of Karrnath is a brooding fortress in the midst of Ambassador Towers. The Karrns are always prepared for the worst, and the embassy is designed to endure a siege. The interior of the embassy is filled with glyphs of warding, alarms, and arcane s eals—o n e wrong step can prove deadly. The embassy contains its own garrison of elite soldiers, commanded by Kanarr Talan (LN male human fighter 6)—20 3rdlevel fighters, all prepared to die in the service of Karrnath. Riots, thieves, spies—the Karrns are ready to deal with them all. Ambassador Syra ir’Tarrn (LN female human aristocrat 7) is a brilliant diplomat, and she is completely devoted to her nation and her king. She has no ties to the Order of the Emerald Claw, and she doesn’t even know about the hidden temple of the Blood of Vol in Graywall. Syra deals with the legitimate diplomatic activities of the embassy, while Malen Torr, a ruthless spymaster, handles espionage and shadow work. Malen Torr (LE male human rogue 5/master inquisitive 3) is loyal to Karrnath, but he does not approve of the king’s promotion of peace; Malen believes that the only way to secure true peace is to restore Galifar under Karrn rule. He has made contact with a number of the warlords of Karrnath who share his opinions, and in the future he may set plots in motion to disrupt the peace process and to weaken Breland or gain control of new weapons for Karrnath. Depending on the political and ethical alignment of a party of adventurers, Malen could be a valuable patron or a deadly foe.

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