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Karrnath

Known as the “birthplace of kings,” the nation of Karrnath was born in war. The art of war remains the birthright of every true son and daughter of the land, and it sings in their blood and their dreams. The first humans to settle the region were Lhazaar marauders. They built outposts along the barren coastline and raided the softer lands to the south. Slowly, these outposts developed into towns and cities, and the people that remained in the land were tempered by the long, harsh winters.   As the descendants of the Lhazaar raiders continued to spread out and eventually divide into five distinct nations, Karrn the Conqueror rose to power. He transformed the pirates and pillagers of his northeastern realm into a deadly army. Under his leadership, the Karrnathi forces swept the remnants of the goblinoids out of the land and made war upon the other human settlements. Karrn dreamed of ruling a vast kingdom, and in his zeal he conquered two-fifths of the human lands. In the end, no single foe defeated Karrn. Rather, he was overcome by the sheer size of Khorvaire and his own penchant for cruelty.   Karrn’s legacy remains, and most people tend to forget the atrocities and prefer to remember the accomplishments. He cleared the heartland of the human nations of the remnants of the goblinoid empire. He galvanized the people and kick-started the march to civilization. He built the greatest army of his age. And he died in a kingdom that bore his name. Centuries later, his descendant Galifar, a true son of Karrnath, would pick up Karrn’s dream and unite the Five Nations.   Galifar utilized the military power of Karrnath to forge his kingdom, and no force could stand against him. Of course, he tempered war with hope and a dream of a better society, and thus succeeded where Karrn had failed. After the Kingdom of Galifar was established, military officers from across the land trained at the Rekkenmark Academy. Military traditions and training were disseminated to the rest of the kingdom, but as a people the Karrns continued to be more dedicated to and proficient in the art of war. To this day, every citizen of Karrnath serves a term in the military, and every citizen of Karrnath practices with the local militia.   Life in Karrnath can be cold and hard, but the Karrnathi people are colder and harder. When the Last War began, the people of the land rallied behind their king. It seemed unthinkable that the other parts of the collapsing kingdom could stand against the mil- itary might of Karrnath. Better equipment and training could take the Karrns only so far, however. They underestimated the arcane weaponry of Aundair and Cyre. They underestimated the divine power of the Silver Flame that bolstered Thrane. And they failed to account for the sheer heart and determination of the Brelish people, perhaps the most underrated nation at the start of the war.   Karrnath suffered a series of embarrassing and potentially destructive setbacks, forcing King Kaius I to accept aid from the Blood of Vol. Using the necromantic arts at their disposal, the Vol priests called Karrnath’s fallen warriors back from the grave, setting the stage for the rest of the long, long war. The tireless undead troops bolstered the nation’s living soldiers and brought a sense of otherworldly terror to the battlefields. The Karrnathi undead were some of the most unusual troops deployed in battle until the creation of the warforged.   A military dictatorship since the start of the Last War, Karrnath continues to operate under martial law. This makes it a bit tougher on visitors and adventurer types, but the land isn’t totally closed to travelers. Instead of the Code of Galifar, the country follows the Code of Kaius. This rigid set of laws and responsibilities is based on the older code, but many rights have been restricted or eliminated in the name of national defense. With the end of the Last War, a handful of the more stringent laws have been lifted, but the overall oppression of a martial system remains.   Today, Karrnath enjoys its role as one of the architects of peace, but there are undercurrents of unease throughout all levels of the nation. It came as a surprise when Kaius III, leader of a harsh band of hardened warriors, pressed for peace. Most of the Karrnathi warlords (the highest-ranking nobles in the land) believe that their king is simply rebuilding the strength of the nation and searching for an advantage to turn against the other nations. They trust that he will unleash their armies again when the time is right and grasp the throne of Galifar as his own. But there are those among the warlords and nobility that believe that Kaius is too soft, not at all like his father or great-grandfather. They see the Treaty of Thronehold as a symbol of his cowardice, and his efforts to curtail the power of the Blood of Vol as a rejection of the religion of the people. When the current peace finally breaks, it may be Karrnath that swings the firstsword—despite the wishes of its king.  


Postwar Karrnath

Karrnath spent more of the Last War in active warfare than any of the other four nations; it never left a war footing and never had long-term ceasefires with its foes. Battles between Karrnath and Cyre were particularly bloody, especially when the Valenar elves became Cyran mercenaries. Karrnath and Aundair were enemies throughout most of the Last War, although that front had long periods of stalemate and low-intensity battles of attrition. Thrane and Breland were either enemies or allies, depending on the war’s shifting fortunes.   Karrnathi forces had seized Cyran territory on the Day of Mourning, preparing to use the area as a staging ground for a push into Breland. For this reason, tens of thousands of Karrns were among the dead on the day Cyre became the Mournland.   Karrnath lost as many citizens to famine and disease as it did to enemy action over the course of the war. Shortly after the war began, plague and wheat-blight savaged the nation, bringing low the Galifaran province known for its industry and military tradition. The combination of famine and disease was so devastating that King Kaius I, desperate to save his realm, turned to the Blood of Vol for aid—a decision that forever changed Kaius and Karrnath as a whole.   When Kaius I returned to power in the guise of Kaius III (see the EBERRON Campaign Setting, page 178), he immediately set about ending the war. But even two years after the Treaty of Thronehold, Karrnath is still a militaristic society that’s reluctant to abandon its war footing. The warlords remain the most powerful and influential of Kaius’s nobles. Most towns still have large standing militias, and service in the national army is compulsory. Karrnathi soldiers still engage Valenar raiders to the southeast and battle strange horrors from the Mournland, and every skirmish receives a lot of attention in chronicles and talk within the taverns.   Karrnath also has the advantage of relatively secure borders. Scions Sound offers a measure of protection from Aundair and Thrane, and the northern waters keep all but the most determined Lhazaar pirates at bay. Karrnath’s historic weakness, its southern border, is a lot safer now that Cyre is no longer around. Monsters periodically emerge from the Mournland, to be sure, but that’s a far cry from an invading Cyran army. Garrisons in Lakeside and Irontown remain strong and alert, for Karrnath and the Mror Holds continue to dispute the border between the two nations, and many Karr ns want to reclaim the dwarven lands as their own.   While Kaius has officially broken ties with the Blood of Vol and declared it no longer the national religion, a significant portion of his citizenry continues to follow the tenets of blood as life and undeath as divinity. The crown has gone so far as to ban the open worship of the Blood of Vol in Korth, but shrines still draw followers in the towns and villages, and the Crimson Monastery in Atur continues to hold open ceremonies to mostly packed audiences of the faithful.   Kaius has had better success in curtailing the influence of the Order of the Emerald Claw. In general, the nation has come to see this group of one-time patriots (at least that was how they were portrayed when the group was originally established) as violent extremists who no longer have the best interests of Karrnath at heart. (This doesn’t keep some warlords and nobles from working with them, however.)   The nation continues to utilize undead forces for defense, but the vast majority of Karrnath’s undead troops have been hidden away in secret crypts for the day when they will again be needed. This huge force of undead, with more being added every day under the orders of the Minister of the Dead, provides a ready-to-use army that can quickly bolster the living forces of the nation’s warlords—while also remaining mostly hidden from the rest of the nations of Khorvaire. Kaius knows what the Minister is up to, but he doesn’t realize the extent to which the undead buildup is continuing.  

MAGIC AND RELIGION

While Karrnath originally put more stock in swords than in spells, this view quickly changed after the first few engagements of the Last War. Observing the war magic of Cyre and Aundair, Kaius I ordered all youths to be tested for arcane aptitude at the enclave of the Twelve. Over the course of the Last War, Karrnath has made its own strides in the mystic arts. Its greatest accomplishments have been in the arcane schools of evocation and necromancy. The country still lags behind the civic accomplishments of the wizards of Aundair, but they have become almost their equal in the art of war.   The worship of the Sovereign Host dominates the land of Karrnath, despite almost a hundred years in which the Blood of Vol was the national religion. Boldrei, Dol Arrah, and Dol Dorn are seen as the patrons of the land, with a strong emphasis on the virtues of honor, strength in battle, and love of community. Divine spellcasters are rare, and most priests fall into the category of expert, aristocrat, or fighter.   The Blood of Vol still has followers at all levels of society, because some have ignored Kaius III’s restrictions concerning the religion. It is important to understand that most people—including members of the faithful—don’t realize there is a connection between the Blood of Vol and the Order of the Emerald Claw, and few even directly worship Vol herself. Many of the common folk who revere the Blood see life as a constant struggle against death, believing that undeath is one way to win the battle. They know little if anything about Vol or her plans, but they treat any of the higher forms of undead (vampires, liches) with reverence and great respect.   One of the secrets of the nation is that Kaius III’s harem consists of followers of the Blood of Vol who have chosen to give their loyalty to their king instead of the lich queen. They provide him with the blood he needs to sustain his own, secret undead state of existence.  

Karrnathi Style

The origin of Galifar traces its roots to Karrnath, so it is no wonder that elements of the Galifarn style permeate the land. The humans of Khorvaire first attained civilization in Karrnath, and this ancient heritage can still be seen both here and throughout the Five Nations.  

ART

Two subjects turn up consistently in Karrnathi art—war and religion. Images of grand battles in fl at, two-dimensional renderings demonstrate an emotional connection to physical strength and perfection. For religious subjects, the Sovereign Host provides most of the inspiration, and paintings proclaiming the faith fill private galleries and public museums alike. During the height of the Blood of Vol movement, a new form of disturbing yet fascinating art developed. Blood art, known for its striking use of crimson and actual blood to create scenes as though from a fevered dream, was extremely popular for a time and is still created by the most faithful followers of the Blood.  

ARCHITECTURE

Karrnathi architecture tends to be heavy and symmetrical, with a militaristic uniformity and lots of decorative elements, such as monoliths and obelisks. In many ways, the typical Karrnathi city street resembles a museum, with heavy stone buildings, ornate sculptures, and freestanding statues. Fountains get a lot of play in Karrnath as well, with many of these becoming frozen in the winter to form a different kind of sculpture.  

CUISINE

Karrnathi cuisine tends to be as heavy and complex as its architecture, with fi lling, multilayered casseroles one of the mainstays of the typical family meal. Karrns consider sausage- and cheesemaking to be art forms, and all kinds and varieties of these foods can be found throughout the land.   Because of the harsh winters, stews and soups are a staple of Karrnathi cooking, and every hearth has a pot of something simmering over the fire throughout the long winter season.   Brewing, another popular Karrnathi pastime, has created some of the most flavorful and potent beers and ales in the Five Nations, and kegs of Karrnathi brews find their way to markets across the continent.   Baking has also developed into a staple of Karrnathi culinary art, and all kinds of pies and breads come out of the rich-smelling ovens throughout the land. One particularly popular loaf, called vedbread, combines crusty bread with the flavorfully sharp ved cheese. This is enjoyed warm as it emerges from the oven, or slathered with onion butter.  

FASHION

Karrns favor plain, functional clothing, worn neat and immaculately clean. They generally wear dark colors. Since Karrnathi winters tend to be long and cold, thick cloaks are a common accompaniment to any outfit. While their clothing tends to be drab and unadorned, Karrns take great pride in their armor and weapons—which are some of the finest produced in all of Khorvaire. Armor is frequently worn on village and city streets, and it is always carefully polished and ornately decorated.  

Karrnathi Names

Karrns usually have a personal name followed by a family-based surname.   Male: Adalstan, Alarich, Arend, Berend, Brenius, Detlev, Drago, Evetius, Falko, Fraedus, Garrick, Geroldt, Gertan, Gustavus, Halden, Leonus, Leodegar, Maenrad, Rochus, Rolund, Sigor, Theoban, Vedim, Vorik, Wultram.   Female: Adalgisa, Alinda, Asta, Bauin, Clotrila, Demuth, Ebba, Ermena, Forsindh, Gisaul, Harika, Haedrun, Karola, Lorelea, Mauriana, Menelda, Oydelis, Renilda, Syardis, Syele, Theda, Valpaea, Vaunn.   Surnames: A ltaner, Argland, Balich, Barthus, Brand, Cerfas, Denka, Dorn, Erdei, Eschus, Furnau, Gaebler, Gergus, Grogloth, Hellekanus, Hintram, Jaranus, Karlach, Kessler, Kraal, Lassinus, Losho, Maerer, Ochem, Rangoth, Roerith, Sattler, Senglin, Taggert, Thul, Trothut, Vanalan, Vedenin, Zecklin.
Karrnath, born in war Karrnath, land of night Karrnath, we salute you Let the world marvel at your might!
War March of the Karrns” Karrnath’s national anthem


Royals of Karrnath

Since Karrn the Conqueror rose to power, his blood has flowed through the rulers of Karrnath. When King Galifar I established his united kingdom, he set up a system wherein the Wynarn family would rule over each of the Five Nations. This took a bit of getting used to in the other parts of the kingdom, but the Karrns have long had the blood of Karrn sitting on their throne.   Occasionally over the centuries, as happens when there are fewer suitable heirs, governorship of Karrnath fell to trusted regents drawn from other parts of the family.   Like the others among the Five Nations, Karrnath was administered by governor-princes as part of the Kingdom of Galifar from the founding of the kingdom until 894 YK. In that year, as the struggle for the crown that caused the Last War escalated, Karrnath broke from the kingdom and declared itself an independent monarchy under the rule of King Kaius I.   The rulers of Karrnath are outlined on the table below.
Date Monarch
890–910 YK Kaius I (declared king in 894 YK)
910–960 YK Kaius II
961–972 YK Jaron
973–990 YK Moranna [regent]
991 YK–Present Kaius III

Karrnath at a Glance

Data based on military draft records, 994 YK.
Population: 2.5 million
Area: 1,350,000 square miles
Sovereign: Kaius ir’Wynarn III
Capital: Korth
Major Cities: Karrlakton, Atur, Vedykar, Rekkenmark
Climate: Temperate in south with cold, cloudy winters and cool, partly cloudy summers; central to northern region has short, cool summers and long, harsh winters
Highest Point: Mount Tharzil in the Ashen Spires, elevation 9,925
Heraldry: A blood-red wolf head on a shield of silver and black
Founder: Kaius I, third scion of King Jarot
National Motto: “Death holds no terror.”

Karrnath & the Undead

Early in the Last War, plague- and famine-ravaged Karrnath resorted to using undead soldiers in its army—a desperate decision that might have saved Karrnath from utter ruin. Even today, Karrnath keeps undead legions to defend its borders and to use in case hostilities resume.   Karrnath is not, however, a place where the undead are integrated into society (unlike Aerenal, for example, where the undead and the living coexist). During the Last War, the undead formed separate military units from Karrnath’s living soldiers, and only rarely performed in joint operations. Today, the legions of undead remain hidden, both from the average citizen and the eyes of the other nations. A relative few Karrnathi skeleton and zombie troops patrol the borders and serve as special guards in Korth and Atur, usually at facilities tied to the crown.   The average Karrn finds the intelligent undead to be at best creepy and at worst completely terrifying. Karrnathi soldiers have better tolerance, but few want to socialize with the undead. Everyone appreciates the role that the undead play in defending Karrnath, however, and the typical soldier feels a sense of pride in knowing that he or she can continue to protect the nation even after death.    

FIVE THINGS EVERY KARRN KNOWS

1. How to play Conqueror. This chesslike board game reputedly invented by Karrn the Conqueror is enjoyed across Khorvaire. But in Karrnath, it’s the national pastime and a popular way to spend long, wintry nights.   2. Their own family trees, going back at least four generations. The Blood of Vol has encouraged interest in genealogy. Combined with a Karrn’s natural pride in heritage, it’s not surprising for everyone to know their families well. Two Karrns who meet in a tavern will often start a conversation by mentioning their ancestors, trying to find a common link.   3. A bit about military organization. Almost all Karrnathi adults spent some time in the military, so they know the difference between a sergeant major and a major, the proper way to salute superior officers, and what various uniform insignia mean.   4. An appreciation for art. During the Last War, many of Karrnath’s artists painted colorful pro-paganda posters that adorned walls in major cities. Though the war is over, many Karrns have taken the posters into their homes, where they hang as decoration and a reminder of Karrnath’s military past.   5. A keen sense of the weather. Of the Five Nations, Karrnath gets by far the worst weather. Karrns love to talk (and complain) about the weather, and they’re adept at comparing one day’s snowfall to the next. They aren’t necessarily any better at predicting the weather, but they’re quite good at answering questions such as “How hot was it yesterday?” in detail.

Karrnathi Speech

The following turns of phrase are uniquely Karrnathi. “You can break a single arrow, but not ten in a bunch.” Used to express how Karrns prefer to work together, finding strength in numbers. It’s also a subtle reminder to conform to the direction the other “arrows” (fellow citizens) are taking.   “While the wolf drinks, the dog looks on.” A Karrnathi way of saying “rank has its privileges.”   “Edible birds don’t live long.” A Karrnathi warning not to make yourself a tempting target to your rivals; a way of saying “put your guard up.”   “There’s more to good ale than a silver flagon.” A Karrnathi proverb expressing a preference for substance over style.   “Blunted!” An expression of dismay or failure. “Khoot! Khoot! Karrnath!” A battle cheer common among rank-and-file Karrn troopers. The “oo” sounds are often drawn out into a howling wail.
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