Karrnath Organization in Eberron | World Anvil

Karrnath

Structure

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 field 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 confidence 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 fierce patriotism, flamed 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 flows 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.

History

  • Pre-Galifar Karrnath was one of the first human established nations on the soil of Khorvaire, founded by Karrn the Conqueror in -1002 YK. Karrn unsuccessfully attempted at the time to unite all of the five settlements of Khorvaire beneath him, but his power was not yet strong enough. 957 years later in -45 YK Galifar I was born in Karrnath. 21 years later Galifar assumed leadership of Karrnath. Ten years into his reign he resumed the campaign that Karrn the Conqueror abandoned nearly a millennium before, the unification of the five settlements of Khorvaire. Galifar accomplished this feat after fourteen long years of struggle. His grandson, King Galifar ir'Wynarn II, "the Dark", later institued a new calendar starting at the very year that Galifar I united the Five Nations. (Sources: ECS 130 & 225, FN 10)
 
  • Under Galifar Karrnath always held a special place under Galifar I. In the first year of his reign, Galifar I assigned each of the Five Nations to one of his children to oversee as Governor-prince/princess. To Karrn, his eldest son, he gave the appropriately-named territory of Karrnath. However, by the time he finally abdicated his throne at the age of 85, several of his older children had already died and it was his youngest son, Cyre, who would succeed him as the second King of Galifar. (Sources: ECS 225, FN 8 & 10)
 
  • The Last War King Jarot's son Kaius I was one of those opposed to handing the crown to Mishann of Cyre. This, of course, was the spark that ignited the Last War and Karrnath suffered some of the heaviest casualties of the war. However, three generations later it was Kaius III who ascended to power over Karrnath in 991 YK and who was the biggest proponent of peace. It was he who established that peace talks should commence in Thronehold and though the destruction of Cyre in the Day of Mourning in 994 YK is often seen as being the primary reason to end of the conflict, there is no doubt that it was through King Kaius III's establishing of an environment where compromise could be reached that the peace talks actually began.

Demography and Population

Total Population
2,500,000
  • 52% Human
  • 18% Dwarf
  • 10% Halfling
  • 8% Khoravar Half-elf
  • 8% Elf
  • 4% Other

Technological Level

Research into Necromancy and the nature of Mabar lead to the creation of the Odakyr Rites. This is a specialized Necromantic ritual that reanimates the body of a deceased soldier into one of the legendary Karrnathi Skeletons or Zombies. These undead soldiers are eternally loyal to Karrnath, but have little to no capability for mercy or remorse.

Religion

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 insignificant part of the population still follows the teachings of the Blood of Vol, despite the crown’s official 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.

Agriculture & Industry

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 flavor 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.

Education

  • Rekkenmark Military Academy
  • The Twelve Institute of Magic

Infrastructure

House Orien maintains major trade roads throughout Karrnathi, as well as lightning rail extensions that connects 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

Death Holds No Terror

Founding Date
-1002 YK
Type
Geopolitical, Kingdom
Capital
Demonym
Karrn
Head of State
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Mixed economy
Major Exports
Ale, dairy, glass, grain, livestock, lumber, paper, textiles
Official State Religion
Location
Official Languages
Controlled Territories
Neighboring Nations
Related Ethnicities

Articles under Karrnath


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