Lying in the northwest of Khorvaire, the nation of Karrnath stretches from Scions Sound in the west to the Ironroot Mountains in the east, and from Karrn Bay in the north to its tenuous border with the Talenta Plains to the south. It is a nation of equal parts open fields and dense forests with House Orien trade roads and Lightning Rail tracks providing ample travel considerations.
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 fields 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 mind-set. 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, 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 through out 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.
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.
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.
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.
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. Kaius retains the services of his aunt, the Regent Moranna, as his chief advisor and minister of internal affairs.
Queen Etrigani met Kaius when she appeared before his court on behalf of the government of Aerenal during a diplomatic tour of the Five Nations. An intense courtship followed, and the two were married in 993 YK, on the second anniversary of Kaius’s ascension to the throne. The queen has taken an active interest in the affairs of her adopted nation, and Kaius regularly sends her as an emissary to foreign courts.
Moranna continues to serve as regent of Karrnath, a post that has been transformed from a stewardship to an advisory position. She never ventures far from the court or from Kaius’s side, except when he sends her out in his name to handle crises near and far. Moranna, a large, strong woman, has a commanding manner and a no-nonsense approach that leaves most of her underlings shaking in her wake.
One of the more powerful members of Kaius’s family is Count Vedim ir’Omik, a royal cousin who holds the position of Minister of the Dead for the crown. Vedim, a practitioner of necromancy who has a fascination for all things related to death and the undead, oversees the collection of corpses and the creation and maintenance of the undead troops used to bolster Karrnath’s forces. Prior to this new age of peace, Vedim’s role was much more visible and prominent than it currently is. Now, because of Kaius’s desire to forge a lasting peace, Vedim is forced to operate in the shadows. Kaius has not ordered him to stop the program, but he has told Vedim to keep a lower profi le. Vedim believes that all this talk of peace will eventually fail, and then he will once again receive the recognition he deserves.
Kaius has recently sent his brother Gaius to Thrane and his sister Haydith to Breland as part of the current exchange of relatives among the ruling families. He would prefer to have his younger siblings close so he can oversee their training, but improving relations with the other remnants of Galifar is too important for Kaius to refuse to participate.
The nobles granted land and title by the crown of Karrnath function as warlords for the highly militaristic nation. From their fortress-towns, called raths, the warlords protect their holdings and gather their legions until the king calls for their services. Two of the most powerful and influential warlords, Renn ir’Tanar and Charl ir’Loran, command the battalions of the living charged with defending the heart of the Karrnathi nation. Both of these men publicly support their king, but behind the scenes, they lead efforts to derail the peace process and restart the war.
From high within the Sentinel Tower in Karrlakton, the patriarch of House Deneith and other family leaders conduct the business of defense and protection. Breven d’Deneith controls the family with an iron fist. Despite the family’s strong ties to Karrnath, Breven demands that all members of his house maintain an attitude of neutrality and fairness to all nations and institutions. Breven’s Defenders Guild operates out of the house enclave, as do the offices of the Sentinel Marshals. In the early years of the kingdom of Galifar, the Sentinel Marshals were granted the right to enforce laws and bring fugitives to justice throughout the land. When the kingdom shattered, Deneith’s Sentinel Marshals retained their role as law officers with the added ability to cross borders in pursuit of justice. Today, all the nations that signed the Treaty of Thronehold have agreed to allow Deneith to continue in this role as international police officers. The marshals all return to the Sentinel Tower as time and circumstance permit to report on their activities and receive updated instructions.
The matriarch of House Jorasco, Ulara d’Jorasco, maintains a healing enclave in the city of Vedykar. Almost a city unto itself within greater Vedykar, the Healers Guild enclave is a huge complex from which the house conducts business across Khorvaire. The complex also contains healing facilities, a training hospital, a spa for long-term convalescence, and an asylum for those the healers can’t cure of madness and other mental maladies. Ulara rarely travels far from the enclave, leaving the business of managing distant healing centers to younger members of the family.
The Twelve is the arcane institute established, funded, and named by the dragonmarked houses. It operates out of a thirteen-tiered tower that floats above Wollvern Park in the capital city of Korth. (The thirteenth tier, in memorial to the legendary lost mark, was constructed as a hollow shell and remains empty to this day.) In addition to using it as a center of arcane learning, the dragonmarked houses share in the arcane research undertaken within the floating tower. The kings of Karrnath have regularly sought advice and council from the Twelve, and Kaius has not abandoned this practice. As might be expected, the Twelve suffered significant loses over the course of the Last War, as many senior wizards resigned their posts to offer their services to their beleaguered homelands, particularly in the years leading up to the cessation of hostilities. Now, with their numbers reduced and less powerful wizards sitting on the Committee of Twelve just so that each house holds its seat, the Twelve is at a crossroads. Will it lose ground to the increasingly important Arcane Congress of Aundair, or will the dragonmarked houses find wizards worthy of the Twelve among their ranks?
A cult dedicated to the undead in general (and secretly to the lich Vol in particular), the Blood of Vol has had a foothold in Karrnath since the time of Kaius I. Although the king was eventually able to break the cult’s hold on his government, the Blood of Vol continues to operate in the nation’s secret places, watching for opportunities to expand its influence and for ways to once again insinuate itself into the kingdom’s halls of power. The high priest of the cult in Karrnath is Malevanor, who oversees the rites and rituals of blood within the Crimson Monastery, the largest temple dedicated to the Blood of Vol in the nation. The Crimson Monastery commands a prime piece of real estate in Atur, the City of Night. Though the cult doesn’t draw as many followers as it once did, and though many of its shrines and temples have been closed or forced into hiding, the Crimson Monastery remains active and open to the current day. Malevanor’s adepts and other cult members have hooks throughout the kingdom, secretly manipulating events from the deep shadows while presenting a humble countenance from their open temple.
Once, this knightly order served the king of Karrnath faithfully. Now the order has been outlawed and the government has denounced its activities. Still, the Order of the Emerald Claw continues to operate, following the agenda set forth for it by its secret master, the lich Vol. When the order served the king, it provided security, elite agents, and unswerving shock troops that were a step or two better than the average Karrnathi soldier. As long as the king’s commands did not violate the will of the order’s secret master, the knights of the Emerald Claw appeared to be unquestionably loyal to the king and fanatically dedicated to crown and nation.
When Kaius I learned the truth of their allegiance and how he had been used, he started the process of disbanding and disenfranchising the order. This was not accomplished until the reign of Regent Moranna, when the order was driven underground. Now the Emerald Claw operates as a vast underground network and terrorist group, proclaiming itself to be working to return Karrnath to greatness. In truth, the order is just another elaborate plot and powerful tool in the service of Vol, the lich lord of the Blood of Vol cult. Much larger and more active in Khorvaire’s current events than anyone is aware of, the Order of the Emerald Claw is a powerful army ready to serve the will of Vol. The true nature of the order remains a closely guarded secret, and any who discover its connection to the Blood of Vol quickly become sacrifices for the blood ceremonies.
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.
The City of Night stands in the shadow of the Ashen Spires, cloaked in mist from the Karrn Falls. For all but a few hours each day, Atur lies shrouded in gloom, a nearly perpetual twilight that gives the city its moniker. Oddly, during the day’s brightest times, the city is quiet, seemingly deserted. Only at night does Atur come fully to life.
This atmosphere suits the people. At night, they frolic in fest halls and taverns, sampling the forbidden delights of Atur’s infamous bordellos. Even Kaius III is not immune to the city’s allure, and he finds refuge in Nighthold, a royal complex where he sometimes holds court.
Beneath the hustle and bustle of this curious community lie the Vaults of the Dead, where Karrnath’s undead legions await the day when war rages anew. Overlooking the city is the huge Crimson Monastery, one of the greatest bastions of the Blood of Vol in the nation.
Crimson Monastery: The Blood of Vol might not have the influence it once did, but the crown’s distancing from the faith did not sway the bulk of Atur’s citizens. The Crimson Monastery perches above the city, a sprawling complex spanning several acres and serving as the heart of the blood-centered religion. Inside is a maze of worship halls, ritual chambers, shrines and vaults, cells, and residences. Buried deep, beyond the prying eyes of the common worshipers, is an ossuary where Vol’s mummy high priest, Malevanor, performs the most profane rituals, twisting corpses with dark magic to create atrocities and undead horrors.
The sprawling city of Karrlakton stands in full view of Cyre’s clouded devastation. The second largest city in Karrnath, this once-bustling river port suffers from proximity to the Mournland. Cyre’s shimmering misty curtain fills the horizon, casting a gloomy pall over Karrlakton’s citizens. The city draws unwanted attention from prophets, doomsayers, and apocalyptic priests. These ranting oracles proclaim the impending doom that awaits the world, pointing across the frothing waters of the Cyre River to support their dire predictions. Since the Last War’s end, a significant number of Karrlakton’s citizens have drifted from the city to find new lives, but the city struggles on, surviving through the manufacture of arms and armor and from meager trade by way of the occasional elemental airship or other vessels that brave the river’s turbulent waters.
Sentinel Tower: Karrlakton is home to the Sentinel Tower, a mighty fortress at the city’s center. The Tower is the headquarters enclave of House Deneith, and just as important, it is home to the Sentinel Marshals. King Galifar commissioned House Deneith to form this continent-spanning agency to capture fugitives from justice, with jurisdiction throughout the Five Nations. As bounty hunters, the Sentinels are without peer. During the Last War, the authority that the Sentinels derived from the King of Galifar evaporated. Unwilling to take sides, the organization recast itself as a neutral force policing war crimes, the treatment of prisoners, war profiteering, and the impartiality of the dragon marked houses. These activities caused conflict with nearly every power base on the continent at one point or another during the war. The Sentinels’ perseverance during the war years left the group as the only viable entity to police the Thronehold peace once hostilities ceased. As a result, the Sentinels hold the international authority to carry out their duties as they have for centuries.
Korth is the ancient capital of Karrnath. More than any other settlement in the nation, Korth preserves its history in its buildings, tombs, and vaults. The city has well-kept streets and somber structures, each in a fashion suggestive of its militant origins.
Five major wards—Highcourt, Temple, Commerce, Community, and Low District—make up the city. Each ward contains residences and shops, but exemplifies its particular function. For example, Highcourt Ward houses the king’s palace, governmental buildings, and the homes of dignitaries, while Commerce Ward holds the dragon marked emporiums and enclaves, warehouses, shops, and marketplaces.
The war’s ravages are evident in the damage to the city’s steep walls and a majority of its buildings. Cyran and Aundairian forces besieged the city several times, but each time the defenders threw back the attackers. Rebuilding is slow—some scars are not easily erased.
Crownhome: King Kaius III rules Karrnath from Crownhome. More a military base than a palace, the structure features a thick wall between two rocky pillars. With over a thousand soldiers stationed here and backed by siege engines and other defenses, Crownhome embodies the nation’s preoccupation with battle.
The Twelve: The Ziggurat of the Twelve is a mighty floating citadel, casting its shadow over Wollvern Park below. The fortress has thirteen tiers, one for each of the dragon marks. The highest tier is empty, set aside to honor the lost Mark of Death.
Losses during the Last War and the political ramifications resulting from its aid to Karrnath diminished the Twelve’s standing in the Five Nations, allowing the Arcane Congress to eclipse it. The Twelve struggles to rebuild, but it’s unclear whether the organization can recover fully.
The westernmost city in Karrnath is Rekkenmark, a community known for its military academy. Once called the door to Karrnath, thanks to the great White Arch Bridge spanning Scions Sound, Rekkenmark’s importance fell in the last century, when the bridge tumbled into the sound. Given that the bridge served as a major artery to the heart of Karrnath, many soldiers marveled that it stayed intact as long as it did. Cut off from the west by the river and surrounded or behind enemy lines for significant portions of the war, this border city suffered greatly during the conflict.
Rekkenmark’s survival and continued viability is a testament to Karrnathi stubbornness. Its citizens still work to bring the city back to its prewar magnificence. The people emphasize the city’s prewar charm, with buildings, temples, and structures surviving from when Karrnath was part of Galifar. Their efforts have not seen much success because the loss of the bridge also destroyed the lightning rail spanning it and greatly curtailed commerce and access to visitors. The city’s waterfront cannot replace the bridge’s access because Rekkenmark sits atop steep cliffs overlooking the sound. In addition, few elemental airships forgo the relatively near and more important berths in Korth to stop at the border city. Despite all these hindrances, the people refuse to give up; plans to rebuild the great bridge fill them with hope that better days lie ahead.
Rekkenmark Academy: Until the Last War, the Rekkenmark Academy was the premier military school for well-born sons and daughters all over Galifar. It offered a full education but focused on leadership principles, strategy, and warfare. Graduating from this school was a mark of pride for a student and his or her family.
The Last War and Rekkenmark’s isolation all but destroyed the institute. No parents outside Karrnath wanted to send their sons and daughters to an active war zone, and few of Karrnath’s noble families were willing to enroll their children in an academy that was behind enemy lines for years at a time. The academy was shut down during the war, and enrollment remains low to this day.
Near the western edge of the Karrnwood, the Winter Citadel rises through gray pines, the blue-white stone of its slender towers and delicate minarets sparkling in the light. Fragile bridges span the gaps between, giving the place the appearance of a crystalline web formed from ice. A steep ice wall surrounds the eladrin spire. Helmeted guards, their faces hidden behind grim visors, stand guard, watching for enemies and intruders alike.
Each night, eladrin knights ride forth from the citadel on white horses, bringing winter’s breath to the surrounding woods. Their passing freezes the needles on the pines and leaves icy impressions of their horses’ hooves in the ground. The riders are slender, with pale skin and blue-white hair. Dressed in milky white armor and armed with matching blades, they brook no trespass on their lands, cutting down any interlopers they find.
Karrnath has sent emissaries to treat with these newcomers, but each expedition has been turned away. One group arrived within sight of the walls before the eladrin drove them from the wintry woods. The feyspire’s refusal to negotiate irritates King Kaius III, who is gradually coming to see them as a threat. His warlords urge a campaign to crush the arrogant eladrin and take their secrets for the nation, but for now, the king remains cautious and hopes for a peaceful solution.
Thronehold Castle—purposely situated on an island in the center of Scions Sound, beyond the jurisdiction of any of the Five Nations—housed Galifar’s kings for centuries. It was abandoned at the start of the Last War, and with it went Galifar’s preeminent symbol of excellence, progress, and justice. The citadel became a vestige of the past, a curiosity, and a reminder of failed promises. No government holds the fortress, and no lord rules the island on which it stands. The sole occupants are the Throne Wardens, House Deneith soldiers charged with protecting the castle from intruders.
Below the castle walls stands Throneport, a small town that arose during the old kingdom’s height. Since no one ruled Thronehold during the Last War, the town was not subject to any nation’s laws—criminals, exiles, mercenaries, and other scum arrived and prospered. The town became a haven for the desperate and villainous. The end of the Last War checked its decline as the dragon marked houses and citizens and officials from each of the Five Nations returned to the island. The criminal element remains, but Throneport is becoming a functioning community once more, one that all nations recognize as neutral ground.
Tradition, discipline, and excellence in all things define Karrnath. A nation with a proud military history, it has stood for centuries as the strongest of the Five Nations, producing the finest generals and armies the kingdom of Galifar has ever seen. These qualities proved the nation’s greatest asset, but also its greatest vulnerability, during the Last War. Although the nation never surrendered, an over reliance on military concerns left it unprepared for different kinds of enemies—plague, famine, and intrigue.