The PCs’ first contact with the White Lions and their first glimpse inside Korth’s walls takes place at one of four places: Westgate (the terminus of the road from Rekkenmark), Northgate (the terminus of the lightning rail), Eastgate (the terminus of the road from Karrlakton), and Rivergate (a customs house on the dock, rather than a gate per se). Each gate has scores of White Lion soldiers on duty at all times, a not so subtle reminder for travelers of Karrnath’s umbrella of martial law. But it takes only minutes to pass a cursory check of travel papers, and even merchants bearing taxable goods can usually get beyond the gate in less than an hour
The weight of age is apparent even as you pass under the gates and enter Korth. Many of the stone buildings here appear thousands of years old, their crumbling edifices displaying the decorative arts of a bygone age. And the buildings are as massive as they are old. Many take up entire city blocks and stretch to fill the sky
Karrnath has a number of large cities, but only one true metropolis: Korth, the capital city and heart of the nation.
Korth suffered sieges from both Aundair (939–940) and Cyre (936 and 971–973), but it never fell to the invaders—a fact that fills Korth residents with pride. But siege weapons damaged large swaths of the city, and Kaius used the rebuilding opportunity to unsnarl many of the tangled streets and add a semblance of order to one of Khorvaire’s oldest cities.
Now Korth has five main wards: Highcourt, Temple, Commerce, Community, and the Low District. The riverside bluffs on which Korth was built provide natural borders between one district and the next.
Source: Five Nations
An ancient metropolis, Korth is managed by Civic Minister Hyran ir’Tennet, whose authority covers all civilian matters, while security (both internal and external) is managed by General Yorin Thauram. Five wards, divided by riverside bluffs, constitute the city and are individually managed by appointees under the Civic Minister. Most of the city is strictly patrolled by the White Lions, the city’s military police force, but they tend to leave the Low Ward alone.
Source: Cultures of Karrnath
The city of Korth has served as Karrnath’s capital since before the days of the kingdom of Galifar. Some of its buildings date back to the earliest human settlements; many others were built during the great expansion that marked the middle period of Galifar I’s reign. The Korth skyline rises along the southern shore of the Karrn River, with the dense Nightwood to the east of the city gates. The high walls of Crownhome, the hereditary home of Karrnath’s royal family, rise atop King’s Hill in the Highcourt Ward of the city. Another prominent structure, the Cathedral of the Sovereign Host, fills a sizable piece of real estate in the Temple Ward and has shrines dedicated to the entire pantheon.
In general, the style of the city is heavy and symmetrical, with blocks set forth in a grid or radiating out from a central plaza. The militaristic influence that infuses all of Karrnath society permeates Korth and helps define the monolithic appearance of the buildings and decorative features such as monuments, obelisks, and tombs.
Five wards make up greater Korth, and each ward has its own personality. These wards are named Highcourt, Temple, Commerce, Community, and Low District. While each ward consists of living space, markets, and other city necessities, each concentrates on an aspect of city life and is built to accommodate that aspect. The Highcourt Ward houses most of the government departments, as well as the halls of the royal family and some of the more affluent noble families. The Temple Ward features winding streets dedicated to the many religions of Khorvaire; everything from small shrines to giant cathedrals can be found here, and some representative of even the most obscure cult probably finds a location to preach from within the walls of this ward. The Commerce Ward presents businesses of all types and provides space for the enclaves of all the dragonmarked houses; supply and demand come together inside this sprawling ward. The Community Ward is the most residential ward in Korth, providing housing for the middle class. The Low District is a dangerous maze of narrow streets from which the poor and the destitute attempt to eke out an existence. The criminal element has a firm hold on the Low District, using its twisting warrens as a hiding place and somewhere from which to conduct business best done in the shadows.
Source: Eberron Campaign Setting
The capital of Karrnath is a city-fortress on the edge of the Nightwood and the seat of King Kaius III. Its walls and towers bristle with the weapons of war, and military marches through the city help bolster the spirits of the Karrns as well as intimidate foreign diplomats. The forges of Korth produce some of the finest armor and weapons in Khorvaire.
Source: Rising from the Last War
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.
Source: Eberron Campaign Guide