1. Lieux



The people of Karrnath are stoic and grim. Karrnath is a nation of storms and long winters, and Karrns are accustomed to enduring hardship without complaint.

First and foremost, Karnath is known for its military tradition. Strength, strategy, and discipline are the core values of Karrnath. While Karrnath's soldiers may be the finest in the Five Nations, they lack the magical support of Aundair or Thrane, which evened the odds during the Last War. Nonetheless, Karrns are proud of their martial history, and most are convinced that they would have eventually won the Last War.

Karrnath suffered a series of severe food shortages and plagues early in the Last War. This caused the king to embrace the Blood of Vol as the national religion. The priests of this faith bolstered Karrnath’s forces with undead. The current King, Kaius ir'Wynarn III, broke ties with the Blood of Vol and has stopped creating new undead, but Karrnath still has a significant number of skeletons and zombies in service. Many Karrns still follow the faith of the Blood of Vol and approve of the use of undead, but just as many feel that this disgraces Karrnath’s proud military history... and that the necromancers themselves might have been responsible for the famines and plagues.

Interesting Things About Karrnath

  • Rekkenmark Academy is the premier military institute in Khorvaire; prior to the Last War, all of Galifar’s officers trained at Rekkenmark.
  • The Sovereign Host has regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers.
  • The laws of Karrnath are harsher than those in other treaty nations, approaching a state of martial law.

Karrnathi Characters

Karrns are somber folk and disapprove of extravagance or excessive shows of emotion. As you develop a Karrnathi character or NPC, consider the following:

Military Service. Karrns have a strong tradition of military service, making soldier or sailor appropriate backgrounds for any character. Criminals and charlatans have a difficult time evading the harsh laws of Karrnath. The Martial Adept feat can give a character a strong sense of military experience.

Martial Tradition. Karrnathi tradition emphasizes teamwork, focus, and force, and melee warriors prefer heavy armor and weapons. Fighters favor the Champion and Battle Master martial archetypes, and Karrnathi wizards choose the School of Evocation or Necromancy as their arcane tradition.

The Dead. Undead soldiers have served in Karrnath’s armies for decades. How do you feel about the undead? Are you a follower of the Blood of Vol who considers the undead to be a practical tool? Do you have a relative or friend currently serving? Or do you despise the Blood of Vol and the use of necromancy?

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: Altaner, 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.

Korranberg Chronicle

Kaius III emerged from the shadows like a villain in one of Kessler’s plays. His guardians kept him hidden during his youth while his aunt Moranna served as the regent of Karrnath. So it was a surprise to many when he burst forth to claim his crown and his power, all the more so because of his uncanny resemblance to Kaius I, the ruler who plunged Karrnath into the Last War and instituted the brutal system of laws that bears his name.

Given the circumstances of Kaius III’s ascension, it’s hardly surprising that the new king would face challenges from the proud warlords of Karrnath. Some questioned his lineage and his ability to command. But the most unusual challenge came from the warlord Drago Thul: was Kaius III actually alive? Kaius I had elevated the Blood of Vol in Karrnath and instituted the use of undead as weapons of war. Drago Thul asserted that Kaius III was actually Kaius I, a vampiric monster “seeking to drain the lifeblood of Karrnath itself.” This was a serious accusation; the undead have no rights under the Code of Galifar and cannot inherit titles or lands. Thul’s challenge spread like wildfire, only to be crushed when Kaius III met the warlords under the midday sun and cut his palm to show his freely flowing blood.

This should have been the end of it, but the tale of the Vampire King has proven surprisingly resilient. Some say that the king developed special enchantments to avoid the effects of sunlight; others say that he has relies on changeling impersonators to take his place in the daylight. As for Drago Thul, he refused to stand down when Kaius III pushed for peace and the Treaty of Thronehold. He fled to the city of Stormreach in Xen’drik with a small band of followers, and he continues to rally support against “the monster that sits on our throne.”

Karrnath has always been a martial nation, and its people remain vigilant. Early in the war, King Kaius I instituted the Code of Kaius, a strict set of laws and limits. Karrnath weathered a number of famines during the war, and this privation led to an ongoing program of rationing to ensure that the nation is prepared for whatever lies ahead. The war is over, but the Code of Kaius and the rationing remains in place; the people of Karrnath willingly endure ongoing hardship to ensure that their future is secure. The populace frowns on excess of any sort, accepts limits on luxury items, and approves of swift and harsh punishments for crime.

King Kaius III was one of the architects of the Treaty of Thronehold and remains committed to peace. However, many of the nation’s warlords believe that Karrnath would have won the Last War and that Kaius denied the Karrnathi people their rightful destiny. Should these warlords gain sufficient support, they could push for a military coup.

A second destabilizing factor is the tension between the followers of the Blood of Vol and the Karrnathi traditionalists. The Seekers assert that the Blood of Vol saved Karrnath and point to the power of its undead troops. The traditionalists claim that the dark magic of the Seekers caused famines and plagues, crippling Karrnath and forcing it to rely on the undead. The Blood of Vol could back an uprising in Karrnath, or those who wish to drive out the Seekers could trigger a civil war.

Source: Rising from the Last War

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 ceasefi res 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, 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 signifi cant 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-touse 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.

Source: Five Nations

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 see the Order of the Emerald Claw as representative of the faith. 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 treat any of the higher forms of undead (vampires, liches) with reverence and great respect. 

Source: Five Nations

Karrnath is home to the order of the Twelve, an ancient magical society founded by the dragon marked houses ages ago as a show of unity and cooperation. The Twelve is one of the premier institutions for the advancement of magical study. It has trained countless mages over the generations, forming a pool of talent from which the dragon marked houses pull recruits to maintain and improve their operations.

The Last War was difficult for the Twelve. King Kaius I saw the group’s value and coerced it to test and train the nation’s youth to fight against Aundair, Cyre, and the other nations. Many members who were dedicated to staying out of the war resigned after the king compromised the organization’s neutrality. These losses and the casualties resulting from the organization’s wartime involvement diminished the Twelve significantly.

Source: Eberron Campaign Guide

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.

Source: Eberron Campaign Setting

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.

Source: Eberron Campaign Setting

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 fi nds 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.

Source: Eberron Campaign Guide

Karrnath is best known for its elite Karrnathi undead, corpses of elite soldiers infused with the martial spirit of Karrnath. These elite units are capable of working in any condition with minimal management. Compared to warforged, the chief advantage of Karrnathi undead is their superior night vision, enabling operations even on the darkest of nights when only one or two moons shine.

However, the majority of Karrnath's undead legions are not made up of such elite soldiers. Bured under Atur are hordes of ordinary skeletons and zombies, bound by enchantments that are only to be undone when the next war begins. Other types of more sophisticated undead are also contained, although in much smaller quantities both due to the increased cost associated with creating and controlling them and the reality that only skilled necromancers can create them. Self-replicating undead, such as ghouls, shadows, and wights were especially kept on a short leash in low quantities to avoid an uncontrollable outbreak or infestation.

During the war, it's important to contextualize that it wasn't just the moral and ethical flexibility of the use of undead that gave the Karrnathi the advantage, but the magical development. An ordinary necromancer can only control a handful of undead at a time, and even that required significant skill and training. However, with items such as the Helm of Odakyr even a novice necromancer could manage half a dozen basic undead.

A common mistake amongst residents of Khorvaire is the belief that the Karrnathi as a whole like the use of undead. This is not true - most Karrnathi are vassals, worshippers of Dol Arrah and Dol Dorn. However, they recognize the important role undead have had in defending Karrnath, so while they may dislike them they see it as something necessary to preserve their proud heritage. Due to the mandatory two years of service, many Karrnathi have had more personal encounters with the undead legions, seeing that they were able to stay safe and act as support while the allied zombies and skeletons bore the brunt of the casualties.

Source: Politics of Karrnath

Two subjects turn up consistently in Karrnathi art— war and religion. Images of grand battles in flat, 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.

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 free standing 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.

Karrnathi cuisine tends to be as heavy and complex as its architecture, with filling, 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 flavorful sharp ved cheese. This is enjoyed warm as it emerges from the oven, or slathered with onion butter

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.

  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 propaganda 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.

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, fi nding 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-fi le Karrn troopers. The “oo” sounds are often drawn out into a howling wail.

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 military 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.

Source: Five Nations

In 894 YK, King Kaius I, ruler of Karrnath, joined with his siblings in rejecting Mishann of Cyre’s claim to the crown. Food shortages and plagues quickly undermined Karrnath’s military prowess, however, forcing the nation to use necromancy to raise undead soldiers from those fallen in battle. These dark reinforcements came at a terrible price, and Karrnath’s reputation suffered greatly as a result.

Even with undead soldiers, Karrnath continued to suffer during the war. The perils of disease and hunger constantly loomed over the nation, and warfare’s wreckage littered its borders and ruined its cities. In an attempt to reassert the power of the monarchy late in the war, Regent Moranna and King Kaius III ended the state’s sponsorship of the Blood of Vol religion, exiled the extremist Order of the Emerald Claw, and reined in wayward Karrnathi warlords. After the Mourning, King Kaius III became one of the greatest proponents for peace. He withdrew his undead armies, called for ceasefires, and was instrumental in brokering the historic Treaty of Thronehold.

Once the Five Nations reached an accord, the king spent the following months securing the peace. He agreed to the exchange of royal family members with foreign courts as a show of commitment. He pressed for trade agreements with Aundair and the Eldeen Reaches to bring much-needed food to his people, and negotiated with Breland and Thrane to form bonds of friendship and trade.

The Karrnathi people take pride in their heritage, and most social aspects of their culture reflect their military traditions. Each citizen serves for two years in either the nation’s army or its navy. Most soldiers muster out, but some go on to distinguished careers as lifelong members of Karrnath’s armed services.

Karrnath is one of the oldest human nations on the continent. Long before Galifar succeeded in founding his kingdom, Karrn the Conqueror launched his own attempt at building an empire on these lands. Karrn did not succeed, undone by his greed, but he did father the line of the one who would.

What freedoms the Karrnathi enjoyed before the Last War ended with its outbreak. By necessity, King Kaius I took absolute control over the state, consolidating power in his hands. Martial law reigned, and the people bent their knees to the king’s will on fear of death. The Karrnathi royal family retains its strength with the support of the warlords, the household heads of the nation’s nobility. The warlords raise armies and give a portion of their revenues to the crown; these restless nobles have been kept in line by the ruthless reputation of their monarchs.

King Kaius III came to power on his twentieth birthday, taking the throne from his aunt, Lady Moranna, who ruled as regent until he came of age. Not one to discard useful allies, Kaius appointed Moranna chief advisor to the crown and minister of foreign affairs. Kaius then courted and married an elf noble named Etrigani. The queen supports the crown by acting as an emissary to foreign lands, since Kaius rarely travels and almost never goes beyond his kingdom’s borders

Source: Eberron Campaign Guide

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

Karrnath controls lands north of the Mournland and the Talenta Plains, stretching down from the shores of Karrn Bay between Scions Sound to the west and the Ironroot Mountains to the east. Dense forest covers most of its western holdings, including the massive Karrnwood and the dark Nightwood. The Ashen Spires rise in the nation’s heart, while the eastern Icetop Mountains lead to the Ironroots beyond. In the southeast, the forested countryside gives way to vast rolling hills and grasslands until it joins the Talenta Plains.

The lands are rich and verdant, but an insufficient number of farmers and adverse weather keep the nation from feeding all its people. Food shortages are a constant problem, forcing the nation to import grain from Aundair, the Eldeen Reaches, and Breland. Karrnathi livestock, while not overabundant, is plentiful and of the highest quality. Pork, beef, dairy, exotic cheeses, and butter are staples of the Karrnathi diet, and the nation produces enough of these commodities to export a large amount of them to other nations, where they are viewed as luxuries. Karrnath also harvests its forests for lumber and paper.

Source: Eberron Campaign Guide

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.

Source: Eberron Campaign Setting

Below the Warlords, Karrnath's towns and surrounding villages are managed by Royal Mayors. The Royal Mayor is an appointed title chosen by the Warlord. While it is usually hereditary, the power to renounce a Royal Mayor's title is solely vested in the Warlord. Furthermore, the Royal Mayor's primary residence is owned by the Warlord, making them dependent on their Warlord for continued power.

Karrnath has endured a century of martial law, declared when Kaius contested the coronation of his sister Mishann of Cyre. This has given Karrnath's security forces, especially the White Lions, wide discretion when it comes to enforcing the law. Those deemed to be in violation of the law are brought before a judge for sentencing. The intervention of a Royal Mayor or a Warlord is typically necessary to mitigate the consequences - meaning that if a party decides to cause trouble and gets arrested, they better have made friends in high places who can intervene on their behalf.


Governed directly by a Royal Mayor, each town in Karrnath is a center of commerce and trade. Local villagers bring their goods on a regular basis, trading agricultural products for the manufactured goods produced in each town. Many towns implemented curfews over the course of the war, and the steady lifting of them over the past two years has caused a resurgence in traditional Karrnathi dancing halls where young people fraternize after dark.


The cold climate of Karrnath shortens the growing season for "breadbasket" crops, making many of the farmers reliant on magebred cows and pigs supplied by House Vadalis. While House Vadalis and Lyrandar have spent significant amounts of time pursuing magebred crops bred for northern resiliency on the Karrnathi crown's dime, their successes have been far more limited than their results with livestock. The Karrnathi branch of Vadalis considers themselves artisans, working with the many villages to cultivate new and exciting flavors of meat and dairy products. What has especially excited the artificers of Vadalis is the promising new chocolate flavor brought in by Xen'drik explorers two decades ago - while the plant itself cannot handle Karrnath's long winters, the bitter flavor pairs excellently with Karrnathi agricultural products.

Still, Karrnath's villages are haunted by a century of famines. Contrary to what many assume, the worst years were actually preceded by light, warm winters - meaning that insects and vermin were able to survive in higher numbers, terrorizing the farmers. Many village elders show signs of malnutrition, as the lack of food during their childhood years led to stunted growth.

Over time the Seekers and Vassals have self-selected to live in different villages. Seeker villages typically support a couple of basic undead - skeletons and zombies - that help with the fields, having a status somewhere between plows and oxen. Seekers give their bodies to the communities so they can continue to help even in death. The farmhand reanimation process is expensive, so most corpses are sold to government corpse collectors to restock the undead legions.

Source: Politics of Karrnath

Créé par Joseph Meehan il y a 4 ans. Dernière modification par Joseph Meehan il y a 1 mois