Location
Karrnath
A harsh, disciplined realm famed for elite infantry and necromantic auxiliaries; the party gathered in Vulyar to begin the campaign.
- Region
- Five Nations
- Type
- Nation
- Population
- 1,200,000
Overview
Karrnath is a harsh, disciplined realm famed for elite infantry, necromantic auxiliaries during the war, and austere traditions.
- Real‑world analogue: Prussia’s martial culture with hints of late‑Tsarist Russia’s austerity.
Geography
- Northeastern Khorvaire: cold winters, dense forests, and rugged mountains
- Major rivers include the Karrn and Iceflow
Government
- Monarchy under King Kaius III during the treaty era
- Strong military bureaucracy and provincial governorships
Major Settlements
- Korth: capital and fortress city
- Rekkenmark: premier military academy
- Atur: City of Night, center for necromancy and Jorasco care
Culture
- Discipline, honor, and duty; efficient and stoic public life
- Festivities tied to martial traditions and winter rites
Faith
- Blood of Vol has influence in parts of the realm
- Sovereign Host and the Silver Flame also present
Economy
- Timber, ore, arms manufacture, and disciplined agriculture
- Houses Deneith, Kundarak, Cannith, and Sivis maintain enclaves
The Last War
- Early famines led to grim policies, including sanctioned undead troops
- Later reforms curtailed state necromancy but its legacy persists
Current Issues
- Internal politics around the Blood of Vol
- Border vigilance against the Demon Wastes and Karrnathi rivals
- Managing reputation after the war
What players know
The party gathered in Vulyar, Karrnath, to board an airship. They saw Karrnathi guards mistreat warforged, and Karsus persuaded them to stop; they recovered Roberto from bandits there.
Why it matters
Karrnath is where the campaign opened and where the party first encountered warforged persecution and the Lord of Blades’ cult.
Campaign history
- Session #1: Gathered at the Rusty Cock in Vulyar, recovered Roberto, and boarded a House Lyrandar airship.