Politics of Karrnath F ounded by Karrn the Conquerer, Karrnath is the most martial of the Five Nations and the home of Galifar's founder. At the beginning of the Last War, King Kaius rejected almost nine centuries of tradition by asserting a new right to the throne. However, Kaius' confidence in his nation's military might was swiftly undermined by a series of plagues and famines that crippled Karrnath's offensive efforts. Forced to turn to the clerics of the Blood of Vol for help, Kaius was introduced to its darkest secrets - the ancient lich Erandis Vol. Transformed into a vampire, Kaius attempted to reject Erandis' plots. Erandis punished his insolence by activating Kaius' bloodthirst, forcing him to kill his wife. Kaius retreated into hiding, faking his death and letting his son Kaius II ascend to the throne. Kaius plotted his revenge, returning to public life on his great-grandson Kaius III's twentieth birthday. Coordinating with the Regent Moranna, Kaius I executed a decades-long plan in the making. Kaius III had been carefully coached to emulate Kaius I's look and mannerisms, convinced that appropriating his great-grandfather's style would grant legitimacy and help him bring an end to the war. This made the change, with Kaius III whisked away to Dreadhold and Kaius I ascending to the throne, nearly seamless. Although careful court observers suspect something might be off, keying into Kaius' vampiric nature, none suspect the carefully hidden truth that Kaius III is in fact his great-grandfather. The Crown Kaius has spent nearly a century planning the reclamation of his birthright - first Karrnath, then Galifar. While the curse of vampirism has stripped him of any compassion or empathy, it has also stripped him of his vanity and pride. Even before becoming a vampire he would be considered lawful evil proudly using torture and other extreme tools of the state to accomplish his goals. But before, his pride and vanity would interfere, wasting time torturing enemies for the fun of it or playing games to amuse himself. The modern Kaius is the type of villain who has read the Evil Overlord List, avoiding ego-baiting mistakes while constantly advancing his schemes. The Royal Family Kaius I realized that his two other great-grandchildren, Haydith and Gaius, would both be more than capable of recognizing his deception given enough time, while also being too important to disappear or replace. As such, he remained distant from both until he wrote in a royal family exchange to the Treaty of Thronehold. While he maintains letter correspondence to keep up the pretense that he's still Kaius III, Haydith's and Gaius' now two-year tenure in Wroat and Flamekeep respectively are the least of his concerns. Haydith ir'Wynarn is Kaius and Gaius' half-sister, the daughter of their shared mother Vasilisa ir'Wynarn and First Warlord Eadric Ivanovich. Vasilisa remarried nearly a decade after her husband Jaron's death, again drawn to power and choosing the most powerful man in Karrnath amongst her many suitors. She died in childbirth in 982, bearing only a single, radiant baby girl. Moranna, distrusting of Eadric and his schemes, banished him back to his ancestral estate while taking up Haydith as her own to raise in addition to the teenage Kaius and Gaius. Both boys embraced Haydith as their full sister despite the age gap, and she grew to admire both strong young men. Heartbroken by Kaius' deal in 996 to exchange the royal heirs, Haydith has become her own political force during her enforced absence. She has gained Boranel's confidence while making nice with the parliamentarians. Beautiful and charming, many underestimate the young princess at their own peril. While she does not have the cruel streak passed down in the line of Karrn to all true heirs of Karrnath, she is still a political force, taking up charity cases and whichever cause catches her attention. Recently, warforged rights have fascinated her, realizing that they are much more than the tools her brothers believe them to be. Gaius has in many ways rejected his Karrnathi heritage, becoming a cleric of the Silver Flame under the tutelage of Jaela. Kind and compassionate, he sees it as his mission to learn the power of the faith and warm the frozen hearts of the Karrnathi people. While he knows nothing of the dark secrets behind the Blood of Vol, he still loathes their presence, recognizing that the religion have been associated with some of the darkest chapters of Karrnathi history. Kaius III's aunt Moranna served as regent and now serves as a royal advisor. A powerful necromancer, she was turned into a vampire by Kaius so she could execute his grand designs. She willingly serves, enjoying both the power she currently possesses and the power she knows Kaius will continue to grant her as his plans unfold. While she did not relish killing her brother Jaron in 972, he had become a thrall to Vol and would never stand for a truly free Karrnath. Queen Etrigani is a beautiful face to contrast the hardened and imperious Kaius. Even amongst the Aereni she's an impressive figure, earning her noble status early in her second century and gaining an appointment to the diplomatic corps before she turned 150. She caught Kaius' eye serving as an attache to his court in Korth in 992 YK. Within the year the two were married in a truly loving marriage. Etrigani's true goals in Karrnath are a mystery, which means the royal rumor mills have been hard at work. Some accuse her of participating in a plot to place Khorvaire under elven rule, seizing Karrnath diplomatically while the Valenar use force. Others accuse her of conspiring with or even being a member of the deathguard, Aerenal's elite undead hunters. The petty simply consider her a gold digger, pointing to her elven youth. The truth is not only she a prodigal member of the deathguard but she has become instrumental in helping Kaius handle his vampiric nature, defending him not only from external threats but also from himself. 1 Kaius' Coverup Kaius' deception that he is not only alive but in fact Kaius III isn't the easiest trick in the world. A large array of protective magics and practical effects work together to conceal his true nature. Kaius' protections start with an Amulet of Nondetection, a rare wondrous item that maintains the nondetection spell on him permanently. Bound to the same protective Eberron dragonshard is an enchantment that protects Kaius from sunlight, negating both the damage and the disadvantage from his sunlight hypersensitivity trait. Because this amulet is so important to protecting him from harm, it's been specially crafted to have 20 HP and hardness 10 and been enchanted with Arcanist's Magic Aura to appear nonmagical. To handle the long term logistics of Kaius' bloodthirst, he keeps a harem of willing supplicants, Blood of Vol devotees whom have been persuaded that the dark mistress behind the scenes does not care for their lives. The warforged Beauty guards the harem from wandering eyes, serving Kaius faithfully. The harem itself is protected by a Hallow spell protecting from radiant damage woven to exclude celestials, fiends, and undead that aren't Kaius or Moranna, while providing Kaius and his followers protection from radiant energy. Furthermore, the area is protected by a Private Sanctum spell, with all of the clauses active. Kaius' inner sanctum is beyond the harem, further warded by Glyphs of Warding keyed to explode at any creature besides him, Moranna, and Etrigani. The Twist Kaius III secretly being a vampire and also Kaius I is one of the most widely known "setting secrets". As such, DMs with players that are familiar with the setting may find the reveal insufficiently dramatic. On his blog, Keith has suggested to add another layer of deception - Kaius III is the one in command of Karrnath, with Kaius I posing as Kaius III in Dreadhold. The main reason to do this would be the continued existence of Kaius I's vampiric sire, a creature capable of subverting even Kaius' iron will. 2 The Warlords During the days of Galifar, the Warlords of Karrnath bore a purely honorary title associated with their noble status. The ignition of the Last War transformed the title to a meaningful one, expanding their charter from managing a piece of territory to managing entire military operations. While the Karrnathi nobles have never been the plump conoisseurs of Aundair and Breland, the Last War created real opportunities for nobles to distinguish themselves by their acumen in battle. Karrnath has a long and honorable tradition of war. The highest-ranking nobles in the land, charged with protecting specific regions and granted the right to raise armies, have held the title of warlord from before the time of the kingdom of Galifar. During the time of the kingdom, the title was mostly symbolic, as any troops under a warlord’s command were also loyal to and under the direction of the king. When Kaius I declared that Karrnath was an independent nation at the start of the Last War, this changed. Suddenly, the warlords had real power and real responsibility to create and maintain armies to protect the nation. The Military While all Karrnathi soldiers wear a standardized uniform, each soldier also wears an insignia indicating under which warlord they serve. The Karrnathi military, more so than other national armies, is composed from the ground up, with units of soldiers typically composed of a single warlord's forces. This factionalization certainly has its costs, but also comes with organizational benefits, leaning into the strong distributed martial traditions of Karrnath. The Army The Karrnathi army, on a soldier per soldier basis, is the strongest in Khorvaire. Youth train with the use of weaponry from a young age, first sparring with sticks before moving onto more sophisticated forms of weaponry that are often passed down within a family. Karrnath's primary weakness is its lack of industrial base and logistical support, two factors that would likely have lead to Breland's victory if the war continued. The loss of the Mroran mines and the frequency of bad harvests meant that Karrnathi efficiency and supply lines were constantly stretched to the limit. While Karrnath does not have a long tradition of arcane magic like Aundair, Kaius quickly realized the importance of evocation in the early days of the war and established several academies dedicated to training war mages. Lacking the academic sophistication of their peers in other nations, Karrnathi war mages made up for it with deadly accuracy and spell selection, choosing the right blast or burst for the job to circumvent enemy defenses. Karrnath especially invested in Siege Staffs, magical staffs carrying potent third level spells that even relatively inexperienced spellcasters could use. One such spell is Warmage's Fireball, a variant on the traditional fireball spell that trades damage for increased area of effect. The Navy The Karrnathi Navy is based out of Karrlakton, and was integral to defending Karrnath from invasions. Seperated from the other five nations by water, any invasion attempt must reckon with Karrnath's navy. The aundairian incursion of the western reaches of Karrnath certainly exposed weaknesses, but the Cyrans never succeeded in pushing through the long aquatic border. Fighting in and around Scion's Sound was fierce, as the waterways determined who could easily move supplies and troops around and who couldn't. Furthermore, naval routes opened up new angles of attack that simply weren't available through land-based marches. The White Lions The White Lions are a military police force charged with internal security to Karrnath. While Karrnath does have a system of localized law enforcement implemented by the variuos warlords, capable of handling common problems like ordinary theft and violent disputes, truly serious crimes are escalated to the White Lions. As military police, the White Lions have extensive powers compared to other nations, with the martial law of Karrnath offering few civil liberties. While the White Lions report to First Warlord Eadric Ivanovich, their subsidiary counterintelligence organization the Twilight Brigade (colloquially known as the Dark Lions) reports back to Moranna. The Dark Cabinet The Dark Cabinet is a new organization, formed in the aftermath of the removal of the Blood of Vol from positions of power in Karrnath. Now without an intelligence agency, Kaius and Moranna formed the Dark Cabinet, a peer-group intelligence network that coordinates the intelligence resources of the various warlords. Acting as Kaius' spymaster, Moranna has begun to develop deeper sources and contacts, but she is still woefully behind the almost century of build-up their competition has had. The Undead 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. Selfreplicating 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. Sample NPCs First Warlord Eadric Ivanovich is the leader of At All Costs, a secret society within the Order of Rekkenmark that seeks to start and win the Next War by any means necessary. Many of Karrnath's most powerful warlords are members of the society, increasing the taxes they impose so as to fuel their growing forces. Eadric sees a reprisal against the Valenar as the best opportunity to test Karrnath's strength while avoiding restarting the war on the Western half of the continent before he is ready. While he is somewhat concerned about drawing the bulk of Karrnath's armies away from its heavily settled Western portion, he sees Jaela as too weak to invade and has reliable intelligence about Lord Darro ir'Lain of Aundair's plans to invade the Eldeen Reaches. As such, he feels comfortable extending Karrnath's forces to the south to invade Valenar. Gavin Shult is the grandson of Gyrnar Shult, the necromancer who worked with the then-living Malevenor to develop the Odakyr Rites that are used to create Karrnathi Undead. While his grandfather was the agricultural reeve of Odakyr, the province that covers southwest Karrnath and includes Fort Bones and Fort Zombie, Gavin has both abandoned his father's faith and political position, instead serving the royal family directly as the chief magical advisor. Unaware of Moranna and Kaius' true nature, he has nonetheless served both faithfully to protect and preserve the nation. While Gavin considers Crownhome his primary base of operations, he manages facilities all over Karrnath, many of them inside Mabaran manifest zones. His most recent projects have involved improvements in both controlling and destroying undead. These spells and items would work to counteract Emerald Claw schemes to hijack Karrnath's legions or to turn their own forces against them. These have drawn Vol's personal attention due to their potential to be used against the rebellious Kaius and Moranna, and whatever comes of Gavin's research is likely to reshape the shadowy conflict between Kaius and the Crimson Covenant. 3 The Seekers Followers of the Blood of Vol are known as "Seekers", referencing their search for a way to unlock the Divinity Within. While not particularly numerous, the Blood of Vol has had an outsized impact on Karrnath on the past century. While followers of the Blood of Vol are generally united doctrinally, they are not united systemically. Each church of the faith is an independent community from the others, however many clergy choose to engage with others through mail correspondence via Orien's network. Within Karrnath's numerous small and scattered communities, especially in the rural eastern reaches, these letters are the only regular contact these priests have with other people outside their immediate community. However, while many clergy know nothing of the Queen of Death's machinations, she has developed a network of abactors that subtly persuade and recruit members into Vol's schemes, a sort of cult within the faith. The Blood of Vol developed as a faith first within the Lhazaar without the influence of Erandis, but it was only able to grow with Erandis' resources and influence. Abactors are not publicly identified as such - they are just understood to have deep understandings of the mystery and power of faith. The Crimson Covenant The Crimson Covenant is Erandis Vol's thirteen most trusted lieutenants and advisors, responsible for executing her global plans and machinations. Handpicked over the centuries, each member is either an undead or has some other method of unnaturally extending their lifespan. While each member has taken their own extensive set of steps to protect their person both from physical and magical harm, Erandis has supplemented their defenses with her own rituals and spells, protecting not only their identities but very existence from mortal magic. While the Lords of Dust or Dragons of Argonessen might be capable of piercing Vol's defenses, either they have simply not thought to look or have their own reasons to let them be. It is possible that one or both groups may have a deep cover agent amongst the thirteen, subtly manipulating Vol and her plans to fulfill key passages of the prophecy. 4 The Order of the Emerald Claw The Order of the Emerald Claw was the most infamous of Karrnath's many Blood of Vol based orders. They were officially kicked out of power with the transition by Regent Morrana in 976 YK as she consolidated her power, and lost indirect state support when Kaius III removed the Blood of Vol as the state religion in 991 YK. Bitter at the loss of power and privilege, many devotees were eager to serve Lady Illmarrow when she began recruiting for a reforged Order of the Emerald Claw. The Order of the Emerald Claw has transformed itself into a terrorist organization, with tight-knit cells and information strictly operating on need-to-know. Each cell leader reports to one of the members of the crimson covenant, although they rarely know the true name or identity of that covenant member. Orders flow from the cell leader to its members. It has actually grown in size since being disbanded, absorbing many disgruntled members of other Blood of Vol orders that existed during the war. Some have resisted this call, with the Knights of the Ebon Skull as the best well known order to align itself with Kaius over the Queen of Death. Publicly, most know that the Order of the Emerald Claw roots many of its beliefs and practices in Blood of Vol traditions, but dismiss it as an extremist sect that doesn't represent the religion as a whole. Zealous believers of other faiths however sometimes point to the Order's worst atrocities as proof of the corrupt nature of the faith. Sample NPCs Marcel Landeau is a reformer within the Blood of Vol, a rising star with no connection to the Crimson Covenant. His writings have gained broad circulation within Karrnath, preaching against the secrecy that the abactors use to radicalize members. While he does not know the truth behind the abactor's schemes, he has seen plenty of evidence of some dangerous secret society within the faith that continues to push restless youth into the Order of the Emerald Claw. He has also made an enemy of many warlords, calling for an end to the constant militarization of Karrnath and for an inward focus on peaceful renewal. Player characters may find any number of reasons to call Marcel an ally, as Marcel has managed to make an enemy of many of the most powerful people in the nation. Trukhin Ivanovich is the disgraced son of First Warlord Eadric Ivanovich and former member of the Emerald Claw. His father did not approve of Trukhin's choice to join the Emerald Claw over more traditional roles in the Karrnathi military, considering their underhanded and occult tactics disgraceful and dishonorable. When Moranna started deemphasizing the Emerald Claw, Trukhin stuck to the order. When Kaius removed them from power, Trukhin formed a new mercenary unit called the Jade Company, made up of former Emerald Claw agents. The Jade Company competes with both Thuranni and Deneith as an independent crew, which has certainly made Trukhin his fair share of enemies. Still, several Karrnathi warlords are more than happy to hire them to fill in gaps in their operations. Trukhin's secret edge is that his soldiers still serve the Crimson Covenant, providing a plausibly deniable way for Vol to continue to exert her influence within Karrnath. Local Politics 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. Towns 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. Villages 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. Sample NPC Lord Mayor Arthur Marks governs Frosthold, a major trading community on the Iceflow River in northern Karrnath. The port town facilitates the exchange of agricultural produce, timber from the Icewood, and minerals from the Icetop Mountains. Lyrandar and Lhazaar ships come upriver to buy these raw materials and sell manufactured goods from the rest of Khorvaire. This region of Karrnath was in many ways abandoned with the outbreak of the Last War, as the ringing bells of levies pulled every able-bodied adventuring spirit away. This led to a resurgence in the native monsters and spirits of the area, keen on reclaiming what was theirs. Since the Treaty of Thronehold, Arthur Marks has prioritized reclaiming the lost communities and mines that have sat empty for decades, hiring mercenaries and adventurers to clear a path. New Spells Warmage's Fireball is a 3rd level Wizard and Sorcerer spell. Warmage's Fireball Evocation Casting Time: 1 Action Range: 200 ft. Components: V, S, M* Duration: Instantaneous A bright streak arcs over the battlefield to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. * - (a tiny ball of bat guano and sulfur) New Items Helm of Odakyr Wondrous Item, rare (requires attunement) Once per day, the wearer of this helm can cast Animate Dead at 5th level, but only to assert control, not to animate new undead. This ability refreshes at dusk. Banner of the White Legion Wondrous Item, rare As an action, you may plant this banner. Any ally within line of sight of this banner can command undead under their control out to triple the normal distance. Credits Thank you D.G. Landreneau for the cover!