The people of Karrnath are grim folk, hardened by military service and the harshness of their land. Order and stability are considered to be vital to society, and the average Karrn tends to hold a lawful outlook. A Karrn is expected to stand by his word and to protect those beneath his station. As a military dictatorship since the start of the Last War, the country has created a stoic, battle-hardened people. They are proud of their history and their military tradition, and they feel that every hardship they must endure simply makes them stronger.
While some objected to the Code of Kaius replacing the Code of Galifar as the country’s system of justice, today most of the population is content with thesituation. The people would rather follow a leader who instills fear in subjects and enemies alike than bow to a soft diplomat. Few love Kaius III, but most believe in his strength and cunning—despite his continued efforts at maintaining the peace. Most Karrns display their first and foremost loyalty to the land, not the king, however. If a warlord proved to be a more ruthless and effective leader than Kaius and could seize the throne with a minimum of chaos, that warlord would theoretically win the support of much of the nation.
The Karrns have grudgingly accepted the use of skeletons and zombies as frontline troops because in many ways these creatures epitomize the ideals of the nation; they are strong, tireless warriors that serve without fear or doubt. While others see Karrns as cold and ruthless, the people of Karrnath have a softer side that they conceal from all but their closest family and friends. When they gather around a roaring fire on a dark, cold evening, tankards of Nightwood ale accompany laughter, tales of past glories, and songs that praise the heroes in their bloodlines. Earn the friendship of a Karrn and he will stand with you against any foe. Cross a Karrn, however, and you gain an enemy who will battle you to the death— and, perhaps, beyond.

Le Karrnath, accueille l’académie de Rekkenmark, qui formait les officiers militaires du Galifar. On y trouve aussi les Douze, l’organisation de recherche et développement magique au service des Maisons à Dracogramme.

Religions : bien que la majorité de la population révère l’Ost souverain, un grand nombre de karrnathiens adhèrent au Sang de Vol, malgré que la secte soit tombée en défaveur auprès de la famille royale depuis l’accession au trône de Kaius III.

L’ordre de la griffe d’émeraude : anciennement un ordre de chevaliers d’élite dévoués au Karrnath, ils ont finis par être désavoués par le roi. Ils organisent désormais des actions terroristes à travers les Cinq Royaumes.

5 choses connues par tous les karrnathiens.
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 fi nd 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 offi cers, 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.

Karrnathi Warlords
Karrnath has a long and honorable tradition of war. The highest-ranking nobles in the land, charged with protecting specifi c 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. Each warlord has a charter, a specific mission and portion of the realm to protect. The warlords receive coordination from the crown and the First Warlord when battle plans require such cooperation. A warlord’s troops wear a standard Karrnathi uniform with the insignia of their warlord as part of the decoration. The various warlord troops constitute the Karrnathi army.

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.

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.
Patronymes: Altaner, A rgland, 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.

Géographie et peuples


Pathfinder / Eberron FR Chiffre