
Military & Security of Karrnath
From the after-action assessment of a Brelish military attaché, filed with the King's Citadel, Aryth 997 YK:
The Karrnathi military has been formally disarmed. I want to be precise about what that means. It means the undead are in storage. It means the warlords have reduced their standing forces to treaty-compliant levels. It means the Code of Kaius still requires every citizen to serve two years, which means the nation contains more trained soldiers per capita than any other country in Khorvaire, all of whom are civilians on paper and veterans in practice. It means Rekkenmark is still producing officers. It means the forges of Korth are still making the finest arms on the continent. And it means that beneath Atur, in catacombs that no one outside the Ministry of the Dead has fully mapped, there are tens of thousands of undead soldiers standing in the dark, awaiting orders.
Karrnath has been disarmed the way a man with a sword in a scabbard has been disarmed. The blade is put away. Everyone can see the hilt.
A Nation Under Arms
Karrnath emerged from the Last War with its military culture intact and its armies — technically — stood down. The Treaty of Thronehold required Kaius III to inter the undead legions in the catacombs beneath Atur and reduce the standing forces of the eight duchies. He complied. What the treaty could not require was the dismantling of the institutions, traditions, and expertise that built those armies. Mandatory military service, Rekkenmark Academy, the Ministry of the Dead, the warlord command structure, the forges of Korth, and a century of accumulated combat doctrine — all survived the peace. Karrnath is not at war. Karrnath is ready for war. The distinction is the nation's most carefully maintained fiction, and no one — inside or outside its borders — is fooled by it.
The nation's military posture is shaped by two persistent realities. The first is that its internal fractures — the warlord ambitions, the At All Costs conspiracy, the Blood of Vol divide — are as dangerous as any external threat. The second is that its most powerful remaining asset — the interred undead — is simultaneously its greatest deterrent and its most politically radioactive liability. A king who deploys the dead risks civil war with the traditionalists who consider necromancy an abomination. A king who destroys the dead risks military catastrophe if the next war comes and Karrnath has thrown away its strongest weapon. Kaius has chosen a third option: leave them in the dark and hope no one forces the question.
Mandatory Service and the Veteran Nation
All Karrnathi citizens serve a minimum of two years in the military — a tradition that dates to Karrn the Conqueror and was formalized under the Code of Kaius at the outbreak of the Last War. During the war's worst periods, mandatory deployment commitments were extended to as long as eight years. Service includes frontline combat, logistics, naval operations, and administrative support — the nation's definition of military duty is broad enough to encompass anyone who contributes to the war effort. The practice of keeping people from the same town or village together in their units was intended to build cohesion; in practice, it meant that a single catastrophic battle could erase an entire community's generation.
The result is a nation where virtually every adult is a veteran. Soldiers are not a separate caste — they are the background condition of ordinary Karrnathi life. A farmer in Vulyar served her two years on the Cyran front. The innkeeper in Vedykar was a naval quartermaster. The Korth glassblower's apprentice spent three years in a forward supply depot. Every village maintains a capable militia not because the government mandates it — though it does — but because the village is full of people who already know how to fight. When Brelish analysts assess Karrnath's military strength, they count the standing forces and the undead. They should be counting the entire population.
A citizen's performance during mandatory service — particularly on Brightblade, the festival of Dol Dorn where communities hold martial tournaments every sixteen days — directly influences the quality of their military posting. A strong showing at a Brightblade tournament in Karrlakton can mean the difference between a garrison posting in Korth and two years at Fort Bones. Every family with a child approaching service age takes the tournament seriously, and the competitions draw crowds that rival anything the opera houses produce.
Rekkenmark Academy
Built above a Shavarath manifest zone that enhances battle acuity and training, Rekkenmark Academy was for over eight hundred years the premier officer training institution in all of Galifar. Every nation's generals trained there. When the Last War came, classmates who had studied tactics together used that training to kill each other. The academy has reopened for international students since the treaty, but an uneasy air hangs over the question of whether these classmates will, like their predecessors, face each other again.
Aundair captured Rekkenmark early in the war. Kaius I destroyed sections of the White Arch Bridge to cut the Aundairian supply line, and saboteurs of unknown nationality finished the bridge's destruction in 928 YK, permanently severing the city from the west. Thranish wyvern raids ravaged the city repeatedly throughout the war. Today, reaching Rekkenmark requires the lightning rail from Korth, the city's newly constructed airship tower, or the long water route from Flamekeep — an isolation that has made the academy feel like a world unto itself.
Graduates are inducted into the Order of Rekkenmark and given an opal ring — a mark of membership that carries weight in every officers' mess in the nation. The order's head is First Warlord Gruden ir'Erdei, the Duke of Vulyar. Before the war, the order's members were spread across Khorvaire; in the intervening century, it has formally ejected all surviving non-Karrnathi members. Today it functions primarily to build camaraderie between Karrnathi officers, cutting through the vertical loyalties of regional factionalism.
Its upper echelons also harbor At All Costs — the semi-secret faction of seditious warlords united by the conviction that the peace was a betrayal and that Karrnath's destiny is conquest. At All Costs does not yet have a candidate for the throne. It does not yet have the numbers for a coup. What it has is patience, connections throughout the officer corps, and the quiet confidence of people trained at an academy that teaches students to plan campaigns measured in years, not months.
"Rekkenmark teaches you three things: how to fight, how to lead, and how to wait. The third lesson is the one At All Costs has taken most seriously." — attributed to a Dark Cabinet analyst
The Dark Cabinet and Intelligence
Karrnath's intelligence apparatus is the Dark Cabinet, created by Regent Moranna after the Shadow Schism of 972 YK split House Phiarlan and left Karrnath without the intelligence network its nobles had relied on for centuries. The Serpentine Table had been Karrnath's eyes and ears; when House Thuranni emerged from the schism as the eastern house, its reach was far shorter, and the crown could not afford to depend on a dragonmarked house for national security. The Dark Cabinet answers to the king alone, operates without external oversight, and is the only institution in Karrnath whose authority does not filter through the warlords.
House Thuranni fills a parallel and considerably more lethal function. Its assassins have fully replaced the Order of the Emerald Claw for wetwork operations conducted at the crown's direction. Alleged ties between Thuranni operatives and surviving Emerald Claw cells are a known open secret that the crown has declined to investigate — whether because the ties are useful, because investigating them would reveal things better left hidden, or because the crown has decided that an assassin house with murky loyalties is still preferable to the alternative.
The Undead Legions and the Ministry of the Dead
The Odakyr Rites — developed by Gyrnar ir'Shult and Malevanor at Fort Bones above the Mabaran manifest zones of Odakyr county — produce a kind of undead soldier unlike anything raised by conventional necromancy. True Karrnathi undead are not shambling corpses animated by rote magic. They fight with discipline. They hold positions even at the cost of their own existence. They never speak unless spoken to or unless duties require it, and when questioned, they express an absolute commitment to the Karrnathi cause.
What is most unnerving is that the opinions of one appear to be the opinions of all. Every Karrnathi undead, when asked about its loyalty, gives the same answer in the same flat tone. No Karrnathi commander ever doubted their obedience during the Last War. No one has ever tested what would happen if they were ordered against other Karrns. The uncertainty is precisely why the traditionalist warlords who oppose necromantic warfare are not simply foolish reactionaries — the loyalty of an army that cannot be persuaded, bribed, or demoralized is an asset until the question of whose loyalty it is becomes ambiguous.
The Ministry of the Dead survives in reduced form under Count Vedim ir'Omik. The ministry oversees the maintenance of the interred legions in Atur's catacombs and the ongoing study of necromantic techniques — activities that are technically compliant with the treaty, which required disarmament but not dismantlement of the institutions that created the armies. Atur Academy continues to train state necromancers, which put their work to harnessing Mabar manifest zones towards civic purpose and the support of agriculture. The knowledge persists. The capacity to rebuild the legions persists. And the legions themselves wait in the dark — tens of thousands of soldiers standing motionless in crypts beneath a city whose ruler arguably answers to the manifest zone rather than to the crown.
Fort Bones and Fort Zombie
The southern county of Odakyr hosts Karrnath's most important military installations after the capital itself. Fort Zombie — formerly Fort Szarrog, built atop goblinoid foundations — served as the central command for Karrnath's assaults against Metrol during the Last War. Its position on the lightning rail line between Vedykar and Gatherhold made it a critical logistics hub. The surrounding farms were destroyed by the war's attrition, and the crown has begun supporting efforts to repurpose the land for food production.
Fort Bones is the grimmer story. The town of Orozlsom was transformed into a military base early in the war. Gyrnar ir'Shult, the Shield of Odakyr and co-creator of the Odakyr Rites, was sidelined at the war's onset by Warlord Kaina ir'Durna — a dedicated Vassal who failed to respect the Seeker rituals that had maintained the Mabaran manifest zones in equilibrium. The resulting surge of necrotic energy spread plague and famine through the Karrnathi southern forces and stalled the early assault on Metrol. When the Blood of Vol was installed as the state religion, Gyrnar was returned to his post and renamed the keep Fort Bones, vowing that the "bones of every Karrn that had fallen would serve as a wall to protect those still alive."
In 990 YK, Valenar druids invoked an earthquake that leveled the fort and what remained of the town. After a Karrnathi reprisal, the bones of the slain elves were mixed into the mortar when the fort was rebuilt — a free-standing monument to death and Karrnathi spite. Fort Bones's garrison today consists primarily of undead soldiers. No lights glow in the fortress, for the dead do not need them.
NOTICE — posted at the gates of Fort Bones, in Common and Goblin
This is a Karrnathi military installation garrisoned by undead forces. All approaching persons will be challenged. Undead sentries operate in complete darkness and do not require verbal warning before engaging hostile contacts. Civilian visitors must carry a valid writ of passage signed by the county commander. The garrison does not provide hospitality.
The garrison does not sleep.
The Southern Front: Vulyar and the Valenar Border
The duchy of Vulyar is the active front. First Warlord Gruden ir'Erdei — former chancellor of Rekkenmark, head of the Order of Rekkenmark, the most frustrated military commander on the continent — governs a grassland duchy whose farmsteads share more in common with the Talenta Plains than with the rest of Karrnath. The border with Valenar is the most dangerous posting in the Karrnathi military, and the warbands that raid across it do so not for plunder but for provocation — testing Karrnathi response times, targeting supply lines, and building the escalation pressure that the Tairnadal hope will eventually produce a full invasion.
Courtesy of Queen Etrigani's Aereni intelligence contacts, Kaius understands that the provocations are deliberate — High King Shaeras Vadallia is trying to bait Karrnath into war. Kaius has ordered strict discipline. Gruden obeys the order. Gruden also believes the order is a strategic error that hands the initiative to the elves and delays a war that is coming regardless. His concerns are not yearnings for glory — they are the professional assessment of a former Rekkenmark chancellor who has spent years studying the enemy and concluded that delay favors the elves, not Karrnath.
Vulyar's mounted forces provide the primary response to Valenar raids. Axebeak cavalry — domesticated birds nearly as swift as horses, vicious in combat, and native to Vulyar's grasslands since before humanity's arrival — were a critical component of Karrnath's southern military efforts during the war. The Conquering Fist, an elite force of horse-riding heavy cavalry, recruited veterans from the frontlines with promises of glory and riches. The order blurs the line between mercenary company and knightly order, and its lackadaisical approach to chivalric standards has drawn King Kaius's interest — he has entreated the order's leadership to move its headquarters to Korth, believing its broad membership makes it exemplary of the Karrnath he wishes to build. Gruden is not enthusiastic about losing his best mounted force to the king's image-building.
The Mournland Border
The eastern border with the Mournland is Karrnath's most dangerous frontier that nobody wants to think about. The dead-grey mists do not respect the treaty. Living spells, mutated beasts, animated war machine remnants, and things that no sage has catalogued emerge with grim regularity, and the fortifications along the Cyre River — from Karrlakton to Vulyar — bear the brunt of an unending, low-level siege that provides no glory and no profit.
The Order of the Blackened Sky has taken on the role of Mournland border defense. Founded by the late Philip ir'Mira of Karrlakton — Duchess Olivier's predecessor — the order mixes traditional Karrnathi martial practices with artifice, welcoming people from all walks of life who embrace its tenets of curiosity and technological change. When the Mourning transformed the eastern border from a war front into something worse, Duchess Olivier charged the order with protecting it. Its members fight Mournland horrors with alchemical concoctions, experimental weapons, and the grim determination of people who understand that whatever comes out of the mist will not stop because the treaty says the war is over.
The order's commander, Evetius ir'Denka, is always looking for independent groups willing to gather intelligence from inside the mists — a mission that pays well, asks no questions about the volunteers' backgrounds, and has a survival rate that the order declines to advertise.
House Deneith and the Military Ecosystem
The Mark of Sentinel appeared among western Karrnathi families before Karrn the Conqueror unified the nation. Karrn's binding of those families into House Deneith was his first great diplomatic achievement, and the house has been Karrnath's closest institutional partner ever since. Sentinel Tower in Karrlakton — the keep Karrn gave the Sentinel-marked families three thousand years ago — remains the house's headquarters and one of the most heavily defended fortresses in Khorvaire.
The Blademarks Guild provides mercenary forces across the continent, recruiting heavily from Karrnath's veteran population. The Defenders Guild trains locksmiths and security specialists. The Sentinel Marshals — the only law enforcement agents authorized to pursue fugitives across national borders — operate from Sentinel Tower, though most are deployed abroad. Duchess Olivier ir'Mira maintains a wary respect for the house — she recognizes that the Blademark Guild's strength combined with the Baron's ambition makes Deneith a power that no Karrnathi warlord can ignore, and she has quietly ensured that Deneith's commercial interests in Karrlakton do not extend to political influence over the duchy.
The relationship between the Karrnathi military and House Deneith is symbiotic and cautious. Deneith provides the professional mercenary infrastructure that allows Karrnath to project force beyond its borders without deploying national troops. Karrnath provides the training pipeline — Rekkenmark graduates and mandatory-service veterans — that fills Deneith's ranks. Neither side fully trusts the other. Both understand that the arrangement serves interests neither could pursue alone.
The Emerald Claw
The Order of the Emerald Claw is not a military threat in the conventional sense — it has no army, no territory, and no capacity for sustained conventional operations. What it has is reach, fanaticism, and the kind of institutional knowledge that comes from being founded as a royal knightly order and retaining its operational tradecraft after going underground.
Following the treaty, the order drew recruits from two distinct pools: Seeker extremists who view the crown's suppression of the Blood of Vol as betrayal, and Karrnathi patriots who have no interest in the faith but share the order's conviction that Kaius surrendered the nation's destiny. The two factions coexist uneasily — united by opposition to the crown, divided by everything else. The Claw operates in cells, embedded in power structures the crown cannot simply purge without triggering the very instability it is trying to prevent.
Internal Security
The White Lions — Korth's military police — maintain order in the capital. Beyond Korth, security defaults to the warlords and their county commanders, which means that law enforcement varies enormously from duchy to duchy. The Dark Cabinet, Karrnath's national intelligence service, answers to the crown alone and monitors threats that cross duchy boundaries — the Emerald Claw, Valenar intelligence operations, Aundairian espionage, and the At All Costs faction within the officer corps. House Thuranni provides the crown's wetwork capability — assassination operations that replaced the Emerald Claw's role when the order turned against the throne. Alleged ties between Thuranni operatives and surviving Claw cells are a known open secret the crown has declined to investigate.
Sturdy walls surround every Karrnathi community, and even the smallest village maintains a capable militia — not because the law requires it, but because every adult in the village has already served, already trained, and already learned that the walls are not decorative.
"NOTICE — All citizens of military age are reminded that mandatory service obligations remain in effect under the Code of Kaius, despite the Treaty of Thronehold. Deferments will not be granted except by direct writ of your county's military commander. The nation does not ask for your service. It requires it." — public posting in Korth, 998 YK
