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Karnish
 

Karnish now stands as the greatest of the nations of men. Good and lawful, it has emerged after the fall of the great evil empire, Amman, whose reign stood for nearly one thousand years and whose long and cold reach touched nearly every corner of the civilized world and beyond. Where once oppression and cruelty dominated the political map, now trade and opportunity have risen to replace them. Karnish merchant vessels now sail the seas, buying and selling their goods, and the trade routes they have established have become essential to the growth and well being of those nations that have embraced this new entrepreneurial spirit. However, as is the way of Arrasia, so a new enemy has emerged from the darkness of its bowels: Hith. Once a great wizard, Hith drank from the Fountain of the Immortals and became one of the Aslah (the gods), but his mind was broken and his spirit turned black and now he wages war on Karnish and seeks to destroy it.

It is likely that most campaign adventures will begin in Karnish and that the majority of adventurers will be from Karnish, whose language, culture and religion are the most dominant in Arrasia. With The Great Barrier Mountains and The Malvus Peaks acting as a natural defense against the wild lands, and The Kera Desert sitting uncomfortably close to Arrasia's major city, the City of Karnish, plus the many hills and forests that fill their land, Karnish offers an inexhaustible supply of high adventure and political intrigue which should see any self-respecting adventurer rise to stand amongst the most powerful in the land.

Karnish Language: The Karnish language is the most widely spoken anywhere in Arrasia and, essentially, replaces common in this respect (though it is not a default that everyone has - see Languages for details). However, not everyone in Arrasia speaks Karnish - indeed, in some places it would be a positively dangerous thing to do - and there is no one language that is spoken everywhere. However, Karnish is the language of trade and good taste for many nations and it is likely that it would be enough to get by on in most countries.

Karnish Religion: The Karnish pantheon are worshipped throughout Arrasia and will no doubt form the mainstay of the deities chosen by the clerics in your campaign. Although most gods meddle in mortal affairs little, religion still plays a significant role within the communities of Karnish and the political infighting between those of different beliefs is a constant tension, though rarely one that spills over into anything other than theological debate. Adventurers born in Karnish will most likely choose deities who are celebrated there, though there are no set restrictions in this regard.