## Setting Our game is set in the Karrak Kingdom, situated in the frozen northern reaches of the world of Temnia. Ruled by Miryag people, the kingdom also holds sovereignty over the [[Huldra]] of the Frostgate and the hulking [[Bolgren]] of the Easternlands. Most of the people of the kingdom live within the Valley of the Sun, a cold, snow-strewn lowland of frozen marshes and pine forests, named for its nearly full day's worth of sunlight, even in the depth of winter. To those who live here, the quiet, pristine atmosphere, the breathtaking view and the good-natured people make Karrak a paradise.  The campaign starts in the town of Andersheim, situated at the Northern frontier of the kingdom, in the shadow of the troll-invested Hultzig Mountains. Characters should have a reason to start the game in the town of Andersheim, and have a vested interest in its survival and well-being. ### Andersheim CG Small town **Corruption** -2; **Crime** -2; **Economy** +0; **Law** +2; **Lore** -2; **Society** +3 **Qualities** hardened, insular **Danger** +0 #### DEMOGRAPHICS **Government** Council **Population** 1,242 (77% Human, 9% Firsprigin, 7% Huldra, 4% Ylvani (Yelin), 2% Dwarves (Gold), 1% Other) **Notable NPCs** - Soren Gerhardt - Lars Dekkion #### MARKETPLACE **Base Value** 1,000 gp; **Purchase Limit** 5,000 gp; **Spellcasting** 4th **Minor Items** 3d4; **Medium Items** 1d6; **Major Items** None ## Races of the Karrak Kingdom While any of the playable races are potentially available, it is suggested that you play on of the setting core races, one of the native races of the Kingdom, or one that is thematically appropriate. Please be aware that the races of Temnia **are not the same as the races of Golarian**. Racial traits, ability score adjustments, and RP scores may be wildly different. ### Races of the Karrak Kingdom [[Dwarf#Gold Dwarves|Dwarf (Gold)]] - The hill dwarves of Antaris travel through even the toughest of climates to find work, markets and materials. Dwarves tend to find an easier, if less prosperous, life in the cold north... as the karrak people are general more honest, straght forward, and less prone to the "fripperies" of modern civilization. [[Firsprigin]] - The towering, pale-skinned firsprigin are the native people of Skaan. Most live within the Eastern Highlands, where the snow rarely melts and the air is not so thick. Some do come down into the Sun Valley to live among the Humans and the experience a more modern way of life. [[Huldra]] - The huldra of the frostgate are small fey creatures who typically shy away from the "warm" climate of the sun valley. The hulda live with the land, in harmony with the austere and foreboding wildnerness beyond the fires and walls of civilization. Yet they acknowledge that the Karrak an a noble and reverant people, stalwart allies against the rapacious and cruel trolls and Kynar that live beyond the Frostgate. [[Human]] - The most numerous of the citizens of Karrak Kingdom, the miryag people settled in the sun valley over 500 years ago, and have turned the frozen wilderness of Skaan into a modest, resilient community. The miryag people have earned the respect and cooperation of the mighty firsprigin and the sagacious huldra. [[Ylvani#Yelin]] (Yelin) - The Yelin are a cold and arrogant people, but have come to recognize the strength, honor and resilience of the Karrak. While it would be impossible for them to truly be equals, the Yelin have come to see the Karrak as peers. ### Thematically appropriate races [[Darfellan]] - Few of the Dara people walk the lands of the Karrak kingdom. They jealously guard the Korias Ocean from those who would trespass on their sovereign waters or poach their game. The Dara are said to live on land somewhere, but most beleive them to live beyond even the northern mountains, past the territory of the Kynar. [[Neanderthal]] - Little is known of the ice hunters called "neandertals." The firsprigin acknowledge that their presence on Skaan predates the arrival of the miryag by generations. Human encounters with neanderthals are rare, though some few have come to live in or adjacent to the northermost of settlements. Those who have taken in with humans have never spoken about their people or their past. [[Undine]] - Humanoids with elemental heritage tied to the elemental plane of water, Undine are more common in the Karrak Kingdom than elsewhere, as the climate is more comfortable. Undine tend to kept at arms length by their neighbors as the Kynar have repeatedly invaded the kingdom from the south... and the spawn of such creatures are not to be trusted. ### Core setting races [[Halfling]] - Halflings tend to be found in places of peace and plenty, either to create new lives for their kin among the trundlers, or to send back wealth and supplies to the underhome. Life in the Karrak Kingdom is often placid, it is rarely peaceful. Scraping out a living among the snow and darkness is unappealing to most. [[Shi'ruul]] - The avain shi'ruul typically disdain cold environments, and would be hard-pressed to find a reason to be in the kingdom. Yet, the search for knowledge can lead to many strange places, and who knows where insights into the secrets of rebirth may be found? [[Orc]] - While warfare and worry are in abundant supply in the Karrak Kingdom, Orc bands typically fight to be fed... and the people of the Karrak Kingdom have little in the way of surplus food, and less in wealth of gold. ### Other races If you are interested in playing one of the other [[races of Temnia]], the Standard and Advanced races are listed on the [[Races of Temnia]] page. ## Faiths of the Karrak Kingdom Religion in Temnia is a matter of faith. The gods do not walk the earth, speak to their faithful, or move the world to fit their needs. Clerics and theologians will tell you that natural phenomena is clearly hand of a creators, and good fortune is providence at work, but cannot provide objective proof of these claims. As such, there is not a unified pantheon of gods that are venerated by the people of Temnia. Religions are not even monolithic among their own sphere of influence; Even those who nominally worship the same god can have wildly different philosophies or even alignments. The complexities within each faith and their relationship with others are beyond the scope of this introduction, so here is a broad view of the important religions in the area ### Amangyr Most of the Miryag peoples (of whom the Karrak are one) venerate Amangyr, the light of reason, the breaker of curses. It was Amagyr who shone the light of reason onto Etam, the First Man. Etam brought the light of Amangyr to the valen, and awakened the first generation of humankind. Etam and his wife Ytha bore many children, who were the first monarchs, and with the blessing of life eternal they joined Amangyr in the Golden City of Syles. The flame of Amangyr was extinguished for a time by the machinations of the wicked Ma'ar Leyna, the queen of monster and the mistress of sin and suffering. Through the heroism St. Unthar Karrak (and Annis Dayrin, Toman Atvar, Esta Merlani and Rhynnis Polimon), the light of Amangyr was restored to the world, and the Yagmar who held faith in the Saint of Amangyr (the Miryag) were liberated from the curse of Ma'ar Leyna and free to live their lives. ### Duchar The dwarves of the Cras'scimtar have long lived under the shadow of unending war for survival with the Ighnar, the fire giants of the deeps. But the dwarves do not see war as a wearisome burden. They see it as natural order of things. To live is to fight to survive, to refuse to defend yourself, to surrender yourself, your clan and your peers is a fate worse than any that could be met at the end of sword. It was faith in Duchar that brought this lesson to the Dwarves, and it was in his teaching that the Dwarves found the strength to battle back from the precipice of exitenction, and reclaim the mountains that are their birthright. Those who live well away from the front lines of the newly rekindled Brimstone war, or even the cold war between the five kingdoms, tend to see war as less of a literal contest of arms, and more of a philosophy of constant moral vigilance and personal discipline. Duchar demands strength of the body (labor and industry), soul (wisdom and courage) and the mind (resolve and gratitude). ### St. Unthar Karrak St. Unthar Karrak was the mightiest and wisest of the prophets of Amangyr, the five heroes of light who rekindled the Beacon of Bastuun, allowing the light of Amangyr to shine upon the world after an age of darkness in which the Yagmar toiled under the oppression of Ma'ar Leyna. It was Unthar Karrak who saved the soul of the wayward Rhynnis Polimon and turned the tide of battle against Ma'ar Leyna and the forces of darkness. It was Unthar Karrak who led his people to the land of Skaan, so they can protect the Shining City of Syles, which stands somewhere upon the frozen hills, from and fiends that would befoul it with their presence. It was Unthar Karrak who proved his wisdom and his worth to the Firspring natives, and who named him Sun King, and it was Unthar Karrak who battled the ferocious king of the Kynar to save the huldra of the Frostgate, and in doing to ensure the peace and safety of his people. Each of the Kings of Karrak trace their heritage to St. Unthar, and it is by this divine right that they claim rulership over the land. . ### Sylurrian The sylurian is not a "god" so much as a presence. It is a subconscious will created by all life that binds everything in the world together. It resides in all forms of true life, though the turmoil of intellect and the call of the wild are discordant elements, separating most free-willed creatures from the Sylurrian. Through dedicated effort and mediation, a chattering mind can be silenced, the tempestuous soul stilled, and connection to the Sylurrian re-established... but such dedication is rarely found, and often impure. ### Taurë The ylvani were born of the marriage between the Scalar of the Sun, and the Neylar of the Moon. The first of the Neylar was Taurë, and his great love was the first of the Scalar, Cualur. In the age of harmony, the pair begot two children: Ethelë and Duór. But harmony would not last forever, and Duór unknowingly unleashed every evil upon the world when she felled the Wise Tree Galadur. Cualur refused to pass sentence on her own daughter, and begged Taurë to stay his hand, but Taurë knew his duty, and would not be swayed by tears or pleading. Those ylvani who knew right from wrong rallied under Taurë's banner, and accpeted him as the rightful lord of the Ylvani. These would become of the Yelin, the high ylvani of winter. He is the teacher, the warrior, the judge and the ruler. His example is one of stern and unyielding righteousness. Virtue is heavier than a mountain, but with many hands the load is lightened.