Even the Dhakaani Empire failed to meaningfully colonize the area now recognized as Lyodnica; the wet and cold winters bring heavy snows, but the region is too warm to sustain permafrost, transforming the surface into a soggy morass in the summer. Even beyond these fields, the empire had little interest in the Icewood or the Bitter Sea—everything they needed could be found below in the tunnels of Khyber, away from the biting cold that defines the region.
When humanity came west from the Lhazaar Principalities people settled along the northern coast of what would become Karrnath. Karrn Bay and the river delta that flowed into it were relatively hospitable, even if the surrounding terrain was difficult to expand into. Hostile fey in both the Karrnwood and Icewood, as well as upriver in the Iceflow River, all made expanding beyond the river delta impossible.
Out of all the duchies, Lyodnica was least affected by Karrn the Conqueror’s ambitions. Magical development had begun to connect the people of the duchy with the rest of Karrnath, but it wasn’t until nearly the reign of Galifar that the people of Ice had regular contact and trade during the winter months. Heavy snows on the Mamont Tundra blocked southward egress, while icebergs in the Bitter Sea frequently made leaving the protections of Karrn Bay impossible.
The Kingdom of Galifar failed its many attempts to further build out Lyodnica’s capabilities. Karrnathi princes and Lyodnican warlords often fell into the trap of thinking that arcane science could finally clear the way for Ice to connect with the rest of the nation, only to find that the combination of harsh winters and boggy summers was far stronger than any spell or device. It wasn’t until Jarot’s reign and his son Kaius I’s governorship that icebreaker ships, fitted with adamantine hulls, could reliably keep the seaways clear. In the south, several attempts to build a lightning rail connecting Ice to the rest of the nation failed as conductor stones sunk into the summer morass or were lost to winter blizzards.
The advent of the Last War brought significant attention to the duchy, as the conjunction of advances in ship design and the outbreak of conflict in the Bitter Sea made Karrn Bay a focal point of the war. While Narath’s port was always better for ship building, during the winter months far more ships could take shelter in Karrn Bay. Naval mines developed by House Cannith helped protect the bay from Aundairian raids, while shallow-hulled boats ferried crew and cargo between the anchored ships and the town of Ice.
Today, Lyodnica is the target of a resettlement effort. Once again, the crown and the duchy leadership are convinced that advances in arcane science will allow for more permanent settlements in the harsh northern expanses. Engineers and artificers continue to develop plans to build a proper shipyard in Karrn Bay, dredging where needed while accounting for the harsh winter storms that blow in from the Bitter Sea.