Despite rivaling Korth in overall area, Lyodnica is the least populous of Karrnath’s duchies due to its climate. The large central expanse is bitterly cold yet arid tundra, while the Icewood and the Icetop Mountains are filled with hostile creatures. The duchy’s inhabitants are most concentrated along the Iceflow River, facilitating what little trade occurs between Lyodnica and the rest of the world. Since Narath’s destruction, Lyodnica has struggled to support its western neighbor in the Bitter Sea; the shallow river delta means blue water ships can’t make it far upriver.

Source: Cultures of Karrnath

Cultures of Karrnath

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. 

Governance

Warlord Charl ir’Loran (human he/him) governs Lyodnica. An ostensibly close ally of the crown, his family has held the lands around Loran Rath since early in the war. In truth, he yearns for a return to the days of the war, when glory could be found on the battlefield and at sea. He has an almost Aundairian belief in the poetry of the conflict, and has a large number of art commissions that celebrate victories won by Lyodnican soldiers. While it’s not unusual for a noble to be detached from the costs of the war, Warlord ir’Loran takes it to an extreme with an almost singular focus on the “glories” of the war. His children are no better, positioned in plum military positions throughout the nation. He sees Kaius III as a pale imitation of the greater kings before him, a weakling who caved in the Treaty of Thronehold and denied Karrnath dominion over the continent. While not a sophisticated politician, he’s secretly a member of At All Costs and would happily throw his lot in with anyone who sought to overthrow Kaius and start a new war.

Cultural Hallmarks

Mammoths. Enormous wooly mammoths wander the Mamont Tundra, dominating the cold and arid expanse. Nomadic groups of humans long ago domesticated the creatures, harvesting their wool for trade and survival. Mammoth wool is best when the animal is young—the first shear is highly prized for making the soft and warm winter garments worn by Karrnath’s upper class.

Risian Manifest Zones. Not only is the duchy cold due to natural climate processes, but its unusually large number of Risian manifest zones augment the conditions. Most simply embody the obvious traits of the plane, possessing the Lethal Cold and/or Empowered Ice properties from Exploring Eberron, but areas with the Preservation and Stillness of Flesh traits have been found in the Mamont Tundra. The manifest zones are cold year-round, an exception to the summer thaw, and exacerbate the lack of precipitation in the tundra.

Religious Syncretism. Without regular and consistent access to the central Karrnathi government, the people of Lyodnica have a unique relationship with faith. Local customs involving the fey and primal spirits are blended with old traditions carried on from Sarlona, Galifar-era worship of the sovereign host, and a smattering of Seeker beliefs. The periodic attempts at settlement bring in new perspectives, although they are quickly tempered by the harsh reality of living in the frigid north.