The lands of Vulyar, the southernmost Karrnathi duchy, have more in common with the Talenta Plains than they do the rest of Karrnath. Vulyar’s population is spread out among grassland farming communities, where nutrient-rich soils attempt to support the rest of the nation. The duchy’s border with the Talenta Plains is mostly artificial, although one could attempt to differentiate between southern Karrnath and the northern Talenta Plains by the types of manifest zones that are common; the plains have connections primarily to Dolurrh and Thelanis, while Vulyar has primarily Mabaran manifest zones, the most famous of which lies in the county of Odakyr.

Source: Cultures of Karrnath

History

Prior to the arrival of humanity, the duchy of Vulyar was simply the northern edge of halfling habitation in Khorvaire. Scattered goblinoid communities dotted the landscape but remained separate from the nomadic patterns of the halfling tribes; no known archaeological evidence suggests the two groups intermingled. The expansion of humanity east of Scions Sound disrupted these communities, until eventually Karrn butchered the goblinoids and drove them out of Karrnath entirely. While the halflings were not subject to the same genocidal campaign as the goblins, they were nonetheless forced south by the encroaching human kingdoms.

Human habitation has always been contingent on the viability of sedentary agriculture; communities that push too far south would eventually disband in the face of the arid plains that cannot support their lifestyle. Throughout the years some individuals have joined with the halflings, but halflings far more commonly abandoned the nomadic ways of the plains for the material wealth promised by Karrnath, either as mercenaries for the fledgling House Deneith or through the houses Ghallanda and Jorasco. 

Shortly after Galifar I’s reign over the continent began, the Talenta Plains were formally included in the Kingdom of Galifar. The duchy of Vulyar was made responsible for collecting taxes and tribute of the nomadic halflings, who had no fixed towns to govern. This arrangement worked well enough, as the halfling tribes carefully concealed their wealth to avoid the avaricious gaze of empire, revealing just enough to remove suspicion. The settlements of Vulyar remained as they always had, scattered agrarian communities living in the ‘good enough’ soils south of Vedykar.

The Last War transformed Vulyar; not only did the tribute of the halfling tribes dry up, but the long border along the Cyre River became a key point of contention. Many battles were fought in the duchy, as the Karrnathi military pushed into Cyre or was pushed back. The halfling tribes cut deals with Cyre, Karrnath, and later the elves of Valenar, pledging their support in both trade and politics. 

Today, the elves of Valenar are the duchy’s chief concern, even more than its long border with the Mournland. Constant raids by Valaes Tairn warbands disrupt attempts to rebuild in the wake of the war, but these raids are more intended to draw out a military response than about doing lasting damage.

Governance

First Warlord Gruden ir’Erdei (human he/him) governs Vulyar; his prestigious title was earned through his dedication and service to the crown. The former chancellor of Rekkenmark, he stepped into his current position after his older sister was slain on the field of battle and left behind no heirs. Unlike the western warlords who anticipate conflict with Aundair, the First Warlord is actively engaged in conflict with the elves of Valenar. He feels boxed in by Kaius III’s restraint, convinced that were he permitted, he could lead a force down south and force the elves to stop their brazen assaults on Karrnath. His concerns about war are not some yearnings for glory but a deep sense that a true war with Valenar is inevitable, and he’d rather begin that now before the elves can reclaim more of their ancient artifacts and defenses.

Cultural Hallmarks

Axebeaks. Nearly as swift as horses, axebeaks have roamed the grasslands of Vulyar since before humanity’s arrival. While wild axebeaks are vicious and territorial, the duchy’s domesticated birds are like any other mount outside of combat. Inside combat, axebeaks fitted for war let loose, leveraging their wedge-like beaks to lethal effect. Axebeak cavalry were a critical component of Karrnath’s military efforts in the south, with their superior agility and resilience allowing them to pose a threat independent from their rider.

Conquering Fist. An elite force of horse-riding heavy cavalry, the Conquering Fist recruited veterans from the frontlines and promised them glory and riches in exchange for continued service. The organization’s lackadaisical approach to chivalric standards and more open terms of enrollment blurs the line between mercenary company and knightly order, even if members did pledge to exclusively serve Karrnath rather than simply the highest bidder. Recently King Kaius III has made entreaties to the order’s leadership to get them to move their headquarters to Korth; the king seems to believe that the broad backgrounds of the order’s membership make them exemplars of the Karrnath he wishes to build. The First Warlord is concerned in turn that this will hamper his military readiness for Valenar assaults.

Seeker Rituals. As humanity explored what is now Southern Karrnath, they found hostile Mabaran manifest zones. The rituals brought by the elves formerly aligned with the Mark of Death provided methods for living alongside these manifest zones, harnessing and repurposing their power and mitigating the plane’s hostility to life. The onset of the war disrupted these practices, either through deployments carrying people far away from home or simply through overly zealous Vassal lords. The installation of the Blood of Vol as the state religion brought focus and attention back to these discarded rituals, allowing the land to bear life-giving food once again for the rest of the nation. Today, rituals to diffuse the effects of Mabaran manifest zones are well understood and regularly maintained despite the Blood of Vol no longer being the state religion.

The Town of Vulyar

Far smaller than the cities that govern the western duchies, Vulyar is a useful intermediate point between the Talenta Plains, the Mror Holds, and western Karrnath. The town’s seemingly arbitrary location is due to a Risian manifest zone that bears the plane’s powers of preservation; long ago discovered by travelers, it’s now home to the town’s grain silos. 

Cannith East Facility

With the construction of the Cannith East Facility in Vulyar less than a decade ago, Zorlan’s ambitions have brought significant new business to the town. Viceroy Renilda d’Cannith (they/them) runs the facility, which produces conductor stones to be used in lightning rail construction throughout eastern Khorvaire. This work has attracted all sorts of supporting businesses, and—combined with the damage in western Karrnath—has made Vulyar the fastest growing settlement in the nation.

Secretly, the facility’s basement laboratories are an extensive joint operation with the Ministry of the Dead. These labs are a core part of Vedim’s ongoing research, developing all sorts of malefic undead to be deployed against the elves of Valenar. The newest target is an ancient taer fewer than 100 miles to the southeast of Vulyar; Shan Shulach Miritarn of the Valaes Tairn is leading an effort to restore the fort, a provocative act that Count Vedim ir’Omik believes justifies a reprisal.

Risian Grain Silos

While the Risian manifest zone in Vulyar is not particularly large, ancient travelers figured out this region was a safe place to store excess supplies throughout the year. Today, the Risian manifest zone has been designated for the exclusive use of storing the city’s grain supply and other foodstuffs. While the manifest zone does protect from ordinary rot and decay, it doesn’t help with vermin; a hubris of cats owned by the town government patrols the area for any would-be thieves.

Temple of the Sovereign Host

A large, established structure, Vulyar’s Vassal congregation places more emphasis on the Three Faces of the Wild than the Sovereign Host as a whole. While Vulyar is generally known for its bountiful fields, the risk of supernatural disasters from Mabar as well as the more mundane threat of wildfires make the Devourer a known figure in the area. Balinor sees a diminished role in the trio these days as hunting has become less common.

Temple of the Blood of Vol

A large, ominous pyramid built during the war, Vulyar’s temple of the Blood of Vol sees far fewer residents in attendance than it once did. The former abactor that led the congregation was executed by the state in 976 for their ties to Lady Illmarrow; Mauriana Furnau (khoravar she/her) was unaware of her former boss’s schemes and has led services since then. 

Fort Bones and Fort Zombie

The County of Odakyr is the southernmost county in Karrnath, and it contains both Fort Bones and Fort Zombie. Outside of Atur it has the most potent Mabaran manifest zones in the nation, these were exploited by Malevenor, while he was still alive, to refine the necromantic rituals now known as the Odakyr Rites.

Source: Cultures of Karrnath