Kartakass Cultural Level: Medieval (7). Landscape: Full Ecology (Temperate Forests and Hills). Located in the south-central Core, Kartakass (KAR-ta-kass) is a land of music where joyful song echoes through the black forests, tinged ever so slightly by a tone of fear. It is a domain of dense woodlands blanketing a region of rocky upland terrain southwest of the Balinok Mountains. The forests are wild and treacherous here, from the thorny undergrowth to the fierce wolves that stalk the wooded ridges. The wilderness is far from lonely, however, as the sweet baritone voices of lumberjacks at work float over the hills. The domain is riddled with spectacular natural caverns, endlessly branching labyrinths of limestone that wind deep into the cold earth. As daylight begins to wane, silvery fog rises from the ground, settling in low places and making travel through the forests all the more dangerous. The Musarde River's headwaters lie in Kartakass, and here the mighty waterway is clear and sparkling, pooling into serene ponds and lakes on its way to the valleys of Sithicus. Buildings in Kartakass are massive log lodges with broad facades and towering thatch roofs. Rows of narrow windows, bold wooden carvings, and delicate floral patterns grace the fronts of homes and shops. Most structures feature enormous central fireplaces ringed by a raised dais for musical performances and storytelling. Natural surroundings are frequently incorporated directly into the domain's architecture. Living trees may be employed as natural pillars, or a structure may open up directly into a cavern of glittering crystal. Even the humblest settlements feature public amphitheaters for annual singing contests. Kartakass's climate is generally moderate, but harsh winters sometimes strike the domain.
Major Settlements: Harmonia (pop. 1,500), Skald (pop. 2,800).
The Folk: Population — 4,500. Humans 98%, Half-Elves 1%, Other 1%. Languages — Vaasi,* Balok, Sithican. Religions — Ezra, Hala. Kartakans are a lean, graceful breed of folk blessed with long limbs and angular, handsome features. Their skin is very fair and creamy, sometimes dotted with a few scattered freckles. Their eyes are always a startling shade of blue-violet. Kartakan hair is wavy and normally a flaxen blond, but very rarely a child with raven tresses is born. Men keep their hair long and wild, often growing it past their shoulders. Women allow their hair to grow all the way to their waists and likewise shun styling it. Neatly trimmed goatees and long, full mustaches are typical among men. Kartakan clothing is comfortable but dashing. Men and women alike wear blousy shirts and trousers, the latter tucked into high black boots. Women frequently wear short vests over their blouses, while men prefer full coats. Widebrimmed hats are popular with men, particularly among woodsmen and travelers. Clothing colors are vibrant, with brilliant reds, yellows, and blues being the most popular hues. Delicate embroidery is frequently used to decorate Kartakan garb. Jewelry is used sparingly; the sparkle of a single earring or ring is considered most attractive. Kartakans are a warm, gregarious lot noted for their love of music and talent with song. There are melodies for every occasion and daily activity, and a Kartakan village at work or play is a veritable festival of music. These folk also have a fondness for poetry and storytelling. | Tall tales, called/eeshkas, are a Kartakan tradition meant to teach lessons and play on the gullibility of listeners. Wandering bards are also a local institution, and some, such as the dashing Harkon Lukas, gain a celebrity of sorts. The arrival of a famous bard stirs a Kartakan settlement to celebration and passion. A popular, bitter local brew called meekulbrau sweetens voices and loosens inhibition. Kartakans are content and thankful for the simple pleasures of life. They respect tradition, wisdom, and musical skill above all else. They fear little but the vicious wolves that stalk the domain, creatures that have been known to enter homes at night and drag slumbering victims from their beds. Legends speak of a time when the wolves disguised themselves as men, tricking unfortunate souls just long enough to leap on and devour them.
The Law: Meritocratic independent settlements. Kartakans have a shared culture, but each settlement in the domain is autonomous. No central authority dictates or enforces law throughout Kartakass. Each settlement chooses a Meistersinger at an annual competition marked by wild revelries and constant music. The individual who wins the singing contest becomes the Meistersinger, responsible for governing throughout the next year. Although he appoints others to organize a village's militia, the Meistersinger is otherwise personally involved in all matters that concern the community. He delegates nothing, arbitrating all disputes and meting out justice as he sees fits. He also serves as a cultural and moral leader charged with ensuring that the youngest generations learn the mora. These songs, which Kartakans believe are divine gifts from the mouths of the gods themselves, teach moral lessons to children and adults alike. Although vocal talent is the principal gauge of a Meistersinger's worthiness, those who fulfill their duties poorly are almost always ousted the next year. Most Meistersingers serve for many years before retiring from public life voluntarily.
Trade and Diplomacy: Resources — rye, barley, oats, beets, potatoes, cabbages, hogs, cattle, dairy, sausage, beer, timber, salt, musical instruments. Coinage — ballad (gp), dirge (sp), canticle (cp). The lack of a sovereign ruler has prevented Kartakass from achieving any real political standing with other lands. Although it is a rustic domain, it conducts lively trade with its neighbors, particularly Barovia and Invidia, with whom it shares informal mercantile alliances. Kartakan merchants are cunning and charismatic opportunists infamous throughout the southern Core for their congenial demeanors, which often hide predatory mindsets. Similarly, Kartakan lumberjacks are known for being a touch overeager and have been caught illicitly felling wood in other domains. Overall, Kartakass's reputation is healthy with other lands, though the elves of Sithicus take an increasingly dimmer view of migration into their territory.
Characters: Classes — bards, fighters, rangers, rogues, sorcerers. Skills — Craft (carpentry, weaving), Gather Information, Knowledge (nature), Perform (ballad, harp, lute, ode, storytelling), Profession (brewer, farmer, lumberjack), Wilderness Lore. Feats — Expertise (plus derivatives), Lunatic, Skill Focus (Perform), Voice of Wrath, Weapon Focus (Rapier). |