Ruler: His Ferocious and Most Warlike Majesty, King Magnus the Lawmender, High Jarl of Karelia (CN male human [Filani], Brb 16)
Government: Independent monarchy with hereditary rulership; individual communities are led by a chieftain or clan elder, multiple communities are united under a jarl and all jarls are under the authority of the High Jarl; laws are mainly at the local level with very little central government intrusion save in emergencies
Notable Figures: Fridha the Silverclawed, Queen of Aerindis (N female aarakocra, Ftr 8)
Rule of Law: Chaotic Neutral. Society based on hedonistic pursuits of pleasure. Few written laws govern daily life which is considered quite barbaric. Survival of the fittest is the standard of the day with a general distrust of authority. Most of the population is neither good nor evil but also not terribly reliable.
Capital: Helmgald (pop. 19,650)
Major Towns: Jarlshof (pop. 4,300), Rangild (pop. 14,700)
Population: 240,000- Human 89% (Fa), dwarf 5% (brown 45%, black 35%, white 20%), gnome 4% (hill 75%, forest 25%), halfling 1% (stoutheart), elf 1% (wood 65%, fair 35%)
Major Religions: Oldred, Dione, Galdor, Endorie, Uino, Khorsa, Ostra, Suomi, Ulrik, Dwarf pantheon, Gnome pantheon
Major Resources:Gold, silver, iron, timber, furs, ivory, gems, fish
Military: 12,000 (includes light and heavy infantry, medium and heavy cavalry and a navy of 12 warships)
Allies: Njordlin, Filani Freeholds, Spineheart
Enemies: Wyngard, giant kingdoms of the Cloudycrests, Pelinore (sometimes)
Coinage: Platinum walrus, gold seal, silver herring, copper owl
Karelia is a land of fierce barbarians and powerful warriors. Life is harsh in Karelia with heavy snowsin the winter and numerous giant raids from the nearby Jotunheim Mountains. The people of this realm are a very hearty stock though somewhat distrustful of strangers. They tend to be suspicious of arcane magic but have much respect for divine magic and the abilities of the bards. As a whole they are not very religious but the clerics of Galdor and Oldred are widely respected and often given positions of some influence within the various towns and communities.
The current High Jarl is a powerful barbarian who displays an uncharacteristic intelligence rare in this class. In fact, he is likely the most successful of the high jarls to have ruled the Kingdom throughout much of its history. Before the codification of the law, justice in Karelia was administered through a trial by combat. Losers were presumed guilty under th law and punished accordingly with a panel of clergy presiding. Despite Magnus' carefree attitude and chaotic alignment, he has established a code of simple justic for his peopl, thus his moniker "the Lawmaker."
Karelia has also established political connections with a large tribe of aarokacras dwelling in the aeries in the mountain peaks. The two cultures are beginning a cultural exchange and already rely on ambassadors to represent each other in the foreign court. The leaders of each group hope to forge a military alliance against the giants of the north as well as the hostile barbarian tribes of Wyngard in the East. Magnus hopes to also bring some of the clans of the wood elves from the Juniper Wood into this alliance but thus far the xenophobic elves have proven resistant to any attempts at communication. Certainly, their magical abilities and knowledge would no doubt prove a great asset.
Rumors: The mountains to the north are teeming with all sorts of fell beasts. In addition to the numerous giant clans, the are said to be orcs, goblins, trolls, ogres and possibly a number of dragons.