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Kovorov

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A map of Kovorov

In the far North of Ramesh lies Kovorov. Home to the city of silver, Karjakin, Kovorov and its people are known to be of the strongest wills. Under the rule of Vorov and his Orics, Kovorov is the richest of any nation or city state in Ramesh. Kovorov’s raw resources are almost as plentiful as its snow. Built on tradition, a traveler venture through the frozen lands will find history older than memory.

Weather

Brutal Cold

Kovorov’s geographical location subjects it to the brutal cold of Northern Ramesh. In the winter months, venturing across Kovorov becomes next to impossible. Temperatures at night can reach as low as -50F with wind chill bringing the total down to -70F.

For the winter months, most Kovorovians shelter in their town as the world grinds to a halt. Life can sometimes be put on autopilot. Local businesses might only open for four to five hours a day. Local mead halls are usually full and nobles give out firewood for charity (and to buy public support).

Polar Night

During the winter, in the north of Kovorov past the city of Khaningrad, the land falls under a shroud of night. The polar night begins in the middle of winter and breaks during the first day of spring. For over sixty days, the sun does not rise. Darkness covers the land.

These are considered strange times. Physicians note that more people simply die during the polar night or act strange. People go mad, animals stop acting regularly, and the luck of everyone seems to sour. It is an ominous time. However, the Kovorovian people are strong and the polar night is simply another test of Vorov.

Undead activity, particularly undead who avoid sunlight, increases significantly during the polar night. However, with the cold and dark closing in all around during these days, not much can be done about undead outside the walls. There are usual undead hunts that come at the first light of spring. Yet, those who find themselves stranded in a hamlet with undead closing in during the polar night have little recourse for help. A prayer to Vorov might be answered or ignored...

Zamoro Storms

These storms are the ravaging blizzards that blow through Kovorov. They are predicted by experienced magic users due to their high volume of primordial magic. Zamoro storms are ferocious and being out in one, even for a person filled with Aether, is considered a death sentence.

Zamoro storms snuff all non-magical fires, freeze small animals solid, have howling winds of more than 70 mph and can cause warping across the land. Their primordial energy can change the land, plants, animals, and people alike. There have been stories of humanoids being touched by a Zamoro storm with devastating after effects.

Political Climate

Hatred of Magic

Kovorov as a government and as a people hate magic. It was not only used to betray Vorov but it is also a crutch. Weak individuals, who cannot succeed on their own merit, use magic. Therefore, magic is avoided whenever possible.

In this way, Kovorovians are a bit hypocritical. They also tolerate magic that benefits them. Clerics are looked at with disdain but also are sought out quickly when illness grips a loved one. Torosk third-born, the pride of the Kovorovian military, are paladins with oaths to Vorov. Therefore, despite outward hostility, no normal citizen or military official would do anything harmful to the average high magic or primordial magic user.

Wealth of the Earth

The land of Kovorov is filled with the wealth of the Earth. Ore, gemstones, and other precious minerals are plentiful, especially around the capital city of Karjakin. Its epithet, the city of silver, is born from its abundant natural resources. Part of Kovorov’s national identity is tied to its mines. Mining is considered a noble profession and miners are favored by Vorov for their efforts.

Peace

Wealth flows into Kovorov in incomprehensible amounts. Their economic prosperity is legendary. The Kovorovian trade routes are the most profitable in all of Ramesh. Therefore, war is avoided at all costs. War would compromise the trade that makes the nation so rich.

Yet, Kovorov is a sleeping giant. Just because they choose peace does not make the nation weak. Their soldiers are ready and blades sharp. A nation who brings Kovorov to open war is awakening a sleeping bear.

Resisting Zell

For centuries, Zell and Kovorov have clashed. Their war has been fought in the shadows and by agents. Open war would be bad for both parties. Zell attacking Kovorov would anger the other nations that Kovorov trades with and create an unbeatable alliance. Kovorov attacking Zell would result in damage to their prized trading routes and the Orics pulling miners out of their precious mines to fight in the war.

Therefore, the resistance is subtle. Although soldiers still do occasionally clash. In the Gravetti Mountains to the South, Zell scouts make their way through mountains. Kovorvian troops usually meet them and skirmishes ensue. These skirmishes are not widely known within or outside the borders of Kovorov.

Government Structure

The Orics

Vorov broke down his government into Orics. Each Oric controls a facet of the government. The Orics, while all supposedly working together, do jostle for power. Rarely, Vorov will assert his authority to realign the Orics.

One-hundred and twenty years ago, the Oric Moheta attempted to take sweeping control over Kovorov. They resisted Vorov’s attempt to relinquish their power. In response, Vorov manifested an avatar and crucified every member of the Moheta in the streets of Karjakin. This event is known as the Mohetan Bleeding. Invoking the name can send chills down the spine of any member of any Oric. While Vorov gives much freedom, he is still their god.

Oric Divisky

The Oric Divisky is the clerical part of the government. They run the churches and worship of Vorov. Only high ranking clerics have access to magic. This process requires six years ofisolation in Brastroma followed by a grueling series of trials known as the Distria. However, many clerics of the Oric Divisky compensate for this by focusing in one of three fields: alchemy, medicine, or the material sciences. Due to this, the Oric Divisky has some of the finest scholarsin the Rings under its crest.

Oric Magestov

The Oric Magestov runs governmental operations within Kovorov. This Oric’s leader is the Kovorovian Czar who is chosen by Vorov for life or until Vorov removes them from power or the Czar retires. Due to the Oric’s massive size, the Magestov can be slow moving to the rest of the world and the Kovorovian people. However, to the Magestov, Kovorov is like the ice. It changes slowly because going too fast or slow sends shockwaves across the world. Immediate problems are handled with haste, but there is no problem with taking careful stock of a situation before investing.

Oric Moheta

This is the Oric that controls the economics of Kovorov. From the production of silver to the minting of coin, all of it runs through the Moheta. Other works must petition the Moheta for coin if a venture is outside their assigned budget. The Moheta makes sure that Kovorov maintains its position as the predominant trading power on Ramesh.

Oric Sarafan

Sarafan is responsible for the soul of Kovorov according to Vorov. They make sure the culture is secure. Their duties range from planning holiday events, restoring heritage sites, and running the schools within Kovorov. Many archeologists are from the Oric Sarafan. Thus, their members can be seen all across Kovorov and Ramesh exploring unseen wonders relating to Kovorovian history.

Oric Voyen

The military falls under the Oric Voyen. This Oric, while not often deployed, stands ready at any moment. At the moment, the Oric Voyen supports the town guard in major population centers, defends transports, and clash with Zell soldiers in the Gravetti mountains.

Oric Zaklanik

Some call the Oric Zaklanik the favored of Vorov. It is the job of this Oric to patrol Kovorov looking for users of magic. They are the finest mage hunters in the world. Led by Teodore Kostra, the Oric Zaklanik is one of the most feared.

This Oric is almost most seen around Ramesh. Routinely, the Zaklanik cross Kovorovian borders to hunt mages. Other nations do not consent to this, but the Zaklanik are almost never seen discovered to be Kovorovian during their raids. However, the aftermath of a Zaklanik attack leaves no question in the mind of any who witness it. The Zaklanik are everywhere and will hunt any mage they hear about on the continent.

Torosk Third Born

The Torosk Third-Born are a sect of the Oric Voyen. Every third-born child from Torosk is conscripted into this elite fighting force. One in four die during training. However, if a recruit survives and takes their oath, they are one of the most feared warriors across Ramesh. Each Third-Born is a paladin and swears an oath to Vorov and the Czar.

Third-Born are easily identified by their red half capes and golden helmets. These helmets block enchantment magic and mind-reading. Each Third-Born has a personal weapon which they forge themselves. Many also forgo their birth names and instead choose squad names. For instance, a squad might make their naming theme Canines, names of Kovorovian cities, or famous warriors from history.

The Third-Born fortress is in Torosk and is called the Embermane Bastion. On the outside of the Bastion are a series of obelisks with the names of great Third-Born heroes etched into them. It is the dream of every Third-Born to have their name etched into a column.

Karjakin

The multi-tiered metropolis of Karjakin is one of the grandest cities in Ramesh. Its sprawl spans for miles. Hundreds of years ago, the city began to grow so large, the Czar Nicolai Fekkato began to build upward. While below, Karjakin is filled with mining tunnels, above the city continues to climb higher into the sky.

All the Orics have their headquarters here. The city is the nervous center of Karjakin. Within its borders, decisions that will affect the country for decades are made everyday. Decadence abounds amongst the highest spires of Karjakin. Czars have poured their excess silver into this city. There are fineries and furnishings in Karjakin that could scarcely be found anywhere else on the continent (at least, for those with the coin to access them). Although, with a population approaching two million people, only a select few can truly enjoy Karjakin’s amenities.

Great Mines

The great mines of Karjakin are the source of the cities’ great wealth. At its founding, Jakin of Nalizon, discovered a cave brimming with silver. Even hundreds of years later, the mines still produce riches.

Part of Kovorov’s global influence is based on the mines. Therefore, they are highly protected. Guards stand watch at every mine entrance. The Moheta carefully monitors the amount of ore and precious jewels being taken from the mine. Over expenditure is of great concern to the Orics and the Czar.

However, even in times when the Orics have needed to draw more resources from the mines, the supply of ore has not dwindled. Some scholars have theorized that the mines actually are a gateway to another dimension, Zhemzhina. The rumors of the jeweled dimension have been quashed by the Orics Moheta and Sarafan. Two Orics working so closely together have only furthered the rumors spinning around the great mines. Only with time can the truth be revealed.

Upper Roz

The space above ground level, upon which many thousands of tons of earth have been laid, is called the Upper Roz. At its highest foundation, the Upper Roz reaches 2,000 feet into the sky. With beautiful buildings made of marble and silver, new visitors to Karjakin are usually astounded by the splendor of the upper city.

Many nobles from around Ramesh own houses here. Karjakin’s luxury draws all with the money to afford it. Adventurers who wander the Upper Roz will see all of the continent represented. But traversing the Roz is no easy matter. Entrances to the Upper Roz are guarded at all times. Lines for entry are long, sometimes upwards of four or five hours. Entrance also requires one ofthree distinct passes.

The first pass is an owner’s pass, it signifies a person owns property within the Upper Roz. Usually these people walk to the frontline of the line or have other, secret, means of entering their abodes. The second pass is a silver pass. It is given by a property owner within the Upper Roz to a guest. On the pass is written the date and valid times of entry. The pass can be valid for no more than twenty-four hours. Many servants within the Upper Roz work under these passes.

Employment is day to day with the constant threat of not receiving a pass for the next day. Finally, there is the platinum pass. This pass gives a non-property owner full access to the Upper Roz. Platinums are extremely valuable, selling for tens of thousands on black markets. Obtaining a platinum pass is a grueling process. Guards who hold platinum passes have salaries ten times as high as those without. Merchants with platinum passes can become unbelievably wealthy.

However, if a person is found with a platinum pass that was given to another, they are publicly executed. Rumors speculate that there are other ways into the Upper Roz. The most popular is that there are gnomish tunnels that lead inside. Yet, the rumors also speak about the high price one must pay in order to purchase a ticket.

Once a person enters into the Roz, they can never see the world the same way again. There are museums and conservatories galore. Shops within the Roz sell only the finest quality items. Adventurers might be able to purchase priceless magic items, long lost books, combat treaties of legendary quality, and more. Many vendors on the streets of the Upper Roz sell their wares for free. They are sponsored by a noble within the Roz usually. The price is simply speaking the deeds and good tidings of that noble. It is a more elegant form of propaganda.

The theaters within the Roz house the finest performers. Most theater tropes keep at least two or three high-magic casters on hand to aid with shows. Performances are imbued with magic and finery. Actors fly across stage, shift forms with the whisper of a spell, and anything else a trope can conjure to excite the most powerful people on the continent.

There are also a fair number of scientific laboratories within the Upper Roz. Some nobles wish to be patrons of innovation. Thus, inventors, artificers, and other pioneers work tirelessly under their supervision. Competition is fierce but every few years a new invention is created that delights the noble populace.

One of these recent inventions is Teculite. Stronger than steel but lighter than air, this new alloy can float in the air and support one-hundred times its weight. Upper Roz scientists have begun deploying the first floating structures in Karjakin. Now, hold neighborhoods can be suspended in the air. The Czar has begun to put them under regulation but even he cannot hide his excitement. Teculite appears to be the future of Karjakin and perhaps Kovorov itself. Yet, not is all as it seems within the Upper Roz. There is a dark underbelly rarely seen. Even with so much excess, some nobles still desire more. There are secret places in the Upper Roz, back allies that come to life under moonlight, where any noble can get their fix.

Drug dens run rampant. Those who want highs unlike any on the continent can find the finest alchemists. Each alchemist has their specific brew which are closely guarded secrets. There are a series of different depraved clubs that offer whatever a person with coin desires. Sex, torture, homicide and more are all options. Some clubs specialize in specific acts. Club Vanisssh is a hot spot for murder. Nobles routinely bring unsuspecting victims to the constantly moving demiplane. Club Vanisssh is run by Yuan-Ti and known for not leaving loose ends. Bard’s Temptation is known as the best brothel. The list goes on and is ever expanding. Some think theclubs have the guards in their back pocket while others believe that it is some of the guards who own the clubs. Yet, another mystery within the Upper Roz.

Occasionally, a necromancer will attempt to find work in the Upper Roz. Sometimes they are taken in by a club or private benefactor, while other necromancers are entrepreneurial. Some nobles crave the taboo of watching the dead be resurrected. Animals are nice, people are better, and political rivals are best. There is always the chance of a Zaklanik raid but to the nobles, that’s half the thrill. Besides, if the Zaklanik find them there, they will probably not have to worry about their future.

The underground profession that pays the best are deathmatches. Nobles pay well to see elite warriors risk their lives and fight to the death. A particularly brutal fighter can buy themself into the nobility after only half a dozen or so victories. Not many live that long, but it is the dream that fuels the fighters. It is often known that vampires lurk at these blood sport matches. Match organizers can make decent coin off selling the blood that leaks from the stage. The lazy vampire is usually more than happy to pay.

Criminal organizations have begun to spring up around these dark delights. The Stain obviously has their hands in a few areas. It is said that they own Club Vanisssh but this has never been confirmed. However, the Stain is only a small player amongst the dozens of organizations vying to be the depraved despot rulers of the Upper Roz’s underground. Currently, one of the largest players is the Flux Gang. They control a litany of clubs and dark services. Although, like any organization within the Upper Roz, their hold is tenuous at best.

But the organizations all respect each other and occasionally will aid each other. This usually occurs during one of two events. The first is if the Orics attempt to crack down on the underground. The second, is if a fiendish activity is discovered. Depravity is the dinner bell for devils and demons alike. While vile indeed, the criminal hives within the Upper Roz nevertheless seek to expel fiends whenever possible.

Lower Roz

Below the splendor of the Upper Roz, is the Lower Roz. Some buildings within the Lower Roz are hundreds of years old, dating back to the founding of Karjakin. Sullenly, it is sometimes joked by the residents of the Lower Roz that while the nobles live in the city of silver, they live in Copper Town. Over the years, that has become the colloquial nickname of the Lower Roz, Copper Town. Despite what the name suggests, the residents of Copper Town do not live lives of complete disparity. At least, most don’t. There is a middle class located toward the front gate of the city. The further from the front gate a person wanders, the more decrepit Copper Town becomes. Lifestyles range from the wealthy merchant who is just below the threshold for entry into the Upper Roz to the career beggar who dies at thirty-five without ever having a roof over their head. Copper Town is both a melting pot and crucible for those who decide to carve out a life in it.

Problems within the town vary wildly as well. Many residents are miners and thus, many have the physical scars of old mining accidents. Drugs are a problem as well. In the monotony of life, some fall victim as a way to break the cycle. The guard in Copper Town is also underfunded. Therefore, a hungry wererat or other beast might claim a dozen or two lives before the guard are able to assemble resources (or pay a group of adventurers) to deal with the problem. Crime within Copper Town is minimal. Most organized crime occurs in the Upper Roz and many communities within Copper Town are tight-knit. Miners watch out for miners and carpenters protect other carpenters. Despite this, the Stain continues to run drug and protection rackets. Unlike other organized crime in Karjakin, they actually dedicate most of their resources to

Copper Town.

The organization almost has a monopoly on crime with Copper Town. Yet, they are tolerated due to them giving back to the community. During times of crisis, famine, or economic downturn, it is the Stain who steps up to aid Copper Town. They are still brutal and criminals, but some in Copper Town look favorably on them. Despite the Orics forgetting Copper Town, the Stain never does.

There are many ways for a young person to escape Copper Town. Many hop on a merchant caravan and never turn back. Others save their coins, buy a sword, and strike out as an adventurer. Those with magical talents might be let into the prestigious Madam Theravik’s School for the Magically Gifted. The school, located on the far Western side of Copper Town, takes in those with a natural proclivity to magic. Students gifted with high-magic or primordial magic talents they train. Those with low-magic talents they send to the Ard Magos. The school is constantly under scrutiny for its teaching of magic. Only through generous, private, benefactors can it keep its doors open. Even then, Madam Theravik’s only trains at most twenty gifted individuals at a time for no more than five years each.

Others still follow an entrepreneurial route and start a business in Copper Town. Whatever the path, there is always a way upward in the Copper Town. That is perhaps why all are attracted to the city. No matter origin, creed, or beliefs, anyone can always find a way to succeed under the watchful eyes of Vorov.

Seat of Government

The true seat of power in Karjakin is located in Vyborg Palace. Within, on the throne of Czar Chatacan the Magnificent (known as the Chatacan throne), sits the Czar of Kovorov. Upon the throne sits a ruby, inlaid with the power of Vorov. When the Czar dies, retires, or is declared unworthy by Vorov, the ruby breaks. Every Czar sits on the throne wary of the ruby breaking. It is common to say, “the ruby is breaking” as a short-hand for a failing government. Vyborg Palace is located in the Upper Roz near the main entryway. Around the Palace are a series of buildings which house different Orics. This area of the city is known as the Silver Heart.

Kovorov’s current Czar, Gorelov Petrovich, also known by the epithet Gorelov the Unbreaking, is a middle-aged human man. The name, the unbreaking, comes from the time he was captured in his youth by the Nation of Zell. In exchange for their freedom, Gorelov and other prisoners were offered the chance to apostatize and pledge their allegiance to Zell. All but Gorelov did so publicly. For ten days and nights, knights of Zell tried to get Gorelov to apostatize in the streets.

Yet, he refused all their attempts. Eventually, Gorelov was brought to the executioner’s block where he gave a rousing speech to the crowd. He spoke the ideals of Vorov that day. As the axe struck his neck, his Torvian awoke, and the steel shattered against his flesh. With his newfound abilities, Gorelov fought his way back to Kovorov, evading everything Zell had to throw at him. When Gorelov returned, he made his way back to his post in Karjakin. That very day, the previous Czar felt the winds change and

Vorov confirmed his time was done. As Gorelov entered the city, he was greeted to a hero’s welcome. After being anointed Gorelov the Unbreaking, he was made Czar by Vorov. For twenty-six years he has ruled and Kovorov has grown strong. Gorelov is unfaltering in his resolve. In his youth, many times he would take up the Blade of the Czar and deal with wayward brigands on his own. Now, as age continues to creep through his bones, the Czar has allowed others to carry the weight of heroism. Yet, the Unbreaking still harbors a terrible resentment for Zellist intent. Any chance Gorelov can get to weaken Zell, he will take. Eventually he hopes the moment will be right for Kovorov to strike the decisive blow to make Zell crumble. But this is a secret hope. For now, he waits on the Chatacan Throne with his hatred simmering.

“Your blades and arrows are but summer butterflies to me. Your steel like paper and resolve like

sand. Come forth now, summon your strength, because I am not impressed. Show the champion

of Vorov himself why you are worth a swing of my blade”

- Gorelov the Unbreaking, at the border of Kovorov and Zell, surrounded by eighty knights of Zell.

Ramiborg

Ramiborg is the lifeblood of Kovorov. Boats run up and down the Barrow river daily, ferrying cargo to and from all the countries of Ramesh. For many, Ramiborg is the gateway to Kovorov. Between sheer cliffs and roving bands of soldiers, the Gravetti mountains make for perilous travel. Thus, many opt for ship travel and a stop at the famed Ramiborg ports. Bustling with activity, the smell of charred squid, and shrewd merchants, the gifts of Ramiborg immediately greet a traveler at the docks. The port can hold over nine-hundred vessels during the summer months with that number dropping by more than half when the winter ice begins to routinely break the ice by hand. It is a dangerous job, but it is required to keep trade flowing through Kovorov.

The current sitting Boyar is named Banova Ilyin. She is a dragonborn woman in her late sixties who was appointed by Gorelov a few years ago. So far, she has done an admirable job keeping the ports open and trade running smoothly.

Distillery Street

For generations, distillery street has produced the finest Kovorovian vodka. A dozen different establishments, all with unique family recipes, craft what each claims to be the true, definitive, vodka. Whatever the case, it is true that the strongest of spirits is crafted here. Then, they are set throughout Kovorov and what’s left is exported throughout Ramesh.

During the polar night and freezing conditions, it is the vodka made here that warms the bodies of millions of Kovorovians. Distillery street vodka is as much a part of the Kovorovian identity as the hatred of magic or the Northern Will.

Hall of Voices

Near the center of Ramiborg, if the average person was walking, they might hear the luxurious songs wafting outside from the Hall of Voices. This world renown school is the premiere place for bards, skalds, poets, spies, future diplomats, and more to study. The college supports all who wish to learn the ways of the arts.

The origins of many great bards first start at the Hall of Voices. Therefore, it has gained much prestige over the years. Semi-annually, the Hall opens its doors and allows the public to watch its burgeoning performers. It is from this opening and the donations of alumni, that the Hall keeps its doors open and candles lit.

In addition, the Hall of Voices maintains a public library in the northern part of Ramiborg. Keretek’s Conservatory is one of the largest open knowledge centers in Ramesh. Containing everything from sheet music to secret political messages that have been intercepted and documented, the Conservatory is seen as one of the Hall’s greatest gifts.

However, the Conservatory has another purpose. An astute mage may feel their mind being tapped as they enter the hall. Members of the Hall of Voices sit far below in the catacombs of the Conservatory, reading the thoughts of those that enter. They document what they consider to be public knowledge, or what should be public knowledge, and bring the rest to the leaders of the Hall of Voices. In a private vault in the Hall proper is where these private parcels of espionage lay. Without anyone knowing it, the Hall of Voices have access to some of the most closely held secrets in the world.

The Hall does not act on all these secrets. Quite the opposite, they safeguard them for times of trouble. Although some secrets have been forgotten in the vault. Additionally, the Hall does not try to tap the mind of power Aether Souls. They recognize the risk is too high and generally send a silver tongued professional to extract their secrets over a shared bottle of vodka.

Grand Tunnel of Taphonax

Below the Barrow river runs a tunnel. Long ago, the largest purple worm ever under the control of the mage known as Taphonax, bored a tunnel to connect Kovorov and Breoa. The mage went into hiding and the worm was killed in short order. Then, the Czar was left to consider the tunnel. She signed a treaty with Breoa and opened the tunnel for travel. Ever since, it has been a hotly contested battleground. Each country has tried to use the Grand Tunnel of Taphonax as a way to exert their authority over the other.

In times of strife or animosity between the two nations, the tunnel is closed. Each waiting to see what the other will do and who will attempt diplomacy. Yet, no matter the circumstances, up to five-hundred Kovorovian soldiers stand ready to rush the tunnel at a moment's notice. Their mission is to secure a foothold and the tunnel until the forces with Ramiborg can reinforce them.

By order of the Czar, the tunnel must be held by Kovorov if war ever breaks out. There are rumors that Magestov officials have been looking for Taphonax for decades. Their goal, not to kill him, but to ask him to secretly make another tunnel. The Oric Zaklanik would never stand for this. However, efforts press on with positive tidings.

Unusual Tolerance

The Hall of Voices calls many from around Ramesh. That includes Elves, Tieflings, and other races looked down upon in regular Kovorovian society. However, their increased presence in Ramiborg has carved out a spot in the hearts of citizenry. In Ramiborg, the low races are not so harshly judged. They are tolerated and even liked at times. Many can live normal lives so long as they stay close to the city. However, even a suspicion of low-magic is still enough to draw the guards or Zaklaniks. Despite this, life in Ramiborg is still far better than life elsewhere in Kovorov.

Khaningrad

Khanin Volcano

The activity of the Khanin volcano is a wonder to behold. Five to six times a year, it erupts, sending magma down its sides. Many in Kovorov consider it a blessing despite this danger. The geothermal heat the volcano produces is enough to warm the lands around Khaningrad. With the help of the Khanin volcano, farmers are able to yield full harvests.

Some members of the Oric Divisky are suspicious. They do not understand why the volcano erupts like it does. Many believe there is something building within the volcano. However, the other Orics stop their investigations. The volcano is too important to Khaningrad and Kovorov. It is better to leave it alone than risk losing the heat.

Mountain Streams

From the mountains come the water. Streams pool at the mountain’s base, giving life to Khaningrad and its fields. Those who have tasted their water say it is the freshest they have ever tasted. It is also said that the streams have healing properties for Aether Souls.

Central Hub of Kovorov

Located in the center of the nation, Khaningrad is the axle of Kovorov. Travelers moving anywhere in the nation tend to pass through Khaningrad. Combined with Khaningrad being the city that feeds Kovorov, this makes the town vital to the nation.

“Even if dragons came from the North, Breoans from the East, Zell from the South, and every devil in Hell from the West, as long as we still have Khaningrad, Kovorov still stands” - Czar Nicolai Fekkato to his Generals during the rise of Sarkany, the Living Winter.

Khaningrad’s status as the central hub of Kovorov is further cemented by its massive gnomish tunnel system below. More than six gnomish families are based out of Khaningrad. Its tunnels run almost to the Glass sea.

Over the centuries, due to the already abundant tunnel systems and geothermal heat reserves, the city below Khaningrad grew. Now, the tunnel city below is at least twice the size of the above ground city according to Divisky scholars.

Melting Pot

In recent decades, many around Kovorov have packed their ancestral homes and moved to Khaningrad. For the last two decades, it has been the fastest growing city in Kovorov. Cultures from many different cities and places have begun to clash. A new Khaningrad is forming. What it will stand for is yet to be seen.

Skyn Monastery

Within the last decade, the dwarves have built a new monastery in the undercity, below Khaningrad. Its name is the Skyn monastery. Translated, Skyn means anti-sky or below the sky.

Under the authority of Elder Fram Worldeye, the Skyn monastery has already begun making a name for itself. They have become adept at predicting eruptions from Khanin and their efforts to help the farmers of Khaningrad have increased crop yields by more than ten percent. Skyn monastery’s prestige is growing fast. It is known throughout Khaningrad that dwarves are ambitious and want to make a name for their new home.

Kovorov’s Bread Basket

More than seventy percent of the grown food in Kovorov comes from Khaningrad. It's flourishing is the flourishing of all Kovorov. Without Khaningrad’s agricultural production, Kovorov’s vast wealth would almost entirely be diverted to feeding its people.

The local Boyar Mag Tarasova, the Czar, and even Vorov all deeply care about Khaningrad’s yearly food production. Happens in fields are closely monitored. Adventurers are paid well to deal with any wayward creature that creeps into the region. Without the yearly grain tithe, all know that Kovorov would come to a halt.

“What? They messed with our grain!? Fuck’em!” - Boyar Mag Tarasova after hearing the pleas for mercy by three bandits who stole nine bags of grain.

Torosk

Military Town

Long ago, before the founding of Karjakin, there was Torosk. Its people who stood at the edge of the mountains grew strong to ward off invaders. Even now, the ancient noble families uphold the old ways.

Torosk is first and foremost a military base. It is a town with civilians second. The current leader of the Oric Voyen is traditionally who leads the town, unless they divert that responsibility to one of the noble lines. Rules are strict and adherence is non-negotiable. Additionally, they may appear abnormal to those not native to Torosk. Curfew for everyone but active duty is sundown except in the Summer. All must fly the Kovorov flag. Torosk soldiers must help civilians at all times, they are never off duty. The rules abound but eventually, people pick up on them.

The town guards are drilled hard. They are considered the most elite guard in Kovorov. It is said that one town guard from Tosok is worth two from Ramiborg. This is false. A Tosok guard is worth at least three.

At any given time, forty percent of Tosok is made up of soldiers, town guards, or third-born. Each sect generally keeps to themself. The regular soldiers take refuge in the permanent encampment of Malock’s Crossing outside the walls of the city. Town guards call the Mace their home. The massive domed tower is said to be twice as deep as it is tall. Deep underground is where the Magestov throws its prisoners of war, discovered spies, dangerous low-magic users, and other deplorables. They would only trust the Torosk guard to watch them. Finally, the third-born keep to the Embermane Bastion. There they train endlessly, waiting to go on assignment and bring glory to Vorov.

Shield Against Zell

Torosk is tough because it has no choice. It is the first defense against Zell. The generals within Torosk constantly fear that a Zell army will breach their mountain defenses and the great battle will begin. So far, this has not happened. Only small clashes have occurred in the mountains. The largest of this is when a large patrol of town guard recruits met a detachment of Zell smugglers. Over thirty were killed in the struggle which signaled a heightening of the tensions between Zell and Kovorov.

Watchtowers line the Gravetti mountains. Armed with flares and a squad’s worth of ammunition, each tower is designed to alert Torosk if Zell is moving in mass.

The Southern Trails

There are dangerous trails that weave through the Gravetti mountains. Dozens die every year trying to use them to enter Kovorov. While some who use the trails are normal travelers, most of those who do use the trails choose them because they have no choice. Smugglers, criminals, and Zell soldiers being among that group. Therefore, the Czar tasks Torosk with stemming the tide. Despite their best efforts, some always slip through the cracks.

Third-Born

The tradition of the third-born dates back to the ancient nobility. Even now, noble families rejoice at the birth of a third child. It is supposedly the parent’s “luck day.”

Not all third-born are from nobility, but those in station usually are from one. Third-born noble children are trained from birth to be loyal, magnificent, warriors. By the time they are taken on their thirteenth birthday, most can kill a grown man.

Inside the Embermane Bastion the third-born train. It is grueling and some die. Recruits must not only survive tests of their physical prowess: midnight blizzard runs, exposure tests, and beatings, but also tests of their mental prowess. Third-born instructors do everything in their power to make recruits renounce Vorov, the Czar, and Kovorov. Those who do are instantly killed for treason.

On their eighteenth birthday, recruits are brought to Vorov’s temple in Karjakin and swear their vows. If Vorov takes them as a paladin, they fully join the third-born. If Vorov refuses, there are many options. Some join the ranks of the Oric Voyen proper as a captain. Others seek the Oric Zaklanik to prove their worth to Vorov. A few end the journey of their lives. Third-born veterans say it is inevitable. They have trained their whole lives for the honor of joining the third-born and fail at the last trial. Their honor is sullied forever.

Vorov has expressed sadness about this. However, a Divisky scholar noted that Vorov is aware that they must keep the Third-Born pure. They are the righteous blades of Kovorov. In traitorous potential within them is a cancer that could destroy the nation from within. Only the best can be Third-born. That is how it must always be.

The Nether Tide

Three centuries ago was the darkest day in Torosk’s history. A devil cult grew in the city without the generals knowing. Before the city knew what was happening, a portal to hell was opened in the center of town. Devils poured through in uncontrollable hordes.

Despite the heroics of the Torosk soldiers, it seemed the day was lost. That was until a battalion of third-born charged into the breach. They pushed back the devils and fought their way into hell. Under their orders, the portal was closed with them on the other side.

Now, all in Torosk know the story of the Nether Tide and the valorous Rose Battalion.

Brastroma

Many consider Brastorma the edge of civilization. It is where the roads end. At its cliffs, there is no further a person could travel. Its people are strong, independent, and without fear. The city is not reachable in winter. Snow piles too high on the roads for non-magical means of transport. Supplies only come four times a year, twice in the summer and once in the autumn and spring. These are times of joy in Brastroma, especially for the children. Because of its isolation, Brastroma moves slowly. People count time in decades not minutes. Building projects happen over the course of generations, not months. This can lead many youths to flee Brastroma as quickly as possible. However, they always find their way back. Some call it the Brastroma Curse. Despite trying to get away, the edge of the world has hooks in your soul.

Vorov’s Ascension

Brastroma has a special religious significance since this is where Vorov ascended to divinity. Many members of the Oric Divisky make a pilgrimage to Brastroma at least once in their lives. A group of monks have created a monastery in Brastroma to preserve the history of Vorov’s rise. They are known as the Order of Ascension. Much of the history of the event is preserved in their written and oral histories.

The Gila Viska

The Gila Viska is the site of Vorov’s ascension and the burial ground of heroes. Great leaders throughout pre-Kovorovian and Kovorovian history are buried in these ever-waking fields. At night, the ghosts of the heroes walk and dance. Most never talk to travelers. Even when some try to, the language could be forgotten. Yet, the ghosts seem happy. Hundreds of years ago, a cleric attempted to free their souls from Gila Viska but the ghosts resisted. There is much that is not understood about the field of heroes, but one thing for certain is that those who lie there wish to stay. Apparently, for all of time and beyond. Well, this is actually not true.

One day a year, during the autumnal equinox, at sundown, the ghosts of all the great heroes leave Gila Viska. They soar away to an unknown place. People have tried to follow before but report the spirits simply vanish. The next morning at sunrise they return. Most appear badly beaten or injured, but the mood is jolly. It is unknown what happens this night. The ghosts of Gila Viska never discuss it. Even magic cannot compel them to (the one time it was tried. The necromancer promptly had their testicles chopped off, was tortured for 73 years, and then was feed to an angry hydra).

Members of the Oric Divisky in the past century have also noted that Vorov is never seen on the night of the equinox as well. Due to him having died in the Gila Viska, they wondered if he knew. Vorov would not speak of it. When the members of the Order of Ascension were asked the question, they killed the member of the Oric Divisky who asked and left.

Ice Harbor

Brastroma has a harbor, technically. It is filled with ice most of the year. Only for a few short weeks in the summer can ships fully access the harbor. In winter, despite the best efforts of the local Boyar, the harbor is always covered in ice.

Vampire Problems

In the winter, Brastroma pulled under the curtain of the polar night. Like all of northern Kovorov, they suffer from vampire attacks during these times. Beforehand, the town likes to hire mercenaries to slay the monsters but there are still always losses. Vampires usually never step foot inside the town limits. They keep to stalking the roads and picking off those who get lost in the night.

Kaldr

In the year 153 BR, Kaldr was a city under the control of Kovorov. It was central to Kovorov having complete control of the Barrow river and its trade routes. Yet, by 151 BR, Kaldr had fallen to Breoa.

The Breoan Queen, Ashild Glofundottir, assembled a Breoan warband unlike any seen in history. Brenkendahl wove a shroud of twilight around the warband that hid them from the scouts of Kovorov. With the promise of riches and warmth, the warband surged forth over the Bridge of Fentyr.

Unprepared for the attack, the Kovorovian defenders fought valiantly. They would have fallen after the first day if a third-born company had not been in the city. The warriors were there training but instead got experience. The sixty-three third-born took the bridge at noon. They fought until night-fall alone, giving the rest of the Kovorovian forces time to dig in, tend to casualties, and contact the Czar for aid. Only eight third-born lived as the sun sank below the sky. The rest gave their lives.

The next day, fighting on the bridge was fierce. Kovorov paid dearly in their defense but they continued to hold. At day’s end, it seemed like they would stalemate Breoa long enough for the Czar to arrive with reinforcements.

On the third day, the Breoans sent forth their berserkers. As the Kovorovian defenders prepared to hold, Breoan witches entered the fray. They called down lightning from the sky and shook the ground. The defenses broke and berserkers ran into the city. Kaldr was sacked that day. Two days later, the Czar was ten miles from Kaldr with a great reinforcing army. The Nameless Czar was not expecting Ashild Glofundottir to have flanked her position in the night. Ashild attacked the marching army. Arrows, spears, and magic blotted out the sun. The Nameless Czar attempted to rally their troops until they were met by Ashild on the battlefield. They fought and Ashild killed the Nameless Czar.

Kovorov’s forces were saved by one of its captains which led the army back to a fortified position. All knew that the chance for retaking Kaldr was lost. The city’s defenses were being strengthened, the Czar was dead, and reports began coming in that said Zell was amassing armies on the Southern border. In reality, Zell was never going to attack. Ashild had paid them to amass to keep Kovorov from bringing its forces from Torosk or Ramiborg. Vorov, in anger, struck the name of the Czar from the records. He erased their name from all his followers then cursed any who would dare say the name. The loss of Kaldr is considered Kovorov’s greatest defeat.

A few Czars since have attempted valiantly to retake the city. All have died instead of retreating. Breoa keeps a gargantuan defense force in the city at all times. Coupled with incredible defenses, both material and magical, and Kaldr is thought to be untakable.

Bridge of Fentyr

The bridge connects Kovorov and Breoa. Constructed by the great inventor Fentyr, it is an architectural marvel. The bridge has many separate gates that can bar passage down the Barrow river. Infusions of dragon bone into the stone make the structure especially resistant to magic attacks.

The Oracle

Vaska Ivanova is the current Oracle of Kaldr. She is a follower not of Vorov or Breckendahl, but the high god Time. Her nickname among the people is granny Vaska due to how she takes care of those that come to her for help. To get to Vaska, a person must climb the Remya pyramid in the center of Kaldr. Some think that Kaldr itself sprung up around the pyramid. Divisky scholars have dated some stones that make up the pyramid to be older than the year 2,500 BR.

When entering the pyramid at the top, a person enters into a long hallway. If they have intent on harming Vaska, they shall walk this hallway forever and never leave. Vaska is an elf so this has happened once or twice. If their intent is good, the person enters into a demiplane. This demiplane is filled with a forest. In the forest is Vaska’s home where she receives travelers. Vaska simply asks Time for visions. Sometimes she gets none for a traveler. Sometimes it's a prophecy, a vision, a riddle or a picture. Every traveler is different. Vaska helps try and interpret where she can but is careful not to over step.

Sometimes, Vaska is seen away from the pyramid. People have reported her working as a barmaid, tending fields of crops, begging on the street, and more. None see her exit the building. Additionally, there are reports of her giving prophecies the same day she was reported to be across the continent of Ramesh. Divisky scholars believe she has powers to alter time but have not been able to prove this. Whatever the case, there is no rush to understand such things. All reports point to Vaska helping those she visits away from the temple. It is a sign of good luck. In fact, Vaska is so highly favored that Vorov declared her a friend of Kovorov and that her will is his will. Never has an elf been so highly praised in the nation’s history.

Spies Abound

Just because Kovorov no longer holds the city does not mean they do not know what goes on in it. Spies fill the streets of Kaldr. Not just from Kovorov but also Zell, Ark, and many from the Unclaimed Lands. To many, Kaldr is a prize that is not yet won. It is rumored that 1 in 500 people within the city is a spy or informant of some kind.

Jarl Petra Halvorson

The leader of Kaldr is an unmovable pillar of strength on the political landscape. Petra is an aether soul with an awakened Torvian that grants her divination abilities. With the ability to glance into her future, Petra has been able to avoid many plots designed to rip Kaldr away from Breoa.

Jarl Halvorson is known to be a titanic force in combat. Her ability to predict the future makes landing strikes on her nearly impossible. However, the Jarl rarely fights. It is theorized by the Oric Divisky that Halvorson’s Torvian has a weakness she is trying to hide.

Note: Petra Halvorson is created with the intent to be a trans character.

The Hot Border

A line of watchtowers stand at the place where the army of the Nameless Czar retreated to after their defeat at the hands of Ashlid Glofundottir. These watchtowers are known as the Eyes of Vorov. More than one-thousand Kovorovian troops are stationed at the watchtowers at any time.

This place is also sometimes referred to as the Hot Border. Travelers are thoroughly searched when moving between borders. Weapons, information, and sometimes even large sums of money are confiscated during crossings. Most Kovorovians and Breoans tend to avoid crossing the Hot Border.

Northern Reaches

The peninsula North of Karjakin is referred to as the Northern Reaches. This is a lawless and brutal region within Kovorov. The snow never melts here. During the polar nights, people have been known to freeze solid. Yet, the northern will trudges onward. Small hamlets and villages pop up in the most unlikely places. People who live in the Northern Reaches understand that they are on their own. Roads are not maintained by the Czar. Armies will not march to their aid. If there are monsters, villages must hire adventurers or pay members of an Oric. In the Northern Reaches, it is survival of the fittest.

Unmarked Towns

There are many unmarked towns in the Northern Reaches of Kovorov. Their existence is either so new or inconsequential that they are unmarked on maps. These towns can usually not support more than one-thousand persons at most.

Free Nomadic Tieflings

To escape their oppression, generations ago, tieflings across Kovorov migrated to the Northern Reaches. Their infernal blood keeps them alive even in the coldest of conditions. Some have learned how to manipulate hellfire to keep fires blazing during winter storms. The tribes usually hunt wild game for most of the year and venture down to Brastroma during the summer to trade. These tiefling tribes contend with some of the worst creatures within Kovorov. Deadly beasts ranging from Mammoth to Purple Worm are encountered often. Sometimes tieflings find necromancers practicing their art far from civilization or mind flayers are a targeted raid.

However, their biggest threats are the vampires in the north. With the country actively against them, the vampires believe the tieflings are the perfect targets. To survive the tieflings developed the Light Blades. These fighters utilize a fighting style that manipulates primordial energy to harness light as a weapon.

There are many tiefling tribes that wander the Northern Reaches although three are the most known. Oldest of the tribes are the Phoenixes. They were first to strike out into the Northern Reaches and also first to create the Light Blade fighting form. The Phoenixes pray to the Primordial.

Biggest of the tribes are the Blessed Owls. This tribe carves their history into mammoth tusks which they carry with them. On one tusk, which the Blessed Owls have covered in silver, are the Owl’s Edicts. Legend says that once, while wandering, the tribe encountered a great owl which spoke to them the edicts. The tribe lives by these rules and has flourished under them.

Finally, there is the Daemon Kin. These tieflings have fully embraced their use of low-magic. Using this magic, they survive in the Northern Reaches but are constantly hunted by Zaklaniks. To kill Daemon Kin is considered a rite of passage amongst the Zaklaniks. The Oric will also pay adventurers well for the hands of the Daemon Kin.

Of all the tribes, the Daemon Kin are the deadliest. They have spent generations mastering low-magic unlike anyone else. Daemon Kin have their own unique spells, arcane symbology, and philosophy regarding the use of low-magic. Unknown to the rest of Ramesh, Daemon Kin low-magic is almost entirely cut off from Sin’s influence. Additionally, the Daemon Kin are careful when using their low-magic. Residual energy is always cleaned or none is left at all.

Despite reports to the contrary, Daemon Kin spells have not created a single rogue undead in the last six decades. To the chagrin of many necromancers, the Daemon Kin are not welcoming of outsiders. Their tribe is small, numbering less than a hundred members, and will usually kill other low-magic users on sight. Zaklanik agents have been dispatched many times to execute a necromancer in the

Northern Reaches only to arrive and discover that the Daemon Kin have gotten to the necromancer first. Amongst necromancers, the question of who is worse, the Daemon Kin or Zaklaniks, is hotly debated.