Welcome to Ka'Vorn

Welcome to Ka’Vorn. (build in progress)

An established land of many kingdoms, unexplored lands, and conflicts between bordering nations. Many of the kingdoms remain at peace due to land separation or natural borders. Others fight on the regular for resources, territory, or control of trade. Each nation has its secrets, mysteries, motives, and unexplored territories. The dangers of the wild prevent this thorough exploration by your average person. Adventurers far and wide lead these expeditions, mapping out the land and discovering ancient ruins, forgotten magic, and knowledge of the past. The world you are in is one of magic and widely used throughout the lands, but its mastery eludes most, and its usage safeguarded by those aware of its potential.

Map - Map

Aloris

Strong military, best resources throughout the land and a wise leader has put this nation at the top of everyone’s list. Whether it's work, trade, education or retirement, this is everyone’s first choice. What keeps it safe is the extremely well trained military. The Knights of Kavas. Fully adorned Steel armored individuals with Black and Red garb with the black Eagle symbol of Keraza, a Legendary Knight from the past, and one of the reasons Red and Black are this nation's colors.

Taethryn

A struggling nation, or it would seem. Their military might is no joke, however their citizens suffer. A foolish, jealous king wears the country down from taxes and greed. Rizen is where the throne sits, but it’s almost better to live in one of the other cities unless you are wealthy.

Vilrealhelm

A frigid and unforgiving land. Home to the Icedon, larger than goliath but more human ancestry than giant. These hardened folk thrive in the harsh wilds to the north. The cities have their leader, but there is no official governing body.

Fjost

More untamed land, free for the taking if you can survive. On top of the freezing climate, the frozen woods are home to vicious beasts.

Etanya

Home to the majority of halflings of these lands. A strange and wonderful place of harmony and magic, as long as you don’t go too far north.

Martria

Once 3 territories at war, now under the same banner. Martria thrives in its diverse commerce and trading between most other nations. It remains neutral in conflict and threatens to raise taxes on any of the other nations who mess with them. The only democratic government in Ka’Vorn. Home to Portus, an arcane university, extensive library and the portal room.

Daohan

Home of the late Blind King Dekeran, a legend throughout the lands. Responsible for bringing peace between the elves and humans in the south. The kingdom is run by this generation of their lineage. A half-elf prince.

Dunwar

The land of the elves. Dense forests and highly trained Elven rangers prevent intruders from getting far. The elves here are territorial, traditional, and wary of outsiders. Each of the cities is run by their own elder or leader. They fight between themselves but will band together against intruders.

Barabas

Dense Fey-touched magical forest. Home to monsters, magical beasts, druids and the occasional Fey who has slipped through a rift between the material plane and the Fey wild. Due to the risk of exploring, no documented cities are found.

Inreh

The prideful dwarven kingdom. Prosperous in trade and work, the dwarves have made magnificent cities that extend in and out of mountains. Keen to honing their craft and discovering techniques from the past, they lead these lands in underground exploration. Recently contact has been made between surface dwellers and the underdark. A pact has been made between the city of Wyrus and Deavakh. The Duergar are free to pass within the city and Wyrus citizens are welcomed to visit underneath. News of this has disturbed some other nations.

Pharamae

The once fertile lands of Pharamae haven't been the same since the quake. A giant canyon now borders the nation to the south between Inreh. Crossing it is near impossible without magic. A bridge is being constructed to make the trek across. Down in the canyon, old ruins have been uncovered, magical presences felt, but it seems to be drawing in some strong beasts.

Peln

Not much is know about the island. Home to the Dwafs (yes, correct spelling) These chaotic halfing like creatures know no self preservation. They are extremely adept in technology and explosives. And seek out ever possible opportunity to make something more dangerous, explosive, or complicated, including putting locks on everything. Pushing what is possible just because you can rather than what is pragmatic.

Arabel

No functioning government throughout the land. Home to wild and strange races. The capital Cyntra is home to a tiefling only city of devote citizens.