Realms of Kervasis.

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Realms of Kervasis.

Postby garhkal » Mon Jun 12, 2017 1:26 am

Well, since i have two 'campaign' journals up in the literature area (still awaiting access to the new CJ area Cole created) i figured i would put some of what i have for Kervasis Kaloom here..

The continent of Kervasis Kalomm is massive. It has a East to West distance of 2100 miles, and a North to South distance of 1540 miles. Of this, only the eastern quadrant has been settled/mapped out in any way.
To the central north, is a small island chain (3 islands) ranging in size from 225 miles for the largest in size to 78 miles for the small one. The large of these islands has 7 mountains and one 20 or so mile diameter forest, with mostly pine trees and other cold weather trees.
Open plains and several long river systems mark the Northwest. No forests or mountains dot its openness but the whole area is dotted by small (4-5 mile sized) lakes.
The largest forest on Kervasis Kalomm marks the Southeast. With a north/south length of almost 480 miles, and an east/west length of 420 miles, its mass is awe inspiring, and It also is home to the only Elvin nation in the area (for more on them see below in people). In addition, a single 180-mile diameter lake with a centralized island of 30 miles pockets the area. Of note, is a single castle like structure in the dead center of the island, which the local Elves have shown much fear for.
The area of the Southeast is the only area, which has been settled and civilized. 5 moderate sized cities, 4 towns and 17 villages dot the landscape heading all the way to the Mirxa river, which comes down in a south easterly manner from the mountain range, going all the way to the ocean.
The Northeast is marked by a long and winding mountain range. This mountain range houses 2 active and 5 inactive volcanoes, though those 2 active ones erupt only once in each century. 2 more towns and one mining city (which sends out people and gear to the 8 mines in the area) make the only other signs of civilization in the nation of Kalomm.
The central part of Kervasis Kalomm is marked by the massive inland sea; the local elves have dubbed the Vul-Gre. It is marked with 7 islands inside its expansive size, 1 of which has its own volcano.

The map that i had made up for it, when i initially made the map i realized i made the "human area' to large, compared to the monster area up north, so i keep describe it as "the ego of the human cartographers' in writing it, created the map with that area larger than it should. However, from the eastern edge of the Elf forest, the scale is regular.

The weather for the most part in the nation of Kalomm is temperate. The northlands all suffer from extreme cold during the winter months though. No deserts mar the landscape, showing that the temperature does not go into the excesses but the humidity, especially in the Southwestern lands does get pervasive.

Kervasis Kalomm was a continent of much wealth and people. Several large civilizations marked the landscape, 2 of which were havens for magical studies and learning. Then over 7000 years ago, something happened that wiped out all human (and Dwarven/halfling/gnome) life. 1300 years after that, the first Elf community showed up in Kalomm. They found some remnants of the previous civilizations, and many horrors that seemed to keep them isolated to the massive forest area of Teel’cpa. The local Orcs have always feared it, and since it’s occupation by the elves, have shunned the area even more. In the recent 120 years, humans have re-appeared, settling the Southeastern area, and in that time have managed much, making 6 cities, 6 towns and 17 villages.
The unhumans, such as the Orcs, ogres and many giants call Kalomm home, and since the departure of human kind, they have had many centuries to flourish. In fact, the large expanse of the northwest is practically owned by the unhumans. Of the eastern areas, the large tract of land to the north of the mountain range is still the territory of the giant kind, and also has trouble with Chimera and Manticores.
As to the island castle, in the large lake near the Elvin community, since the elves have yet to explain why it is feared, and the humans have yet to send anyone to explore it, it’s history remains a mystery. Though one thing is for certain. Who ever does eventually ’tame it’ may unlock secrets of what caused the great cataclysm that removed humans from the area.

People of Kervasis Kalomm:
The Elvin nation of Teel’cpa (pronounced tee lec pa) is small for the size of the forest they own. And with only 3 of their kind living elsewhere (2 druids and one advisor to the humans of Pra’kova) do not live anywhere else. They continually make raids into the Orc infested plains of the northern lands, but for the most part, stay isolated.
Of the Dwarves, over 500 live in the nation of Kalomm... most of those manning the mining city of Awagorr, just south of the mountain range. A further 200 live in the capital city of Pra’kova, most manning the armories and forges. So far, other than the humans they are the only ones who have gods to worship, after making several shrines and 1 temple to the Dwarven pantheon.
For the Halflings, the stout folk are the only ones present. 30 make their residence in the mining city, along with the dwarves, offering their services as gem smiths. 45 others do the same in the capital city. No others live in the area, and no signs of their being here before have been found.
Of the main ’humanoid races’ the Gnomes have had it bad. Of the 210, which settled with the humans after the ’great rediscovery’, only 17 still live. 2 separate diseases have been associated with their kind, and it seems some great evil stalks their kind. So far, no one has figured out why this is, but some surmise it might be linked to the great cataclysm.
Of the ’farie folk’ only pixies have been seen, mostly in the lands near the elvin nation.

Cities of Kervasis Kalomm (with their NPC's of note)
The Capital
This is the largest of the 6 cities in the realm. It is a sprawling city which technically is nothing more than 7 towns that have joined together.. It has a current population of 8924 humans, 214 dwarves, 6 halflings and 17 gnomes.. Those gnomes are currently awaiting transportation off Kalomm due to a wasting disease which seems to only strike their kind.
Pra'kova has 3 major trade routes leading out of it, one going south, to the coastal town of Bermiar. One to the north west, to the township of Redlass, which is one of the 2 prime suppliers of wood. And one to the east heading towards the township of Hurapent.

The city is ruled over (heck the realm) by the lord protector, Lord Hai'kon. A paladin of great regard and skill, but due to the loss of his left arm in battle, and there being the inability of a high enough cleric to regenerate it, he has since pulled back from adventuring to the life of a ruler. He is supported by his council. Lord Hai'kon is currently a 16th level paladin, the highest level NPC in the realm, next to Adwain.

The first of the council, is his ranking Magister, Rura. A diviner of great skill, though in his many decades he has gotten a little pessimistic and cynical. Rura is currently a 13th level mage, and is the second highest level magic user in all of the lands (the title of highest ranking mage goes to Adwain).

His second high councilor, is Telasa, the high priestess of Halea, a 13th level cleric of the goddess. She has many lesser clerics, the highest being Taos who is 12th.. While her serving on the council has made women's rights a little better and allowed the opening of brothels in nearly every township, she realities she has lessened her capability of rising in power.

His last councilor, strangely is the local thieves guild master, Jordva. A 15th level thief of great cunning but also great wisdom. He saw that thieves in this land will need much support if they are to prosper, and rather than work against the crown, he supports it with most of the guild acting as counter thieves against those few loners, and as scouts for the small but skilled court army.

The city is protected on its northern side by an almost 3 mile long wall of solid rock, which seemed to be the remnants of a previous castle that stood in the area, though little remained of that structure, the wall was in as good a shape as when built. 30 large towers mark off intervals along its length, each with signal gongs and torch fires. The western and southern sides are protected by the river Hanuus, which streams from the northern forest, near the township of Redlass to the coast. The eastern approach is the only open and somewhat undefended area, though this is where most of the almost 200 strong garrison is housed. The garrison is formed of mostly pikemen (80) and the Bastions, who are all mounted knights (heavy cavalry)..

Within the city, most all trade is conducted in the main or southern markets, which routinely are patrolled by the city guard (120 men), and also by members of the thieves guild. Surprisingly cause of mostly their efforts, crime is very low.
Each of the good gods, as well as both gods of neutrality have temples in the city, though Halea's seems to be the largest, the temple of Awakened hearts dedicated to Peoni is the most frequented. In addition, the dwarves maintain a smallish (for them at least) temple to Moradin, their patron.

The Mining city of Awagorr is the second largest of the 6 cities, massing almost 4000 humans and 500 dwarves. Nearly all the dwarves and half the humans man one of the 8 mines. 2 iron ore, 3 brass, 1 copper, 1 gold and 1 silver. As yet, no mithral or other 'rare metal mines' have been located, though there are signs that in the past 2 did exist. This city is ringed by a 1200 meter long wall on each of it's 8 sides, almost forming a perfect octagon. This is due to the almost constant attacks from the northland Orcs, ogres and giants. They are always in need of good men at arms and adventurers to go and take the fight back, but in recent years have started to also be attacked by the Norsemen of the barbarian tribes..

It is ruled by Gammar Holfsteag, a mighty dwarven fighter (13th level) who seems to have his hands full keeping the city from falling due to the constant attacks to really do any proper attacking against his many foes, but it seems they are more interested in the city than the mines, which seems to be the one saving grace.

While he has no high council to support him, the mage Adwain makes his home here, and has much fun constantly using his magics to thwart all the attacks that come.. He has managed to make somewhat of a guild of mages, though only 18 of their ilk are currently residing there. The highest of these, is Lo-tan. A 13th level Invoker, who runs the guild in training those who wish to become mages..

The 2 other major NPC's of note for this city, are Felvian, a cleric of Laranni (12th level) and Meka, the ranking high priest of Peoni (13th level). Of the Dwarves, the highest ranking besides the lord, is Zumak, a cleric of Dumathoin (11th level)..

The next city in importance is the coastal community of Porca, which gets most of it's importance from fishing and whaling. Though it only has 2 temples (one to Peoni and one to Halea), it does have the second largest concentration of Clerics of Save'k'nor, due to 2 ruins within 1 weeks march northward, on the outskirts of the Delma forest.
Only around 1600 people reside in this city, with their highest ranking person, being Lady Dewinder. a cleric of Laranni (11th level). Her brother also resides here and he is a ranger (9th level), one of only 30 to be known to be within the realms.

The fourth city, Escormian is only classed that due to it's size as it connects the northern lands with the southern ones. IT acts as the main trade hub for stuff going south or north. As such it's population is always in flux. The second thieves guild resides here, as does the only warrior's guild, ruled by the taciturn lord Byron Kelps (12th level). He retired from adventuring due to loosing all of his prior 2 adventuring bands to giants. Some say it soured his heart so much he has grown weak from it, others say he realized he could not do better in the field, but stands to do much more training the next batch of people. Escormian also houses the only other mage guild, though the ranking magister is only an 11th Enchanter, Davis douson.Just over 1000 people reside in this city.

The fifth of the main cities, Vestway, is the main source of fish for the realm, next to Porca. It sits right on the edge of lake Zumwhal. The highest npc of note here, is Tunixia, one of only 6 druids noted to be in the realms, and currently is the only arch druid in the realm. Only about 900 people reside in Vestway, most of them being fishermen and trades people. Thankfully due to the abundant supply of fish in the lake, they don't have to rely much on other sources of food like oxen or chicken.

The last city, only recently upgraded to that status, due to more 'citizen ships' landing in it's docks is Cenway. This city, masses only 760 permanent residents, but that rises once a year to over 1000 as more people arrive on the continent. They have little trade, but do have lots of the better inns and bars. In addition to the travelers which arrive here, their only other notable call to fame is the Dragon turtle, Ha-koaka who lives in the ocean nearby, and seems to not bother the travelers as long as he gets his tribute.
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Re: Realms of Kervasis.

Postby garhkal » Mon Jun 12, 2017 1:28 am

Towns of Kervasis Kalomm (and their NPC's of note).

6 townships dot the landscape. Redlass is the biggest, with almost 500 people residing there. Carpentry and wood cutting are their biggest exports and many of the best carpenters are found here. Though they have no lord to call this place home, the retired magic user, Oeto (10th level) does live here. He spends most of his time in research of the past, but does lend a hand to defend the place when needed, though only the migration of the land's Manticore population usually threatens the town.

The second township, Everschul, is nothing more than a watch keep. While it masses around 300 people, it is mostly nothing more than a guard area between the massive Kilbu reach (the 30 mile gap in the mountain range) in which the giants, ogres and Orcs stage their raids through. They always need good men at arms, but have managed to hold their own for the past 9 years, though the raids in recent months have gotten a little more frequent. A temple of Peoni is their saving grace for with their healing magics, most of the time, death is staved off.

The third township Dulki, is a way stop between the cities of Porca and Vestway. Lord Reingiar rules here, though he aches for the days he could go adventuring and seeks a replacement to take over lordship of the town so he can go out. Only 350 people reside here. Most of those being service people to assist with the in and outgoing trade caravans.

The fourth through 6th townships are only classed this due to their size (being over 200 people each). Ravion and Mecula both act as further way points on the trade route between the mining city and Escormian. The sixth, Herstead is on the southern trade route between Escormian and the town of Dulki. Neither of these townships have any classed character higher than 8th level, most of those being the priests of the various temples...

Currently only 1 village has been named of the 17 villages in the human controlled area..

The Warrior’s guild.
Known to the locals, simply as the Helm stead, the warrior’s guild enjoys a nice open area, to the south east of Escormian. Ruled by it’s ranking guild master, Lord Byron Kelps, a 12th level fighter, it employs 43 standing warriors. Hundreds of hopefuls come through each year, hoping to join one of the standing city watches, town guards or to become a man at arms for one of the village lords. Also it is the only place warrior adventurers can come to gain rank and power.
5 people man it’s highest levels of power, each known to the trainees as guildmaster, or headmaster. Lord Bryon is the only one of them (and 1 of only 2 people in Kervasis Kalomm) who is a weapon grand master, and as such is the only one who can teach it. He is also specialized in the heavy horseman’s lance and the weapon/shield, two handed and single handed fighting styles, the only tri style specialist around.
His second in command is an imposing female, and one of only 4 in the guild’s ranks. Laris Kerkis is a weapon high master with the bastard sword and is also specialized in the medium crossbow. Though she only knows one weapon fighting style, she is the most common instructor in it (two handed weapon).
Her brother, Judada Kerkis, also is on the headmaster roster, and is the second of 3 weapon high masters. Many though consider his taking of the long spear to be a strange choice for weapon mastery.
Zorkedia, the only Demi human to make the guild home, is a weapon master in the battle axe, and also has specialty in the Dwarven two handed battle axe. He also is the only other member of the guild who is specialized in the fighting style of weapon/shield. He is one of the 4 main instructors in anti-giant fighting techniques, linked with the 3 main ranger members.
The last headmaster, Abbadas is the most recognized member of the guild, for it is he who all new recruits see when they join up, and he who leads most of the training sessions. Though he does not possess mastery in an weapons, he does have specialty in the long sword, long bow and footman’s mace.
Of the other members, only Tieka, the other female on the guild’s roster, is of lord status or higher (she is 10th level). All other members are between fourth and 7th level.

Any adventurer, or warrior wishing to learn the fighting arts has to either get it on the main land, or train here at the guild. As such membership rates are rather low, costing only 10 gold pieces per year (adventurers only pay 100 gold a year).. Membership though does come with several benefits.
1) They always have a place to live and work at. The barracks alone can hold up to 400 men, and usually is only at 2/3rds capacity.
2) Training for adventurer fighters and paladins is cheaper here, than finding a private tutor, costing 550 gold/650 gold respectively per level of training needed. Rangers can also train though their cost is 950 gold per level. Non guild members add 400 gold per level to train.
3) Since all the main Armorers and Weaponsmiths in the realm sell to the guild, cost for armor and weapons is at -10% from the PHB cost chart. Also they are always wiling to buy weapons and armor from adventurers that collect it from their downed foes, at 40% +1d4x10X (50-80%) of cost.
4) Lastly unless trained on the mainland, it is the only place to gain weapon specialty or mastery.

Note. Of all the main weapons, the Kopesh, Scimitar, Bola and Rapier are the only ones NOT having at least one instructor in.

The Magic guild.
Formed by the 6 highest ranking mages over 60 years ago, it has 2 main schools instructing hopefuls in the arts of spell casting. It also houses the only 4 sages in the realm. All persons wishing to become casters have to be trained here, or find a private tutor, though the quality of instruction is considered higher at the guild than anywhere else.
The ranking mages, each specialize in one of the schools of magic, with the title of guildmaster going to an Invoker, Lo-tan. He is served by 4 mages of 10th level, and one of 9th level. 12 other mages ranging from 5th to 7th reside at the guild, each taking on 2-3 students per year. The master’s rotate who is instructing so as to leave at least 2 free to pursue spell research.
Guild membership is costly, going for 2000 gold pieces a year, though ANY spell researched by the guild is given freely to those who are members. Level training costs only 750 gold pieces per level.

The thieves guild acts and for all intents and purposes is more of a scouts guild than a proper thieves guild. This is so the crown does not come down hard on their members. While the occasional petty theft is overlooked, larger robberies attracts the crown’s attention too much for their liking. 48 thieves are currently on the roster at the guild, fully 30 always working for the crown’s guard, acting to police the cities and towns. The others await orders for scouts for the rare occasions the crown sends out military forces to deal with threats. Membership costs only 1000 gold and this gets you life time entrance into the guilds 8 buildings (none are really large, just sufficient to serve their purposes).
Thief training costs 400 gold a level, though as yet, not a single bard has made home in th

Other areas of interest

To the east of Ravion sits a 9 mile long, by 4 mile wide battlefield. Within the confines of the ’border’ (loosely mapped) of the battlefield, there exists over 13000 zombies, 28000 skeletons and roughly 300 / 800 ghouls/ghasts. Though only the latter seem to be able to exit the confines, the zombies and skeletons DO pursue those who interfere. It has been noted (and documented very well) that from dawn to dusk, two great armies of the zombies/skeletons/ghouls/ghasts rise up, and fight the same battle over and over, collapsing at the final dipping of the sun over the horizon (dusk). Turning undead (destroying undead) disruption maces, killing them in combat seem to only drop them until the next morning. Though those taken out of the area, seem to take a lot longer to form back up.
Over the past 50 years, 4 adventuring parties have gone into the area and taken on some of the masses of undead, but it seems that as soon as someone does so, those undead along with the group they were fighting seemed to become ’freed from their ’mass battle’ and pursue the party or other ’offending’ personages. Roughly once a fortnight, anywhere from 4-16 (4d4) ghouls and 1-3 ghasts (1d3) seem to break out of it and go a feeding, mostly on wild livestock, but also on any unwary traveler on the route between Ravion and Mecula. Only twice have they actually tried to raid into either of those villages.
As yet, no one has been able to divine why they are free to do so when the others can only do so when interfered with, or what binds them to the sun.
DM NOTE: 19 Death knights, 4 skeletal mages and 3 skeletal Priests make up the ’command’ group for each side of the battle field. NO one has yet noted that they are even there. They have YET to go fourth, but can if they choose to.

Lake Pomtia.
This lake sits almost 3 days due north of Vestway, but for some unknown reason has no wildlife in or around it. Though no one has been able to discern any poison or other toxins in the lake, all attempts to make it inhabited have failed.

Lake Iness
This lake, sits almost 7 months travel from the capital, due northwest. Inside the massive lake, sits 7 islands, one with an active volcano. Though no one has yet surveyed them, it has been noticed by one adventuring party that some of the local Dagon creatures that have been periodically sighted, did come from this area.

Lake iron.
So named by the half elf who divined the tower that sits on the lake, this lake is rather unassuming. BUT the position of a 80 feet tall IRON tower sitting right in the middle of an island, right in the middle of the lake is something that does fall into the ’what’s going on’ category. As yet, 7 adventuring parties have gone to check it out, with only a halflings and 2 dwarves returning. All three when they did come out, were almost certifiably insane.
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Re: Realms of Kervasis.

Postby garhkal » Mon Jun 12, 2017 1:57 am

Gods of the realms..

Of the Demi-human gods (from the Monster Mythology book) the following Dwarf/Elf and Halfling gods have a presence in Kaloom..

Corellon Latherian.
Sehanine Moonbow
Solonor Thelandria
Berronar Truesilver

For the humans we have the following Good (and neutral gods)

Balkao, an old god recently regained (5 campaigns ago, so 20 years in the history of the group). God of the elements, Predominantly neutral, but has no limitations on chaos/evil/good/lawful otherwise.
Granted powers - Can ignore weather (natural) effects such as on movement, though vision issues (rain/snow storms) still suffers from. When gets to a sufficient level to summon elementals, never fears losing control of them.
Weaknesses - Turns undead as a paladin does (-2 levels) and also shares the paladin 10 magic item limit (though unlike a true paladin, that can be ANY 10 items).

Halea, goddess of love, fertility, good luck and bargains. Many traders worship her or offer her lip service.
Granted powers - Is imune to charm/enchantment SPELLS (not powers such as vampire's charming gaze) of an equal level to what the priest can cast (so a 4th level one is immune to l1 and 2 spells). Can cast confusion once a day upon hitting 5th level, and can use 'soothing word' three times a day +1 per level after 4th (so a 9th level priest can use soothing word 8 times).
Weaknesses - Cannot be celebate, and Must be married by 8th level. Never gains followers, even if constructs a church, and uses d6 for hp.

Laranni, Lady of paladins, honor, chivelry and art of combat. Loves competitions of strength and endurance. HATES BOWS, and charges her priests with breaking bows when they find any NOT IN SOMEONE's ownership, as she sees bows as cowards weapons.
Granted powers - At third level, gains the capacity to cast protection from normal missiles as a mage of -1 level once a day. Can cast champion's strength upon hitting 9th level that lasts as if they were 4 levels higher than they are. And can remove fear twice a day once hits 5th level.
Additionally, they start with the Warrior's # of weapon proficiency slots, and Can specialize.
Weaknesses - Can't turn undead. AND CAN'T use missile weapons (unless can be used in melee as well, like spears, daggers and hand axes).

Peoni - Goddess of healing and peace, kind of a pacifist. Also she is the goddess over farmers and like Halea is worshipped by traders and merchants.
Granted powers - MANY!!. First up, when using wrestling/punching they are immune to being knocked out (the Ko result on the table). At third level, gains a save to avoid undead's level drain (this does not apply to swords of life stealing). At 5th level, can remove curse on touch once a week. At 9th level, when casting raise dead, doubles the duration of how long the corpse can be dead (so a 10th level caster can cast it on someone dead for up to 20 days).
ANY cure woulds spell, uses D4+4 PER D8 that it normally heals (so a cure serious wounds normally doing 2d8+1, heals 2d4+9). Lastly, the restoration spell is gained as a 5th level spell, NOT 7th as normal, and has NO aging component for the priest casting it.
Weaknesses - Use only d4 for hit points, Cannot use most weaponry, and if ever actually kills someone other than demons/devils/undead, suffers loss of all spells for d4 weeks due to remorse.
Never had a PC take her... as their god...

Sarajin. Barbarian god (good/neutral), god of battle lust, and competitions of combat (IE one on one challenges).
Granted powers - Gains ranger like animal friendship. At 9th level can cast the heal spell oNCE a day on OTHERS (never can use it on self). Gains +1 weapon proficiency slot in any bow of the player's choice. Gains warrior's hit dice (D10) vice D8.
Weaknesses - Turn's undead at -3 levels. Can't turn down a challenge, and can't read or write (INC spell scrolls) till reaches level 6. Limited to only wearing up to hide armor. Can't use shields.

Save'k'nor, god of mages, sages and seekers of wisdom. Loves seeking out lost lore.
Granted powers - ANY divination spell cast is at 5 levels higher than the priest's actual level for duration and any other 'level based' effects. At 5th level, gains the power of "True sight" (as the spell) that lasts for 1 turn, twice a day. And at 9th level, can contact other plane as if a 20th level caster, usable once a month.
Weaknesses - Like priests of Halea, use d6 for hp. Can't turn undead. And can't pass up the chance to learn something new (like if the party gets a rumor on a lost temple, must seek it out, even if doing so might be suicidal).

Vorka, God of travelers, archers and pathfinders.
Granted powers - can gain specialty in one missile weapon (including those also used in melee), suffers only half penalty for terrain movement modifiers (WHEN ON FOOT). Even though only has Minor access to necromantic spells, does get access to cast Reincarnation, and has a 50% chance of picking the race the character returns as.
Weaknesses - No undead turning, Even if has high str (or wears magic items boosting str) gains NO bonuses to hit or damage to melee combat from said str (though can gain it for missile weapons if makes a str bow).
Similar to Save'k'nor, can't refuse to seek out lost places.
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