Kavala
Kavala, land of innovation.
Arcane magic is outlawed. Divine magic is tolerated. Healing magics are okay and the most widely accepted. Divine necromancy is more accepted than in other areas.
Kavalans are a deeply spiritual and industrious people. Metis is the chief deity of Kavala, but she is not well known outside of its borders. Creation and innovation are what most people here strive for. Common is the primary language here, but it has had its pronunciation influenced by dwarven, halfling, gnomish, and sylvan. There are many dwarven terms and slang peppered into people’s every day speech. In some cities common is often written in dwarven runes.
A major feature of Kavala is the expansive Spellscar. There are competing rumors about what happened. Some say it was a mage war, others that a cabal of mages experimented with something that should have been left alone, others have even wilder tales such as a tear in the fabric of the plane itself. What is for sure is that even 100 years later, the heart of the Spellscar still roils with untamed wild magic. The eye of the storm is fixed, but bands of chaotic energy spill out in rippling tendrils. The area around the active magic is called the Dying Lands. The earth has been scoured of all natural life here. Monsters, abbarations, and undead stalk the Dying Lands, seeking their way into the heart of Kavala. The Soulthirst Planes is said to be filled with the ghosts of the civilization that had come before.
Cities, villages, and townships
Kalvik: Capital of Kavala. The center of town is an enormous temple complex that also houses many workshops and crafting halls. The population is mostly human and gnome, although a few dwarves, halflings, and kur’gen reside here. Metis is the chief deity of Kavala and she is honored above all others here, the priests rule the country in her name. Abadar is also honored.
Summerset: A coastal city renowned for its alchemy. It is ruled by Wynna Wayland a halfling cleric of Metis. The temple of Metis in Summerset is encrusted with shimmering jewels.
Portlandia: A quirky town that has outlawed the use of all magic. A 20 foot tall carved anchor rests in the center of town. It has a permanent antimagic field that extends 50’ from it in all directions. It is ruled by a human tailor named Barry Svoldinskold.
Lake Hope Village: A growing village on the shores of Lake Hope. Raw materials make their way from the surrounding area to larger cities like Kalvik. The center of the village is an enormous building simply called The Guildhall. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds. It also serves as a meeting call for the city council and any other important events, such as weddings. It is goverened by a dwarven cleric named Skirmi Dawnbeard, but he leans heavily on a council made up of several of the guilds to make important decisions.
Narvik: As the capital Kalvik became more populated, several of the noisier, stinkier, and louder aspects of raw material processing got moved to a flat piece of land south of Kalvik. Smelting, tanning, and pulping are big industries here.
Holdberg: A bustling city on the shores of Lake Innovation. It rests in the shadow of the towering Nordhammer Mountains. Fishing and farming are popular occupations. Some smaller mining towns bring their ores back here for shipment to the larger cities. It is ruled by the cleric Freda Logrinsdottir. Dogs are very popular here and there are several unique breeds found only here. There are approximately 3 dogs to every 1 person in Holdberg.
Hundvalp - a corgi sized dog with the fur of a sled dog
Elkhound - a grey hunting dog who is extremely loyal and tends to bond with one person
Sokende - a small dog bred for its swimming and retrieving ability. It has short dense fur on its body and slightly webbed paws.
Svensgam: Nestled between the Tinkerhills and Lake Innovation, this town is populated mostly by dwarves and gnomes. As such, much of the village can seem cramped to those of human stature. It is governed by a female cleric named Ziri Oremender. There is a large rune covered monolith on the hills behind the city. It is rumored to be the crypt of a powerful arcane user. The townsfolk avoid it at all costs. Thorlja is an expert potter, her shop sells her wares all over the known world. A full set of Thorlja’s plates fetches quite the price in Freeport.
Elvevold: This city was founded by an elven man named Falonde Moonfeather who failed out of mage school in Nimbor. He was so upset that he vowed to never try to use arcane magic again. He found that while he couldn’t produce magic, he was quite adept at mathematics and calligraphy. Rumors reached his ears of a land where arcane magic was forbidden and decided to call it home. It contains a large school that accepts anyone as long as they wish to learn. Much trade from Holdberg and Svensgam travels through Elvevold which has developed quite the bustling port.
Thundara: Thunder Cove is so named for the raging thunderstorm that lasted for 100 years after the great disaster that left the Spellscar. Thundara is lead not by a cleric, but by a druid Otolfr a halfling who has been tending to the area, like his father before him. Much of the regrowth between Southwatch and Thundara has been because of his family line.
Northwatch: On the border of the Spellscar in the north. This watchtower guards Kavala from the aberrations and mutants that are spawned from the chaotic energies. More and more monsters are breaking past the Northwatch as they’ve had a hard time keeping supply lines open.
Southwatch: On the border of the Spellscar in the south. This watchtower guards Kavala from the aberrations and mutants that are spawned from the chaotic energies. It has a strong relationship with Thundara. It has been struggling somewhat with increased pirate raids along the coast.
Arcane magic is outlawed. Divine magic is tolerated. Healing magics are okay and the most widely accepted. Divine necromancy is more accepted than in other areas.
Kavalans are a deeply spiritual and industrious people. Metis is the chief deity of Kavala, but she is not well known outside of its borders. Creation and innovation are what most people here strive for. Common is the primary language here, but it has had its pronunciation influenced by dwarven, halfling, gnomish, and sylvan. There are many dwarven terms and slang peppered into people’s every day speech. In some cities common is often written in dwarven runes.
A major feature of Kavala is the expansive Spellscar. There are competing rumors about what happened. Some say it was a mage war, others that a cabal of mages experimented with something that should have been left alone, others have even wilder tales such as a tear in the fabric of the plane itself. What is for sure is that even 100 years later, the heart of the Spellscar still roils with untamed wild magic. The eye of the storm is fixed, but bands of chaotic energy spill out in rippling tendrils. The area around the active magic is called the Dying Lands. The earth has been scoured of all natural life here. Monsters, abbarations, and undead stalk the Dying Lands, seeking their way into the heart of Kavala. The Soulthirst Planes is said to be filled with the ghosts of the civilization that had come before.
Cities, villages, and townships
Kalvik: Capital of Kavala. The center of town is an enormous temple complex that also houses many workshops and crafting halls. The population is mostly human and gnome, although a few dwarves, halflings, and kur’gen reside here. Metis is the chief deity of Kavala and she is honored above all others here, the priests rule the country in her name. Abadar is also honored.
Summerset: A coastal city renowned for its alchemy. It is ruled by Wynna Wayland a halfling cleric of Metis. The temple of Metis in Summerset is encrusted with shimmering jewels.
Portlandia: A quirky town that has outlawed the use of all magic. A 20 foot tall carved anchor rests in the center of town. It has a permanent antimagic field that extends 50’ from it in all directions. It is ruled by a human tailor named Barry Svoldinskold.
Lake Hope Village: A growing village on the shores of Lake Hope. Raw materials make their way from the surrounding area to larger cities like Kalvik. The center of the village is an enormous building simply called The Guildhall. It contains a large meeting hall and several smaller rooms, and is shared amongst several local merchant guilds. It also serves as a meeting call for the city council and any other important events, such as weddings. It is goverened by a dwarven cleric named Skirmi Dawnbeard, but he leans heavily on a council made up of several of the guilds to make important decisions.
Narvik: As the capital Kalvik became more populated, several of the noisier, stinkier, and louder aspects of raw material processing got moved to a flat piece of land south of Kalvik. Smelting, tanning, and pulping are big industries here.
Holdberg: A bustling city on the shores of Lake Innovation. It rests in the shadow of the towering Nordhammer Mountains. Fishing and farming are popular occupations. Some smaller mining towns bring their ores back here for shipment to the larger cities. It is ruled by the cleric Freda Logrinsdottir. Dogs are very popular here and there are several unique breeds found only here. There are approximately 3 dogs to every 1 person in Holdberg.
Hundvalp - a corgi sized dog with the fur of a sled dog
Elkhound - a grey hunting dog who is extremely loyal and tends to bond with one person
Sokende - a small dog bred for its swimming and retrieving ability. It has short dense fur on its body and slightly webbed paws.
Svensgam: Nestled between the Tinkerhills and Lake Innovation, this town is populated mostly by dwarves and gnomes. As such, much of the village can seem cramped to those of human stature. It is governed by a female cleric named Ziri Oremender. There is a large rune covered monolith on the hills behind the city. It is rumored to be the crypt of a powerful arcane user. The townsfolk avoid it at all costs. Thorlja is an expert potter, her shop sells her wares all over the known world. A full set of Thorlja’s plates fetches quite the price in Freeport.
Elvevold: This city was founded by an elven man named Falonde Moonfeather who failed out of mage school in Nimbor. He was so upset that he vowed to never try to use arcane magic again. He found that while he couldn’t produce magic, he was quite adept at mathematics and calligraphy. Rumors reached his ears of a land where arcane magic was forbidden and decided to call it home. It contains a large school that accepts anyone as long as they wish to learn. Much trade from Holdberg and Svensgam travels through Elvevold which has developed quite the bustling port.
Thundara: Thunder Cove is so named for the raging thunderstorm that lasted for 100 years after the great disaster that left the Spellscar. Thundara is lead not by a cleric, but by a druid Otolfr a halfling who has been tending to the area, like his father before him. Much of the regrowth between Southwatch and Thundara has been because of his family line.
Northwatch: On the border of the Spellscar in the north. This watchtower guards Kavala from the aberrations and mutants that are spawned from the chaotic energies. More and more monsters are breaking past the Northwatch as they’ve had a hard time keeping supply lines open.
Southwatch: On the border of the Spellscar in the south. This watchtower guards Kavala from the aberrations and mutants that are spawned from the chaotic energies. It has a strong relationship with Thundara. It has been struggling somewhat with increased pirate raids along the coast.