The World Of Khoras - Civilization - Nations

"A land where magic is as common as water and almost as valuable."
- Karadess Allin, Arch Bishop of Carrikos

Proper Name The Commonwealth of Corvenia
Ruler His Enlightened Authority, Speaker for the High Council Lord Querias Taun, the Renowned Teacher of the Light
Estimated Population 6,800,000
Demographics Human 74%, Grum 10%, Elven 6%, Saurian 6%, Avarian 2%, Ogre 1%, Baenite 1%
Adjectival/Demonym Corvenian/Corvenians
Languages Corven 70%, Northern 25%, Sauric 5%
Capital City Zesrun (Population: 93,400)
National Colors Blue and white.
Year Founded 566
Currency Mixed.
Natural Resources Lumber, freshwater swamp fauna and flora, swamp eels, tar sands, bog iron, coal, peat, oysters, yams, ekril, feral hogs and wild ducks.
Manufactured Goods and Major Exports Timber, herbs and spices, oil and tar, forged iron goods, smoked eel, salted eel, sulfur, leather goods, ekril feathers.
Wealth Above Average
Government Type Democracy
Government Stability Stable
Allies Arkalia, Khenshire
Enemies None
Technology Level Dark Ages
Primary Religion Imarus
Other Religions Barrinor, Vorkayne, Semorjon, Sarreth, Kael, Mireldokar, Daramis, Farzak, Drenmoragin, Kolo, Erylon, Assytia
Climate Temperate
Approximate Land Area 1,120,000 square kilometers
Arable Land 22%
Terrain Forest, grassland and swamp

Description

Corvenia is the nation of "natural" wizards. They have been called "psionic" mages, although their power is not psionic in the traditional sense of the word. The corvenians wield raw essence, just as normal wizards do. They only access the power in a different way. Rather than memorizing long spells and spending years studying, corvenains wield magic as an extension of their own minds. The ability to manipulate the magical energy field has developed genetically within corvenians. The corvenians treat magic as an art form, rather than a science of skill. For them, essence is an extension of life. It is for this reason that virtually all corvenians are capable of wielding magic. Those of mixed heritage tend to be less powerful than their true blood cousins.

Geography

Corvenia is a land of grassy lands bordered on the west by Cauldron Lake and the Trackless Mire and on the north by the Captured Sea. Southern Corvenia is hilly with numerous small brooks flowing in the Mire.

Notable Fauna and Flora

Because of its proximity to the Trackless Mire, much of western Corvenia is wetlands. Within the Mire, snakes, waterfowl, insects and ebrin are common. There are some reports of a gumric near the center although these are unconfirmed. Corvenians are able to obtain hundreds of useful and edible plants, herbs and flowers from the Trackless Mire. A number of deathgrip trees can also be found in the Mire.

Swamp Eels are a common freshwater eel fish that are abundant throughout the Trackless Mire. These meter long fish have smooth and slick skin that is silvery green in color and lacking any scales. Their long slender bodies have four pair of small fins and a pair of whiskers framing the mouth. Swamp eels are extremely common and can be found in almost every square meter of the swamp. They can be caught in traps, by hook and line or with fine mesh netting. So common are they in Corvenia, that they are sometimes referred to as Corvenian swamp eels. Swamp eels are a staple of the Corvenian diet and have influenced culture, cuisine, trade and law.

History

Corvenia formed from a radical splinter group of mages as a direct result of the Sundering and the Great War. This group broke from traditional magical theory with wild proclamations and ideas. They fled during the Great War and founded a tiny nation on the shores of Cauldron Lake. Despite the catastophic landquake and subsequent flooding that resulting in the appearance of the Captured Sea, this nation has managed to survive and prosper, mainly due to their inherent magical ability.

Government

Corvenian government is much like Carrikos. The government and culture are focused on magic. However, instead of a church, a guild of spellcasters is the government. A single council of twelve members has total control. New members are appointed by the council. Membership is three year terms. This council is led by the speaker, Lord Querias Taun.

Legal System

Magic is used extensively to determine facts, truth, past events, etc. While the corvenians have been called a weak and squeamish people, they tend to favor harsh punishment for heresy against their beliefs on magic. They are especially hard on priests and mages from other nations.

It is widely known that the blood of swamp eels is poisonous. Eating raw or undercooked swamp eel will cause the heart to spasm and then stop. Because of this, swamp eel is never served raw. In fact, it is never served cold either stemming from a local superstition that cold eel is potentially dangerous and even “bad luck”. Swamp eel blood is sold in its pure form as a type of poison although this is illegal. In fact, storing and transporting eel blood will invite suspicion from the town’s bailiff and other authorities.

Military

Military consists entirely of battle trained mages. They patrol the city in groups of three called "triads". Triads wear distinctive uniforms and fight with both spells and blades. They also serve as surrogate priests in that they offer counseling and words of wisdom. They frequently use their magic to aid the community in small ways. Every village has at least one triad serving it.

Economy

A strong economy exists in magical materials, herbs, fish, etc. Corvenia has limited resources of quarried stone, metals, weapons, armor and imports these items.

The sheer quantity and availability of swamp eels has worked its way into the economy. Whole swamp eels, either salted or smoked, are traded so often that they have become a kind of supplemental form of currency. Indeed, some establishments will list prices in both silver northern coins and in “eels”.

Culture

Corvenian prostitutes use magic to subtly alter and enhance their appearance. Because of this, their skin is always firm and supple, their makeup is always perfect, their scent is always alluring. They have a reputation for being vastly superior to others and they are highly sought after.

Corvenian Cuisine

Corvenian dishes take advantage of many of the unique plants and animals of the wetlands of the Trackless Mire. This includes the corvenian sweet grass, tirrania, globjules and turflas. The quintessential corvenian dish is kijara, a rich stew made from beef, sliced yams and sliced turflas (a large, nutty tasting fungi) both of which grow in abundance at the edges of the great swamp.

Swamp eels are an incredibly popular food in Corvenia and a staple of the Corvenian diet from the most humble hovel to the grand Council Hall of Zesrun. Several factors contribute to this. The eels are edible and easy to catch. They are a flavorful fish with with fatty flesh that is often described as “sweet” or “succulent”. In the kitchen, the swamp eel is easy to skin and easy to debone. The sheer quantity of eels in the wetlands and waterways of Corvenia make them easy to find and acquire. Finally, swamp eel meat can easily be salted or smoked, allowing it to be kept in a readily edible form for many months. All of these factors make it one of the most common foods in Corvenia.

Magic

The Corvenians have a totally different view of magic. To them, magic is an extension of life, as natural as breathing. They all have the gift, young and old, clever and dim. Magic is everywhere in Corvenia, in every facet of society. This very fact is Corvenia’s weakness. Corvenian magic is too common. It has become weak, shallow and diluted. They rely on their pretty tricks and spells. Perhaps too much so, because Corvenians don’t last long in a fight. Corvenians are mostly human although a handful of other races have infiltrated and successfully interbred. They too have the gift of corvenian magic. Corvenian magic is simple to learn for those who have Corvenian blood, but not very powerful for most who learn it. This weak corvenian magic is used commonly in everyday situations - cooking, cleaning, repairs, security, construction and even  art. Most corvenians never achieve the kind of sheer power that Carrikos is famous for. This may be due to culture, hereditary or may simple be a limitation of their kind of magic. In any case, most corvenians are not greedy and do not pursue wealth and power. There have been exceptions though.

Common Names

Male Names

Arkris, Ashtun, Brant, Deakan, Emril, Fengar, Greydon, Jamis, Linley, Kaden, Mavik, Otler, Querias, Remy, Turley, Weslon, Zayen

Female Names

Aislyn, Aria, Brynn, Ellery, Jemma, Lakesa, Malley, Olvy, Raelyn, Skyla, Talia, Veley

Notable Noble Family Names

Arden, Aster, Calyx, Corwyn, Dardrick, Grubel, Hollis, Kozak, Marshka, Pax, Reiger, Sturm, Taun, Traxler, Wild

Towns

Name Population Notes
Thunder Falls 28,500 This large city sits atop the legendary waterfall for which it is named. The city operating a fleet of ferries that criss cross the lake above the falls, ferrying people, wagons and horses back and forth across the water. This ferry system connects the heavily travelled road that runs from Zesrun to Strathon. Thunder Falls actually has two sections - an upper city atop the falls and a lower city on the banks of the Captured Sea below the Falls.
William's Gate 24,800 William's Gate is an agriculatural center and rules over scores of small farming villages. William's Gate is the only major Corvenian town that is not surrounded by swamp and so, the culture here is somewhat different. Those who live in William's Gate are sometimes referred to by the derogatory term "drylanders" by the people of the more western towns and are looked down somewhat as not being truly Corvenian.
Round Hill 19,200 This heavily fortified city sits on a large hill overlooking the Trackless Mire and protects all of the villages that lie near and within that swamp.
Mire 14,100 Mire is a small city built on a patch of dry land in the Trackless Mire. Some Corvenians feel the pulse of magic in life and so wish to be close to the dense life energy that is found in the swamp. Others seek the rare herbs and plant life that can be gathered only deep in the wetlands.
Marsh Hill 12,000 This small walled town is known for defeating an orcish siege in the 14th century with the help of a mage and alchemist named Agmar. Marsh Hill today mines bog iron from the marsh and produces a number of metal products.
Bogtown 9,600 Bogtown sits at the mouth of the Koskin River in a deep part of the Trackless Mire.The entire city sits on wooden stilts and platforms built upon ancient stone foundations. Rope bridges connect separate platform "islands" and tree houses to the main town. Narrow rafts specially designed for navigating the bog is the primary method of transportation. The north side of Bogtown forms into several docks that stretch out into the harbor.

Villages (Population less than 1,000)

Burcham, Drenched, Elbrun, Eel Hole, Feller, Galusa, Harbin, Hyne, Jessel, Kirjath, Marsh Pond, Muck, Riverwood, Sadkin, Shadizar, Shynar, Sinking Hill, Slagmire

Travel and Distance

Corvenian towns are connected mostly by dirt roads. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse
Zesrun - Thunderfalls Dirt Road 204 km 9 days 7 days 4 days
Zesrun - Roundhill Dirt Road 147 km 7 days 5 days 3 days
Zesrun - William's Gate Dirt Road 300 km 13 days 10 days 6 days
Thunder Falls - Stormcliff Dirt Road 287 km 13 days 10 days 6 days
Roundhill - Bogtown Dirt Road 259 km 11 days 9 days 5 days
Bogtown - Thunderfalls Dirt Road 515 km 22 days 17 days 10 days
Roundhill - Mire Dirt Road 99 km 5 days 4 days 2 days
Mire - Marsh Dirt Road 170 km 8 days 6 days 4 days
Thunder Falls - New Castle (Arkalia) Paved Road 309 km 13 days 9 days 6 days
Stormcliff - Malkora (Vorrik) Dirt Road 438 km 19 days 14 days 8 days
Marsh - Agothin (Jannerus) Dirt Road 469 km 20 days 15 days 9 days
Marsh - Ransook Dirt Road 353 km 15 days 12 days 7 days
William's gate - Pethrin Dirt Road 254 km 11 days 9 days 5 days
Bogtown - ruins of Celgorra Swamp 160 km 13 days 92 days 8 days

 

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