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Cities of Korovia, L to S

Cities of Korovia

  • Cities of Korovia, A to K
  • Cities of Korovia, L to S
  • Cities of Korovia, T to Z

    Molloch - The Orc Metropolis
    Population: 27,000 (orcs + slaves)
    Terrain: Mountains and Caves
    Economy: War-Metropolis, economy based on spoils of war and slavery.
    Military: City Guard 0, but the entire population is warriors of some sort.
    Leadership: King.

    Officially Molloch isn’t a Korovian city, but the dwarves of Korovia would like to change that. This ancient dwarven city is now officially part of Loqland and sits directly on the border between the two. The orcs who now control Molloch are a major nuisance to the dwarves who lives mere miles away in Roknar. Daily raids into dwarven controlled territory and the occasional war every so many years has shown that Molloch can certainly pump out warriors (and the dwarves can certainly kill them, but not without some losses).

    The key to why the dwarves as yet have not re-taken Molloch is due to the sheer number of orcs that infest the ancient city. The fact that many of the orcs now have half-dragon blood in their veins doesn’t help either.

    Architecturally, Molloch is a huge tiered-tower of a city that looks like a mountain built out of the side of a mountain. Think the tower of babel and you’ll get the idea. Beneath that are caves that travel deep beneath the mountain. Slaves occupy the lowest regions of the city and continually dig for whatever the orcs need: iron ore, gold, etc. Mushrooms grow in many of the slave tunnels and this is what makes up most of the slave diet.

    Knowing that they have to keep a lid of crafty slaves, the orcs rotate which slaves go where so that the same slaves never use the same tunnel twice and thus are prevented from trying to build any long-term escape route. There have been a couple successful raids to free slaves, but they were only successful because of magical aid.

    Raids into or near Molloch never fare very well however. There has been the odd time when they have managed to rescue dwarves trapped in the slave pits, but usually the raids have ended in whole parties of dwarves being killed or captured and never returning. Those that have been successful have had magical aid and used a “teleport out” retreat strategy. It would take a full out assault for an attack to even stand a chance of success.

    The problem of Molloch deeply troubles Queen Kasiya and she fears it is only a matter of time before the dwarves are overrun by an orcish horde. She therefore is working to craft a plan to retake Molloch and restore it to dwarven control (and rename it to its original name “Rokbar”). One possibility would be to build a temporary portal for hordes of slaves to escape through, but such a portal would be tricky to build with orcish patrols looking for signs of slaves trying to escape. An alternative portal idea is still being looked into according to some sages. Finding a group of adventurers capable of installing the portal is another matter.

    Rokbar’s architecture dates back to 144 ADW when a group of human and dwarvish nobles decided there should be a city built in the pass between Loqland and Korovia. The place would be a trade city between Korovia, Loqland and Stilornvia.

    Oraknev - The Capitol of Korovia
    Population: 31,000 (Metropolis, mostly Humans)
    Terrain: Coastal Cliffs
    Economy: Very Strong, Trade Center.
    Military: City-Guard 900 & Militia 1500. The Northern Army Fort is just north of Oraknev (5000 men).
    Leadership: City Council

    Oraknev has an outer city and an inner city. The inner city is over 5000 years old and is heavily fortified with defensive towers. These towers are no longer used by the military however. They have been converted into homes. They can still be used in the event of a war however. The outer city dates back over 1400 years and was built by the elvish king Zaelean and has a strange mix of architectures. Oraknev is a city of unusual towers.

    There is a saying that when King Zaelean sat down to design the outer-city, he hired a gully dwarf to decide where all the streets will go. Oraknev’s streets make very little sense and over the years people have added more streets in an effort to make a map of the city that actually makes sense. The inner city in comparison is an ancient design based on circles and ovals. Both designs have their advantages. The outer city’s design was actually based on how the streets would follow the downhill path of the sewers, thus making the city cleaner (see the description of Oraknev’s sewers below).

    The inner city now houses a lot of government buildings, houses of nobility and temples. There is only a small marketplace with over-priced goods in the inner city.

    The guards at the gates of the outer city no longer check for weapons or tax merchants entering the city. However, the inner city now checks for weapons and nothing larger than a dagger is allowed in. The city guards at the inner gates routinely check suspicious people with detect magic spells to see if they are deliberately hiding magical items. This procedure while being annoying has proved successful and there are now far less incidents of violence within the inner city. The sewers of the outer city do not connect underground to the sewers of the inner city. Only one sewer grate leads into the inner city and it is a permanent magical force-grate with a magical alarm placed on it.

    The wizard’s tower (and guild) is a built-up island in the harbour. It serves as both a protective tower against intruders to the city and also as a school and guild-house to many of the city’s wizards.

    Oraknev is one of Korovia’s oldest cities with many of its older buildings dating back to long before the last Demon War. Almost forgotten kings designed the circular shaped city. For millennia it has been the stronghold of warlords, both good and evil. Beneath the city are catacombs that have been built over many centuries, which intersect. Many of these catacombs have been sealed to prevent lizard-folk and worse from reaching the surface.

    Oraknev’s sewer system intersects with the catacombs and is a marvel of engineering for Oraknev is one of the cleanest cities in all of Korovia. The populace dumps their sewage into the system and instead of flowing towards the lake, the sewage is washed by regular rainwater into the catacombs. The lizard-folk that live in the catacombs are probably not happy about this. If there is no rain, the stench from the sewers becomes noticeable. There is a river dam east of the city that powers water mills, during times of drought water is sometimes released from the dam and into the sewers to help wash the sewage into the catacombs.

    The river dam is sometimes considered a weapon against the lizard-folk, or whenever the rat population becomes a nuisance.

    Within the walls of Oraknev reside the majority of its residents, but it is outside the city walls to the south that the marketplace has blossomed. The city used to charge taxes for people to carry goods into the city, and so the marketplace became a no-tax zone. The marketplace has brought enormous wealth to the city however and city council has removed the tax on goods and instead places the tax on rooms in inns. The inns are not complaining very much because they are still making record profits and can now buy beer/etc from merchants for cheaper.

    Within the marketplaces there is a vast variety of shops, including magical items and otherwise. For a small metropolis Oraknev still has its limits as to what can be bought, but what is there is still impressive.

    Oraknev’s city guards are well trained and have good pay. New recruits are given city-wall duty and stay there until they reach Private 1st Class. Beyond the rank of private are Lieutenants, Captains, and Chiefs. The Lord Captain of the Guard controls the city watch.

    Oraknev’s town council is composed of Lords and Ladies of Oraknev. Many are high level Aristocrats, but some are fighters, wizards and clerics that have earned their rank and been asked to sit on the council. Members of the council are appointed by Queen Kasiya, which shows where the real power belongs. The council governs over spending the city budget and generally does a good job of it. If they are not doing a good job, Queen Kasiya steps in with her divining powers and some people have been known to lose their positions when her divining magic predicts that they are no longer suited for the position.

    As the semi-secret Mayor of Oraknev, Queen Kasiya does a good job of picking which people would be well suited for the job. The job of city councilor is payless, but the power wielded is meant to be benevolent.

    There used to be a tunnel (still is technically) that ran underground from Kost to Oraknev. The tunnel was made 12 years ago using magic, but sections of the tunnel are now unstable and have collapsed, and there is also lizard-folk who have taken up residence in the tunnel. Both ends of the tunnel have been collapsed to keep the lizard-folk from raiding the cities.

    Roknar - Dwarven City of Stone and Steel
    Population: 19,000 (mostly Dwarfs)
    Terrain: Dense Mountains.
    Economy: Fragile, but strong.
    Military: Very strong. Western Army (5000) + Dwarf Militia (6000+)
    Leadership: Council of Clan Elders

    Roknar is an ancient dwarven fortress nestled in between two mountains, near a mountain pass. The Great Dwarven Wall runs across the path and on the other side, people can easily see the smoke rising from the distant Orcish City of Molloch. The town is tiered in fortified sections on both sides of the mountain pass. Every tier and every building has masterwork siege weapons on it. It is the most fortified city in Korovia. The dwarven siege masters are so good at aiming at targets that they would make elves jealous.

    The economy of the city is strong, but has fragile moments whenever the fighting and orcish raids are especially bad. Otherwise the city produces large numbers of quality weapons and armour, many of which are sold throughout all of Korovia. Much of its steel doesn’t come from mining, but from melting down the weapons of fallen orcs. All along the Great Dwarven Wall are forts and lookouts that defend against orcish assaults. Rarely is a fortress ever overrun by orcs, and the dwarves have become extremely skilled at defending their fortresses.

    A single dwarf worth his salt will usually kill over a hundred orcs during a year in service defending the wall. Only when they are severely outnumbered have dwarves been known to lose ground in this war. Lost ground is always swiftly retaken as there are hidden entrances to their fortresses that only dwarves know about, thus giving them both an emergency exit and a way to stage a surprise counter-attack if need be.

    The city of Roknar is in a constant state of war preparation, always training its dwarves to be at peak fighting condition and preaching the values of being ready for any tricks the stupid orcs might try. The racial enmity is such that the killing of orcs is something all dwarves embrace freely and supports whole-heartedly. If it were up to them, they would march into Molloch and destroy the city brick by brick.

    Raids into or near Molloch never fare very well however. There has been the odd time when they have managed to rescue dwarves trapped in the slave pits, but usually the raids have ended in whole parties of dwarves being killed or captured and never returning. Those that have been successful have had magical aid and used a “teleport out” retreat strategy. It would take a full out assault for an attack to even stand a chance of success.

    Dwarven rangers are often amongst the best warriors in Roknar. Orcs as a favoured enemy has been a huge advantage when fighting against their hated foe. The orcs likewise have orcish rangers fighting on their side. Every dwarf in Roknar has heard of Omar the Dwarf-Slayer, the orcish general who “eats dwarves for breakfast”.

    Roknar lives under a state of martial law and criminals are dealt with severely. Criminals have a quick trial and the punishment is exile in Loqland. They are branded as criminals on the forehead with a skull symbol, but are given weapons and gear sufficient for them to kill orcs and possibly survive in orcish controlled territory. Small time criminals (thieves) are branded on both hands (symbol of a coin) and are often forced to work off their debt in dwarven mines. Roknar is NOT a fun place to commit a crime or be accused of one.

    Shorin - City of Horse Races
    Population: 11,000 (about half-and-half humans & halflings)
    Terrain: Hills, forests and farmland.
    Economy: Gambling, trade and farming.
    Military: Weak.
    Leadership: Lordship.

    Shorin has a small keep and wall that surrounds the city. The city was once part of Habbeland, but when an army of gnolls attacked them 1400 years ago the halfling royalty ignored them. Instead it was King Zaelean and the elves that came to their aid and the halflings of Shorin swore fealty to him instead. Thus King Zaelean secured the another city in his name. The walls that now surround Shorin was repaired with the help of the elves and have definite elvish touches to them (making them good for archers to use). The keep inside now has an enchantment on it (Protection from Missiles) which deflects non-magical arrows/etc.

    Such benevolence was unheard of from the lazy halfling royalty of Habbeland and the halflings of Shorin have since become fiercely proud of being part of Korovian history.

    The halflings (and humans) of Shorin like gambling a lot and frequently bet on pony races. “Sure win” is the real meaning of the city’s name, but pronounced with a drunken slur. The name caught on apparently and the city was renamed a long time ago to its new “more popular” name.

    Silekva - City of Stone Golems
    Population: 14,000 (mostly Dwarfs)
    Terrain: Hills and valleys
    Economy: Stable, strong, manufacturing, trade route.
    Military: Good (militia 600) + stone golems.
    Leadership: Council of Clan Elders

    Silekva is a squat city carved entirely out of stone with buildings that go deep underground and complex underground “streets”, with covered sewers and open (dwarf-made) rivers that run alongside the underground streets which are used for transportation aquaducts. It has numerous stone fountains, being both practical and a display of dwarven craftsmanship. The city has three levels of streets and weight-balanced elevators (some with donkeys for extra pulling power) for moving larger objects.

    On its lowest level it has several barges which operate as ferries on the city’s larger aquaducts, transporting groups of dwarves from place to place (usually mines or factories). The aquaducts are designed like spokes in a giant wagon wheel.

    It is easy to get inside the city, as its underground levels spread underneath the upper-city and has numerous entrances from the surface. There are no consistent walls to the city. The surface is essentially its first line of defense.

    Silekva is peaceful and has a strong manufacturing economy. Dwarven clans own and operate various factories for creating a broad assortment of goods. Everything from glass to fine weapons is made in Silekva. They are known for their artisans who create statues and pottery. The Stoneworkers Guild is a powerful group within the city and has managed to raise the rights of workers and improve mining safety in the city.

    The city is also unique due to its 12 stone golems that guard the surface. Dating back to the Last Demon War when they were created, they now guard the city from invasion. The Archpriest of Silekva, an ancient dwarf cleric, controls the stone golems and serves as a protector for the city as well. The stone golems wield huge magical stone hammers, which operate like Mjolnir in that they return to their stone golem owner after being thrown. The golems are part of local dwarven history and there are many legends about their defense of the city. The golems travel as groups of three. Three of the golems guard the Archpriest at all times. Captains of the City-Guard have magical whistles that can be used to summon aid from the golems when certain tunes are used. Different commands require different tunes to be played. The user must have dwarven blood to use the magical whistles and the whistles produce a sub-sonic sound which only the stone golems, dogs, etc can hear. The tunes are kept very secret.

    Sturvek - City of Harmony with Nature
    Population: 12,000 (mostly Halflings)
    Terrain: Mountains, hills, and farmland.
    Economy: Strong, farmland, and trade route.
    Military: Good (militia 600).
    Leadership: Lord.

    Sturvek is a hill-city of buildings built under small oak trees. The city is relatively wealthy because it is an important trade route south of Koastmark. The city’s marketplace is unique however as people have to be exceptional careful of fey thieves. The city is supposedly named after one of the Heroes of Olde, Sturum, a Halfling Priest. The city is dotted with statues of the priest.

    Sturvek has a large number of fey creatures that visit it. Everything from pixies and sprites to pseudo-dragons and even unicorns visit the city. A herd of unicorns runs wild across the prairies east of the city and many of the forests nearby have an abundance of fey creatures.

    Unicorn poachers from Koastmark are a problem in Sturvek and they have rangers and druids who patrol the land looking for poachers. The unicorns are highly intelligent and have their own defenses too, often luring poachers into ambushes.

    The lord of Sturvek swore fealty to Queen Kasiya because he knew that Queen Kasiya would help them against the poachers. The locals consider the unicorns and fey creatures to be sacred and want them to be protected.

    Since then Kasiya has hired several adventuring groups to hunt for poachers and to put a stop to the black market trade in unicorn horns. A retired adventurer named Olivia of Loqland is in charge of the hunt for poachers.

    Sylvania - City of Elves Above and Below
    Population: 20,000 (+15,000 dark elves & 35,000 sea elves)
    Terrain: Hills and forests.
    Economy: Trade port.
    Military: City Guard 600.
    Leadership: A council of 2 Princes & 1 Princess (varies by time period)

    Above ground, Sylvania is a large city built into colossal trees with large vine covered bridges going between the trees. The vines help to support the bridges, making them even stronger, but the bridges themselves are made of giant spider silk and exceptionally strong. Gondolas and elevators also operate within the tree city. The trees are huge monoliths, ranging in size from 500 to 700 feet tall. Below ground and beneath the waves however, Sylvania is a Metropolis of elves, all races of elves together in relative harmony. It is an ancient city with ancient trees, and sometimes very archaic ways.

    Above ground the population is about 50/50 High Elves and Grey Elves (with a smattering of Wild Elves who sometimes travel within the city). Above ground Sylvania is ruled by a Grey elf Prince.

    Below ground dark elves control the mines and live in a city of stalactite columns & spires in great caverns beneath the ground. The sub-city of Zodaran is its name and it has a Dark elf Princess who rules over it. Much of the city is actually carved out of limestone by the elves, and it is very easy for non-dtrow to get lost in the city. The caverns connect to sea caves, which is the entrance to the Sea Elf City of Wysteria.

    Wysteria is governed by a Sea Elf Prince. While larger than Sylvania, Wysteria considers itself to be a hidden force beneath the city. It prefers to be secretive. So secretive that many non-elves in Korovia think that it is a myth. Most elves deny it exists when speaking to outsiders. Its crystal city beneath the waves prefers to remain hidden to outsiders and few people beyond the elves of Sylvania & Zodaran have ever visited Wysteria.

    Above ground Sylvania maintains a well-trained City Guard of 600, but its militia is much more powerful. Almost every elf worth his or her salt is in the militia, which is to say that almost every adult elf is a member. Sylvania arguably has the largest standing army, although the dwarves in Roknar would dispute that claim, saying that the vast majority of elves in their militia aren’t even proper warriors. While this is true, Sylvania nevertheless maintains that it has never been completely defeated by a foe, even during the Demon Wars the city never fell (although this is more due to its ability to retreat below ground or under the sea).

    A peace loving city, Sylvania requires all foreigners visiting to tie their weapons with a peace-knot. There is no taxes on trade in Sylvania, which makes it a popular trading port, and its harbour is incredibly safe from pirates thanks to secretive sea elves maintaining a guard outside of the city harbour and preventing entrance to all known pirates. The city has a zero tolerance policy for pirates and has confiscated whole ships (including any cargo, legitimate or not) in the past. The city benefits from powerful elvish magic that shields it from winter and harsh weather. It is always summer in Sylvania, although it does have a rainy season.

    Sylvania is known for its druids and clergy. It is a center for healers and herbalists. Many of its healing temples are built high up in some of the biggest trees. The dark elves below ground these trees worship a benevolent cave goddess (whose symbol is the bat), which is worshiped by dtrow druids and clerics.

    Sylvania’s central marketplace is on the ground level in moss and fern covered grottos. It feels as if a person is wandering around in a jungle of plants with hordes of merchants filling in the gaps, with their shops built into alcoves of grottos and into (or under) the roots of the colossal trees. The grottos on the ground level should be quite dark due to the dense foliage above, but the leaves on the monolithic trees are shiny like green silver and reflect light like tiny mirrors. Thus the grottos and marketplaces are bathed in beautiful green light.

    Some of the sea caves have small markets, but these are kept hidden from non-elves. It is rumoured that the best marketplaces are within Wysteria and that the city trades with other sea elf cities.

    Sylvania has a wizard school called the Eldritch Academy, which is well known for its very ancient library which dates back before the last demon war. Many of its books are written in Ancient Korovian or draconic.