Korvians
Korvians are crow-like humanoids with special powers known as Korvian Abilities, and known best for their culture around names and a lack of naming culture in Korvian society. Korvians were, for much of history, considered one of the three major races on Totania, sharing the title at different points in time with Elves, Dwarves, Draconians, Orcs and eventually even Humans.
When Sinner gained Act III, it allowed for an all-or-nothing bet. This way, when he bet, he would pretty much bet that either he would be able to deal a critical hit to someone, he would simply hit normally, or he would fail critically. A one-in-three chance to fail is not the odds some would seek, but for Sinner, he was perfectly fine with it for a two-in-three chance to succeed.
Government Structure
The Korvian government is based around the Korvian King and the parties that surround and support their government from its very inception up until its destruction.Korvian King
The Korvian King is a position determined by power, not necessarily that kind of power that can lead, but the power that can fight back against any threat. A King is born from a powerful Korvian Ability, which they can use to kill the previous King. Then, with the support of their parties, the King is appointed to lead the Korvian people. King is a gender-neutral term, as it was not made by the Korvian people. Instead, Elven explorers saw the position mirrored that of their own King and, so, they called it King. Still, anyone of any gender identity can be King as long as they have an ability powerful enough to kill the previous King and keep the title long enough to be fully appointed to the position. This requires holding back others who would challenge their claim to the throne. The Korvian King, then, leads the people through a show of great power. By being the most powerful person, they strike fear into the people's hearts. The Korvians fear that the King could, after all, kill them at any moment. Therefore, they must be a productive member of society to prevent this from happening. Other Kings may have other methods, but this is the common one with Kings like Tyrant.Parties
Korvian parties are the groups that support the King and help convince the people to follow the King, spreading propaganda and helping put in place the laws made by the King. Almost always, they are led by the King themselves, with some few exceptions. Korvian Parties also serve to bring together an armed force for the Korvians. Due to Korvian Abilities, traditional armies are hardly needed by the Korvians. Instead, they try to find nobles and others in Korvian society who would be willing to help with powerful abilities to support the King. Then, they make a small task force like Etcher's Twenty Immortals. Soldiers who could take on threats alone so well that, together, they would be unstoppable.The Hermits
The Hermits, also known as the Tyrant Party, was a group that supported the Hermit King Tyrant, who resided only in his Hall of the Mountain King. Unlike other parties, it was not led by the King himself, but instead by Etcher. Etcher had the power to steal and distribute Korvian Abilities to others, and used this to get backers for Tyrant. In truth, however, he was making his own powerbase to one day strike out against Tyrant, most notably his group of elite soldiers known as the Twenty Immortals.The Orchestra
The Orchestra was a party made by the first Korvian King, Warbler, and his second in command, Croaker. This army conquered the entirety of Udai and even managed to take islands off the coast of Elone, only failing to conquer the land that would one day become Lizardfolk territory, as well as the Key of Beasts that the Beastmen fled to. They were torn apart by internal strife between Warbler and Croaker.The Big Band
Led by the second Korvian King, Nightingale Song, this group of twenty Korvians challenged Warbler's views of war. Warbler, after killing Croaker, allowed them to take power. It is unclear if they were actually powerful, but it is due to them that the number twenty has taken a special meaning in Korvian society.Settlements
There are only three known Korvian settlements, especially if one ignores the Avian farms and locations where Korvians keep Avians away from the rest of the world.The Korvian City
The Korvian City is the capital of the Korvians, a circular city atop a hill. At the bottom of this hill and, thus, the outter part of the city, one can find the poor folk with little to no money. They are beaten down by the richer folk, and while sometimes they seek outside help, it often backfires as the nobility will continue to push them down, even harder after revolts. The more one climbs the mountain, the more the buildings become nicer, the prices rise higher, and more and more mansions begin appearing where the rich live. Buildings towards the bottom are destroyed or in poor condition, whereas buildings around the nobility shimmer with glory and wealth. Then, there is the King's Chateau, as it was labeled by the Elves. This is a large castle where the King lives, often with only the people in their party. Gatherings that could also be called parties are thrown here, but often people are kept away due to fear of the King being killed or the gold in the treasury being stolen.KNW
Commonly known as Knew, this city is actually an acronym for Korvian North West, as it is their north-western settlement in the Korvian Inlet. KNW is where most Korvian farmers live, as it is close in proximity to the Avian farms. It is, therefore, the poorest Korvian settlement, granting it much hatred from the nobility. Still, as it produces much of the Korvian's food and exports, they have no choice but to continue funding it. Due to their large farming population, KNW residents also are the largest manufacturers of Korvian clothes. They produce silk, cotton, and many other materials necessary for the fabric that makes up Korvian clothing. Due to the importance of a Korvian's clothes, this makes KNW a very important location for them. Still, if both KNE and KNW are being attacked, the Korvian nobles will always support KNE first over KNW.KNE
Commonly known as Knee, this city is actually an acronym for Korvian North East, as it is their north-eastern settlement in the Korvian Inlet. KNE is where most Korvian fishermen live, as it has great access to the Northern Sea. It is the Korvian's largest port, as ships from Elone are most likely to travel to KNE than anywhere else. The Korvians see KNE as a place of great strategic importance due in part to its fish and trade, but also its proximity. While it is the furthest city from the Korvian City, it is closest to the Temple of Nergal, God of the Orcs. Therefore, KNE will often produce soldiers to pick off any Orcs who attempt to truly go to their church. Even the Orcs love the people of KNE, as they give a good fight. KNE is known to produce more nobles than even the poor areas of the Korvian City due to a focus on fighting that breeds great Korvian Abilities.Korvian Abilities
Korvian Abilities are manifestations of ones willpower, turned into superhuman powers. It is said they come from a plague given by the Gods, but there is no evidence of this. The greatest evidence is that some Korvians cannot handle a Korvian Ability, as it is too powerful, and die when it manifests. These people, however, are simply those without the willpower to handle it. Korvian Abilities grant special powers as befits the spirit of the person who manifests it. Each ability is unique to its wielder. For example, Tyrant's "Hall of the Mountain King" suits his sloth, as he sits in the Hall and does not move, while also fitting his lust for power by allowing him to control the very continent of Udai itself. There is also Warbler's "Immortals" that allows him to make himself, and anyone around him in a certain radius, immortal. He can toggle this on and off as he pleases, allowing him and allies to be immortal and enemies to not be even if they are in the radius. Or he can make enemies immortal and torture them, giving them horrible pain that they cannot die from. Another example is Sinner Caerxan's "House of the Rising Sun," which allows him to bet on his own attacks. If his bet is correct, his attacks are more potent and can hit more often, manifesting through a miniature Sun that Sinner could create.Acts
Korvian Abilities can be improved with what they call "Acts." An Ability can get a second, even a third, Act that makes it stronger, improving upon the ability before. These Acts come when a Korvian comes to understand themselves more, as the Ability is an extension of their own identity. An example of this comes again from House of the Rising Sun. When Sinner gained a Second Act, dubbed "House of the Rising Sun, Act II" it furthered his gambling nature, as he could now bet away the use of parts of his own body or his magic. In exchange, a certain target chosen by Sinner will also lose the use of that body part/magic.When Sinner gained Act III, it allowed for an all-or-nothing bet. This way, when he bet, he would pretty much bet that either he would be able to deal a critical hit to someone, he would simply hit normally, or he would fail critically. A one-in-three chance to fail is not the odds some would seek, but for Sinner, he was perfectly fine with it for a two-in-three chance to succeed.
Cadential Abilities
A Korvian Cadential Ability, also known as a Cadence, is the final evolution of a Korvian Ability. It manifests only on the brink of death, and only in those who have the willpower to keep living. Their will then manifests in the most powerful kinds of abilities, though it is incredibly rare.History
Early Korvian history is fairly obscure to many. It is known that Morrigan made them, alongside the Avians. Many say that in the earlier days, there was no difference between Korvians and Avians. Differences, however, arose in the fact that Avians had wings, while most Korvians did not. Those that did were said to still side with their Korvians bretheren, and thus were ostracized by the flying Avians.Prouder
In the year -969, a Korvian by the name of Prouder was sick of being put down by the Avians for being a Korvian, and having her identity ignored. Prouder was a trans woman and a lesbian, and wanted to express this. But at that time, all Korvians were focused on was expressing themselves as Korvians against the more oppressive force of the Avians. Prouder wanted to show her pride for who she was, as a Korvian, sure, but also as a lesbian trans woman. She wanted people to respect her identity, and for others to feel proud about who they were as well. An oppressive society is oppressive not just to the general populace, but so, too, is it oppressive to the mind and the spirit. Prouder wanted that spirit to be unafraid to fly free. So she teamed up with a Gay male Korvians named Louder. Whereas Prouder wanted people to acknowledge her, Louder made sure people saw him. Louder was outspoken about his identity. The two bonded over the fact that they were not considered to be exactly the norm. Due to the oppression under the Avians, Korvians based a lot around reproduction. Hatching eggs, having more little Korvians. Louder and Prouder, however, had no intention of doing that, and they knew there were many others like them with the same thoughts. So they started a parade, what would be called a Pride Parade, on the 5th day of the Month of Festvials. They made flags to express the gender and sexual identities of all lgbtq+ Korvians, and marched around the lands where the Korvians and Avians lived. In front of government buildings, homes, businesses. Everywhere they could go, they did.Trade
Korvian trade with nearly every coastal Kingdom in the world, from the Lizardfolk, Mammen, and Kamejin of Udai to the Jihdi, Draconians, Kingdom of Man, and the People of Alzirgos. The Ophidians, Shafaians, Orcs, and Beastman Triumvirate are the exceptions, as for the most part the Korvians do not seek communication with them at all, or in the Shafaian case, it is simply too inconvenient to trade with them. Korvians trade many things, most notably meat (specifically poultry), silk, spices, precious metals taken from Orc mines, ivory, and other luxury goods. To the poorer areas they trade to like the Lizardfolk, they trade things like paper and tea as well that they bring with them on other voyages, but know wouldn't sell well in other locations.Korvian Lifespans
Korvians live incredibly, almost unnaturally, short lives. The max natural age for a Korvian is said to be around their mid-20s, and while the data is inconsistent, it is said that no Korvian can naturally live past the age of 30 unless using magic or some form of Korvian Ability that prevents aging. However, they also mature incredibly fast, growing into full adults at the age of 2. Their childhoods, then, take up only one year, but still many Korvians act immaturely their entire life, at least what other species would call immature.Agriculture
Most Korvians do not grow their own crops, instead letting the Avians do it, as they all live on the farms. The Avians are, despite being near biologically identical in most ways, considered livestock by the Korvians, and live on farms with other livestock. Korvians will then kill the Avians and eat them, often claiming the meat to be "chicken." There is even a world famous restaurant chain that uses Avians in all locations, the store Korvian Fried Chicken, made by the fast-food mogul Roaster.Religion
The Korvians follow the religion of the Goddess Morrigan, otherwise known as the Queen Over Crows, who created them. Morrigan is the Goddess of Death, Fate, and Doom, and this has translated into the average Korvian having little fear of their own deaths. They live incredibly short lives, and therefore do not fear the end coming. Instead, they live up the few years they have, and often embrace death when it comes. The Korvians often cannot travel to Morrigan's temple, as it is located in the treacherous arctic lands of Moroza. Those that do travel there often do so to die, as it is the most dangerous place in the world, and a holy land for them. To die in Moroza, even nearby the Temple of Morrigan, is a fine end for them. But if they can make it to her and hear their fate from her own beak, their lives are fulfilled.Diplomatic Relations
The Korvians are one of the few nations in Totania who have contact with nearly every nation in Totania. These will be heavily condensed notations of their relations with the major nations they contact.Orcs
The Korvians do everything in their power to ensure that the Orcs do not unite together, as the Korvians fear the Orcish hordes. Korvians sabotage Orcish society so it cannot unite together, dumbing them down and keeping them fighting each other so they do not turn on the Korvians. Some Korvian nobles, then, go out on hunting parties against the Orcs.Avians
The Avians are not their own kingdom, but instead live on farm settlements under the control of the Korvians. They are killed, harvested, and eaten by the Korvians, and also run farms for the Korvians' crops. They are treated as less than second-class citizens, instead being considered walking food.Nereids
The Nereids who live away from the Korvians avoid them. While often Nereids will raid cargo ships, whenever they spot Korvian markings on them, they will avoid the ships, not wishing to deal with Korvians.Merpeople
As for the Merpeople who live in the Korvian inlet, there have been many attempts by the Korvians to either contain and imprison them there or simply wipe them out. Few succeed, as the Merpeople fight back, but this often leaves the Merpeople in a disadvantageous position where they wish to fight back but cannot, as the Korvians are too powerful and the city near impenetrable, especially for those that cannot so easily leave the sea.Mammen
The Mammen are one of the Korvian's major economic rivals, as their capital of Ruzrugh is the Mercantile Capital of Udai. They often get into trade arguments where they try to one-up each other with trade agreements, often leading to rather generous deals because they wish to prove themselves better trade partners than the other.Elves
The Elves have mixed feelings towards the Korvians. On one hand, the Korvians are often the only people of equal status to themselves, so they respect them, and the Elves even granted Korvians equal rights as one of the few races to get this luxury. However, the Elves also fear the Korvians for their status, worrying that the Korvians seek to challenge them for noble dominence. The Korvians do not seek this, for the most part, as the Korvian nobility simply wish to unite their nobilities with the Elves and take over the rest of the world so it can be exploited for all its worth.Humans
The Humans are, for the most part, the closest trading partners with the Korvians. The Kingdom of Man and Alzirgos are both close enough that the Korvians can make frequent trips to their lands and trade freely and openly back and forth. The Korvians try not to interfere in affairs much, as they find the Humans to be a curiosity.Jihdi
As for the Jihdi, the Korvians trade luxury goods with them, as the Jihdi are a rich people who enjoy the Korvian goods. They respect each other and work together as business partners.Shafaians
The Shafaians, however, are too far away and surrounded by too many problems (like Zavese and Fairies) for the Korvians to want to deal with. Therefore, the Korvians almost never travel to Shafai.Lizardfolk
The Korvians view the Lizardfolk as easily exploitable. They seek not to conquer them, as the land of the Lizardfolk is far too dangerous. Instead, they trade with them, selling things at high prices and exploiting everything the Lizardfolk have for their own game. The Lizardfolk dance to the tune of the Korvians, and there is nothing the Lizards can do about it.Kamejin
The Kamejin have strange relations with the Korvians. They are not pleased about the Korvians dealing with the Lizardfolk, but they are aware of and pleased with the fact that the Korvians exploit the Lizards. The Kamejin trade with the Korvians, but often Korvians are not allowed to live in the Kamejin settlements on the Abral Islands. There are diplomatic embassies in the capital city where Korvians can live, but outside of that they are only given temporary allowance to stay. After all, the Korvians have no honor, and the Kamejin fear they would plan something wicked.Draconians
The Korvians have a shaky relationship with the Draconians. Often the Grand Wizard and Village Chiefs of the Draconians disagree with the methods of the Korvians, clashing with them. Magic College students will often fight against Korvian nobles as well. However, the Magic College also accepts Korvians on special conditions, as not all Korvians that go there can do magic, but instead use their Korvian Abilities. For this, the Korvians are fairly forgiving to the Draconians.Dwarves
The Dwarves often try to keep their distance from the Korvians. After all, they are one of the few nations who have diplomatic ties with the Orcs. This is done to spite the Korvians, as the Dwarves consider them too similar to the Elves. Dwarves will often avoid Korvian diplomats, with famous stories including some Dwarven politicians who have cut out their tongues or severed their ears so they did not have to speak to or hear from the Korvians.Remove these ads. Join the Worldbuilders Guild
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