Territories of Avisora

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Avisora is one of the twin islands separated by the Split Sea. Avisora is mostly temperate with extreme mountains on the southern part which tend to be dryer and cooler.

Vox Territories

Main Religion: Divinism and Salient Divinism

Vox’s territories are considered the best guarded places in Kaivem. With the main Capital Vox being a military city, the two towns that reside in the territory are also well guarded. Though Vox’s territories don’t have many resources when it comes to wood and plants, they do have an expansive mine, and a decent population of sheep and goats. Vox’s territories mainly consist of orcs, aasimars, tieflings, dwarves, some goliaths, and some humans. There are small populations of gnomes, goblins, and halflings as well. It is rare to see elves, birdfolk, or other animal folk in Vox’s territories. The average fashion in Vox’s territories tends to be muted, practical, and rarely flashy. Since winters in Vox are rather cold, heavier fabrics and imported furs are also often worn. It is not uncommon to see those in the guard walking around in their uniform and armor, even when “off-duty”..

Vox - Militant Capital City

Typical Races Found Here: Orcs, Half-Orcs, Goliaths, Dwarves, Dragonborns, Goblins, Hobgoblins, Humans (Small pop.)

Vox is the city capital that owns the two neighboring towns in Ashfall Mountains. The city is mainly made of stone and the small bit of lumber they have from the trees that are able to grow. Due to the surrounding mountain and cliffs, trading routes are not especially easy. They tend to do most of their trading through Phassis, which is still a long and sometimes difficult journey. The city of Vox is run by the guard with the Chief, an orc named Vanchu Rathkann, being the leader of the territories.

The heavy watch and strict laws in Vox makes it not a very popular city among tourists, though some do still visit occasionally. Those growing up in Vox are expected to join the guard, barring any medical reasons, once they reach adulthood for their race for at least two years. After they’ve served their guard duty they are free to get any other job or continue serving the guard if they met the requirements during their two years.

Laws in Vox are strict and crimes such as theft, fraud, coercion, treason, and assault are typically punished with hard labor, and if the criminal seems able to be reformed, time in the guard before being able to go back to normal life, albeit under close supervision. Extreme crimes are typically handled privately, and with execution. Magic, aside from damaging spells, is not as heavily regulated in Vox, though it is also not encouraged to use public displays of it often.

The government doesn’t do much for the citizens in Vox when it comes to welfare, and most citizens have to rely on Vox’s church, The Spyre, for health and education. The Spyre has its main focus on being a hospital and caring facility, but does do some services

Vox’s main export is some rare metals that are not easily found elsewhere as well as weapons and armor that are thought to be unrivaled.

Druinmere - Town

Typical Races Found Here: Orcs, Half–Orc, Goblins, Hobgoblins, Halflings, Gnomes, Humans (Small pop.)

Druinmere is a town that holds up to Vox’s standards and is often regarded as even stricter. The safest town to live for those who are compliant and follow the strict laws. The Wand of Druimere, the local guard, looks over the town with the head of guard Ekmnom Vadu, a tiefling, in charge. They rule with a very heavy fist and run on a punishment based law system. Those caught breaking the law typically are made to do hard labor, or in more serious cases, publicly executed.

Much like the city, healthcare is often neglected, as well as education. The small local church, which dedicates itself to Fireheart, takes over in administering healthcare and education, since the government does not. They also stick to the ruling that you must serve two years in the guard after reaching adulthood for your race.

Magic is also heavily regulated in Druinmere, beyond just damaging spells, something that is not applied in Vox or Stormvante. Other than innate racial abilities, unless used against somebody, those who wish to cast magic need a license in order to do so. Performing public magic, that cannot be proven to be a racial ability, is a punishable crime.

Stormvante - Town

Typical Races Found Here: Orcs, Half-Orc, Dwarves, Gnomes, Halflings, Goblins, Hobgoblins, Humans (Small pop.)

A smaller town than Druinmere, also mostly run by its local guard, the Stormbringers. However, the town’s leader is not the head of the guard, but rather Gimhurt Glanhig, a half-orc woman who is highly educated. While she is technically in charge of the guard, she is not a fighter and is not considered the head of the guard. She does, however, work closely with the head of the guard, a dwarf named Faren Trunn, who has been appointed for over twenty years.

While Stormvante is less strict in certain areas, they make up for it by being stricter in others. Stormvante’s government takes care of the health of its citizens. They also provide education to those who can afford it, or those who work in the guard during their time in school. They do not have restrictions on magic besides laws against damaging spells, assault and murder, including accidental injuries.

While they do not require kith to serve at least two years once they reach adulthood, joining the guard is still heavily encouraged, as it is the only way for some to get a proper education. Crime is harshly punished, however execution is saved for extreme cases and done so privately rather than publicly, similar to Vox. Crime is typically solved with harsh labor, though it is possible for lesser criminals to reform by joining the guard for a certain period of time.

To keep Stormvante safe, it is hard to become a citizen unless you were born there. Tourists are vetted before coming in and those who wish to move to the city are as well. Most kith must spend time in the main city of Vox for a period of time before they are granted access to Stormvante.

The Kingdom of Phassis

Main Religion: Divinism

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Phassis - Capital City

Typical Races Found Here: Humans, Genasi (Mainly water and air), Sea-Elves, Elves, Half-Elves, Kenku (Small pop.), Aarakocra (Small pop.), Lepi (Small pop.),

A sailors' city. Not a very wealthy city, but known for its expansive docks and large ships that contributed to a lot of exploration and discovery, including the discovery of Sheniv. Nowadays they are still known for traveling the sea and trying to find new discoveries, like islands, monsters, or underwater treasures. This makes Phassis a hot spot for adventurers, but also pirates and smugglers.

Phassis is most well known, in trading, for its fish and other sea products that are often exported to the neighboring continents. There are also times where they will discover treasure or a worthwhile artifact which can cause a boom in the economy. Though Phassis isn’t the biggest tourist city, they do have a large museum named The Hall of Divine that draws in scholars and often runs tours for universities. However, since the museum is free to enter, it does not generate a lot of income for the city outside of donations that keep the museum running. The inns and nearby vendors see the most from these tourists.

Phassis is run by a monarchy, who live in a large, stationary boat at the docks rather than a castle. The current monarchy is run by the Gal family, a family of Sea Elves. The current head of the family is Mira Gal. She has three children. The eldest and Crown Royal, Nai Gal, the second born, Princess Anyita Gal, and the youngest Princess Kaehlani Gal. The monarchy works on an eldest takes over system, meaning that the eldest child, if capable, takes over the throne regardless of gender. This, along with the results of the lifelong conflict, makes Phassis’s relationship with Aelburn Kingdom tense, though they are considered peaceful. The monarchy, however, is in slight turmoil as rumors of rebels starting a revolution have been circling.

The lower class in Phassis often live in the outskirts and farms between Phassis and Zaa and Gi that are owned by lords or ladies. Following the Lifelong Conflict, damaging spells are banned from citizen use. Other magic, however, is not outlawed as long as it is not used against kith without consent.

Zaa - Town

Typical Races Found Here: Tabaxi, Leonin, Aarakocra, Kenku, Harengon, Shifters, Lepi

TZaa is one half of the former city Zaagi who split sometime during the Lifelong War due to internal conflicts between how they believed the war should end. Zaa is mostly comprised of animalfolk like tabaxi, leonin, aarakocra, kenkus, etcc. Zaa is currently led by Rhaspurr. Despite the split having been several centuries ago, the fashion in Zaa is still similar to the fashion in Gi. Brightly colored fabrics and clothes, a lot imported from Honeymond (originally coming from Sangruil), used to make bright and intricate clothing. During colder months the clothing is typically knitted with long coats, scarves, and hats. When it’s warmer the knitted clothing is usually traded for equally as colorful flowy and light clothing. Most kith in this town opt for skirts or big loose pants that almost look like skirts from a distance anyway.

Gi - Town

Typical Races Found Here: Lizardfolk, Kobolds, Dragonborns, Shifters, Goblins

The other also of the former city, Zaagi. Gi is mostly lizardfolk, kobolds, and dragonborns. They ended up staying in the already built up city, with the compromise being that they had to give up enough resources for Zaa to start their own hamlet.They have a very similar background and fashion to Zaa. Gi’s current leader is Ssara.