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Korth

The Rifaagud Dynasty ruled over central Noyatu for over eight millennia. At that time, the goblins spread and displaced many races, including most humans and elves. The elves escaped to found Bysaes Tyl and the lands that Gwardan now rests on. Humans ran to Sharn or west to the Eldeen Regions. As the monstrous dynasty became stagnant in their conquests, the other races of Noyatu began to plan. They used guerilla tactics to work toward the capital city of Kodu'imp, located in the center of the Talenta Plains. A group of human mages found their way to the center of the city and together cast the most powerful spell seen since the Divine Crisis annihilating the city, its inhabitants, and the casters. The destruction of Kodu'imp left the dynasty in ruins and with no unifying command the hordes of goblinoids, orcs, and other monstrous races was quickly taken care of. Korth was founded in the ruins of Kodu'imp and the center of the crater to honor those who gave their lives and celebrate a new era, the Age of the Free Peoples of Noyatu.   The humans of Korth view loyalty and alliances in high regard, so when the dwarves of Grimgolir surfaced from their mines and caverns following the fall of the Rifaagud Dynasty, Korth shunned them. The dwarves saw the troubles of the surface as surface dweller problems and were no concern of dwarves. Korth viewed Grimgol dwarves as cowards, too afraid to stand against the goblins, and now wanted to reap the benefits of a free Noyatu. This feud continued through the time of the Wynarn Empire's expansion. The empire created a tenuous peace between the two societies by creating a few compromises. The Korthians agreed to withdraw the use of "King" when referring to the direct ruler of Korth, instead referring to them as "Baron". Grimgolir was pleased that Kroth had been humbled after centuries and agreed to trade with Korth and the rest of the empire.    This peace that the Wynarn Empire fostered would be part of its eventual downfall. During the War of the Five Nations, Korth and Grimgolir put aside their squabbles and allied with the halflings of the Talenta Plains. Today, Korth, Grimgolir, and the Talentan Halfings are the strongest of allies and have regular communication and trade. Korth is now a center for blacksmithing and military training. Much of its economy is based on selling metal from the asteroids used to create the Kodu'imp Crater and sellswords of House Deneith sell their services to various armies and cities, including Grimgolir.  

A Line of Kings

Since the founding of Korth a Lochran king has held the throne. Kaius Lochra III began his rule as Baron but led his army beside those of Grimgolir through the revolution and has since reclaimed the title of King. King Kaius Lochra III chooses Counts to regulate the districts and surrounding areas of Korth. People must submit appointments with their Count, but the Count need not accept them. If the Count hears the concerns of their citizens, they cannot enact any changes without first gaining permission from the King. King Kaius III makes every decision in Korth regarding its economy, defense, education, and infrastructure. Citizens have long wanted a King to rule Korth, and are very pleased with the dismantling of the Wynarn Empire that allowed King Kaius to assume the throne.   

Riverrock Stronghold

Riverrock Stronghold is the headquarters for House Deneith. It is located within Impact Point and holds the Crater Guard, the city watch, and the Rubble Front, Korth's standing army. All members of the Crater Guard and the Rubble Front are members of House Deneith but answer to the King first and Baron Breven d'Deneith second. A special company of the Rubble Front was gifted to Grimgolir as a show of good faith between the two cities and to heal past wounds.  

Crater Commerce

The rocky interior of Kodu'imp Crater makes for bad soil for most crops, however, root vegetables thrive in the conditions surrounding Korth. Other crops are brought in from Felderwin. Sheep, goats, and a variety of poultry are herded within the crater. Shepards love the Kodu'imp Crater as it provides a natural defense from the dinosaurs of the plains and they can raise their livestock on the open range. Swellswords, mercenaries, and wandslingers of House Deneith sell their services across the continent to businesses, countries, and adventuring parties. Keeping in theme with its deep history of war, Korthian weapons are sold everywhere and are known for their durability. Smithing as a whole drives the city's economy as does military training. Korth military leaders allow outsiders into boot camps for a steep price, and many take the opportunity if they have the means.  
 

Metal, Faith, and the Stars

Korth is well known for its blacksmiths and weapon designers, but few outside the city care who made it. However, within the walls of the city, two rival companies compete for complete control of the blacksmith trade in Korth. Merlin Beynon owns and operates True as Steel, a forge known for its war hammers, mauls, and maces. Its rival is Ore Galore, a smithy known for its axes, knives, and swords, and is owned by Blodwyn Maddix. Blodwyn recently took over the family business from her late father and Merlin hopes to take advantage of the rookie blacksmith's inexperience.   As a proud and mighty society, Korthians find faith in three of the prime deities: Heliod, Iroas, and The Raven Queen. Worshipers of Heliod gather in the Sanctuary of the Phoenix, followers of Iroas congregate in the Celestial Fields and kin of the Matron of Ravens worship at the Altar of Mourning. The hot-headed leaders of the Heliod and Iroas congregations are constantly competing for worshipers and regularly get into heated debates in meetings with the various Counts of Korth as well as King Kaius Lochra III. On the other hand, Raven Queen followers have little interest in active recruitment as they know all will fall into the domain of the Matron eventually.    The metals found in the Kodu'imp Crater are unlike any found anywhere else in the world. Metalurgists believe they came from the asteroids summoned in the spell that destroyed Kodu'imp. This has led many to find interest in the stars and the expanse of Wild Space, the unknown void beyond Taridad and its moons. Agents of House Lyrander found themselves enamored by what lies beyond and a sect of the house founded the Shimmering Arrow. The group's goal is to create a vessel that allows for safe travel into Wild Space to explore its seeming endlessness.
Population: 23,540 (77% humans, 15% halflings, 5% tieflings, 3% other races)   Government: King Kaius Lochra III   Defense: Kodu'imp Crater, concrete walls, the Crater Guard, the Rubble Front   Hallmarks: Smithing, military training, Wild Space metal  
King Kaius Lochra III

Districts and Counts of Korth

Impact Point Count Derwyn Maddux
Upper Cuslisp Count Rodric Geddings
Lower Cuslisp Count Deri Reuben
Shrost Dawn Countess Gwendolen Penry
Shrost Dusk Count Eurion Hire
Crater Yards Countess Aberfa Rees
 

Other Persons of Interest

  • Baron Breven d'Deneith, Head of House Deneith
  • Priest Sioni Ellis, Sanctuary of the Phoenix
  • Priest Mervyn Gower, Celestial Fields
  • Raven Head Medi Bowen, Altar of Mourning
  • Garth d'Lyrander, Head of the Shimmering Arrow
 

Places of Interest

  • Sweet Cobra Inn, Impact Point
  • Proud Ingot Tavern, Lower Cuslisp
  • Longing Traveler, Shrost Dawn
  • Red Work General, Shrost Dusk
  • Lion Head Security, Upper Cuslisp
Founding Date
9675 PDE
Alternative Name(s)
The Fourth District
Type
City
Owning Organization

Adventuring Safehaven

Korth welcomes adventurers of all races, backgrounds, and professions. Korthian society holds the intense training and enduring wills of most adventurers in high regard. Korthians are regularly impressed by the skills adventurers have, both martial and arcane.

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