Kovarik

Landlocked between Avarga Tom and Etraine lies the perpetually mist-covered forest of Kovarik. Most of the continent avoids the place like the plague, its gnarled trees a sign of ill omen, and the frequency of disappearances around its borders mean that most nations treat it as no-man’s land. Very little is known truly about the lands, other than its status as ‘not worth the trouble.’ Brave or greedy souls sometimes attempt to cross Kovarik, as its central location provides an overland shortcut between nations. Maybe half of them make it.

 

In truth, Kovarik is a forest that houses a few settlements and a single major city, the capitol, Night. Night was founded during the long dark; vampires from all over the continent congregated there, weaving enchantments to hang the mists thick throughout the nation, serving as a perpetual defense against the sun. The lands within are bleak and cold, harsh men making harsh livings, few can escape the land, its borders winding in to try and keep natives within the Forest of Immortals.

 

Originally the site of an ancient battle, there are bodies beneath nearly every tree in the forest. Due to this, necromancy flourishes. With no taboo on the animation of the dead, Kovarik is capable of bringing immense military might to bear in mere days, the unquiet dead even rising of their own accord to assist at times.

 

Culture
Kovarish culture revolves around a system of patronage, the vampire lords rule over the populace, who compete to be permitted to shed their humanity and join the ruling class. Allowed nearly free reign, the vampires scheme against each other and the world of the living. 

Vampiric culture in the nation revolves around gathering a web of trustworthy and powerful minions pulled from the populace and carefully cultivated. Each lord has their own method of doing this, some hold tourneys, some groom their servants from birth or breed their servants, others send letters or extend offers only to those who pass a specific trial. 

Dhampir are looked upon as a shameful thing in the culture, though this doesn’t stop their parents from attempting to protect their offspring. The stigma stems from how much of a glaring weakness having a child with a mortal presents in the long term.

 

Night
The city of Night sits at the heart of Kovarik, its cobblestone streets and gothic architecture a holdover from its creation. Five grand castles loom over the city, ever-threatening in their mist-covered shadow. It’s population numbers near 500,000 souls, and nearly twice that if you consider the dead who are used for crude labor in the surrounding area. The city’s watch is made up of mostly humans, not beholden to their vampiric overlords, they occasionally come into conflict with undead who get out of hand. Unfortunately this means the city is usually teetering on the brink of all out war between the classes, though most of the inhabitants have found some way to turn that to their own advantage.

 

Blooded Servant (Background)

 * Ability Score Bonus: +1 Constitution or Charisma
 * Skill Proficiencies: Persuasion, Insight
 * Tool Proficiencies: Cooking and Calligrapher’s
 * Equipment:  A set of fine clothes and a pouch containing 5 gp

The vampires like to keep mortals around. Whether to have someone to provoke their vanity, treat as an on-demand snack, or for some other sinister reason, many towns in Kovarik find themselves levied with a ‘mortal tax’. The prospect of giving up a child to the monsters that rule you is terrifying, but the grip the immortal demons have on the populace means that inevitably, the tax is always paid. You were one such child, raised from birth to serve your master or mistress faithfully, though now, through either the sinister machinations of another clan, or perhaps a cruel twist of fate, you’ve been set adrift to find your own path.

Feature: Inured to Horror
You’ve mastered the art of keeping a straight face, even while overseeing the horrific rituals of your former masters. While above 50% of your total hit points, you are immune to the frightened condition, and have advantage on saves against it while below that threshold.

Feature: Secret
You’ve witnessed some horrible secret, be it a tryst that should never be discovered, the truth of some eldritch ritual, or other, more harmful bit of knowledge.

Work with your DM to determine the details of your secret and its impact on the campaign.

Highborn Scion (Background)
Race Requirement: Dhampir


 * Ability Score Bonus: +1 Intelligence or Charisma
 * Skill Proficiencies: Insight, Intimidation
 * Tool Proficiencies: One Instrument of your choice.
 * Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Some vampires take human lovers, those that do inevitably spawn Dhampir. You were lucky enough to have a sire sentimental, or pragmatic enough to take you in and treat you like a true child, lavishing you with tutors, showing you off at parties, and training you to one day run the estate, perhaps even promising to turn you fully when you fulfill some desire of theirs. Though you may not know if you’re a pawn or player in the noble’s game, you wield power politically few can.

Feature: Lordly Demeanor
Your regal bearing and mastery of implied force allows you to recover from social missteps more easily. When you fail a roll using Insight, Intimidation, Deception, Persuasion, or Perform, you may reroll that skill check, using the new result. You may do so once for each skill, regaining all uses whenever you complete a short rest.

Feature: Privileged Position
Thanks to your noble birth, people are inclined to fear you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.