Khodvia

The lands of Khodvia are known by many names. To some, they are the Witchlands, the Two-Mooned Sky, or even the Cursewoods. Within Khodvia are vast deciduous forests, flowing rivers, and ever-present swamps and marshes steeped in mysticism and intrigue, with a broken and scattered history that only the bravest, or perhaps most foolish of historians dare to study, for fear of what may be unearthed. To the native Khodvians, though, the lands are strict, but act as a protective wall against foreign aggressors and those that would exploit them for their own personal gain.

For its people, Khodvia is a rough country to live in despite its verdant, mystical beauty. Its fertile, bountiful soil and plentiful game guarantee that hunger is not the penultimate concern for survival. Instead, rogue curses and the monsters born of them roam about the land with terrible, malicious intent. Most of the nobles seem content to revel in their favorable standing amongst the Fey Courts, letting the country play itself out around them. At the very least, the country remains quite free of internal strife. Dwarves, Elves, Humans, and even the Black Blooded Races, those being Skinwalkers, Changelings, and Dhampirs, can all put aside their racial and cultural differences, for to prosper in Khodvia is a badge of honor all its own.

 **Religions** | The Fey Courts, The Reveler, The Lover

## History

Before the first human and dwarven settlements grew to dominate the Khodvian countryside, the land belonged mostly to the Fey, or more specifically, to the **3 Courts**. Each court handled separate purviews, with their rulers likened to gods by the people of their times. Their will shaped the land, their wrath tore it asunder, and while they may not have held the title of true divinity, each had more than enough power to maintain their thrones for thousands of years.

### The Courts

#### The Celenial Court

Also known as the Lifegiver’s Court or the Court of the Sun, the Celenial Court was the most influential and powerful of the three courts, with its Court Ruler, Queen Samradh, considered the sovereign ruler of all of Khodvia. She was married to Prince Foghar, and together they had two children, Princess Earrach and Prince Geamhradh. She was a gentle soul, and is widely credited for the survival of the early settlers, when she ordered her subordinates to teach the starving pilgrims how to survive in these unforgiving lands. They held dominion over all that bloomed under the sun, the flowers and daylilies, the trees and the songbirds. Samradh’s personal garden, the Blathan Fiadhach, was said to be sealed away from all visitors save for the queen and her family, for the scent of the those powerfully exotic and lovingly tended flowers was said to be so pleasant, that men would die after leaving as their lungs would refuse to breathe any other air. The Celenial Court’s Symbol is the Dandelion. It symbolizes perseverance and prosperity, no matter the conditions.

#### The Luminial Court

Not quite as prolific but no less loved, the Luminial Court, also known as the Court of the Moon, the Hunter’s Court was ruled by the Three Sisters, Nighean, Boireannach, and Seanmhair, held their Court under the curtain of Nightfall. By the guidance of the Luminial Court, and those that moved under starlight such as fungi, nocturnal beasts, and the elves of Khodvia found a quiet, peaceful sense of security under the Sisters’ protection. Those that sought favor in ambushing an enemy under the cover of nightfall would often pray to the youngest and most violent sister Nighean, the Huntress; not for her strength, but that she might bear witness to their hunt. Those that wished for a peaceful, dreamless sleep away from the nightmares of the land would hide offerings under their pillow for the middle sister, the kindly Boireannach; the Wardeness. Those that sought safe passage when entering the Eternal Night of death, would whisper their accomplishments and regrets to the eldest sister Seanmhair; the Listener, that she might take them for her collection and lift the weight from the shoulders of the deceased. The Luminial Court’s symbol is the Brightcap, a purple tulip native only to Khodvia that glows red under the new moon and always seems to spring up over freshly-dug graves.

#### The Eagallach Court

The twisted, depraved Court of Nightmares, ruled by the Witch Queen Bas, was a name that elicited fear across all of Khodvia. The wretched, foul, and cruel found their calling under the Witch Queen’s proverbial Court of Dreams, the only domain in which neither the Sun nor Moon shone, where the foul creatures within found great pleasure in twisting the bodies and minds of those that dared to wander into their domains, until they were twisted enough to become like one of their own. Those that sought protection from the Nightmares would often place morbid offerings of freshly-spilled animal blood in a bowl on their door, so that the creatures might be appeased and move on. The Witch Moon, or the New Moon, was the time that Khodvians found themselves most at risk of crossing the creatures of the Eagallach court, as it was the one time that neither the Sun nor the Moon could shine, and thus the sole domain of the Court of Nightmares.

### The First Curse

Those not of the fey know little of the history of the First Curse, and they are sworn to secrecy on the matter. All attempts to magically deduce the cause of the curse are blocked as if by divine intervention, and should a fey attempt to divulge the secret or if they would have it forcibly pulled from them, they immediately crumble to dust. The history books only speak of the first and greatest Winter that lasted 3 long years, of a famine that spread across all of Khodvia and threatened to wipe out all life and, upon its fateful conclusion and the first sign of Spring, the appearance of a second moon in the sky that could only be seen from within Khodvia’s borders. This new moon, dubbed the Ghost Moon, had its own phases and cycles not in sync with the True Moon, and shined with a sickly, yellow glow. Since then, the influence of the Court of Nightmares has been reduced to a mere fraction of what it once was, relegated to mere myths and fairy tales… until once every 13 years, when they synchronize their waning and the Witch Moon comes.

### The Cursewoods

Since the First Curse, all of Khodvia has lived in fear of the power of a curse. And for good reason, too. The Evil Eye, a gaze intended with harm, now holds true power and could lead to misfortune and harm. Thus, those found guilty of striking another with the Evil Eye would face the same punishment as if they had assaulted them with fists. Whispered wishes of malice hold the same sentence. The lands of Khodvia became greatly superstitious, as strange and terrifying phenomena became all but commonplace.

And of course, no curse was more powerful than the Tiodhlacadh, the Dying Curse of the Aggrieved uttered under a Full Moon. Everyone knows the origin of Khodvia’s lycanthropes. A dwarven silver merchant, caught and tortured by cruel bandits, was thrown to wild and starving wolves to be murdered. His bloodied, strained cries called for revenge rung out across the woods even as his throat was ripped out. As the bandits partied, drank, and slept that night, they found themselves set upon by the very wolves that had torn the dwarf apart, with the survivors being stricken by the terrible curse of Lycanthropy. Since then, it has spread across the land, not as a tool of vengeance, but as a bestial, indiscriminate plague. Today, those born under a Full Moon have a chance of contracting Lycanthropy and being born as Skinwalkers, even if neither parent carries the disease.

Vampires sprung up in quite the similar fashion. A servant girl who was set to be married was approached by the lord of the land whom she served under. When she refused his advances, declaring that she would be faithful to her fiance, the lord became enraged. He sent his men to kill the man and the girl’s entire family, hoping to take everything from her that she might be left with no other option but to become his. Upon learning of this heinous crime, under the bright light of a full moon, the girl approached the lord’s castle with a knife hidden in her dress. When the lord sought to greet her, she brought the blade to his neck, before fleeing to her village. The lord’s dying gasps, his indignation that his greed lay unfulfilled, and that his noble blood was ‘undeservedly’ spilled, once more brought a Tiodhlacadh unto Khodvia. His stiff and frozen body rose from the tomb ten days later, a soulless and bloodthirsty monster that sought to spill and feast upon the blood of others, especially unwed maidens.

### The Rise of Man

As the centuries went by, the settlements of the three great races grew and evolved. Villages became towns. Towns became cities. Khodvia’s Fey, realizing that the ambitions of humanity would lead to conflict and strife, immediately struck forth a masterful plan to maintain the balance of the country and keep the land free of inner turmoil. The chosen of the Dwarves, Elves, and Humans, who had grown under the protection of the Fey, were accepted into the Celenial and Luminal courts.

Now with the favor of the Fey, most of the noble houses of Khodvia are content to live their lives in carefree revelry, above and beyond their tired, mortal affairs. The safety and prosperity that comes with the direct communication with the Fey is certainly felt by proximity to these castles and kingdoms, though the further away you get from the revelry, the more difficult it is to survive. Many secluded villages and hamlets go for months or even years at a time without seeing so much as a speck of news from the outside world. Many feel neglected by their fey-favored lieges, with some even resenting the Courts themselves as oppressors.

### The Curse Wardens

With monsters and mayhem so rampantly disturbing the lives of many in Khodvia, it would make sense that monster HUNTING would be an incredibly lucrative profession. To fill such a role, the Curse Wardens were formed. Originally a group of rag-tag adventurers, they rapidly grew to something of a local legend, before eventually settling down in the city of Samraghdburg and creating the first organized office of monster hunters and curse breakers.

The Curse Wardens can be identified by the sigil they wear, a full moon with a crescent moon wrapped around the side. This Two-Moon emblem is a sign of hope for those suffering the land’s dark magics and consequences thereof. While their efforts lay mostly in dealing with Khodvia’s curses, they have also been known to conflict with the denizens of the Eagallach Court as well, when their cruel machinations are made apparent.

Those who would join the Curse Wardens come from all walks of life. Disgruntled nobles who wish to help the people, those that seek the glory of battle, and those who want only revenge against the curses in response to what they have lost all find patronage under the Two-Moon Banner.

### Blackbloods

While not necessarily all possessing black blood, a Blackblood is a derogatory term used to describe offspring that have become mutated and changed through various means because of the curses. They are often feared and reviled by the superstitious people they live amongst, though most of them truly just want to live their lives in peace. The less educated and more fearful of Khodvia will often use the term 'Blackblood' to describe anything not traditionally human, making it the equivalent of 'Subhuman' when used in such context.

* Skinwalkers
	+ The offspring of a lycanthrope and a humanoid race, Skinwalkers are heavily distrusted among rural hamlets and the likes, and often seek to keep their origins and true nature a secret from others.
	+ Being born under a full moon has a chance of producing a Skinwalker child, even if neither parent carries the disease. A double full moon almost guarantees this mutation.
	+ Several small Skinwalker-only communities have sprung up across the countryside, choosing to remain a secret from the outside world for fear of persecution.
* Dhampir
	+ The half-living children of Vampires and their prey, Dhampir face much discrimination for their relationship to their blood-drinking progenitors.
	+ As rare as they are, Dhampir are unable to create their own communities, instead choosing to hide among humans or leave Khodvia entirely to avoid unjust scrutiny.
* Changelings
	+ The daughters of hags or particularly powerful witches and a humanoid ancestor, Changelings have the easiest time hiding among normal folk.
	+ Changelings are also noticeably detached from the Curses of Khodvia. Witchcraft, despite dabbling in curses all its own, has always been a purview of the Eagallach Court. The Witch Queen herself has shown a great distaste for the rampant black magics spread across the land.
* Drow
	+ A special case, Khodvia’s drow were born as an entire community of Luminial-worshipping elves fell under siege by a terrible banshee’s curse. By the direct guidance of Boireannach the Wardenness, the elves performed a ritual of slumber that cast their entire village into a death-like sleep for over a hundred years, starving the Banshee of her food and allowing her to pass on.
	+ Following the ritual, the elves emerged as changed creatures. Skin as black as coal, eyes as red as blood, and powerful, innate magics. They were reviled and shunned by their fellow elves, and have since lived in isolation within the deeper, darker forests of Khodvia.
	+ The Drow still worship the Luminial Court as most elves do, though they offer prayers solely to Boireannach as their savior and patron saint.
	+ The Drow of Khodvia are a peaceful people, with little love for bloodshed. Foreigners are treated as honored guests, regardless of race or ethnicity.

## Geography

Khodvia is a land filled with life, thanks to the blessings of the Fey Courts. To the East lay the intimidating, jagged mountain range known as Greaggun Dochas which marks the border between Khodvia and Helgen. It is a bleak set of stony teeth that stick far above the clouds, making travel all but impossible without knowledgeable guides, which Cnuic Oir is more than happy to provide, but at a steep price.

The Southern edge of the country is dotted with numerous dense, verdant deciduous forests, filled to the brim with wildlife and edible plants. Surviving in Khodvia isn't a matter of man versus nature, even a dullard could find themselves with a full belly and a simple shelter against the weather until they travelled outside of the Celenial and Luminial Courts' domains, and upwards into the Baslands. The bleak marshes of the Baslands are filled with black marshes and rotten woodlands, in which the hideous Court of Dreams makes its domain.

Despite being a coastal nation, Khodvia is hardly known for its tropical beaches. Most of its coastline consists of sheer cliffs falling off into jagged rocks, though the few oceanfront towns and villages make great use of the access to the sea in opening trade routes with their Southern neighbors.

The weather in Khodvia is notably fair for most of the year with higher than average rainfall and copious amounts of scenic fog, though the country is famous for its particularly harsh winters. The humid cold winters cut straight through to the bone, making it a dangerous land to traverse unprepared, should you choose a poor season to make your vacation.

## Notable Locations

### The City of Summer

The sole human kingdom of Khodvia, Laidir is a wealthy, but decadent empire that swiftly dwindles under the neglectful rule of its king, King Duncan Laidir V. The man’s aspirations to join the Celenial Court as a sitting member, instead of the usual position the nobility of Khodvia enjoy as Court Lords and Ladies, are well known. The crown jewel of Laidir and the capital of Khodvia, the City of Summer, is a vast and impressive network of gardens, beautiful architecture, and various displays of wealth and opulence. Such beauty hides a grave, terrible secret, for the gears that work the king’s grand display are oiled with the sweat and blood of its people.

Dissent is quickly quashed by the swift and merciless Hands of Laidir, a shadowy police organization that seeks to maintain the city’s illusion and answers directly to the king. There are many that wonder whether or not the Celenial Court is complicit to the great injustice that is Laidir’s illusions, or if they’re even aware of them at all. Regardless, tensions are growing in Khodvia, and resentment of the Fey Nobles and their enablers grows by the day.

Black Bloods are strictly forbidden from entering the City of Summer upon punishment of imprisonment. Crying in public is seen as a shameful display and results in public ridicule. The dwarves of Cnuic Oir are welcomed within the Kingdom of Laidir as comrades and friends as are all who can appreciate true beauty! Just be sure to pay no attention to the man behind the curtain. Your life may depend on it.

### Cnuic Oir

Greaggun Dochas, the dense, unforgiving mountain ranges marking the Eastern border of Khodvia with Helgen are home to the dwarves of Cnuic Oir. Known for their master smiths, jewelcutters, and merchants, the dwarves find themselves with the most knowledge and access to the outside world thanks to their geographic location and relative security against the curses of Khodvia.

The Capital of Cnuic Oir is the Dwarven City of Creag Gleansach. It is ruled by the Council of Gold, an elected council where representatives from each of the 9 great commerce guilds maintain an equal vote in determining the future of Cnuic Oir’s financial and administrative decisions. To the dwarves of Cnuic Oir, the quality of their craft is akin to their soul. It is not uncommon to meet a Dwarf from the hills with an absolutely asinine and abstract skill or craft, so long as they are one of the best in their fields. A dwarf might become sensation for his ability to skip a stone across an entire lake, or perhaps his distinctive Bear Wrestling circus routine might give him fame across the entire mountain. All 9 Representatives of the Council of Gold are Fey-favored Nobles serving the Celenial Court, as are their direct descendants.

Mediocrity, however, is met with intense shunning. Those that are unable to impress are labeled as Sgudal, and ostracized from the general public. Even an outsider with a unique or impressive skill would be preferred to a native that cannot excite others. In Cnuic Oir, those that consort with devils or demons, especially in the pursuit of gaining wealth or skill beyond your worth, is a crime punishable by death. Tieflings are considered Squdal by birthright to the dwarves.

### The Luminial Glades

Named for their patrons, the elves of Khodvia have a long, colored history in the service of the Luminial Court. Their moonborn patrons have closely guided the growth of their people for decades, and take great personal interest in the success of their chosen people. The Glades are not a strict location in Khodvia, but rather are the title given to any lands in which the elves decide to declare their home. The Elves are a secretive bunch, often reacting ruthlessly to those that would dare encroach upon their lands. As such, all citizens of Khodvia are aware of the meaning of the Warding Stones, unnatural standing rocks with the symbols of the Luminial Court carved onto their face. To ignore these warnings is almost the same as wandering into the den of a hungry bear.

The Luminial Elves are well known for their distaste of the other courts, both Celenial and Eagallach alike. They describe them both as disgustingly full of excess and irrationality, with nary an ounce of temperance to be seen. The mysterious leadership of the Luminial Glades are no doubt Fey-favored Nobles, much akin to their humanoid neighbors, though the identity of these figures is a closely-guarded secret.

### The Baslands

Ever the egotist, the lightless swamps of Northern Khodvia are named directly after their nigh-immortal sovereign herself, the Witch Queen Bas. These swamps are a safe haven for those shunned under the light of both the Sun and Moons, such as trolls, evil fey, and evil Witches/Hags. During the Witch Moon, the borders of the Baslands spill over, unleashing the land’s foul denizens onto the rest of Khodvia for a night of mischief, wickedness, and cruelty.

### Boirrencoile

The gentle woodland home of the Drow, it is home to many bioluminescent plants and animals, and exudes a gentle air of mystery and safety. It should be noted that most of the plants growing in these woods are incredibly hallucinogenic.

### Madadh-Allaidh

A village home to an entirely Skinwalker populace, the village is heavily fortified and secured from the curses of Khodvia.

## The Races of Khodvia

### Humans

The humans of Khodvia are widely spread and answer to the Crown of Laidir, though the further away one gets from the City of Summer, the further detached they are from the outside world as a whole.

### Dwarves

Khodvia’s dwarves are the most known abroad, as merchants and artisans of little comparison. Any work of art from Cnuic Oir is guaranteed to be of superb quality, and the one who made it will be sure to drive that point home! They reside within their home mountains mainly, but have a massive presence in the cities of Laidir.

### Elves

The elves of Khodvia are a secretive bunch, closely serving the Luminial Court as the executive and military force of the fey, and as a barrier against the worst of the Eagallach Court’s cruel ambitions. No elf is forced to stay, however, and many of them have travelled to Southern Khodvia and beyond for various reasons. When compared to elves from outside Khodvia, those native to the Cursewoods often have softer, rounder features and larger, longer ears.

### Halflings

Despite being quite a notable demographic, they lack of ambition and the favor of the fey, almost guaranteeing that they have little prospects for greatness as a society. They can often be found living in small communities carved out within the more densely-populated cities.

### Skinwalkers

One of the Blackblood Races, skinwalkers have a difficult time finding their place within Khodvia, and often venture abroad in search of more accepting lands. The Village of Madadh-Allaidh, a secluded and secretive village nestled in the middle of the deepest portion of the woods, contains a solely Skinwalker population, and seeks to locate and protect their scattered and ostracized kin across the land.

### Dhampir

The Vampire Lords of Khodvia, that being the council of monstrous nobility that have conquered small portions of the country for their own machinations, have left many half-breed Dhampir in their wake. These beings that choose to abandon their Lords and progenitors suffer great persecution in Khodvia from the scared, superstitious people of the land.

### Changelings

Often born to servants of the Eagallach Court, Changelings that abandon their parents are quick to learn to hide their origins and live amongst those that they most closely resemble, often humans.

### Drow

The Drow of Khodvia, while secretive and self-contained, welcome outsiders with open arms. Drow from the village of Boirrencoille, the Woods of the Sister, are renowned as some of the most skilled healers across the land.

## Special Notes

* The effects of all of Khodvia’s curses are greatly diminished during a Witch Moon.
* By the blessing of the Celenial Court, all berries within Khodvia are edible. Poisonous berries can only grow in the Baslands. They refuse to grow under the light of the two moons, and almost instantly wither to husks under the Sun.
* Willing a curse upon another is a crime within Cnuic Oir and Laidir alike, akin to assault.
* Queen Samradh and Prince Geamhradh have not been seen in public since the First Curse. All fey refuse to speak on the subject, with similar limitations to that of the First Curse’s moratorium.
* While not explicitly evil in every sense of the word, those corrupted by the Curses of Khodvia find themselves filled to the brim with the same emotions wrought by the progenitor of their affliction, to such an extreme that it can be seen as an addiction. The rage of Lycanthropes, the greed of Vampires, these instinctual emotions are a constant urge that must be actively repressed by those of strong wills, or sated with some sort of appropriate outlet.
* Despite the nature of a Coven and the Rule of 3 being such a source of power for witches everywhere across Khodvia, Swamp Queen Bas has never formed a coven.
* The most well-known export of Khodvia is Brightcap Wine, made from the namesake flower that can only grow and flourish under the light of the two moons. It is coveted by enthusiasts around the world for its unique sweetness and deceptive strength.

## Traits

### The City of Summer

* (Regional) Summerborn: You have learned quickly how to act around others, to give them the illusion that all is well. You gain a +1 Trait bonus to Sense Motive and Bluff skill checks and one of these skills (your choice) is a class skill for you.
* (Racial) Blackblood Outcast: (Requires Blackblood) You are used to sleeping outdoors, as there are few that would open their doors for one as tainted as you. You gain a +1 trait bonus on Survival and Knowledge: Nature checks and one of these skills (your choice) is a class skill for you.

### Cnuic Oir

* (Regional) Cnuic Oir Paragon: You are unrivaled in your field. You gain a +2 trait bonus to one Artistry, Lore, or Perform skill, and that skill is a class skill for you. This trait bonus increases to +4 when showing off in front of others.
* (Regional) Sgudal: Whether because of injury or plain bad luck, you have been judged as mediocre by your peers and now must resort to staying out of sight lest you be ridiculed for your averageness. You gain a +1 trait bonus to Stealth and Disguise checks and one of these skills (your choice) is a class skill for you.

### Luminial Glades

* (Racial) Luminial Hunter/Huntress: The youngest sister guides your hunts. You gain a +1 trait bonus on Survival checks and Survival is a class skill for you. By listening to the whispers of Nighean on the wind, you are able to track creatures that do not leave tracks, such as flying creatures or druids moving via Woodland Stride, but the DC is 20 higher.

### Curse Wardens

* (Regional) Curse Warden: You have taken up the call to defeat creatures born of malice. You gain a +2 Trait bonus to saving throws against disease and curse effects. This bonus stacks for a total of +4 against effects that are both curse and disease effects, such as Mummy Rot.