Next Prestige Race - Khavosian Vampire
Vampires vary wildly in size, shape and color, depending on what species they were when they were turned...
A neo-Victorian Magitech Adventure RPG
The Kavorg did not exist thirty years ago. A creation of the Kiris Miran to aid Arisyeema the Deceiver's efforts to both deal with the Blackgate Vanguard and to eventually conquer Miroa for her own. A plan was contrived to turn Vanguard soldiers into Kavorg, so many of them that overthrowing the multinational defense organization from within would be a relatively simple affair. It very nearly worked. Between Kavorg in quarantine camps and others running around unfound, the Vanguard had a very serious issue on their hands. With the help of some highly-skilled seers and alchemists a solution in the Mikano plant was found. Between it and magical flame, the Vanguard was able to route the Kavorg from the stronghold but could never find a cure. To this day, the only escape from the Kavorg curse is death.
Fast forward thirty years later. With the fall of Arisyeema and the fundamental collapse of the Kiris Miran as a serious threat as an organization, those Kavorg that had been loyal to them were either slain or escaped into the wild. Some roamed with packs of Kavah and had nothing to do with people again, fearful for what they might do. Others wandered alone, coming across Northlander tribes that they would eventually infect either on purpose or accident. Eventually whole nomadic tribes of Northlanders became wandering packs of Kavorg. With an already harsh belief system in place, these Kavorg dedicated to the Spirit of War roam as a Kavah pack might, taking from those too weak to keep their claim but never roaming out of certain territorial bounds. While only small skirmishes over these borders happen with Voraath, great conflicts between Kavorg and Ferinal have quite literally raged like cats and dogs. Masoq are caught in the middle of these conflicts and are often slaughtered wholesale. Ferinal, Giants, Voraath and other Kavorg in a territorial dispute are the only real danger to these roaming packs.
Still others have found a place in society with care and consideration to not allow themselves to get too close to others and to keep to the fringes of civilization where they can hunt in peace. Sometimes, this works out. Sometimes it doesn't. A Kavorg loses his or her temper in a city, the event is a memorable one, fueling Kavorg-Hunters and former Kiris Miran members who might seek to control them as personal pets or bodyguards. Despite these challenges, some have found either other Kavorg to marry and have a family with or normal people without the curse. In both cases, there is a 50% chance that the curse will be spread from parent to child, leading to an upsurge of naturally-born Kavorg. While not quite able to become a nation onto themselves, in another seventy five to one hundred years, that may well change in large thanks to the birthing phenomenon.
Kavorg can be found anywhere and can be found enjoying any walk of life. The tendencies of the curse make those afflicted favor colder environments however, so the further south one goes, the more rare Kavorg become. The highest concentrations have been in Zoda, Miroa and Tiriania, with growning numbers in Northern Tal`Rah and Shalzaar as various wandering packs migrate south for better hunting. Some of these packs are actually peaceful and will attempt to trade with merchants in towns or wandering caravans before attacking. But only some. By and large, Kavorg have no universal tendency towards chaos or law; they, like the many other peoples of Imarel, choose their path in life and how they will interact with others.
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