Vu-Kovar

Resides within the Hotto Empire

Fashion

The Vu-Kovar wear different styles of furs and pelts during the colder months and thinned pelts during the warmer months.

Food & Drink

The Vu-Kovar people get their food by hunting and gathering, but they also receive grains and crops from the Hotton Empire for their services. They also get food from the Vu-Kovar raiding an occasional Hotton farm.

Airag Mead

Fermented mare’s milk with honey. It is the common weaker alcoholic drink treasured by the Vu-Kovar. To see a Vu-Kovar without a horn of this drink in their hand means they must be fighting as it is a drink from Savagar and to not drink it is disgraceful to their god.

Geography

The Vu-Kovar are a tribal culture that has settlements scattered throughout the Hotton Empire. They keep their villages separated from each other in order to keep peace while controlling the land and protecting it for the Hotton Empire.

Their settlements are small but plentiful. While each settlement has their own rulers, they are all governed by the Khan, their king.

Each settlement starts with Mar- and ends in Hold. The word connected to Mar- reflects the specialty the settlement provides. Such as the settlement that has the most shrines and temples to Savagar’s fire is called Mar-Flame Hold. Likewise, Mar-Chaotic Hold is the settlement with the most shrines and temples to Savagar’s chaos.

Religion

The one and only true god is that of chaos and fire. Savagar (Psion) is this god. They believe that chaos rules supreme and that since they believe fire to be chaotic, it is a blessing from Savagar. If you tell a Vu-Kovar that fire is not related to chaos, they will show you how savage they can be.

Society

The Vu-Kovar comprises very ruthless and tough individuals. In order to survive in this culture, one must become strong and savage quickly. Showing weakness is a disgrace in the eyes of Savagar. The Vu-Kovar love two things the most: the god of chaos, Savagar and their horses. They are a tribal culture made up of mounted warriors of chaos and they are not afraid to show others just how savage they can be.

Chaos Walk

At sixteen, you must take the Chaos Walk to prove to Savagar that you are worth enough to become an adult. The Chaos Walk is a tradition involving carrying a faux horse over hot ember. When you perform the walk, you must walk at a normal pace and cannot run through the embers. Doing so shows weakness and insults Savagar.

Once the walk is completed, you must assist in the birth of your new horse. Directly from the mare’s womb, you are to raise the foal and form a unique bond with the animal. This horse will forever be your companion and ally in life. After the foal is strong enough, you get riding equipment and must show your tribe you've bonded with the horse by riding through the village. Once you complete this task, you prove yourself as an adult and your tribe celebrates with a feast.

Traditions

Honorable Death

Once a Vu-Kovar's horse dies or gets killed, they embark on a journey to seek an honorable death in battle. If their horse was killed, their first task of this journey is to get revenge for your horse’s death. Once you complete your revenge for your horse's death, you start the journey to seek an honorable death that pleases Savagar.

Discipline

Languages

Native

Hotton

Secondary

Latlish, Ramkol, or Umish

Suggested Masteries

Energy Manipulation and Archery Weapons or Kobudo Weapons

Horse Knowhow

You gain the Skilled Rider mastery and have been given a bit, bridle, reins, and a standard saddle once your horse was old enough to ride.

Warrior’s Chaos

The chaotic blood of a warrior flows through your veins. The more damage you take, the more chaos you unleash. Every point of health you lose goes into a blood bank as blood points that can gain temporary boosts (Self harm does not fill your blood bank). You need to pay a specific amount of blood to activate each ability, and these abilities will stay active until you perform the linked action. Once blood points are spent, they can only be replenished from taking physical damage.

The player can activate blood abilities as part of the action and use them outside of combat. You must specify blood points spent on rolls before rolling.

When combat ends, your blood bank points remain until healed. Every point of health healed equals one less blood bank point. Restoring your current health to its maximum removes all blood points from the bank. So, if you have a maximum health of fifty and your current health is thirty because you took twenty points of damage, your blood bank would be at twenty. Let’s say you decide to heal yourself by ten health just to be on the safe side. While that healing increased your health to forty, it also decreased your blood bank to ten.

  • For every two blood points spent, your next roll increases by +1 to a maximum of +5.
  • For every two blood points spent, increase your next damage roll by +1 to a maximum of +10.
  • For every blood point spent, any damage you are about to take is reduced by one.
  • If your health reaches zero, you can spend all remaining blood points to prevent yourself from gaining the dying condition. To use this blood ability, you must have at least twenty blood points. Once this blood ability is activated you are revived with ten health and instead of suffering exhaustion you suffer two fatigue.
  • Spend three blood points to remove one fatigue.
  • Spend ten blood points per poison class to cure a poison’s effect. However, you must know the poisons class to counteract the poison with this ability.


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