Current Era: Shattered Era
Approximate Present Date: 8813 SE
System: Kua
Moons: Amundala, Phaethos
Major Continents: Aesala, Patoris, Auslura
Kor Sirok is the third planet of the Kua system and the principal world in which the civilizations, histories, and conflicts of the setting unfold. Ancient records of the Qhalleess Empire refer to the world as Khor Cirraahk, though the modern name has been used by most cultures for thousands of years. Kor Sirok is a high-fantasy world of old civilizations, competing nations, dangerous wilderness, powerful but distant gods, and ruins left by peoples whose command of magic often exceeded anything available in the modern age.
The modern world lives in the long shadow of repeated catastrophes. Ancient civilizations have risen to extraordinary heights only to discover that powerful magic, planar contact, and divine intervention can carry consequences far beyond what their creators intended. The Twilight War, Sundering, and Harrowing each threatened civilization on a global scale, and their consequences remain visible in religion, politics, magical practice, and the landscape itself. This history has not left Kor Sirok a ruined or dying world, but it has produced cultures deeply aware that seemingly permanent institutions and protections can fail.
Around 8813 SE, roughly sixty years have passed since the Harrowing. The generations born afterward have rebuilt much of what was damaged, but the event remains recent enough to shape living institutions, family histories, political attitudes, and fears about threats from beyond the known planes. Several organizations and alliances important to the modern world either gained their present prominence during the catastrophe or arose directly because of it.
The World
Kor Sirok is one of ten known planets orbiting Kua. Its year lasts approximately four hundred and eight days, and two moons dominate its night sky: the brighter and nearer Amundala and the more distant Phaethos. Both moons are deeply intertwined with magical and religious traditions, and their role as the principal anchors of The Confluence has made them objects of scholarly study as well as worship.
Three major continents dominate the world’s geography. Aesala occupies much of the western hemisphere and contains environments ranging from the northern Kenai Mountains to the milder Drakefire Peninsula, southern mountains, jungles, river valleys, and floodplains. Patoris lies primarily in the eastern hemisphere, with the forests and colder lands of Tadrium in the north and the broad Qurnaan Desert farther south and west. Auslura lies predominantly in the southern hemisphere and is the coldest and most rugged of the three, with immense mountains, primeval forests, frozen deserts, comparatively temperate northern regions, and a reputation for unusually large and dangerous wildlife.
Modern cartographers conventionally divide Kor Sirok into eastern and western hemispheres using a reference longitude that passes through Danto and Auslura. The division is a geographic convention rather than a political or cultural boundary, but it provides the standard frame of reference used in maps, navigation, and geographic writing. Under this convention, Aesala lies primarily in the western hemisphere while Patoris lies primarily in the eastern hemisphere, with Auslura extending across the conventional division in the south.
Several major island groups possess political and cultural identities independent of the nearby continents. The Skyre Islands lie south of Aesala and are geographically closer to it than to Auslura, but are considered part of neither continent. Danto occupies a roughly central position among all three major continents in the Mitan Sea and likewise stands apart from the continental divisions.
The character of life on Kor Sirok varies far more by nation and region than by continent. Two societies on the same landmass can differ dramatically in religion, political structure, attitudes toward magic, ancestry, technology, and relationships with neighboring peoples. The continents are useful geographic divisions, but they do not represent unified cultural spheres.
Peoples of Kor Sirok
Kor Sirok is home to a large number of peoples whose histories extend across many different civilizations. Humans, dwarves, elves, gnomes, and halflings are widely distributed and can be found in societies on several continents, while other ancestries remain strongly associated with particular regions. Migration, trade, warfare, political expansion, and the aftermath of ancient catastrophes have nevertheless ensured that few large cities are entirely homogeneous.
Theryn and Nyvaryn have particularly deep histories in Aesala, while Tavashi and Liyonir have shaped much of the history of southern Patoris through the Huraz Confederation. Dragonborn communities have longstanding associations with Auslura and also played an important role in the ancient settlement of places such as Arkrist. The Firbolg of the Skyre Islands and the Dantari of Danto retain strong regional identities shaped by long histories of geographic separation, local institutions, and distinctive relationships with neighboring peoples.
The Karathi are among the most visible reminders that the peoples of the modern world do not perfectly resemble those of antiquity. They descend from the Qhaerathi who once dominated the Qhalleess Empire, but the events surrounding the Twilight War profoundly changed both their civilization and their descendants. Other peoples encountered on Kor Sirok trace their origins to planar migration, ancient magical events, or civilizations whose histories have survived only in fragments.
Ancestry does not determine culture or political loyalty. The history of the Huraz Confederation is perhaps the clearest example: its founding Tavashi and Liyonir tribes competed and cooperated primarily according to tribal, geographic, economic, and religious interests rather than forming two unified ancestral blocs. Similar distinctions between ancestry, citizenship, religion, and local identity appear throughout Kor Sirok.
Nations and Regions
Kor Sirok contains far more nations, city-states, tribal territories, and independent communities than can be summarized in a single overview. Several regions have nevertheless played especially prominent roles in surviving histories and the modern world.
Arkrist is one of the largest cities on Aesala and the dominant power of the northern Drakefire Peninsula. Founded long ago by Dragonborn settlers from Auslura, it has developed into a diverse maritime metropolis whose elected institutions coexist with a powerful noble class and sharp divisions between wealthy districts and poorer neighborhoods. Arkrist exercises influence over the surrounding Protectorate of Arkrist and remains an important commercial and political center.
Farther north, the Djozanates of the Kenai Mountains are organized around eleven great monastic orders occupying the major peaks of the Kenai Mountains. Each order exercises influence over surrounding communities under the leadership of a Djozan, combining martial traditions with roles as protectors, judges, advisers, and arbiters. Their political organization and monastic military traditions make the Kenai region markedly different from the urban states farther south.
Entwood is an independent city-state governed publicly by eight hereditary noble families. Unknown to most of its people, the apparent generations of those families are the same long-lived vampires repeatedly assuming new identities in order to preserve continuity of rule. Entwood survived the 8752 assault of the Grand Army of the Djozanates with aid from Danto, the Brass Blades, and unusual magical and mechanical defenses developed by Nicomachus Ruanar.
The Skyre Islands remain contested between Asnorland and the indigenous Skyre Folk. Asnorland was founded by human settlers and developed a martial society shaped by seafaring, powerful regional rulers, historical and wartime raiding traditions, suspicion of arcane magic, and strong traditions of divine worship. The Skyre Folk, composed primarily of Firbolg tribes, maintain control of ancient druidic sites and preserve traditions extending back far beyond Asnor settlement. Relations between the two peoples range from trade and uneasy truces to raids and recurring violence, while neither has succeeded in eliminating the other.
On the western coast of Auslura, Yarind is a decentralized confederation of clans whose chieftains govern largely autonomous territories. The clans cooperate through council when common concerns require it and may recognize a temporary High King during major war or crisis, but Yarind has no permanent monarch or national standing army. Its communities combine fishing, hunting, farming, trade, craft production, and regular but highly decentralized raiding in a region where dangerous wilderness makes local martial competence important even outside warfare.
On Patoris, Tadrium occupies the colder northern lands and is ruled through a hereditary monarchy balanced by a council of nobles. Its forests, fertile valleys, iron deposits, ports, and agricultural lands support a substantial economy, while long-standing disputes with the Huraz Confederation have repeatedly shaped politics along their shared frontier.
Farther west, Caldarai is an old elven kingdom built through and around an ancient forest rather than by clearing it away. Its hereditary crown governs alongside strong local traditions, while Ifal Nalanore serves as the kingdom’s principal point of contact with foreign trade and diplomacy. Caldarai also hosts Rienda Tower, the College Arcanum’s ancient tower of Enchantment, whose presence has contributed to unusually developed legal traditions concerning magical coercion and consent.
The Huraz Confederation is among the oldest surviving states in Kor Sirok. It began in the Mythic Era with twelve Tavashi and Liyonir tribes gathered around the divine stabilization of a Crossing to Nymothun and the century-long construction of Qaranth, Zhar Qazir, Majra al-Qaranth, and the Qaranth River. Additional tribes joined the Confederation over its long history, while cooperative divine ritual helped Huraz become the dominant power of the Mythic Era. The Sundering devastated much of the magical infrastructure on which that power depended, leaving the modern Confederation diminished but still governed through institutions descended from its ancient tribal compact.
The island nation of Danto developed through long periods of relative separation within the Mitan Sea and remains strongly non-interventionist in foreign affairs. It is one of the comparatively few representative democracies in Kor Sirok, governed through the elected Sabha of Danto and the Pradhan of Danto chosen from among its members. Its predominantly Dantari population has strong religious, scholarly, and storytelling traditions associated with Thar Oghmus, while the Great Library near Pakuley is the largest mortal library known on the world. Danto’s smaller settlements often follow the contours of the landscape closely, allowing villages and monasteries to blend into their surroundings more subtly than outsiders expect.
These states represent only part of the political world. Many kingdoms, tribal lands, independent cities, frontier settlements, and regional powers remain beyond those most prominent in surviving histories and international affairs.
The Recent World
Modern Kor Sirok is still shaped by the Harrowing of 8753 SE. For three days, Othrazhul appeared in the sky as an immense new moon while the dead rose across the world and crops, stored food, and other organic matter decayed with impossible speed. The Brass Blades ultimately destroyed Othrazhul’s manifestation and forced the Primordial Change Spirit back beyond Creation using the Rift Spar. The artifact survived and became the catalyst for Abendigo’s apotheosis, but ending the supernatural event could not restore the food, lives, and infrastructure already lost.
Famine, disease, violence, displacement, and political instability continued long after the immediate threat disappeared. Later estimates commonly place the combined loss of humanoid life during the Harrowing and its aftermath at roughly fifteen to twenty percent of the global population. Sixty years later, most regions have recovered demographically and economically to varying degrees, but abandoned settlements, altered political boundaries, memorial traditions, and family histories still preserve the consequences.
The Harrowing also demonstrated that the ancient defenses protecting Kor Sirok from threats beyond Creation were not absolute. In response, Davrek Valzorwyn and the Brass Blades helped establish Aegis Regnum, an organization dedicated to identifying and countering incursions connected to the Nascent Expanse before they can develop into another global crisis. The organization has since established itself in several major centers of civilization and remains one of the clearest institutional legacies of the Harrowing.
History
Modern historians divide Kor Sirok’s past into broad eras, but the farther one looks into antiquity, the more surviving records become incomplete, partisan, mythological, or contradictory. Events from recent centuries can often be reconstructed from multiple independent archives, while accounts of the earliest ages sometimes preserve only fragments of civilizations and religions whose understanding of the world differed substantially from modern scholarship.
Among the greatest ancient powers was the Qhalleess Empire, ruled by the Qhaerathi and the figures remembered as Vhar Qharath. The empire possessed forms of magic unavailable to most later civilizations and fought the catastrophic Twilight War against beings associated with the Nascent Expanse. The war ended through the sacrifice of Tarrasha, whose final act banished Yoshithlulb and established the Twilight Veil, a barrier that has protected Kor Sirok from similar sustained incursions ever since.
The Mythic Era that followed saw the rise of the Huraz Confederation and extraordinary development in divine magic. Huraz priests learned to coordinate the traditions of multiple gods on a scale that allowed divine power to become part of civic infrastructure, and the Confederation eventually became the dominant civilization of its age. Its height ended with the Sundering, when another major threat from beyond Creation forced the gods to intervene directly.
The Sundering weakened the metaphysical relationships between Kor Sirok’s physical universe and the wider planes of Creation. Planar routes failed, extraplanar contact became much more difficult, and direct manifestation by the gods within Kor Sirok became all but impossible. The Twilight Veil remained the separate protection against intrusion from beyond Creation; the Sundering added isolation from the wider planar structure rather than replacing Tarrasha’s barrier.
Thousands of years of political change followed. Nations rose and disappeared, the remnants of earlier civilizations became ruins and archaeological mysteries, and peoples adapted to a world in which many ancient magical achievements could be studied but not easily reproduced. The Harrowing is the most recent event to threaten civilization on a global scale and remains the historical catastrophe most immediate to the modern world, even though it did not begin a formally recognized new era.
Magic and the Confluence
Modern magical scholarship describes the conditions under which most conventional magic operates through The Confluence, the continuing interaction between the divine influences of Amundala and Phaethos anchored through the two moons that bear their names. The Confluence is not the source of magic; powerful magic existed before either lunar anchor was established. It instead shapes the magical environment within which most modern spellcasting around Kor Sirok has developed.
Arcane traditions approach that environment through very different methods. Wizards preserve repeatable workings through study, while sorcerers, bards, pact-bound spellcasters, and other practitioners may reach similar effects through instinct, performance, inherited ability, bargains, or specialized disciplines. Their techniques differ without requiring separate underlying magical realities.
Divine spellcasting begins with the relationship between a deity and a mortal rather than with the spellcaster deliberately manipulating resonance, but the resulting effect must still manifest within the magical conditions of physical reality. This distinction became particularly important after the Sundering, when direct divine manifestation became all but impossible while divine spellcasting remained part of ordinary religious life.
Psionics appears to operate differently. Psionic beings seem capable of perceiving and manipulating metaphysical relationships directly rather than relying upon the Confluence in the same manner as conventional spellcasters. The distinction is not always simple in practice, but it is significant enough that most specialists treat psionics as a separate field of study.
Magic is powerful without being ubiquitous. Skilled spellcasters can transform a battle, heal otherwise fatal injuries, cross great distances, communicate beyond ordinary means, or perform works impossible through mundane craft, but practitioners capable of the greatest effects remain uncommon enough that most economies cannot build themselves around their constant availability. Persistent enchantments and magical machinery exist, yet their expense and specialized maintenance generally reserve them for governments, wealthy institutions, ancient sites, and exceptional private owners.
The College Arcanum is the most widely recognized international institution devoted to arcane study, though it is neither the only magical school nor a universal authority over spellcasting. Its academies educate developing practitioners, its Magisters form a professional network spanning many traditions, and its three surviving College-controlled towers remain centers of research built around magical architecture that modern scholars cannot reproduce. Other academies, private traditions, court schools, guilds, religious institutions, and regional organizations continue to teach and practice magic independently.
Gods and Religion
The gods of Kor Sirok are not matters of abstract faith alone. Divine magic, answered prayer, celestial beings, surviving records, and rare supernatural interventions provide ample evidence that divine powers exist, although different religions disagree about their nature, motives, relationships, and historical actions. Worship varies greatly by culture, and gods regarded as central to one society may receive little attention in another.
The effects of the Sundering make the gods considerably more distant than many religious traditions claim they once were. Direct physical manifestation within Kor Sirok is now all but impossible, and divine influence is usually expressed through clergy, visions, agents, miracles, religious institutions, or subtler changes in events. This distance has produced enormous theological disagreement without eliminating the practical reality of divine magic.
Some gods maintain especially widespread worship. Jhadric is associated with death, judgment, justice, and the passage of souls; Beskatel with construction, civic order, maintenance, preparedness, and the protection of civilization; Lorinokh with invention, design, architecture, engineering, and purposeful making; Rektesh with storms, war, courage, and struggle; and Thar Oghmus with knowledge, wisdom, history, and stories. Abendigo, the newest major god, ascended during the sequence of events surrounding the Harrowing and is closely associated with time. These are only examples within a much larger pantheon described in Gods of Kor Sirok.
Religious differences are not merely philosophical. Temples may own land, operate hospitals or schools, advise governments, preserve historical archives, support military orders, or participate directly in magical works. In places such as the Huraz Confederation, traditions of cooperation among different priesthoods remain a defining cultural inheritance even though the greatest rituals of the Mythic Era can no longer be reproduced.
The Planes
Educated scholars generally accept that Kor Sirok is only one world within a physical universe that forms part of a much larger structure of realities described in Planes of Existence. Travel between those realities is possible, but after the Sundering it is difficult enough that most people never knowingly leave their native plane. Planar travelers describe transitions through The Verge, the condition that occurs when the truths of one stable reality begin giving way to those of another.
The realms most familiar to planar scholarship include the four Fundamental Realms of Qorathun, Shaelyth, Xathoryn, and Nymothun, associated respectively with stone, winds, flame, and tides. The Reflective Realms, Caelra and Moraeth, possess particularly strong relationships with mortal emotion and experience. Connections with these realms are generally more accessible than routes to the domains of individual gods, whose specialized nature makes them more metaphysically distant from ordinary physical reality.
Permanent Crossings and stable Vergeways are rare and strategically important. Some have existed long enough to shape entire civilizations, as demonstrated by the stabilized Crossing to Nymothun that supplies the water sustaining Qaranth. Others are temporary, unreliable, or known only to specialized travelers.
Beyond Creation lies the Nascent Expanse, a condition of possibility and transformation that does not behave like an ordinary plane. Most inhabitants of Kor Sirok know little about it except through the catastrophes associated with beings that have emerged from or been shaped by it. The Twilight Veil prevents such beings from easily establishing sustained relationships with Kor Sirok, while the Sundering separately weakened the physical universe’s relationships with the wider planes of Creation. The Harrowing demonstrated within recent history that neither protection makes the world completely unreachable.
Major Organizations
Several organizations operate across national boundaries and wield influence disproportionate to any single settlement. The Brass Blades began as a planar mercenary company in the City of Brass long before becoming established on Kor Sirok. Their destruction and later rebuilding might once have remained a matter of regional history, but their role in ending the Harrowing transformed them into figures known throughout much of the world.
Aegis Regnum arose directly from that catastrophe and remains devoted to protecting Kor Sirok from further incursions associated with the Nascent Expanse. Its international chapters combine investigation, field capability, magical and scholarly expertise, and a shared body of incident records gathered across national boundaries. The order is not sovereign and normally works through agreements with the states in which its chapters operate. The College Arcanum occupies a different role as an international scholarly and professional institution. It educates developing practitioners, sets standards for its own membership, preserves magical knowledge, and advises outside authorities when invited, but it neither governs independent spellcasters nor claims a monopoly over arcane education.
Other active groups exert influence within particular regions or operate more quietly across the world. The Skyre Folk possess considerable political and magical influence within the Skyre Islands despite lacking a centralized state comparable to Asnorland. Organizations that once appeared capable of reshaping entire nations have also disappeared; the Cult of the Stars, which exploited nostalgia for lost Huraz greatness, is now defunct.
Technology and Economy
The mundane technology of Kor Sirok is broadly comparable to the late Renaissance of Earth, though development varies substantially among regions. Gunpowder is not part of ordinary military or civilian technology. Sailing ships, sophisticated metallurgy, printing, mechanical devices, extensive trade networks, developed agriculture, fortifications, and complex craft industries coexist with magical techniques capable of accomplishing things no mundane technology can reproduce.
Magic does not function as a universal substitute for industrial technology. Powerful spellcasters are uncommon, their time is valuable, and persistent magical effects can require expensive materials or specialized maintenance. A wealthy city may possess enchanted lifts, wards, magical lighting, communication devices, or other exceptional systems while nearby villages still depend almost entirely upon animal labor, fire, water, wind, and ordinary craftsmanship.
Long-distance trade is essential because few states possess every resource necessary to sustain themselves. Tadrium, for example, possesses abundant timber, agriculture, and important mineral resources while still importing goods unavailable in its colder environment. The volcanic Skyre Islands possess valuable metals but limited arable land, creating strong incentives for exchange even among peoples whose political relations may be hostile.
Distance nevertheless matters. Moving armies and supplies across oceans is expensive and difficult in a preindustrial world, so wars between distant states are less common than border disputes, regional conflicts, raids, succession struggles, civil wars, and competition between neighboring powers. Trade can connect places separated by thousands of miles without making those places politically or culturally similar.
Adventures in Kor Sirok
Adventures in Kor Sirok often take place where the modern world encounters the consequences of its past. Ancient Qhalleess ruins contain technologies and histories that later civilizations only partly understand. Mythic Era Huraz works continue functioning under conditions their builders never anticipated, while other systems have failed so completely that their original purposes are uncertain. Old Vergeways can reopen, divine relics can outlast the institutions that created them, and settlements may stand atop layers of history whose inhabitants held radically different ideas about magic and the world.
Political conflict is equally important. Nations compete over territory, resources, trade, religion, succession, and historical grievances without every dispute escalating into a war for the fate of the world. Frontier regions and wilderness remain dangerous enough that governments cannot exercise perfect control over their own territory, leaving space for mercenaries, explorers, adventurers, religious orders, scholars, criminals, and independent communities.
The great catastrophes of history provide the setting with stakes but do not define every story. Most people in Kor Sirok are concerned with families, livelihoods, local politics, faith, ambition, trade, security, and the ordinary problems of living in a complicated world. What distinguishes that world is that beneath those ordinary concerns lies the accumulated history of civilizations that repeatedly reached beyond the limits of their age—and occasionally discovered that something on the other side could reach back.
Further Reading
Broader introductions to the setting can be found in Peoples and Ancestries, Gods of Kor Sirok, Planes of Existence, Concepts, Events, and the Calendar of Kor Sirok. Geographic introductions include Aesala, Patoris, Auslura, the Skyre Islands, and Danto.