The isle of Korvara is relatively unknown to the realm at large. Isolated in a small corner of the world, away from the grandiose nations of the Great Six, one could describe this foreign land as untouched by Heaven's Contention and the Gods of old.

Despite this, its people have not stopped short in development - in terms of magic, construction, production, smithing, and so on, the nations of Korvara are barely a step behind in most areas, and perhaps even one ahead in others. Quite a feat for an island whose history beyond two centuries has all but been forgotten.

The modern aspects of Korvara could very well be due to that unknown history. Remains and ruins of an older civilization can be found in several places, most notably the island's very center - but they are left untouched. These 'cursed ruins', as the locals say, invite nothing but destruction on those who tread upon them, with many curious explorers not returning alive.

It is the present that the people of Korvara choose to live in, rather than its past, and in the modern age, the isle finds itself split between four major powers - Telegrad to the east, Geladyne to the west, Duyuei to the south, and Meiaquar to the north.
You want more?! Click here to visit the page for █████████████ #1, a (slightly) large update for Korvara!
A Brand New Land
Unlike any existing place in Sigrogana Legend 2, Korvara is a large and diverse island, spanning over a dozen connecting exterior maps, giving it a unique and appropriate sense of scale. These areas contain new dungeons, secrets, and treasures that require careful exploration to uncover.

There are no established NPC leaders - influential positions will instead be filled in by player characters. The way these characters influence the world will guide what is to come, be it peace or war. But nothing is set in stone; power can quickly change hands, especially when they're covered in blood.

Inhabited by four diverse powers at different corners of the island, the future of Korvara is at the whims of their ambitions and desires, and no one is certain what it may hold...

Korvara itself is envisioned to be a dynamic roleplaying experience, without compromising the stage for those who prefer to be supporting roles.

Telegrad

Established: 148 Years Ago
Ruling System: Federation
Ruler's Title: Duke/Duchess
Ruler Selection: Majority Vote
Military: Volunteer

Based near the eastern coast of Korvara, this land has been blessed with fertile soil and calm weather. Plentiful game and long stretches of farms ensure the people never know hunger. Hard working and welcoming, Telegrad has never wanted for anything in peaceful times, perhaps growing complacent during such periods.

However, they lack other natural resources, such as metal and stone, and as a result their territory lacks fortifications needed to protect the vast land. The lack of metal limits their ability to produce effective weapons and arrows. This has lead them to rely on a small but elite military, known as Riders, to swiftly respond to monster attacks and other threats when they occur.

Thus, Telegrad culture has developed into one where everyone is expected to contribute what they can, be it farm work, sewing, training to become a Rider, and so on. Still, villagers and farmers are little threat to the monsters with weak wooden weaponry and worn farming implements to arm themselves with.

Thankfully, their major rival, Geladyne, sits on the other side of the "cursed" ruins between them. limiting the two from clashing. Otherwise, their multitude of political and theological differences, and Geladyne's envy of Telegrad's food production would be cause for concern, for both parties.

Telegrad greatly values personal freedom and choice. Those fleeing the rather tyranical rule of Geladyne often come to Telegrad. Originally established as a simple village, it was through the tales of these refugees that Telegrad learned of the rising threat that Geladyne posed to them.

Geladyne

Established: 201 Years Ago
Ruling System: Autocracy
Ruler's Title: Premier
Ruler Selection: Successor
Military: Mandatory

Firmly seated in the west, Geladyne is seen as the most powerful nation on Korvara, and for good reason. Boasting the strongest weapons and armor, as well as the largest standing army due to its compulsary military service, one might wonder why there even are other nations on Korvara to rival them. The answer to that question is slightly complicated.

First and foremost, the geography of Korvara makes for a natural obstacle. The central ruins are impossible for armies to traverse and are often seen as cursed. Furthermore, unlike its main rival Telegrad, Geladyne is scarcely surrounded by blessed lands; the only resources they have in abundance are stone and metals. They depend on Meiaquar to feed the people, and on Duyuei to keep monsters from their southern territory, where their few key farmlands are.

Logistical issues aside, Geladynian politics create their own problems. One's station is often heavily merit based, leading to little cooperation and a lot of attempts at 'one-upping' your rivals, or trying to make them fail, instead. The times the Premier does not choose a successor before passing on (or being assassinated) are also chaotic, leading to tense and deadly political manuveuring, or in a worse case, outright civil war between the strong. After all, everyone wants to have the Premier's supreme authority.

With these fair share of issues, it is not so simple for Geladyne to seize Korvara for itself. Despite being full of ambitious and sometimes amoral talents, it's a 'hidden' goal that has not been realized... yet. The other nations are well aware of what an unchecked Geladyne would result in.

As a result of their harsh environments, Geladynians often see from the perspective doing whatever is necessary; the ends justify the means. It is rather extreme, but when one examines their limited resources and chaotic internal struggles, they may find it hard to fault them for it.

Of note, in the past, Geladyne aided the Duyuei by building the large stone walls that separate them from the Wastes. This has helped Korvara as a whole, but many believe it was only done to keep monsters from invading Geladynian territory.

Meiaquar

Established: 127 Years Ago
Ruling System: Anocracy
Ruler's Title: Don
Ruler Selection: Power
Military: Volunteer

Located firmly on the northern coast of Korvara, Meiaquar is a bustling merchant capital, thanks in part to its advanced naval capabilities. Its location gives it access to both the fertile lands north of Telegrad and the mineral rich caves north of Geladyne, although it has neither in the abundance of those two. In addition, they also fish the coast lines to great success, giving them an excess of material, which they then sell off to their needy rivals at a great profit.

Rather than say that Meiaquar at all vies for power with its two neighbors, it's more accurate to say that they benefit from the conflict of the two, sometimes performing diplomatic roles between the two of them, sometimes selling information about the other instead. However, someone always wants a bigger piece of the pie, leading to Meiaquar's current state.

While Meiaquar in general is a place with great freedom, it also lacks a strong central government. Instead, the city-state is split into different territories ruled by 'Dons' and those at their command. The different mafia groups are always seeking to expand their own territory and bring down rivals within by any means necessary.

It should come at no surprise, then, that Meiaquar has become known as a den of thieves and villains. After all, one can make a good living there serving as a mercenary or assassin, with the never-ending sources of dirty work that come with the territory. Meiaquar may have 'talents' you won't find anywhere else on Korvara, if you know where to look.

The common folk view Meiaquar differently, depending on who they live under. Some see the rule of such violent figures as abhorent, but cannot leave for one reason or another. Others find it better than living in places like Geladyne, where their lives have little value. The rest likely see the fragility of such chaotic rule for what it is, and wait for the opportunity to change it. Whatever the case, it has become an accepted fact of the times.

Meiaquar also has access to the Ruined River, a continuous channel of water that flows out into the ocean near it. This river flows through the center of the island, all the way to the south, near the Duyuei walls. While it is rarely used due to the inherent danger of going anywhere near the ruins, it is noteworthy for being the only ship-based travel through it.

Duyuei

Established: 237 Years Ago
Ruling System: Tribalism
Ruler's Title: Chief
Ruler Selection: Vote
Military: Mandatory

The Duyuei have lived south of the central ruins longer than most can remember. While originally a simple tribe of peoples, it has developed into a more modernized city-state as it has interacted with the other nations of Korvara, and any perception of them as barbarians living in huts has mostly vanished by now.

Duyuei performs a very important role on Korvara, even for the other nations; it mans the border between The Wastes and the rest of Korvara, shielding them from enroaching monsters that the lands even further south are known to crawl with, and both Telegrad and Geladyne do their best to keep Duyuei continuing this job. Telegrad simply can't spare the manpower to defend against frequent monster attacks, and Geladyne's scarce farmlands can't afford to be destroyed.

Thus, Duyuei remains well-stocked in weapons and fortifications thanks to Geladyne, and in food and other animal-based resources thanks to Telegrad. These windfalls were the key reason Duyuei was able to advance as far as it did despite its tribal origins. Now, even the other nations secretly believe that their defenders are close to becoming their rivals, though Duyuei does not show any such ambition.

Indeed, perhaps because of their origins, Duyuei care very little for politics. Monsters only care about how strong you are, not how righteous, nor how cruel. More than that, the Duyuei worry over the Wastes and what lies beyond it. Seeing the terrors that lurk deep in the southlands gives them sleepless nights, and leads them to be more concerned with the mysteries of the island than the tensions between Telegrad and Geladyne.

Those feelings only grow more and more as time passes, as monster clashes grow more frequent and intense, as if they were fleeing the Wastes from... something.

Those who live in Duyuei, given its proximity to monsters, often know how to fight. Those with no other practical skills, or simply excessive talent at combat, are the ones who man the walls the most. Furthermore, it is traditional that Telegrad Riders-In-Training spend a few years in Duyuei at the walls to hone their skills and learn what they will be up against. It is certainly an experience they rarely forget...

Beyond its native peoples, Duyuei often houses those in exile from other nations, regardless of their background. While they will not tolerate any and everyone, having a good sword arm and spending your time at the wall goes a long way.

The Power of Song
"Although it possesses no shape, nor color, nor blade, the power of song has long been respected for its ability to motivate, manipulate, and invigorate its listeners. In the world of Sigrogana, the most gifted users of the galdr gave birth to magic with songs; a tune of great prosperity and destruction, flowing along with time. The lands of Korvara still echo an anthem of pride, and the dirge of damnation that followed..."

Korvara will introduce a new Base Class to Sigrogana Legend 2 - the Bard. As the name might imply, Bards are users of music and sound to great effect. As simple as a singer for drunks at a bar, or as fantastic as an enchanting singer who could rival a mage, one is likely to encounter a Bard anywhere people gather... to the pleasure or pain of those people. Bards have a reputation, one might say, and not always in the positive sense.

In combat, Bards are primarily a supportive role that are capable of boosting the abilities of allies and themself by playing Song skills. You can't play a song without an instrument, however - so hopefully they don't leave home without it. If they did, they may be able to find a few new ones here and there...

That's not the only weapon at their disposal, however; what good is knowing the music if you don't know the steps that go with it? Bards can utilize Dance skills as well. Dances are mobility skills that move the user while attacking, and in line with their wild nature, will randomly select their targets - the downside being their short range and relative unpredictability... but hey, that's showbiz.

But that's not the end of this song - this new Base Class will be coming with two Promoted Classes in its pocket, the light-stepping Dancer, and the one-man symphony, the Performer.
Aria of Agility
Bard Song skill. A light and airy tune that makes allies feel just as swift.
Play your instrument, gaining the Aria of Agility aura (+2 CEL, +2 SKI, 5 Range), and giving all allies in 5 Range additional bonuses to CEL and SKI for 3 rounds (based on Rank).


Fire Dance
Dance skill. You elegantly dance forward in a 1-3 Range line that must end in an unoccupied tile. Every time you move through a tile, you deal Fire magic damage (based on your Fire ATK and Rank) to a random enemy within 2 Range.

Bard's Armory
Main class only. Besides a good voice and quick feet, what does a Bard need? An instrument.
Allows you to equip any Instrument weapon, regardless of weapon type.
Dangerous Places
"To the marching of time and wit of man, those who once ruled the land and skies have been brought down from their lofty thrones, bringing a new age..."

It seems as if danger lurks in every forgotten corner of Korvara; monsters have made their home where men have not. Yet, still, these places draw curious adventurers - some looking for glory, some for treasure, and some for knowledge.

Full of creatures both new and old, Korvara contains roughly a dozen new dungeon areas. These dungeons contain monsters of a certain level range (for example, level 1 to 20). If you see a monster too strong for you to take on, it's best to stay out of sight...

Boss monsters will appear in certain spots every so often - while they are not aggressive like normal monsters, you can still fight them by approaching them, though you can only fight them once per appearance.
Unique Treasures
"The tireless toiling of the artisan's ilk, whose hearts were more serpentine than those they plotted against, bore a golden fruit, heavier and more treacherous than the seas surrounding their island..."

With a new land comes new surprises. Korvara will introduce several dozen new equipment items - many of which will be exclusive to the region, at first. A large variety of new weapons of all categories, spread across the rarity spectrum, as well as armor, hand items, and so on.

One such addition are a new weapon subtype; Crossbows. These are Bow weapons, functionally, however they possess slightly less attack range and come with a coveat; since Crossbows must be reloaded after firing, your basic attacks with them will take extra Momentum if you have a sub-weapon or shield equipped. In return, their simple point-and-shoot nature make them scale exclusively with SKI.

Items in the Korvara drop table will not drop from monsters on Sigrogana; however, items that are currently available in the game will also drop in Korvara. (This may or may not change at some point.)

Note that some 10* items may not be available on Korvara, due to certain enemies not spawning at the required level. Also, new enemies and bosses will not have 10* items or enchantments. Both of these may change in additional updates following the Korvara update launch.
Chaos Dice
On New Round: The die will roll itself. You will gain 100% resistance versus one element, and a 50% weakness to a different element.

Dynaxis
Greatsword.
When you basic attack with this weapon, it creates a Static Field LV X (X = Power) for 2 rounds at the target's location. (Static Fields deal LV Lightning damage when it is created, on new round, or when an enemy passes through it.)


Crossbow
A heavy but effective alternate to bows, the crossbow is simple enough that almost anyone can use it.
Scales with SKI, but basic attacks cost 1 extra Momentum if a sub-weapon or shield is equipped.
Mythical Friends
"The many statues dotting the landscape of Korvara were made in ancient times, serving as a point of reverence, perhaps of old protectors, or long-forgotten tyrants..."

All across Korvara are statues, many of forgotten significance. Warriors, dragons, and other curiousities - who were they? Numerous questions surrounding their mystery remain unanswered.

The statues of minor spirits, called the Youkai, are among these. The intrepid Summoners seek them out and establish contracts with them, in the hopes that the Youkai will serve as the weapon of their ambitions.

At a Youkai Statue, you can contract Youkai by utilizing a new resource called Cypelle, and by fulfilling certain conditions, it may be possible to bolster their strength, as well. As Summoning Houses don't exist on Korvara, fledgling Summoners will have to look far and wide if they wish to contract many Youkai.
An Ancient Being
"Great change requires a catalyst. Brook no sorrow; having broke the leash, why wouldst thy heart chain?"

Since time predating current Korvarian civilization, an entity unknown to its inhabitants has watched over the island. This green-haired observer is known as Nemalyth, a mysterious woman whose voice only reaches certain individuals.

Self-proclaiming herself as the 'protector of the island', she is deeply tied to the strange, blue gemstone-like structures located around the island - things she calls Crystal Terminals. Where did these magical stones, and the inhabitant within, come from? A question that is, as of yet, not answered - even by Nemalyth herself.

Nemalyth will be able to aid you on your journey in Korvara in a variety of ways.
Crystal Terminals
"No southern field, no mountain top, nor thy stone fortresses - this ash of thine shall nowhere spare. Ye wretched kin shall choke upon it, and then die."

Crystal Terminals are crystalline structures of supernatural nature that appear in certain locations all over Korvara. While initially appearing as nothing more than curiousities, after exploring for a bit, you will be able to interact with them to speak with Nemalyth. Here, she will be able to aid you with her powers.

First, you will be able to use Crystal Terminals to help upgrade Nemalyth's abilities. These are known as Crystal Upgrades - unlocking them requires the power of memory, known as Memory Shards, and a mysterious metal known as Cypelle, which can also be gathered in various locations.

Memory Shards are normally formless and imperceivable, but to those possessing an object related to the memory, they appear as crystal-like shapes. These shards can be collected, with each offering a small fragment of its power to you, its possessor. In order for Nemalyth to have the proper knowledge to offer certain upgrades, you will have to collect these shards.

Memory Shards can be found in various locations all over Korvara, and will require careful exploration... though one has to be able to see them, first.
Special Strikes
"Long before its name ever passed our lips, it slaughtered us over and over again in our nightmares, leaving us with not even courage enough to sleep..."

Special Strikes are a new, weapon-based system that is somewhat similar to Weapon Potentials. Some weapons possess a Special Strike, which must first be unlocked at a Crystal Terminal. Once unlocked, it can randomly activate in battle while performing basic attacks on enemies (via the Attack command).

Each Special Strike has a Trigger Rate, a base chance that it will activate when you attack. It also has a Bonus Rate - if you attack, but it does not trigger, its Bonus Rate is added until the Special Strike activates. This bonus stacks - for example, if a weapon has a Trigger Rate of 10%, and an attack does not trigger the Special Strike, it will increase to 15% for the next attack. If it fails again, it will increase to 20%, and so on, resetting back to 10% after it triggers.

Each Special Strike also has a Cooldown - this is the number of rounds it takes before the Special Strike can activate again. Furthermore, the effects of Special Strikes is diverse - some will modify the basic attack in some way, such as giving it a higher chance to hit. Some may replace the basic attack, instead causing a special effect. Finally, some may activate only if the attack hits, triggering some special effect thereafter.
Korvara Is Live!
Korvara is live and can be played right now! Check out the links below to get involved.

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Credits
Dev
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Slydria
  • Mapping
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Appo
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Autumn
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