Codex

Knova

Region · part of Western Isles

An archipelago in the northern Western Isles, south of the Iron Sea.

Type
Region
Contains
3 places
Borders
1 realm
Peoples
Drachma · Triton

An archipelago in the northern Western Isles, south of the Iron Sea. Famous as the home of the Iron Academy—the greatest combat school in Alaria—and its sister institutions Seatower and Blackwater.

Position and Borders

Knova occupies a cluster of rocky islands in the northeastern Shattered Sea:

The archipelago sits at a natural crossroads—ships traveling between the Iron Sea and the Sea of Merchants often pass within sight of Knova's fortresses. This makes it valuable for trade and dangerous for enemies.

Terrain and Climate

The islands are volcanic remnants—steep-sided, rocky, with little arable land. What they lack in farmland they make up in mineral wealth: iron deposits run through every major island, with copper and tin in the smaller outcroppings.

The climate is temperate maritime with frequent storms. Fog rolls in without warning. The waters between islands hide rocks that have claimed countless ships—the triton patrols know safe passages that outsiders don't.

The Main Island

The largest island rises sharply from the sea, its central peak dominated by the Iron Academy fortress. The harbor is a narrow channel between two spurs of rock, easily blocked and heavily defended. Behind the fortress, the mountainside is terraced with training grounds, dormitories, and forges. Those slopes belong to the Drachma—the seafaring humans who fill the Academy's dormitories and man its forges. Their black-haired recruits and the smiths who arm them make up most of Knova's land-dwelling population, while the triton hold the water.

The fortress itself is built from local stone reinforced with iron—the walls have a metallic sheen in sunlight. The main gate faces the harbor; smaller gates lead to training grounds and the mine tunnels that honeycomb the mountain's interior.

Notable Features:

  • The Serpent Skull: A massive sea-serpent skull displayed in the central courtyard—trophy of Commandant Vesk's legendary kill
  • The Iron Throne: The Commandant's seat, forged from weapons taken from defeated challengers
  • The Deep Forges: Smithies built into the mountain, using natural heat vents for metalworking
  • The Proving Grounds: Terraced training areas where students fight for advancement

The Lesser Islands

Dozens of smaller islands dot the archipelago:

  • The Training Rocks: Bare outcroppings used for survival exercises and punishment details
  • The Iron Veins: Mining islands, pocked with tunnels and served by work crews
  • Garrison Points: Small fortified positions watching approach routes
  • The Proving Ground: An island used for final examinations—students are dropped there with minimal equipment and must survive, fight, or reach extraction points

The Triton Waters

The sea around Knova belongs to the triton. Their patrols are constant and deadly—any ship approaching without permission faces warriors rising from the depths to investigate.

The triton maintain underwater camps in the deeper waters between islands. They know every current, every rock, every safe passage. This knowledge is Knova's greatest defense.

Undersea Features:

  • The Deep Barracks: Triton living quarters carved into underwater cliff faces
  • The Hunting Grounds: Waters where triton warriors practice combat
  • The Serpent's Grave: Where Commandant Vesk killed the great sea-serpent—triton consider it sacred

Navigation

Approaching Knova without a guide is suicide. The waters between islands hide rocks that don't show on standard charts. Currents shift unpredictably. And the triton don't warn intruders before attacking.

Legitimate visitors request permission from Sheîr or arrange escort through official channels. The triton will meet authorized ships at designated points and guide them through safe passages.

Unauthorized approaches end one of two ways: the rocks get you, or the triton do.

The Codex of Alaria