Tarkovir
To the northwestern regions of Kalindar is a mountainous and forested land known as Tarkovir. It's home to grim folk and frightening terrors that lurk in the dark. Tarkovir is now mostly devoid of widespread civilization, with just a handful of villages and towns scattered over this vast area as points of light against the ever-encroaching and surrounding shadow. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and worse roam freely throughout its dense, twisted forest and mist-shrouded craggy peaks, threatening anyone who fares more than a few miles away from one of the surviving settlements and towns. Travel along the roads or rivers is usually safe. But now and then, travelers come to bad ends between towns. The land is ruled by a group of counts who have established tentative borders and divided the land amongst themselves. However, due to negligence, lack of resources, or perhaps some grim form of pleasure, these counts do not so much as lift a finger to better the plight of those who live within their borders.
The counts have changed in name and lineage through the centuries. All who have held these seats of power have at least one thing in common: they all have garnered a foul and brutal reputation. The current rulers of Tarkovir are:
- Countess Grelod the Charitable of the Ebonheart Mire—A mature woman who, despite her name, is anything but giving. While she does execute favors for her subjects, she always takes a form of payment that is often worth more than the favor rendered. Those who cannot pay meet a horrifying end.
- Count Ulric Lienhardt of Moonshadow Vale—Full of charisma and magnetism, on the surface, very pleasing to interact with, but something dark lurks below. He is a large man with a small temper. He is a master of strategy and combat and is prone to solving issues with his surfs violently. Under his frightful gaze, many of his subjects fear him, and the few who dare to speak out against him do not do so for long.
- Count Edgar Raven of Blackthorn Shire—A recluse many have not seen in several decades. Some even believe him to be diseased; however, this has not stopped his underling from collecting taxes and aught besides. His manse appears derelict and abandoned, but those who venture inward pass the guards to discover the truth and do not return.
- Count Gabriel Von Caedmont of the Vespera Highlands—The Caedmonts have always been in power in Tarkovir, tracing their lineage back to the land's original rulers. He is the latest in line on the Caedmont ruling seat and is just as savage and cruel as his predecessors. Corpses of dissidents are nailed to boards and decorate the roads in his territory, and there have been many claims of people disappearing in the night. Despite his outward cruelty, those who live in the walls of his settlements and city enjoy a modicum of order, safety, and comfort often denied to the other citizens of Tarkovir. Unless, of course, you believe the rumors.
- Count Damion Hallowcrest of Harrow Hearth—Harrow Hearth is the closest thing to a well-ordered province that Tarkovir has. While not completely untouched by the other woes that plague the rest of Tarkovir, it does enjoy relative safety during the day, and it's all thanks to Count Hallowcrest. He appears very affable and down to earth, but no one is quite sure how he came to power. The previous rulers had an extended list of blood relations, while Damion was merely a ward of the Hallowcrest house. Unfortunately, the previous count had developed some disorder and perished, and his heirs seemingly disappeared in the night. Most assumed they absconded with their inheritance. This left poor young Damion alone to take the reigns.
Localized Phenomena
Though not wholly absent, the presence of the Dawn Host is lessened within Tarkovir's borders. Holy magics are less potent, and though there have been very few attempts, any resurrection magics have the potential to create powerful undead outside of the caster's control or bring "something" back along with a friend's soul.
Climate
Generally overcast during the day with a few errant rays of sunlight breaking through the clouded canapy during the morning and noon. It often rains and though a northern country, Tarkovir sees little snow. Winters are windy and bitterly cold and more often accompanied by freezing rain and thunderstorms than blizzards or flurries. Summers are very mild with rather comfortable days when there is no precipitation and just the faintest chill in the evenings, springs are marked by increased precipitation and autumns are cold fairly are windy.
Fauna & Flora
Vegetation grows rampant and unchecked outside of the few centers of civilization. The land of Tarkovir has a habit of reclaiming ruins left abandoned rather quickly. However, by some miracle, the roadways remain mostly clear, with the oppressive woodlands pressed up against their edges. Plants grow twisted, often malign and blighted. Fertile farmland is scarce, but Tarkovir's citizens continue to survive, if just barely.
History
It is said that the land on which Tarkovir was built is cursed. Some scholars believe that during the Dawn Cataclysm, a dark and forgotten god was slain in these lands, and their foul blood polluted, twisted, and cursed it. Others claim it was once a vibrant, flourishing kingdom led by a good ruler. However, tragedy struck, driving the king to madness, and in desperation, he sacrificed his grand kingdom to some terrible end, cursing the land. Whatever the reason, Tarkovir is indeed a befouled place.
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