North Elvertov
On the Northern border of the Kingdom of Hain and the Kingdom of Dovenar, at the edge of the region known as Graefsher, there is a haunted and forested place called Elvertov.
In Elvertov, there are many old castles and forts now buried and overgrown under the dirt and roots. This is an old site of many battles and many failed defenses. Elvertov is a historic bottleneck, where only a few entrances through the Hollowed Hills, Halvzarmoor, and Urumev hills are easy terrain to move people or armies through. Any invasion seeking to strike at Hain is vulnerable here, and for this reason there have been countless struggles over this region. The dark magic used in these ancient battles still scars the land, leaving behind hazards that remain today. The beasts that prowl Elvertov's forests and untamed hills aren't quite the nightmares of the chaos wastes, but there are things in those forests that are happy to hunt trespassers. And while Elvertov lacks the great numbers of undead animated by Wight Worms that are seen in the rest of Graefsher to the South, wights do wander North and lurk in these forests. The border castles and hazards may stop such creatures from entering Dovenar in large numbers, but Elvertov has no such protections.
Life in North Elvertov can be hard. The wilderness is fairly hostile, the weather can be temperamental and the local industries aren't particularly wealthy. The lands to both the South and North are more prosperous. And yet, this isn't a backwater. The population is reasonably large, the local economy isn't especially impoverished, and business along the Cenotaph Road and coastal towns is good.
North Elvertov is a political region: a strip of land ruled by a Graf who serves the Kingdom of Hain but rules with a great deal of local autonomy. North Elvertov is divided into four baronies ruled by Burgraves, which are then divided into smaller knightly fees ruled by Ritters.
North Elvertov has a political (and, increasingly, a cultural) rivalry with South Elvertov, despite the two provinces being entirely interchangeable to those not from either of them. North Elvertovers are less hostile towards people from Parstovar or Gernzlov, but they do have a patronizing tendency to treat them as less culturally Hainish and as somehow 'ignorant' or 'foreign' despite being neighbors of nearly-identical culture and religion.
Currently, the Graf of North Elvertov is a vassal of the Elector-Prince of House Hunain.
Geography
North Elvertov is a region divided into four provinces: Gorninbolk, Azervershal, Yoktarov, and Nomenholm.
Gorninbolk is the greater province around the town of Gornin - the largest settlement in North Elvertov. Much of Gorninbolk's more productive regions are along the Cenotaph Road, which runs through the town. The Northern reaches of Gorninbolk are sparsely inhabited villages and hamlets surrounded by light forest, which becomes more dense and dangerous as one goes North. To the North of Gorninbolk is the Halvzarmoor, a dangerous swampy and hilly region ruled by a reclusive group of Ketarun Cats. The Gorninbolk region contains the entire stretch of road to Parstovar, including a stretch of land along the Hollowed Hills in the Northeast. The roadway is wealthy, attracting numerous caravans, pilgrims, and travelers. The Northeastern part of Gorninbolk is also heavily guarded and well-fortified as a bastion against invasions from the North.
Azevershal is an agriculturally productive region of Elvertov, though it does have a significant patch of forest in the South. This is perhaps the most populated part of North Elvertov and acts as the political seat of the Graf. Unlike the more open and commercial culture of the Gorninbolk roadway, Azevershal has a xenophobic and martial culture typical of Graefsher. Notably, Castle Azevershal is known to host Summer Knights - Knights who specialize in battling Kivish warriors - and the Summer Knights have their own tower here.
Yoktarov in the South is politically contested territory, as the Graf of South Elvertov claims the land belongs to their province. Regardless of these claims, currently the Burgrave is sworn to the North. The coast of Yoktarov is full of small fishing villages and the farmland is fairly productive - Yoktarov is fairly wealthy and productive, with only a small patch of old haunted barrows and groves in the North near Gornin that is complete open wilderness. Yoktarov has a larger undead problem than the other parts of North Elvertov.
Nomenholm in the East is the least settled and most dangerous part of North Elvertov. It is isolated, heavily wooded, and hillier than other parts of the province. Nomenholm only has a rough trail connecting it to Azevershal. While armed and mounted warriors can easily make their way between the castles, an unarmed traveler would best avoid this path. The Bonewoods surrounding Nomenholm to the West are known for their pale trees and dark nights. Some of these plants are literally infused with bone and can be edible to Prisms, serving as a niche local industry. Nomenholm is actually closer Castle Hunain, home of the great House Hunain, than their direct liegelord, and the locals sometime seeks aid at the Prince's domain.
Ecosystem
The ecosystem in Elvertov is normal - well, normal by Stildane standards. There are pines, oaks, cows, goats, foxes, wolves, sheep, deer, badgers, rabbits, and the like (though in more diverse forms than usual). These things live alongside numerous mutated forms of life, often the less-overtly-magical kind. But when battle, plague, famine, or disaster strikes and sapients die in large numbers, the mundane unfurls into the surreal. Great crimson feelers crawl out of the soil to drink up spilled blood, great rib-like tubes sprout from between trees and stones and open into ivory branches, existing trees begin to grow and move across the earth into new shapes, strange insects and creatures emerge like toads seeking long-awaited rain. This death-frenzy exists in all things here, even the stones and the dirt. In the wake of violence here, the world buzzes with excitement and vibrancy. It feasts on the energy, the expended magic, the lost life, and the spent emotion. And then, as peace settles in, the world settles back into what it was.
This transformation is magical, but it is not entirely undetectable. Trees often have odd patterns and structures inside them that are visible when timbered - hollows where quiet things crawl, organs of things the trees could become. Furrowing and harrowing the soil here (digging up the soil in spring to plant seeds and breaking up the soil to prepare for that process in winter) can often turn up odd threads in the soil that move to adopt the new dug-out shape. The same is true for those digging latrines, irrigation canals, wells, or cellars. Local farmers are just used to seeing it - the threads can make quickly digging a pain as they get in the way and snag your tools, but with a little patience the threads can be easily worked around. Hell, the threads can even strengthen earthworks and the shape of dug-out holes effectively, giving them extra durability. But these threads are part of deep-rooted and hidden ecosystems. Perhaps they are sensory feelers looking for death, maybe the are part of some grand magical mycellium network. Certainly the earth here is rich with strange life. Digging a well, latrine, or other deep hole can often unearth strange bugs and small beasts hibernating for a future death-frenzy. Who knows where the bigger things are hidding - deeper down, one assumes. Best not to dwell on such matters.
Fauna can be transformed by a death-frenzy event by the many parasites that live here. Most of these lesser parasites are barely noticeable and often have a minimal effect on their hosts. But it is not unheard of for docile sheep to transform into new, stranger shapes if exposed to enough humanoid carnage.
This is not an ecological dynamic unique to Elvertov: this is how Graefsher works more broadly. And, like the rest of Graefsher, vengeful spirits and Wights are also just a part of the landscape that people have to live with here.
There are some local varieties to Elvertov to help give it that big of variety. The Bonewoods of Nomenholm are, for example, known for their bone-infused hard white trees and locally specific fauna. The gaps between the passes heading North, particularly those in the Gorninbolk area, are also extremely reactive to death. Even non-lethal amounts of bloodshed can trigger a small reaction, and the region truly explodes into chaotic energy in the event of a full-fledged battle.
History
Pre-1800 History
Waxing and Waning (1800 - 1960)
The Recent Lords (1960 - 1999)
Current Affairs
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Region
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Ruling/Owning Rank
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