Southern Tarkima Clan Brakor Territory A small herd of deer, no more then a dozen, were found serenely grazing the snow-blanketed forests of Southern Tarkima, despite being a land rife with violence and inter-clan warfare, even the barbaric north holds a sense of beauty in its environment, not too far from the grazing deer was a small hunting group, a group of four men slowly making their advance towards the herd, bows in hand and ready to strike. At the lead of the four men was none other then Firgus Holen, Chieftain of the Brakor Clan. Flanking him was his right-hand man, Olaf Tarin, a long time friend and brother of the Chieftain, along the two were two members of Firgus' oathsworn. Firgus raised his hand as the herd was within sight. "Alright lads, bows ready." He whispered, pulling out an arrow and readying his bow, his party doing the same as they all took for their respective targets. Firgus begun to tremble as he took him, something Olaf had taken notice of. "Losing your nerve already friend?" Olaf quipped.
"Ha! Just you watch!" He laughed as he let go of his arrow, the others soon following, within moments just one deer had dropped to the ground, the rest scattering out into the forest, blood staining the snow. Firgus had a satisfied look on his face, turning smugly to Olaf who then simply rolled his eyes as he and the others approached their kill. "Come on friend, what troubles your mind?"
Firgus let out a big sigh as he bent down and hauled up the large deer onto his shoulder. "It's Elina."
"Ahhhh, I see." Olaf replied, pausing a moment to lift up his own deer. "Firgus, she's a fine and strong young woman now. She can look after herself, and she won't be alone."
"I know that." He sighed once more. "It nonetheless chills my nerves...she hasn't been far out of my sight since she first stood on her two legs. Ever since her mother passed on." Soon the four begun their return trip to the carts, followed by their trip back home. "She's soon to be married." Olaf said. "And the boy to ask her hand has been pretty damn persistent in pleasing you, I think your Elina is in good hands."
"Perhaps...the boy did punch out a godsdamn grizzly..."
"And even brought you the hide!"
"....You could be right, brother. Still I can't help but wor-" Firgus was abruptly interrupted as a loud beastly roar was heard, from the trees came bursting tall white-furred beast, a pair of horns protruding from it's skull. "YETI!" one of the guards cried out, pulling out his sword and charging forth at the beast. His sword managing to pierce through the beast's hide, crying out in pain, the enraged Yeti swung it's arm towards the guard, flying him towards a tree. The others had followed, and pulling their swords, letting out the Tarkiman war cry and charged, encircling and swinging their swords at the beast. But the Yeti would not relent, and grabbed a hold on the other guard, tossing him towards a broken tree, the poor young man impaled by a particularity sharp edge of the damaged tree. In that small moment, Olaf swung his blade, but his timing was off, and had missed the Yeti by a hair. He stumbled and maintained his pose, turning to face the beast, a thought clicked in his head. "Wait..what the hell am I doing?!?" He cursed to himself as he tossed the blade aside, and clasped his hands together, and begun praying. In the chaos of the fight, poor Olaf had forgotten the fact that he was a Mage, a member of the Ursya Priesthood to be exact. His hands split apart as blue flames begun to manifiest on the palms of his hands, and within that instant he caste his flame magic upon the beast, the flames searing the flesh off it's arm, it had fallen down on its kneels from the sheer pain. "Now Firgus!" he shouted.
Without hesitation, frigus made one last charge towards the yeti, slicing off it's charred arm, followed by piercing through it's chest, straight into its heart, in mere seconds the Yeti had gone limp, life leaving its eyes, Firgus rose one leg up and pushed the beast back to liberate his blade.
All was now quiet and calm for a moment, firgus breathing in and out in rapid succession, the thrill of the skirmish just exiting his system. All the sudden, both Firgus and Olaf had a fit of laughter. "Still as spiry as ever!" Firgus cried out, smacking the old man's back. The laughter unfortunately was cut short as he, olaf and the wounded guard took notice of their dying comrade, a few minute pass as they worked to free him from the tree, and place him on the ground. "Oh Gods..." the first guard muttered as he saw his brother-in-arms in his last moments, a gaping hole in his chest. He turned to Olaf with a desperate facial expression. "You must do someone! Can your magic not reverse this?!" Olaf sadly shook his head, "My boy, this is beyond my healing magic...I'm afraid we can not do much for the poor lad..."
In a but a small moment of life, the dying guard struggled to utter a word. "I...serve.." he continued to struggle.
"No need to say a thing." Firgus said kindly, grasping his hand. "You've done your chieftain, your clan and your family proud, know this as you come to the loving embrace of the Forge Mother."
The Oathsworn made one last smile before he had finally passed on. More time had passed as the three worked to give the young warrior a proper burial worthy of a Tarkiman, a large pile of stones covering his body, his blade piercing the ground in front of the pile. The once again had a moment of silence as they resumed their journey to the carts and onward to home.
Each of the Clans of Tarkima are ruled by their respective Chieftains and their inner circle of lieutenants, the Chieftain's rule is absolute, their word and blade law. If the current-sitting Chieftain were to meet an unfortunate fate, the selection process of succession often is done so in two ways. If the Chieftain was slain in a duel of honor against his opponent, the challenger would then by right, become the new ruling chieftain. If the Chieftain was to die of natural causes, or slain in battle, the new ruling chieftain would then be decided in a grand fighting tournament, the best warriors of the Clan would gather to battle in fierce arena combat for the right to rule the Clan.
Geography
Plum(Ardir), Red(Fervari), Gray(Brakor), Blue(Minor Clans) The Lands of Tarkima while varied, they are rugged and harsh, ranging from cool, breezy plains and forests in the far north, green highlands, plains and rolling hills making up the central regions, the volcanic ashlands of Rothgul to the east, and the snow-covered, frigid mountainous regions that stretch across the southern border. These Mountains have been referred to by the Tarkimans as Jotanu's Gate, Followers of the Earth Primordial Lord revere it as his supposed magnum opus and those who lack respect for the mountains or are ill prepared will no doubt perish in the Gate's perilous jagged labyrinth. Jotanu's Gate has a quite obvious strategic purpose as well, forming a natural border wall between Tarkima and the rest of the Continent.
Culture
The many peoples of Tarkima are one of battle, honor, family, and for the select, pure savagery. Strength and skill above all else is highly valued to the People of Tarkima, with only the strongest of them all being able to lead the Clans or die. Religion in Tarkima centers around the worship of the mythical Primordials as Gods, several Primordial Lords and their Offspring once reigning over these savage lands. There also exists growing order that reveres the long dead Prophetess as a Divine Messenger of the Gods, a sentiment not too well shared to wider Tarkiman Society. When the Primordials had vanished from the face of Askor, it was said that the Gods had ascended into a higher plane of existence, out of the reach of their followers, the reason told by the many clergies that the Gods themselves saw fit to craft a new paradise for the devout, a life after death, a realm beyond the mortal world.
Mages are quite a uncommon sight in Tarkima, those found are declared Blessed, their bloodline tracing back to the Primodrial Lords. Mages found will find themselves in high positions in Tarkiman Society, either as members of the respective Priesthoods of the Gods, as specialized warriors in the warband, as close Advisors to the Chieftains, some Mages even become Chieftains themselves.
Crime is wide spread like in any other region, how it is handled in Tarkima is rather unorthodox. In determining one's innocence or guilt, the Tarkiman Clans will have the accused go through the Judgment, Trial by combat. The Accused will be made to fight the fiercest beasts or warriors that Tarkima has to offer, if they survive, their innocence is guaranteed if not, well they've met their brutal end. The Land of Tarkima is ruled by hundreds of Clans, but in actuality, the land is ruled by the three greatest of Clans, Ardir, Fervari and Brakor.
Grogar Males
Grogar Female
Military
With the exception of Ardir, the armies of the Tarkiman Clans are a rather disorganized rabble compared to the ordered and structured armies of more civilized kingdoms, the rank beyond Chieftain being meaningless. Tarkiman warriors of any race typically are organized into Warbands, said Warbands vastly differ depending on function, a Warband making up up a dozen or so warriors, to hundreds to thousands of warriors. Leaders of these Warbands are often hand-picked by the Chieftain himself or members of his Inner Circle.
Warbands of the Three Great Clans quite differ from one another, each Clan adopting their own style and tactics. The Fervari for one, are by far the most militaristic and Industrial of the Clans, favoring swarms of well-armored warriors and beasts, as well as employing the use of strange war machines churned out by the Foundries of Rothgul. Warriors of Brakor, while lacking the industrial might of the Fervari, make up for in numbers and savagery, the Clan of Brakor favoring hordes of swift, lightly, if crudely armored warriors and beasts, a typical trait of the more smaller clans.
Clan Ardir however, is a far different beast compared to the other two, the warriors of Clan Ardir, or the Kingdom of Tarkima as they've arrogantly refer to themselves, being a more ordered and disciplined lot compared to Brakor, Fervari, and numerous other clans, replicating more civilized military formations like their southern counterparts. Although despite this, old habits die hard, and as said, their formations, attitudes, and tactics are just that, mere replication, their barbaric tendencies flaring out in the form of their still crudely built weapons and armor, only a small core of their army being fitted with more finely crafted equipment befitting of a regal military force.
Fervari Warriors
Forgeborn
Berserkers
Clan Auxiliaries
Brakor Warriors
Berserkers
Shield Maidens
Oathsworn
Allied Auxiliaries
Ardir Soldier
Ardir Royal Guard
Dire Hound
One of many beaats native to Tarkima, the Dire Hounds are a somewhat large canine species that, for most of recorded tarkiman history, have been seen as faithful companions to tarkimans of all walks of life, often serving as hunting beasts or as terror weapons, whole packs unleashed upon the enemy to rip and tear to shreds.
Troll
Monstrous creatures of legend, Trolls once ruled the lands of Tarkima, numbering in many thousands, keeping the people in constant fear of a herds arrival, that is, before the Primordials arrived. Once the Primordial Kingdoms rose, the trolls had quickly found themselves no longer at the top of the food chain, and were subsequently subdued by their former prey. In the present day, trolls now number in the hundreds, many now enthralled by the clans as living siege engines.
Horse
The most common beast to be found in all parts of the world, the mighty Horse is no exception in Tarkima, their role no doubt similar to their more civilized counterparts.
Heroes
Mornog the Horned Troll
A wild, yet powerful troll that roams Tarkima and surrounding lands.
Undvich Krac
Chieftain of Clan Fervari.
Firgus Holen
Chieftain of Clan Brakor.
Rogi Gelen III
Chieftain/King of Clan Ardir
History
Millennia ago, Tarkima was once a untamed and savage land, moreso then present day Tarkima. The peoples of the land were grouped into small tribes, struggling to survive a harsh land filled to the brim with monstrous beasts, invading armies from beyond the shores. However on one fateful day, Tarkima was blessed with the arrival of a group of Primordials, whom would later become revered as Gods to the Tarkimans.
The Primordials, with their vast power had managed to carve up their own little kingdoms within this ancient, it was a long lost Golden Age for Tarkima. The monstrous beasts that once roamed the land freely had fled, the Primordials blessing their new subjects with wondrous weapons and warmachines to hunt, would-be conquerors were chased from the shores as the Tarkimans became more organized under the guiding hand of the Primordials. For generations they ruled, some benevolently, others not so, however, these Divine beings had given the gift of civilization to this savage land. Unfortunately, after they had vanished from the world, their Children had remained to steward the lands in their stead, if only temporarily until they too would wither away, giving rise to a free Tarkima.
Upon the dawning of the Era of Heroes and onward to the present day, Tarkiman Civilization had quickly collapsed upon itself once the Primordials and their offspring had "Ascended". The old Kingdoms had broken asunder, Clans both large and small forming to fill in the void left by the Gods.
The Era of Heroes would be known to the Tarkimans as the Age of War. The next five centuries would be follow countless wars among the clans, invasions of neighboring kingdoms, and to some extent, exploration. Tarkiman Clans, seeing new bounties beyond their homeland would set off further south, claiming lands that would be of the Emerald Empire, their descendants having long since lost traces of their barbaric lineage. Others would dare to venture further, many to never return.
Kingdoms bordering Tarkima would feel the unending wrath of the Clans, wars, skirmishes and raids fought on and off throughout the centuries. However, as of a century before the present day, something would change. A hundred years before the present day, Missionaries from the Serene Kingdoms had landed on Tarkiman shores, at first, the neibhoring clans were hostile to the foreigners. Some even actively hunting them, however, one clan, Ardir, lent its ear to the missionaries, becoming aware of the Serene One for the first time, many among their ranks were angered by the blasphemous words of the Missionaries, the Chieftain among them. However, a small group of warriors were more open to the fact that their "Gods" were flawed beings, the missionaries point of view was made realized as they converted these renegades.
Eventually, the Renegades challenged the Old Guard, overthrowing the Chieftain and his warriors, the leader of the converted proclaiming himself the rightful king of Tarkima, choosing by the Serene One itself. Clan Ardir, for the last hundred years, launched a crusade to claim all of Tarkima for the Serene One.
All the while, other Clans made similar power plays, devouring small clans as they're territory grew larger and larger. Now the land if divided among the three great Clans, Ardir, Feverai and Brakor, only a portion of the land remaining free from the three clans, yet, the smaller clans of the region remain at their mercy.
Relations
Emerald Empire: For the past centuries since the Dawning of the Age of Heroes, the Kingdom of Shenra, followed by it's conquerors, the Emerald Empire, have been in a near constant state of war with the Tarkiman Clans, often fending off raiding parties and large warbands occasionally. In recent years however, Clan Brakor under their new Chieftain have taken a more profitable and less bloody approach to the Empire. In exchange for wealth and resources, Clan Brakor would put a cease to all hostilities, their warriors as well as having the choice of taking up Mercenary work within the Empire.
Clan Ardir, or the Tarkiman "Kingdom" are more cold towards the Empire due to their more heretical beliefs, however, they would not turn away from a potential trading partner, but remain distant. The many smaller Clans and the Fervari however reject any sort of peace, and continue their own raids upon the Empire.
Utyre: Like the Kingdom of Shrena, the land of Utyre has been among the preferred targets of the Clans, and in recent times, Clan Fervari is the chief opponent for Utyre, they and their vassal clans often launching incursions and raids in Utyren lands.
The Crossroads: The relationship between the Crossroads and bordering clans is that of a school of leech fish hunting slow prey, clans both large and small often venture off deep into these battle scarred lands, looting long abandoned weapons and pieces of armor, often for the purpose of melting down aforementioned loot and reforging them into more fitting gear, of course, such looting ventures do not go unpunished, and often are made a target of the Crossroads less then enthused inhabitants.
Characters
Gartnir Torbin
A famed general of the "Kings" army. He, like many Grogar within Ardir lands are a far different breed to what is expected Grogar behavior, The General carries an air of civilized nobility, the barbarism breed out after generations of Serene Rule.
Morella Nurri
A rather petite Drimor that serves as King Gelen's top assassin.
Tolaal Gelen
Crown Prince of the "Kingdom" of Tarkima.
Olaf Tarin
An aged Mage, eldest member of the Brakor Inner Circle and good longtime friend of the current Chieftain.
Asgorgh Gormk
Chief War Master of Brakor's Warbands and trusted lieutenant to the Chieftain.
Urlid
Elina Holen
Sole Daughter of the Current Chieftain and aspiring warrior.
Farald Hengus
A recent, eager addition to the ranks of the Brakor Warbands and the betrothed of Elina.
@Landoval13 Sorry to say that the island has been claimed, here's a semi-upated version of the map.
With the exception of the island north of Freishann and Khandarai, there are a few small islands left to claim and possibly that open spot of land, we're not 100% sure if the player is approved or not.(You would need to ask the GMs)