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==The Land of Ferrumgard== The Land of Ferrumgard is the primary continent of play. It has a plethora of cultures and myths. The main race and possibly only sentient race capable of civilization on the continent is Man; man is spread out into a vast number of factions, cultures, and religions. From the northern Blackened, to the Sages of the Droning Bog. The psycho riding marauders of the wastelands to the honorable echo of an Empire that is Tyrnoth. ===The Kingdom of Tyrnoth=== {{Topquote|Agalord arise, greater than before<br />Time of peace, not of war<br />Shouts of freedom from the castle walls<br />Freedom in the land and hope for all''"|''Unholy Warcry'', Rhapsody}} An idyllic kingdom located on the western side of the mainland. It is the last remnant of a once great Empire long forgotten. Where other lands have fallen to barbarism and decentralized to city-states, Tyrnoth remains a bastion of civilization united under its king. The peasantry of Tyrnoth typically venerate the Old Gods as tradition, while the nobles of the higher courts follow the faith of the White God. Its capital is Tyrn, one of the great cities of the Empire. Tyrnoth has a distaste for the Blackened, they see them as lowly simplistic tribesmen with no culture. It is currently ruled by King Avalonius the Dragonheart. ====Tyrn==== It in the late years of the Metallican Empire, the earth lay cracked and burned, fresh from its wounds that had be wrought by the Bards of the old days. General of the 17th Metallican Legion, Tyrn, oversaw the last bastion of Metallican rule. It was an unnamed fortress turned refugee camp. The remnants of his dead, once proud Empire clinging to life in the desolate haven. Something had to be done. Tyrn had long accepted that the Metallican Empire was long dead. Its colonies fallen into savagery, it's core turned to dust, and now it's last cities losing their way. His people however, refused to believe that the Empire that had lasted so long, was finally gone for good. To reinforce the fact that there will and never could be a Metallican Empire again, Tyrn had the fortress named after him. And a new Kingdom formed; Tyrnoth. Tyrn was rapidly expanded in short time. Builds were raised around the tower, and when the city was complete great fortifications were raised. High walls of glistening steel rose all around it's circumference of Tyrn, guarding it from most forms of assault. In the center of the circle was the shining tower of marble, the white stone reflecting the sunlight brilliantly. At the top of the tower was the throne room of Tyrn, which his successors still use to this day. The streets of the city are made up of crushed rock from construction of the buildings, which has been flattened and pressed to be as flat and smooth as the Tower of Tyrn that looms constantly overhead. The noble elite can be seen occasionally riding on flamboyant motorized cycles, the people wearing simple but beautiful clothing such as tunics and vests. Purple is the color of wealth since the dye to make it can only be acquired from the blood of rare and exotic seabeasts killed in Kingsford. ====The Forest of Gael and Droning Bog==== Partially within the domain of Tyrnoth is the Forest of Gael. In the northern region of the forest, settlers dwell in houses built into the trunks of giant trees. Sometimes, they live secluded as hermits, but often they make entire villages that seem to blend into the forest itself. The citizens of Gael are typically friendly and hospitable, eager to entertain travelers with drink and song. To the south of the forest, the terrain becomes darker, rich with mushrooms and rare herbs and fungi. This area borders the swamp of the Droning Bog, which gets its name from the soft, low, and ever-present droning noise emitted by gas escaping the sludge. It is in both locations where hermit Druids squat in the overgrown and half-sunken remains of watchtowers from the lost Empire. Through mind-altering herbs, fungi and spells, these sages hope to reach enlightenment. ====Kingsford==== A bustling port city renowned for its grizzled seafarers. These sea-hunters often venture out to the perilous sea surrounding Ferrumgard, and often beyond, in search of ferocious seabeasts to slay. With crews often carrying powerful sorcerers and bards, these hunter fleets battle beast with harpoon, spell, and song (and bullet, if they can afford it) until they bring back exotic meats and scales or die trying. ===The North=== {{Topquote|Far above the ravengate<br />The spread wings of Blashyrkh waits<br />Above the roaring depths<br />Sits the oath of frost<br />On the elder Raventhrone|''Blashyrkh (Mighty Ravendark)'', Immortal}} To the frostbitten forests and mountains of the North lies the realm of the Blackened. Descendants of a clan-based warrior culture, the Blackened have returned to these tribal roots after centuries of monarchistic rule during the Golden Age of the White God. Here, warriors don black and white corpsepaint as they storm, screeching into battle! The religions of the Blackened vary from clan to clan. Some stay true to the Old Gods or Nature Spirits of the Wilds around them. Other clans turned to the Raven Prince during the great rebellion against the followers of the White God. The de facto capital of the North is considered to be Everost, the Black City, the only urban settlement of the region. It is lorded over by the Black Emperor. ====Everost==== Often referred to as the Black City. For nearly a thousand years, the many noble houses of the North lorded over the clans, taxing them and persecuting that many clans that openly worshiped the Old Gods and Nature Spirits, instead of the White God. During Sortem the Black's civil war, the clans enjoyed an autonomy they had not seen since before the days of the Empire. As the Northern King faced the chopping block and stability was returning to the North, the clansmen realize they rather liked governing themselves and ousted the nobles residing in their lands, regardless of what god they served, thus driving them to Everost. Since then, the Blackened noble houses have carved out domains within the city as petty baronies, districts they oversee on behalf of the Black Emperor. Although they may have relocated, the noble houses still harbor the same rivalries they fostered for generations when trying to expand their holdings and monopolize trade within the Kingdom of the North. Clandestine skirmishes and raids between noble houses are common as they fight over territory within the Black City and trade with the Blackened clans. It is not uncommon for these secret wars to escalate into larger conflicts that draw in many of the houses' allied clans and mercenaries, which may force the Black Emperor's personal forces to intervene. Currently sitting on the Raven Throne is Nagrish of the Sortemson Dynasty. =====House Sortemson===== The ruling dynasty for the past 200 years, ever since Sortem the Black usurped the throne (at the cost of collapsing Everost's authority over the North). Their primary concern is maintaining stability within Everost, which is appears to be a futile effort. Still, they have been known to intervene harshly when the situation calls for it. Most members of House Sortemson typically venerate the Raven Prince, Old Gods, and Nature Spirits at the same time. Their sigil is the Raven of Everost. =====House Corax===== This House is infamous for its activities in espionage. The House Patriarch is on the Black Emperor's council as spymaster. It is suspected to have spies in all the major capitals. The Everost Blackened have a saying about them, "Whenever a secret is spoken, a Corax ear receives it. Whenever a back is stabbed, a Corax hand holds the dagger." Those of House Corax typically venerate the Raven Prince. Their sigil is a raven in flight, holding a dagger in one claw and a scroll in the other. =====House Zyrhakh===== Feared for their military might. Their house troops are seconded only to House Sortemson. When they want something (usually in the matter of enchanted treasures of trade routes with the Northern Clans), they are not hesitant to attempt to take it. They are also known to fund raiding parties of coastal clans. Their House Patriatch is the Black Emperor's High General. They typically venerate the Old Gods. Their sigil is a bloody double-headed axe. =====House Guldrik===== Their holdings in Everost lie mostly in the port district. As such, they are the masters of trade in the North and the richest House. Because of this, they are often at odds with House Corax and House Zyrhakh, who mean to take this wealth through scheming and plunder. However, their ties with several Northern Clans makes their trade routes the best defended. House Guldrik's Matriarch serves as the Treasurer of Everost. They worship no gods in particular, preferring the Sunsetter way of life and putting most of their energy into hedonism and decadence. Their sigil is a scale. ====The Northern Clans==== [[image:Hailandkill13.jpg|right|thumb|A Warrior of the North]] After nearly a millennium of being lorded over by Whitist nobles, the clans of the North took their independence in Sortem's Rebellion and have ever since jealously guarded their domains from outsiders and other clans. =====Clan Gorschek===== Located in the southern end of the forest, Clan Gorschek is known for raiding trade caravans that cross into their lands. Travelers in small bands are typically left alone, unless they appear to have something valuable on them. Still, those who journey through Gorschek turf report feeling the icy stares of scouts on their backs and bowstrings being drawn in anticipation. This clan worships the Raven Prince, even being rumored to take part in cannibalistic rituals that they neither confirm nor deny. The music and shrieks from their rituals can be heard echoing from the woods to haunt the settlers on the outskirts of Kholdon. =====Clan Allarn===== Deep within the forest is Clan Allarn. Like most clans in their area, they have a deep reverence for the Nature Spirits. Though they mostly prefer to keep to themselves and tend their woods, they have been known to send raiding parties against Everost loggers that encroach too closely to their sacred groves. Though they are not otherwise hostile toward Everost, they are often the most reluctant to cooperate in their military ventures. Clan Allarn rarely mobilizes for war, unless the North itself is threatened. =====Clan Vorsung===== In the perilous and frost-bitten Great Northern Mountains is Clan Vorsung. Because of their location, they are an exceptionally resilient clan. Their sorcerers are legend in the North and feared on the battlefield. They revere the Old Gods and Raven Prince in equal measure. It is said that the clan elders of Vorsung know the mysteries and secrets of the realm of Blashyrkh that lies beyond the moutains, but few are capable of making the journey to meet them. =====Clan Ávinstrigr===== The largest and mightiest of the seafaring clans, they have piracy and raiding down to a tradition. For generation, Ávinstrigr has been feared and hated in the coasting regions of northern Ferrumgard. Like most coastal clans, they praise the Old Gods, believing their frenzied berserkers to be empowered by the ancient war gods in battle. They are often the vanguard in Everost's invasions. ====Blashyrkh==== Through the haunted forests and over the perilous mountain ranges of the North lies the frozen wastes of Blashyrkh, a grim and frostbitten land. The biting winds and crippling cold prevents even the hardiest of Northerners from settling here. Just as well, since there is nothing here to offer Man; only tundras, mountains, and plains of infertile permafrost. Should one dare to venture this far north and be equipped with the means to survive it, they just might stumble across ruins of a civilization predating the Metallican Empire, where ancient, otherwordly evils dwell... ===The Wastelands=== {{Topquote|Playing for the high one, dancing with the devil<br />You win some, lose some, it's all the same to me<br />The pleasure is to play, makes no difference what you say<br />I don't share your greed, the only card I need is the Ace of Spades|''Ace of Spades'', Motörhead}} To the east of the grassy plains, hills and forests of Tyrnoth lies the dreaded Wastelands. Not a unified land by any means, the Wastelands are home to over a half-a-hundred petty kings ever-feuding with one another for useless land and the little resources to be had. The terrain is covered with hard, infertile dirt, sand, and rock, the landscape varying from dunes of shifting sand to great sun-scorched mountains and canyons, to plains of flat infertile land. Arkdam is notorious for dumping its industrial waste here, causing the Wastelands to be dotted with lakes of toxic sludge and women living near them to give birth to mutants. Villages often wall themselves off to defend themselves from bands of raiders that roam the Wastelands on motorcycle, horseback and larger vehicles. To think a millennium ago, the region was once green, fertile, and home to the center of Ferrumgardic civilization. There are many old ruins here and the Lost City of Metallicus, the capital of the Old Empire, is fabled to be buried somewhere in the sands of the Wastelands, waiting to be uncovered by a sandstorm. Tension is high and duels are common, be it by sword, spell, or song. Travel is difficult, for the ever-present dangers of raider and beast. The gristled citizens of the wasteland tend to follow the White God, if any at all, or less commonly, the Old Gods. The de facto capital of the Wastelands is Tartarus, an urban trade city. Don't go out here on foot, you won't make it long on foot. ====Tartarus==== Unquestioningly the center of wealth in the Wastelands, Tartarus is a veritable oasis of safety from the marauding raider bands. However, inside the impenetrable walls of Tartarus, travelers are at the mercy of the thieves, gangsters, slavers, and other unsavory characters beyond count. As the Rail runs through the city, Tartarus also acts as a waypoint for trade goods. In fact, it is said that for the right price, almost anything can be found and bought in Tartarus. From his keep within the city reigns the Lord Protector Anhast, who plots to unite the Wastelands and bring stability to the troubled region- even if it means having the raider lords bend the knee, but continue their oppressive reigns as his vassals. ====The Cult of Kainus, Crystal Mountain==== [[image:Kvltofkainus.jpg|right|thumb|The Cult of Kainus]] In the rocky, sandblasted region of the Wastelands lies the ominous Crystal Mountain. This gigantic, copper-colored landmark is the home of the Cult of Kainus, a blood cult of the Raven Prince. Their massive temple, named the Festering Palace, is built right into the mountainside, where the cultists hang their kidnapped victims, living or dead, from meat hooks to be sacrificed in blood ritual to summon demons and spread curses upon their enemies. The cultists typically wear black robes with pointed, featureless hoods, devoid of even eye holes. The military arm of the cult wear grimy black armor with their trademark hoods. ====The Skaggar Dominion, Northern Wastelands==== Once a savage gladiator and a member of the High Council of Drakenos, Lord Skaggar was unpopular among the Council for his harsh temper and habit of declaring duels for the most minor of slights- always to the death. He is noted for his immense size, ominous spiked armor and twin dragonsteel broadswords, Agrun and Vekna, enchanted with flaming blades. His downfall in Drakenos began when he proposed a more expansionist agenda, claiming that Drakenos had more than enough military might to unite Ferrumgard under its rule. Rumors began to arise; whispers of plans to overthrow the Council and unite the hordes under one Emperor. Many claimed he consorted with the Raven Prince's demons and sold his soul for otherworldly power. The tension against him in the Council erupted one night, after a heated argument over his character. Skaggar accused the Council of being cowards and weaklings. Without warning, Skaggar drew his swords and cut down several members of the Council, wounding and maiming several others. He escaped Drakenos, slaying anyone in his way, and is said to have walked straight into the sea as a ferocious storm raged. For several months, it was thought that he had gone insane and killed himself... until reports came of a hulking beast of a man in spiked armor walking right into the stronghold of a petty raider lord in the northern Wastelands, slaughtering almost everyone inside and declaring himself Lord Skaggar, Future Emperor of Drakenos. With the help of the surviving raiders (now his minions) and the black magic of the Raven Prince, he was able to amass an army and carve out a growing domain in the northern Wastelands. Ruling from the dreaded Keep of Thorns, the Skaggar Dominion proves to be a threat to Tartarus' unification ambitions and prospective Wasteland holdings. ====The Waste Kings==== To call these despots "kings" is almost a mockery of the term. Most are little more than eccentric brigands, often granting themselves meaningless titles of "Lord", "King", "God-Emperor", and the like with hordes of common waste raiders as their loyal "knights." Others are honest about their occupation and revel in their notoriety as feared and hated marauders. Those who do not settle in camps use makeshift forts or the ruins of ancient keeps as their strongholds and home-bases. ===The Sovereign Principality of the Sunset Isles=== [[image:Sunset.jpg|thumb|For those who know they're a dreamer, but their heart's of gold. To the Sunset Isles you'll be on your way, on your way..Home sweet home.]] {{Topquote|Welcome to the Jungle, we got fun 'n' games games<br />We've got everything you want, honey we know the names<br />We are the people that can find whatever you may need<br />If you've got the money, honey, we got your disease|''Welcome to the Jungle'', Guns 'n' Roses}} Nestled to the south of the mainland are the twin Sunset Isles. Home to a rich port city, Paradise City, it is a hub for exotic cultures from far off lands. The people wear extravagant clothes and wild hair. Being an elective monarchy, the Sunset Isles' hedonistic noble houses constantly scheme and plot against one another to influence lesser houses on the island into voting for their patriarch to take the throne, come the elections every 5 years. The people of the Sunset Isles typically don't follow any religion, instead turning their attention to themselves. ====Paradise City==== Where the grass is green and the girls are pretty. Paradise City is a densely populated haven for hedonism and the musical renaissance. It is also the site of the palace where the ruling family resides until they are dethroned in the elections. The current Sovereign of the Sunset Isles is Prince Salgo of House Esquire. Arkdamite youths tired of the monotony of working the farms, mines, or whatever their niche in feudal society may be often dream of sailing to this wonderland of wanton women and wild hair to stake their claim in the Sunset Isles' thriving music scene. It is also the epicenter of the unforgiving web of intrigue that is Sunsetter politics. When passing through here, trust no one, but try and live a little! ====The Noble Houses==== The Sunset Isles are home to dozens of noble families each governing holdings throughout the Isles. The size of one's holdings (ranging from a minor island to a sprawling city) implies their relative power. Since, the most powerful ones are usually the most apt at playing the deadly game of Sunsetter politics, the few elite houses are usually the ones with any shot at the title of Sovereign. The lesser houses are seen as pawns by the greater houses to ally and betray at whim, while the lesser houses are eager to suckle at the greater house's power-teats in hope of ascending in status. Disputes between houses are usually settled with bribes, assassinations, raids, and on occasion full-scale civil war. =====House Esquire===== The current house in power. Though the Esquire Sovereign currently resides in Paradise City, the family itself has domain over the city of Goldsmarch and the coveted wine country outside of it. Only marginally more wealthy and powerful than the other greater houses. The Esquires are notorious for holding wild and hedonistic "dancing balls" which more accurately resemble to the "feast-drink-and-fuck" orgies of the Metallican Empire. These events often last several days and rarely go without a drunken duel or two. =====House Rothschild===== The prime rival of House Esquire. Their domain, Angel Valley, is renowned for its brothels. Their corps of prostitute assassins keeps their more lustful rivals on their toes. =====House Whitezephyr===== The governors of Saint's Bay, this house is allied with a noble house of Arkdam guaranteeing them a regular influx of steel tempered in the forges of the Anvil of Glory. Whitezephyr troops are especially well armed. Making Whitezephyr all the more dangerous is their employment of powerful wizards. Many Whitezephyrs are powerful wizards and bards. ===The Helgrad Highlands=== {{Topquote|Brothers I am calling from the Valley of the Kings<br />With nothing to atone<br />A dark march lies ahead, together we will ride<br />Like thunder from the sky<br />May your swords stay wet like the young girl in her prime<br />Hold your hammers high|''Hail and Kill'', Manowar}} The eastern side of the Ferrumgard mainland is known as the Helgrad Highlands. A host of monsters and demons are the indigenous to Helgrad, making it a land where only the strong survive. Thus, the humans of Helgrad are renowned as some of the mightiest in all of Ferrumgard! The barbarians of Helgrad do battle against the various beasts around them by day, feast and make love by night. It is not uncommon for Helgradians to venture beyond their homelands for even greater challenges, often serving as mercenaries or turning to piracy or marauding the wastelands. In Helgrad, only the Old Gods are venerated, as they have been for thousands of years. The barbarians of Helgrad are ruled by mighty warrior kings, who hold their hammers high and keep their metal true. ===The Dark Realm of Nostrem=== {{Topquote|I've seen the place where they meet, I know where it lies<br />Where ancient demons gather, where angels die<br />The darkest pits of the abyss, where flames burns bright<br />Where Satan reigns in terror, there's eternal night<br />I invoke the elder to lead me, into that place<br />Drain myself from blood, and drown in sulphur grace|''Unleash Hell'', Naglfar}} Once a close ally of Arkdam, Nostrem fell to the blight of the undead after an ambitious wizard-king named Bal-Mortus sold his soul to the Raven Prince to be blessed by his power. This was around 700 AM, before even the White God made its way to the shores of Ferrumgard, so the nature of the Raven Prince was not well understood (rather, less understood than it is now). He besought the Raven Prince to make sure he and his kingdom would never die. In his dreams, he could hear the Prince cackle, "Your wish is granted..." Reports came in of the dead rising from their graves, of his subjects living on after horrific mortal wounds. Everything within his domain refused to die! As time stretched on, the lifetimes of the Nostremans began to outlast their flesh and minds until they were naught, but walking, decomposing husks with a curious hunger for the flesh of the living and desire to spread their curse. His soldiers' souls trapped within their suits of armor, carrying about lifeless, rattling bones within. Demons and horrors from planes beyond, summoned forth by sorcerers corrupted by the Raven Prince began to stalk the land and patrol the royal palace. Since then, Arkdam has built a great wall along the valley connecting it to Nostrem, now known as the Valley of the Damned. To this day, the wizard-king of Bal-Mortus sits with blackened, mummified skin stretched across ancient bones in tattered royal silks and a tarnished crown upon his head, a Lich forever more and ready to lash out at the living. Although the realm of Nostrem and its horrors are mostly contained within its mountainous borders, these mountains also contain vast networks of tunnels, dungeons, and strongholds dating back to the Old Empire. It is not uncommon for Bal-Mortus's forces to use these passages to make pillaging forays into the Wastelands and Helgrad Highlands. However, if Bal-Mortus wishes to march in full strength, he must first break through the Kingdom of Arkdam's Red Wall. ===The Farports Confederation=== {{Topquote|When I come back from a mighty quest<br />I have no need for sleep or rest<br />I head to a tavern for a drink<br />And get so drunk I cannot think<br />A wench by my side and a jug of mead<br />These are the things that I most need<br />So I sit back and sing this song<br />And drink and party all night long|''Wenches and Mead'', Alestorm}} A cluster of islands off the west of the Mainland, the Farports are home to several port towns that act as the gateway of trade from lands beyond. Goods, items, creatures, immigrants, and slaves from lands far off must pass through the Farports before setting foot on the Mainland. Many passersby often stay indefinitely to eke out a living in the bustling docks or enter the lucrative business of piracy and smuggling. As such, many settlements dotting the beaches and lagoons of the Farports are notorious hangouts for pirates, smugglers, and other shady folk. The Farports are not unified under any one ruler, instead allied as a confederacy of city-states guaranteed protection from invasions by Tyrnoth. ===The Kingdom of Arkdam=== {{Topquote|Halls of justice painted green<br />Money talking<br />Power wolves beset your door<br />Hear them stalking<br />Soon you'll please their appetite<br />They devour<br />Hammer of justice crushes you<br />Overpower|''...And Justice For All'', Metallica}} Arguably the economic hegemon of Ferrumgard, the Kingdom of Arkdam is not without its struggles. To the east lies the corrupted realm of Nostrem where the demonic and undead forces of Bal-Mortus march to break through the Red Wall containing them. To the south is the anarchy of the Wastelands, where bordering villages are at risk of pillaging by raiders. To the north, the hordes of Drakenos hunger for war and plunder. The people of Arkdam are a hardy people, raised on the notion of danger from all sides, whether it be outside forces or the notoriously corrupt and brutal regime of King Reingard. The constant threats from multiple fronts have encouraged a strong military presence in the Kingdom of Arkdam. Villagers are expected to accommodate passing soldiers with housing and meals. The upkeep of Arkdam's large army and many defenses requires high taxes. Even more, the conditions in Arkdam's mines and oilfields are infamously hazardous. All of these factors have bred a climate for rebellion within the kingdom. However, should a revolt arise, the chaos would leave Arkdam vulnerable to the countless threats beyond its borders. ====Smithmark==== Built around the Anvil of Glory, Smithmark is the capital of Arkdam. It is a bustling city of industry, as it is here that the finest steel is smelted and the finest weapons and armor smithed. Still, the oppressive rule, from King Reingard in his castle to the pitbossess patrolling the mines, has bred a rebelliousness in Arkdam's youths. Smithmark is well known for the number of underground taverns run by rebel cells. These taverns lure youths frustrated by the status quo by hosting bands that play songs critical of the Reingard dynasty. Though most simply come these taverns to vent, many end up joining the rebels. It seems that for every one tavern the Smithsmark city guard raid, three more spawn in different areas. ====The Red Wall==== The Red Wall is a massive wall and stronghold blocking off the Valley of the Damned that leads to the cursed land of Nostrem. On an almost yearly basis, the wall comes under siege by the forces of Bal-Mortus. 50 years ago, the undead legions, personally led by Bal-Mortus himself, broke through the wall and began a war of which the eastern half of Arkdam still bears scars. Bal-Mortus was eventually forced to retreat back into his domain, but since then Arkdam has been ever-wary of another attack of that scale. ====The Anvil of Glory==== Predating even the Old Empire, the Anvil of Glory is fabled to be of divine origin as a gift to man from the Old Gods. Housed within a massive armory complex shaped in an anvil's likeness, only the most talented of blacksmiths are privileged to practice their craft upon the anvil. Every piece hammered upon the Anvil of Glory is imbued with a magic essence. Within the anvil's complex, hundreds of other blacksmiths work tirelessly, smelting coveted Arkdamite ore into steel and creating weapons and armor of legendary quality. Even an enchanted knife smithed from the Anvil of Glory is prized as a symbol of status. ===The Hordes of Drakenos=== {{Topquote|Devourment upon the sands of conceived legal pain<br />Open the gates of the lion's den<br />Lacerated bodies scattered under the rain hunger lions devouring fury unchained<br />Warlords clash in a maelstrom of swords and shields<br />Vultures behold, slaughter unfolds, bloody stories to be told|''Violentia Gladiatore'', Krisiun}} A militaristic nation of warriors, governed by a High Council, where the steel is sharp, the ale is dark and bitter, and national sport is war. It seems almost every decade, the Drakenoi are sailing off to fight a different enemy, be it a particularly troublesome raider band in the Wastelands, the undead and demonic hordes of Nostrem or a realm far away from Ferrumgard. Gladiator colosseums are found all over Drakenos and the two islands that flank it (of which Drakenos has domain). In these arenas, proud warriors volunteer to fight exotic beasts, hardened slaves or one another for the glory of the Old Gods. It is said that the every member of the High Council itself must be an accomplished gladiator, as disputes among them are often settled through blood duels. Although the High Council is the overall authority in Drakenos, the territories of Drakenos are governed by dozens of autonomous Warlords each in charge of maintaining their own Horde. Although training practices and laws vary by Horde, all of Drakenos abides by the belief that freedom is not a right, but a privilege to be earned. Every Drakenoi is born a slave and most Warlords import slaves from all over the world to be made honorary Drakenoi- if they survive to earn their place in the ranks of their Horde. Most are designated as serfs to work agriculture or mine for resources. Those considered to have potential are either recruited into the Horde's army as auxiliaries or sent to the arenas to prove their worth. For children born to freemen, it is possible for the parents to buy their child's freedom at birth. However, it is common practice for Drakenoi children to be given to friends or allies of their parents' upon adolescence to live as a slave until maturity, where they are granted their freedom. Although this practice may seem brutal, social mobility in Drakenos is much more fluid than the strict Noble/Commoner classes of neighboring kingdoms. Every Warlord, every Councilman, and their respective heirs all began life as slaves. A slave that earns their freedom may purchase the freedom of other slaves- namely family members and loved ones. Slaves can also earn their freedom by slaying a freeman in a duel. In fact, it is possible for a slave to become a Warlord just by slaying a Warlord in single combat. Freemen are known by a scar on their chest depicting the Old Metallican rune for freedom. This rune is branded onto all freemen in a ritual during which they swear a sacred oath to die before they are ever shackled again. The High Council acts as a source of moderation and direction for the Hordes, ensuring that no single Warlord claims superiority over the others, and calling the other Hordes to intervene when rivalries between Warlords escalate into more than just "sporting wars." [[image:Krisiun.jpg|right|thumb|To most, a bloodbath, to the Drakenoi "Tuesday"]] ====Dragonsmaw==== The city of blood and steel. This is the seat of the Drakenoi High Council and the site of the grandest colosseum in all of Ferrumgard. Here, only the mightiest of warriors do battle for prestige and honor. The rest of city is alive with the klang of hammer against hot steel as the region's finest smiths forge high-quality weapons and armor out of the latest attempt at topping Arkdamite steel to make the greatest army in the realm even greater. Only those with exceptional martial prowess are sworn to the High Council as their personal army. The Council's small, but elite army marches under the banner of a red dragon's head on a black backdrop. ====Trojag's Exalted Horde==== The largest and most prestigious of the hordes, the Exalted Horde marches under a golden banner with a black hammer sigil. Warlord Trojag's keep rivals the strongholds of many kings, a gargantuan complex of near impenetrable defenses protecting immeasurable wealth from the horde's numerous iron and gold mines, as well as generations' worth of loot and spoils from dozens of wars the world over. Trojag's warriors have a reputation as being only second to the High Council's forces in terms of equipment and training. ====Varg's Bestial Horde==== Feared for their swiftness, the Bestial Horde is often used as the vanguard of a Drakenoi attack. Under a green banner with a light grey wolf's skull, this horde is comprised of cavalry almost entirely. However, Varg's Horde does not ride mere horses. From all over Ferrumgard and beyond, countless varieties of beast are imported to Drakenos to be trained and bred as mounts. Those facing the Bestial Horde must not only fight its savage warriors, but also the monsters on which they ride. Some ride creatures with horns and tusks that can rend and tear through enemy lines. Others are quick and nimble with claws and fangs. Some beasts have hides so thick, no normal arrow or spear can fell them. There have even been reports of mounts that breathe fire or spray acid from their mouths. The horde's mobility allows them to cover ground rapidly, cause disarray in sudden skirmishes and ambushes, and strike deep behind enemy lines. ====Harlock's Drowned Horde==== Under a dark blue banner of a white trident, the Drowned Horde is renowned as bearing the largest navy of Drakenos. Although the immense cannons that adorn Warlord Harlock's fleet yield terrifying firepower, the warriors of the Drowned Horde are just as well to board enemy ships and slaughter their foes up close. Once on land, the massive artillery of the Horde is deployed, making them just as deadly in a siege as they are at sea. ====Skarn's Forsaken Horde==== Even the other Drakenoi are wary of the black banner of the white goat's head upon an inverted pentagram. As their banner suggests, it is no secret that those of the Forsaken Horde pay tribute to the goat-headed Raven Prince. Skarn's Horde is known for its' uncommon proportion of sorcerers and bards, weaving black magic to summon demons, smite the enemies of Drakenos, and invigorate their warriors with unholy strength. Warlord Skarn himself is well established as both one of the most skilled warriors and most powerful sorcerers in all of Drakenos. However, his faith makes him untrustworthy in the eyes of the other Warlords and Councilmen and thus, his horde is often given little support in campaigns. Skarn's growing resentment and dissatisfaction has spawned many rumors. Some whisper he plans on defecting as an ally to the exiled Skaggar, while others yet claim he schemes to take a place in the High Council and leave his lover, the Mad Sorceress Xorabelle as heir to the Forsaken Horde. ===The Kingdom of Varangia=== {{Topquote|When pagan poets speak of heathen heroes<br />Holding high the old way<br />Warriors waging into the storm<br />On wings of dragons, fame and fortune<br />Into the storm|''Into the Storm'', Týr}} Home to a hardy and stern people. Despite the ferociousness of their raiders, this seafaring nation makes its primary mission trade with its neighbors. They venerate their heroes (both contemporary and those of legend) with almost as much reverence as the Old Gods; Their Skalds are known to be able to recant these epics from heart and channel the magic of the sagas. The heroes, known as Hersirs, are individuals who have proven themselves not only in battle but during times of peace as well, with the sagas recording mighty heros driving foul monsters from land, and then dividing it up freely so that many could live there. Politically, the island is controlled by several Jarls, appointed from the clans Thanes, who each preside over their clan and those that they may have conquered. The Jarls meet and curry favor with the voting Thanes to be appointed as High King. Often choosing a High King is a bloody affair, but the feuding ends if and when the High King proves himself an able ruler. Though emerging from a past of inter-clan warfare, the current High King has been both a fair judge when settling disputes and brutal in his dealings with those that would oppose him, and Varangia is enjoying a period of time where the Clans fight side by side... for now. The naming conventions of Varangia are simple. The first born son is named after the mother, but the name is changed to a masculine form. The first born daughter is given the name of the father but in a feminine form. If there is a second son or daughter, they are given the same name with the additon of "Lesser" while the first born gains the addition of "Greater". This explains why Horsk (see: The Varangian Civil War) is named Horsk the Lesser in the earliest found texts of the civil war. His brother, Horsk the Greater, died when he was cornered by Wastelanders during his mercenary work. The third (and so on) born child is given a name chosen after what the family owns or trades in. ===The Rail=== Spanning from the Tyrnothine city of Eistad to Kholdon, a trade town located on the Northern/Helgrad border and overseen by Everost, the Rail is a massive railroad managed by the Kingdom of Arkdam. The train that travels it, only more massive, many sections being half a dozen stories high, if not more. Its main purpose is mass travel and the transportation of trade goods. The quality of the compartments vary by ticket price and section. The cheaper tickets will give you a cramped bunkspace in a poorly kept section, where fights among travelers are common and security roams the corridors with thick armor and heavy maces. Meanwhile, the more expensive tickets take you to sections that are essentially mobile mansions with all the flair and comforts of a noble manor. Because of its size and relatively slow movement, the train is often at risk of brigand and raider attacks, especially when traveling through the Wastelands. To protect itself, the train has been made to be somewhat of a moving fortress, vigilantly patrolled by guards on the outside, armed with bows, crossbows, ballistas and the occasional machinegun. However, this does not mean the train is completely impervious to attack. There have been instances when bandits have successfully raided a section or two.
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