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=== The Noble Houses === | === 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. | 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 House Daene and therefor gets a regular influx of steel tempered in the forgeries of the Anvil of Glory. Greenwald troops are especially well armed. Making Greenwald all the more dangerous is their employment of powerful wizards. Many Whitezephyrs are powerful wizards and bards. | |||
== The Midlands == | == The Midlands == |
Revision as of 19:57, 20 April 2013
Metalrealm: Hail and Kill was a setting based on metal music, made up by /tg/ in the October of 2011. The setting is more fantasy and has less obvious references than the Heavy mythril setting. The aim is to make a heavily metal inspired fantasy setting, with locations based on lyrics. Factions based on the many genres and sub-genres of metal, such as Thrash and Power metal.
It is also the hardest, most metal contribution /tg/ has ever made to the world of RPGs. In this world, tribes of corpse-painted Blackened fight against the blonde warriors of Tyrnoth, the Steel Kingdom; waste druids smoke the stickiest dope in the desert; and the hoary undead wait in frozen torture for their release, listening for the growl of death to signal their icy freedom. Meanwhile, the gods above watch, wondering what the future of this world holds for them...
The Birth of Metal
In the beginning, there was the void. It was cold, dark, and quiet. All was still. All was silent.
Then, with a roar of eldritch fire and squealing noise, the old gods of Metal rode into the scene, riding thundering void-dragons and wielding the instruments of creation. They saw the darkness, and all of the gods said, "THIS SHALL NOT DO."
So, bearing their mighty instruments up, they struck the first and most primitive tone, the tritone and conjured from its terrible and penetrating veracity the cold firmament, the very first elements of the new world: fire, wind, blood, war, rock, and metal. From the tritone, the mighty drums of the north god, they who dwell beneath and bless the smith with their heavenly beats created something from nothing. They played a rhythm so dark and deep yet so shining and bold that the nothingness itself recoiled in shock and vibrated into being a world of potential. For the first time there was not just nothingness, there was the potential for something.
As the universe vibrated, the west gods, learned and educated by the tritone, conceived of the heavenly chords. They created stringed instruments and mead. They gifted mead to the north gods in thanks and using the potential created by the north gods, strummed into creation the first world and the winds. The east gods, as cool and distant as the north but different, sought to aid their brothers and started the chant. As they sang their voices multitude, some sonorous, some brutal, some shrieking, from their voice came blood which covered the world in strife and waters. This voice awoke the last gods, the southern gods. From the south came the most terrible of gods, the last to awake, and most vengeful. The Southgods, wrought of the substance the other gods had made and brought forth metal, pure and unadulterated. They created terrible instruments of war, the thudding of boots and the rending of flesh. As the lands, air and water was created so it was covered in metal, fire and war. The southern gods ascended to fight the righteous lords of rock and metal, preferring the perfect silence, the ash of fire and the reflection of metal to song the others created. In battle, the gods sweated and bleed, and the southgods turned that fire, water, land and blood into the first men, to serve and protect them.
And so the first men slew many gods, for they knew no better and the gods wept at their loss, except for one. A trickster, a dissonant harmony, a syncopated beat. He went to man to behold them and he was afraid, for they were terrible to behold, covered in blood and wearing metal, caring for nothing. From the first man, the trickster learned and varied the pattern, creating the first women. The first men enthralled, sought to rape and kill the women, but the women being smarter and more terrible then the men, separated them, enslaved them. Thus the gods were saved although many had died. The southern gods, most terrible of fire and metal fled the world although some lingered, some still slept under the earth, waiting to be dug up, disturbed.
The trickster was first held as a hero until the true terror began. Unbeknownst to the gods, when the first men and the first women came together, slavery slowly became alliance and children were created, from the first men came all the races of man. All the gods were much afraid and sought to withhold against them and soon the terrible second war began. More gods fell until man had wrestled the secrets of metal song, craft and mead from the gods. Thus sated, they made an uneasy peace with the old gods who were left. Thus was the world created, a world of men, fire, blood, and song – a world of metal. Men prospered and multiplied, some worshiping the gods, some ignored them but none feared them. Women also multiplied and joined with man, although some traces of the first women remain, wild and untamed who seek only to kill mankind. The gods contented, continue to watch the world, for the return of the gods of the south, of fire and metal. Although the gods continue their games with themselves and man, they know the final age of man is yet to come, an age of fire, metal and death.
And thus the world was formed...
Timeline
- 1 Anno Metallum: The Metallican Empire is formed. Territories include all mainland, but the Helgrad Highlands, as well as Drakenos. Anno Metallum calender standardized throughout Ferrumgard.
- 317 AM: Expansion campaign sees the island nations either as tributary states or under direct rule by the Empire. Lasting trade outposts finally established in the Highlands. Metallican Golden Age.
- 550 AM: Helgrad outposts sacked, tributary island states break away. Empire in decline.
- 600 AM: A noble house hires a powerful bard to play a song to cast a curse on the ruling family. Each member of the extended royal family dies of various causes and circumstances. Every other house declares themselves rightful heirs to the throne. War of the Carrion Princes begins.
- 666 AM: Armies of all houses clash in the central provinces at the Battles of Crystal Mountain and Midhaven. Bards weave songs too potent, emboldening spells throwing soldiers into frantic bloodlust, damaging spells scouring the land to infertility. By the end of the month, all sides are devastated and the Wastelands are created from the wild magics released in the battle. The Metallican capital is destroyed in the process.
- 668 AM: With all sides devastated after the events in the Wastelands, a peace treaty is signed and all noble houses agree to rule from their respective provinces. Terrified by the bards' power displayed in the Wastelands, music is outlawed throughout Ferrumgard. Bards are hunted down and slain, their musical tablets destroyed. Still, powerful song tablets are rumored to have been kept safeguarded by underground bard orders.
- 814 AM: Gospel of the White God spreads to Ferrumgard. Most of the kingdoms establish theocratic regimes. Old Gods and Nature Spirits worshiped in secret by many, especially in the Helgrad Highlands, Varangia, Drakenos, and the North. Golden Age of the White God begins.
- 1223 AM: Several of the nations of Ferrumgard are called to spread the word of the White God by the Great Disciple. Tyrnoth, the North and Drakenos spearhead the Great Crusade in lands far off.
- 1511 AM: The people of the North rebel against their king, led by Sortem the Black (the title given to him in reference to his opposition to the White God). The North falls to civil war.
- 1515 AM: Sortem's forces route the last of the loyalist forces and the Northern king is beheaded. Sortem becomes the first Black Emperor. The kingdoms of Ferrumgard, fearing similar uprisings, secularize to prevent the same fate. Bards, as well as the Old Gods, experience a renaissance.
- 1715 Anno Metallum: Current year of Hail & Kill.
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 Drone Bog. The psycho riding marauders of the wastelands to the honorable echo of an Empire that is Tyrnoth.
Tyrnoth
"Agalord arise, greater than before
Time of peace, not of war
Shouts of freedom from the castle walls
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 Aldrin of Tyrn.
Tyrn
It in the late years of the Metallican Empire, the earth lay cracked and burned, fresh from it's 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. It's 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 seabeasts killed in Kingsford. And even then, only a few seabeasts have this quality to their blood.
The Forest of Gael and Drone 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 Drone Bog. It is in both locations where hermit Sages 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.
The North
"Far above the ravengate
The spread wings of Blashyrkh waits
Above the roaring depths
Sits the oath of frost
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
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. 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
"Playing for the high one, dancing with the devil
You win some, lose some, it's all the same to me
The pleasure is to play, makes no difference what you say
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. The terrain is covered, flat and bleak, with hard, infertile dirt, sand, and rock. Arkdam is notorious for dumping its industrial waste here, causing the Wastelands to be dotted with lakes of toxic waste 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 Midhaven, an urban trade city. Don't go out here on foot, you won't make it long on foot.
The Cult of Kainus, Crystal Mountain
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 began to push for an expansionist agenda, claiming that Drakenos had more than enough military might to unite Ferrumgard under its rule. Shortly after announcing his expansionist intentions, it was revealed that he had begun studying the texts of the Raven Prince, which started rumors of him practicing black magic and demon-summoning.
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 and without warning, draw 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. That is, 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, massacred almost everyone inside of it and declared himself Lord Skaggar, Future Emperor of Drakenos. With the help of the surviving raiders of his massacre (now his minions) and the black magic of the Raven Prince, he was able to amass an army of raiders impressed with his might and carve out an ever-growing domain in the Northern Wastelands. Ruling from the dreaded Keep of Thorns, the Skaggar Dominion proves to be a threat to Midhaven's unification ambitions and Midhaven's prospective Wasteland holdings.
The Sunset Isles
"Welcome to the Jungle, we got fun 'n' games games
We've got everything you want, honey we know the names
We are the people that can find whatever you may need
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 Adrien 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 House Daene and therefor gets a regular influx of steel tempered in the forgeries of the Anvil of Glory. Greenwald troops are especially well armed. Making Greenwald all the more dangerous is their employment of powerful wizards. Many Whitezephyrs are powerful wizards and bards.
The Midlands
"Split your lungs with blood and thunder
When you see the White Whale
Break your backs and crack your oars, men
If you wish to prevail
This ivory leg is what propels me
Harpoons thrust in the sky
Aim directly for his crooked brow
And look him straight in the eye"
-Blood and Thunder, Mastodon
A beacon of stability in the chaotic realm of Central Ferrumgard. Its borders are vigilantly patrolled by a corps of elite knights (including mage-knights and bard-knights) that manage the network of outposts and strongholds that keep the Kingdom of the Midlands safe from the marauding warlords of the Wastelands and the mighty beasts of the Highlands. Its current endeavors are trade and expansionism, usually in the form of annexing neighboring towns in the Wastelands. This puts the Midlands at odds with Midhaven. Though both seem noble in wanting to return the Wastelands to stability after centuries of chaos, many fear that a war between the two over the fate of the Wastelands may leave everyone worse off. Midlanders typically pay homage to the Old Gods and the White God alike, either exclusively or together.
Kingsford
The capital of the Midlands, and seat of King Ferring of the Midlands, is a bustling port city renowned for its gristled seafarers. These sea-hunters often venture out into the Drakenoi Channel, 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.
Helgrad Highlands
"Brothers I am calling from the Valley of the Kings
With nothing to atone
A dark march lies ahead, together we will ride
Like thunder from the sky
May your swords stay wet like the young girl in her prime
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.
Nostrem
"I've seen the place where they meet, I know where it lies
Where ancient demons gather, where angels die
The darkest pits of the abyss, where flames burns bright
Where Satan reigns in terror, there's eternal night
I invoke the elder to lead me, into that place
Drain myself from blood, and drown in sulphur grace"
-Unleash Hell, Naglfar
Once a close ally of Tyrnoth, 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, Tyrnoth 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.
Asped and Trell
"When I come back from a mighty quest
I have no need for sleep or rest
I head to a tavern for a drink
And get so drunk I cannot think
A wench by my side and a jug of mead
These are the things that I most need
So I sit back and sing this song
And drink and party all night long"
-Wenches and Mead, Alestorm
A kingdom making up the islands of Asped (capital island) and East-and-West Trell. Considered a protectorate of Tyrnoth. They mostly keep to themselves and focus on their fish-based economy, although the islands are also known as popular pirate hubs. One of the few places in Ferrumgard where life is fairly easy-going. Religion is varied, here, but usually not taken too seriously.
Arkdam
"Halls of justice painted green
Money talking
Power wolves beset your door
Hear them stalking
Soon you'll please their appetite
They devour
Hammer of justice crushes you
Overpower"
-...And Justice For All, Metallica
An land ruled by an oppressive king. Here, most of the people are either soldiers, farmers or workers in the perilous mines and forge of the enchanted Anvil of Glory. Arkdamite weapons and armor are considered to be the best in all of Ferrumgard, often resonating with some sort of magical enchantment. Nearly every aspect of Arkdamite culture is centered around practicality over style. From their armor to their food to their way of living, practicality is the top priority; anything else is unneeded. Of course the opulent and corrupt noble elite of Arkdam would be hard-pressed to follow the cultural ideal they push. The primary religion of Arkdam is the Gospel of the White God. The people are kept in line with harsh laws and brutal overwatch. Despite this, there is word of revolution brewing...
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 notorious 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.
Drakenos
"Devourment upon the sands of conceived legal pain
Open the gates of the lion's den
Lacerated bodies scattered under the rain hunger lions devouring fury unchained
Warlords clash in a maelstrom of swords and shields
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.
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.
Varangia
"When pagan poets speak of heathen heroes
Holding high the old way
Warriors waging into the storm
On wings of dragons, fame and fortune
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.
Religions of Ferrumgard
While many Gods may or may not exist, there sure are a numerous amount of followers for all of them. Myths and legends are in huge amounts here, some paint the Raven God as a force of malevolence. A trickster who seeks the destruction of the world, a herald of apocalypse. While others view him as a God of free will, and others a utter arch-enemy of the White God. Some say the there is only one true god and he his the White God, and the Raven Prince is a rebelling creation. Some say that neither the White God or the Raven God are Gods, and in fact the Old Ones are the only Gods. The Raven Prince is merely a demon from somewhere far beyond. The truth your wondering is, we don't even know. You'll have to decide for yourself what is the truth out of all these myths, both in-character and out-of-character. The actions of Gods, what we actually do know they do, will have to factor of what you believe and what you don't believe. Don't even get me started on what god may or may no t have given man Song. That shit is just crazily blurred lines of myth and legend.
The Old Gods
Fabled to be those who bestowed the gift of Song upon man, veneration to the Old Gods has been the traditional religion of Ferrumgard for millennia. The gods themselves are too numerous to count and go by many names, each having domain over multiple aspects of life and the elements. Although they do not have as many followers as the ages before the coming of the White God, the Old Gods grant might to those who would stay true to their heritage. The Old Gods, while they value strength and cunning, have little time for 'civilized' people. They are quarrelsome and factionalized, and often battle one another. Those who follow the Old Gods and Nature Spirits are referred to as Pagans.
The North Gods
The oldest of the old, the north gods are swarthy and brutal. They are said to be the originators of the rhythm, and most of them are harsh kings of the ice and snow.
The West Gods
The west gods are those who created the chords and mead. They are among the most civilized of the old gods, often depicted in high wooden halls like those common to Varangia. They are also the merriest of the old gods, throwing great parties wherein they all drink and fight jovially.
The East Gods
The gods of the east are those of the voice. They are the first to spew sound from nothing but their own selves, and with their song comes blood and fire. Their song is often heard on the winds of Helgrad as it whistles through the crags, and it brings death and combat with it.
The South Gods
The gods of the South created men, steel, and war. Yet alone of the gods, they shunned the power of music and loved only silence. Often payed tribute to in the calm after a battle.
The Nature Spirits
Thought to be as old as the Old Gods themselves, if not older, the Nature Spirits are the shepherds of the sprites. Spirits are paid tribute to on a local basis, each general area having its own collection of spirits to venerate, often alongside the Old Gods, and in some communities, the White God and Raven Prince. The sprites watch over the Nature Spirits' domains, often protecting those who live there and defending it against those who would cause it harm. Sprites often take the form of translucent, ghostly animals native to the environment they watch over, often being able to shapeshift into different forms. On occasion, this includes human.
Generally the spirits are manifestations of the natural world, but some adventurers claim to have seen disturbing, alien or insane spirits that don't seem to represent anything of this world. These spirits, claim the Sages, are the relics of the distant past, or are the only traces of the races that predate humanity. If this is true, then it could bring the accepted view of creation into question.
The White God
About a millennium ago, strangers from a far-off land made landfall on the shores of Ferrumgard. With them, they brought the gospel of the White God. This God commands its followers to abide by specific rules, which differ from sect to sect. The Ferrumgardic kings of old saw this as a means of controlling their subjects and converted, forcing all beneath them to do the same. And so Ferrumgard saw centuries of oppressive theocracy. That is, until the people of the North rebelled and began a revival of the Old Gods at the price of the lives of their converted king and those who continued to turn their back on the Old Gods. This began the collapse of the White God's rule and most of the land secularized as a result. In most places (excluding the North), the White God is still tolerated, but not as widely venerated. Followers of the White God are referred to as Whitists.
The Raven Prince
The Raven Prince is the archenemy of the White God. He is the herald of demons and darkness. He also promises great power to those who would venerate him. The fall of the White God's rule saw a surge of people turning to his opposing counterpart to further their rebellion against the theocracy. His followers are most common in the Wastelands and among many clans of the North. While some view him as a rebel, choosing to lead him and his followers on their own path, others view him a messenger of doom, and bringer of Armageddon. Followers of the Raven Prince are referred to as Ravenites.
History and Myths
Sortem's Rebellion
Sortem's origins are a mystery. Is it said that before his rise in 1511, his entire clan was massacred by the ruling lord for worshiping the Old Gods in secret. The only survivor, by virtue of being on a hunt at the time the lord's forces razed his village. Having no clan and no home, he wandered about Ferrumgard as a mercenary, soon becoming known as a warrior poet, chanting Old Metallican hymns as he marched into battle.
It is said that in one campaign, his regiment happened upon ancient ruins of the Metallican Empire where many artifacts and scrolls were looted as trinkets. Sortem collected all of the scrolls he could and studied them, being fluent in Old Metallican. As it turned out, many of these scrolls were old myths and poems about the Old Gods and their virtues. They say his studies awakened an appreciation for his Pagan heritage and soon afterward, he left his regiment and rode back to the North, where he began to travel from clan to clan, preaching the ways of the Old Gods. It wasn't long until he was captured by the King's forces and taken to Everost to be hanged for promoting heresy.
His friend from his time as a mercenary and fellow Northerner, Addock, happened to be in Everost when he heard about the hanging. He managed to sneak into the prison where he was being kept and smuggled two swords in with him. It is said that together, they fought their way through half a hundred guards before escaping the prison, although others insist he had simply started a riot and escaped in the commotion. Either way, news of his defiance traveled quickly throughout the North and it was not long until he had dozens of clans rallied in rebellion. He is quoted having remarked, "If we are to wage war against a White God, then we must make ourselves blackened." The term "blackened" stuck.
The ensuing civil war against the Whitist Loyalists and the Blackened Rebels lasted four years, with both sides pushing the line to where it seemed neither side was going to win. In their desperation, many Blackened clans, as well as Addock, embraced the Raven Prince. It is not known whether or not Sortem himself embraced the Raven Prince, but he did approve of using him as a symbol of the rebellion, proudly fighting under a raven banner.
The siege of Everost was the bloodiest battle in the war, a fitting climax. Sortem knew he could not besiege a port city with his navy and commanded his forces to breech the walls at all costs. By nightfall of the third night, the mighty battering ram finally shattered the gates of Everost and thousands upon thousands of screaming clansmen spilled into the city.
What resulted was a massacre and what many non-Blackened agree to be an atrocity rarely seen in history to such a devastating scale. By the end of the Battle for Everost, Sortem the Black was standing at the top of the steps to the castle with the King of the North's head in his hand. Thus began the reign of the first Black Emperor. Not long after he usurped the throne, the Whitists of the North either fled or converted, less they suffer the fate of those slaughtered in the Battle for Everost. It is said that when Sortem died, the blood had still yet to fully fade from the cobblestones.
The Knights of Tyrn
To help King Tyrn keep order and defend the borders of Tyrnoth, he formed the Knights Orders. The Order of the Iron Phalanx, The Order of the Steel Eagle, and finally, the Order of the Bronze Cross. In the city of Tyrn each order has their own Chapel to a combination of both the White God and some of the Old Gods, and even Nature Spirits the Knights have come to acknowledge. Each order has a charge which all Knights have accepted to uphold upon entering the order.
The charge of the Iron Phalanx is the protection of the citizens of Tyrn and Tyrnoth. The common armament of the Iron Phalanx Knights are heavy armour, claymores or halberds, and large horses bred from the finest war steeds of the Metallican Empire. These Horses are much larger than regular mounts, and the sound of when they charge can be attributed to an earthquake. They have no emblem. They venerate only the White God, but keep Nature Spirit idols as tokens in their Chapel.
The charge of the Steel Eagle is the protection of the innocent, not just those inside Tyrnoth. Many of these Knights join Painkiller bands, but it is not unheard of for Iron Phalanx or Bronze Cross members to join also. Steel Eagle Knights common armament is a powerful, steel-tipped arbalest, and a massive pronged spear. They ride into battle on cycles of motor. A massive Eagle which is made up entirely of steel with no impurites adorns their helms as a plume. They venerate the Old gods sometimes more than the white god, and nature spirits are mostly ignored by it's members.
The charge of the Bronze Cross is simple. The preservation of the Metallican Empire's legacy. This broad charge had led to many members fighting in battles they have no right, under Tyrnoth law, to be in. They commonly quest for lost tablets of arcane bardic knowledge, the blessed scrolls of song, and the artifacts and relics hidden away in Metallican ruins and dungeons. Knights of the Bronze Cross are agile foot knights, forsaking heavy armour for well made light armours. Such as banded, reinforce leather and cuirass with chainmail. Their weapons are longswords and longbows. They venerate all gods and spirits, save for the Raven Prince.
Each Order has a Chapel which surrounds the white Tower of Tyrn. These Chapels hold much lore, art, arms, and armour all related to not just the order but to all of Tyrn.
The Varangian Civil War
Varangia of the modern Ferrumgard is a peaceful place, but this was not always so. A mere forty six years ago, the island continent was a mess of violence, death, and destruction. Now, many tales are exchanged over the fires in the many mead halls, stories of hard battles against foreign foe and monster alike. The men of Varangia drink and fight in harmony once more with one another.
But what of the past? What was the Varangian Civil War? This turbulent time which mothers refuse to tell their sons of, which fathers shy away from telling out of shame. It was the darkest hour of the proud Kingdom, when brother turned against brother, son against father, and even the wives and children were preyed upon. It began in the year of Metal, 1669 on a freezing August night. Former High King Áfastr had passed unexpectingly during the night, in a manner no Varangian wishes to die; in peace, in his bed, at home. The fact that this great warrior never was able to bleed out on some foreign field covered in the blood of his enemies feeling the bliss of his stinging wounds is one of the many tragedies that marked this time.
The clan of Hadgarak live deep in the frozen north of Varangia, and over the years they grew an exceptional hatred for their fellow man. It had been only two hundred years since the last High King was chosen from the Hadgarak Clan, and he wasn't even of their blood. He was an orphaned child from the Kistgard, their neighbors, which they raised after he was abandoned by his whore-mother. They made an oath to the Old Gods of the West, that if a High King wasn't chosen from their clan, they would topple the whole of Varangia and put their king on the throne of Skalhiem by force.
Now we come to Horsk the Lesser, second son of an unremarkable Thane from Ragunselk. He worked tirelessly on the southern edge of the Great Wood, the large thick forest of central Varangia. The lumber harvested from the mighty oaks were put to use creating hundreds, if not thousands of longboats. He began cutting down trees when he was at the ripe age of twelve, and continued till he grew to age of seventeen when the Civil War grew out of control. Others considered lumberjacking an unworthy job, since you can't exactly tell an exciting story about felling a giant tree in the woods. To Horsk, the job was honest, humble, and suited to his personality. Someone had to collect the lumber needed to construct the mighty longboats required for trade and mercenary work. He was more than happy to fill the role needed that others shied from.
While Horsk cut trees in the Great Wood other Varangians were cutting each other in half. The civil war had erupted just after the High King Halvar Trungyv was slain in his feasting hall before he could move to the safety of Skalheim. The men of ice brought down the chilling fury of the north down upon their brothers. The first to fall was Kistgard, their former close friends and allies. This marked the first in a long series of betrayals made by Hadgarak.
Urdengar is characterized by it's worship of the Raven Prince, for most Varangians venerate the Old gods of the West. The clan lived entirely in the moutains directly east of the Great Wood. Hadgarak allied with them first. Dyrndunhold, their neighbors, had become a thorn in the side of the Hadgarak advance. Making use of their new Urdengarian allies, the Hadgarak gave them a task; complete and utter annihilation of the Dyrndunhold clan.
No one had known that the Urdengar Clan choose to side with the Hadgarak Clan. When word was sent to the Dyrndunhold that a splinter force of Hadgarak warriors had moved around their force, and was heading straight for their halls. The home-guard and Housecarls of the Dyrndunholds wasted no time in gathering to arms to fight the invading clan. With the defenders out of the way, the full force of the Urdengar force descended down on the easy prey. Hundreds were slaughtered in a single night. Children, women, dog, cattle, all were put to the sword. The heads of all those who were slain were put up on spikes, just outside the main mead hall of Dyrndunhold.
When the warriors returned from their wild chase, they came upon the horrifying sight at their hall. Their loved ones, butchered mercilessly in a cowardly act of deception. They had not died slowly either. Most had fallen from multiple stabs and cuts, others bleeding out after their limbs were hacked off. Hymns of the Dyrndunhold's lamentations is common dramatic song sung late at night in feasting halls to calm the drunken warriors down. They use what happened next when the party is in full swing.
The Dyrndunhold Clan pulled all their warriors from the front that were battling with the Hadgarak. When both forces met, the rage that sparked in their hearts could melt the ice at the foundations of Skalheim itself. Faces contorted, voices were raised, and swords rose into the sky as they sounded a fierce battlecry rang out over the winds. A terrible storm descended down upon the island of Varangia. Lightning struck the ground, glassing the earth as it roared constantly. Many named it the Fury of the Gods, as they too had become enraged with the heathen Urdengar.
In a blind fury similar to the Dyrndunhold warriors, the Urdengarians threw themselves upon the shields of their enemy. Swords clashed with axes, pikes with shields. The clattering of arms filled the mountains along with the thunder of the furious storm. The storm passed when the sun rose. The battle was over. Two clans had utterly destroyed each other in a single night. Only a few dozen warriors remained on either side, too tired to finish the conflict. They returned to their wecked halls which was filled with the blood of their kin.
This vile act stirred Horsk into action. While only seventeen he asked his father if he could take his position as Thane. At first the aged Róaldr, his father, thought he had become mad but it was clear when he saw the fire in his son's eyes. He agreed upon looking into his eyes. In three years, with some smart thinking and good dealing, he was elected to Jarl. His best friend Póraldi was elected to Jarl of the Talleskeird Clan in the same year. Together they readied to do battle with the accursed Hadgarak Clan.
Now we come to Skalheim, home of the Varangians. It is built at the end of a fjord, eternally alive with trade ships. Four wooden walls surround Skalheim. Two around the base, while another set of walls guard top, built around the keep. The Hall of Kings lies in the center of Skalheim. Within it is the mightiest feasting hall in all of Varangia. When first built by the very first High King, it was meant to be a testament of Varangian strength, intelligence, and pride. A bastion that would last longer than the fabled Metallican Empire.
When Horsk brought his Clan, the Ragunselks, and his friend's, the Talleskeird, three clans held the fortress city.
The Bjaldkurn Clan, bloodthirsty pirates and raiders, sworn enemies of the White god and Tyrnoth. Not as wealthy as other clans due to their lack of friendly trade, the Bjaldkurns have mostly scavenged arms and armour from Tyrnoth raids. The beautifully crafted crests and emblems on the chest plates they have stolen long since faded and scrubbed away. The Bjaldkurn honor the Old gods by drinkng their fill of enemy blood, savouring the taste of a well earned kill more than anything else in life.
The Vardskeil Clan, a cabal of the finest warriors the Varangians had to offer. Several of their most famous figures have been named Hersirs, and they are fierce in both blade and word. Long scrolls of lore detail their geneology all the way down to the first landing of Varangians in Varangia. Their pride knows no limits, matching that of their bitter rivals, the Seahunters of Kingsford. Horsk knew that a fight with them would be a difficult one indeed.
Finally, there was the clan that started the civil war in the first place. The target of Horsk's righteous anger, the Hadgarak Clan. Locked away in the north they have taken to hunting and trapping to scrape a horrid extense on the edge of land no other clan wants due to it's landscape of ice, ice, and more ice. Hailstorms are as common as the wolves which seem to breed faster than rabbits. Because of this, many warriors of Hadgarak put wolf pelts and heads on their person, hoping to gain the spirit and fury of the animal.
Two minor clans versus the three most powerful, warlike clans. Wolf trainers against Wolf Hunters. Honor-bound master warriors against huntsmen and lumberjacks. Horsk was called mad when he show them his battle plan. They would draw the enemy forces into the Great Wood, and try to use the natural terrain to their advantage. Not a single soldier deserted that night. Horsk's voice was smooth, calming. He had an aura of authority about him. He spoke calmly, and was never quick to anger. All knew that if Horsk had a plan, he would see it through to the end.
The Talleskeird Clansmen started to draw the enemy by rousing their chained and leashed hounds, their barking and gnashing awakening all within the city. While the Vardskeil warned of caution the Bjaldkurn and Hadgarak Clans did not listen, for battle called. Blood lust had muttled their minds with nothing but death and clashing steel. The armies raced out of Skalheim to met the Talleskeird. The vanguard clashed with the full force of the enemy. They focused primarily on defense rather than striking back. A signal from a bannerman came, and they disappeared into the woods.
The whole of the enemy force chased after them. In their haste, they didn't notice the traps laid out for them. Dozens fell in pit traps. Trip-wire triggered crossbows fired off, taking down giants clad in scale armour. The woodaxes came down upon the heads of the Hadgaraks, cleaving them from the torso. The battle had begun. The wolves struck down the men of ice. Spears dug deep into flesh of men, ripping apart bone and organ. Swords split neck and arm. The exact numbers of those who fought are not known. The figures are in the thousands on both sides however. The grass was stained a dark shade of crimson when it was all over.
Horsk had taken an arrow to the eye, and a spear to the thigh. His friend Póraldi had been stabbed in the gut with a spike. He still lives to this day with his clan. All of the Hadgarak Clan warriors had been destroyed in the battle, along with the Bjaldkurn's. The Hadgarak Clan had moved into Skalheim. This meant their women and children were still in the keep when Horsk's army marched to take the keep. Horsk walked forward towards the frightened innocents, his sword grasped firmly in hand, drenched with blood.
The son of the Hadgarak Jarl, only four, walked right up to him without fear. He stared up at the tired, worn Horsk. Before, any Varangian with sense about him would cut him down then and there. You couldn't have the son of a rival walking around to come back and attempt to kill you when you were old and aged. Horsk allowed the Hadgarak Clan to leave, not wanting to further the bloodshed. He was titled the Child's mane, in mockery. He gladly accepted the name. Most Varangians adopted this tradition as well. Children and women are left alone, no longer targets of raids.
Years later, Skalheim stands as bastion to all Varangians as it was once meant to be. The Hadgarak Clan's remnants joined with other clans, bringing with them their history and traditions. The Kistgard Clan, the Bjaldkurn Clan, the Urdengar Clan, the Dyrndunhold Clan, and the Hadgarak Clan have all been destroyed. Never again shall they rise to the positions they once held. They can only hope that they can find a place intergating the other clans now.
Special Topics
Painkillers
An ancient order of knights sworn to being justice and stability to the realm of Ferrumgard. In a time where Wasteland raiders sack helpless villages, the noble elite of Arkdam brutalize the commonfolk to keep them in line, and ancient evil stirs in the frozen wastes of Blashyrkh, the Painkillers are needed now more than ever. Where there is injustice, they right it. Where there is corruption, they excise it. Where there is pain, they kill it. Those who wish to join their ranks must venture to Steelhall, located in the mountain range east of Tyrnoth. Regardless of creed or religion, if the elders deem them worthy, they will be given training in the arts of combat, magic, and Painkiller philosophy. Their final task, before becoming a full-fledged Painkiller is to go on a quest. Either they will be given one by the elders or will be allowed to complete one of their choosing. These Aspirant Painkillers will often rally a band of adventurers to help them on their quest, or find an already questing party welcoming of assistance. It is possible that two or more Painkillers may face off on opposite ends of a conflict, each believing their cause is most just. If they survive the ordeal and complete the quest, surly word of their deeds will reach Steelhall through the bard songs. Upon the Aspirants return, he will be accepted as a member in the ranks of the Painkiller Order.
Technology and Aesthetics
Technology in Ferrumgard is, for the most part, inspired by medieval European aesthetics. Although firearms like machineguns and vehicles are available (recent innovations of the past 200 years), they can only be crafted by the finest of blacksmiths and their upkeep is expensive. Because of this, warfare is still conducted in a medieval fashion, with minimal mechanized support. Because of the rarity of vehicles and the price of fuel, horseback is still the preferred mode of transportation. As for apparel, both medieval and modern styles of clothing are available, although the latter is seen more often in the Wastes and Sunset Isles than Tyrnoth and Drakenos.
Music
Music is very important in Ferrumgardic society and has multiple functions. Most musicians possess little actual magical affinity and simply travel from tavern to tavern to play for money. However, skilled bards are able to tap into the magical potential of song and use it weave a variety of spells. Ferrumfolk often play slow and mournful dirges at funerals, believing the dirges to be spells that protect the passing spirit in their journey to the afterlife.
Languages
Metallican
The common tongue of Ferrumgard, descended from the Metallican Empire, which dominated the continent and made its language standardized throughout the realm, even making its way into the Highlands, which the Empire never fully owned. Dialects and accents vary from region to region, but it is for the most part mutually intelligible. Uses the Vaedric alphabet.
High Vaedric
The language of Vaedros, where the Faith of the White God originated and the holy language of both Whitists and Ravenites alike. Although most followers of these religions know a few phrases associated with prayer, any Whitist or Ravenite Disciple worth their salt should be fully fluent.
Old Metallican
The language of the Metallican Empire, vaguely intelligible to speakers of contemporary Metallican, but only barely so. Only learned and spoken among scholarly groups like Sages, historians, and adventurers out to locate and plunder tombs and dungeons from the Age of the Empire. Most of its utility comes from learning the alphabet of Old Metallican runes, which are still stamped into metalwork and carved into trees by worshippers of the Old Gods to this day. After the coming of the Vaedric Whitists, their alphabet was adopted and the language gradually evolved into modern Metallican.
Unknown Language of Blashyrkh
Adventurers daring to venture into the frozen wastes sometimes come back with sketches of unfamiliar glyphs found carved in caverns and entrances to ruins built into mountains that were frozen shut. No far, no one has been able to make anything of it.
"The Horns"
Although cultures vary throughout Ferrumgard, one constant is the universal Ferrumgardic greeting- Throwing someone "the horns" and exclaiming, "Hail!" There are multiple ways to throw someone the horns, which usually varies by personal preference; what matters is that ones first is curled with the index and little fingers extended.
Non-Human Civilizations
There was a time, it is fabled, when man was not the only civilized race in Ferrumgard. Elves, dwarves, orcs, and other fantastical races forged their own kingdoms throughout the land and regularly traded and warred with man and each other. The myths of the Old Gods are rich with depictions of such creatures. All of this took place long before the rise of the Metallican Empire and most civilized Ferrumfolk disregard such tales as whimsical stories to delight children and teach them the nature of the Old Gods. However, in places like the Forest of Gael, the Helgrad Highlands, and the North, there are still those who believe that if you dig deep enough, you may happen upon an underground dwarven city and that the watchful eyes of elves are always upon you when traveling through the woods. A few claim to have met these creatures of lore, but few believe them.
Hragskrin
Trumpets sound as the victors are rushed back into their barracks, where doctors tend to the wounded, and slave girls and drink are given, along with large sums of cash, to the victorious players. Skalds and bards of note ascend to the main stage, playing songs of glory, sport, steel, and triumphant struggle. The audience whoops and cheers, no matter their origin, they throw the horns towards the bloody sand and the roaring stage. The new teams enter after the show ends, hurling curses and readying their fists and poles for the oncoming bout. This is an average game of Hragskrin.
The traditional game dates back to the diffusion of Helgrad culture to the Old Empire with the help of Lorrc Tigern, a famous warlord. The game was observed in the warlord’s camp when he was hired to join an Imperial campaign; the Imperial observers thought Lorrc was facing a camp mutiny, as men were running around with staffs and crude Brass Knuckles, pummeling and spilling blood in a rampage of semi-organized brawling. The Empire’s scouts watched the scuffle, and were surprised to see that Lorrc himself was beckoning for them to join his team.
From there it slowly became a facet of Ferrumgardic culture, a game that outlived the empire. It's played with staffs, which are used to hit the ball to team mates, or hit other players, each team commonly has about 8-10 players, and 1 staffed player per team, the rest use their fists, or improvised, crude knuckle-enhancing weapons The ball is commonly made of rubber; and is kept in play for the entire game, with a fist fight between team captains deciding who gets the ball fist. A point is scored when the ball is carried to the other team’s end of the field, or hit to a player standing there. Tackling, tripping, uppercuts, bone-breaking, joint-snapping, and fatal group kicking are all legal ways of obstructing the other players. Play stops when the ball is out-of-bounds, or a score is made, at which point, the team that lost the ball or the team that scored hands the ball over to the other team. A match ends when one team is no longer standing, which is the more common ending, at least among the Helgradis, Varangian, and Blackened teams, or a when a team scores 20 points. The teams meet yearly, bringing commerce to which-ever city hosts the games.
Notable teams are:
- Arkdam: Iron-shod Arsenal
- Tyrnoth: Order of the Regal Lions
- Midhaven: Dune Stalkers
- Varangia: The Shield-kin
- Drakenos: Valorborn
- Helgrad: Thunderkeep Fist Throwers
- Asped and Trell: Anchorheads
- The Midlands: Kingsford Harpoons
- Sunset Isles: Stryped Panthers
- Everost: Carrion Host
International Relations of Ferrumgard
- Keep in mind, this article only describes the relationships between governing bodies. Although Tyrnoth and the North may be hostile to one another, this does not mean that a Tyrnothine and a Northerner cannot share the same party. Though there may be reasonable tension between them (especially if the Tyrnothine follows the White God), unless they personally faced off in war, there is little reason for the two to be violently hostile toward each other.
Tyrnoth is allied with Asped and Trell, maintaining amicable relations with the Midlands, Drakenos, Midhaven and Steelhall. It is at a near constant state of war with Nostrem and the North. Nostrem usually harasses Asped or the Bay of Tyrnoth with undead and demonic pirates, occasionally making an assault on the wall blocking off the Valley of the Damned. The North typically commissions Blackened tribes to raid the coasts, occasionally rallying the clans under the banner of Everost and attempting an invasion on Tyrnothine soil. Tyrnoth often attempts to counter these with invasions of their own. In any case, these confrontations end up being glorified skirmishes between armies in need of a hefty backing to finish one another off.
The North maintains friendly relations with Drakenos, and several Helgradi tribes. Everost is currently in the process of coercing the reluctant High King of Varangia into forming a Greater Northern Alliance between the North, Drakenos, and Varangia.
The Wastelands are a fractured and turbulent environment, scattered with autonomous towns and keeps. Midhaven considers itself the capital of the Wastelands by virtue of its success as a trade town, due to the Rail running through it. Midhaven has reasonable relations with the states around it, save for the Midlands, but mostly keeps to itself, preferring to focus on dealing with uniting the Wastelands and keep the towns safe from raiders and warlords trying to stake out dominions of their own.
The Sunset Isles are friendly with its neighbors, save for Nostrem, of course. Culturally, their flashy and hedonistic lifestyle clashes with the Arkdamite way of life, but that doesn't stop the two from trading. Arkdamite nobles fancying themselves druglords often smuggle narcotics from the Isles, while the Sunsetter nobles prefer to hoard high quality Arkdamite steel.
The Midlands keep good relations with Tyrnoth and Drakenos. However, its relations with Everost are often tense, due to its seeming inability to prevent coastal Blackened clans from pirating their sea-hunter fleets and raiding Midland coastlines. The Midlands biggest rival is Midhaven, as both are vying to unite the Wastelands. The Midlands often enlist the help of bordering Helgradi tribes to fend off beasts that venture too close to Midland soil.
The Helgrad Highlands recognizes no governing body. The Bloodmoon tribe is currently considered the mightiest in the region, a claim that it must fight to maintain on a daily basis. Just about every Ferrumgardic state has at least a few Helgradi tribes in loose allegiance. Helgradis and Varagians typically get along very well together, both sharing a love of battle and adventure, many Varangian tribes being considered honorary Helgradis and vice versa.
Nostrem, of course, has no allies and is a thorn in the side of all its neighbors with its pirate raids and the schemes of Bal-Mortus. Unfortunately, because of the might of the undead and demonic armies of Nostrem, most attempts to extinguish the threat for good end in folly. However, Nostrem and the Cult of Kainus have been known to work together from time to time.
Arkdam is a major player in Ferrumgard's trade. It manages the Rail, which it uses to export ingots of Arkdamite steel and enchanted wares throughout the mainland. To threaten Arkdam would be to lose access to the Rail. Arkdam's primary conflicts are between pirates and raiders coming from the Wastelands. Because of their reputation for being well-equipped, Wasteland raiders rarely venture too south, lest they encounter Arkdamite patrols.
Drakenos maintains friendly relations between the warring states of Tyrnoth and the North, both often attempting to persuade it into helping them finish the other off for good. The government of Drakenos frequently collaborates with Varangia and trades enthusiastically with the Midlands. While Drakenos loves it a good war, it makes sure to preserve the balance of power within the realm and prefers to war against foreign enemies or rogue entities not associated with any established government. However, Drakenos getting pulled into a full scale war in Ferrumgard for whatever reason remains a real and feared possibility.
Varangia is active in trade, but many of the tribes take to piracy, which can often strain relations between the Kings and the High Chief. On the other hand, many tribes also loan themselves out to these same Kings as proxy armies. Most of Varangia's devoted allies lie in Helgrad.
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