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=== Everost === | === 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. | 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. The current Black Emperor is Nagrish of the Sortemson Dynasty. | ||
=== Blashyrkh === | === Blashyrkh === |
Revision as of 16:37, 26 August 2012
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 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. Golden Age of the Empire.
- 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.
- 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. 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, Everost 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 the Gael forest. The psycho riding marauders of the wastelands to the honorable echo of an Empire that is Tyrnoth.
Tyrnoth
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.
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
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. The current Black Emperor is Nagrish of the Sortemson Dynasty.
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 Old Empire, where ancient, otherwordly evils dwell...
The Wastelands
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. 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.
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 Sunset Isles
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 Midlands
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
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
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
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
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 Great Anvil. 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. 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
Build around the Great Anvil, 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
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
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 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.
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. They dwell in the Frozen Plain, where they sit on their thrones and endlessly beat their ice drums.
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. Most of the southern gods were killed by Men who would not follow them. Those who remained were driven out by the White God, to where no man knows, but the creations of the southern gods live on in strength.
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. 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.
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.
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.
"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.
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 Chief 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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