Editing
Setting:Hail and Kill
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Special Topics== ===Orders=== ====Painkillers==== [[image:Painkiller.jpg|right|thumb|EVIL'S GOING UNDER DEADLY WHEEEEEEEEELS!]] An ancient order of knights sworn to bring 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. ====The Dirge==== Known for their modest black robes and melancholy demeanor, the Dirge are the Whitist order tasked with dealing with the dead. While funeral proceedings are typically left to the local priest in Whitist society, the Dirge are a sought-after preference to those living near a Dirge monastery. “Living near” being a relative term as these monasteries are notorious for their isolated locations. A typical Dirge funeral ritual entails the priest swinging a thurible over the deceased, who is wrapped in a white sheet, as he slowly chants a prayer accompanied by Dirge musicians or bards. The priest then tosses a handful of mixed ash and salt over the body and disposes of it as appropriate to region (usually burial, pyre cremation, or sent down a sacred river into the sea). The consecrated salt is considered the earthly embodiment of the tears of the Weeping Mother, to whom the order is devoted. The ashes are from dead Dirge so that their spirits may guide the departed to Heaven. The Dirge are often seen walking amongst fresh battlefields of Whitist armies, murmuring somber prayers and tossing ashes and salt over the slain. This has earned the Dirge the nickname “Vultures” by non-Whitists. Clad in black cloak and cowl and armor to match is the military arm of the Dirge known as Pallbearers. To Whitists, necromancy is of the utmost taboo and as such, the Pallbearers are among the first to respond to sightings of undead. As Pallbearers it is their duty to bring the misbegotten dead to their graves. On occasion, Pallbearers are given living targets under the justification that “it is their time to die.” In most cases, these targets will be Ravenite cultists or insurgents operating within Whitist territory. In the Wastelands, it is not uncommon for especially infamous raiders to find Pallbearers announcing that it is time to take them to their grave. ====Plague Knights==== Known by their soot-stained white cloaks, tabards, and surcoats, the plague knights are a blessing or a scourge depending on who you ask. These ruthless followers of the White God seek out reports of disease and respond swiftly, donning their haunting masks bearing either a hose connected to a crude filter or a bird's beak stuffed with flowers and herbs to keep the stench of pestilence at bay. They are known to set entire villages to the torch in their attempt to contain a plague outbreak, whether there is actually a plague or not. They are extremely active in Arkdam and the Wastelands and often find themselves faced with foolhardy adventurers seeking to put an end to their perceived tyranny. It is common practice for this order to recruit victims with non-contagious illnesses, convince them that their disease is punishment from the White God and grant them a chance at salvation as their auxiliaries. The conditioning for this auxiliary work leaves men mentally more beast than man and the crazed flagellants are often driven toward the enemy by whip, just so they don't accidentally attack the knights as the cleansing spirit of the White God possesses them in a divine frenzy. ===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. ===Metal and Magic=== 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. To Man, Metal represents more than just music. Metal is a force of will. Keeping ones’ Metal strong and true is the highest of virtues. It is this essence that all must tap into in order to weave the arts of song and magic. In a sense, song and magic are one and the same. In order to wield these powers, one must channel their Metal through an enchanted object. Others dare yet to forgo channeling and harness the power through more volatile means- Drawing blood (theirs or others’) and unleashing the Metal that runs through their very veins! Those who choose to channel through musical instruments are known as Bards. Those who have mastered the arts of the Silent Song and channel through items such as wands, staves, orbs, or rune-engraved skulls are referred to as Sorcerers, Wizards, Warlocks, Witches, and a variety of other alternatives. The various spells that can be cast and rituals that can be performed can be recorded on scrolls, bound in spellbooks, or etched onto tablets. Some spells are commonly known among the circles of Wizards and Bards, while others are jealously guarded in secret libraries and forgotten tombs. Others yet are fabled to have been destroyed, feared to have been too powerful to be trusted with Man. While all Bards play music, not all those who play music are Bards. Simply picking up and instrument and playing does nothing to cast spells, just as waving about a wand does not give one the powers of a Wizard. Not unlike learning to play an instrument, learning the ways of song and spellweaving take years of practice to master. While being a teacher’s apprentice is considered the most efficient way to learn, self-teaching is not impossible. Especially talented and creative musicians often make powerful Bards if given the proper guidance. ===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, unintelligible to speakers of contemporary Metallican. 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. So 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 fist is curled with the index and little fingers extended.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information