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In the beginning there was silence. A static nothingness that petrified space and time.
Then, as if the very cosmos cried out to flow forth like a river breaking free from the chains of
winter, the Riff rang out. It was a sound so heavy and mighty, it split open the astral void and
caused the very universe to erupt into existence. The Riff was the first note in the Song of the
Cosmos that shapes the universe. In the early ages, the melody was a tumultuous one. This aeon
was known as the Brutal Verse. Realms of fire and hatred were birthed into existence as celestial
wombs for baleful gods. For countless eons, astral wars raged between demons at the behest of their
insane masters. Worlds collided, realms were shattered, and the tide of blood left by this primordial
Verse forever stained the heavens. In time, the melody developed a more even, stable pace, enough
to accommodate less volatile realms and saner gods with clearer intents (for better or worse).
Woven forth from this melody were the roots of the Empyrean Tree anchoring and connecting the
infinite realms of the cosmos. Seeing how the power of music shaped the universe around then, the
gods began to use song to manipulate the universe as they saw fit, thus ushering in the age of the
Progressive Verse and populating the realms with Man, beast, angel, demon, and other creatures yet.
This ethereal flow is the very force that holds reality together. As war rages yet again across the
realms, the current Verse is an uncertain one, referred to by theological scholars as the Bridge.
Should the Song of the Cosmos be silenced, the universe would implode back into the void. The
force that allows beings both mortal and celestial to contribute to this melody is known as Metal.
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 Tartarus. 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.
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 rare and exotic seabeasts killed in
Kingsford.
Kingsford
A bustling port city renowned for its gristled seafarers. These sea-hunters often venture out to the
perilous sea surrounding Ferrumgard, and often beyond, in search of ferocious seabeasts to slay.
With crews often carrying powerful sorcerers and bards, these hunter fleets battle beast with
harpoon, spell, and song (and bullet, if they can afford it) until they bring back exotic meats and
scales or die trying.
The North
"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
Clan Gorschek
Located in the southern end of the forest, Clan Gorschek is known for raiding trade caravans that
cross into their lands. Travelers in small bands are typically left alone, unless they appear to have
something valuable on them. Still, those who journey through Gorschek turf report feeling the icy
stares of scouts on their backs and bowstrings being drawn in anticipation. This clan worships the
Raven Prince, even being rumored to take part in cannibalistic rituals that they neither confirm nor
deny. The music and shrieks from their rituals can be heard echoing from the woods to haunt the
settlers on the outskirts of Kholdon.
Clan Allarn
Deep within the forest is Clan Allarn. Like most clans in their area, they have a deep reverence for
the Nature Spirits. Though they mostly prefer to keep to themselves and tend their woods, they have
been known to send raiding parties against Everost loggers that encroach too closely to their sacred
groves. Though they are not otherwise hostile toward Everost, they are often the most reluctant to
cooperate in their military ventures. Clan Allarn rarely mobilizes for war, unless the North itself is
threatened.
Clan Vorsung
In the perilous and frost-bitten Great Northern Mountains is Clan Vorsung. Because of their
location, they are an exceptionally resilient clan. Their sorcerers are legend in the North and feared
on the battlefield. They revere the Old Gods and Raven Prince in equal measure. It is said that the
clan elders of Vorsung know the mysteries and secrets of the realm of Blashyrkh that lies beyond
the moutains, but few are capable of making the journey to meet them.
Clan Ávinstrigr
The largest and mightiest of the seafaring clans, they have piracy and raiding down to a tradition.
For generation, Ávinstrigr has been feared and hated in the coasting regions of northern
Ferrumgard. Like most coastal clans, they praise the Old Gods, believing their frenzied berserkers
to be empowered by the ancient war gods in battle. They are often the vanguard in Everost's
invasions.
Blashyrkh
Through the haunted forests and over the perilous mountain ranges of the North lies the frozen
wastes of Blashyrkh, a grim and frostbitten land. The biting winds and crippling cold prevents even
the hardiest of Northerners from settling here. Just as well, since there is nothing here to offer Man;
only tundras, mountains, and plains of infertile permafrost. Should one dare to venture this far north
and be equipped with the means to survive it, they just might stumble across ruins of a civilization
predating the Metallican Empire, where ancient, otherwordly evils dwell...
The Wastelands
"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. Not a
unified land by any means, the Wastelands are home to over a half-a-hundred petty kings ever-
feuding with one another for useless land and the little resources to be had. The terrain is covered
with hard, infertile dirt, sand, and rock, the landscape varying from dunes of shifting sand to great
sun-scorched mountains and canyons, to plains of flat infertile land. Arkdam is notorious for
dumping its industrial waste here, causing the Wastelands to be dotted with lakes of toxic sludge
and women living near them to give birth to mutants. Villages often wall themselves off to defend
themselves from bands of raiders that roam the Wastelands on motorcycle, horseback and larger
vehicles. To think a millennium ago, the region was once green, fertile, and home to the center of
Ferrumgardic civilization. There are many old ruins here and the Lost City of Metallicus, the capital
of the Old Empire, is fabled to be buried somewhere in the sands of the Wastelands, waiting to be
uncovered by a sandstorm. Tension is high and duels are common, be it by sword, spell, or song.
Travel is difficult, for the ever-present dangers of raider and beast. The gristled citizens of the
wasteland tend to follow the White God, if any at all, or less commonly, the Old Gods. The de facto
capital of the Wastelands is Tartarus, an urban trade city. Don't go out here on foot, you won't make
it long on foot.
Tartarus
Unquestioningly the center of wealth in the Wastelands, Tartarus is a veritable oasis of safety from
the marauding raider bands. However, inside the impenetrable walls of Tartarus, travelers are at the
mercy of the thieves, gangsters, slavers, and other unsavory characters beyond count. As the Rail
runs through the city, Tartarus also acts as a waypoint for trade goods. In fact, it is said that for the
right price, almost anything can be found and bought in Tartarus. From his keep within the city
reigns the Lord Protector Anhast, who plots to unite the Wastelands and bring stability to the
troubled region- even if it means having the raider lords bend the knee, but continue their
oppressive reigns as his vassals.
Paradise City
Where the grass is green and the girls are pretty. Paradise City is a densely populated haven for
hedonism and the musical renaissance. It is also the site of the palace where the ruling family
resides until they are dethroned in the elections. The current Sovereign of the Sunset Isles is Prince
Salgo of House Esquire. Arkdamite youths tired of the monotony of working the farms, mines, or
whatever their niche in feudal society may be often dream of sailing to this wonderland of wanton
women and wild hair to stake their claim in the Sunset Isles' thriving music scene. It is also the
epicenter of the unforgiving web of intrigue that is Sunsetter politics. When passing through here,
trust no one, but try and live a little!
House Esquire
The current house in power. Though the Esquire Sovereign currently resides in Paradise City, the
family itself has domain over the city of Goldsmarch and the coveted wine country outside of it.
Only marginally more wealthy and powerful than the other greater houses. The Esquires are
notorious for holding wild and hedonistic "dancing balls" which more accurately resemble to the
"feast-drink-and-fuck" orgies of the Metallican Empire. These events often last several days and
rarely go without a drunken duel or two.
House Rothschild
The prime rival of House Esquire. Their domain, Angel Valley, is renowned for its brothels. Their
corps of prostitute assassins keeps their more lustful rivals on their toes.
House Whitezephyr
The governors of Saint's Bay, this house is allied with a noble house of Arkdam guaranteeing them
a regular influx of steel tempered in the forgeries of the Anvil of Glory. Whitezephyr troops are
especially well armed. Making Whitezephyr all the more dangerous is their employment of
powerful wizards. Many Whitezephyrs are powerful wizards and bards.
Smithmark
Built around the Anvil of Glory, Smithmark is the capital of Arkdam. It is a bustling city of industry,
as it is here that the finest steel is smelted and the finest weapons and armor smithed. Still, the
oppressive rule, from King Reingard in his castle to the pitbossess patrolling the mines, has bred a
rebelliousness in Arkdam's youths. Smithmark is well known for the number of underground
taverns run by rebel cells. These taverns lure youths frustrated by the status quo by hosting bands
that play songs critical of the Reingard dynasty. Though most simply come these taverns to vent,
many end up joining the rebels. It seems that for every one tavern the Smithsmark city guard raid,
three more spawn in different areas.
The Red Wall
The Red Wall is a massive wall and stronghold blocking off the Valley of the Damned that leads to
the cursed land of Nostrem. On an almost yearly basis, the wall comes under siege by the forces of
Bal-Mortus. 50 years ago, the undead legions, personally led by Bal-Mortus himself, broke through
the wall and began a war of which the eastern half of Arkdam still bears scars. Bal-Mortus was
eventually forced to retreat back into his domain, but since then Arkdam has been ever-wary of
another attack of that scale.
Dragonsmaw
The city of blood and steel. This is the seat of the Drakenoi High Council and the site of the
grandest colosseum in all of Ferrumgard. Here, only the mightiest of warriors do battle for prestige
and honor. The rest of city is alive with the klang of hammer against hot steel as the region's finest
smiths forge high-quality weapons and armor out of the latest attempt at topping Arkdamite steel to
make the greatest army in the realm even greater. Only those with exceptional martial prowess are
sworn to the High Council as their personal army. The Council's small, but elite army marches
under the banner of a red dragon's head on a black backdrop.
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
Religion is hectic business in Ferrumgard. In the ages of the Old Empire, nearly all of Ferrumgard
from the western shores of Tyrnoth to the frostbitten North bent the knee to the Old Gods and the
indigenous Nature Spirits. Since the introduction of the foreign White God and Raven Prince,
religious strife has been unending, from rogue crusaders sacking Pagan settlements to naive souls
making ill-fated bargains with conniving demons. As war rages in the heavens, the turmoil
occasionally spills into the Mortal Realm, where battles between Angel and Demon tear cities
asunder in the crossfire and the faithful are recruited by the celestial for quests to determine the fate
of the cosmos.
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 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 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 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.
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.
"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.
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. In times of war, the
games are hosted in neutral territory.
Notable teams are:
• Arkdam: Iron-shod Arsenal
• Tyrnoth: Order of the Regal Lions
• Tartarus: Dune Stalkers
• Varangia: The Shield-kin
• Drakenos: Valorborn
• Helgrad: Thunderkeep Fist Throwers
• Farports: Anchorheads
• Sunset Isles: Stryped Panthers
• Everost: Carrion Host