Setting:Hail and Kill: Difference between revisions

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== The North ==
== 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 the Black City, the only urban settlement of the region.
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 the Black City, the only urban settlement of the region.  It is lorded over by the Black Emperor.


== The Forest of Gael and Drone Bog ==
== The Forest of Gael and Drone Bog ==
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== The Wastelands ==
== 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.  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.
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.  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.
== 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 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.
== Sunset City ==
Nestled on an island to the south is Sunset City.  A rich port city, Sunset is a hub for exotic cultures from far off lands.  The people wear extravagant clothes and wild hair.  Being an elective monarchy, Sunset City's 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 Sunset City (and Greater Sunset Island) typically don't follow any religion, instead turning their attention to themselves.

Revision as of 18:43, 14 October 2011

Hail and Kill: the album

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.

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 said, as a man, "THIS SHALL NOT DO."

So, bearing their mighty instruments up, they conjured from the cold firmament the very first elements of the new world - fire, wind, blood, noise, rock, and metal. They played a song so dark and deep, yet so shining and bold, that the universe itself recoiled in shock, and vibrated with the tune.

As the universe vibrated, the heavenly chords created the first world - the world of metal. Water descended from mighty storms of guitar and treble. The land erupted from thick, meaty bass chords. Air was screamed from the lungs of the titans, covering it in atmosphere. Life shook itself awake from the very stones as the drumsticks of creation beat against the drum of infinity.

And with one last, angelic wail, Man was created, full of will and a yearning for something more - something powerful. Something... METAL.

Their work done, the old gods nodded and gave each other their mark, the holy Horns of greeting, and did quaff horns of the finest mead, watching the glory of their creation. They still watch to this day, guiding those worthy of their song and uplifting those worthy of their music.

The Land of Ferrumgard

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.

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 the Black City, the only urban settlement of the region. It is lorded over by the Black Emperor.

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 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. 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.

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 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.

Sunset City

Nestled on an island to the south is Sunset City. A rich port city, Sunset is a hub for exotic cultures from far off lands. The people wear extravagant clothes and wild hair. Being an elective monarchy, Sunset City's 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 Sunset City (and Greater Sunset Island) typically don't follow any religion, instead turning their attention to themselves.