The Old World

The savage clans called the Skulde invaded the kingdoms of the Old World. Our armies fell. Most were killed or taken into slavery. Those who escaped set sail aboard anything that would float. After an arduous months-long voyage, the survivors made landfall upon the Ironlands.

The New World

The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter.

Iron

Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.

Legacies

Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

Other humans sailed here from the Old World untold years ago, but all that is left of them is a savage, feral people we call the broken. Is their fate to become our own?

Communities

We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

Leaders

Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.

Defense

Our warbands are rallied to strike at our enemies or defend our holdings. Though not nearly as impressive as the armies that once marched across the Old World, these forces are as well-trained and equipped as their communities can manage. The banners of the warbands are adorned with depictions of their Old World history and Ironland victories.

Mysticism

Magic is rare and dangerous, but those few who wield the power are truly gifted.

Religion

The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

Firstborn

The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.

Beasts

Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.

Horrors

We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.