Hellhound History

Important Events


The Desolation (0 BTF): The beginning of society in the Central Northeast, after the end. The world was smitten by angry gods and only the strongest survived to worship at their thunderous thrones. Survivors left the infested and afflicted cities to gather in small communities that sometimes feud with each other for resources or vengeance. 


The Wraith of Winter (16 BTF): The Vorn awakens and rules over the region, enthralling the communities to its will and demanding sacrifices from them. An entire generation of skirmishes and battles plagues the region. 


The Flame Reaver (46 BTF): The Acolytes from the Altar of Air help the people of the area defeat the Vorn. This is spearheaded by Kodah Flame-Reaver and his Hellhounds, who destroy the Vorn and his  Azzak-Vorn thralls after a brutal war.


The First Forgemeet (49 BTF): Amid bloody skirmishes, the tribes and gangs meet to discuss their laws. The Altaric Acolytes use gifts of technology to coerce  the various groups toward a troubled peace. These communities start calling themselves “Hellhounds”, to commemorate the sacrifices of Kodah and his warband. 


Fuel for the Furnace (53 BTF): Hellheim is built and Howler ATVs roam the land, raiding other non-Hellhound settlements for supplies and hunting down monstrosities. Those that offer them tribute are left alone. There are rumors of Hellhounds leaving supplies to starving communities during bad winters. This brings the Hellhounds into conflict with the Grailguard, the Cartels, and the Scavver Caravans. 


Iron and Roses (63 BTF): In retaliation for butcherous raids against settlements under their protection, the Carmine Templars and Saint Carmine herself invade the Hellhounds. The Templars utilize potent sorceries against the anarchic Motorgangs but are forced to retreat when they cannot maintain their supply lines. Unknown agents use this distraction to destroy the leadership of the Hellhounds.  


Into the Night (65 BTF): Discovering that the attacked settlements were also the work of the Night Kings, The Hellhounds, Flame Templars, and Carmine Templars form a fragile alliance. They spend the next few months driving the Night League from their mountain strongholds. 


To Reign in Blood (70 BTF): The vacuum of lost leadership causes the Motorgangs to fight among each other. The Death Pigs Motorgang attempts to rule the Hellhounds, even daring a vicious attack on the Altar of Air. The wounded but united Hellhounds slay many of the Death Pigs and their allies before they escape. 


The War of Embers (93 BTF): Still reeling from their civil war, the Altaric Acolytes are able to convince the Hellhounds of the Harbingers’ threat. Ultimately, the Hellhounds join Free Tribes and the Archfactions against the Harbinger Hosts despite the grudges of the Grailguard, Cartels, and Scavver Caravans. The Hellhounds’ speed is integral to lightning fast raids and the disruption of reinforcements. 


Armistice and Schism (99 BTF): After the wars, the Hellhounds consider their place in the new era. They are no longer allowed to raid settlements, which causes some infighting between the Motorgangs and sows doubt against the current leadership. To placate the masses, the Iron Council is opened to two more Motorgangs. 


Important Persons and Groups

Altar of Air/Altaric Acolytes: A cult of eccentric technologists that were skilled with the forge and listened to strange frequencies from their main temple: the Altar of Air. It is an immensely tall structure from the World that Was that is able to capture the frequencies and “Airs” of the Acolyte’s ruthless gods. 


Carmine Conclave: A portion of the Temple of the Shattered Mother known for its focus on diplomacy rather than militancy, though they are far from unarmed. Members are called Carmine Templars or Carminians. Their founder was called Saint Carmine or the Saint of Roses. 


Cartel: aka the Kindly Cartel who comport themselves like businessfolk and corporations of old, but act more like criminals when it suits them. 


The Free Tribes: A group of communities and tribes based in and around the Mid-Atlantic (aka Mid-Atla) area, but also within the New England, Tidewater, and Midwest regions.


Grailgard: A southern neighbor of the Hellhounds, styled like the knights and guardians of the old world.


The Harbingers/Harbinger Hosts: Four sorcerous entities of incredible power and the monstrous armies that followed them. They came from the west and savaged their way to Mid-Atla until they were stopped by the combined efforts of the Free Tribes, the Illustrados, and the Temple. 


The Illustrados Union: An Caribbean-based Archfaction known for their technological wonders, their mercantile bent, and their naval prowess


Iron Council: The closest thing that the Hellhounds have to leadership. The five Strongest Motorgangs rule through power and through influence, but if they are seen as weak, they can be deposed.


Khoda Flame Reaver: A powerful warrior, renowned for his burning fury and his fiery axe. He is survived by his warband, the Hellhounds. Eventually, they would be the name taken up by the various motorgangs of the Great Lake (sometimes called the Superior Sea or the Freezing Deep).


The Night League: Formerly two dozen settlements and towns under the brutal rule of powerful vampiric entities. Calling themselves the Night Kings, these individuals treat other humans as nothing more than thralls and food. They are greatly diminished but are still a threat. 



The Temple of the Shattered Mother (aka Templars): An northern Archfaction based on their faith to the God-Empress and dedicated to the destruction of wickedness and eldritch evil.


The Vundarkin Packhunters: The Vundarkin Packhunters are simple and small bands of associated families that wander the wilderness. Many choose a spiritual “Whisper” to follow as a guide.