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Differences on Lore

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==== Creation and Early Ages: The AgeDawn of Ice ==== In the earliest times, tThe world wasbegan in an age of eternal ice, a realm of primal cold andglacial giants and frozen seas. The Frostbound Tundra emerged from the clash of two primordial forces: the Eternal Frost, a chilling embrace of death, and the Cradle of Flame, a fiery heart beneath the earth. This tumultuous birth gave rise to a land of stark beauty, where geothermal vents offered pockets of warmth amidst the endless ice. ==== The Rise of Civilizations ==== As the ice receded in some regions, life began to take hold. **The Dwarves of Ironhearth:** Masters of smithing, they forged their civilization beneath the glaciers, harnessing geothermal energy to create weapons of unparalleled strength. They delved deep into the earth, constructing a vast network of mines and forges. **The Frosthaven Colonists:** Human settlers established Frosthaven, a city built to withstand the harshest blizzards. It became a hub of trade and exploration, connecting dwarven craftsmanship with the needs of those venturing into the frozen wilderness. **The Nomadic Clans:** Tribes of hunters and survivalists roamed the tundra, their lives intertwined with the rhythms of the land. They possessed a deep reverence for the natural world and a keen understanding of its dangers. ==== The Abyssal Incursion ==== Millennia ago, a rift tore open beneath the ice, shaped by forces ancient and unknowable. From this frigid void arose the Frostbound Tundra, a land of towering glaciers, frozen seas, and eternal winter. Legends say that the tundra was created by the clash of two cosmic forces: **The Eternal Frost:** A force of cold, stillness, and death, embodying the harshness of nature. **The Cradle of Flame:** A primal fire deep beneath the earth, representing warmth, life, and creation. The balance of frost and flame forged the land, creating powerful geothermal regions amidst the ice, where life could take root. ==== The Rise of Civilization ==== As the ice receded in places warmed by the Cradle of Flame, civilizations began to emerge, hardened by the harsh environment. **The Dwarves of Ironhearth:** Masters of smithing and crafting, they built massive strongholds beneath the glaciers, harnessing geothermal energy to forge frostforged steel and enchanted creations. They delved deep into the mountains, creating networks like the Forge Warrens and Deep Warrens to mine precious materials and uncover ancient relics. **The Frosthaven Colonists:** Human settlers who established Frosthaven, a fortified city built to endure the cold and house explorers, merchants, and adventurers. They became the cultural and economic hub of the tundra, relying on trade with the dwarves and survival ingenuity to endure the frozen wilderness. **The Nomadic Clans of the Wastes:** Tribes of hunters and survivalists who roam the tundra’s vast, unforgiving wilderness. They possess a deep spiritual connection to the land and its primal forces. ==== The Abyssal Incursion ==== Millennia ago, a rift between worlds tore open beneath the glaciers, allowing the Abyss—a realm of darkness and corruption—to seep into the tundra. Creatures born of shadow and frost emerged, spreading chaos and destruction. ---- Key events ---- The Abyssal Siege saw Frosthaven and Ironhearth nearly fall to hordes of corrupted creatures. Heroes rose to hold the line, forging alliances between dwarves, humans, and clans to survive. **Abyssal Corruption:** The rift’s influence still lingers, warping the land and creatures. Some brave (or foolish) souls venture into tainted regions like the Howling Abyss or the Shadow Veins to seek power, relics, or answers. The Frostwardens were founded during this time—a faction dedicated to hunting Abyssal threats and protectingunleashing the horrors of the Abyss. Creatures of shadow and frost emerged, bringing chaos and despair. **The Abyssal Siege:** Frosthaven and Ironhearth stood on the brink of annihilation. A desperate alliance forged between dwarves, humans, and nomadic clans repelled the invaders. **The Frostwardens:** A new order emerged, dedicated to hunting Abyssal creatures and protecting the tundra from further corruption. ==== The Current Age: Frostbound Struggles ==== In the present day, thePresent Day: A Frozen Struggle ==== Today, the Frostbound Tundra is a land teeteringfaces a precarious future. **The Frozen Peril:** The ice continues to shift, bringing unpredictable blizzards and uncovering ancient secrets, some of them malevolent. **The Abyssal Threat:** Corruption spreads, fueled by the whispers of the Abyss Speaker, a malevolent entity seeking to widen the rift between survival and collapse. **The Frozen Tundra:** A vast, frozen expanse filledworlds. ==== Factions in Conflict ==== **The Forge Assembly:** Dwarven engineers and smiths, guardians of Ironhearth's technological prowess. **The Frosthaven Vanguard:** The city's defenders, ever vigilant against the encroaching darkness. **The Emberforge Clans:** Nomadic dwarves, honoring fire and survival, often allies with deadly froststorms, hidden ruins, frost giants, andthe Forge Assembly but wary of Frosthaven's influence. **The Frostspire Academy:** Scholars and mages, dedicated to understanding the magic of the tundra and the dangers that threaten it. **The Glacial Mysteries:** Buried beneath the ice lie the ruins of an ancient civilization, holding secrets waitingthat could unlock the tundra's past and perhaps the key to be uncovered. ---- The Factions ---- **[[The Forge Assembly]]:** Dwarven engineers and smiths, guardians of Ironhearth’s forges and the creators of frostforged steel. **[[The Frosthaven Vanguard]]:** The military defenders of Frosthaven, trained to hold back incursions from the wilds. **[[The Frostspire Academy]]:** Scholars and mages dedicated to studying frost magic, Abyssal influence, and forgotten lore. **[[The Emberforge Clans]]: **Nomadic dwarves who honor fire and survival, often working with the Forge Assembly but wary of Frosthaven’s politics. **[[The Frostwardens]]:** Elite hunters who patrol the tundra, slaying monsters and containing Abyssal corruption. **Abyssal Influence:** Abyss-touched regions, like the Howling Abyss, are growing more unstable. Monsters are emerging at an alarming rate, and whispers speak of The Abyss Speaker, a figure seeking to tear the rift open once more. **The Glacial Mysteries:** Lost ruins buried beneath the glaciers, remnants of a civilization that predated the dwarves and humans. These ruins are said to house ancient technology, cursed relics, and answers to the origins of the tundra itselfits survival.