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Differences on Lore

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==== Creation and Early Ages: The Frozen VeilAge of Ice ==== In the earliest times, the world was a realm of primal cold and endless 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 world of Aeltharion has been locked in an age of ice for millennia. Legends tell of a once-thriving realm of verdant forests and shining seas, but a cataclysm known as the Frostveil Ascension plunged the land into unrelenting winter. The cause of this icy age is shrouded in mystery, whispered to be the wrath of ancient gods or the result ofbalance of frost and flame forged the land, creating powerful magic gone awrygeothermal regions amidst the ice, where life could take root. ==== The Glacial EmpiresRise of Civilization ==== Before the Frostveil, mighty empires spanned the world. Now, their ruins lie entombedAs 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 layers of ice, their treasures and secrets preserved inthe 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 stasis. Modern civilizations are fragmented, huddled in scattered cities carved into glaciers or sheltered by volcanic warmthand 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 Frostforged Clans**, nomadic tribes hardened by the tundra, claim dominion over the icy plains. **The Crystalleans**, an enigmatic race of crystal-skinned beings, dwell within the heart of the glaciers, guarding secrets older than the frost itself. **The Ironhearth Compact**,Nomadic Clans of the Wastes:** Tribes of hunters and survivalists who roam the tundra’s vast, unforgiving wilderness. They possess a coalition of underground cities, thrives beneath the frozen earth, harnessing geothermal energy to survivedeep spiritual connection to the land and its primal forces. ==== The Shifting WastesAbyssal 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 protecting the tundra is alive, ever-changing with unpredictable storms, shifting ice floes, and frostquakes. Travelers risk becoming lost in the Howling Abyss, a treacherous expanse where winds howl with the voices of the dead, or falling prey to Frostwyrms that burrow beneath the snowfrom corruption. ==== Ancient ForcThe Current Age: Frostbound Struggles ==== Legends speak of the Primordial Titans, beings of immense power who ruled before mortals walked the earth. ItIn the present day, the Frostbound Tundra is said the Frostveil was their doing, either as a punishment for mortal hubris or to seal away a greater threat. Now, their slumber stirs, and their icy prisons crackland teetering between survival and collapse. **The Frozen Tundra:** A vast, frozen expanse filled with deadly froststorms, hidden ruins, frost giants, and ancient secrets waiting to be uncovered. ====---- The Cradle of Flame ==== Amid the cold lies the Cradle of Flame, a volcanic region said to hold the last remnants of warmth. It is believed to be the key to restoring balance, but it is also guarded by fiery entities and shadowed by an ancient curse. ==== The Prophecy of the Thaw ==== An ancient prophecy foretells that the ice will break when the Echo of the Sun is found. This mythical artifact is said to hold the power to reignite the sunFactions ---- **The Forge Assembly:** Dwarven engineers and smiths, guardians of Ironhearth’s warmth,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 its existence is doubted, and its location unknown. Some say it iwary 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 glacier-covereds, remnants of a civilization that predated the dwarves and humans. These ruins of Elarion, the lost City of Lightare said to house ancient technology, cursed relics, and answers to the origins of the tundra itself.