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Differences on Lore

Differences between by and the current version
==== The Dawn of Ice ==== The world began in an age of eternal ice, a realm of glacial 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, unleashing 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 Present Day: A Frozen Veil ==== Struggle ==== Today, the Frostbound Tundra faces a precarious future. **The Frozen Peril:** The world of Aeltharion has been lockedice 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 worlds. ==== 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 the 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 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, whisperedncient civilization, holding secrets that could unlock the tundra's past and perhaps the key to be the wrath of ancient gods or the result of powerful magic gone awry. ==== The Glacial Empires ==== Before the Frostveil, mighty empires spanned the world. Now, their ruins lie entombed beneath layers of ice, their treasures and secrets preserved in cold stasis. Modern civilizations are fragmented, huddled in scattered cities carved into glaciers or sheltered by volcanic warmth. **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**, a coalition of underground cities, thrives beneath the frozen earth, harnessing geothermal energy to survive. ==== The Shifting Wastes ==== 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 snow. ==== Ancient Forces ==== Legends speak of the Primordial Titans, beings of immense power who ruled before mortals walked the earth. It 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 crack. ==== 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 sun’s warmth, but its existence is doubted, and its location unknown. Some say it is buried beneath the glacier-covered ruins of Elarion, the lost City of Lightsurvival.