Land of Eternal Ice [Archive] - Wizards Community

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shadowmimiiru

07-02-07, 06:05 PM
Dungeons & Dragons – Land of Eternal Ice

This is a homebrew campaign setting that I’m working on, and I will post new information on it whenever I can during the development of the game. Any comments, suggestions or otherwise are welcome, I want to make this a great campaign world for people to play in.

Major Books being used for the creation of this setting are:

Dungeon Master’s Guide I & II
Player’s Guide I & II
Monster Manual’s I through IV
Frostburn
Heroes of Horror (Certain Classes)
Complete Adventurer (Certain Classes)
Expanded Psionics Handbook

World Premise:

Over a thousand years ago the great magic kingdom of Lastra set about on an experiment that would grant the nation control of the climate within its borders. For years the High Academy of Mages researched, studied and perfected the way in which this grand experiment would occur. However, something went wrong and the lands of Lastra, Flamemor, and Asque were thrust into an eternal age of ice and snow, and disrupted the world in such a way that the use of arcane magic is dangerous, and seldom sought after.

A thousand years later the three lands are a harsh and strange wasteland. Wild magics roam the ice, and strange creatures, ghosts, and ghouls haunt the night. What remains of the intelligent races of the three lands (Humans, Dwarves, and Orcs), have for the most part become endless wanderers, following the caravans of herd animals and foraging what little still grows in the ice covered world. A few small villages and towns exist in the world, all along the “banks” of flowing underground rivers that serve as a means of travel and trade.

Below the land of endless ice and snow the great cities, towers, and libraries of the three nations still exist, with the capital of Lastra frozen in time it’s citizens still on the streets or at their tables. While these places are hidden beneath snow and ice, many would be adventurers attempt to find them in order to steal the vast riches and magical technology rumored to be in the “Tombs of the Ancients” as the places are now referred to as.

Rumors also spread about a land far south of the frozen wastes, a land where the sun is warm, and forests and plants exist everywhere. Many of the three races, given hope by these rumors have journeyed to the south never to be seen again (see upcoming truths of the Land of Eternal Ice section for more information).

Politics of the Land of Eternal Ice

Each of the three races (Humans, Dwarves, And Orcs) are broken up into six tribes, with the human and Orcs have the highest numbers, and the Dwarves having a steadily decreasing population. While each of the tribes is in good standing with their own race (for the most part), the conditions between relations with other races aren’t as stable. For example some Human tribes may be allied with Orcs and actively war against the Dwarves, while in other places Orcs and Dwarves may actively be killing humans to gain better hunting ground. These alliances are in consistent shift and what are friendly lands one day may be hostile territory the next.

Tribes of Man:

Each of the tribes of the remaining humans are named after the Heroic figure from the past who brought these desperate people together. Humans comprise every known race of their real world counter-parts.

Crowsons: The largest and most violent of the human tribes, they are the only known human tribe to actively seek out war with other races (including their own), and are rumored to eat their enemies after slaying them. Crowsons also kidnap, ransom, and sometimes keep women of other tribes, which means that not all members of their tribe are human. Their current leader Volvc is a Half-Orc, for example. All members of the Crowson tribe have long dreadlocked hair and beards (males only) and a tattoo of a spread winged crow on their foreheads.

The most common classes of Crowsons are: Barbarian, and Fighters, Ranger it is rumored there are a few Druids.

Nic’Neals: jokingly referred to as Crowson toys by many of the tribes of man, the Nic’Neals as a medium sized tribe that believe in peaceful co-existence with the other tribes and races of the frozen wastes. Quiet, thoughtful, and very spiritual (the Nic’Neals believe in an Animism system) the Nic’Neals hold very little territory in which to hunt their food, and often sneak into neighboring territories at night to acquire food. Their Current Leader is an elderly woman by the name of Tiana Neal. Most Nic’Neals can be recognized by a dark red headband (dyed in the blood of their prey, to make the animal spirit closer to them), and quiet nature.

The most common classes of Nic’Neals are: Cleric, Druid, Bard, Ranger and Rogue.

Calborns: The Calborns are a small tribe of man. Considered an oddity among the human tribes (even the Nic’Neals think they are weird) as they spend almost their entire time attempting to locate and excavate the “Tombs of the Ancients” in hopes that some artifact can be found. What that artifact is or what it may do is unknown to anyone but the Calborns and they refuse to tell anyone. According to the tribes folklore the mission to find the artifact was the dying wish of the tribe’s founder Thomas Calborn. The current leader of the Calborn tribe is unknown; however, any diplomatic party is usually entertained by masked and goggled woman named Tess. Calborns tend to wear goggles made of leather and a very durable type of ice found during their digs.

The most common classes of Calborns are: Archivist, Cleric, Fighter, Ranger and Rogue.

Nic’Leods: Were the Crowsons are brutal and savage the Nic’Leods are noble and disciplined. The Nic’Leods are the second most populace group of humans to be represented in the frozen wastes, and are one of the most respected and feared. The Nic’Leods only has one true enemy in the frozen wastes and that is the Crowson tribe. The other races and tribes of the wastes actually pay (see economy of the Eternal Ice) the Nic’Leods to train their warriors and to act in some cases body guards. This has allowed the Nic’Leods to settle in one place, although that has done little to dull their ability to hunt and train. The Village of the Nic’Leods is located in the top section of an ancient tower, and although the village spreads beneath the level ice it doe not descend to far due to ancient superstitions. The Nic’Leods are currently ruled by a man named Colin who is not actually a Nic’Leod by birth but through marriage to the former ruler’s daughter. Although women are not allowed to rule the tribe or run any training schools they are considered capable warriors and are trained by a special group known as the Ice Maidens (See special classes). The Nic’Leods (both male and female) are known for their short, military style haircuts, shaved faces, and pure white clothing and armor (see armor section).

The most common classes of Nic’Leods are: Fighter, Scout, and Ice Maiden

Danielsons: The Danielsons are a small tribe of man that are solitary in nature. Because of this not much is known about them, and many tales shape them to be demon worshippers, kidnappers, and even the ones who caused the world to turn to ice. In truth many of these tales could be found to be true as the Danielsons are in fact Demon worshippers and kidnappers. The exact nature of these crimes is unknown to all but the Danielsons themselves, but the truth is that the Danielsons are all that remain of Flamemor’s secret guild of Psionic assassins. Although what demon god they worship is unknown (simply called “Great One” by the Danielsons), the kidnapping of children from other tribes has a very easy answer: They are children who have Psionic potential. Out of all the races and tribes the Danielsons are the only ones that have knowledge to the history of the world prior to the experiment. Danielsons have no identifying marks and can easily blend into any other large tribe (smaller tribes will notice a “new” person).

The most common classes of Danielsons are: Psion, Psychic Warrior, and Soul Knife.

Royborns: The Royborns are the third largest (right behind the Nic’Leods, but before the Nic’Neals) tribe of man, and the one that could be considered the most common in practice and belief. The Royborns are the ultimate generalist, with the goal of making life as comfortable as possible. This is not to say that the Royborns are lazy or pampered, only to say that if they can find an easier way to kill a deer they’ll find it. Unfortunately this generalist attitude has made them enemies with certain Orc Tribes who believe that their more efficient killing methods, as well as the Royborns ability to quickly assemble and disassemble a camp are slowly killing off an entire food supply. Despite this the Royborns have a generally good relationship with many of the other races and tribes, often acting as traders and in some cases couriers. The current leader of the Royborns is an old man who is simply called Roy.

The most common classes of the Royborn are: Bard, Cleric, Fighter, Ranger, and Rogue.

The Tribes of Dwarf:
shadowmimiiru

07-03-07, 05:23 PM
The Tribes of Dwarf:

In many respects the Dwarves were the least affected by the events of a thousand years ago. Their civilizations and histories are still well known and accounted for, and many of their traditions are still intact to this day, making the Dwarves the sole known keepers of history in the wastes. Despite these facts, as well as their steady, and protected mountain homes the Dwarves as slowly dying, and are desperate to find a way to save themselves and the knowledge that they keep. Out of the three races the Dwarves are considered to be the most religious, sharing an almost intimate bond with the God that they serve, despite that God never making itself known (See Gods and Goddess section).

Since the beginning of the ice age the birth rate of dwarves have dropped steadily, one belief is that the scarceness of food has caused this problem, while others claim that an after effect of the magical cataclysm has left many Dwarven males sterile. In the years following the cataclysm the Dwarves found themselves having to move further and further from their homelands in order to hunt and forage for food. Because of this a network of way stations appeared along their hunting routes. However, in the last 200 years many of the Dwarven hunting parties have become nomadic, and spend almost the entirety of their lives traveling the routes and sending little back to the homes of their fathers. Strangely enough, it is these wanderers that have seen the least amount of population decrease, and in some cases the size of these hunting parties turned nomads have increased.

Like the Humans and the Orcs, the Dwarves have six tribes, there is no known formula to the naming of these tribes and for the most part one Dwarven tribe can be mistaking for another (the only exception being the Nomads).

Wolfbeards: The most numerous of the Dwarven Tribes, the Wolfbeards originally were the hunting parties of various over Dwarven Tribes who overtime combined to better their chances of a successful hunt. Over the years of hunting, and the prolonged journeys away from their homes and kin, the eventual Wolfbeards began to bond and relate more easily with the others in the combined hunting party, and soon decided to form a new tribe that would stay in the wastes. The Wolfbeards are vicious are intelligent warriors who rarely lose in small to large force battles. The Wolfbeards are trained to always fight together, and that the group is far more important then any individual’s needs. Because of this group mentality, the only punishment that exists within the Wolfbeard tribe is banishment with a week’s supply of food and gear enough to survive on one’s own. However, few banished Wolfbeards survive for more then a month due to their trained nature to be a close-knit part of a group. Many of the Dwarves seen with members of other races (especially humans) are banished Wolfbeards. The Wolfbeards are also the most identifiable of all the Dwarven tribes, as they all wear leather and skull helms made of wolf pelt. While the Wolfbeards consider themselves to be a large family group with no true leader (as each in the group is equal), Lerin Hammerguide is the Hunt Master whose voice holds the most weight.

Common classes for a Wolfbeard include: Cleric, Druid, Fighter and Ranger

Riverkliens: The Riverkliens are the second most known tribe of Dwarves in the wastes, not because of their numbers, which is relative few, but because unlike all but the Wolfbeard Tribe they interact with the other races quite frequently. This interaction with the other races come mainly through the Riverkliens control of the trade routes following the under ice water flows, and the small towns that are connected by those flows. Because of their stable lifestyle Riverkliens rarely ever leave the confines of one of the towns that they control unless as part of a scheduled expedition into a “Tomb of the Ancients” that may have been found near a water flow. Due to their position in the wastes as traders the Riverkliens rarely if ever hunt their own food, instead they claim a commission charge for anything that comes through their towns or water flow systems (see economy). Currently the Riverkliens are controlled by the Council, an elected group that makes decisions on trade and politics. The Leader of the current Council is Helm Waterrock.

Common classes for a Riverklien include: Archivist, Cleric, Rangers and Rogues.

Dunns: At one time, before the events of a thousand years ago, the Dunns were the most powerful, feared, and respected of all the Dwarven Tribes. While still feared by many of the Dwarven Tribes, the Dunns are a mere shard of their former might. Knowing, and resenting, that they are not what they used to be, the Dunns do everything in their power to remain feared by the other tribes, often allying with the Orcish tribes or setting siege the homelands of the Dwarven tribes. Much like the Orcs who they call allies the Dunns actively raid human lands, to steal game and other potential supplies, leaving whatever camps they find ruined and the occupants dead. Brutal and savage the Dunns have earned the respect of both the Crowsons and the Ravenskulls tribe, who often join the Dunns in raids and war. Despite their brutal and savage nature, the Dunns see themselves as the most civilized and cultured of the Dwarven tribes to the point were their home under city is almost completely filled with beautiful architecture, sculptures, mosaics, and other forms of art. The Dunns also cultivate the only known remaining form of grain in all of the wastes, and have used this grain to gain alliances, or sway other tribes of every race to swear fidelity to them. Currently, only one other Dwarven Tribes, and most of the Orcish tribes are answerable to the Dunns.

Common Classes for a Dunn include: Barbarian, Cleric, Fighter, Ranger and Rogue.

Lighthammers: In all likelihood the Lighthammer tribe began as a cult to the Dwarven God Moljin. Their entire culture revolves around service to the God, and to attempting to do his will upon the world. As such the Lighthammer tribe is mainly consistent of religious devotes who spend the majority of their time and effort in humble service to their God. However, a small force exists within the Lighthammer tribe that actively seeks to do due what they perceive their God’s will to be in the world around them. This small group receives their orders from the religious and political leader of the Lighthammer tribe, The Lighthammer. While the Lighthammer tribe can be commonly seen as a force of good and hope in the harsh frozen wastes, they can also be the cause of great misfortunes as they often times allow their own strict moral and religious code interfere and blind them to the potential conflicts they are creating. Along with the Stealhorns the Lighthammers are the only Dwarven tribe who actively still mines for metal and forges it into weapons (See Weapons and Armor).

Common Classes for a Lighthammer include: Archivist, Cleric, Fighter, Paladin, and Rogue.

Stealhorns: The Stealhorns are the smallest of the Dwarven Tribes, numbering only a fifth of the entire Dwarven population. The size of there population, along with the fact that no Stealhorn is under 200 years old may contribute to the fact that they are the must oppressed by the Dunn Tribe and are exploited the most out of those tribes who have sworn fidelity to the Dunns, acting much like slave labor in their own mines and forges. Before the cataclysm the Stealhorns were a strong tribe who were strongly allied to the Lastra nation. In part their downfall and eventual subjection by the Dunns was due to their alliance with Lastra as, by the time of the cataclysm, 65% of their total population lived within the Lastran capital city. Since then the Stealhorns population has decreased much faster than any of the other Dwarven tribes and for the last fifty years has been under the indirect rule of the Dunns who initial claimed to be “helping” their Dwarven brothers. It is very rare to see a Stealhorn dwarf due to the Dunn enforced mine and forge work, however, a few rare renegade Stealhorns can be found in Riverklien taverns attempting to rouse anyone who will listen to their aid. Unfortunately, the majority of these Stealhorn renegades are the oldest of their people with few short years left before them.

Common classes for a Stealhorn Renegade are: Bard, Cleric, Fighter, Ranger, and Rogue.

Ebonmask: The Ebonmask Dwarves are by far the most reclusive and mysterious of all the tribes in the Land of Eternal Ice. Not much is known of them except that they occupy a small range of volcanic mountains to the north of what used to be the nation of Asque. Little is known of both the Ebonmasks and the area of volcanic mountains in which they habit, except that every Ebonmask ever encountered wears body covering black furs and a faceless mask made of a strange black glass. The volcanic region in which they inhabit is arguable the warmest area in the frozen wastes, however due to the nature of the volcanoes that make up the region farming is impossible. To this point no envoy of any other tribe or race has ever returned from a meeting with the Ebonmasks.

Common classes for the Ebonmasks are unknown.

Tribes of Orc:

((Coming Soon)
shadowmimiiru

07-04-07, 07:03 PM
Tribes of Orcs:

((Coming tomorrow since I'm celebrating Independence Day right now.))