An arctic/Iceage based campaign world?

Post/Author/DateTimePost
#1

sornduskryn_dup

Jun 28, 2008 23:24:50
I've been toying around with the idea of developing a campaign world of my own. Basically have enough time on my hands to work on developing something of this level.

Now what's always interested me is an arctic/iceage type campaign setting.

Thoughts? Advice? I would love to pick the brains of some more established campaign creators on the threads.

Right now I have strands of ideas in the back of my head, that I'd like to develop, simply because they would be parts of the foundation of this world. Could use someone to throw ideas at and get feedback on.

Thanks,

Ted
#2

Thukad

Jun 28, 2008 23:41:12
What's the level of development for the various races? Are we looking at cave-men building fire in a cave to not freeze to death? Or are we looking at dwarven castles carved out of ancient snow covered mountains, their runes glowing in a blizzard?

What races are you looking at? Have you come up with different ethnicities or are all races bound by a general stereotype?

Is the world in an ice-age because of a magic curse or is it that way naturally?

Are there any warm or temperate areas in the world? What role do Nature worshipping tribes and communities hold?

Those are just a few questions. If you give more details I'd be more then willing to help you come up with more for your setting. There's just too many different ways that setting could go for me to effectively help you right now.
#3

egarvue

Jun 28, 2008 23:43:05
Pick up a copy of Frostburn. Sure its for 3.5 (and since it is, you might be able to pick it up real cheap now), but I got a ton of ideas for my own campaign when the plot took my players north into the arctic wilds. Very very good stuff in that sourcebook.

A couple of ideas -

1. Lost cities frozen in the snow, from a time before the planet shifted on its axis.

2. A hole at the very top that leads to another world inside this one (a la the old Hollow World setting)

3. Players must do battle against a new threat from the Primordials, water and wind primordials combining to spread a new ice age around the world.

4. The empire of the Ice Archons is on the march, and the players must venture deep into their territory on a mission to stop them from covering the world in ice.

5. Somehow incorporate the long seasons of "A Song of Ice and Fire". The Long Winter is here, and civilization is not ready for the horrors that come with the darkness and cold.

I'm sure there's a lot more ideas out there. Desert and arctic adventures tend to be my personal favorites.
#4

art_tillary

Jun 29, 2008 17:31:44
I've been toying around with the idea of developing a campaign world of my own. Basically have enough time on my hands to work on developing something of this level.

Now what's always interested me is an arctic/iceage type campaign setting.


Ted

To follow up on what Thukad said,

Is this a dawn of time / stone age setting? or is the ice age encrouching upon an existing civilization?

If it's an existing civilization, are you going with Points of Light or a few Empires?

Might the glaciers and general climate change be source of the fall of the empire? Thus it's a PoL setting with all sorts of things abandoned due to climate and ice.
#5

sornduskryn_dup

Jun 29, 2008 18:14:21
I've been thinking about it and just wanted to add a little more to my thoughts.

Timeline wise would be that the ice age has existed for a few hundred years, yet pockets of civilizations exist ranging in advancement.

I'm originally having an idea that this was all brought on by an environmental distaster that happened x hundred years ago, and the world just adapted to what happened.
#6

sornduskryn_dup

Jun 29, 2008 18:16:30
Just to add a little bit more, I picture it a low to medium magic world, though magic is itself revered in that it is partially what allows survival in this harsh world. I'm interested in having elementalist specialized wizards play an important role.
#7

glak2

Jun 29, 2008 19:30:25
That's pretty awesome. I'd think about how races fit into this. Which races are you going to have available? I find that cutting and adding races adds a lot to the setting. Dwarves could have small rocky islands with mines down to geothermal heat. Their lavamancers would be both needed and feared. Elves could be nomadic ice skaters who never set foot on solid ground. Gnomes could build igloo castles. Halflings could be seafaring whalers. You're going to need rules for ice: thickness, cracking, melting, etc... When a Orca bursts through the ice to eat the heroes you're going to want some rules for that. You could probably base it on the Bullette, actually, since it is a "landshark".
#8

jerichoalar

Jun 30, 2008 13:47:42
this will probably have a pretty big effect on civilization - population in most areas will be less dense because it is harder to grow food; except in places where it is easy to grow/gather food and there the population will be as dense as sustainable (geothermal vents/volcanic caldera that provides sufficient heat to approximate a growing season; major seaport fishery etc.)


I'll explore this assuming it's a more or less natural/long-term ice age (with respect to how the general population has perceived it; whether the ultimate goal of the campaign is to overthrow and reverse whatever is causing the climate is neither here nor there)

generally: by now, everyone will be more or less adapted to the weather, warm weather gear will be difficult to obtain; like tents etc: replace tents with igloo gear (shovels, ice picks, etc); while cold weather gear will be easier to get. most metal armor will either have been replaced by non-metal types of the same general availability* like, say, drake scale instead of regular metal scale. or petrified wood plates instead of metal plates, etc; or will have improved padding and insulation to protect from the temperature reducing effects of the metal outer layer.


the next question is how cold are we talking? northern europe went through a mini-ice age during the middle ages; horses were still available (basically a shorter growing season, colder average temps, more snow more rain) whereas if we're talking deep freeze tundra year round, never thaws, horses are going to be much rarer if they exist at all. - consider using dogsleds as the primary form of long-distance transportation (or something like tamed dire wolves / polar bears etc.) I'll continue with the assumption we're talking -big- freeze here.

Consider making education rarer (in harsh environments less time is available for learning) in the general populace, this may lend itself well to a lower magic environment like you're envisioning (it's not that magic is *rare* just that most people aren't able to learn how to use it.)

as for atmosphere: focus on food differences: no cows, elk, and pigs; instead caribou, bears, and seals, - whales are probably still available since they are capable cold-weather travelers: fat in general (whale blubber and otherwise) is important both as a food additive and because it can be rendered into a burnable substance that won't be ruined by the constant wet and damp.

speaking of which! in settled areas, things will be wet and damp. it will be virtually impossible to keep stuff properly dry without a constant fire (like a jungle but in reverse) in unsettled areas, frequently things will be frozen (and dry) instead of wet and damp, but that'll change as soon as fire is introduced.

focus on how food stuffs(both salted and frozen), fire stuffs, rendered fat(soaps and tallow) and furs are the primary trade and construction materials. wood is harder to get (and what is available is all coniferous variety: no elm or oak here, more pine and yew) and is an important commodity. bricks are harder to use because of the cold (mortar doesn't mix well and it can be hard to get kiln temperatures high enough) it will be more common to see major structures mostly of wood and/or natural stone when stone is available. Minor structures will frequently be igloo or bone-and-hide constructions (whale bones, mammoth bones if you include mammoths etc.) depending on the area and permanance of the structure in question.

disease doesn't spread as readily; most hazards are either the exposure/environmental type or the lack of resources types, but super-predators are still an issue.

for dungeons and other underground situations (excluding ice-caves which are obviously 0C[32F] or colder) once you get below enough rock (like 20'+) the temperature will tend to stabilize at the yearly average temp - and this is going to be geologic time-frames, so a 'recent' coldsnap (2 generations or less) will not totally erode this temperature average. longer cold periods means colder temps. get deep enough (several hundred feet) and local geothermal conditions may increase the temperature: all this is a fancy way of saying it's perfectly ok to keep having caves/dungeons sufficiently far underground continue to be about 10C[50F]+.

as for D&D races specifically, I think most will translate fairly straightforward - feywild still is a functional concept here (if this is a temporary situation from a geological standpoint, then the fey wild may even be temperate) so eladrin stay intact more or less; elves can still be wilderness, just less deciduous forest and more arctic hunter/gatherer. (major users of igloo structures if you leave them nomadic. an igloo can be constructed in a matter of hours) larger tribes may have the logistics to carry bone-and-hide structures with them in a collapsible fashion. halflings can still be river-farers if they're not constantly frozen; otherwise they may be consummate dogsledders. tieflings could take a fluff change: maybe their society is responsible for the ice-age? or they made their bargain for heat in addition to power. dragonborn can stay more or less the same (if you have them take after a particular type of dragon as hereditary lines, maybe make them dominantly white dragon like)

humans and dwarves take almost no change, although dwarves could be reverted to a primarily underground race again.
#9

darkmyer13

Jun 30, 2008 14:43:15
Two words: Ice Ogrin.

Half Hobgoblin, Half Ogre hybrids created by the intermingling of the two races for survival in world gone ice box. Averaging out at seven feet tall, 250 pounds, these pale blue skinned beauties bring evil to another level. Known for killing anything warm blooded, these savage yet bright beasts have abandoned the structures of common society to roam the tundras in packs, usually comprised of 10-15 Oc-Pla's, or family units, ravaging and pillaging any living form in their path, leaving broken bodies and sundered dreams in their wake.

Adept at survival in the frigid climate of your new world, these monsters have an edge over the rest of the food chain - their naturally able to withstand the sub zero temperatures in the harshest areas of your realms, though they are found in modest numbers throughout the world. Thought to be incapable of tactical mastery or strategic application for years, it has been recently discovered that the barbaric and seemingly unorganized attacks led on human settlers along the great ring (equator) have had a distinctly brilliant pattern, masked by supposed chaos and disorder that their warriors masterfully portray.

An enemy of any intelligent creature, feared and respected as by all war bound peoples, cunning and strong beyond normal constraints, Ice Ogrin are a truly dire threat to the resurgence of life, the rising dawn of a new age in a world frozen in time for centuries.
#10

rentauri

Jun 30, 2008 15:05:18
Timeline wise would be that the ice age has existed for a few hundred years, yet pockets of civilizations exist ranging in advancement.

I'm originally having an idea that this was all brought on by an environmental distaster that happened x hundred years ago, and the world just adapted to what happened.

Or can just leave in the reasons unknown, the people don't know the reasons and in unknown of the truth they made up their own ideas. This could lead so some thinking it was a magical diaster, some thinking it always was, some believing it was a Primordial that held onto the world, and others a God (or Goddess) that rages against some past wronging the people did to her.

Further a question comes up how much do the cities know about each other? Is it something of rumors and old trapper tales? Are there trading caravans that often move between the two, with teleport circles working and each city knows alot about the other?
#11

Thukad

Jun 30, 2008 17:47:37
Don't worry about explaining how everything came to be at first. I find that many times my players would rather find out over time as part of a plot.

I once played an arctic campaign under another DM in 3.5

My character was named Jindal, a reserve feat/elemental wizard. I had a puffin for a familiar and a giant yak for a mount. He was a lanky elf in big fur robes that had a spell book chained around him for easy access.

I had a pavilion on the back of the yak that I kept warm with magic and filled with incense, books, and silk pillows and blankets. I had a golden bird cage with no door for my puffin.

One of my coolest characters ever.

But I do attribute his unique personality to the conditions he was made under. It really is a fun and new setting to try.

I suggest going back through your 3.5 books for inspiration. While 4e is a really great and streamlined system the amount of flavor, lore, and overall fluff will take years to reach the depth that 3.5 had. I constantly went back to 1e and 2e rule books for inspiration in 3.5 adventures.
#12

holy_beholder

Jul 01, 2008 7:19:29
Thoughts
Advice: Convert this to D&D.
#13

rentauri

Jul 01, 2008 10:02:14
That setting seems to beg the Primal Power source for classes.
#14

holy_beholder

Jul 01, 2008 11:32:39
The one I linked to, or the one the other people were talking about?
#15

rentauri

Jul 01, 2008 15:15:19
The one I linked to, or the one the other people were talking about?

Yours. Thought I stuck your quote in my post...opps

While it could have other power sources many things on it, to me, are primal in power.
#16

sornduskryn_dup

Jul 01, 2008 23:25:42
Or can just leave in the reasons unknown, the people don't know the reasons and in unknown of the truth they made up their own ideas. This could lead so some thinking it was a magical diaster, some thinking it always was, some believing it was a Primordial that held onto the world, and others a God (or Goddess) that rages against some past wronging the people did to her.

Further a question comes up how much do the cities know about each other? Is it something of rumors and old trapper tales? Are there trading caravans that often move between the two, with teleport circles working and each city knows alot about the other?

To answer those questions, with what I've come up with.

The reason is more legend/tall tale being told, but ultimately i'm considering the disaster being asteroid/meteor oriented. (As silly as that sounds) It happened x hundred years, so the world has recovered, yet the ice age is how the world is going to be.

Concerning cities, I feel that they would know about one another, at least the main few. There would be smaller villages, outposts, etc that would exist but be lesser known to virtually unknown as well.

Trading caravans would exist and run regularlly, though they would be seasonal, unless the companies were able to hired the services of a talented elementalist.

I'm interested in having elemental magic play a huge part in this world. Elementalists would haev access to rituals which would effect weather/environment, i.e. calming storms, making the weather/area habitable, though they would require a magical focus in order to do the higher, more experienced rituals.

Regarding races, I'm seeing the main five, exist on varying levels of development. Tieflings would exist, but be rarer, simply because where there is magic, there is ultimately those willing to make deals with demons and in some cases tieflings would be the result. Dragonborn, on the other hand I'm considering having more of a tie in with the disaster. Before the coming of the meteors, there were none, but within the last x hundred years they have been popping up, though there is a very small percentage of them.

Thoughts?
#17

sornduskryn_dup

Jul 01, 2008 23:28:43
There would be religion and faith, though I'm still deciding on what sort of pantheon I would like. I do have a few ideas for deities, with the main one already being worked on in my mind.

I see this world as a harsh, brutal world. I'm not going to lie, it's a personal preference when the world is harsh, makes the adventurers a brighter star than in regular campaigns.
#18

rentauri

Jul 02, 2008 9:21:11
I'm interested in having elemental magic play a huge part in this world. Elementalists would haev access to rituals which would effect weather/environment, i.e. calming storms, making the weather/area habitable, though they would require a magical focus in order to do the higher, more experienced rituals.

Would work but one question? Can PCs do this to? There really is no PC class that is an elementalist so if the PCs are able to pull these stunts off you either need to make your own or modify the Wizard and/or Warlock to meet the needs. If on the other hand it is an NPC Domain of Power creating a template based on this power will work.

Regarding races, I'm seeing the main five, exist on varying levels of development. Tieflings would exist, but be rarer, simply because where there is magic, there is ultimately those willing to make deals with demons and in some cases tieflings would be the result. Dragonborn, on the other hand I'm considering having more of a tie in with the disaster. Before the coming of the meteors, there were none, but within the last x hundred years they have been popping up, though there is a very small percentage of them.

Seems good, are the Tieflings being evil or simply as they are now? Also are the races divided or do they all live in the same cities?

There would be religion and faith, though I'm still deciding on what sort of pantheon I would like. I do have a few ideas for deities, with the main one already being worked on in my mind.

Maybe the Norse or Meso American perhaps.
#19

sornduskryn_dup

Jul 02, 2008 9:52:58
PC's will be able to do this, as there are spells within the wizard powers that allow for it, plus it's not that hard to create ones as well. These Elementalists would be thought very highly of, but they aren't everywhere. Well that's not true, every successful community would have one simply because they are part of what would make said community survive.

Tieflings are tieflings, just because your parentage is demonic, doesn't make you a blood thirsty killer. Races would be divided as well as living in the same areas. If that makes sense.
#20

bfishy

Jul 02, 2008 13:57:21
i started an ice-age campaign in 2e back in the day but never had a chance to finish it. the races were scattered after the great winter had come, many died out due to their inability to adapt to the cold. only the dwarves, elves, goblins/goblinoid, humans, ogres (which the idea had spawned from after sketching a picture of a "wooly ogre"), and a handful of others. however, these races were also dwindling, as raids from unknown beings were wiping out small villages and taking the healthy away.

the basic background was this:
the world had gone cold when the god of the sun fell in love with his high priestess. the other gods warned the sun god that the love of a mortal is fragile and fleeting, but he did not heed their warning. their love was great, and the world was bathed in warmth and joy...the fields grew in abundance, harvests were bountiful, and the world was paradise. however, a human sorcerer had a deep envy of the sun god and the love he shared with his priestess, for the sorcerer felt he loved her even greater. he made dark pacts with dark powers and using magic he ensorcelled the priestess and made her to love him. the sun god did not know that his love was so beguiled, and in a rage and fury, turned his back on the world forever. thus the world grew cold and ice covered the land.
the sorcerer grew in power, and entombed his bride in ice so that she would be beautiful, and only his, forever.

that's about as far as i got with it. the first game the players were captured by slavers of the frost lord and put to work in the ice caves. after that the group disbanded and everyone moved away. so i never returned to the idea.
#21

sornduskryn_dup

Jul 03, 2008 0:08:51
First deity that will exist, Dharos, the Father Flame....

Within a world such as this, fire is important, hell fire equals life itself, for without it, well there would be no life. The deity known as Dharos, or the Father Flame will be the head of the pantheon.

I see him being worshipped by all races to some degree. Since the flame is sort of the symbol of life within this world.

Also to tie into this, the magical focus that I picture for the elemental spells would be a crystal, part of the asteroid/meteors that fell hundreds of years ago. Their only true magical property is to extend/amplify elemental spells. Though this could be changed in the future. Every elementalist doesn't need to have a focus, but if they do, their spell effects are increased.

Getting back to my point, these crystals would be called "Tears of the Father Flame" or something to that degree, they're considered a gift from the heavens as it were.

Sorry I'm just rambling with thoughts in my head. I really should write these down on paper.
#22

rentauri

Jul 03, 2008 8:07:06
Sorry I'm just rambling with thoughts in my head. I really should write these down on paper.

Campaign Workshop is a great place for this.


Are you splitting the elements into the classical four of Air, Earth, Fire and Water or are you adding some?

If you want to work it you could use the standard DnD player's handbook Pantheon and tweak things to suit it (unless you have the Pantheon set).

Pelor, the Sun God, could become your Dharos, the Father Flame while the Raven Queen can stay the what she is add ice to her (something that is both feared and respected in power) powers and call her the Ice Queen. Avandra and Erathis could play some good roles being renamed as you wish, if you are going elemental in the nature of the gods Avandra could be represented by Air and Erathis by Earth.
#23

sornduskryn_dup

Jul 03, 2008 11:26:34
Definitely having the option of picking a specific element as an elementalist, though it would only be the classical four elements.
#24

sornduskryn_dup

Jul 06, 2008 22:47:13
Still toying with ideas in my head, but I'm almost ready to really start writing this stuff down. :P

Maybe I'll just have to bite the bullet and try and run something on the fly and just build/add as I go. As long as my players enjoy the setting that is.
#25

holy_beholder

Jul 07, 2008 12:28:33
Maybe I'll just have to bite the bullet and try and run something on the fly and just build/add as I go. As long as my players enjoy the setting that is.

Thats what I usually do. It seems like biting the bullet the first time, but then you never turn back. On the other hand, D&D is not really the best system for doing stuff on the fly. Try fudge. You can also use the article I linked if you do.