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COLD AS ICE NO NEED TO SACRFICE

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May 29th, 2015
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  1. Ice Age Fantasy Builder
  2. WARNING:IF YOU DON'T SEE SOMETHING LISTED BELOW AND YOU WANT TO KNOW MORE ABOUT IT ASK ME AND I'LL PULL SOMETHING OUT OF MY ASS ON THE SPOT.
  3. WARNING 2:IF YOU WOULD LIKE TO ADD A RACE JUST MESSAGE ME AND I'LL SEE IF IT FITS AND IF IT DOES I'LL OKAY IT
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  5. Introduction:The world is cold, the land is dead, and the people are hard. The only breath of release from the cold is a short summer season where the snows stops for a while but it is only a brief relief. Magic is low in the world, in the old days someone would be able to cast a mountain of flame but now lighting a torch can be tiring to those who aren't fully trained.
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  7. Races;
  8. The cold acts like an eraser leaving the races as blank slates. Some were changed others were forgotten here are a few.
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  10. Humans:After the loss of their hold over the worlds agriculture, humans were thrown into chaos. The temperature lowered and farms started failing, people starting starving, people started getting sick and people began to realize only the strong will survive. Humans were sent spiraling downwards in advancement and were forced to resort to hunter gather nomadic systems. The only humans left in the modern age are barbarians known for their brutality. Rumors of one last human stronghold exist in the north but the endless blizzard that blocks all but the most harden travelers make most believe this to myth.
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  12. Main Currency:Bartering
  13. Notable Tribes/Cities:Grand Elk, Blue Bears, Walkers. The Name of the last stronghold is called Fort Alvone.
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  15. Orcs:Along with many of the more monstrous races prospered in the change in temperature. Their large bodies made it easier to contain heat, and their already primitive life style wasn't changed much due to the lack of resources. The orcs contain some of the few above ground strongholds left in the world. Although they are quite large, the absence of most intellectual races left a role to fill. Seeing as how they have a more stable government and after the sacking of a grand archive they have become the scholars of the world. The poor spend their times training in the military and working the jobs of the realm, but the rich orcs spend their days studying maths, science, and the humanities.
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  17. Main Currency:Tradition in Orc culture uses stories, drawings and poems as currency over gold or wood. If you ever stop in Orc country before you have some paper to write on.
  18. Major Cities:Kraskvel, Delvokon, Helvoka.
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  20. Elves:One of the most unfortunate of all of the races, elves were left scarred by the effects of the cold. Little people knew this but elves were actually tied closely to the trees of the world. When the trees went into a permanent coma like sleep, this caused a similar reaction in the elves. Essentially every elf on the planet lost consciousness and became zombiefied husks. Their ageless skin became frossbitten and wrinkled. There golden hair turned white, and their souls seem to have just left the. They wander around the planet killing all those who get to close to them. They don't appear to have any semblance of compassion left but they don't seem have lost all their wits and intelligence. They are often seen starving out towns and breaking down walls in order to attack people in their territory. The last living elf lives in a tree located in the largest of the dragon hospice.
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  22. No Major Cities.
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  24. Drow and Dwarves:Not a pairing you would see to often in the old days, dark elves and dwarves found kinship in one thing. Warm caves and the want of money and power. When the first storm hit the planet thousands of refugees hit the underground cave systems looking for someplace warm. This is where the alliance stepped in. Drow and dwarves decided to start up a series of inn cities throughout the vast underground network and began shepherding in the scattered people's of the world, along with their wallets. Although seen as xenophobic in the past it is now almost impossible to see a city containing only drow or dwarves, most have mixes of traveling races from all over the world. The ruling body varies depending on whether the settlement was originally dwarven or drow, with dwarves having a guild system ruling over the city, while drow have a psuedo-matriarchal republic where female drow and dwarves have most of the say but it's not uncommon for a male of the races to gain power. Think of it as a reverse of the United States government.
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  26. Main Currency:Whatever counts as money for each race. Wood and coal are common currency's as they can be burned for warmth, gold and silver serve more of a tradition of currency rather than serving an actual purpose (see real world money), and do to their powers an Orc poem or story is often to see as valuable as a bucket full of wood.
  27. Major Cities:Den of Iron Webs (Drow), The Silk Krag (Dwarves), Elpisthia (Drow)
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  29. Dragons and Halflings/Goblins/Kobolds:Once before the cold winds swept over the earth there were dragons. These weren't horse sized drakes, these were proper dragons. They stood larger then the tallest mountain and it was said that their wings could block out the entirety of the sky. It was said that they were the firstborn of the gods and were left to act as guardians of the world. But then something changed. Whether the cold brought the end of the dragons or the end brought the cold the great and powerful dragons. Now left in a comatose state the remain dragons lie dormant in a valley known as the Dragon's hospice. They are tended by the races of halflings, goblins, and kobolds who live inside the great beast and attempt to keep them comfortable for the little time they had left.
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  31. Gnolls and Giants: When most of the seas froze most of what was left contains large icebergs making passage by large ship next to impossible. However the gnolls of the world thought of a solution. They captured the simple minded giants who wander the tundra, each one being the size of a large building, and began training them to carry people vast distances. They built residences on top of them and charge people money to ride them across the treacherous seas.
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