01 October, 2010

Introduction: Six Things

Welcome to the first post of this role-playing campaign setting. In this blog I will be detailing the people, locations, monsters, and events of the Frozen Over setting. New posts will appear three times a week, each Monday, Wednesday, and Friday, and will hopefully continue to appear for a long while.

As the header indicates, this setting is being designed for use with 4th Edition Dungeons & Dragons, but there is no reason it couldn’t easily be converted for use with other editions of D&D or even other role-playing game systems. The essence of the setting is ideas, ideas that will hopefully lead to interesting stories, characters, and games. In that same vein, although I will be giving a great deal of details on a variety of subjects, you can choose to use as much or as little of the information I provide here as you wish. All that I’m trying to do is help spur your imagination to greatness in a setting that I find quite interesting.

So, without any more rambling, I present you the six things that I think make the Frozen Over setting what it is.

1. The world is in an Ice Age.
For the last 150 years the world has been entrenched in an age of ice and snow known as the Freeze. It came quite unexpectedly, with no obvious cause or solution, and shattered continent spanning nations the world over. Winter also became a time of darkness; in the deepest months of winter the sun does not even show its face. There is a short summer, during which the sun doesn’t set, but it is not summer as we know it.

2. Survival is a struggle.
As a result of the Freeze, survival has become a constant struggle. The long winter and short summer mean that food is scarce, and conflict over resources is common. From the greatest empire to the smallest village people turned on their friends and neighbours in an effort to last just a little longer.

3. Known territory is restricted to the Bay.
In the barbarism and frozen wastes that arose after the Freeze there seems to be a lone beacon of hope: Butter Bay. The people of the Bay have managed to hold their small corner of civilization together, but little is known of the greater world.

4. Venturing beyond the Bay is extremely dangerous.
What is known of the lands outside the Bay is that savage and dangerous creatures dwell there. From the ubiquitous varkers, to the sinister aquatic merrow, to the mysterious frost-breathing shaldu, thinking beings from outside the bay are anything but friendly. If you venture beyond the Bay, you’re likely to starve or freeze to death, but only if you manage to survive long enough to do so.

5. Religion is a focus of life, but the gods may not exist.
The holy texts tell of a time when the creator spoke to his people, but if that time ever truly existed it is most certainly now over. Even so, faith has helped the citizens of Butter Bay survive their ordeal and the ancient rituals, which fell into disuse, have now been revived. Though the beliefs differ from race to race, faith is central to the lives of all.

6. There is an ongoing war in the Bay.
But while much strength has come of the survivors from their devotion to their faith, it has spawned some ill. A war has broken out that threatens to destroy the bastion of hope that is the Bay. Sides are being picked, alliances forged, and grudges built. The people of Butter Bay are facing their greatest challenge since the onset of the Freeze, and this time they may not be so lucky as to survive.

Monday: The Legend of Barton Butter

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