A little over five hundred years ago, a vast army swept down from the frozen reaches, which were then much further north. Distant empires, their names now forgotten, were obliterated by large numbers of frost giants, Hellfrost dragons, and other frigid abominations.
The northern central and eastern regions of Rassilon were cleansed of civilization, only the dwarves, taiga elves, and Finnair humans surviving in any numbers—the dwarves by sealing themselves away in their mountains and glaciers, the elven empires and cities were completely destroyed and only the populations that ran managed to scape through ancient magic, and the latter lacking any large cities to attract the invaders.
In the east, the armies of Aspiria and Chalcis rallied to hold the flanks, while below the Icebarrier the Anari and Saxa were pushed back almost to the coast before rallying and driving back the invaders. Long winters and constant attacks devastated the land, but after several years, the attackers were forced back. As they retreated north, the Hellfrost formed.
Since that day, known as Ice Rise, Rassilon has been gripped in a wintry fist. Each year the snows begin earlier and last longer, each year the ground takes longer to thaw. Rassilon is slowly succumbing to a permanent winter. Many folks suspect the end of days has finally come.
THE CIVILIZED RACES
Rassilon has several sentient races. Humans are the most common. They live across the Hearthlands and outer Hellfrost in cities, towns, villages, and isolated farmsteads. Of the many cultures which once dwelt in Rassilon, now there are just three—the city-dwelling Anari, the rural Saxa, and the semi-nomadic Finnar Clans.
In the frozen north and on the highest peaks, frost dwarves carve their fortress cities into rock and glaciers, seeking precious metals and black ice with which to craft weapons and armor. South from them, the Mountain dwarves, Hill dwarves and the Independent House Kundarak have built their cities under the mountains of Rassilon, toiling for metal and crafting some of the finest artifacts in the world.
Living among the great evergreen forests are the taiga elves, a species of elves at home in the cold. To the south are the hearth elves, cousins to the taiga elves. Traveling between cities, searching for the lost glory of the old elven empires, the Shadow Houses gather knowledge, artifacts, arcane magic and the location of the legendary city of @Inlarion.
Engros (singular engro) are a diminutive race of nomads, traveling across the Hearthlands and outer Hellfrost in brightly-colored caravans. They have a poor reputation, being regarded as thieves and beggars by the other races. They are renowned for their indomitable spirit.
Finally, there are the frostborn, a recent race who are more at home in the ice and snow than the warmer climes. The Frostborn have evolved from the other races, but they appear to be a new race unto themselves.
DARK FOES
Of course, the civilized races, as they are frequently called, do not dwell in isolation. Giants roam the tundra, mountains, forests, and hills. Foul orcs and goblins gather their strength in secluded lands, waiting for the right time to surge forth. Intelligent undead dwell in unhallowed crypts and within the perpetually fog-shrouded land known as the Withered Lands, plotting the destruction of all life. Dragons circle high in the sky, arrogantly defying the lesser races to challenge them. Demons watch from ancient hiding places, corrupting those who would seek to enslave them. The list of horrors seems near endless.
MAGIC
Rassilon is a world of magic. Tendrils of magical energy emanating from the moon touch every creature, granting them the potential to weave, focus, and manipulate magic.Arcane wizards and sorcerers control the four elements and the secrets of the other magic arts, learning each craft in turn until they have complete mastery.
Runewalkers can cast spells and more by using runes, both by invoking the power within them and by scribing them.
Druids, common among the elves and engros, tug at the threads of natural magic, manipulating plants and animals to their will. Skalds, also called song mages, channel the threads into patterns through their voices.
Powerful warlocks have made dangerous pacts with smaller and larger deities in exchange for their powers.
THE POWER OF FAITH
Many gods watch over Rassilon, though an ancient pact prohibits them from direct interference beyond granting their followers miraculous powers. Clerics and paladins serve these deities, fighting their wars for them on the mortal realm and promoting their causes.
From the motherly white-robed clerics of Eira, goddess of healing, to the cadaverous dark-robed necromancer-priests of Hela, goddess of undeath; from the armor-clad warrior-priests of Scaetha, slayer of darkness, to the studious scholar-priests of Hoenir, god of knowledge, the servants of the gods cover the length and breadth of the land.
CULTS, CABALS, AND SOCIETIES
The Convocation of Elementalists watches over students of the elemental arts, guiding, teaching, and manipulating. H earth Knights, sworn to defend the Hearthlands from Hellfrost beasts, prowl the snow and ice. Wood Wardens guard the ancient forests from the ravages of man and beasts. Bludgeoners watch over the engros, safeguarding them against the terrors that would otherwise haunt their waking dreams. Knights Hrafn lead armies of men against the forces of darkness, using their superior tactical and strategic knowledge to win the day. But these heroic organizations are not the only ones in existence. Evil lurks in the shadows, ready to strike at the first sign of weakness.