An Age of Ice and Stone (3.5e Campaign Setting)

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An Age of Ice and Stone[edit]

Adventuring in a zoologically anachronistic Stone Age and Bronze Age setting inspired by tales of fur-clad barbarians battling mammoths and dinosaurs, but written by someone actually familiar with paleontology, archaeology, and anthropology. Anachronisms are deliberate, and done with the idea that knowing the rule precedes breaking the rule.

An Age of Ice an Stone is set in a world similar to our own, but with a dramatically reduced rate of extinctions. The dinosaurs in particular never fully died out at the end of the world's Cretaceous period, but rather continued their decline until they were eradicated from the northern hemisphere by the rise of the mammals and advent of the Ice Ages. There are no great empires, but the closest is the confederation of kingdoms in Etarask, ruled over by the god-kings of the sun people.

The Known World[edit]

The main of the setting is around an inland sea known as the Midland Sea. It connects via a channel to the ocean proper, the World Ocean. The Midland Sea is freckled with small islands, and volcanoes dot the coastline. Some of the larger islands are volcanic, including the island chain just outside the inlet and out in the World Ocean proper. Both the World Ocean and Midland Sea are populated by monsters, including sea serpents and enormous reptiles.

The sun people live in Etarask, on the southern coast of the Midland Sea. It is a fertile land, enjoying year-round warm temperatures and watered during the winter months when the rains come. Directly south of Etarask is the Desret Wastes, also known as the red land, a desert that very few have ever crossed and lived to tell the tale. Etarask is connected to the northern continent by means of a land bridge, through which the horse people have invaded and infiltrated the southern continent. South of the Desret is a mountain range that runs from the northwest to the southeast, and then runs south along the coastline. These mountains divide the continent and help keep the largest dinosaurs out of Etarask. They are known as the Obis-Djewd, the barrier mountains.

The pale people live north of the Midland Sea. Their mountainous homeland is heavily forested and has a temperate climate, though to the north it gives way to a colder climate and mountains, and to the east the forest gives way to mammoth steppes. They tame the mighty tarrasks, and are brothers to wolves.

The horse people live in the lands east of the pale people, and they often come into conflict with both them and the sun people.

The cave people live north of the pale people, living in the glacial reaches and on the walls of ice themselves. Their homelands are called the winterlands, for the ice and snow never depart for long.

South of Etarask and its barrier desert is a tropical land overgrown with thick, dense green vegetation and wide-open fern savannahs inhabited by reptilian monsters. Dinosaurs rule these lands, as although they declined around 65 million years ago they did not suffer an asteroid impact to wipe them out completely. The continent only recently (in geological terms) joined the rest of the known world, introducing the relict dinosaur population to the mammal populations. Elephants and equids live side-by-side with sauropods and ceratopsians, hunted by big cats, raptors, and therapods. The jungle people and wise people live here.

For detailed geography in the setting refer to The Known World.

For detailed descriptions of the races in the setting refer to Races.

Gods and Spirits[edit]

The world is populated by a myriad of spirits, some older and more powerful than others. Each tribe of man has their own interpretation of the world's supernatural inhabitants.

For detailed gods and primeval spirits in the setting refer to Pantheons.







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