“At least they’re not smart.” That is always the mantra adventurers cling to when dealing
with trolls. But the Northmen know
better—they know ice trolls are as smart as they, and if they ever truly
organized, humanity near the Poles would be doomed.
Despite occupying a single
blot on the map, the nation of Viriden is actually two coastal states
separated by a broad plain.
Because this plain is a migration route for aurochs, bison, giant elk,
and other creatures, it is also the breadbasket for four hordes of ice
trolls. The axes and appetites of
these foul humanoids prevent trade from crossing the width of Viriden, and
messengers there are accorded a level of respect most other nations reserve for their
elite cavaliers.
Jutland is a
remarkably diverse but desolate nation, where ice trolls and the occasional
frost giant lord over human and kobold thralls. Their witches are renowned for piloting animated wicker storks through the city streets with sobbing future
meals in the storks’ woven bellies.
The hope for Jutland lies underground—in dwarven city-states that train
all freedom fighters who would learn as scouts (rogues and rangers), quarrels
(ninjas), and firestarters (fire elementalists and evokers).
After ice troll
mercenaries saved the city of Karlstadt, the jarl opened his gates to them. Two bars in particular seem to cater to
the brutes: The Belch & Bodkin, which serves a gritty trollish brew that
resembles badly aged malt whiskey and rocks, and the Pit, where ice trolls duel with
torches in a makeshift arena. The
fights are always exciting—the fact that the lit torches are tied to the
trolls’ right hands encourages them to finish their opponents quickly.
—Pathfinder Bestiary 2
271
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