!ZjIqrT4w5M!!4oHYS6nEfRY 02/07/10(Sun)19:26 No.7971762|
rolled 5, 1, 6 = 12
His brothers and sisters have led the Frost Giants to great victories over the titans of the wastes, the Demons of ash and magma, and occasionally the pitiful, nomadic humans who wrap themselves in fur. At one time, Hretmar oversaw a host of clerics and scholars, when times were good. They were far from neutral, but he ignored any ideological differences because they shared his love for the pursuit of knowledge. Once, with his help, a priest of the ice called so much power that an entire mountain range rose out of the glaciers, sealing a hundred thousand volcanic elementals within a rocky tomb.
At some time in your life, you must see the old fortress-city of Karok, far, far to the North, in a land that is now a blasted desert. In that place, the Frost Giants reached their peak, almost becoming a race of benevolent, learned beings, when their greatest spell, cast from an ancient artifact, summoned their end. The gods of fire themselves were pulled from their plane, purging the city clean life in a fit of rage. All that survives in their deepest vaults is their history and their science, inscribed into a neverending wall of ice. It is a place to see.
As for what not to do, 'don't touch fire' is pretty high on the list. Don't dabble in summoning before you've spent plenty of time in practice, don't start wars you can't win, don't prank-call gods, things of that nature.