D&D Races and Global Warming

dmccoy1693

Adventurer
I'm feeling in an increadibly silly mood so I thought I'd post this question: How would each of the main D&D races handle global warming?

Would elves start dying off at age 150? Would there be more caveins causing whole dwarven cities to perish? Would Kobolds get smarter? Would Bugbears become Bugbalds?

Your thoughts?
 

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Druids saying it is only a natural phenomen would be branded as heretics by their brethren. Adventuring party investors would speculate if more ruins would be exposed due melting glaciers, or would some now exposed ruins be covered due increased rain and snow fall. Pixies would sell you lemonade that gives you donkey ears. The name of whatever campaign setting you are playing would be changed to Athas. Gnomes would invent gasoline powered carts, and start terrorizing the wastlands while wearing black leather. Dragons would sleep it off. Folks enjoying the new conditions would be accused of having BADWRONGFUN.

Of course everyone would blame wizards.
 
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I actually had a campaign idea based around a similar event: the world begins going through a monumental change. Do you let the world continue along its preordained natural course, or do you try to stop it, even if it flies in the face of prophecy?

The Coming of the Four​

The four elemental forces have ordained the way the world would grow, change, and develop.

Eons ago, as the world was first created, Dragons flew in from the north, bringing with them their servants, the Kobolds, Lizardmen, and Troglodytes. With the Dragons came the Age of Air. Air comes first because it has the power of Ubiquity: where there is nothing, there is still air. The servants created huge empires, great societies, wondrous palaces, and fascinating magic.

Yet eventually, all ages come to an end. From the mountains and forests to the west, the Spirits emerged, bringing with them Dwarves, Elves, and Halflings. The People of Air fought, but with Earth comes the power of Stability, and just as the wind cannot easily push the stone, the Spirits' servants conquered the land. The Age of Earth began, and large expansive empires of stone halls, sacred groves, and lasting bonds covered the land. Broken, the People of Air hid where they could, and fit as best they could into the new age.

Yet eventually, all ages come to an end. Ships arrived from the seas to the east, bearing Giants, and their servants, the Humans, Gnomes, and Orcs. The Empires of Earth were strong, but with Water comes the power of Fluidity. The Empires, set in their ways, could not understand how to battle a constantly adapting, moving foe. New technology, new tactics, and quick growth meant that wherever they were stopped, the People of Water only appeared somewhere else. The People of Water conquered the land and carved out new empires, just as the river carves the canyon.

The Age of Water is the present age. Empires of humans, gnomes, and orcs are the norm. Great cities are built, and trade based on the rivers and seas is the standard. The People of Air have all but retreated to the furthest, most inhospitable reaches of the world. The People of Earth content themselves to survive the best they can in a world where their way of life is dying.

Yet eventually, all ages come to an end. From the deserts to the south, there are rumors of a new race of beings, Goblins, who burn everything they find to the ground.

(Okay, so it's not exactly humorous, but I've been toying with this, and it reminds me of global warming, kinda. Fire and all.)
 
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In a D&D game the problem would be solved by a small but unusual group of individuals who are brought together by seemingly random catastrophes due to the changing climate.

They will abandon their pasts to work together and solve small but challenging problems at first, but these problems will grow in strength and complexity as they do, eventually culminating in a final battle to save the world from change.
 

I have a large clan of Dwarves, the Trefallen Clan, which is comprised of primarily Rangers and other outdoorsy types. The Clan specializes in Lumberjack trades, providing construction material and fuel for their more traditional bretheren. Axe specialists, merchants involved in the wood trades, and the like, who spend their days taking down trees in the mountain forests....

...one problem. They tend to clear cut regions, knowing that it will grow back a generation or so later (dwarven generations that is). This is to the dismay of the elvish nations.
 



Whisper72 said:
Well, they would blame it on 4 E, under 3.5, we had no stinkin environmental problems...

All 4e Campaign settings will have Global Warming because it's more points-of-lightsy. There will also be a new campaign setting (only for 4E!) written by Kevin Costner.
 

Kae'Yoss said:
All 4e Campaign settings will have Global Warming because it's more points-of-lightsy. There will also be a new campaign setting (only for 4E!) written by Kevin Costner.


An Ocean world where PCs are Native American Postal Workers?
 

YourSwordIsMine said:
An Ocean world where PCs are Native American Postal Workers?

Yes. And there'll be a Mega-Adventure where they all dress up as Elvis, rob a Casino and start stabbing each other in the gack. One player will be able to get a deathproof car!
 

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