Introductions
What you know already:
Duane's character grew up here, so he has collected this
information:
There has not been a sunrise in Icewind Dale
for 2 years.
Every night, just before midnight, Auril (the
goddess of winter) rides across the northern sky on her roc. The people say she
is casting a spell to keep the eternal night lasting.
The spell creates an aurora in the sky that
lasts until "dawn" then it fades away but the sun never shows.
This has led to the sea of moving ice to
freeze over and close the mountain passes to the south to all but the most
adventurous of travelers.
The climate is getting colder and
colder.
The towns make monthly sacrifices to the
goddess attempting to appease her.
These come in the form of food left out, not
heating your home for an entire day or, in the most extreme, holding a lottery
to select who must wander out into the cold without the proper gear as a
sacrifice.
The goal of the campaign is to figure out why this is
happening and fix the problem before the entire region is a frozen wasteland.
You will begin in the town of Termalaine where
Duane's character grew up.
There are 10 starting quests that you can
investigate (see attached).
=====================================
[It is over a century from the events in the
novel "The Crystal Shard". Feel free to look this book up if you are
unfamiliar with it.]
Katabatic winds sweep down from the Reghed
Glacier, ceaselessly battering anything that dares to grow or breathe
in Icewind Dale. Without fail, these winds find their way through every chink
and crack, every opening in the warmest furs, every roof and board of homes,
draining any hint of warmth.
The sun, held down below the horizon by the
FrostMaiden's magic, offers no respite from eternal winter's fury. The days a
twilit, the nights dark. As Auril cast her nightly spell, a curtain of light
weaves across the starry sky to keep dawn at bay. Storms bring driving hail and sleet that
leaves everything coated in a sheath of ice.
Snow piles in deep drifts and blocks the trails to the south. The ice cliffs of Reghed Glacier rise in the
east like prison walls, while snow-capped peaks of the Spine of the World
loom to the south. North and West, the Sea
of Moving Ice churns icebergs and floes in a deadly tumult, like winter
grinding its teeth in anticipation of its next freezing assault.
Trapped in winter's cold embrace, nomadic
humans follow herd of reindeer through their migrations, while others dare the
treacherous waters in search of fish, seal, walruses and whales to sustain
them. Dwarves dig into the earth to seek
shelter and mine for iron. Meanwhile,
folk living in ten-towns eke out a meager existence barley holding back the
wind, let alone the marauding orcs, giants and yetis.
The land is tough, and it creates tough
people who must rely on each other to survive.
First Episode: https://wjrrofm.blogspot.com/2024/01/b1e1-termalaine-mine.html
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