Campaign Organization

The Lay of the Land

Overall Plot

The PC's live in an age where five dangerous dragons have ruled the world for all recorded history. Unpredictable and nigh-omnipotent, the people live in constant fear of destruction at their hands. The only safety these days is found in the rolling plains of Lotario, which, for unknown reasons, the Five Great Dragons have never laid siege to. Most people there assume it is only a matter of time before the end comes, and there are a lot of prophets of apocalypse. The Kingdom of Lotario (run by humans, but including plenty of refugees from elsewhere) insists that it is because they are of a human line destined to slay the Five Dragons and preserve the world from doom.

The reality is that the five dragons who now rule did, in aeons past, destroy five Chromatic Dragons who protected the plains. The plains are now protected by Bahamut himself, through an alliance with Sardior, holding the forces of Tiamat at bay. Bahamut is weakening, though, and Sardior predicts the same apocalypse that the people generally believe in.

The Kings of Lotario once, long ago, had true dragon-slaying power, but the five original families (one of each race) each had their regents "killed off" by agents of Tiamat over time, and now the rulers are only humans, who have been mostly corrupted fully. They are mere shadows of their former selves (and are fairly aware of their hyperbole). This is why Bahamut is weakening — his protection must be invested in a mortal to be powerful enough to defend the people, and the only protection left is in a homeless old man in Lotario's capital city who is known as "The Canary Man" — the last True Regent (of the Gold Dragon). If he dies without passing on regency (something he's only dimly aware of as a responsibility, having mentally been broken long ago), Bahamut's protection fails, and Sardior flees, and Tiamat lays waste to the plains.

While the metallic dragons are destroyed, and the chromatic dragons rule, the gem dragons are hidden, having retreated from the world to preserve themselves. However, they are nervous about a possible Tiamat victory — it ruins the world for them, too.

As the story opens, the party realizes the falsehood of the protection they are supposedly under, but also realizes that each one of them contains some of the possible solution: some relation to one of the original regents, and thus, a capacity to regain the regency by visiting one of the fallen lairs of the metallic dragons.

Of course, they don't know the metallic dragons even exist…but after revealing their kings to be liars, they are expelled to the wastes in the north, and they meet a vestige of the ancient past: a guild of seers and prophets (dedicated to the long-hidden Crystal Dragon) who reveals a larger destiny for them.

The party then travels the world, seeking to covertly contact the gem dragons, and re-awaken the metallic dragons from various sites across the world, without getting nuked by the chromatic dragons.

The party reaches the fifth and final awakening (inheriting the Canary Man's canary), but wind up just slightly late. Tiamat awakens, and her five champions begin to destroy the Plains of Lotario, and all the people there. They can manage to grab the canary before it dies, and then awaken Bahamut simultaneously.

The final adventure relies on using their own metallic powers to destroy the chromatic dragons, and disentangle Tiamat from the world. Sardior preserves their kind in the world, but makes a compromise with Bahamut: he will scatter them in multitudes over the earth, if Bahamut will do the same with his dragons, meaning there is more robustness in the system — everything will last for longer, because it doesn't depend on fifteen dragons, but on fifteen million and more.

Chargen Restrictions

  • There must be one character of each major race (human, dwarf, elf, gnome, halfling).
  • Human: You are famous for your distinctive yellow-gold eyes, and your remarkably good luck. You are from a very poor family who spent their last few coppers on your apprenticeship fee. You owe a significant debt to not only their generosity, but the generosity of your mentor, who accepted you based on early promise.
  • Dwarf: Your eyes are surprisingly silvery-grey, and you have something of a nose for weather — you've always been able to sense when it's about to rain or snow. Your family has instilled in you a sense of honesty, and you've seen it in action as your family's honest reputation enabled their business to thrive, and thus enabled your apprenticeship. Your mentor shares this love of truthfulness — honesty was a reason they chose you.
  • Elf: Your eyes are a rich brownish-yellow, and you've always been able to make friends, wherever you are. Your family has given you a strong sense of loyalty to others — they have only been able to survive based on the help of others, and it was a gift from a family friend that paid for your apprenticeship. Your mentor has made it clear that we are all in debt to the towns to which we belong: you know that together, people are strong, and alone, people are weak.
  • Halfling: Your eyes are interesting shade of reddish-gold that has made you quite distinctive, and you have a knack for finding good skipping stones. Your family has instilled in you a love of joy and humor: they are all quick to laugh, and quite jovial, and it is their humor that won you your apprenticeship when your mentor came to them in a glum mood one day, and they improved it instantly. Your mentor has told you the virtues of happiness, and has asked you not to dwell in dark moods: optimism and pleasures of the day are worth having, and noting, as amazing.
  • Gnome: Your eyes are a shimmering grey-yellow color, and you find that you can stay warm even when it's quite cold outside. Your family has given you a love of knowledge: they are all academics, and have told you that knowledge is the key to survival in this world. Your ability to throw yourself into your studies appealed to your mentor, who took you in on the virtue of your remarkable seriousness and skill. Your mentor has told you that it is time that shapes us all, and that we cannot comprehend our future without understanding how we got to where we are today.

Starting Point: Thorpe [LV 1]

It's a small village in the rolling plains. All 5 dragons are involved. "Exile" follows. [The Fool]

Session 1

The party is recently graduated from wherever they first learned their skills (ie: thieves' guild, town guard, wizard's academy, temple of the gods). They are hired by the Great Dragonslayer, Princess Mathilda of the Rose, a beautiful (and boastful) woman who recklessly believes herself destined to destroy the Five Dragons…mostly because she's been told that since her birth as the firstborn. She is seeking to build an army to find the artifact that will let her destroy the dragons, and the PC's are part of it. What she doesn't realize is that this is a ruse — she's so gung-ho to fight the dragons that the family decided to put her to work doing simple dungeon-clearing in search of an "artifact" (a white sphere) that they are pretty sure is completely made up.

She first takes the party to the huge City of Lotario, her home and where the army will launch from, where the party encounters the Canary Man for the first time at a bar celebration she holds. Mathilda (and her clever paladin's mount that looks out for her) lead the party to a kobold lair where she proves more than ready to charge in where it might be best to take things slow. It is only through the party's cleverness that Mathilda doesn't die. The "army" does feature several major losses when a kobold trap collapses a cliffside on them, but it's not fatal. The party realizes something strange is up with them specifically when some of the more knowledgeable kobolds actively flee from them.

Session 2

The kobold lair was a ruse, supposedly lacking the familial artifact that will enable her to destroy dragons (supposedly, a sphere of white metal) — and Mathilda isn't happy about it. She also isn't happy that the PC's seem to be getting more respect from the kobolds than she is. She receives word from her family that the sword is actually in a goblin's lair (in some ancient ruins), and she goes to wipe it out, but, against the advice of her advisors, she is determined to do it alone. The royal family personally tasks the PC's with ensuring her safety (and admits that this is little more than a trick to keep her busy), so their bacon is on the line if she doesn't come back out — and alone, she won't. She gets taken captive, and, sullenly, awaits her rescue — but she has also found the artifact she's looking for. In a quirk of fate or luck, these particular goblins actually did have that white metal sphere — and when a party member grabs it, it awakens with a pale white light. But for Mathilda, it does nothing. The room where the sphere can be found is an unusual chamber with five dragons in various precious metals depicted bowing to the sphere, and can only be accessed by each of the PC's looking into mirrors.

Session 3

Having supposedly found the artifact she seeks, Mathilda runs off to the Great Volcano to face off against the Red Dragon there. Her family, though concerned, is mystified as to the appearance of the artifact, and assumes that this perhaps means the prophecy is true. A great war effort is drummed up, and the party is asked to be her vanguard. They all march off to the Great Volcano, and, as they begin to circle the crater in which it lairs, various heroes manage to drive off the fire giants and other creatures that threaten Mathilda and the party. The Red Dragon can be seen flying high above, and as the party gets close to the actual volcano, the thing attacks — and decimates everything with deadly fire. Mathilda leaps to confront the creature with the sphere, and it casually immolates her, snatches the sphere, and begins to rout the army (who calls for retreat). After a haggard retreat (aided by the PC's), the defeated army seeks blame, and identifies the vanguard (the PC's). Somewhat as scapegoats, they are exiled to the northlands, where the white dragon can dispose of them. They will be blamed as traitors in the city, and blamed for the failure of the entire enterprise, the last chance to kill the dragons this generation.

Mid Points [LV 2-9]

These are hazards along the way.

  • White Dragon Difficulties [2-3]
    • Blizzard; Orcs, Ogres, Dire Animals (Dwarves)
    • The Mountains
    • The Magician; The High Priestess; The Empress; The Emperor
    • vs. Brass Dragon [Desert/Gnomes] (hot wind vs. cold wind; unthinking rage vs. historical lore)
    • with the Crystal Dragon [Beyond the Mountains] (prophecy; playfulness)
  • Black Dragon [4-5]
    • Plague; Lizardfolk, Dire Insects,
    • The Swamp
    • The Heirophant; The Lovers; The Chariot; Strength
    • vs. Copper Dragon [Hills/Halflings] (joy vs. suffering; dry vs. wet)
    • with the Sapphire Dragon [Hill-Caves] (strategy and war)
  • Green Dragon [6-7]
    • Charm; Fey, Plants, Animals (Elves)
    • The Forest
    • The Hermit; The Wheel of Fortune; Justice; The Hanged Man
    • vs. Bronze Dragon [Coast/Elves] (civilization vs. wilderness; ego vs. humility)
    • With the Emerald Dragon [Underdark] (revealing secrets; hiding yourself)
  • Blue Dragon [8-9]
    • Deception;
    • The Desert
    • Death; Temperance; The Devil; The Tower
    • vs. Silver Dragon [Mountains/Dwarves] (Honesty vs. Secrets; High vs. low)
    • with the Topaz Dragon [Coast] (violence, unfriendliness)
  • Red Dragon [10-11]
    • Sacrifice;
    • The Mountains
    • The Star; The Moon; The Sun; Judgement
    • vs. Gold Dragon [Plains/Humans] (Greed vs. Gifts; Smoke vs. Light)
    • with the Amethyst Dragon [Freshwater] (isolation; apathy)

End Point: RARG [LV 12]

It's the climax! All 5 dragons are involved. [The World]

Tiamat goes on a rampage, and the PC's must stop her by summoning Bahamut, and taking care of her 5 attaches.

White Dragon Land Encounters

Factions

  • Frost Giants: These wicked giants raid and pillage for their own fun and profit. Ice spire ogres often take up with them.
  • Dwarves: Merchants and craftsfolk famous for their greed.
  • Knights of the Iron Glacier: A guild of warriors dedicated to protecting communities from the evils of the White Dragon. The nomads and dervishes of the cold lands subscribe to this guild.
  • Cult of Hleid: Creatures dedicated to a fallen goddess of nature and animal life. Rimefire witches and fey creatures are loyal to this cult
  • Cult of Iborighu: Creatures dedicated to a death god of winter. Many bandits, brigands, buccaneers, pirates, and berserkers.
  • Cult of the All-Seeing: Creatures who worship an alien entity high up in the mountains. Ice spire ogres and frost giants are the main adherents.

Regions

White Dragon Land encompasses arctic plains, hills, and mountains, and the tunnels that run beneath these lands. There are also several miles of oceanic shoreline here. This means there are the following major regions:

  • Settled Lands: Various farms, herding pastures, and minor trading and religious cities are dotted throughout the cold lands.
    • Notable Inhabitants:
    • Ravens (0)
    • Caribou (0)
    • Penguin (0)
    • Seal (0)
    • Dog (0)
    • Rat (0)
    • Owl (0)
    • Bat (0)
    • Falcon/Hawk (0)
    • Mountain Dwarves (0)
    • Buffalo (I)
    • Nomad (I)
    • Domovoi (I)
    • Ice Folk (I)
    • Frost Barbarians (I)
    • Glacier Dwarves (I)
    • Bandits (I)
    • Ishikorobokuru (270)
    • Brigands (II)
    • Berserkers (II)
    • Dervishes (II)
    • Ogres (II)
    • Midgard Dwarves (III)
    • Urskan (III)
    • Dire Elephant (Mammoth) (VII)
  • Winterwood: This region on the edge of the vast Northlands is one of the last refuges of civilization. Summer still comes here, though it is brief and weak, and trees still grow, though they are hardy and rugged. It is a realm of tiaga forest, with a few scattered villages devoted to lumber milling and hunting. Here are the last gardens and towns for miles around.
    • Notable Inhabitants: Grizzly mastodon, Shatjan; Elves
    • Ravens (0)
    • Arctic Fox (0)
    • Dog (0)
    • Rat (0)
    • Weasel (0)
    • Owl (0)
    • Bat (0)
    • Wolverine (0)
    • Dwarf (0)
    • Wolf (I)
    • Great Cat (I)
    • Brown Bear (I)
    • Branta (I)
    • Snow Spider (I)
    • Snow Goblins (I)
    • Great Raven (I)
    • Uldra (I)
    • Bandits (I)
    • Ishikorobokuru (270)
    • Brigands (II)
    • Berserkers (II)
    • Dire Elk (II)
    • Dire Wolverine (II)
    • Oni (II)
    • Smilodon (III)
    • Winter Wolf (III)
    • Troll (III)
    • Annis (III)
    • Wendigo (III)
    • Bheur, Marzanna (III)
    • Urskan (III)
    • Werebear (III)
    • Feystag (975)
    • Nethersight Mastiff (V)
    • Rage Drake (V)
    • Yuki-on-na (2000)
    • Snow Weird (VIII)
  • The Watching Hills: Closer toward the pole, the Watching Hills is a region of rocky badlands and canyons where merciless winds cut through the skin of all who travel. In this inhospitable place, it is said that Beholders lurk and wage constant war on each other.
    • Notable Inhabitants: Beholder, Yuki-On-Na
    • Ravens (0)
    • Arctic Fox (0)
    • Caribou (0)
    • Dog (0)
    • Rat (0)
    • Owl (0)
    • Weasel (0)
    • Wolverine (0)
    • Wolf (I)
    • Great Cat (I)
    • Brown Bear (I)
    • Ice Folk (I)
    • Snow Goblins (I)
    • Neanderthal (I)
    • Bandits (I)
    • Nomad (I)
    • Thanoi (120)
      • Ice Bear (975)
    • Skuhlzecki (175)
    • Ishikorobokuru (270)
    • Orcs (II)
    • Brigands (II)
    • Berserkers (II)
    • Dervishes (II)
    • Oni (II)
    • Snowcloak (II)
    • Dire Wolverine (II)
    • Yeti (420)
    • Midgard Dwarf (III)
    • Earth Kala (650)
    • Urskan (III)
    • Winter Wolf (III)
    • Troll (III)
    • Werebear (III)
    • Feystag (975)
    • Frost Salamander (VI)
    • Dragonet (1400)
    • Cave Kala (1400)
    • Dire Elephant (VII)
    • Yuki-on-na (2000)
    • Snow Wierd (VIII)
  • Dragonmarsh: Toward the western coast of this land, the rivers fan out into marshy plains. This land is abuzz with insect activity in the short summer, and frozen almost entirely in the long winter.
    • Notable Inhabitants: Cryohyrda, Frost Linnorm
    • Ravens (0)
    • Rat (0)
    • Owl (0)
    • Weasel (0)
    • Great Cat (I)
    • Great Raven (I)
    • Snow Spider (I)
    • Polar Bear (I)
    • Bandit (I)
    • Ice Toad (II)
    • Oni (II)
    • Brigand (II)
    • White Pudding (III)
    • Troll (III)
    • Annis (III)
    • Bheur, Marzanna (III)
    • Nethersight Mastiff (V)
    • Frost Salamander (VI)
    • Ice Weird (VIII)
  • The Top of the World: These high mountains, beyond the Watching Hills, are said to be the northern end of the world. They are filled with glaciers, and stretch coast to coast, making them nearly impassible.
    • Notable Inhabitants: White Dragon, Frost Giant, Crystalline Dragon, Ice Mummy, Shivhad; Dwarves
    • Ravens (0)
    • Rat (0)
    • Wolverine (0)
    • Ice Folk (Var)
    • Frost Barbarian (Var)
    • Great Cat (I)
    • Glacier Dwarves (I)
    • Frost Folk (I)
    • Bandits (I)
    • Thanoi (120)
      • Ice Bear (975)
    • Ishikorobokuru (270)
    • Taer (270)
    • Fire Falcon (270)
    • Dire Wolverine (II)
    • Berserkers (II)
    • Brigands (II)
    • Yeti (II)
    • Ice Spire Ogre (420)
      • Leader (975)
      • Priest (1400)
    • Troll (III)
    • Snowflake Ooze (III)
    • Earth Kala (650)
    • Ee'aar (650)
    • Dragonet (1400)
    • Cave Kala (1400)
    • Abominable Yeti (IV)
    • Yuki-on-na (2000)
    • Saqualaminoi (2000)
    • Snow Serpent (2000)
    • Frost Salamander (VI)
    • Ice Mummy (4000)
    • Ice Weird (VIII)
    • Shivhad (X)
  • The Beyond: Beyond the mountains at the top of the world there is an endless expanse of empty flat land, dotted only with the hardiest of shrubberies and grasses. This tundra is rocky and empty, the rare snow huddling in drifts.
    • Notable Inhabitants: Chillblain, Frost Worm, Huandar
    • Ravens (0)
    • Caribou (0)
    • Buffalo (0)
    • Arctic Fox (0)
    • Dog (0)
    • Rat (0)
    • Owl (0)
    • Weasel (0)
    • Wolverine (0)
    • Wolf (0)
    • Great Cat (I)
    • Ice Folk (I)
    • Nomad (I)
    • Thanoi (120)
      • Ice Bear (975)
    • Skuhlzecki (175)
    • Fire Falcon (270)
    • Ice Serpent (II)
    • Dire Elk (II)
    • Berserkers (II)
    • Dervishes (II)
    • Dire Wolverine (II)
    • White Pudding (III)
    • Glyptodon (III)
    • Smilodon (III)
    • Winter Wolf (III)
    • Earth Kala (650)
    • Urskan (III)
    • Remorhaz (IV)
    • Scathe (975)
    • Dire Rhinoceros (V)
    • Cave Kala (1400)
    • White Pudding (1400)
    • Tlalusk (VI)
    • Frost Worm (VI)
    • Snow Seprent (2000)
    • Remorhaz (5000)
    • Dire Elephant (VII)
    • Snow Wierd (VIII)
    • Chilblain (IX)
  • The Seas: Off the Western and Eastern coasts great ice-choked seas lie. Treacherous to navigate, and filled with dangerous and forgotten creatures, the cold seas here are nonetheless a resource for many of the people who live up here, especially as they provide whales on which to live.
    • Notable Inhabitants: Malasynep, Fogwarden
    • Otter (0)
    • Penguin (0)
    • Seal (0)
    • Walrus (0)
    • Dolphin (0)
    • Baleen Whale (0)
    • Selkie (0)
    • Shark (I)
    • Giant Octopus (I)
    • Rusalka (I)
    • Polar Bear (I)
    • Toothed Whale (I)
    • Nomad (I)
    • Buccaneers (I)
    • Thanoi (120)
      • Ice Bear (975)
    • Dervishes (II)
    • Pirates (II)
    • White Pudding (III)
    • Urskan (III)
    • Reekmurk (III)
    • Malasynep (IV)
    • Rimefire Eidolon (IV)
      • Rimefire Witch (III to X)
    • Zeuglodon (V)
    • Dire Shark (V)
    • Dire Polar Bear (VI)
    • Frost Salamander (VI)
    • White Pudding (1400)
    • Ice Weird (VIII)
Combat Knowledge Social Exploration
Aggressive Attack Lore Charm Movement
Defensive Defense Secrets Willpower Endurance

The Blizzard

  • The PC's are caught guarding a caravan when the great blizzard hits.
    • The caravan is attacked by orcs in the blizzard.
    • The blizzard deals 10 cold damage to all characters every round.
      • The orcs are wearing winter gear giving them Resist 5 Cold; characters have such gear, but it provides a lesser Resist 2 Cold.
    • A character can make skill checks to silence the effects of the blizzard. A successful check reduces one character's damage from the blizzard by half.
      • Nature to help control the blizzard.
      • Endurance to ignore the blizzard.
    • Each round, the blizzard claims one wagon in the caravan — it is lost. On the fifth round, the PC's themselves get lost.
      • This segues into a series of skill checks to navigate the blizzarding plains.

Civilizations

  • Metropolis: The Meeting Place, which swells to millions of inhabitants during a moot. In the off-moot seasons, these millions are more dispersed around the major towns near the Meeting Place. The Barbrians own this ground, and meet in the mooot.
  • Cities (4):
    • Vyrilmi: A lumber city in a thick pine forest.
    • Raunia: A coastal city in the icy sea.
    • Sror: A mining city in the mountains.
    • Aithulflaid: A capital city in the fertile hills.

Locales

  • The Birchwood (Wilderness/Forest): An ancient haunted place of the dead; once, a graveyard for the old societies. The trees are said to keep the dead at rest here.
    • Witches and hags dwell here, contacting the realms of the dead, using fly agaric mushrooms.
  • The Downy Isles (Civilization/Island Towns): A series of low-lying, rocky islands where the local farmers and fisherfolk (mostly humans, with a few families of dwarves, orcs, and half-orcs) also raise Dire Ducks, and use the feathers of these creatures in all they do.
  • The Arc Measurement (Site/Mountains): A point at which a sage is measuring the earth, in collaboration with other sages in more southerly lands.
  • The Rising Islands (Site/Island, Ocean, Marsh): A collection of islands which, each year, rise steadily out of the waters surrounding them, growing slightly higher with each passing day. Inhabited by rural farmers and a few scholars searching for the origin of the rise.
  • The Meeting Place (Dungeon/Coastal Ruin): The ruins of a city on the coast, where once, hunters, fisherfolk, and farmers all convened in a great Festival of Plenty. Today, it is ruined, with only rock-carved glyphs hinting at the purpose of it.
  • The Grazing Fields (Wilderness/Mountain, Forest, River, Lake): A vast, wild region, inhabited mostly by orcs and the reindeer they herd. It consists of many mountains, and the rivers and lakes that form from the snowmelt running off of them. There is a large amout of snow in the winter, here.
  • The Prison Temple (Dungeon/Island Ruin): The ruins of an old monestary, turned into a prison, and later abandoned. Now it is haunted by vagabonds and haunted spirits.
  • The Great Fjords (Wilderness/Mountain, River, Lake, Ocean): A coastal wilderness of sea-flooded mountain valleys, with sheer mountain cliffs and cascading waterfalls of rivers plummeting off mountains and into the sea. Landslides occasionally occur, as well. The rapids here make shipping dangerous, but there is abundant sea life.
  • Sror (Civilization/Mountain City): Sror is a bustling dwarven city built upon a copper mine. The town is partially in the mine, and partially above it (working in concert with mercantile humans above).
  • Megelle (Civilzation/Plains City): Megelle is a town that is empty most of the week. It surges in population during the weekend, and during certain festivals, when the rural population comes in to worship at the grand church here. The farmers stay that night, being too far from their homes, and return the next day.
  • Aldenmakki (Dungeons/Coastal Ruin): Aldenmakki is a place where ancient sun-cultists buried their dead. It is now abandoned, and haunted by monsters and undead, and, occasionally, by those looking for artifacts from this bygone era.
  • Raunia (Civilization/Coastal City): Raunia is a coastal human settlement, a popular city, and a bustling harbor.
  • Vyrlmi (Civilization/Forest, River City): Vyrlmi is a settlement in a large conifer forest, and is famous for its vast mill, which chops down trees to create lumber and paper. There is a fast-flowing river with rapids nearby, that is dangerous to ford.
  • Khizip (Dungeon/Island, Lake Ruins): Khizip is the ruin of an ancient set of churches, on an island that lays in an immense lake. It became lost several years ago, and none have entered or exited the island since.
  • Imokmi Forest (Wilderness/Forest, Swamp, Lake, River): The Imokmi is a vast conifer forest between two mountain ranges. The soils here are rocky in the east (which is riddled with caves, carst, and lone hills), tending toward sandy and damp in the west (which has more lakes and bogs). It is not good farmland, so few folk dwell here.
  • Utora Plateau (Wilderness/Mountain, Desert, Plains, Forest, Lake, River): The Utora Plateau is an immense area of arctic and sub-arctic environments, high in the mountains. Many years have created powerful rivers that have carved great gorges into the softer rock in their rush toward the sea. The area is fairly dry most of the year, however, and away from the river, desert-like (if frigid) conditions prevail until one hits the tundra of the far north.
  • Atka Volcanoes (Wilderness/Mountain, Ocean, River, Lake, Forest, Swamp): The Atka region is home to a chain of active volcanoes, and many more modest springs, geysers, and other volcanic formations. The place is surprisingly warm, with many types of forest, and some swamps as well.
  • Ngutchki Islands (Wilderness/Tundra, Mountain, Ocean): A system of islands in the far north, the Ngutchkis are surprisingly busy and robust for being so cold. Mammoths and rhinos and horses and rabbits and lemmings and foxes and bears and other animals dwell here in fairly significant numbers, often wandering from island to island across thick ice pack during the long, sunless winter.
  • Initai Bay (Wilderness/Mountain, Ocean, Forest, Swamp): A warm bay which produces great forests at the foot of immense, glaciated mountains. Famous for its "blue bears," the land is largely uninhabited.
  • Kashanni River Valley (Wilderness/Mountain, River, Forest): A fast-flowing, wild river, which has cut through a great mountain range, producing spectacular waterfalls and a rugged, inhospitable environment.
  • The Buffalo Lands (Wilderness/Plains, River, Swamp, Forest): A long, flat plain, where a vast herd of buffalo live. In the dry winters, salt plains are created. There are many rocky formations in the plains, and many caves beneath the surface.
  • Lis Illu Ice Floes (Wilderness/Ocean): A stretch of ocean meanaced by a calving glacier, making an unpredictable region of icebergs.
  • The Meetingplace (Civilization/Towns): A series of towns surrounding a great, open-air field where, once every decade, all the people of the nation gather to evaluate the laws that they will live under.
  • The New-Born Land (Wilderness/Ocean, Mountain, Desert): A fairly recent island born out of a long volcanic eruption, the New-Born Land is currently fairly barren and uninteresting, though this makes it a great place to get away from civilization.
  • Tagon (Wilderness/Plains, Mountains, Lakes, Rivers): A high, flat plain amongst the glaciated mountains, largely dry and barren save for some camelids, rheas, condors, and the like. It has several lake systems, though with little outlet ot the sea.
  • Hulche (Dungeon/Mountain Ruins): These location is actually a series of caves, once inhabited by hunters in the region, and now only decorated with their elbaorate cave art, including the distinct impression of hands.
  • Coldbeach (Wilderness/Coastal, Ocean, Mountains): A series of sandy beaches that adjoin barren, rocky islands, this is mostly a place of meeting for whales, seals, and seabirds.

Encounter Tables

1d20
1-10: Common
11-18: Uncommon
19-20: Rare

Industries

  • Fishing, Raiding, Trading, Farming (Humans)
  • Mining, Metralcraft, Stonecraft (Dwarves)
  • Reindeer Herding (Orcs)

Terrains

  • Mountains
  • Ice Fields
  • Ice Floes
  • Pine Forests
  • Tundra
  • Rocky Islands
  • Sea
  • River/Lake
  • Marsh

Resources

  • Wolf Pelt (Leather Armor, Cloth Armor, Hide Armor)
  • Winter Wolf Pelt (Ice Resistance)
  • Hoar Fox Pelt (Ice Resistance)
  • Blood Hawk Feathers (Flight)
  • Gorse Blossom (Healing)
  • Domovoi Hair (Protection)
  • Fey Blood (Potions)
  • White Dragon Scales
  • Giant-craft weapons and armor
  • Orc-craft weapons and armor
  • Dwarf-craft weapons and armor
  • Yeti teeth, yeti claws, yeti pelts
  • Cryohydra scales and tongues
  • Owlbear pelts, feathers, beak, and claws
  • Remorhaz spine, wings
  • Selkie Skin
  • Fey Lynx Pelt, Fey Lynx Claws
  • Ice Toad Slime, tongue, eye
  • Ice troll blood
  • Sea Wolf pelt, flipper, teeth
  • Ice mephit chunk

Flora

  • Trees: Birch, Rowan, Alder, Willow, Poplar, Pine, Spruce, Aspent, Fir
    • Birch Tree
      • wood: firewood, instruments, broomsticks, fertility rituals (aid pregnancy, protect babies)
      • bark [paper, cloth]
      • sap [wine, adhesive]
      • leaves [fragrant oil, tea]
    • Rowan tree (autumnal fruit [jelly, wine], wood [divination ritual, fertility ritual, abjuration ritual, staves])
    • Alder tree (wood [firewood, salving smoke, instruments])
    • Willow tree (leaves/bark [pain reliever], wood [baskets, furniture, flutes, paper, rope]; death ritual)
    • Poplar tree (wood [crafts, shields, instruments])
    • Pine tree (wood [crafts], bark [foods], needles [tea])
    • Spruce tree (wood[instruments, crafts]
    • Fir tree (wood [crafts, paper])
    • Aspen tree (wood [construction], leaves [painkiller], rituals[abjuration-dispels undead and lycanthropes)
  • Berries: cranberries, ligonberries, cloudberries, blueberries
  • Moss, lichen
  • Fly agaric mushroom
    • grows with birches or pines
    • available in the autumn
    • edible when dried, smoked, put into an ointment or drink, or derived from the meat of an animal (such as reindeer) that has eaten it
    • delirium-inducer and fear-reducer

Fauna

  • Butterflies, Moths
  • Bees
  • Reindeer
  • Caribou, elk, deer (plains)
  • Alpaca (mountain)
  • Moose
  • Wolves
  • Bears (Brown, Grizzly, Ploar)
  • Rabbits, groundhogs, lemmings, voles
  • Foxes, weasels, Wolverine, Badger
  • Cave Lion, Sabre-Cat, Snow Tiger, Lynx
  • Narwhal, sperm whale, orca, humpback, blue whale, bowhead whale
  • Salmon, smelt, herring, cod, mackere, halibut; squid
  • Scallops
  • Wooly rhino
  • Quipper (arctic piranha)
  • Taer (great arctic ape)
  • Beavers
  • Wolverine
  • Wood bison
  • Owls, eagles, ravens
  • Sparrow, thrush, warbler, puffin, duck
  • Seals, walrus
  • Goats, sheep

Resources

  • Harvesting
    • Crops
      • Cabbage
      • Carrot
      • Berries (strawberries, cloudberries, blueberries, rose hips)
      • Asparagus
      • Apples
      • Pears
      • Mushrooms
      • Juniper
      • Myrtle
      • Root Vegetables (turnip, rutabega)
      • Onion (also chives, leeks)
      • Wood (syrup, ash)
      • Peas
    • Livestock
      • Chicken (poultry, eggs)
      • Fish (Perch, Herring)
      • Sheep (lamb, mutton)
      • Cow (beef, veal, milk)
      • Pig (pork)
      • Lobster
      • Horse
      • Alpaca
      • Reindeer (venison)
  • Foods
    • Pickled Meats & Vegetables
    • Dried/Salted Meats
    • Berry Jam
    • Breads (loafs - rye, wheat, oat; pastries - pancakes, cakes, waffles, cookies)
    • Meatballs
    • Fruit Soups
    • Butter
    • Dumpling
    • Meatball
    • Sausages
    • Hash (a mixture of meats, onions, and potatoes crushed together)
    • Fruit Pies
    • Hard Candy
    • Lager

Frostfolk

Frostfolk
Barbaric, insular people that roam the tundra.
RACIAL TRAITS
Ability Scores: +2 Constitution, +2 Wisdom or +2 Strength
Size: Medium
Speed: 6
Vision: Normal

Langauges: Common, Giant
Skill Bonuses: +2 Endurance, +2 Nature
Freezing Eye: You gain the Freezing Eye Encounter power.
Freezing Eye Frost Folk Racial Attack
You lift your eyepatch, and a blast of cold rushes out.
Encounter * Primal
Standard Action; Close Blast 3
Target: All creatures in the blast
Attack: Wisdom +2 vs. Fortitude
Hit: 1d8 + Constitution Modifier cold damage.
Level 11: 2d8 + Constitution Modifier cold damage.
Level 21: 3d8 + Constitution Modifier cold damage.

Frost Folk Level 2 Brute
Medium Natural Humanoid
HP 44; Bloodied 22
AC 14; Fort 15, Ref 14, Will 14
Speed 8
Initiative +1
Perception +6
Standard Actions
(M) Axe (weapon) * At-Will, Basic
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10+8 damage.
(M) Frost Eye (cold) * Encounter
Attack: Close Blast 3 (each creature in the blast); +5 vs. Fortitude
Hit: 2d8+10 damage
Skills: Endurance +8, Nature +6
Str 14 (+3) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 8 (+0)
Alignment Lawful Evil
Loot Humanoid Equipment

Frost Folk are barbarians who lurk in the deep wasteland of the tundra, and emerge for inscrutable purposes. Hostile and unrestrained, they attack any who interfere with their agenda — whatever it may be.