Player Primer - Icewyn Dale | Rime of the Frostmaiden
"These ten communities owe their very existence to the knucklehead trout, with their oversized, fist-shaped heads and bones the consistency of fine ivory. The three lakes were the only spots in the world where the valuable fish were known to swim, and though the region was barren and wild, overrun with humanoids and barbarians and sporting frequent storms that could flatten the sturdiest of buildings, the lure of quick wealth brought in people from the further reaches of Amerielle." - The Crystal Shard by R.A. Salvatore, A History of Icewyn Dale
The Setting
The adventure of Rime of the Frostmaiden is set in the far north of Amerielle in a place called Icewyn Dale. Few make the trek this far north across the jagged mountains known as the Spine of the World. Those that brave the journey are rewarded with a barren, windswept tundra, a towering glacier to the west, and a dotting of ten small settlements. The appropriately named Ten-Towns are clustered around three lakes, their source of sustenance. A few are close enough to forests to have additional resources but even now the forests are starting to look haggard and windswept. People don't come here for the sights or the opportunity. The appeal is the isolation of the towns, the mining near Kelvin's Cairn, and the fishing of Knucklehead trout. Great wealth isn't found here, but bundled up in cold weather gear anonymity can be found. And for some, that is priceless.The Situation
Every night before midnight a beautiful aurora illuminates the night sky and fades before dawn. However, since this has begun the sun has not risen above the horizon and the Ten-Towns have been trapped in never-ending darkness. They call it the Everlasting Rime. Most agree that this is the work of Auril, the Frostmaiden, a local goddess of winter.For two long years, the towns have been subjected to this long winter. The resolution of the townsfolk is beginning to crack. For the length of the Rime, especially during the winter, they kept saying, "Summer is right around the corner." But Last month should have been the beginning of summer and The Everlasting Rime has not relented. The people have started to feel desperation. They have started to realize that this may not end. At least not naturally. They have adapted and have begun offering sacrifices to Auril. Many towns offer warmth, eschewing heat and fire for a night, or offering food, placing a sacrifice outside their settlement. Grimly, others have begun to offer humanoid sacrifices using a lottery to determine who is chosen. Each of these sacrifices are offered on the night of a new moon.
The reality of the situation is this: The tenuous alliance between towns has begun to break as resources are tight. The ties between families has begun to fray as rumors of rigged lotteries have spread. The bonds between family members have grown tense as it seems the towns overflow with secrets. All around distrust abounds.
The Six Truths
- The sun has not risen in two years and every night an aurora graces the sky.
- Travel to the rest of Amerielle is all but impossible
- The lakes are freezing over and threaten to be the end of the Ten Towns. Ice fishing can't mass feed a population.
- Auril the Frostmaiden has worshipers, self-proclaimed Frostservents who have been influencing the people of the towns.
- Sacrifices are offered on the new moon of food, heat, or humanoid sacrifice.
- Remnants of the black crystal tower are occasionally found, the towns folk tend to bury them again.
The Ten-Towns
- Bremen - A small dwarven settlement along the Maer Dualdon. Known for panhandling and mining. Pop. 150.
- Bryn Shander - The largest of the Ten Towns and one of the few with walls, by far one of the most developed. Pop 1,200.
- Caer-Dineval - A small town, known for its large castle that overlooks the lake, Lac Dinneshere. Pop. 100.
- Caer-Konig - A remote, lake-side town, dwarfed by Kelvin's Cairn. Once connected by a ferry, but now unable to access the greater ten-town areas. Pop. 150.
- Dougan's Hole - Isolated town, not the most welcoming and accused of being full of inbreeds. Pop. 50.
- Easthaven - A decent size town that was founded by thieves where pickpocketing is legal. "Watch thy pouch!" Pop. 750.
- Good Mead - A town buzzing with the sound of bees and the source of the greatest mead in the area. Pop. 100.
- Lonelywood - Tucked up against one of the two forests in Icewyn Dale. Often thought of as a haven for the shadiest of individuals. Pop. 100.
- Targos - Another walled city where the majority of the population is involved in fishing for Knucklehead trout. Has the largest fishing fleet. Which is all but iced in. Pop. 1,000.
- Termalaine - A beautiful city built in the way of an icy gale. The town is known for its gem mining and its occasional brushes with creatures from the underdark who sneak up through the mine. Pop. 600.
Character Info
The general theme of the game is about mystery, horror, and isolation. Think John Carpenters' The Thing. The world is harsh and dangerous. Being charismatic will help you in town, being hardy will help you in the wild. Initial play will begin in towns but you will have the opportunity to explore the world as you desire.Character Backstory
Flaws are not required, but definitely fit the theme. Some ideas for light backstory info that gives me hooks.- I will fight anyone if....
- My vice is....
- I would die for....
- I would never want my friends to know.....
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