Evermelt Building / Landmark in Not Forgotten Realms | World Anvil

Evermelt

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At the base of the great glacier, hidden off in a small dell where one of the ice spurs wound through broken rifts and boulders, was a place the barbarians called Evermelt. A hot spring fed a small pool, the warmed waters waging a relentless battle against ice floes and freezing temperatures. Tribesmen stranded inland by early snows, who could not find their way to the sea with the reindeer herd, often sought refuge at Evermelt, for even in the coldest months of winter, unfrozen, sustaining water could be found here. And the warming vapors of the pool made the temperatures of the immediate area bearable, if not comfortable...
— The Crystal Shard
 
  A sacred site to the Reghed tribes, Evermelt is an oasis of warmth in the midst of the frozen desert, a hot spring that bubbles up at the foot of the Reghed Glacier. Walled off from the howling wind and warmed by heat from the depths of the earth, Evermelt is a sanctuary and a refuge. It is also one of the entrances to the old lair of the white dragon Icingdeath, and it remains a place of terrible danger even a century after the creature's death.  

Sacred Pool

  The turquoise waters of the sacred pool appear still and calm. Sometimes a glint of gold is visible at the bottom of the pool - perhaps a glimpse of a mineral embedded in one of the colorful boulders that make up the glacial moraine. Those who enter the water risk being caught in a current that cuts down into the heart of the glacier. A character can fight the current and stay afloat in the pool, or navigate the narrow chute without injury, by succeeding on a hard Strength check.   Under the influence of Hedrun the Ice Witch, members of the Tribe of the Bear who have sworn allegiance to Auril camp around the pool to guard their sacred site in the dragon's old lair.  

Chute and Tunnel

  The narrow chute leading from the pool widens as it descends, allowing creatures that get caught in the flow an opportunity to draw a breath of bitterly cold air as they continue downward. The descent presents the threat of drowning and the danger of injury as the waters smash against the ice walls.    

Waterfall Cavern

  No sooner has the tunnel widened than the stream drops into a cascade over a shelf of ice, plunging into a high, domed ice cave hung with jagged icicles. The floor of the cave is strewn with sharp ice spikes, like stalagmites formed as water drips from the ceiling high above. In some places, tall columns of ice join the floor and ceiling in crystalline structures that scatter what little sunlight filters through the ice roof above.   Characters hurtling down the tunnel can attempt to catch themselves before plummeting over the waterfall, but the icy walls make that task extremely difficult. As Wulfgar did, a character can attempt a hard Strength check to jump from the edge of the waterfall and catch an icicle or ice column so as to make a more controlled descent. Those who fail drop thirty feet onto the jagged ice below.   Most of the water drains off through a narrow channel in the floor, but some of the waterfall's spray, already half frozen, collects in strangely beautiful heaps of ice particles that further scatter the light. Several tunnels lead on from the cavern, meandering farther into the glacier's vast expanse. Some run without interruption until they finally close off, and others end suddenly where the water spills down narrow crevasses. Unexplored tunnels might open into other caverns, from which yet more passages branch.  

The Dragon's Lair

  The widest tunnel from the waterfall cavern leads to the enormous ice cave that was once the lair of the white dragon Ingeloakastimizilian, which the barbarians called Icingdeath. Though the dragon was slain by the Elk Tribe hero Wulfgar over a century ago, its frozen remains lie here still, its desiccated flesh frozen to its bones, the great icicle that stabbed its heart still lodged in the creature's ribs. The cultists of Auril who have discovered this lair revere the remains as if they were a manifestation of the Frostmaiden herself.

 
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