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[WL] The Great Glacier and Blackmoor
#11
Cool ideas Freedom92!

Freedom92 Wrote:I've been hunting through bestiaries for creatures to inhabit this region and decided Frost Men would probably be appropriate, rarely encountered and when seen by outsiders they mean business. They have strange magical abilities which manifest as the ability to produce a cone of cold from their hidden eye. I've also added Adlet into the sentient creature that may be encountered, they are my weird race of lupine creatures who have to origins as far as I can brew up. Maybe the Glacier called out to the original Frost Men? Maybe their magical skills are the result of exposure to wild or rime magic causing magical mutations. The Adlet might be a group of pre-lupine creatures? I've also placed crude stone structures around acting as gates and relics of the past and they are often bound to be the place of Garl or Brute-men habitation as they worship or defend these ancient sites in a mix of reverence and fear. Maybe Burrowers lurk below? Maybe Sleeping Ones are frozen and want free?

I still want to make a list of encounters for my game that would slowly head that way.

Anyone have any input? I'm looking into Frostburn for ideas, easy to convert then to make new in 3.5/PF.

Wheree are Frost Men described? I agree that these would fit nicely into this region. I am also not familiar with Adlet?

Garls would fit very well also. Perhaps the Glacier-based Garl have a different culture, perhaps something akin to Proto-Frost Giants?


Freedom92 Wrote:I recently picked up a physical copy of Elder Evils and when I got a indepth reading I found two of the elder evils nicely fitting for the region.

Father Llymic and the Hulks of Zoretha. They are all imprisoned in a tundra like area so why not the Great Glacier? The Hulks are also not of this world either, they exist to purge the world so their creators can colonize this planet. I could see both working well as sleeping one like entities.

You also mention Sleeping Ones/Burrowers imprisoned in the Ice. Elder Evils fit very well with the Sleeping Ones concept. I agree that having some of these trapped into the Ice is perfect. Very Lovecraftian. This could mean that cultists venture into the Ice to worship and maybe even try to awaken or at least draw some power from these trapped beings?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#12
Frost Men are in the Tome of Horror Complete, I have a copy for pathfinder but I hear there is a version for swords and wizardry. They are a solitary group that look like humans with innate magical abilities. Also the Adlet is a group of humanoid wolves with magical powers to control and conjure ice. Their shamans for example bind ice elementals to their will. I've made attempts to convert them to BECMI though along with some other things.

I like that idea of the Garl mimicking proto frost giant culture.

I ran a small group into the Great Glacier where they encountered six large twisting spires in which was inhabited by six cultist who venerated the towers as extensions of a 'god'. The cultist were 'mutants' or beastmen, didnt go into much detail on them. The 'god' wasnt active but did cause psychic warping of a lot of natives and the players need to make saves against losing their minds.

Also got a copy of Realms of Crawling Chaos recently, using its psionic rules for psychic mutations in cultist.
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