The Islands of Iron and Ice - A Saga of the Skeggs
Introduction
Title
The Islands of Iron and Ice - A Saga of the Skeggs
Opening Scroll:
Amidst the frigid expanse of the Skeggs, a northern island chain that lies to the northwest of mainland, a realm of relentless winters and rugged inhabitants awaits. This is a land where the cold bites deeper, and the people are as hard as the unforgiving environment they call home.
The winters bring short days, long nights, and seasonal cold, icy winter storms that sweep across the landscape. Some of the northernmost reaches of the islands become completely ice-locked for months at a time. In contrast, the summers usher in fair weather and the midnight sun and seasonal raids.
The human inhabitants of the Skeggs are a hardy folk known as the Bohst. Once notorious raiders and scavengers, they've adapted to their stark surroundings by turning to fishing, hunting, fur trapping, and trading with the continentals. The Bohst people are divided into a complex web of familial clans, each entangled in a web of allegiances and rivalries. Six powerful Lordly Clans vie for supremacy, including the formidable Cave Bear Clan, the wolf-taming Winter Wolf Clan, the fearsome Giantsblood Clan, the mystical Raven Clan, the enigmatic Swift Elk Clan, and the half-moon elven Elf Song Clan. Other inhabitants include the elusive Moon Elves. Once allies of the Bohst, they have recently retreated to their hidden enclaves throughout the isles.
Legends and creatures–or monsters–also roam the icy landscapes, from the colossal wolf-god Fenrir to the tempestuous blue dragon Malastorm, guarding her dragon brood. The fire giant Mi’han, deep within the Ashrock volcano, is a legend all its own, and the enigmatic Wild Hunt, a guild of monster hunters, keeps the region's horrors at bay.
The Skeggs beckon adventurers with the promise of ancient secrets, ferocious clans, and untold challenges, ready to test the mettle of those who dare to explore its unforgiving beauty.
Concepts
The Nordic Sagas and Myths
Viking Age History
Northern Westeros and the Iron Islands from ASoIF/GoT
Upper-Middle Fantasy - powerful magic is common enough as to not confuse or scare the average person, but rare enough that
Important Links
DND Beyond - https://www.dndbeyond.com/campaigns/join/47863561092072253
World Anvil (aka the setting’s Wikipedia) -
Setting
World History
Recent History
The long standing rivalry between the Giantsblood Clan and the Swift Elk Clan intensified recently as they each sought to expand their territory and bolster their power before the upcoming winter. These power struggles have led to a series of skirmishes and pulled both clans numerous subordinate clans into the fold.
Mysterious disappearances of Bohst hunters near the borders of Moon Elf enclaves have raised suspicions and fueled animosity. In addition, unexplained disturbances in the areas surrounding known entrances to the enclaves have led to confrontations between Bohst patrols and Moon Elf sentinels, with each side accusing the other of encroachment. The Moon Elves have now retreated further into their seclusion.
Map
Character
Classes - All classes are allowed. We’ll be starting at level 1.
Races - Any of the Player's Handbook/Basic Rule races are fair game. If you REALLY want to play a race that is under one of the other sourcebooks let me know and we'll work something out (you'll also most likely have to pay to unlock the content on DnDBeyond, but it's only like $3)
There are two homebrew races: Moon Elf and Bohst. If you're interested in playing them let me know.
Character Background - If you have one in mind, great. If not, don’t panic.
Heroic Chronicle (optional/inspirational) - a ‘backstory generator for setting specific inspiration. The heroic chronicle is a system that allows players to build a compelling character story that fits the setting. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins.
At the very least please have the following:
A named rival and a named ally
Pick a homeland or two from the Heroic Chronicle
Aspirations - What is your character's current goal(s)? Why do they find themselves on a boat to this frozen island chain?
Appendices
Basic DnD rules - Don’t worry about knowing ANY of the rules before we start, but for reference.
Combat Cheat Sheet - Good overview of how combat works.
Combat Terminology Glossary - This might be helpful to know some of these terms or at least have this pulled up for reference the first couple of sessions.
Specific Rules - Asterisks mean the rule is homebrew or a house rule that expands on RAW rules. Definitely don’t worry about knowing any of these.
*Death Saves - Death Saves are Con Saves.
Wilderness Survival - I want the rugged environment to come into play so I’d like to incorporate some house rules in this vain:
*Provision Die - To prevent supply management becoming too crunchy, we’ll use a Provision Die system that will make supply management a single roll done at long rests and can provide some role play opportunities as well
*Travel - Lightweight, straightforward overland travel and camping system
Weather - self-explanatory
Downtime - During intervals between adventures or lulls in significant events, your character experiences downtime, providing opportunities for engaging in non-plot-related activities such as crafting gear, managing a business, establishing familial ties, cultivating political connections, or simply reveling in the spoils of hard-earned gold. We’ll try to do this “off screen” aka between sessions via Discord.
*Ship-to-Ship Combat
*Raids - PENDING streamlined faction scale combat
Pets/Animal Sidekicks - This is a way to make sure animal companions can stay relevant at higher levels and since sidekicks are a mechanic in 5e it’s not technically homebrew.
*Teamwork - Expands on the Assist Action in DnD
*Getting Lit! (pg. 2) - Mechanical benefits and detriments to getting drunk in game.
*Ancestral Weapons - If you have a cool weapon from your backstory this is perfect for you.
Tools Proficiencies - You’ll start the game with some sort of “tool” kit and proficiency with those tools. The use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This link to an official source book offers various ways that tools can be used in the game.
DM Logistical References - these are mostly here for my reference.
Sea Travel
Overland Travel
Travel Montage