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Frostburn campaign freewrite
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<blockquote data-quote="SpiderMonkey" data-source="post: 3341587" data-attributes="member: 11385"><p>I just finished a campaign with my semi-regular players, and while one of them is running a one-(or maybe two-)shot, I'm working on the next one. I'd like to use the Frostburn rules and take them away from the largely Urban/nearby wilderness paradigm established by my previous campaigns.</p><p></p><p>What I'm asking is if you'd look at the Player's Intro, and the following freewrite and add any ideas you think would be good, or suggestions on what you'd like to see as a player.</p><p></p><p>The Players Intro (Part One):</p><p></p><p>The Long Winter</p><p></p><p>It has always been thought that the Nornan peoples came to Brevor on longboats from far to the north and east, from a place of unending cold and wilderness called the Everfrost. After over a thousand years, it was all but forgotten. Most have been content to live in their newfound home in the warmth and relative comfort of the temperate continent of Ilmyrria. And yet others wondered…</p><p></p><p>A hundred years ago the first Brevan longboat to reach the mythical shores of the Everfrost returned. And bore gold. The Crown began to sponsor further expeditions. Exploration of mines and the ancient ruins of Nornan civilization yielded even more of the precious metal, and still others; mithril, adamantine, and veins of gemstones awaited those willing to risk the harsh conditions and even more dangerous residents…</p><p></p><p>For though men abandoned the Everfrost, it is not without its native denizens. Many of them see the Brevan newcomers as threats and competitors for the precious few places where crops can be sown. In the wake of the Old Nornans, their primitive predecessors, the Angril (Ice Barbarians) migrated to the southern tip of the Everfrost and have raided the newly arrived Brevans. Likewise, the strange Uldras (Ice Fey) have taken exception to the invasion of their sacred woods. Even worse, the alien horrors from the Doom still haunt the icy depths, and it is said that something primeval and best-left forgotten stirs in the North…</p><p></p><p>Still, the settlers have worked too hard to abandon their new homes. Three generations of Brevans have passed since the first boats touched the shores of the Everfrost, and a fierce pride has risen among them. Their steadfastness in fending off the elements and their attackers; their willingness to toil long hours in cold, dark mines; their dedication to each other and to ensuring their safety: these traits make the settlers even more determined to hold fast to what they have worked so hard to achieve.</p></blockquote><p></p>
[QUOTE="SpiderMonkey, post: 3341587, member: 11385"] I just finished a campaign with my semi-regular players, and while one of them is running a one-(or maybe two-)shot, I'm working on the next one. I'd like to use the Frostburn rules and take them away from the largely Urban/nearby wilderness paradigm established by my previous campaigns. What I'm asking is if you'd look at the Player's Intro, and the following freewrite and add any ideas you think would be good, or suggestions on what you'd like to see as a player. The Players Intro (Part One): The Long Winter It has always been thought that the Nornan peoples came to Brevor on longboats from far to the north and east, from a place of unending cold and wilderness called the Everfrost. After over a thousand years, it was all but forgotten. Most have been content to live in their newfound home in the warmth and relative comfort of the temperate continent of Ilmyrria. And yet others wondered… A hundred years ago the first Brevan longboat to reach the mythical shores of the Everfrost returned. And bore gold. The Crown began to sponsor further expeditions. Exploration of mines and the ancient ruins of Nornan civilization yielded even more of the precious metal, and still others; mithril, adamantine, and veins of gemstones awaited those willing to risk the harsh conditions and even more dangerous residents… For though men abandoned the Everfrost, it is not without its native denizens. Many of them see the Brevan newcomers as threats and competitors for the precious few places where crops can be sown. In the wake of the Old Nornans, their primitive predecessors, the Angril (Ice Barbarians) migrated to the southern tip of the Everfrost and have raided the newly arrived Brevans. Likewise, the strange Uldras (Ice Fey) have taken exception to the invasion of their sacred woods. Even worse, the alien horrors from the Doom still haunt the icy depths, and it is said that something primeval and best-left forgotten stirs in the North… Still, the settlers have worked too hard to abandon their new homes. Three generations of Brevans have passed since the first boats touched the shores of the Everfrost, and a fierce pride has risen among them. Their steadfastness in fending off the elements and their attackers; their willingness to toil long hours in cold, dark mines; their dedication to each other and to ensuring their safety: these traits make the settlers even more determined to hold fast to what they have worked so hard to achieve. [/QUOTE]
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