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The Arctic Campaign and 5th edition
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<blockquote data-quote="Krakenspire" data-source="post: 6544933" data-attributes="member: 6787754"><p>Frostburn is an excellent resource for ideas and interesting monsters and races. I also like their take on hazards such as razor ice and black ice.</p><p></p><p>As for winter living from someone who has worked and lived in the high arctic it's remarkable how with some precautions you can survive fairly well in the cold. Snow is a good insulator and you can dig yourself in pretty well in bad weather to get out of the wind. At the end of the day it takes proper survival training and equipment to survive though. However it's not a huge deal with parkas and muk luks, snowshoes, gloves and toques. However working with steel can be an issue. It freezes to exposed skin, becomes more prone to breaking. Any armour should have furs or padding under it so it doesn't touch bare flesh. </p><p></p><p>Monsters are the easiest part, black puddings become white, frozen undead types, dwarves in ebberon come from the arctic originally, all dire creatures, mammoths, smilodons etc... The eladrin have fey spires and the frost prince realms.</p><p></p><p>The main issue I have with arctic adventures though is no one ever considers where the energy in the system comes from. In the real arctic environments there is a summer, tundra grows lichen, caribou eat it etc... The oceans provide much energy as they are not always frozen over. The South Pole is actually a desert as no energy gets there or things live there, however the coasts of Antarctica are full of life due to the oceans. With DND you can hand wave Magic, but it makes things more real when something forms the base of the food chain.</p></blockquote><p></p>
[QUOTE="Krakenspire, post: 6544933, member: 6787754"] Frostburn is an excellent resource for ideas and interesting monsters and races. I also like their take on hazards such as razor ice and black ice. As for winter living from someone who has worked and lived in the high arctic it's remarkable how with some precautions you can survive fairly well in the cold. Snow is a good insulator and you can dig yourself in pretty well in bad weather to get out of the wind. At the end of the day it takes proper survival training and equipment to survive though. However it's not a huge deal with parkas and muk luks, snowshoes, gloves and toques. However working with steel can be an issue. It freezes to exposed skin, becomes more prone to breaking. Any armour should have furs or padding under it so it doesn't touch bare flesh. Monsters are the easiest part, black puddings become white, frozen undead types, dwarves in ebberon come from the arctic originally, all dire creatures, mammoths, smilodons etc... The eladrin have fey spires and the frost prince realms. The main issue I have with arctic adventures though is no one ever considers where the energy in the system comes from. In the real arctic environments there is a summer, tundra grows lichen, caribou eat it etc... The oceans provide much energy as they are not always frozen over. The South Pole is actually a desert as no energy gets there or things live there, however the coasts of Antarctica are full of life due to the oceans. With DND you can hand wave Magic, but it makes things more real when something forms the base of the food chain. [/QUOTE]
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The Arctic Campaign and 5th edition
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