The Frozen Wastes

North of the Whitefang Mountains lies a vast steppe, a windswept sea of shortgrass, sedge, and lichen. No trees grow here. The landscape is broken only by rocky outcrops, low moraines, and kettle lakes. It rarely snows and almost never rains, but hail is somewhat common.

Caribou and mammoths graze the plateau, preyed on by wolves and saber-toothed cats and terrible things that crawl forth from the lakes in summer. Bands of mammoth herders roam in warmer months. But for the most part, it's an empty and forlorn place.

Impressions

Always

  • A landscape so wide and empty you can see the horizon curve
  • The constant wind, whispering and howling, tugging and lashing
  • Patterns forming in the windswept grass or snow, or the growth of flowers, like runes that fade just before you can read them
  • The swell of anger, the urge to inflict violence on your companions, as your temper and patience fray

Spring

  • Yellow and brown grass, splashed with pale violet flowers
  • Fields of standing water, just inches deep, reflecting the empty sky
  • Squelch and crackle of half-frozen soil underfoot Farther north, the plateau gets even colder, even windier, the steppe giving way to tundra. Eventually, a mountain-like wall of dark ice blocks the way, stretching across the horizon. The glacier is the final working of the Rime Lords. It seals a rift in the world, and keeps the worst of the Howling Curse at bay. Mammoth herders come here to quarry dark ice, slowly chipping the glacier away.

Summer

  • Days that last forever, the sun never truly setting
  • Mix of bright green grass, red lichen, white flowers
  • Swarms of insects, spawned from muddy soil
  • Birds and ice drakes pecking at the soil or flocking to the sky

Autumn

  • The world turned red and orange and golden
  • Long shadows in the low, low sun
  • Sharp cold edge to the wind
  • The restless foraging of small animals

Winter

  • Endless night, the sun barely rising at noon
  • Thin carpet of frost and snow, shrubs and dead grass poking out
  • The ceaseless, gnawing wind and cold
  • The sense that you've made a terrible mistake in coming here

Traversing the Wastes

The Frozen Wastes are inhospitable in a way that southerners can barely comprehend. On any expedition into the wastes:

Questions

  • What precious flower grows only in the Frozen Wastes, blooming for a few days each summer? Why is it so valuable?
  • What do you find most surprising about this place?
  • What do you find yourself missing the most, out here in vast and empty space?
  • What is ___ doing, that you find so damned annoying?
  • If you had to kill ___, how would you do it?
  • If it came down to it, which of your companions would you eat first?

Hooks

  • A villain that the PCs want dead flees north, into the Frozen Wastes
  • Only one thing can kill the Crombil, and it lies at the bottom of a kettle lake
  • The dark ice glacier that contains the Howling Curse has begun to melt and recede

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate ().

Terrain
1Kettle lake, small but dozens or hundreds of feet deep
2-3Stretch of shallow standing water/ice
4-6Wide open expanse, just grass and shrub for miles
7-8Large patch of mud/frozen mud
9Gentle slope/low ridge/small rise
10Low moraine, a small hill of broken stones and loose soil
11Rocky outcrop, a dozen feet tall at most
12Single, notable tree If you like, roll for size/scope/intensity.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate ().

Discovery
1Change of terrain (previous column) and roll again
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3Useful or valuable flora
4Dark ice
5A ruin or artifact of the Rime Lords
6An encounter (see below)
Encounter
1A mammoth herder encampment, now deserted
2Small animals (fox, hares, rodents, birds, etc.)
3A herd of wild mammoths or caribou, wary, easily spooked/provoked
4A spirit of the wild or perhaps a tulpa, curious or indifferent
5Mammoth herders, seen in the distance, avoiding you
6Mammoth herders, approaching warily

Mammoth herders

Here's a typical band:

Size hamlet (~15-30 souls)

Population +0

Prosperity -1

  • Trade with (pick 1 or 2)...
  • other mammoth herders
  • a farming valley
  • a fortress-monastery

Resources

  • Mammoths (wool, ivory, bone, dung)
  • Sleds/sledges of bone, hide, timber
  • Hunting (wild mammoths, caribou, hare, fish)
  • Gathering (timber, ivory, bone, flint, herbs, dark ice Defenses +0
  • Mammoth-mounted warriors
  • Hounds and hunting drakes
  • Spears/javelins tipped with dark ice, flint, bone, or bronze (crude)

About half of each band are youngsters, with the rest being able-bodied adults.

Elders rarely allow themselves to survive long enough to become a burden to the others. A band typically keeps a herd of 10 to 20 adult mammoths, plus a few young. They butcher their own beasts only when desperate, keeping them instead for wool, transport, and labor.

A band spends the warmer months on the Frozen Wastes, but spend the colder months sheltering in the caves, ruins, and forests of the Whitefang Mountains. They'll trade with valley farms or fortress-monasteries in spring, before heading out into the Wastes, or in autumn, before they encamp for the winter.

Something interesting: Mammoth herders tend to be impeccably polite, with drawn-out, formal greetings and elaborate, almost artistic ways of doing everything from lacing up a parka to butchering a beast.

Something useful: These rituals help identify those afflicted with the Howling Curse, who lack in patience and good grace. Alas, this means that mammoth herders interpret frustration or bad manners as a sign of being accursed.

Names

Tibetan-inspired: Bhokhi, Cheyez, Dangyi, Gamyang, Lhing, Jongash, Nayan, Ningo, Nyayelar, Paing, Ramang, Samanz, Sewas, Tawaro, Tsaru, Tsetse, Wasen, Yenphi

Trade & Barter

Commonly available

The following are special items in Stonetop, but commonly available among mammoth herders—if the PCs are on friendly terms with a band, they can acquire these items without having to roll. They do need to trade something of equal Value. Food, iron, glass, and wool are usually in demand.

They have little to no use for finery.

GoodsValue
Ivory a bit (comb, pendant, etc.)0*
◇ a substantial piece1*
a mammoth tusk (immobile)2*
cartload of mammoth tusks3*
Dark ice (magical, see Rime Lords) a small piece (magical)1
◇ a large chunk (magical)2
with special characteristics+1
a functional tool or weapon+2
* +1 if sold/traded on to anyone other than mammoth herders
LivestockValue
Hound, follower (keen-nosed, fierce, tireless); HP 6; Damage (hand, grabby); Instinct to chase; Cost a full belly1
Hunting drake, follower (tiny, sharp- eyed, swift-winged); HP 3; Damage (hand); Instinct to test its limits; Cost hours/days of training1
Mammoth (huge, hardy, keen-nosed); HP 15; Damage (reach, forceful, or hand, area, forceful); Instinct to suffer no insult or threat; sickly in warmer climes3

Special items

The following might be acquired among mammoth herders, but the PCs must roll Trade & Barter to acquire them. This is in addition to the special items on the Moves

& Gear handout.

When PCs Trade & Barter among a band of mammoth herders, they use the local

Prosperity (-1 by default) with disadvantage because it's a hamlet. On a 6-, they don't mark XP—this band simply doesn't have or want what the PCs are after/selling.

GoodsValue
Pottery0
Bronze or iron items, of any sort1

Services and favors

PCs don't need to roll Trade & Barter for the following, but they might need to Persuade people—even if they offer something of suitable Value. If the PCs are well-regarded by a band, they might get these boons for free, or without needing to Persuade anyone, or at a reduced price.

Service/FavorValue
A few nights of hospitalilty at their camp0
Labor for a day or two1
Accompanying the PCs to a place…
... they were heading towards anyhow0
... a few days out of their way1
... they have no business going2
... that they know to be cursed3

Dangers

Hazards

  • Brutal cold and ceaseless wind, leading to hypothermia & frostbite
  • Hail storms—annoying, pelting ( damage), smashing ( damage)
  • Mud—sucking, cold, exhausting
  • Slippery footing
  • Still, reflective water hiding a sudden, plunging drop into a kettle
  • In summer: swarms of midges/ mosquitos—annoying, distracting, painful, diseased
  • Getting lost or misjudging time in the vast featureless terrain
  • Whispers and visions, pushing people towards bloodshed, cruelty, and savagery
  • Places tainted by the Howling Curse

Monsters


Caribou

Horde, hardy

HP 7; Armor 0
Damage antlers/hoofs (hand, close)
Instinct to stampede

  • Run back to the herd
  • Huddle close at signs of danger
  • Stampede, damage (hand, area, messy, forceful, 1 piercing)

Mammoth

Horde, huge, hardy

HP 15; Armor 1 (fur/hide)
Damage tusks (reach, forceful) or trample (hand, area, forceful)
Instinct to suffer no insult or threat

  • Trumpet in warning
  • Toss someone or something aside
  • Charge, often abruptly

Mammoth Herder

Horde, hardy, cautious, organized, clever

HP 7; Armor 1 (thick hides & furs)
Damage long spears (reach, crude) or javelins with atlatls (far, reload, crude)
Instinct to put their people and their herd first

  • Greet someone from a distance, politely and formally
  • Remain calm as they prepare for violence
  • Work or fight in tandem with their mammoth(s), dogs, and hunting drakes