I. HOME BASE: AINA’S BREATH (THE LAST HEARTH OF THE NORTH)
A Master Adventure Setting for Monsters! Monsters!™ 2.7 & Humans! Humans!™ and other game systems as listed below.
By Arthur Earl C. Hedges Jr. / The Hedge Wizard of the Shreveport Cabin
THE NARRATIVE OF THE LAST HEARTH
At the jagged edge of the 45th Parallel, where the world of Zimrala gives way to the supernatural cruelty of the High North, sits Aina’s Breath. It is a village carved from necessity and held together by sheer defiance. Perched on a permafrost cliff that drops six hundred feet into the churning, ice-choked waters of the Sovereign’s Strait, it is the only light left in a land of growing shadows.
The village is a tight cluster of semi-subterranean dwellings, huddled together like a pack of sled dogs against the wind. The structures are built of Whalebone and Earth, anchored deep into the frozen ground to prevent the 100-mph gales from scouring them into the sea. At the dead center stands the Great Qarmaq (The Shaman’s Lodge). Its frame is the colossal ribcage of a Bowhead Whale that perished before the first Elder God was imprisoned on Borea. The ribs are draped in layers of treated walrus hide and packed with three feet of insulating peat and snow.
PHYSICAL FORTRESS STATS
Hardness/CON: Walls have Hardness 10 (Magically reinforced whalebone and ice) and a base CON of 100. When the Hardness is bypassed, damage is subtracted directly from this CON.
The Hearth-Stone Core: A Wondrous Architecture item providing a 300ft aura of Endure Elements and Protection from Evil.
The Smoke Hole (Open D6 DF 20): The most vulnerable point. A Scout must man this at all times. Failure allows Ithaqua to perform a "Snatching" attack (100ft hoist).
The Meat Caches (Open D6 DF 15): The village's health bar. If destroyed, the village starves, resulting in a permanent -2 STR to all NPCs.
The Inukshuk Perimeter: A ring of 400 stone markers acting as Planar Anchors. Each standing marker provides a +1 bonus to LUCK rolls for defenders.
THE ANATOMY OF THE SETTLEMENT
The Crawl-Way Network (The Arteries of the Village) Because the winds at the 45th Parallel can strip the flesh from bone, the surface of Aina’s Breath is deceptive. Most of the village’s life happens in the Crawl-Ways. These are narrow, reinforced tunnels dug three feet into the permafrost and lined with smooth river stones and seal-fur.
The Transit Mechanic: Moving between the dwellings and the Great Qarmaq via tunnels requires no roll. However, if a tunnel collapses (CON 20), the villagers are forced onto the surface, facing a Level 3 CON SR every round just to stay standing.
The Air-Vents: Small, ivory-capped chimneys that poke through the snow. These must be kept clear of ice. If the vents freeze over, the "Smoke-Sleep" (CO2 poisoning) sets in, requiring a Level 2 IQ SR to wake up before taking CON damage.
The Sled-Dog Pits (The Kennel-Fortress) To the North-East of the Qarmaq lies the Sled-Dog Pits. These are not merely pens; they are tactical bunkers.
The Hounds: A cross-breed of Zimralan Dire-Wolf and Alaskan Malamute. They have an MR of 30 and possess the "Scent of the Void" ability—they can smell an invisible Ogre-Magi or a lurking Wendigo up to a mile away, even in a blizzard.
The Bond: Each Bone-Breaker is bonded to a lead dog. If the dog is killed, the warrior loses their +2 LUCK bonus for the remainder of the "Medicine Fight."
THE HIERARCHY OF DEFENSE
The Bone-Breakers (The Militia of the North) These warriors are the physical shield of the village. They don't wear heavy plate armor, which would freeze to their skin; they wear Remorhaz-hide and Spirit-Iron mail.
The Harpooners: Specialized in "Grounding" the Wind-Walker. They use harpoons with lines made of braided whale-sinew and silver wire.
Action: On a successful hit, the flyer is "Tethered" to the village walls (Hardness 10).
The Oil-Bearers: These young warriors carry vials of Whale-Oil and Phosphorus. Their job is to light the "Signal Fires" on the Inukshuk markers during a breach.
The Watchers of the Smoke Hole Stationed at the highest point of the Great Qarmaq, the Watchers utilize The Scope of the True Meridian.
The Vigil: They operate in four-hour shifts. Because of the extreme cold at the apex, they must rotate frequently or suffer permanent DEX loss from frostbite.
The Warning: They use a "Frost-Horn"—a hollowed narwhal tusk—to alert the village. One blast for Wendigos, two for the House of GrΓ½la, and a continuous low moan for the arrival of Ithaqua himself.
THE VITAL ORGANS: INFRASTRUCTURE OF THE LAST HEARTH
The Meat Caches (The Life-Blood Pits) Deep beneath the permafrost, accessible only through the Chieftain’s quarters, are the Meat Caches. These are stone-lined vaults packed with the frozen harvest of the Sovereign’s Strait.
The Contents: Thousands of pounds of whale blubber, dried char, and the preserved hearts of Kristall Wyrms.
The Mechanic (Open D6): The Caches have a CON of 50. If a Chenoo or Yule Lad breaches the floor and defiles the caches, the village loses its "Will to Fight," imposing a -1D penalty to all NPC Initiative rolls until the food is secured.
The Preservative: The walls are etched with "Ice-Runes" that keep the temperature at a constant -10°C, preventing rot even if the supernatural heat of a fire-demon attacks.
The Tundra-Glass Forge Located in the lee of the cliff, the Forge is where the Bone-Carvers and Athabaskan Iron-Callers work. They do not use standard coal; they burn Compressed Peat and Whale Oil.
The Craft: Here, obsidian is knapped into Tundra-Glass—blades so sharp they can cut through the ethereal hide of a Spirit-Stalker.
The Spirit-Iron: This forge is the only place in the High North capable of heating Sky-Iron to the point of pliability. Every harpoon head produced here is quenched in the blood of a predator, giving it a +1 Damage bonus against magical beasts.
THE SOCIAL FABRIC: LIFE WITHIN THE WHALE-BONE
The Wise Women: The Weavers of the Heart-Fire While the warriors are the shield, the Wise Women are the village’s internal power grid.
The Distaff Defense: In the Great Qarmaq, they operate the Trinity Engine of the North—a spiritual loom where they weave "Spirit-Sinew."
The Song of the Thread: Their chant is a literal wall of sound. In Monsters! Monsters! 2.7 terms, this chant acts as a Level 4 IQ Saving Roll for the village itself. If the roll succeeds, the "White Silence" cannot penetrate the minds of the children or the elderly.
The Burden of the Elder: The oldest among them, Matriarch Elga, carries the "Parchment of Echoes," which records every death in the village for a thousand years. It is said that by reading the names, she can summon the spirits of past defenders for one final round of combat.
The Scavenger’s Guild (The Ghost-Walkers) These are the unranked youths of the village. Their job is the most dangerous: "Ice-Mining."
The Task: They venture beyond the Inukshuk Perimeter to collect driftwood and "Blue Ice" (concentrated mana crystals).
The Gear: They wear "White-Out Cloaks" made of snowy owl feathers, giving them a +3D Stealth bonus in a blizzard.
The Risk: If a Scavenger is caught in the "White Silence" without a tether, they become a Feral Shadow, a haunt that the Bone-Breakers must eventually put down.
THE SPIRITUAL DEFENSE: THE INUKSHUK PERIMETER
The 400 stone markers are the village's true "HP" on a planar level.
The Ritual of Maintenance: Every morning at dawn, despite the wind, the Gwich’in Star-Gazers walk the perimeter. They use The Scope of the True Meridian to ensure the stones haven't shifted by even an inch.
The Anchors: Each Inukshuk is a Planar Anchor. If 25% of the stones (100 markers) are toppled, the village loses its 13th Age "Protection from Evil" aura. If 50% are lost, the Hearth-Stone Core cracks, and the village begins to freeze from the inside out.
THE CONCLUSION OF THE LAST HEARTH
This is Aina’s Breath: a place where "Good Morning" is a prayer and "Good Night" is a miracle. It is a community of 200 souls standing against a god-like entity of the void. Every bone, every stone, and every chant is a brick in the wall that keeps the 45th Parallel from collapsing into the sea.
APENDIX: DEFENDERS OF THE HEARTH: THE NPC COMPENDIUM
1. The High Shaman: Aina of the Frozen Breath
Who She Is: Aina is the living bridge between the mortal world and the frozen spirits of Zimrala. Decades ago, she offered her eyes to the Wind-Walker in exchange for the secret of the Hearth-Stone. Now, she moves with a ghostly grace through the Qarmaq, her marble-white eyes seeing the flow of mana rather than the physical world. She is the village's final line of defense against the madness that the "White Silence" brings.
Attributes: STR: 8 | INT: 22 | LUCK: 18 | CON: 15 | DEX: 10 | CHR: 20
Combat Adds: +10 (Mental/Spiritual Focus)
Special Abilities:
Void-Sight: Blind, but immune to all gaze attacks and visibility penalties. She "sees" the heat of a soul and the chill of a demon.
The Hearth-Bond: As long as Aina is within the whalebone ribs of the Qarmaq, the Hearth-Stone Core cannot be extinguished by non-magical means.
Open D6 Skills: Spiritualism 6D, Navigation (Stellar) 5D, Medicine 7D.
2. The Chieftain: Kaelen Iron-Lung
Who He Is: Kaelen is a man of pure, frozen spite. He earned his name by being "Snatched" by a Wendigo and dragged into the upper atmosphere. Most men would have died from the thinning air and the cold, but Kaelen held his breath, drove his dagger into the beast’s throat, and survived the fall into a deep snowdrift. He leads not by speech, but by the weight of his Spirit-Iron Harpoon.
Attributes: STR: 24 | INT: 14 | LUCK: 12 | CON: 28 | DEX: 16 | CHR: 18
Combat Adds: +34
Equipment: * Spirit-Iron Harpoon: 4D6 Damage (D6s). Deals double damage to ethereal or flying targets.
Remorhaz-Scale Parka: 6 points of Armor (Reduces CON damage taken).
Special Abilities:
Iron-Lung: Immune to the "White Silence" (supernatural suffocation) for 1D6 rounds.
Aura of Spite: His presence is a physical anchor. All allies within 30ft gain +1 to STR Saving Rolls.
3. The Bone-Breakers (The Village Militia)
What They Are: These are the fathers, brothers, and sons of Aina’s Breath. They are hunters who have been forced to become soldiers. They specialize in "Grounding" tactics—using weight and tethering weapons to drag flying horrors out of the sky and into the reach of their cold-iron daggers.
Attributes: STR: 18 | INT: 10 | LUCK: 10 | CON: 18 | DEX: 14 | CHR: 10
Combat Adds: +14
Equipment: * Whalebone Bola: Trip attack (DEX vs DEX). If successful, the target is knocked Prone.
Cold-Iron Daggers: 2D6 Damage (Effective against the fey-touched).
Open D6 Skills: Brawling 4D, Climbing 4D, Cold-Survival 5D.
4. The Wise Women (The Circle of Five)
Who They Are: These five elders are the weavers of reality within the village. They spend their days and nights in a shifting rotation around the Hearth-Stone. They are the keepers of the oral history of Zimrala, and it is said that if they stop their chanting, the village will simply vanish from the memories of the world.
Attributes: STR: 6 | INT: 18 | LUCK: 20 | CON: 12 | DEX: 10 | CHR: 16
Combat Adds: +4 (Spiritual support)
Special Abilities:
The Distaff Defense: As long as three or more are chanting, the village maintains its +2 LUCK bonus and Protection from Evil aura.
Woven Shield: They can spend 1 point of LUCK to negate 1D6 of CON damage for a nearby warrior by weaving a temporary "fate-shield" around them.
5. Zimralan Dire-Wolf Hybrids (The Sled Dogs)
What They Are: These massive, frost-rimed hounds are more wolf than dog. They are bred specifically to track the scent of things that don't belong in the physical world. Their eyes glow with a faint amber light, similar to the Hearth-Stone, allowing them to see through the thickest blizzards.
Monster Rating (MR): 30 (Acts as CON in M!M!)
Combat Dice: 4D6+15
Special Ability: * Scent of the Void: They can detect the presence of invisible, ethereal, or planar beings within 1 mile. They will begin a low, rhythmic howling that alerts the Watchers.
IX. VILLAGE INFRASTRUCTURE STATS
The Great Qarmaq (Whalebone Lodge):
CON: 100 | Hardness: 10
Special: If the Lodge's CON drops below 50, the structural integrity fails. The Endure Elements aura flickers, forcing all inhabitants to make a Level 1 CON SR every hour to avoid freezing.
The Inukshuk Perimeter (The 400 Anchors):
CON (per marker): 15 | Hardness: 5
Special: These are the spiritual hit points of the village. For every 50 markers destroyed or toppled, the village's LUCK bonus drops by 1.
II. THE INTRODUCTION: THE KILLING FROST & THE EXILE OF BOREA
Welcome to the High North, travelers. Above the 45th Parallel, the air doesn't just get cold; it gets hungry. This is the domain of Ithaqua, the Wind-Walker, a Great Old One whose very presence turns the natural winter into a supernatural contagion.
The Threshold of the 45th Parallel: In the world of Zimrala, the 45th Parallel is known as the "Shatter-Line." Below it, the seasons follow the natural order, but once a traveler crosses that invisible boundary, they enter a Thinned Zone. Here, the laws of physics begin to buckle under the weight of the White Silence. The wind no longer just carries the cold; it carries the intent of the Wind-Walker.
The Cosmic Prisoner of Borea: Ancient scrolls recovered by the Hedge Wizard reveal a deeper, darker truth: Ithaqua is a prisoner of the cosmos. Long ago, the Elder Gods bound him to the desolate, windswept world of Borea, a planet of eternal blizzards. However, the chains of the Elder Gods are not absolute. Every five years, the alignment of the spheres thins the veil, allowing the Wind-Walker to breach the atmosphere of Earth and Zimrala. He does not come merely to hunt; he comes to harvest.
The Five-Year Reaping & The Cult: During these periodic incursions, Ithaqua stalks the polar regions to build his cult among humans. He seeks the desperate, the isolated, and those whose spirits have been hollowed out by the extreme cold. He offers them the "Old Law"—a promise of survival in the waste in exchange for their humanity. These disciples become the heralds of the White Silence, preparing the world for the day when the portal to Borea is pried open forever.
Environmental Horror & Existential Dread: From ancient Arctic legends and the Wendigo connection to shadowed cult practices and cosmic hierarchy, this campaign examines Ithaqua as a force of environmental horror. Here, storms think, the cold actively erases identity, and survival itself becomes a temporary reprieve. This is a slow, immersive cosmic-horror narrative focused on atmosphere, lore, and the existential dread that comes when the horizon disappears and the stars themselves begin to freeze.
The Setting: A Supernatural Contagion: The High North is not just a place; it is a metaphysical infection. It turns the landscape into a crystalline nightmare where the Organic Ice pulses with the heartbeat of the Old Ones. Whether you are playing a standalone Humans! Humans!™ survival saga or dropping this into a larger Zimralan hex-crawl, the goal remains the same: survive the Medicine Fight and build the Divine Bastion. You are the final embers of warmth in a world that is rapidly turning to glass.
This is the Confidential Game Master’s Deep Lore for the Abyss of the Wind-Walker. This information is for your eyes only, Captain, as it contains the planar secrets and the mechanical "tripwires" that the players—and even the Jolly Red Wizard—may not fully grasp until they are standing in the frost.
GM TOP SECRET: THE ABYSS OF THE WIND-WALKER
(PLANAR GEOMETRY & ENCOUNTER KEY)
The Abyss is not a physical place on Zimrala; it is a "Cyst in Reality" anchored between the Tygerian Isles and the dead-cold dimension of Borea. For the GM, this map represents a high-lethality environment where the Deadliness Rating (DR) is always active.
1. THE PORTAL FROM BOREA (THE VOID ANCHOR)
Narrative: This is the "Bleeding Wound" in the sky. It appears as a jagged, obsidian-rimmed vortex of violet and black. It doesn't just look cold; it sounds like a thousand screaming lungs losing their air at once. It is the primary umbilical cord through which Ithaqua draws his immortality.
GM Secret: This is a Level 8 Planar Breach. If a player casts a spell with a "Fire" descriptor near the portal, the vacuum consumes the heat, forcing a Level 5 INT SR or the spell backfires, draining the caster's CON instead of Mana.
2. ITHAQUA, THE WIND-WALKER (THE DWELLER IN THE VOID)
Narrative: In his home domain, Ithaqua is not a ghost; he is the atmosphere. His form is a shifting mass of rime-covered bone and star-matter. Here, his multiple arms are always reaching, threading through the "Rifts to the Wind World" to snatch victims from the surface of Zimrala.
GM Secret: While in the Abyss, Ithaqua has Infinite Movement. He does not "walk"; he teleports to any location on this map as a free action. His MR 5,000 is reinforced by the Borean Anchor—until the Angel’s Chime is rung, he regenerates 1D6 x 100 CON every round.
3. THE ICE GATES OF THE NORTH
Narrative: These are massive, 200-foot tall pillars of "True Ice"—ice that has never known the sun. They act as the "Entry Point" for any physical traveler coming from Zimrala.
GM Secret: The gates are inscribed with Yule Lad Runes. Any non-Borean entity passing through must succeed in a Level 4 Sanity SR (Bolt Thrower Press) or become "Ice-Bound," losing their DEX bonus to Combat Adds until they are thawed by the Jolly Red Wizard’s magic.
4. THE RIVER OF THE FROZEN SOULS
Narrative: A slow-moving slurry of absolute-zero liquid that glows with a pale, sickly blue light. These are the psychic "residuals" of those who were Snatched but didn't survive the transition.
GM Secret: Touching the water triggers an immediate Level 6 CON SR. Failure results in the character’s soul being "Flash-Frozen," putting them in a state of suspended animation until the Borean Portal is closed.
5. THE SHRINE OF THE FIRST SNATCH
Narrative: A jagged altar of black rock where the very first victim of Aina’s Breath was taken. It is the spiritual "hook" that keeps the village tethered to this nightmare.
GM Secret: This is the Weak Point. If the players can plant a Hearth-Stone Fragment here, the Inukshuk Perimeter on the surface gains a permanent +20 Hardness bonus against Ithaqua’s attacks.
6. THE TEMPLE OF THE ETERNAL SILENCE
Narrative: A structure carved directly into the glacial mountain. It has no doors, only "Vibrational Gaps." It is where the White Silence is manufactured.
GM Secret: Inside this temple is the Borean Tuning Fork. If destroyed (Hardness 50, CON 200), Ithaqua’s "Snatching" ability is disabled for the remainder of the campaign.
7. THE RIFFTS TO THE WIND WORLD
Narrative: Smaller, unstable tears in the ground that lead to the Wind World (the sub-dimension of Borea). These vents exhale the "Breath of Madness."
GM Secret: These function as Spawn Points. Every 3 rounds of combat, 1D6 Frost-Ghouls (MR 60, DR 3) emerge from these rifts to harrying the defenders.
THE MASTER GM TRIGGER: "TO AINA’S BREATH"
The swirling vortex at the bottom center is the "Downward View." From here, Ithaqua looks down upon the village like a predator looking into a fishbowl.
The Mechanic: If a player stands at this precipice, they can see the Jolly Red Wizard fighting below. They can use their OpenD6 Skill: Spiritualism to "drop" buffs or healing dice down to the villagers on the surface.
THE ANTAGONIST: ITHAQUA THE WIND-WALKER
I. THE MYTHOS & FOLKLORE: THE GOD OF THE WHITE SILENCE
The Mythos (The Elder Terror): In the cosmic hierarchy of the Great Old Ones, Ithaqua is the Stalker among the Stars. He is the master of the sub-zero void that exists between worlds. In the High North of Zimrala, he is not a myth; he is a weather pattern with a consciousness. He is the one who carries victims to the very edge of the atmosphere, leaving them to freeze in the airless heights before dropping them back to the earth—corpses with feet burned away by the friction of the stars.
The Folklore (The Wendigo-Father): The indigenous tribes of the 45th Parallel know him by many names: The Death-Walker, The Lord of the High Winds, or simply The Stalker. They tell tales of the "Snatching"—a phenomenon where a man can be standing next to his fire, only to be yanked into the sky by an invisible force, his screams fading into the howl of the gale. He is the source of the Wendigo Psychosis, the spiritual rot that compels a starving man to eat his own kin to survive the "Long Night."
II. THE PHYSICAL MANIFESTATION
Ithaqua rarely shows his true, planet-sized form. Instead, he manifests as a colossal, tattered silhouette within a blizzard.
The Appearance: A skeletal figure standing thirty feet tall, with glowing red orbs for eyes and long, spindly limbs that end in frost-blackened claws. His "cloak" is not cloth, but a swirling mass of frozen souls and tattered clouds.
The Scent: The smell of ozone, old ice, and the metallic tang of dried blood.
III. FULL STAT BLOCKS: THE WIND-WALKER
Monsters! Monsters!™ 2.7 Mechanics
Monster Rating (MR): 5,000 (God-like Being)
Dice: 50D6 + 2,500
CON (Health): 5,000
Deadliness Rating (DR): 8 (As per Ken St. Andre's table for beings of this scale).
Open D6 & Lovecraftian Stats
Sanity Loss: 1D10/2D10 (Seeing his true form in the storm).
Speed: 10D (Flying/Wind Speed).
Skills: Tracking 12D, Intimidation 15D, Weather Manipulation 20D.
IV. SPECIAL ABILITIES & ATTACKS
1. The Snatching (Combat Action): Ithaqua makes a DEX vs. DEX contest. If he wins, the target is hoisted 100 feet into the air.
The Drop: Each round, the victim takes 1D6 CON damage from the cold and thinning air. If they are dropped, they take standard falling damage directly to CON.
2. The White Silence (Aura): Any creature within 1 mile of Ithaqua’s manifestation must make a Level 5 IQ Saving Roll.
Failure: The victim enters a fugue state, losing their "Identity." They cannot use LUCK or CHR bonuses until they see an Inukshuk or enter the Hearth-Stone Aura.
3. The Wendigo Breath: A cone of absolute zero.
Damage: 10D6 CON damage (Always D6s).
Effect: If a target is killed by this attack, they do not die; they rise 1D6 rounds later as a Feral Wendigo (MR 50).
4. Dimensional Slip: Because he is the master of the "Shatter-Line," Ithaqua can move between Zimrala and the Borean Wastes at will. He cannot be "cornered" unless the Inukshuk Perimeter is fully intact and the Hearth-Stone is at full power.
THE ANTAGONISTS: THE CULT & THE HUNGER
1. THE BOREAN HERALD (CULT LEADER)
The Herald is a former Gwich’in Star-Gazer who looked too deep into the Scope of the True Meridian and saw the Void smiling back.
M!M! Attributes: STR: 12 | INT: 18 | LUCK: 10 | CON: 24 | DEX: 14 | CHR: 6
Monster Rating (MR): 120 | Dice: 13D6 + 60 | Combat Adds: +34
Deadliness Rating (DR): 3
Special Power: "The Frost-Tongue" — Any command given by the Herald requires a Level 2 INT SR to resist. Failure means the defender is "Chilled" and loses 1D6 from their OpenD6 skill pools for 3 rounds.
Sanity Penalty (Bolt Thrower Press): Witnessing the Herald’s blue, translucent skin costs 1/1D4 Sanity.
2. THE SILENT BROTHERHOOD (CULT FOLLOWERS)
Madmen who have sewn their mouths shut to honor the White Silence. They carry obsidian knives and move with unnatural speed.
Monster Rating (MR): 45 | Dice: 5D6 + 23 | Combat Adds: +12
Deadliness Rating (DR): 2
OpenD6 Skill: Stealth 5D, Melee Combat 4D.
Tactical Note: They travel in packs of 3D6. They prioritize targeting the Inukshuk Perimeter stones to tip them over, forcing the morning ritual to fail.
3. THE LESSER WENDIGOES (THE STARVED)
These are the victims of "The Snatching" who were rejected by Ithaqua and sent back as husks of eternal hunger.
Monster Rating (MR): 180 | Dice: 19D6 + 90 | Combat Adds: +55
Deadliness Rating (DR): 4
Special Power: "The Hunger Aura" — Any character within 10 feet of a Lesser Wendigo must succeed in a Level 3 CON SR. Failure results in 1D6 points of STR damage as their body heat is literally eaten by the creature.
M!M! 2.7 Saving Roll: To escape a Wendigo's grapple, a Level 4 DEX SR is required.
Sanity Penalty (Bolt Thrower Press): The sight of a Wendigo unhinging its jaw triggers a Level 3 Sanity SR. Failure results in the "Cannibal's Tremor" (-2D to all rolls).
THE GM’S TACTICAL DEPLOYMENT
The Siege of the Great Qarmaq: During the height of the Medicine Fight, the Jolly Red Wizard is busy with the Angel’s Chime. This is when you, the GM, deploy the Borean Herald at the head of a pack of Silent Brothers.
Phase 1: The Brothers attempt to sabotage the Inukshuk Perimeter.
Phase 2: The Herald uses "Frost-Tongue" to confuse the Bone-Breaker guards.
Phase 3: The Lesser Wendigoes are unleashed once a gap in the perimeter is opened, aiming directly for the Meat Caches.
GM Secret: If a Lesser Wendigo consumes meat from the village caches, its MR increases by +20 instantly as it absorbs the "Hearth-Logic" of the village.
LORE: THE BATTLE OF THE 45TH PARALLEL
Ithaqua does not want to rule Aina’s Breath; he wants to erase it. To him, the warmth of the village is an insult to the purity of the void. He views the High Shaman Aina as a thief who stole his fire, and he spends the "Long Night" testing the village's walls, waiting for a single Stone Marker to fall, or for the Wise Women to miss a single beat of their song.
THE HARVEST & THE HUNGER: GM RESOURCE GUIDE
In the Monsters! Monsters!™ 2.7 engine, every hunt is a tactical gamble. If the village fails to harvest, the Bear God of the North (Ithaqua’s Pet) begins to dismantle the Inukshuk Perimeter.
1. THE MEAT-VALUE TABLE (APPEASEMENT POINTS)
To keep the Bear God dormant for 7 Days, the village must provide 5,000 lbs (Appeasement Points) of raw, spirit-infused meat.
| Creature (MoZ Variant) | Appeasement Value | Harvest Difficulty (DEX SR) | Notes |
| Bowhead Whale | 5,000 pts | Level 5 | Fills the quota in one kill; requires Dories. |
| Moose (Tundra-Tank) | 800 pts | Level 3 | Dangerous; high CON makes them hard to drop. |
| Elk (Forest-King) | 400 pts | Level 2 | Yields Antler-Tools for Spirit-Iron crafting. |
| Caribou / Deer | 150 pts | Level 1 | Quick harvest, but requires many kills to appease. |
| Walrus | 600 pts | Level 4 | Hides provide +5 Armor to the Bone-Breakers. |
| Ghost-Orca | 1,000 pts | Level 6 | Tainted meat; only counts for half value (Void-Rot). |
2. THE SEA-DEPTHS: HARVEST STATS
All dice are D6s. Use OpenD6 for Boat/Dory handling.
THE BOWHEAD WHALE (THE PROVIDER)
MR: 600 | Dice: 61D6 + 300 | CON: 600
Deadliness Rating (DR): 5 (Due to sheer size)
Tactical Note: If the Jolly Red Wizard uses a "Light" spell to guide the harpoons, the Harvest SR is reduced by 1 level.
THE NARWHAL (THE SPIRIT-CONDUCTOR)
MR: 150 | Dice: 16D6 + 75 | CON: 150
Special Loot: The Narwhal Tusk. When mounted on an Inukshuk Stone, it acts as a lightning rod for the Angel’s Chime, adding +1D6 to the resonance damage.
THE GIANT KING CRAB (THE SCAVENGER)
MR: 85 | Dice: 9D6 + 40 | CON: 85
Special: Their shells can be crafted into Shields of the Frozen Strait (Hardness 15).
3. THE LAND-HERDS: SURVIVAL STATS
THE MOOSE (THE TUNDRA-TANK)
MR: 220 | Dice: 23D6 + 110 | CON: 220
Ability: "The Charge" — If the hunter fails their DEX SR, they take 4D6 trample damage.
THE CARIBOU (THE WANDERER)
MR: 45 | Dice: 5D6 + 20 | CON: 45
Utility: Their sinew is required to string the Gwich’in Longbows.
4. THE BOREAN DOOM: THE HUNGER & THE WHIRLWIND
This unified engine dictates the lethality of the environment. The Bear God’s Appeasement (Meat Total) directly modifies Ithaqua’s Weather Table. Track the "Meat-Value" daily to determine the Weather Modifier.
A. THE APPEASEMENT THRESHOLDS (The Hunger Link)
| Status | Meat Total (Points) | Weather Modifier | Primary Effect |
| FULL | 5,000+ pts | -1 to Roll | Ithaqua is Dormant. Sanity SRs are at +1D6. |
| HUNGRY | 2,500 – 4,999 | +0 to Roll | Bear Prowls. DEX SRs take a -1D6 penalty. |
| STARVING | < 2,500 pts | +2 to Roll | White Silence. Bear attacks Caches; Ithaqua DR 10. |
B. ITHAQUA’S BOREAN WHIRLWIND TABLE (1D6)
Roll at dawn. Apply the modifier from the Hunger Link (Min 1, Max 6+).
| Roll | Weather Phase | Mechanical Effect (M!M! 2.7 / OpenD6) | Sanity (Bolt Thrower) |
| 1 | The False Calm | No penalties. Jolly Red Wizard recovers 1D10 Mana. | 0 |
| 2 | The Biting Gale | -1D6 to Ranged Combat (Harpoons/Bows). | 1 pt |
| 3 | Shimmering Frost | Level 2 CON SR or lose 1D6 DEX (Numbness). | 1 / 1D2 |
| 4 | Snatching Winds | Ithaqua may attempt a "Snatch" on lone travelers. | 1 / 1D4 |
| 5 | White Silence | DR 4 Aura. Non-magical sound is suppressed. | 1D6 |
| 6+ | Borean Collapse | DR 8 Aura. Portal Wide Open. Level 5 CON SR or Death. | 1D10 / 1D20 |
C. ZONE HAZARDS: ITHAQUA’S TACTICAL AURAS
As the Bear God breaks the Inukshuk stones, Ithaqua enters the village. Within 50 yards of his manifestation, these effects take hold:
The Cone of Cold (Active): Ithaqua exhales Borean air. Level 4 DEX SR to dodge. Failure = 5D6 Damage (Always D6s) and armor is frozen (Adds reduced by half).
The Sound-Eater: The "White Silence" is so thick that the Jolly Red Wizard’s Angel’s Chime requires a Level 8 INT SR just to be heard over the void.
The Gravity Well: Near the Portal from Borea, the wind pulls upward. Players must use OpenD6 Strength or Athletics rolls to stay pinned to the ice or be sucked into the Abyss.
THE AVATAR OF THE BERG: THE CORRUPTED BEAR GOD
A mountain of frost-matted fur standing 20 feet tall. His eyes are twin pits of Borean violet, and his breath is a localized "White Silence." Once the noble Guardian of the Floes, he is now Ithaqua’s personal enforcer.
MONSTERS! MONSTERS!™ 2.7 STATS
Monster Rating (MR): 4,200
Dice: 421D6 + 2100
Combat Adds: +2,145
Deadliness Rating (DR): 7 (8 when Ithaqua is within 100 yards)
CON: 4,200
INT: 8 (Savage but cunning)
STR: 500+ (Calculation: $MR \times 0.12$)
Monster Rating (MR): 4,200
Dice: 421D6 + 2100
Combat Adds: +2,145
Deadliness Rating (DR): 7 (8 when Ithaqua is within 100 yards)
CON: 4,200
INT: 8 (Savage but cunning)
STR: 500+ (Calculation: $MR \times 0.12$)
OPEND6 / MULTI-SYSTEM ATTRIBUTES
Might: 10D
Agility: 4D (Surprisingly fast on ice)
Stamina: 12D
Borean Resistance: 8D (Immune to Cold, Poison, and Acid)
Might: 10D
Agility: 4D (Surprisingly fast on ice)
Stamina: 12D
Borean Resistance: 8D (Immune to Cold, Poison, and Acid)
SPECIAL ABILITIES & ATTACK PATTERNS
1. THE GLACIER-CRUSH (Primary Attack)
The Bear God doesn't just bite; he pulverizes.
The Mechanic: Instead of dealing normal MR damage, he can choose to target the Inukshuk Perimeter. Every successful hit automatically shatters 1D20 stones, permanently lowering the village's defense pool for the night.
2. THE BOREAN ROAR (Area of Effect)
The Mechanic: Once per combat, he can let out a roar that echoes the void. Every player within 100 yards must make a Level 4 Sanity SR (Bolt Thrower Press).
Failure: The character is "Flash-Frozen" with fear, losing their next 1D6 rounds of action.
3. FROST-MANTLE ARMOR (Passive)
The Mechanic: His fur is encrusted with "True Ice." He has a natural Hardness of 50. Normal weapons (non-Spirit-Iron) shatter upon impact unless the user succeeds in a Level 3 STR SR.
4. THE HUNGER HEAL
The Mechanic: If the Bear God kills a living creature (human or animal), he recovers 500 CON instantly as he absorbs their heat.
GM TACTICAL NOTE: THE APPEASEMENT BYPASS
If a player presents the Ever-Warm Coal (The Wizard's Gift) during combat, the Bear God must make a Level 6 INT SR. If he fails, he is momentarily confused by the "Sun-Scent," allowing the players a single round to retreat or for the Jolly Red Wizard to strike the Angel's Chime with a +2D6 bonus.
5. THE 1D6 ANIMAL ENCOUNTERS (WHILE HUNTING)
Roll every time the players leave the village.
1D6 Dire Wolf Sled Dogs (Feral): MR 60. They are looking for the same meat you are.
The Ice-Crag Ram: MR 40. Their horns are needed for Bone-Breaker armor.
Corrupted Polar Bear: MR 300 (DR 4). A "Lesser" servant of the Bear God.
The Snow-Leopard: MR 90. High DEX (Level 4 SR to spot).
Ghost-Orca (Breaching): MR 400. Only encountered near the Frozen Strait.
THE BEAR GOD HIMSELF: He doesn't attack yet—he just watches, demanding his tithe. Sanity SR (Level 3) immediately.
THE JOLLY RED WIZARD’S FINAL STAND (OUTRO)
FROM THE DIARY OF THE JOLLY RED WIZARD
"My bells didn’t just ring tonight; they screamed back at the Borean throat of the world. Standing there on that frozen pier, my robes whipping like a blood-stained flag against the gale, I felt Ithaqua’s reach—fingers of absolute zero descending from a mountain of white-on-white. My bones felt the 'White Silence' trying to settle into my marrow, but I did not flinch. I struck the Angel’s Chime, and for one glorious heartbeat, the void shattered. I poured every ounce of mana into a golden frequency that smelled of pine needles and ancient, soot-stained hearths. Even the Bear God, that poor corrupted soul, paused mid-feeding, his violet eyes flickering as my light reminded him of the sun he once served before the shadows took him. The North is a cruel mistress, Captain, but as long as there is breath in my lungs and silver in my bells, the shadows of Zimrala will never truly claim the dawn." — The Jolly Red Wizard
THE NORTH-LAND ARMORY: GEAR & LOOT TABLES
1. THE JOLLY RED WIZARD’S GIFT TABLE (1D6)
These are high-magic artifacts granted to those who defend the Inukshuk Perimeter.
| Roll | Gift Item | Mechanical Effect (M!M! 2.7 / OpenD6) |
| 1 | Ever-Warm Coal | A glowing ember that never fades. Grants Immunity to "Shimmering Frost" weather effects within 10ft. |
| 2 | Chime-Bell of Warding | A miniature Angel's Chime. Provides +2D6 Protection against Ithaqua’s "Snatching." |
| 3 | Sack of Infinite Suet | Provides 1,000 pts toward the Bear God’s Appeasement instantly. |
| 4 | Spruce-Needle Salve | Heals 3D6 CON. Restores 1D6 Sanity by bringing back the scent of the forest. |
| 5 | The Silver Whistle | Summons a Ghost-Orca to assist in a sea-harvest for 1D6 rounds. |
| 6 | The North Star Lantern | Its light cuts through the White Silence. Negates the -1D6 penalty to Ranged Combat. |
2. SURVIVAL GEAR & HARVEST LOOT (1D6)
Standard equipment for the Bone-Breakers and hunters.
| Roll | Gear / Loot | M!M! 2.7 Stats | Utility |
| 1 | Spirit-Iron Harpoon | +12 Adds | Ignores the natural DR of Sea Creatures. |
| 2 | Walrus-Hide Parka | 6 Armor Points | Reduces damage from Ithaqua’s Cone of Cold by half. |
| 3 | Bone-Breaker Maul | 3D6 Damage | Crafted from Elk antlers; +10 Adds vs. Wendigoes. |
| 4 | Parchment of Echoes | Consumable | Allows a traveler to hear a "Warning Whisper" before a Snatch attempt. |
| 5 | Whale-Oil Lamp | Utility | Burns for 6 hours; keeps the Hearth-Stone Core at +5 CON. |
| 6 | Sled-Dog Harness | Special | Allows a Dire Wolf to add its STR to a rider's DEX SR. |
3. RARE ABYSSAL DROPS (1D6)
Loot found only if the players venture into the Abyss of the Wind-Walker or defeat a Borean Herald.
| Roll | Rare Item | The Lore | The Power |
| 1 | Frozen Heart-Shard | A piece of a Lesser Wendigo. | Can be traded to the Bear God for a +3 reaction bonus. |
| 2 | Borean Tuning Fork | Carved from Void-Ice. | Can be struck to temporarily Silence Ithaqua for 1 round. |
| 3 | Rime-Glass Lens | A lens for the Scope of the True Meridian. | See through the White Silence up to 12 miles. |
| 4 | Obsidian Mouth-Needle | Taken from the Silent Brotherhood. | A dagger that deals INT damage instead of CON. |
| 5 | Vial of Void-Water | Liquid from the Borean Portal. | Extremely toxic (Poison). Deals 10D6 damage (but Captain Hedges is immune!). |
| 6 | The Wintermiss Star | A celestial fragment. | One-time use: Closes a Rift to the Wind World permanently. |
III. TRIBAL ENCOUNTERS & REGIONAL LORE
The first line of defense against the "Ancient Ones" are the First Nations tribes of the North. GMs should use this table to determine the narrative flavor of the dread based on the territory the players occupy.
For these people, the five-year reaping of Ithaqua isn't a myth—it is a cycle as real as the migration of the caribou, though infinitely more deadly. GMs should use the following cultural anchors to determine the narrative flavor of the dread based on the territory the players occupy.
| Cultural Group | Specific Tribes | Regional "Contact" Zone | Traditional Name/Concept |
| Algonquian | Ojibwe, Cree, Innu | Great Lakes / Boreal Forest | The Wendigo: The insatiable hunger-spirit of lonely hunger. It represents the psychological erosion where a man becomes a monster to avoid starvation. |
| Inuit / Yup’ik | Inupiat, Yup’ik | The Arctic Circle | Kupuaq / Tornit: Giants that snatch hunters. These "Snatchers." are massive, ancient giants that move silently through the White Silence to steal hunters from their camps. |
| Athabaskan | Gwich’in, Dene | Alaskan/Canadian Interior | The Ancient Ones: Spirits of the "Killing Frost." who demand blood-tithes to keep the Hearth-Fires burning. |
| Wabanaki | Mi'kmaq, Passamaquoddy | Maine / Maritime Canada | Chenoo: Stone-hearted ice cannibals—men whose hearts have literally turned to ice, serving as Ithaqua’s vanguard. |
IV. HOME BASE: AINA’S BREATH (THE LAST HEARTH MECANICS FOR OTHER GAME SYSTEMS)
Perched on a permafrost cliff, Aina’s Breath is the central hub of the campaign. It is a village built around a Shaman’s Lodge (Qarmaq) and protected by a fragile Inukshuk Perimeter. This isn't just a place to sleep; it is a tactical entity that must be maintained to survive the Wind-Walker.
1. 13th Age: Iconic Ties & Backgrounds
The Icon (The Adversary): Ithaqua. Every session, the GM rolls a D6. On a 1, the village suffers "Supernatural Chill" (Immediate Resource loss).
The Icon (The Protector): The High Shaman. Players spend Relationship Points to "buy" instant spell-casts like Purge the Cannibal.
Background: "Survivor of the Great White Silence (+3)". Adds to any skill check involving cold survival or tracking.
2. D&D 3.5 & Pathfinder: Stronghold Stats
Hardness/HP: Walls have Hardness 10 (Magically reinforced whalebone/ice).
The Hearth-Stone Core: A Wondrous Architecture item providing a 300ft Endure Elements and Protection from Evil aura.
Pathfinder Qualities: Hardened, Isolated, Spirit-Touched. Base Value: 200 gp.
3. Open D6: Cinematic Location Traits
The Smoke Hole (DF 20): The most vulnerable point. A Scout must man this to prevent "Snatching" by the Wind-Walker.
The Meat Caches (DF 15): If destroyed, the village starves (Permanent -2 STR to NPCs).
IV. THE 10-TIER ASCENSION: THE 60-QUEST PATH
To reach Tier 10 (The Divine Bastion), players must complete 6 specific quests per tier. This represents the shift from "Survival" to Apotheosis.
Tier 1 to 2: The Awakening
The Blueice Core: Focus from the Living Glacier to regulate temperature.
The Whale-Bone Ribs: Ancient bones to increase Wall Hardness to 12.
The Shaman’s Rattle: Reclaim the copper conduit from a Wendigo camp.
The Seal of Negafook: Ritual to grant the village "Wind-Blindness."
The Pemmican Cache: Secure a year's supply of magical food.
The Inukshuk Perimeter: Place the first four spirit markers to define borders.
The Blueice Core: Focus from the Living Glacier to regulate temperature.
The Whale-Bone Ribs: Ancient bones to increase Wall Hardness to 12.
The Shaman’s Rattle: Reclaim the copper conduit from a Wendigo camp.
The Seal of Negafook: Ritual to grant the village "Wind-Blindness."
The Pemmican Cache: Secure a year's supply of magical food.
The Inukshuk Perimeter: Place the first four spirit markers to define borders.
Tier 3 to 4: Iron-Frost Hold
The Meteor Fall: Harvest Sky-Iron guarded by Hounds of Tindalos.
The Obsidian Palisade: Infuse outer walls for Hardness 15.
Slaying the Remorhaz: Use internal heat-sacs as a village-wide furnace.
The Spirit-Iron Anvil: Locate the lost forge of the Ancient Ones.
The Blood of the Earth: Tap a geothermal vent for liquid water.
The Warden’s Vigil: Train the militia to increase the Distaff Defense bonus.
The Meteor Fall: Harvest Sky-Iron guarded by Hounds of Tindalos.
The Obsidian Palisade: Infuse outer walls for Hardness 15.
Slaying the Remorhaz: Use internal heat-sacs as a village-wide furnace.
The Spirit-Iron Anvil: Locate the lost forge of the Ancient Ones.
The Blood of the Earth: Tap a geothermal vent for liquid water.
The Warden’s Vigil: Train the militia to increase the Distaff Defense bonus.
Tier 4 to Tier 5: The Spirit Nexus
Prerequisites: Tier 4 completed; All weapons must be +2 Cold Iron.
The Eye of the Storm: Journey to the center of a permanent cyclone to steal the "Wind-Still" gem.
The Mahahaa’s Fingers: Capture the talons of the Tickling Demon to craft armor-piercing arrows.
The Qalupalik Pact: Negotiate with the sea-demons to ensure the village docks never freeze.
The Spirit-Bellows: Craft a device that can blow back Ithaqua's blizzards.
The Totem of the Great Bear: Carve a 50-foot totem that grants +4 STR to all defenders.
The Mana-Well: Dig a well into a ley-line intersection to provide the Shaman with infinite mana.
Tier 5 to Tier 6: Eldritch Citadel
Prerequisites: Tier 5 completed; Pnakotic Manuscripts translated.
The Library of Leng: Enter a portal to the Plateau of Leng to steal Ithaqua’s true name.
The Soul-Cage: Construct a prison of ice and mirrors designed to hold a Great Old One.
The Amarok Hunt: Tame the giant wolf-spirit to serve as the village’s guardian.
The Void-Glass Windows: Replace all windows with glass that reveals invisible elder beings.
The Elder Sign Engravings: Carve the first layer of Elder Signs into the village foundations.
The Ritual of the Unchanging: A spell that makes the village immune to time-warping effects.
Tier 6 to Tier 7: Planar Anchor
Prerequisites: Tier 6 completed; Dimensional Anchor spell researched.
The Wyrm’s Grave: Slay an Ancient White Dragon to use its skull as the village's primary turret.
The Star-Chart of Borea: Map the constellations of Ithaqua’s home planet to predict his movements.
The Frost-Giant’s Anvil: Steal an anvil from the Jotun to craft Tier 8 weapons.
The Tether of the Moon: Secure a magical chain that prevents the village from being sucked into space.
The Shifting Stones: Create a defense system that teleports the village 100 feet in any direction.
The Oracle of the Ice: Awaken a frozen seer to gain 13th Age "Icon Rolls" for every combat round.
Tier 7 to Tier 8: The Eternal Hearth
Prerequisites: Tier 7 completed; All defenders must be Level 15+.
The Midnight Sun Ritual: Capture the essence of the sun during the solstice to create a permanent day-aura.
The Heart of the Wendigo King: Kill the first Wendigo to remove the curse from the local region.
The Adamantine Frost-Gates: Upgrade all entrances to Adamantine-reinforced ice.
The Shaman’s Ascension (Part 1): The Shaman undergoes a vision quest to the Spirit World.
The Cloak of the Wind-Walker: Recover a fragment of Ithaqua’s own tattered robe.
The Eternal Flame: Ignite a fire that burns without fuel and deals fire damage to Ithaqua on contact.
Tier 9 & 10: The God-Trap & Divine Bastion
Prerequisites: Tier 8 completed; Epic level characters only.
The Final Seal: Carve the Master Elder Sign into the world’s bedrock.
The Sacrifice of the Hero: A player must willingly take a permanent stat penalty to power the trap.
The Apotheosis of the Shaman: The Shaman becomes the God of the North Wind.
The Binding of the Four Corners: Activate all 400 Inukshuk markers simultaneously.
The Void-Breach: Close the portal to Borea once and for all.
The Death of the Hunger: Complete the "Great Feed" ritual to banish the concept of cannibalism from the land.
V. CORE MECHANICS: THE MEDICINE FIGHT
In Monsters! Monsters!™ 2.7, combat in the High North is brutal, kinetic, and unforgiving. When you cross the 45th Parallel, you aren't just fighting a monster; you are fighting the White Silence.
1. The Deadliness Hierarchy
We utilize the Ken St. Andre Table for assigning Deadliness Ratings (DR). This determines how much of a "hopeless fight" the players are in.
The Wind-Walker (Ithaqua): DR 9 (MR 1500 - 6000+). At this level, Ithaqua is a force of nature. To even stand in his presence without freezing solid requires a Level 4 CON SR.
The House of GrΓ½la (LeppalΓΊΓ°i): DR 4. A heavy enforcer who uses "Layered Defense" to soak hits.
The Wendigo/Frost-Wights: DR 1-3. These are the foot soldiers of the hunger.
2. The Fate of the Frost (The 2D6 System)
Outside of standard MR-based combat, environmental hazards and direct "God-Interactions" use the Fate of the Frost mechanic (2D6 + Attribute vs. Difficulty):
12+ (YES - Critical Success): You outmaneuver the storm. Ithaqua loses 50 MR as his metaphysical grip on the area slips.
7-11 (MAYBE - Success at a Cost): You hold the line, but the cold takes its toll. You succeed in your action, but take 1D6 CON damage from frostbite. This damage cannot be healed until you reach the Hearth-Stone.
2-6 (NO - Failure): The frost enters your bones. Failure results in Ithaqua gaining a Free Attack or the character gaining a "Cold-Touch" (Temporary -5 to DEX).
3. The Wendigo Psychosis (Sanity & Hunger)
When resources hit zero, or when a character is isolated in the White Silence for more than 24 hours, they must check for Wendigo Psychosis.
The Check: Level 3 IQ Saving Roll.
The Consequence: Failure means the character begins to see their allies as "walking meat." They gain +20 Combat Adds but lose the ability to use items or spells. Only the Shaman’s "Purge the Cannibal" can reverse this.
4. Equipment: Spirit-Iron & Tundra-Glass
Standard steel becomes brittle and can shatter on a Natural 1 in the High North.
Spirit-Iron: Weapons forged with Sky-Iron or tempered in the Tundra-Glass Forge. These ignore Ithaqua’s natural DR and deal full damage to the House of GrΓ½la.
Cold-Iron: Necessary for fighting the Yule Lads. It deals double damage to Ogre-Magi hybrids.
5. The Distaff Defense & The Heart-Fire
Combat at Aina’s Breath is a communal effort.
The Heart-Fire: As long as the village women maintain the fire (requiring a successful DEX SR each round of a siege), all defenders receive a +2 LUCK bonus.
LUCK Spending: This LUCK can be burnt to turn a "MAYBE" result on the Fate of the Frost table into a "YES."
GM OVERVIEW: THE BOREAN ANOMALY
This adventure is designed for a group of seasoned investigators or warriors currently stationed at or visiting the Shreveport Cabin. The core theme is Environmental Horror mixed with High-Stakes Survival.
In this module, the players face two distinct tiers of threats:
The Physical: The Bear God, a mountain of meat and frost that seeks to crush the village's literal foundations.
The Metaphysical: Ithaqua and the White Silence, a planar collapse that erases sound, memory, and eventually, existence itself.
The "Win Condition" is not just killing a monster; it is maintaining the Hearth-Stone Core of the village by providing a Red Sacrifice before the Borean Portal becomes a permanent, unbridgeable tear in reality.
ACT I: THE FROSTED MIRROR
1. THE LOUISIANA HUMIDITY
The session begins in the Shreveport Cabin. The GM should emphasize the sensory details of the South: the thick, wet heat of the bayou, the buzzing of cicadas, and the smell of slow-brewing coffee. This is the "Anchor."
Boxed Text — The Breach:
"The air in the cabin is heavy, a familiar blanket of Louisiana heat that usually promises a quiet night of scrying. But tonight, the atmosphere curdles. The buzzing of the cicadas outside stops abruptly, replaced by a silence so sudden it makes your ears ring. You watch as the condensation on your coffee mug turns to jagged rime. On the wall, the massive scrying glass—the window into the Monastery of Zimrala—begins to groan. Spider-web cracks race across its surface, but no glass falls. Instead, a bone-dry, supernatural chill pours from the frame, smelling of ancient pine and ozone. The bayou is gone. Through the cracks in the glass, you see a sky of bruised violet and a horizon of jagged, white-on-white ice."
2. THE TRANSITION: THE WHALEBONE PIER
The players are drawn to the door by a sound that doesn't belong in Shreveport: the rhythmic, mournful tolling of a heavy silver bell. When they open the cabin door, they do not step onto the porch.
Boxed Text — Arrival at Aina's Breath:
"You step through the threshold and the world vanishes. The humidity is replaced by a cold so sharp it feels like inhaling needles. You are standing on a pier constructed from the massive, bleached ribs of a Bowhead whale. Below the pier, the water is a churning, ink-black slush—Void-Water that refuses to freeze solid despite the sub-zero air.
Standing at the end of the pier, silhouetted against a flickering Borean aurora, is the Jolly Red Wizard. His robes are not the bright crimson of a festival; they are the deep, dark red of dried blood, heavy with frost. He holds a silver chime aloft, his knuckles white and bleeding from the cold. He turns to you, his breath a glowing mist of mana."
3. THE WIZARD’S MANDATE
The Wizard does not have time for pleasantries. He is the guardian of the Last Hearth, and his strength is failing.
The Narrative Interaction: The Wizard approaches the strongest player and thrusts a Spirit-Iron Harpoon into their hands. The metal is freezing, etched with runes that pulse with a faint violet light—the Ink of Anticipation.
"The Gwich’in scouts were snatched an hour ago," the Wizard rasps. "The Bear God is testing the Inukshuks, and my bell is the only thing keeping the White Silence from muffling your very hearts. The Meat-Pits are dry, Captain. If the sun doesn't see a sacrifice by midnight, Ithaqua won't just take Aina's Breath—he’ll use the bridge you just walked across to freeze the very soul of the South. Take the dory. Bring back the Great Bowhead. Or don't bother coming back at all."
ACT I: GM PROCEDURAL NOTES
The Gear Check: Players find that their Earth-based technology (cell phones, GPS, flashlights) flickers and dies within 1D6 minutes of arrival.
The Cold Penalty: Any player not wearing specialized Arctic gear or standing within 10 feet of the Wizard’s Sanguine Warmth must make a Level 2 CON SR or suffer a -1D6 penalty to all Agility-based rolls due to shivering.
The Bell’s Protection: As long as the Angel’s Chime is ringing, the players are immune to the Sanity Loss of the White Silence.
This is where the psychological weight of the North begins to crush the players’ resolve, Captain. We are building the Unabridged Act II, moving from the pier into the heart of the village.
The Gear Check: Players find that their Earth-based technology (cell phones, GPS, flashlights) flickers and dies within 1D6 minutes of arrival.
The Cold Penalty: Any player not wearing specialized Arctic gear or standing within 10 feet of the Wizard’s Sanguine Warmth must make a Level 2 CON SR or suffer a -1D6 penalty to all Agility-based rolls due to shivering.
The Bell’s Protection: As long as the Angel’s Chime is ringing, the players are immune to the Sanity Loss of the White Silence.
This is where the psychological weight of the North begins to crush the players’ resolve, Captain. We are building the Unabridged Act II, moving from the pier into the heart of the village.
ACT II: THE INUKSHUK WATCH (THE THREAT)
1. THE LAYOUT OF AINA’S BREATH
As the players leave the whalebone pier, they are led into the village center. This isn't a permanent settlement; it is a Planar Fortress disguised as a Gwich’in hunting camp. The structures are Qarmaqs—semi-subterranean sod houses reinforced with the ribs of prehistoric leviathans.
At the center of the camp sits the Hearth-Stone Core, a massive, flat slab of obsidian that radiates a low, thrumming heat. This is the only place in the village where the water doesn't freeze in the cup. Surrounding the village is the Inukshuk Perimeter: twelve towering stone sentinels, each twelve feet tall, arranged in a perfect clock-face formation.
Boxed Text — The Stones of Ward:
"The village is a circle of flickering oil lamps and huddled shadows, but it is the perimeter that catches your eye. Twelve massive stone giants—the Inukshuks—stand guard against the violet dark. Their surfaces are not smooth; they are scarred with deep-cut runes that pulse with a rhythmic, purple light. As the wind howls, the stones hum in a low, dissonant frequency that vibrates through your teeth. You realize then that these aren't just markers; they are the anchors holding this reality together. But as you look closer, you see the frost-heaves at their base. The earth itself is trying to reject them."
2. THE LOOMING SHADOW: THE BEAR GOD’S PATROL
The GM must emphasize that the enemy is not currently attacking the players; he is sieging their sanity. Outside the light of the oil lamps, the "White Silence" is a wall of static.
The Mechanics of the Prowl: Every 10 minutes (Real-Time), the GM should describe the Bear God’s proximity. He does not stay in one place. He circles.
The Sound: A rhythmic crunch-thud that shakes the Qarmaqs.
The Sight: Twin pits of violet light (his eyes) appearing 100 yards out, then vanishing into the drift.
The Roar: A Borean Roar that forces a Level 3 Sanity SR (Bolt Thrower Press). On a failure, the player believes their own skin is turning to ice.
Boxed Text — The Avatar Appears:
"Suddenly, the wind drops. The silence that follows is heavier than any noise. From the darkness beyond the sixth Inukshuk, a mountain of white fur rises. It stands twenty feet tall, its breath a localized blizzard that obscures its face. This is the Bear God, the Pet of Ithaqua. He doesn't growl like an animal; he lets out a sound like a glacier grinding against a mountain. He slams a massive, frost-hooked paw against the stone sentinel. The rune flares bright, blindingly violet, and a shower of stone splinters flies into the air. The Wizard screams on the pier, the silver chime ringing out a desperate note of defiance. The God looks at you—not as prey, but as a minor inconvenience to be crushed once the wards fail."
3. THE MEAT-CLOCK: ESTABLISHING THE STAKES
The Jolly Red Wizard gathers the players at the Hearth-Stone Core. He pulls out a piece of Parchment of Echoes, and the Ink of Anticipation begins to form a countdown.
The GM Logic: The Wizard explains the Red Sacrifice. The Bear God is the gatekeeper. As long as he is hungry, he will continue to batter the Inukshuks. If the meat-pits (located at the Altar of the Berg) aren't filled with 5,000 points of sacrifice by the time the "White Silence" reaches its zenith (Midnight), the stones will shatter.
The Choice: The players can see the Gwich’in women and children huddled by the fire. They are the "Emergency Sacrifice" if the players fail.
The Urgency: The Wizard hands over the Silver Whistle and the North Star Lantern. "The Great Bowhead is the only thing big enough to sate him tonight. Take the dory. If you hear my chime stop ringing, it means I’m dead—and you're never going home."
ACT II: GM PROCEDURAL NOTES
The Perception Check: Players with a high INT or Perception roll will notice that the Bear God’s fur is actually made of Void-Water Ice. This is a hint that normal fire won't hurt him—they need the Ever-Warm Coal.
The Social Interaction: The villagers speak in whispers. They believe the players are "Star-Fallen" spirits sent by the Wizard. If the players are kind, a Gwich’in elder may offer them a vial of Whale-Oil (adds +2 to DEX rolls for 1 hour).
The Perception Check: Players with a high INT or Perception roll will notice that the Bear God’s fur is actually made of Void-Water Ice. This is a hint that normal fire won't hurt him—they need the Ever-Warm Coal.
The Social Interaction: The villagers speak in whispers. They believe the players are "Star-Fallen" spirits sent by the Wizard. If the players are kind, a Gwich’in elder may offer them a vial of Whale-Oil (adds +2 to DEX rolls for 1 hour).
ACT III: THE BLACK WATER HARVEST (THE ACTION)
1. THE LAUNCH INTO THE VOID-WATER
The transition from the snow-covered land to the Frozen Strait is a descent into a different kind of hell. The "Void-Water" of Zimrala does not behave like Earth's oceans. It is thick, viscous, and pitch-black, sucking the light out of the air.
Boxed Text — The Bone-Dory:
"You push the dory off the whalebone pier. The craft is a skeleton of ancient leviathans skinned in cured walrus hide, and it sits low in the heavy, ink-black water. As the oars dip into the slush, they don't splash; they pull with a sound like tearing silk. Behind you, the lights of Aina’s Breath become a flickering orange blur against the violet dark. The Jolly Red Wizard stands at the edge of the ice, his silver chime ringing out a rhythmic, lonely toll that is the only thing keeping the 'White Silence' from drowning out your thoughts. Ahead, the Strait opens into a graveyard of jagged icebergs, each one shifting with a predatory intent."
2. THE HUNT: TRACKING THE GREAT BOWHEAD
The GM must emphasize that the players are now in a Level 4 Stealth/Tracking scenario. The Great Bowhead is not just a whale; it is a Spirit-Leviathan that carries the collective life-force of the northern currents.
The Sensory Cues:
The Geyser: A sudden plume of glowing, bioluminescent vapor erupting from the black water 200 yards ahead.
The Song: A low-frequency hum that vibrates through the hull of the dory, causing the players' teeth to ache and their Sanity to waver.
The Looming Bulk: A shadow the size of a city block moving beneath the boat, silhouetted by the Aurora Borealis.
3. THE ENCOUNTER: THE GHOST-ORCA AMBUSH
Ithaqua does not want the sacrifice to reach the altar. He sends his hounds—the Ghost-Orcas.
Boxed Text — The Translucent Predators:
"The water alongside the dory begins to glow with a sickly, pale-blue light. From the depths, three shapes rise with impossible speed. These are not creatures of flesh. They are Ghost-Orcas, their skin as clear as glacier ice, revealing skeletons made of jagged Zimralan crystal. They don't breathe air; they exhale a freezing mist that coats your oars in instant rime. One slams into the side of the dory, the walrus-hide groaning under the impact. They aren't trying to eat you—they are trying to flip the boat and let the Void-Water claim your warmth."
GM Tactics for the Ghost-Orcas:
The Breach-Slam: They work in tandem to tip the dory. Players must succeed in a Level 3 DEX SR to remain seated.
The Frost-Breath: A localized cloud that obscures vision, giving the players -2D6 to Ranged Attacks unless they use the North Star Lantern.
The Crystal Armor: Their bones are Hardness 15. Normal arrows bounce off; only the Spirit-Iron Harpoon or magical fire can truly crack their forms.
4. THE CONFLICT: LANDING THE RED SACRIFICE
This is the climax of Act III. The players finally corner the Great Bowhead.
The High-Stakes Choice: The harpooner has one shot. The Spirit-Iron Harpoon is heavy, pulsing with the Ink of Anticipation.
The Risk: If the harpooner misses, the Bowhead dives, and the players lose 1D6 hours of "Meat-Clock" time, bringing the Bear God closer to shattering the village.
The Struggle: As the harpooner prepares to throw, a Ghost-Orca leaps over the dory, its crystalline teeth snapping inches from the player's throat. The rest of the party must suppress the Orcas while the harpooner focuses.
Boxed Text — The Strike:
"The Bowhead breaches directly in front of the dory, a massive wall of barnacled skin and ancient scars. For a heartbeat, its giant, soulful eye meets yours—an intelligence that spans eons. Behind it, the sky shatters as a 'Snatching Wind' descends from the clouds, a funnel of freezing air trying to lift the harpooner out of the boat. You feel the Angel’s Chime ring one last time from the distant shore, a surge of mana guiding your arm. You throw."
5. THE ATMOSPHERE: THE CREEPING SILENCE
As the players begin to tow the massive carcass back toward the village, the GM should drop the narrative temperature.
The Muffled Sound: Voices become whispers. Even the sound of the oars is gone.
The Fading Memory: Ask a player to describe their favorite memory of the Shreveport Cabin. Then tell them that memory is now "gray"—the White Silence is eating the color of their past.
The "Meat-Clock" is bleeding out, Captain. The violet aurora is no longer dancing; it is screaming. We are entering the final, unabridged confrontation where the Wind-Walker and his Avatar converge on the Last Hearth.
ACT IV: THE MIDNIGHT SIEGE (THE CLIMAX)
1. THE SHORELINE OF SHADOWS
As the players row the bone-dory back, towing the massive, glowing carcass of the Great Bowhead, the world begins to dissolve. The "White Silence" has reached its zenith. There is no sound of waves, no sound of breathing—only the rhythmic, desperate tolling of the Angel’s Chime from the pier.
Boxed Text — The Breach of the Perimeter:
"The village of Aina’s Breath is no longer a refuge; it is a guttering candle in a hurricane of violet frost. As you beach the dory, a thunderous crack shatters the silence—the ninth Inukshuk Stone has imploded under the pressure of the Glacier-Crush. The protective dome of mana flickers like a dying lamp. Standing in the gap is the Bear God, his white fur matted with the frozen blood of the Gwich’in scouts he snatched from the dark. But he is not alone. Above him, the clouds have curdled into a singular, rotating eye of absolute zero. Two elongated, skeletal legs of mist descend from the vortex. Ithaqua has arrived to oversee his tithe."
2. THE DUAL THREAT: ITHAQUA AND THE AVATAR
In this act, the GM must manage two scales of terror. The Bear God is the physical siege engine, while Ithaqua is the environmental god-spirit that drains the players' very existence.
The Bear God’s Assault (The Physical):
The Glacier-Crush: Every turn, the Bear God ignores the players to strike the remaining Inukshuk stones. If the 12th stone falls, the Borean Portal locks open, and the Shreveport Cabin is lost to the void.
The Frost-Mantle: He is immune to all non-magical damage. The players must use the Ever-Warm Coal to "soften" his hide or coat their weapons in the Bowhead’s Spirit-Oil.
The Glacier-Crush: Every turn, the Bear God ignores the players to strike the remaining Inukshuk stones. If the 12th stone falls, the Borean Portal locks open, and the Shreveport Cabin is lost to the void.
The Frost-Mantle: He is immune to all non-magical damage. The players must use the Ever-Warm Coal to "soften" his hide or coat their weapons in the Bowhead’s Spirit-Oil.
Ithaqua’s Presence (The Metaphysical):
The Snatching Winds: Once per round, Ithaqua’s misty "fingers" descend. A player must succeed in a Level 4 DEX SR or be lifted 40 feet into the air. If the Jolly Red Wizard stops ringing the chime to help, the wind becomes a DR 10 Aura of freezing death.
The Memory Drain: Ithaqua whispers in the players' minds. The GM should tell the players they can no longer remember the faces of their loved ones in Louisiana—only the cold. This is a Level 5 Sanity SR.
The Snatching Winds: Once per round, Ithaqua’s misty "fingers" descend. A player must succeed in a Level 4 DEX SR or be lifted 40 feet into the air. If the Jolly Red Wizard stops ringing the chime to help, the wind becomes a DR 10 Aura of freezing death.
The Memory Drain: Ithaqua whispers in the players' minds. The GM should tell the players they can no longer remember the faces of their loved ones in Louisiana—only the cold. This is a Level 5 Sanity SR.
3. THE FINAL STAND: THE WIZARD ON THE PIER
The Jolly Red Wizard is the focal point of the defense. He is standing on the whalebone pier, his red robes turning white with rime. He is pouring his own CON into the Angel’s Chime.
The Narrative Interaction: The Wizard screams at the players as they haul the meat toward the Altar of the Berg: "The Altar, Hedges! Feed the beast or kill it, but do it before the twelfth stone breaks! I can’t hold the bridge much longer—the Bayou is calling for me, and it sounds like a funeral!"
4. THE BRANCHING RESOLUTIONS
The GM offers the players two distinct paths to end the siege.
Option A: The Sacrifice (The Appeasement)
The players must heave the Bowhead’s heart onto the obsidian Altar.
The Result: The Bear God stops his assault on the Inukshuks. He turns, his violet eyes widening, and begins to feast. As he devours the Spirit-Meat, the pressure of the "White Silence" lifts. Ithaqua shrieks—a sound that shatters ice for miles—and ascends back into the Borean vortex. The storm breaks, and a pale, Earth-like sun touches the horizon.
Option B: The Execution (The Battle)
The players decide to end the curse by slaying the Avatar.
The Requirement: They must combine the Spirit-Iron Harpoon, the Ever-Warm Coal, and the Wizard’s last surge of Mana.
The Result: As the Bear God falls, his body doesn't leave a corpse; it shatters into a billion shards of Zimralan glass. Without his "Pet," Ithaqua’s anchor to this reality is severed. The Wind-Walker is sucked back through the portal, but the recoil shatters the Angel’s Chime. The village is saved, but the bridge to Earth begins to collapse.
5. THE RESOLUTION: THE FRACTURED BRIDGE
Boxed Text — The Final Chime:
"The sky cracks like a mirror. For one glorious second, the violet dark is replaced by the golden, humid light of a Louisiana sunset. You see the porch of the Shreveport Cabin, the screen door swinging in the breeze. The Wizard shoves you toward the rift.
'Go!' he bellows, his voice now thin and human again. 'The North has its fill for today. Tell the South that the Hearth still burns!' > You stumble through the frost-cracked scrying glass, falling onto the rug of the cabin. Behind you, the glass seals with a final, singing note. The heat of the bayou hits you like a physical weight, and the smell of coffee returns. You are home. But as you look at your hands, the frost-bite scars remain—a map of a place that shouldn't exist."
ACT IV: GM PROCEDURAL NOTES
The Final Tally: If more than six Inukshuks were destroyed, the players suffer a permanent -1D6 to their Sanity whenever they see snow.
The Reward: If the Bowhead was sacrificed, the players find a Zimralan Void-Pearl in their pockets—a gift from the village that grants Immunity to Cold for one year.
This is the final cooldown, Captain. The adrenaline of the Glacier-Crush fades into the haunting, hollow quiet of the Shreveport Cabin. This is the Epilogue—the narrative bridge that brings the players back to reality but leaves them changed by the White Silence.
The Final Tally: If more than six Inukshuks were destroyed, the players suffer a permanent -1D6 to their Sanity whenever they see snow.
The Reward: If the Bowhead was sacrificed, the players find a Zimralan Void-Pearl in their pockets—a gift from the village that grants Immunity to Cold for one year.
This is the final cooldown, Captain. The adrenaline of the Glacier-Crush fades into the haunting, hollow quiet of the Shreveport Cabin. This is the Epilogue—the narrative bridge that brings the players back to reality but leaves them changed by the White Silence.
EPILOGUE: THE LAST HEARTH OF THE NORTH
1. THE SNAP-BACK
The transition is violent. One moment, the players are bracing against a wind that can peel the skin from a man’s face; the next, they are sprawled on the hardwood floor of the Shreveport Cabin. The humidity hits like a wet wool blanket. The buzzing of a single, confused horsefly against the windowpane is the loudest sound in the world.
Boxed Text — The Returning Heat:
"The silence of Aina’s Breath is replaced by the low hum of the cabin’s ceiling fan. The freezing needles in your lungs melt into the thick, mossy air of the bayou. You look back at the scrying glass. The cracks are still there—jagged, crystalline lines that trace the constellations of a sky that shouldn't exist. The glass is opaque now, a milky white that reflects nothing but the flickering amber of your own hearth. The bridge is closed. The violet aurora is gone, replaced by the deep, swampy black of a Louisiana night."
2. THE WIZARD’S MARK
The Jolly Red Wizard didn't come through with them. He is the anchor, and his duty remains at the Inukshuk Perimeter. But he hasn't let the players leave empty-handed.
The Narrative Discovery: As the players stand and brush the rime from their gear, they find small, impossible tokens of their journey:
The Frost-Scar: Any player who touched the Bear God or the Void-Water finds a faint, violet-tinted scar on their skin. It doesn't hurt, but it pulses with a soft light whenever the temperature drops below freezing.
The Sovereign’s Gift: In the pocket of the harpooner is a single, perfectly preserved Spruce-Needle. It is warm to the touch and smells of a forest that died ten thousand years ago. This is a Charm of the Last Hearth (Grants +1D6 to all Survival rolls in winter conditions).
3. THE COST OF THE SILENCE
A "Proper" GM Adventure must leave a lingering mystery. The White Silence is a hungry entity.
GM Note — The Memory Void: Ask each player to name one minor NPC or a piece of their character’s backstory (a sibling’s name, a favorite childhood pet). Then, tell them that when they try to speak that name, their throat feels like it is filled with ice. The name is gone. Ithaqua took a tithe of their history in exchange for their escape. This is the "Cold Price" of the Zimrala-Earth crossover.
4. THE FINAL ENTRY: THE PEREGRINE’S LOG
On the desk, next to the cold coffee, the Parchment of Echoes begins to write itself. The Ink of Anticipation is thick and dark, forming the final words of the module.
Boxed Text — The Final Message:
"The bells are quiet tonight, Captain. The Meat-Pits are full, and the Bear God has slunk back into the drifts of the Borean Throat. You did well. You held the line when the stones began to scream. But remember this: the North never truly forgets a debt. Ithaqua’s eyes are still on your cabin, watching through the frost-cracks. Keep your fire burning, Hedges. Keep the silver polished. Because the 'White Silence' is patient... and the winter is always coming back."
5. THE GM'S REWARD (LEVELLING & LOOT)
Experience: Players receive a "Borean Veteran" bonus (+500 XP or +1D6 Skill Points in Survival/Occult).
The Ink: The players now possess 1D6 drops of the Ink of Anticipation. This can be used to "prime" a scrying glass or enchant a single weapon to strike ethereal beings (Ghost-Orcas/Specters).
When players defeat a Ghost-Orca, scavenge the Altar of the Berg, or receive a parting gift from the Jolly Red Wizard, the GM rolls 1D20 on the table below.
Roll (1D20) Item Name Type Mechanical Effect (M!M! 2.7 / OpenD6) 1-3 Vial of Void-Water Consumable Can be thrown as a grenade. Creates a 10ft patch of Shimmering Frost. Targets take 3D6 Cold Damage. 4-5 Spirit-Iron Tusk Material Harvested from a Narwhal. Can be forged into a dagger that ignores Ghost-Orca Hardness. 6-7 Sliver of the Angel’s Chime Artifact A fragment of the Wizard’s bell. One-time use: Shatters any Sanity-based illusion or silence. 8-9 Whale-Bone Scrimshaw Charm Carved with the Ink of Anticipation. Grants +1D6 to Initiative (Sense Danger). 10-12 Ever-Warm Coal Utility A small, pulsing ember. Provides immunity to Environmental Cold in a 5ft radius for 24 hours. 13-14 Tuft of Bear God Fur Component If woven into armor, grants Hardness 5 against physical attacks but -2 to Sanity rolls. 15-16 The North Star Lantern Tool A lantern that burns blue. Negates all Ranged Combat penalties caused by blizzards or fog. 17-18 Marrow of the Bowhead Consumable When eaten, restores 5D6 CON and clears all "Numbness" penalties. 19 The Silver Whistle Artifact Summons a Ghost-Orca to perform one task (Attack, Transport, Scout) for 1D6 rounds. 20 The Sovereign’s Frost-Brand Weapon A sword blade made of solid, unmelting ice. Damage: +4D6. On a critical hit, the target is Flash-Frozen (Paralyzed).
Experience: Players receive a "Borean Veteran" bonus (+500 XP or +1D6 Skill Points in Survival/Occult).
The Ink: The players now possess 1D6 drops of the Ink of Anticipation. This can be used to "prime" a scrying glass or enchant a single weapon to strike ethereal beings (Ghost-Orcas/Specters).
When players defeat a Ghost-Orca, scavenge the Altar of the Berg, or receive a parting gift from the Jolly Red Wizard, the GM rolls 1D20 on the table below.
| Roll (1D20) | Item Name | Type | Mechanical Effect (M!M! 2.7 / OpenD6) |
| 1-3 | Vial of Void-Water | Consumable | Can be thrown as a grenade. Creates a 10ft patch of Shimmering Frost. Targets take 3D6 Cold Damage. |
| 4-5 | Spirit-Iron Tusk | Material | Harvested from a Narwhal. Can be forged into a dagger that ignores Ghost-Orca Hardness. |
| 6-7 | Sliver of the Angel’s Chime | Artifact | A fragment of the Wizard’s bell. One-time use: Shatters any Sanity-based illusion or silence. |
| 8-9 | Whale-Bone Scrimshaw | Charm | Carved with the Ink of Anticipation. Grants +1D6 to Initiative (Sense Danger). |
| 10-12 | Ever-Warm Coal | Utility | A small, pulsing ember. Provides immunity to Environmental Cold in a 5ft radius for 24 hours. |
| 13-14 | Tuft of Bear God Fur | Component | If woven into armor, grants Hardness 5 against physical attacks but -2 to Sanity rolls. |
| 15-16 | The North Star Lantern | Tool | A lantern that burns blue. Negates all Ranged Combat penalties caused by blizzards or fog. |
| 17-18 | Marrow of the Bowhead | Consumable | When eaten, restores 5D6 CON and clears all "Numbness" penalties. |
| 19 | The Silver Whistle | Artifact | Summons a Ghost-Orca to perform one task (Attack, Transport, Scout) for 1D6 rounds. |
| 20 | The Sovereign’s Frost-Brand | Weapon | A sword blade made of solid, unmelting ice. Damage: +4D6. On a critical hit, the target is Flash-Frozen (Paralyzed). |
SPECIAL ARTIFACT: THE POCKET CHIME
If the players saved the village without losing a single Inukshuk Stone, the Jolly Red Wizard grants them a Pocket Chime.
The Lore: A miniature version of the Angel’s Chime, forged in the Shreveport Cabin’s hearth but quenched in the Void-Water of Aina’s Breath.
The Power: Once per adventure, the player can ring the chime. It creates a "Safe Zone" where no extra-planar entity (Ether Dragons, Ithaqua, etc.) can enter for 1D10 minutes. It smells faintly of Louisiana pine and Arctic ozone.
GM HARVESTING RULES (DEX SR)
If a player wants to "strip" a fallen foe for parts, use the following Saving Rolls:
Ghost-Orca Crystal: Level 3 DEX SR. Failure shatters the crystal (worthless). Success yields 1D6 Crystal Shards (used for enchanting).
Bear God Claw: Level 5 DEX SR. Failure results in a Frost-Burn (1D6 Damage). Success yields a Sovereign’s Dagger (DR 3 bypass).
VI. THE ZIMRALAN BORDERLANDS: THIVALDI & ACHROX
While the tribal nations provide the spiritual soul of the campaign, the Zimralan Multiverse provides the high-magic engine and the epic stakes. This is where the Hedge Wizard truly finds himself out of his depth, navigating the politics of ancient queens and cosmic rifts.
While the tribal nations provide the spiritual soul of the campaign, the Zimralan Multiverse provides the high-magic engine and the epic stakes. On the island of Thrivaldi, that magic is as cold and jagged as a broken tooth.
1. Geography: The Island of Shifting Frost
Thrivaldi is a jagged shard of volcanic rock located within the northernmost reach of the Tygerian Isles. It is a land of violent contradictions—where volcanic vents spew black ash onto layers of "Organic Ice." * The Organic Ice: This frost is ancient and dense; it possesses its own HP and Hardness, reacting to intrusion like a living hide. It heals its own crevasses and can trap a traveler’s limb like a closing wound.
The Ground: Beneath the ice lies a desolate "un-farmable grit," a grim slurry of frozen sand and pulverized bone that never thaws.
The Ice Bridge: Entry to the island requires navigating a chaotic belt of massive, shifting floes that groan with the collective sound of a thousand dying voices. A Level 4 DEX SR (M!M! 2.7) is required to avoid being crushed into a pulp between the grinding plates.
2. Atmospheric Terror: The White Silence
A Permanent Whiteout plagues the land, choking visibility to a mere 10 feet. Within this shroud dwells the "White Silence," a supernatural vacuum that swallows all sound, leaving nothing but the distant, blood-chilling howls of Ithaqua.
The Obsidian Monoliths: Scattered across this wasteland are towering black stones known as the "Finger-Stones" of Ithaqua. These monoliths are anchors of malice, grounding the Wind-Walker’s essence to the island to prevent Thrivaldi from drifting away into the infinite void.
3. The Sovereigns: The Twin Queens of the North Isdis, the Tygerian Ice Queen & The Ancient Ice Dragon Matron Queen.
The sovereignty of the High North is held by a dual majesty born of the Wintermiss Battles.
Isdis, the Tygerian Ice Queen: She is one of Matrons of Thrivaldi. Clad in frost-iron and fur, she commands the very weather of the Isles. She is the source of the Royal Decrees that govern the Medicine Fight.
The Sovereign Matron: The Ancient Ice Dragon Queen
Long before the Zim became a ruling power, and long before Isdis arrived in the High North, the Ancient Ice Dragon Queen had already carved out her kingdom from the primordial frost. She is a planetary force with a Monster Rating (MR) of 30,000, making her a Deadliness Rating 10+ being—a living god of the ice.
During the War for Thrivaldi Wintermiss, she found a peer in Isdis. Their alliance is born of mutual respect and a deep, ancient friendship. While she serves as Isdis’s primary mount, she does so as a Sovereign, not a servant. When the two take to the sky, they are an absolute force of nature, hunting the Winter Monsters from the clouds and commanding the "White Silence" with the authority of the ages.
During the brutal War for Thrivaldi Wintermiss, , the Dragon Queen became Isdis’s primary mount.
The Wintermiss Alliance: When they take to the sky together, they are a DR 10+ force of nature. Their combined presence is the only thing preventing Ithaqua from manifesting a permanent physical form on the island. GMs should treat them as a "Global Icon"—their shadow passing over the village can instantly reset the Setting Clock or freeze a whole pack of Lesser Wendigos in their tracks.
4. THE REBEL SOVEREIGNTY: THE HOUSE OF GRΓLA (THE NORWEGIAN FOLKLORE CONNECTION)
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Deep in the High North, far beyond the reach of the southern courts and the influence of the Wintermiss Alliance, a power has stirred that predates the very foundations of Zimrala. The House of GrΓ½la is no mere band of insurgents; they are the dark heart of ancient Norwegian and Icelandic folklore made manifest in the flesh and bone of Thrivaldi. For aeons, these rightful sovereigns of the frost have slumbered within the deep, shifting veins of the Organic Ice, watching silently as empires rose and fell. Now, as the mists of legend part, they have returned from the mists of antiquity with one absolute purpose: To Rule. Their emergence signals the brutal return of the "Old Law," a primordial decree where the North belongs only to the strong, and the weak are destined to become nothing more than fuel for the advancing glacier.
1. THE REBAL MATRIARCH: GRΓLA (THE ANCIENT SOVEREIGN)
GrΓ½la is the central figure of the rebellion, a nightmare straight from the old Norse sagas. She is a Giantess, Ogre-Magi, and Winter Mountain Hag all rolled into one. At the frozen heart of the rebellion, she stands as a geological force of malice, often called the "Old Mother," a figure of nightmare who has survived through the turning of ages by consuming the very essence of the land.
The Folklore Connection: She is the ancient mother of the North who has survived through the ages. She carries the traditional giantess features—the hooves of a goat and the terrifying hunger for the souls of the "naughty"—but elevated by the high-magic of an Ogre-Magi. She represents the terrifying hunger of winter itself—the hunger that drives parents to hide their children and villagers to bar their doors with Spirit-Iron.
Powers: She uses her Ogre-Magi abilities to fly and turn invisible, stalking the White Silence unseen. As a Winter Mountain Hag, she weaves curses into the very Organic Ice and uses her "Stew Pot" (a legendary artifact of the House) to consume those who resist her rule. She is not just one creature; she is the culmination of three distinct, terrifying lineages realized through a Sovereign MR Surge.
| Attribute | Score / Dice | Notes |
| Monster Rating (MR) | 2,100 | Deadliness Rating 7 |
| Combat Profile | 211D6 + 1,050 | Sovereign Surge: Ogre-Witch (900) + Matron (1,200) |
| Intelligence (INT) | 45 | High-level, tactical Ogre-Magi spellcasting. |
| Constitution (CON) | 2,100 | Massive, wrinkled durability of the ancient ice. |
The Artifacts & Sorcery:
GrΓ½la's Sack (Artifact): GrΓ½la carries a bottomless sack made of human skin stitched together from those who resisted her sovereignty. Action: She can attempt a Level 4 STR SR to bag a player. Once inside, the victim is in a Pocket Dimension and can only be freed if an ally cuts the sack (Hardness 10, 50 HP).
The Stew Pot: A legendary vessel of obsidian used to brew those who resist the "Old Law" into a soul-broth that fuels the rebellion's magic.
High Sorcery: She stalks the White Silence unseen. Her primary spells include: Take That You Fiend (Level 5), Freeze-Bind (Level 3), and Wall of Ice.
2. The Patriarch: LeppalΓΊΓ°i (The Anchor of the Old Law)
Lore and Narrative: Straight from the Norwegian tales of the "lazy" husband, LeppalΓΊΓ°i is reimagined here as the immovable Ogre-Patriarch of the House. He represents the crushing, patient weight of the glacier. He stands at the threshold of the Cave House of GrΓ½la, enforcing the "Old Law." He doesn't need to chase; he knows the White Silence will eventually drive all prey to his feet.
The Folklore Connection identifies him as the third husband of GrΓ½la, a massive, ancient Ogre who represents the crushing, patient weight of the glacier. While legends paint him as slothful, the locals know that this description is a tactical trap. He is the Anchor—the mountain that refuses to move. He sits in front of the Cave House as a warning, watching as the Organic Ice shifts around him. He is the physical manifestation of the House's right to rule—unyielding and ancient.
The Purpose of his vigil is clear: he stands at the threshold of the Cave House acting as the Warden. When he finally rises, the Ice Giant provides the reach, the Ogre provides the crushing weight, and the Barbarian rage ensures that he never stops until the intruders are pulverized into the grit. He is a Barbarian, Ogre, and Ice Giant rolled into one massive entity, and his power is realized through a Sovereign MR Surge.
The Sovereign MR Surge: His power is cumulative. The combat essence of his three forms feeds directly into his base Monster Rating, driving him into a higher tier of deadliness.
Base Monster Rating: 95
Combined MR Boosts: 45 (Barbarian) + 70 (Ogre) + 86 (Ice Giant)
TOTAL SOVEREIGN MR: 296 (Deadliness Rating 4)
Combat Dice: 30D6 + Weapon Dice.
The Unified Combat Layers:
The Barbarian Soul: These wild men have left civilization completely and gone to live in the wildlands or underground. Dressed in captured skins, they generally eschew armor and other manufactured items, preferring a more primitive, bestial nature. Ferocious fighters, these combatants will fly into a blood-thirsty rage when provoked, unyielding and doing more damage with fists than some with steel weapons.
Special Damage: 2/3 – Furious blows denting armor and breaking bones.
The Ogre Blood: The heavy enforcer of the House. He utilizes brute strength and ancient durability to crush any who step onto the Organic Ice.
Weapons Dice: Knobbled club 9d6 (Vorpalled for the first round of combat).
The Ice Giant Stature: His primordial form, towering over the battlefield. He is a master of the frozen elements and the scale of the ancient world.
Weapons Dice: Ice lance 10d6.
Innate Ability: Completely impervious to cold.
The Layered Defense (Armor & Protection): LeppalΓΊΓ°i does not rely on a single shield; he is a walking fortress of layered protection, allowing him to soak 48 Hits per combat round:
Ice Shield (20): A massive slab of enchanted frost that absorbs the heaviest impacts.
Bespelled Buckler (12): A smaller, magically reinforced shield for parrying high-speed strikes.
Spike Shield (6): A secondary defensive tool used to punish those who get too close.
Coarse Skin (4): His natural Ogre-hide, toughened by centuries in the High North.
Hardened Skull (6): His head can take significant direct hits before he is dazed.
3. The Commanders: The Thirteen Yule Lads (JΓ³lasveinarnir)
Lore and Narrative: These are the sons of GrΓ½la and LeppalΓΊΓ°i, serving as the tactical strike force of the rebellion. In the uprising against the Wintermiss Alliance, these thirteen brothers function as the tactical spearhead. They are specialized Ogre-Magi hybrids who use their high IQ and ancient MR to dismantle a settlement’s infrastructure and spirit.
The Folklore Connection follows the strict Norwegian tradition: these thirteen Ogre-Magi hybrids arrive one by one to systematically dismantle a village. The Purpose of their arrival is clear—they use their Ogre-Magi sorcery to steal, sabotage, and demoralize. They are the living proof that neither Isdis nor the Ancient Ice Dragon Queen can protect the people from the ancient masters of the North. They demonstrate that the Dragon Queen cannot hold the North against the House of GrΓ½la.
Common Ogre-Magi Attributes:
STR: 80 | IQ: 20 | DEX: 15 | CON: (Equal to MR)
Common Spells: Knock-Knock, Oh There It Is, Will-o-Wisp.
Regeneration: Like Ithaqua, they regain 10 MR per round if they are within 50 feet of a sibling.
The Sequential Siege (The Roster of Conquest):
Sheep-Cote Clod (MR 150): 16D6 + 75. Special Stunt: Lame. Targets take -5 to SPD SRs as he hamstrings the livestock and the defenders.
Gully Gawk (MR 160): 17D6 + 80. Special Stunt: Milk Thief. Drains 1D6 CON (Hunger) from the village stores or the players.
Stubby (MR 140): 15D6 + 70. Special Stunt: Small Target. Hard to hit; +2D6 to his Defense roll.
Spoon-Licker (MR 150): 16D6 + 75. Special Stunt: Rust. His saliva causes non-magical wood and metal to thin and decay instantly.
Pot-Scraper (MR 155): 16D6 + 77. Special Stunt: Armor Scrape. Reduces target Armor by 5 as he scrapes away the protection of the "civilized" world.
Bowl-Licker (MR 160): 17D6 + 80. Special Stunt: Hidden. Uses Ogre-Magi magic to attack with surprise (DEX SR).
Door-Slammer (MR 180): 19D6 + 90. Special Stunt: Sonic Boom. DC 15 STR SR or be knocked prone by the sheer force of his entry.
Skyr-Gobbler (MR 170): 18D6 + 85. Special Stunt: Magic Eater. Steals 5 Mana on a hit to fuel his own Ogre-Magi spells.
Sausage-Swiper (MR 165): 17D6 + 82. Special Stunt: Disarm. Steals a held item on a "Great Hit" (Natural 6s).
Window-Peeper (MR 150): 16D6 + 75. Special Stunt: Fear. Level 3 IQ SR or take -10 to all Adds as he stares into your soul from the White Silence.
Doorway-Sniffer (MR 175): 18D6 + 87. Special Stunt: Uncanny Scent. He ignores all Invisibility and Stealth magic.
Meat-Hook (MR 200): 21D6 + 100. Special Stunt: Impale. Grapples the target, dealing 2D6 bleed damage per round.
Candle-Beggar (MR 190): 20D6 + 95. Special Stunt: Total Darkness. Extinguishes all light sources, plunging the battlefield into a terrifying void.
Tactical Rebellion Mechanics:
The Sequential Siege: For Tier 1-3 villages, they arrive one per night. At Tier 4+, they arrive in "Tris" (groups of three).
The "Demoralize" Consequence: Every successful Sabotage Stunt costs the village 10 "Shield Points." If resources hit zero, the Tier drops by 1 as the people lose faith in the Alliance.
The Mother's Call: If three or more Lads are slain, GrΓ½la (MR 1200 / Ogre-Magi-Hag) has a 25% chance of appearing to reclaim her sons' honor.
4. The Beast of the House: JΓ³lakΓΆtturinn (The Yule Cat)
Lore and Narrative:
The JΓ³lakΓΆtturinn, or Yule Cat, is the massive, black cat of legend that stalks the mountain passes and the perimeter of the Organic Ice. This is no mere predator; it is a gargantuan shadow-feline that serves as the rebellion's most feared Logic-Trap monster. It is a mountain-bounding nightmare that ensures only the prepared survive the White Silence.
The Folklore Connection identifies it as the primary enforcer of the House's decree. It doesn't just hunt for food—it hunts for failure and negligence. It specifically stalks those who do not follow the "Old Ways," targeting anyone who has not properly prepared for the winter or forged their gear into Spirit-Iron. It is the ultimate test of survival in the High North.
The Master Stats:
In the Monsters! Monsters!™ 2.7 system, the Cat is a high-speed, high-deadliness predator designed to punish under-geared parties.
| Attribute | Score / Dice | Notes |
| Monster Rating (MR) | 666 | Deadliness Rating 5 |
| Combat Profile | 67D6 + 333 | Massive physical ferocity. |
| Speed (SPD) | 30 | Outruns nearly any prey in the deep snow. |
| Constitution (CON) | 666 | Resilient shadow-flesh. |
The Decree of the Old Ways (Logic-Trap Mechanics):
The Judgment: The Cat senses the quality of a warrior's preparation. It gains a massive +100 to its Combat Adds against any target NOT equipped with Spirit-Iron (Tier 3+) or Sky-Iron (Tier 4+).
Shadow-Stalk: The Cat gains a Level 5 DEX SR in blizzards or dim light to remain invisible. If it successfully surprises a target, it deals Triple Damage on its opening strike.
Gulp: If the Cat wins a combat round by 50 points or more, it swallows the victim whole. The swallowed target takes 3D6 Acid Damage per turn within its belly until they can cut their way out.
5. Achrox: The Winter Wonderlands of Dread
Lore and Narrative: Stretching across the southern part of the island and reaching up toward the southern borders of Thrivaldi lies the continent-sized glacier of Achrox. While Thrivaldi sits due north, the frozen expanse of Achrox is not a "wonderland" of joy, but a crystalline nightmare where the Wind-Walker’s influence is absolute. It serves as the deep, frozen foundation of the island, a place where the barrier between the world and the void is thinnest.
The Environment: Achrox is the primary source of the "Killing Frost." The air here is a physical weapon; it is so supernatural and biting that it shatters steel that hasn't been tempered in the Tundra-Glass Forge. To travel from Thrivaldi south into Achrox is to walk into a world where the very atmosphere seeks to crack your armor and your bones. It is a land of shifting shelves and Organic Ice, where the "Old Law" is written in the silence of those who froze where they stood.
The Winter Monsters (MoZ Stats): The glacier is populated by horrors that have been molded by the extreme environment of the south, serving as the frontline guardians for the House of GrΓ½la.
Frost-Wights (MR 80, DR 2): These are the restless dead of the Wintermiss War, frozen in mid-scream. They are spirits of pure cold seeking to pull the living into the ice to share their eternal, frozen agony.
Crystal Wyrms (MR 150, DR 4): Lesser spawn of the North, these creatures move through the permafrost as if it were water. They are the wrecking balls of the glacier, shattering the foundations of any Inukshuk that isn't properly consecrated by a Shaman.
Void-Water Sovereign (MR 450, DR 5): A rare, liquid-ice entity that guards the rifts. It is a shifting, translucent horror capable of dissolving a Brave’s soul on contact, leaving a hollow shell behind.
6. Portal Mechanics: The Ether Dragon Rifts
Lore and Narrative: The High North is a "Thinned Zone," a place where the fabric of reality is stretched taut over the frozen peaks. The Ether Dragons, keepers of the multiverse and guardians of the ancient paths, maintain the portal network that connects the isolated reaches of Thrivaldi to the pulsing heart of Zimrala. These dragons are the same benevolent entities that helped evacuate the troll world during the Escape to Zimrala, and their presence here ensures that the North is never truly cut off from the rest of the multiverse—provided one knows how to navigate the shifting currents of the void.
The Escape to Zimrala: When the Wind-Walker’s blizzards become unsurvivable and the Killing Frost of Achrox threatens to extinguish the last embers of the resistance, the players may find an Ether Dragon Rift. These rifts are not mere holes in space; they are living gateways that pulse with rhythmic blue dragon-fire. Entering one is a test of mental fortitude and focus. To successfully bridge the gap, players must succeed in a Level 4 IQ Saving Roll. However, those possessing the Ink of Anticipation—a legendary item of the Royal Cartographer—can use it to stabilize the portal automatically, painting the coordinates into reality itself.
The Drop-In (GM Mechanics): For GMs, these portals serve as the ultimate "Campaign Bridge." They allow for seamless transitions across the vast geography of the setting. A party could be tracking a Tiger Force lead in the humid jungles of the South and step through a shimmering rift, finding themselves standing before the Hearth-Stone of Aina’s Breath in a heartbeat. These mechanics allow the Hedge Wizard of the Shreveport Cabin to pull threads from any era or location, weaving the Tiger Force Shadow Saga directly into the frost-bitten heart of the House of GrΓ½la’s rebellion.VII. GM ADVICE: ADAPTING THE SETTING
The Setting Clock: Track the "Encroaching Storm." When the sky turns Purple, all "Maybe" results on the Fate Table become "No."
System Hybridization: Use Open D6 for cinematic skill checks and Pathfinder for the village's economic growth.
OGL Integration: This setting utilizes the Open Game License (OGL v1.0a) to ensure all mechanics from D6 and Pathfinder are legally compliant.
VIII. PRODUCT IDENTITY & LEGAL
Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
PRODUCT IDENTITY & LEGAL
Product Identity: The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
The Jolly Red Wizard: The Wintermiss Wizard-God; an original fusion of St. Nicholas, the Christmas Angel, and a Gandalf-tier Sorcerer.
The Village of Aina’s Breath: The "Last Hearth of the North," the Great Qarmaq, and the Inukshuk Perimeter.
Characters: High Shaman Aina, Chieftain Kaelen Iron-Lung, and Matriarch Elga.
Narrative Concepts: The "Medicine Fight," the "Distaff Defense," the "White Silence," and the "Snatching" maneuvers.
Original Items: The Hearth-Stone Core, the Parchment of Echoes, and the Scope of the True Meridian.
Trademarks & Proprietary Engines:
The Monsterary of Zimrala (MoZ): World-guide elements are the exclusive property of Ken St. Andre and Trollgodfather Press.
Monsters! Monsters!™ (Zero & 2.7 Editions): Trademarks of Ken St. Andre and Trollgodfather Press. Proprietary mechanics include SR Math, MR, Adds, and DR.
Bolt Thrower Press: All Lovecraft D6, Sanity Tables, and Mythos Mechanics are the intellectual property of Bolt Thrower Press (The Roman Brothers) and are used as the core variant for M!M! horror elements.
Open Game License (OGL v1.0a) & System Compatibility: This work utilizes the Open Game License and incorporates mechanics from the following systems, designated as Open Game Content:
Dungeons & Dragons (v.3.5): Mechanics derived from the System Reference Document (SRD).
Pathfinder Roleplaying Game (1E & 2E): Mechanics used under the Paizo Inc. Community Use Policy and OGL.
13th Age: Mechanics derived from the 13th Age Archmage Engine.
OpenD6: Skill-pool structures and the Wild Die mechanic.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.


