Thursday, December 25, 2025

MERRY CHRISTMAS GIFT TO ALL MY PLAYERS FORM AROUND THE WORLD

PLAYER'S GUIDE: THE WAR RISE N' SHINE

Setting: Zimrala, The Winter Wonderlands of Thrivaldi Event: The Long Night & Wintermis Eve




PART 1: WELCOME TO ZIMRALA

The World and the Threat

Welcome to Zimrala, specifically the perpetually frozen northern continent known as the Winter Wonderlands of Thrivaldi. This is a land of immense beauty, hardy folk, and ancient magic tied to the seasons.

The heart of civilization here is the great ice-city of Cryselle, nestled near Ice Wyrm Mountain. It is protected by the Aetherial Corona, a magical barrier that keeps the worst of the arctic elements at bay.

The Long Night: Currently, Thrivaldi is facing an existential threat. A force known as The Shadowfrost, led by an ancient Arch Demon Tyrant, is pushing south, bringing with it an unnatural, eternal darkness and a bone-chilling cold that freezes souls.

The War Rise n' Shine: This is the name given to the desperate defense of Cryselle and the surrounding lands. It is a battle not just for territory, but for the existence of light and warmth in the north.

Wintermiss: This is the holiest and most joyful festival of the year, a mid-winter celebration of light, gift-giving, and community. The Shadowfrost seeks to extinguish Wintermiss forever. The final defense of Cryselle is expected to culminate around Wintermiss Eve.


PART 2: CHRONICLES OF THE FROZEN NORTH

To understand what we fight for, read the words of Kaelen Frost-Weaver, the First Skald of Thrivaldi, who is documenting these final days from the city of Cryselle.

IN-UNIVERSE BLOG POST: The Eve Before the Storm

DATE: December 24th, Year of the Dragon’s Dance TOPIC: The Eve Before the Storm: Legends Arrive! AUTHOR: Kaelen Frost-Weaver, The Chronicler of Cryselle, First Skald of Thrivaldi

The Chronicler’s Call: Look to the Skies, Monsters of Zimrala!

I have chronicled a dozen Long Nights in the history of Thrivaldi. I have etched the tales of freezing woe and hard-won victories into the ice-archives of Wyrm Mountain. But never, in all my centuries of snow and song, have I felt an eve like this.

The air is heavy with impending war. To the East, the Shadowfrost Arch Demon masses his silent, deadly host. To the North, the ground trembles under the iron-shod feet of Gralga’s ogre matriarchy. The Aetherial Corona above our beloved Cryselle flickers, straining under the pressure of the encroaching dark. We all know that tomorrow, the great "War Rise n' Shine" will begin in earnest. We sharpen our claws, we polish our runes, and we prepare to defend our hearths.

But tonight... tonight is Wintermiss Eve.

And even the darkest magic cannot stop the oldest traditions. My own icy form resonates with the shift in magic. The aurora borealis above us is not just shimmering; it has fractured into a scintillating slipstream of celestial energy.

Something magnificent has broken through the multiverse barrier, riding ahead of the coming conflict to bring us one last night of blinding joy and unbreakable strength.

The Jolly Red Wizard—that ancient Saint, that Angel of Wintermiss made flesh—is coming. He is not waiting for the war to end; he is arriving to inspire us before it begins. He rides Jökull, the magnificent Glacier Dragon, whose mighty wings are at this very moment scattering the advance scouts of the Shadowfrost.

And he brings the future with him!

Riding in a specially crafted saddle-basket, bundled in red furs against the high-altitude chill, is the symbol of our newfound unity: Baby Tyger Clause. The little cub is traveling the world tonight, a reminder of the innocence we are fighting to protect.

Hear my song, monsters of Zimrala! Tonight, we do not fight. Tonight, we look up. Stoke the hearths high! Let the arrival of these heroes fill your hearts with the spiritual fuel we will need for the battles ahead.

Merry Wintermiss to all, and to all a brave—and watchful—night.


SONG: The Wizard, The Wyrm, and The Cub

(A new chant by Kaelen Frost-Weaver, to be sung loudly in the barracks and halls to build courage for the coming dawn!)

(Verse 1) The shadows lengthen near Ice Wyrm peak, The wind blows cold, the future’s bleak. Before the battle, before the fright, Something mighty rides the night! Hold the line and steady your spear, Wintermiss magic is finally here!

(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!

(Verse 2) The Jolly Red Wizard in robes of flame, He knows your courage, he knows your name! His sack is endless, deep and wide, With hope to turn the coming tide. And who is that in the tiny hood? The Tyger Cub, so brave and good!

(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!

(Verse 3) So whether you’ve scales, or fur, or skin, Steel your hearts for the war to begin! From northern wastes to southern shore, Tonight we gather strength for war! Raise a glass of spiced winter-wine, Tomorrow we fight, but tonight we shine!


PART 3: THE HEROES OF WINTERMISS (ALLIES)

You do not fight alone. Legends have gathered to stand beside you in the defense of Cryselle. These are the great powers allied to your cause.

Note ON STATISTICS: Stats are provided for both Old-School RPGs (OSR/D&D equivalent) and Tunnels & Trolls (T&T/Monsters! Monsters!) systems.

1. The Jolly Red Wizard (Saint Nick, The Wintermiss Angel)

He is the physical embodiment of the season's spirit: an ancient gift-giver, a holy saint, and a divine celestial protector rolled into one. He is a beacon of blinding hope arriving before the storm.

[OSR / Old-School D&D Stats]

  • Hit Dice: 20 HD****** (130 HP) (Celestial/Solar level)

  • Armor Class: -5 [24] (Divine Aura and Robes)

  • Move: 15 / 36 (Fly with divine speed)

  • Attacks: 1 Staff of the Saint (+4 Holy Staff, 2d8+4 damage)

  • Saving Throw: As 20th-level Cleric (+4 bonus vs. Magic)

  • Special Abilities:

    • Divine Dual-Caster: Casts as both a 16th-Lvl Cleric and Magic-User simultaneously.

    • Aura of Saintly Joy: 50' radius; allies get +3 Hit/Saves and immunity to Fear/Charm. Evil creatures take -3 penalties.

    • The Yuletide Sack: Can produce infinite mundane items at will, or 3/day Miracle/Heal gifts.

    • Immunities: Cold, Electricity, Poison, Death Magic, Petrification.

[Tunnels & Trolls Stats]

  • MR: 300 (Legendary Entity)

  • Combat Dice: 30d6 + 150 Adds

  • Special Abilities:

    • Divine Armor: 30 points of natural Armor.

    • Master of Winter's Magic: Casts any Light, Cold, Protection, or Healing spell instantly once per turn in addition to attacking.

    • Aura of Saintly Joy: Allies within 100' never check morale and gain +20 Combat Adds.

    • The Sack: Once per turn, fully restore an ally's total MR or provide a needed item.

2. Jökull, The Glacier Dragon

The loyal mount of the Wizard. His scales are diamond-hard ice, and he flies to clear the skies of Shadowfrost scouts.

[OSR / Old-School D&D Stats]

  • Hit Dice: 10d8** (55 HP)

  • Armor Class: 2 [17] (Diamond-hard ice scales)

  • Move: 9 / 24 (Fly with incredible speed)

  • Attacks: 2 Claws (1d8), 1 Bite (3d6)

  • Saving Throw: As Dragon

  • Special Abilities:

    • Breath Weapon: 80' Cone of intense cold (55 damage, Save for half). Tonight, he uses it to create glittering pathways in the sky.

    • Immunity: Completely immune to cold.

[Tunnels & Trolls Stats]

  • MR: 250 (Adult Ice Dragon)

  • Combat Dice: 25d6 + 125 Adds

  • Special Abilities:

    • Glacier Scales: 25 points of Armor.

    • Ice Breath: 12d6 damage to a wide area. Armor protects for half. Usable every 3rd round.

    • Vulnerability: Takes double damage from fire.

3. Baby Tyger Clause

A toddler-sized Tygerian cub, dressed in oversized, plush red and white Wintermiss robes. Though barely old enough to roar, he possesses the innate resilience of his people and an infectious, innocent courage that inspires the common folk.

[OSR / Old-School D&D Stats]

  • Hit Dice: 1d4 (3 HP)

  • Armor Class: 8 [11] (Natural tough hide and woolens)

  • Move: 6 (Toddling)

  • Attacks: Tiny Claws (1 dmg) or Toy Toss (1-2 dmg)

  • Saving Throw: Normal Man (+1 vs. Cold)

  • Special Abilities:

    • Innocence of Wintermiss: Friendly creatures within 20' gain +1 to Morale checks and will not flee while he is visible.

[Tunnels & Trolls Stats]

  • MR: 5 (Toddler Cub)

  • Combat Dice: 1d6 + 2 Adds

  • Special Abilities:

    • Baby Hide & Furs: 3 points of Armor.

    • Innocent Courage: Friendly units near him will never fail a morale check.

    • Toy Toss: Does 1d6 damage at range (throwing a rattle or block).

4. Fylgja (Ice Dragon Wyrmling)

The small ice dragon left behind near the lighthouse. Seeing the little Tyger cub take charge, she lends her magical presence to the cause.

[OSR / Old-School D&D Stats]

  • Hit Dice: 1d8 (5 HP)

  • Armor Class: 5 [14]

  • Move: 6 / 18 (Fly)

  • Attacks: 1 Bite (1d4)

  • Special Abilities: Breath Weapon (Small cone of frost, 1d6 dmg, 3/day); Beacon of Hope (+1 to-hit for nearby allies).

[Tunnels & Trolls Stats]

  • MR: 25 (Wyrmling)

  • Combat Dice: 3d6 + 12 Adds

  • Special Abilities: Baby Hide (3 Armor); Little Frost Breath (3d6 dmg, twice per combat); Beacon (+5 Adds to nearby allies).


PART 4: THE DEFENDERS OF CRYSELLE

These are the brave souls holding the line alongside you.

Kaelen Frost-Weaver, The Chronicler

A warrior-poet made of living winter, whose songs enhance allies and whose magical ice-drums drive back the darkness.

[Image: Kaelen Frost-Weaver, as depicted in the generated artwork, playing the ice drums under the aurora.]

[OSR / Old-School D&D Stats]

  • Hit Dice: 12d8 (75 HP) (Rime-Skald)

  • Armor Class: 4 [15] (Icy skin and rune-furs)

  • Skaldic Voice: Allies within 60' gain +2 Hit/Dmg/Saves vs Fear while he plays/sings.

  • Rime-Magic: Casts as 6th-lvl Magic-User and Druid (Cold/Weather focus).

[Tunnels & Trolls Stats]

  • MR: 120 (Century Monster)

  • Combat Dice: 12d6 + 60 Adds

  • Song of Thrivaldi: Can forgo attacking to give ALL friendly units in battle +20 Combat Adds.

  • Rune-Ice Skin: 15 Points of Armor.

Tygerian Defenders (The Ice Queen's Guard)

Resilient were-tiger humanoids, native to Thrivaldi, who form the backbone of Cryselle's defense.

[OSR / Old-School D&D Stats]

  • Hit Dice: 4 (18 HP)

  • Armor Class: 5 [14]

  • Attacks: 2 Claws (1d6) or Polearm (1d10)

[Tunnels & Trolls Stats]

  • MR: 50

  • Combat Dice: 5d6 + 25 Adds

  • Special: Thick Hide (5 Armor); Frost Resistance (Half cold damage).

The Winterhaven Mob (Rallied Townsfolk)

Bakers, lighthouse keepers, and shopkeepers armed with rolling pins and rusty swords. Inspired by Tyger Clause, they have found desperate courage.

[OSR / Old-School D&D Stats]

  • Hit Dice: 1d6 (4 HP) (Normal Men)

  • Armor Class: 9 [10]

  • Attacks: Improvised Weapon (1d6)

  • Special: Mob Mentality (fight better in numbers); High Morale when led by legends.

[Tunnels & Trolls Stats]

  • MR: 15

  • Combat Dice: 2d6 + 7 Adds

  • Special: Will fight to the death while led by Tyger Clause.

PART 5: BUILD YOUR OWN ARCHETYPES

In the War Rise n' Shine, you are not playing typical dungeon-delving adventurers. You are the "monsters" of Thrivaldi—Tygerians, Ice Trolls, redeemed Goblins, hardy Dwarves, or sentient elemental constructs—standing against a tide of darker, colder evils.

When creating your character for this campaign, consider how they fit into the defense of Cryselle. Below are four thematic archetypes indigenous to the Winter Wonderlands to inspire your creation, usable in both OSR and T&T systems.


1. The Glacial Guardian (The Frontline Shield)

The Shadowfrost hits hard, and Cryselle needs defenders who can hit back harder—or at least endure the blow. Glacial Guardians are creatures adapted to the extreme cold, using their natural toughness or heavy, rune-inscribed armor made of magically hardened ice to hold the line.

  • Concept Ideas: A hulking Tygerian warrior in polar bear hide armor; a redeemed Ice Troll using a frozen stalactite as a club; a Dwarf clad in experimental, magically cooled plate mail.

  • Role: Tank, protector, physical powerhouse. They stand at the gates so the squishier folk behind them don't have to.

  • Wintermiss Flavor: They might decorate their heavy armor with festive red ribbons or carry a shield painted with the symbol of the Jolly Red Wizard.

2. The Aurora Stalker (The Scout & Ambusher)

The frozen wastes outside the Aetherial Corona are death to most, but to the Aurora Stalker, they are hunting grounds. These characters rely on speed, stealth, and adaptations like white fur or thermal vision to track Gralga’s scouts and ambush Shadowfrost patrols before they reach the city.

  • Concept Ideas: A lean Winter Wolf Were-Warg serving as forward cavalry; a small, shivering Snow Goblin defector who knows the enemy's tactics; a Tygerian hunter armed with a bow carved from ancient bone.

  • Role: Scout, ranged damage, guerrilla fighter. They use the blizzard as cover.

  • Wintermiss Flavor: They leave small, jingling bells as warnings on tripwires for the enemy, or use fireworks to signal the main army.

3. The Hearth-Keeper Mage (Elemental & Utility Support)

Magic in Thrivaldi is usually centered around ice and cold. Hearth-Keepers are masters of this "Rime-Magic," turning the environment against intruders by freezing them solid or burying them in avalanches. However, the rarest and most potent Hearth-Keepers also wield the opposing force: magical fire and warming light, essential for fighting the deep cold of the Shadowfrost.

  • Concept Ideas: An Ice Gnome tinkerer with gadgets that spray super-cooled water; a Winterman elementalist (like a lesser version of Kaelen) who commands snowdrifts; a mysterious sorcerer wielding the "Fire of the Hearth."

  • Role: Artillery, battlefield control (creating ice walls or slippery ground), magical utility.

  • Wintermiss Flavor: Their spells might manifest festively—Magic Missiles that look like glowing ornaments, or a Web spell made of sticky tinsel strands.

4. The Wintermiss Skald (Morale & Inspiration)

Inspired by the legendary Kaelen Frost-Weaver, these characters know that in the face of the Long Night, hope is the deadliest weapon. They use song, drums, or rousing speeches to bolster the spirits of the defenders. When a Skald plays, fear retreats, and tired arms find the strength for one more swing.

  • Concept Ideas: A festive Ogre drummer pounding out rhythms on mammoth-hide drums; a Tygerian poet reciting ancient sagas of victory; a small, loud creature with a horn far too big for its body.

  • Role: Buffer, healer (through morale/inspirational magic), secondary fighter. They keep the army fighting.

  • Wintermis Flavor: Their songs are the traditional carols of Wintermiss turned into battle anthems, and they carry the "Spirit of Wintermas" quite literally into the fray.

SNEEK PEEK ABOUT WHATS COMING 

⚔️ Chapter 2: The Player's Block (Playable Monster Archetypes)

This table details the specialized Kindreds available for player characters in the Thrívaldi setting using M!M! 2.7 Rules.

Kindred NamePrimary BonusStarting Combat (Base MR 100)Special Ability / Focus (M!M! 2.7 Rules)

Dwelves


(Half-Elf/Half-Dwarf)

+2 INT, +2 CH11D6 + 50

Tinkerer/Toy Maker: Advantage on DEX SR when crafting.


Specialist Wizard: Reduced ST cost for utility/creation spells (cost -1 ST, minimum 1).

Tygerian Horn Warrior Clan+4 ST, +2 CON11D6 + 50Horn Gore: Spend 2 ST to add +1D6 to your combat dice roll for the round. Loyal to Isdis.
Sabortooth Yeti Hybrid+3 ST, +2 DEX11D6 + 50Thick Pelt/Claws: Resistance to Cold Damage (takes half damage). Adds permanent +2 to Combat Adds.
Tygerian Moon Elves+3 DEX, +1 INT11D6 + 50

Arctic Camouflage: Advantage on DEX SR when attempting to hide in a snowy environment.


Ice Magic Affinity: Reduced ST cost for Movement/Light spells (cost -1 ST, minimum 1).

Ice Giant+6 ST, +4 CON11D6 + 50

Stone Throwing: May make a ranged attack dealing 4D6 damage.


Weakness: Disadvantage on SRs against Fire Damage.

Wyrmling Serpent Hybrid+5 ST, +3 INT11D6 + 50

Serpent Freezing Attack: When rolling 6s in combat, target loses 1 DEX for 1 day per 6 rolled.


Minor Frost Breath: 3D6 Cold damage for 5 ST.


Cold Resistance.


📚 Chapter 3: Rulers and Faction Compendium

This table compiles major NPCs and antagonists with their statistics for M!M! 2.7.


Name / TitleAttributes(ST / IQ / LK / DX / CHR)Combat Stats(CR / DR / AC)Attacks & DamageSpecial Powers / Notes

Isdis


The Ice Queen of Thrívaldi

ST: 300


IQ: 150


LK: 100


DX: 150


CHR: 200

CR: 900


DR: 6


AC: 5

Attacks: 3


Greatsword (5D6 + 4 Adds)


Horn Gore


Ice Blast

Lord's Will: +1 SR bonus to Tygerian Horn Clan allies within 30 ft.


Winter's Fury: Ranged attack, 6D6 Cold damage for 10 ST.

The Jolly Red Wizard (JRW)


The Divine Winter

ST: 10,000


IQ: 15,000


LK: 10,000


DX: 5,000


CHR: 15,000

CR: 50,000


DR: 10+


AC: 8

Attacks: 1


Staff or Spell (Varies)

Divine Powers: Spirit Nature (Unkillable Avatar), Cosmic Authority (Auto-succeeds SR/Spells <L10), Light of Hope (L9 SR vs LK to Blind Evil), Instant Gifting, Dispelling Corruption.

Krumpuss


The Tygerian Krumpos

ST: 150


IQ: 80


LK: 60


DX: 70


CHR: 10

CR: 750


DR: 6


AC: 4

Attacks: 3


Claw (4D6 + 3 Adds)


Claw


Chain Whip (5D6 + 2 Adds)

Corrupting Chains: L7 SR vs IQ or take -2 Fighting Roll penalty.


Aura of Despair: L7 SR vs IQ every 3 rounds or lose attack action.


Weakness: Vulnerable to Tygerian Smite.

Ice Siren


Trial One Guardian

ST: 50


IQ: 120


LK: 90


DX: 90


CHR: 150

CR: 350


DR: 5


AC: 2

Attacks: 1


Icy Blast (2D6 + 2 Adds Cold)


OR Psychic Charm

Siren's Call: L7 SR vs IQ. Failure = Charmed (loses attack).


Illusion: Can impose -2 penalty on one attack against her per round.

Járnkló (Iron Claw)


Trial Two Guardian Construct

ST: 250


IQ: 10


LK: 0


DX: 20


CHR: 0

CR: 550


DR: 6


AC: 5

Attacks: 2


Massive Claw (5D6 + 4 Adds)


Stomp

Relentless: Immune to psychic/charm. Half damage from non-magical weapons.


Pillar Destroyer: Focuses attacks on stationary objects.

Frost Core Elemental


Trial Three Guardian

ST: 180


IQ: 100


LK: 10


DX: 40


CHR: 50

CR: 650


DR: 6


AC: 3

Attacks: 1


Icy Tentacle (4D6 + 2 Adds)


OR Area Blast

Area Blast: Forgo tentacle for 15ft radius blast (4D6 Cold).


Elemental Body: Immune to pierce/slash from non-magic weapons. Immune to Cold.








❄️ Winter Wonderlands of Thrívaldi Spells

Unique spells linked to the environment and Kindreds of the Winterlands.

LevelSpell NameST CostRangeDurationEffect
1Frostbite2TouchInstantTouch attack (DX) deals 2D6 Cold damage.
1Snow Step3Self/1 Target10 minsTarget moves across deep snow at normal speed without penalty.
1Chill Fog430 ft1D6 rnds15ft radius fog. Visibility reduced to 5ft. Creatures inside take 1D6 Cold damage per turn.
2Ice Armor6Self10 minsGrants +2 AC. Armor has 10 HP; shatters when 10 damage is absorbed.
2Glacial Spike550 ftInstantMissile attack (L2 SR on DX to hit) deals 3D6+2 Adding Damage.
2Winter's Breath720 ft coneInstantCone deals 3D6 Cold damage. L3 SR vs CON halves damage.
3Freeze1030 ft1D6 rndsTarget must make L5 SR vs ST or be Paralyzed/frozen solid (helpless).
3Create Ice Wall1240 ft10 minsCreates wall up to 20x10x1 ft. Blocks line of sight/movement. Each 5ft section has 20 HP and AC 4.
3Blizzard's Howl15Self (30ft rad)1D6 rndsLocalized blizzard. Zero visibility. Creatures inside (except caster) take 2D6 Cold/rnd and movement halved.
4Summon Ice Elemental2020 ft10 minsSummons medium Ice Elemental (CR 250, DR 4, AC 3, Attack 2D6+2) that obeys caster.
4Heart of Winter25Self1 hourCaster immune to Cold damage (magic/natural). Moves freely in snow/ice. Breathes underwater in freezing temps.
4Glacial Tomb3060 ftPermanentTarget makes L8 SR vs ST. Failure = instantly entombed in unbreakable ice (suspended animation) until freed.


LEGAL NOTICE & LICENSING INFORMATION

Project: War of Rise and Shine / The Zimrala Setting Copyright: © 2024-2025 Angela Head. All Rights Reserved.

1. Acknowledgment of Proprietary Systems (Non-OGL)

Statistics and mechanics presented in this work under headers referring to "Tunnels & Trolls," "T&T," "Monsters! Monsters!," "Monster Rating (MR)," "Combat Dice," "Combat Adds," "Saving Roll (SR)," and "Speed Cost (ST Cost)" are included for compatibility purposes with the Monsters! Monsters! and Tunnels & Trolls roleplaying game systems.

Monsters! Monsters! is the intellectual property of Ken St. Andre. Tunnels & Trolls is mentioned for compatibility reference only and is the property of its respective rights holders. These elements are not Open Game Content under the Open Game License defined below. Their use here does not constitute a challenge to the ownership of these systems.

2. DESIGNATION OF PRODUCT IDENTITY

The following items are designated as Product Identity of Angela Head and the Zimrala Setting, as defined in the Open Game License version 1.0a, Section 1(e). These are original creations and are NOT Open Game Content. Use of this material without express written permission is prohibited.

The specific designated items include, but are not limited to:

  • Original Concepts & Events: The Spirit of Wintermas (Thrivaldi), Baby Tyger Claws (Tyger Clause), The Jolly Red Wizard, The War Rise n' Shine, The Long Night, Wintermiss Eve, The Aetherial Corona.

  • Original Kindreds & Races: Tygerian Horn Warrior Clan, Tygerian Moon Elves, Sabortooth Yeti Hybrid, Wyrmling Serpent Hybrid, Dwelves (as defined in this setting).

  • Original Characters: Isdis the Tygerian Ice Queen, Lore the Ice Dragon Queen, Shadow Frost the Arch-Demon Tyrant, Gralga the Ogress, The Dwarven Molemaster, Borum Ironbeard, Kaelen Frost-Weaver (The Chronicler), Krumpuss (The Tygerian Krumpos), Járnkló (Iron Claw Construct), Fylgja (Ice Dragon Wyrmling), Jökull the Glacier Dragon.

  • Original Locations: Zimrala, Thrivaldi, The Winter Wonderlands, The Glittering Deep of the Crystal Caverns, Cryselle, Ice Wyrm Mountain.

  • Original Artifacts & Items: The Great Maul of Wintermas' Fury, The Frost-Harpoon of Wintermas' Hunter, The Bow of Havashar's Light (and the concept of "Havashar Power"), The Twirling Golem Key, Staff of the Tundra Herbalist, The Bone-Spike Bracers, The Colossus Javelin, The Ice-Mason's Blasting Hammer, The Frost Serpent's Venom Spitter, The Harpoon of the Frost-Hunter, The Silver Flask of Spirits, Evergreen Quarterstaff, Pipes of Good Cheer, Shroud of Ethereal Cold, The Chalice of Perpetual Hearth, The Crown of the Eternal Blizzard, The Mirror of Reversed Fortune, Heartstone of the Glacial Guardian, Djed Moroz's Bell.

In addition to the specific items listed above, Product Identity includes:

  • All artwork, logos, maps, and graphic design elements, including the cover art attributed to "Artistry by Angela Head."

  • All narrative text, descriptions, dialogue, stories, songs (including definitions of Skaldic songs), poetry, history, and thematic elements unrelated to pure game mechanics.

3. DESIGNATION OF OPEN GAME CONTENT

The following material is hereby designated as Open Game Content and may be used pursuant to the terms of the Open Game License version 1.0a:

  • All stat blocks, mechanical data, and game rules derived specifically from the System Reference Document (SRD) 3.5 and/or existing Old-School Essentials/Basic D&D equivalent open content rules, presented specifically under headers marked "[OSR / Old-School D&D Stats]" or within tables designated for OSR compatible rules.

  • This includes standard numerical values for Hit Dice (HD), Hit Points (HP) derived from HD, Armor Class (AC), Movement rates (MV), standard Saving Throw categories and values, ability score modifiers used in OSR systems, and standard spell names and mechanical effects derived from the SRD (e.g., Cone of Cold, Invisibility, Charm Person).

All other content not explicitly designated as Open Game Content above is Product Identity.


[Note: When publishing the final PDF, you must include the full text of the OPEN GAME LICENSE Version 1.0a here, ensuring Section 15 is updated to include your copyright notice as follows:]

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

War of Rise and Shine / The Zimrala Setting, Copyright 2024-2025, The Adventures of Captain Hedges Across Time and Space!

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