Rise n' Shine: The Spirit, The Queen, and The War for Wintermas
Weekend Workshop Edition | Thursday, December 25th 2025
6:00 AM. The coffee is black, I am cooking breakfast for me and uncle bill as the dice bag is spilling onto the table, and my MM books and the deluxe tunnels and trolls are piled beside me the weekend is officially here.
We have spent the last few days hinting at the powers that govern the frozen North of our setting. But today, we stop hinting. Today, we open the archives and reveal the True History of Zimrala’s winter season. It wasn’t just a Queen, and it wasn’t just a Wizard. It was a cosmic design orchestrated by the most powerful force in the season: The Spirit of Wintermas.
In the real world, today is a convergence of two powerful holidays: Saint Nicholas Day and National Miners' Day. In the world of Zimrala, we are taking those themes—The Giver and The Digger—and weaving them into the definitive mythology of Thrivaldi.
Grab your character sheets. We have a lot of history to cover.
PART I: THE SOURCE
The Legend of the Spirit
To understand the North, you must understand the Spirit of Wintermas. It is not merely a mood or a feeling; it is the ancient, cosmic force that embodies the light of the Solstice, the warmth of the Hearth, and the joy of the Gift. It is the divine spark that connects all winter holidays across the multiverse.
Eons ago, the Spirit looked down upon the region of Thrivaldi and saw no joy. It saw a desolate, broken, war-torn hellscape. The land was being ripped apart by three tyrant factions:
- The Yule Tide Family: Led by the terrifying Ogress Matriarch Gralga sometimes spelled Grialka or Growelga or Growelka as she growls orders to all her family members and her thieving sons, who hunted the children of the weak for sport. their stats here
Monsters Monsters Any Edition stats
THE YULE TIDE ARMY (Gralga's Faction)
Gralga The Matriarch (Ogress Queen) A colossal, terrifying ogress leading the third faction. MR: 180 (Combat Dice: 18d6 + 90 Adds) Special Abilities:
Ironhide & Scrap Armor: 18 points of Armor.
Terrifying Roar: All foes must make a L2 Saving Roll on IQ (Target 25) or lose their next attack turn due to fear.
Gralga’s Thieving Sons (Ogre Hunters) Lanky ogres that kidnap foes. MR: 80 (Combat Dice: 8d6 + 40 Adds) Special Abilities:
Capture Bag: If they win a combat round against a single human-sized foe and deal damage, they deal NO damage. Instead, the victim must make a L3 Saving Roll on LK (Target 30) or be stuffed in a sack and removed from the fight.
The Yule Horde (Goblins & Kobolds) A swarming mass of fodder. MR: 15 (Combat Dice: 2d6 + 7 Adds) Note: They are cowardly and will rout if Gralga is defeated.
Yule Tide Yeti Savage northern beasts. MR: 75 (Combat Dice: 8d6 + 37 Adds) Special Abilities:
Shaggy Fur: 7 points of Armor.
Bear Hug: If they roll doubles on combat dice, they grapple a foe, dealing automatic MR damage (75 points) next turn unless the foe breaks free (requires an SR on ST).
Winter Wolf Were-Warg Elite shapeshifting cavalry. MR: 90 (Combat Dice: 9d6 + 45 Adds) in Hybrid Form. (MR 40 in Human form). Special Abilities:
Shapeshift: Change form in one turn.
Icy Breath (Hybrid only): 6d6 cold damage cone. Usable twice per battle.
Regeneration: Must be killed by fire or magic, or they regenerate to full MR in 1 hour.
Ice Gnome Tinkerer Small saboteurs with deadly gadgets. MR: 30 (Combat Dice: 3d6 + 15 Adds) Special Abilities:
Traps & Gizmos: They don't fight directly. In combat, they throw ice bombs (4d6 area damage) or deploy freezing traps that snare foes.
Yule Tide Ice Gremlin Tiny flying pests that break things. MR: 20 (Combat Dice: 2d6 + 10 Adds) Special Abilities:
Sabotage: They target weapons and armor. A successful hit doesn't deal damage; instead, it freezes the target's weapon (useless for 1d6 turns) or armor (-5 points of protection for the battle).
Jólakötturinn, The Yule Tide Cat (Legendary Beast) Gralga’s ultimate weapon, a world-ending mythical cat. MR: 500 (Combat Dice: 50d6 + 250 Adds) Special Abilities:
Void Pelt: 50 points of Armor.
Devour the Unready: Bites for 10d6 damage. If the target takes damage past armor, they are swallowed whole and take 50 damage per turn inside the cat’s stomach.
Bigger is Better: As per your request, Jólakötturinn can cast a spell on itself to become colossal. Its MR becomes 1000 (100d6 + 500 Adds) and its Armor becomes 100.
Magic Resistance: Immune to almost all magic. Only a L10+ spell has even a chance of affecting it.
THE SHADOWFROST FORCES
The Shadowfrost (Arch Demon Necromancer) The ultimate architect of the "Long Night," a being of pure cold and shadow magic. MR: 350 (Combat Dice: 35d6 + 175 Adds) Special Abilities:
Spellcaster: Casts Ice and Shadow spells as a high-level wizard (e.g., Blasting Power, Freeze, Dark Sphere).
Necromancy: Controls all undead units automatically.
Shadow Form: Takes only half damage from non-magical weapons.
Freezing Aura: Anyone engaged in melee with him must make a L2 Saving Roll on CON (Target 25) each round or take 2d6 frost damage that ignores armor.
Snow Wraith Undead foot soldiers that drain the warmth from the living. MR: 60 (Combat Dice: 6d6 + 30 Adds) Special Abilities:
Life Drain: Instead of normal damage, a successful hit reduces the target's ST by 1d6 points. If ST reaches 0, the target dies and rises as a wraith. ST returns at 1 point per day of rest.
Undead: Immune to charm, sleep, and cold. Vulnerable to fire (double damage).
THE DEFENDERS OF WINTERMISS
Tygerian Monster (Defender) Resilient were-tiger humanoids holding the line at Cryselle. MR: 50 (Combat Dice: 5d6 + 25 Adds) Special Abilities:
Thick Hide: Their fur counts as 5 points of Armor.
Frost Resistance: Takes half damage from cold-based attacks.
The Ice Queen Warrior-mage leader of Cryselle. MR: 120 (Combat Dice: 12d6 + 60 Adds) Special Abilities:
Battlemage: Can attack normally OR cast Ice spells in a turn.
Ice Plate: Her magical armor absorbs 15 hits.
Can Cast any Ice spells the gamemaster wants to use here and can also use the teacher spell to tech these spells to any PMs
The Jolly Red Wizard A powerful mage bringing joy and freezing ruin. MR: 150 (Combat Dice: 15d6 + 75 Adds) Special Abilities:
Master Wizard: Casts powerful light, cold, and morale-boosting spells.
Aura of Merriment: Allies within 30' get +30 to their combat adds due to high morale.
Immune to Cold.
Can Cast any spells the gamemaster wants to use here and can also use the teacher spell to tech these spells to any PMs
Earl's GMs Note this is my version of santa clause saint nick and a wintermiss (Christmas) angel all rolled into one so any adtinal posers are as follows see this post from last night!
THE DRAGONS
Lorea, The Great Dragon (Ancient) The massive, ancient mother dragon of ice. MR: 400 (Combat Dice: 40d6 + 200 Adds) Special Abilities:
Scales of Aether: 40 points of Armor.
Aether-Frost Breath: 20d6 damage to everyone in a massive cone. Armor protects for half value. Usable every 3rd round.
Immune to Cold.
Jökull (Adult Ice Dragon) The Red Wizard’s mighty steed. MR: 250 (Combat Dice: 25d6 + 125 Adds) Special Abilities:
Glacier Scales: 25 points of Armor.
Ice Breath: 12d6 damage to a wide area. Armor protects. Usable every 3rd round.
Vulnerability: Takes double damage from fire.
THE LIGHTHOUSE RALLY
Baby Tyger Clause A toddler Tygerian in a Santa suit. Too cute to handle. MR: 5 (Combat Dice: 1d6 + 2 Adds) Special Abilities:
Innocent Courage: Friendly units near him will never fail a morale check.
Toy Toss: Does 1d6 damage at range (throwing a rattle or block).
Fylgja (Ice Dragon Wyrmling) The small but brave wyrmling rallying the troops. MR: 25 (Combat Dice: 3d6 + 12 Adds) Special Abilities:
Baby Hide: 3 points of Armor.
Little Frost Breath: 3d6 damage to a small area. Usable twice per combat.
Beacon: The "Winterhaven Mob" gets +5 Adds when fighting alongside her.
The Winterhaven Mob Townsfolk with improvised weapons. MR: 15 (Combat Dice: 2d6 + 7 Adds) Special Abilities:
Mob Mentality: They usually flee if taking heavy losses, but while led by Tyger Clause and Fylgja, they fight to the death
The following is the OSR OLd School Vibe the other game that those others play this is for those GMs Your Welcome its Christmas!
The following is the OSR OLd School Vibe the other game that those others play this is for those GMs Your Welcome its Christmas!
The Yule Tide Army
Gralga the Matriarch (Ogress Queen)
A colossal, scarred ogress with iron-grey skin and tusks like pickaxes. She wears armor cobbled together from the shields of defeated foes and a rusted crown of spikes. Her growl shakes the very ground, terrifying friend and foe alike. She has come to claim the title of Queen by crushing everyone else.
Hit Dice: 8 (45 HP) (Treat as a Hill Giant in strength but cunning)
Armor Class: 3 [16] (Thick hide, patchwork plate, and a massive shield)
Move: 12
Attacks: 1 Great Iron Club (2d8+3 damage)
Saving Throw: As Fighter 8
Special:
Matriarch's Growl: Once per battle, Gralga can unleash a terrifying roar. All enemies within 60' of 4 HD or less must save vs. Fear or flee for 2 rounds. Her own troops gain a +2 bonus to morale for 3 rounds.
Brutal Strength: Her attacks can smash through normal doors and barricades easily.
A colossal, scarred ogress with iron-grey skin and tusks like pickaxes. She wears armor cobbled together from the shields of defeated foes and a rusted crown of spikes. Her growl shakes the very ground, terrifying friend and foe alike. She has come to claim the title of Queen by crushing everyone else.
Hit Dice: 8 (45 HP) (Treat as a Hill Giant in strength but cunning)
Armor Class: 3 [16] (Thick hide, patchwork plate, and a massive shield)
Move: 12
Attacks: 1 Great Iron Club (2d8+3 damage)
Saving Throw: As Fighter 8
Special:
Matriarch's Growl: Once per battle, Gralga can unleash a terrifying roar. All enemies within 60' of 4 HD or less must save vs. Fear or flee for 2 rounds. Her own troops gain a +2 bonus to morale for 3 rounds.
Brutal Strength: Her attacks can smash through normal doors and barricades easily.
Gralga’s Thieving Sons (Ogre Hunters)
Lanky, hunched, and surprisingly quiet for their size, these ogres are the cruel scouts and kidnappers of the family. They carry large, dirty sacks for stuffing "prizes" (children, loot, smaller enemies) into. They relish the hunt and ambush.
Hit Dice: 5 (25 HP)
Armor Class: 5 [14] (Leather armor and natural toughness)
Move: 12 (Faster than a typical ogre)
Attacks: 1 Spiked Club (1d8+2) or 1 Capture Bag
Saving Throw: As Fighter 5
Special:
Stealthy Brutes: Surprisingly sneaky. They can Hide in Shadows and Move Silently with a 50% chance of success in snowy/wilderness terrain.
Capture Bag: On a successful hit, instead of dealing damage, they can attempt to bag a human-sized or smaller opponent. The victim must make a Saving Throw vs. Paralyzation or be stuffed in the sack, effectively captured and removed from the fight until freed.
Lanky, hunched, and surprisingly quiet for their size, these ogres are the cruel scouts and kidnappers of the family. They carry large, dirty sacks for stuffing "prizes" (children, loot, smaller enemies) into. They relish the hunt and ambush.
Hit Dice: 5 (25 HP)
Armor Class: 5 [14] (Leather armor and natural toughness)
Move: 12 (Faster than a typical ogre)
Attacks: 1 Spiked Club (1d8+2) or 1 Capture Bag
Saving Throw: As Fighter 5
Special:
Stealthy Brutes: Surprisingly sneaky. They can Hide in Shadows and Move Silently with a 50% chance of success in snowy/wilderness terrain.
Capture Bag: On a successful hit, instead of dealing damage, they can attempt to bag a human-sized or smaller opponent. The victim must make a Saving Throw vs. Paralyzation or be stuffed in the sack, effectively captured and removed from the fight until freed.
The Yule Horde (Northern Goblins & Kobolds)
A swarming mass of smaller, vicious creatures from the frozen north that Gralga has cowed into service. They are dressed in tattered, filthy rags and carry jagged weapons, swarming over opponents through sheer numbers.
Hit Dice: 1 (5 HP)
Armor Class: 7 [12] (Tattered leathers and small wooden shields)
Move: 9
Attacks: 1 Jagged Spear or Crude Axe (1d6)
Saving Throw: Normal Man
Special:
Swarm Tactics: When 5 or more attack a single target, they gain a +1 bonus to hit.
Cowardly: If Gralga falls or is routed, their morale breaks immediately, and they will flee the battlefield.
- The Ice Dragons: Led by the primal queen Lore, who controlled the portals and dominated the skies. their stats here see below under wintermiss army list!
- 3 The Shadow Frost: An Arch-Demon Tyrant who sought to end Wintermas forever. thier stats here
A swarming mass of smaller, vicious creatures from the frozen north that Gralga has cowed into service. They are dressed in tattered, filthy rags and carry jagged weapons, swarming over opponents through sheer numbers.
Hit Dice: 1 (5 HP)
Armor Class: 7 [12] (Tattered leathers and small wooden shields)
Move: 9
Attacks: 1 Jagged Spear or Crude Axe (1d6)
Saving Throw: Normal Man
Special:
Swarm Tactics: When 5 or more attack a single target, they gain a +1 bonus to hit.
Cowardly: If Gralga falls or is routed, their morale breaks immediately, and they will flee the battlefield.
The Shadowfrost Forces
The Shadowfrost (Arch Demon)
The ultimate architect of the "Long Night," seated upon the Frozen Throne of Thrivaldi. He is a Trinity of Terror: an Ice Demon, a Shadow Demon, and a Necromancer Lord combined.
Hit Dice: 15d8***** (85 HP)
Armor Class: -3 [22]
Attacks: 2 Claws (2d6 + paralyzing cold) or Spell
Saving Throw: As Demon Lord
Special:
Trinity of Terror:
Ice Demon: Immune to Cold. Can cast Cone of Cold 3/day. Once per round, can target one visible enemy within 60': save vs. Paralyzation or blood freezes (death).
Shadow Demon: 75% chance to hide in shadows. Can Shadow Step (teleport between shadows) at will. Only hit by magic weapons.
Necromancer Lord: All Snow Wraiths are under his absolute command. Can cast Animate Dead at will.
Magic Resistance: 50%
The ultimate architect of the "Long Night," seated upon the Frozen Throne of Thrivaldi. He is a Trinity of Terror: an Ice Demon, a Shadow Demon, and a Necromancer Lord combined.
Hit Dice: 15d8***** (85 HP)
Armor Class: -3 [22]
Attacks: 2 Claws (2d6 + paralyzing cold) or Spell
Saving Throw: As Demon Lord
Special:
Trinity of Terror:
Ice Demon: Immune to Cold. Can cast Cone of Cold 3/day. Once per round, can target one visible enemy within 60': save vs. Paralyzation or blood freezes (death).
Shadow Demon: 75% chance to hide in shadows. Can Shadow Step (teleport between shadows) at will. Only hit by magic weapons.
Necromancer Lord: All Snow Wraiths are under his absolute command. Can cast Animate Dead at will.
Magic Resistance: 50%
Snow Wraith
Undead beings of the cold, described as "sight unseen." They are the foot soldiers of the long night, puppets of the Shadowfrost.
Hit Dice: 4d8* (18 HP)
Armor Class: 3 [16]
Move: 12 (Fly)
Attacks: 1 Touch (1d6 cold + Energy Drain)
Saving Throw: As Wraith
Special:
Sight Unseen: Naturally invisible until they attack.
Energy Drain: A successful hit drains 1 level from the victim.
Undead Traits: Immune to sleep, charm, cold, and normal weapons. Vulnerable to fire (takes double damage).
Undead beings of the cold, described as "sight unseen." They are the foot soldiers of the long night, puppets of the Shadowfrost.
Hit Dice: 4d8* (18 HP)
Armor Class: 3 [16]
Move: 12 (Fly)
Attacks: 1 Touch (1d6 cold + Energy Drain)
Saving Throw: As Wraith
Special:
Sight Unseen: Naturally invisible until they attack.
Energy Drain: A successful hit drains 1 level from the victim.
Undead Traits: Immune to sleep, charm, cold, and normal weapons. Vulnerable to fire (takes double damage).
The Spirit decided to save this land. But spirits cannot fight wars directly. It needed agents. It needed an Avatar, an Heir, and a Guide.
in this campaign gm's are encouraged to become the spirit of wintermis to run their games with! You can find The Spirit of Winetrmis stats here and his rules on this post for December 1st!
PART II: THE TRINITY OF THE NORTH
1. The Vessel: Isdis the Tygerian Ice Queen
The Liberator of Thrivaldi
The Spirit first sought a warrior. It chose Isdis. She was not born royalty; she was a female Tygerian fighting for survival in the winter wonderlands the winter wastes lands of the north on the tygerian isle of thrivoldi. Seeing her indomitable courage, and her bent towards Truth, Honor and Justice, the Spirit decided to pour all of its power into her, transforming her into Isdis, the Tygerian Ice Queen of the Winter Wonderlands on Thrivaldi.
add here stats here
The Defenders of Wintermiss
Tygerian Monster (Defender of Cryselle)
White were-tiger humanoids. They are fiercely resilient, holding the line with rituals like the Infinite Brace and the Script of Remembrance. They resist the Shadowfrost’s corruption.
Hit Dice: 4+1 (19 HP)
Armor Class: 5 [14] (Thick hides and leather armor)
Move: 12
Attacks: 1 Weapon (1d8 sword) or 2 Claws in hybrid form (1d6/1d6)
Saving Throw: As Fighter 4
Special:
Tygerian Resistance: +2 bonus to all Saving Throws against Cold-based attacks and Shadow magic.
Hybrid Form: Can shift between humanoid and hybrid tiger form in 1 round.
Ritualists: When gathered in groups of 5+, they can perform rituals (like the Aetherial Corona) that act as Protection from Evil in a wide radius.
White were-tiger humanoids. They are fiercely resilient, holding the line with rituals like the Infinite Brace and the Script of Remembrance. They resist the Shadowfrost’s corruption.
Hit Dice: 4+1 (19 HP)
Armor Class: 5 [14] (Thick hides and leather armor)
Move: 12
Attacks: 1 Weapon (1d8 sword) or 2 Claws in hybrid form (1d6/1d6)
Saving Throw: As Fighter 4
Special:
Tygerian Resistance: +2 bonus to all Saving Throws against Cold-based attacks and Shadow magic.
Hybrid Form: Can shift between humanoid and hybrid tiger form in 1 round.
Ritualists: When gathered in groups of 5+, they can perform rituals (like the Aetherial Corona) that act as Protection from Evil in a wide radius.
The Ice Queen (Wintermiss Leader)
A powerful warrior-mage leading the Wintermiss forces, often seen riding an ice dragon alongside Santa Claus.
Hit Dice: 9 (40 HP) (Treat as high-level Battlemage)
Armor Class: 1 [18] (Magical Ice Plate)
Move: 12
Attacks: 1 Frost Lance (1d8+2 cold damage)
Saving Throw: As Magic-User 9
Special:
Spellcasting: Casts spells as a 9th-level Magic-User, specializing in Cold/Ice spells (e.g., Ice Storm, Wall of Ice, Cone of Cold).
Ice Dragon Mount: Often rides a slightly weaker adult White Dragon into battle.
A powerful warrior-mage leading the Wintermiss forces, often seen riding an ice dragon alongside Santa Claus.
Hit Dice: 9 (40 HP) (Treat as high-level Battlemage)
Armor Class: 1 [18] (Magical Ice Plate)
Move: 12
Attacks: 1 Frost Lance (1d8+2 cold damage)
Saving Throw: As Magic-User 9
Special:
Spellcasting: Casts spells as a 9th-level Magic-User, specializing in Cold/Ice spells (e.g., Ice Storm, Wall of Ice, Cone of Cold).
Ice Dragon Mount: Often rides a slightly weaker adult White Dragon into battle.
The Dragons of Ice Wyrm Mountain
Lorea, The Great Dragon (Ancient)
The ancient mother dragon with scales of bluish-green ice. She watches with primal focus, understanding the ancient pacts.
Hit Dice: 16d8**** (88 HP)
Armor Class: -5 [24]
Move: 9 / 24 (Fly)
Attacks: 2 Claws (1d10), 1 Bite (4d6)
Saving Throw: As Dragon
Special:
Breath Weapon: Massive Cone of Aether-Frost (88 damage, Save for half).
Ancient Wisdom: Casts spells as a 12th-level Magic-User.
Immunity: Immune to Cold and lesser magic (1st-3rd level spells).
The ancient mother dragon with scales of bluish-green ice. She watches with primal focus, understanding the ancient pacts.
Hit Dice: 16d8**** (88 HP)
Armor Class: -5 [24]
Move: 9 / 24 (Fly)
Attacks: 2 Claws (1d10), 1 Bite (4d6)
Saving Throw: As Dragon
Special:
Breath Weapon: Massive Cone of Aether-Frost (88 damage, Save for half).
Ancient Wisdom: Casts spells as a 12th-level Magic-User.
Immunity: Immune to Cold and lesser magic (1st-3rd level spells).
Empowered by the Spirit, Isdis waged a brutal war of liberation. She banished Gralga to the outer dark of the north weat side of the island. She stood against the primal might of Lore the Ice Dragon into her mountain, but recently with Feygia coming to the Wintermiss Celebrations The Ice Dragon Queen . She drove back the Shadow Frost. She built the Winter Wonderlands not as a playground, but as a Fortress of Peace for all suffering monsters.
2. The Hope: Baby Tyger Clause
The Heir of Joy
Isdis ruled with strength, but she knew that peace was not enough. To truly heal the land, it needed Joy. The Spirit blessed the Queen with a son: Baby Tyger Claws (also known as Tyger Clause).
He is the Spirit's promise to the future. While his mother protects the present, he represents the tomorrow where war is forgotten. His destiny is to become the Giver of Gifts to Monsters, ensuring that every goblin, orc, and beast in Zimrala receives kindness during the holidays. As seen in the archives, he already wears his miniature red suit, ready for his future role.
The Lighthouse Rally
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.
Hit Dice: 1d4 (3 HP)
Armor Class: 8 [11] (Natural tough hide and thick winter woolens)
Move: 6 (Toddling)
Attacks: 1 Tiny Claws (1 damage) or Toy Toss (1-2 damage, 10' range)
Saving Throw: Normal Man (+1 vs. Cold)
Special:
The Innocence of Wintermiss: Friendly "normal men" (townsfolk, militia) within 20' of Baby Tyger Clause gain a +1 bonus to Morale checks. They will not rout as long as he is visible and unharmed.
Tygerian Cub: Immune to normal cold weather.
Fylgja (Ice Dragon Wyrmling)
(Stats reiterated for convenience, reflecting her role alongside Tyger Clause) The small ice dragon left behind. Seeing the little Tyger cub take charge, she lends her magical presence to the cause, proving that even the smallest creatures can fight for the light.
Hit Dice: 1d8 (5 HP)
Armor Class: 5 [14]
Move: 6 / 18 (Fly)
Attacks: 1 Bite (1d4)
Saving Throw: As Dragon
Special:
Breath Weapon: Small cone of frost (1d6 cold damage). 3/day.
Beacon of Hope: Her shimmering scales act as a banner. When flying above the "Winterhaven Mob," the mob gains +1 on to-hit rolls.
The Winterhaven Mob (Rallied Townsfolk)
Bakers, lighthouse keepers, fishermen, and shopkeepers who grabbed rolling pins, boat hooks, rusty swords, and torches. Inspired by the sight of a baby Tygerian and a dragon wyrmling marching to war, they have found sudden, desperate courage.
Hit Dice: 1d6 (4 HP average) (Treat as "Normal Men")
Armor Class: 9 [10] (Heavy winter clothing, improvised leather aprons)
Move: 12
Attacks: 1 Improvised Weapon (pitchfork, club, torch) (1d6 damage)
Saving Throw: Normal Man
Special:
Mob Mentality: They fight better in numbers. If 10 or more act together, they attack as 2 HD creatures.
Rallied: Their base morale is usually low (6 or 7), but while led by Baby Tyger Clause and Fylgja, their morale becomes incredibly high (10).
3. The Guide: The Jolly Red Wizard
The Summoned Teacher
But a Warrior-Queen cannot teach a child how to be a Saint. She needed a teacher with the wisdom of the ages. Together, the Queen and the Spirit performed the Great Summoning. They reached across the multiverse and pulled a powerful Maiar spirit into Zimrala: The Jolly Red Wizard.
Imbued with the essence of Saint Nicholas and the power of a high wizard, he serves as the Grand Vizier. He sits at Isdis's right hand, teaching her how to rule with generosity, while simultaneously training the Heir in the magic of giving.
The Jolly Red Wizard
A powerful, bearded mage clad in heavy red winter robes, often seen leading the charge atop his dragon mount. His magic is woven with the spirit of Wintermiss, bringing both joy to his allies and freezing ruin to his foes.
- Hit Dice: 12 (36 HP) (Treat as high-level Magic-User)
- Armor Class: 2 [17] (Magical protection rings and bracers)
- Move: 12
- Attacks: 1 Staff of Winter (+2 Magic Staff, deals 1d8 damage + cold effect on command)
- Saving Throw: As Magic-User 12
Special:
Spellcasting: Casts spells as a 12th-level Magic-User. His repertoire focuses on cold, light, and morale-boosting magic (e.g., Light, Protection from Evil, Hold Person, Cone of Cold, Conjure Elemental - Ice).
Aura of Merriment: Allies within 20' gain a +1 bonus to morale and saving throws against fear effects.
Immunity: Immune to all forms of cold, magical or natural.
Special:
Spellcasting: Casts spells as a 12th-level Magic-User. His repertoire focuses on cold, light, and morale-boosting magic (e.g., Light, Protection from Evil, Hold Person, Cone of Cold, Conjure Elemental - Ice).
Aura of Merriment: Allies within 20' gain a +1 bonus to morale and saving throws against fear effects.
Immunity: Immune to all forms of cold, magical or natural.
Jökull (Adult Ice Dragon)
A magnificent male ice dragon whose name means "glacier." He is the loyal mount of the Jolly Red Wizard, his scales tough as diamonds and his breath a freezing gale. He flies into battle alongside the Ice Queen's dragon.
Hit Dice: 10d8** (55 HP)
Armor Class: 2 [17]
Move: 9 / 24 (Fly)
Attacks: 2 Claws (1d8), 1 Bite (3d6)
Saving Throw: As Dragon
Special:
Breath Weapon: Cone of Intense Cold (80' long, 30' wide at end), causes 55 damage (Save for half). Usable 3 times per day.
Immunity: Immune to cold.
Vulnerability: Takes double damage from fire-based attacks.
A magnificent male ice dragon whose name means "glacier." He is the loyal mount of the Jolly Red Wizard, his scales tough as diamonds and his breath a freezing gale. He flies into battle alongside the Ice Queen's dragon.
Hit Dice: 10d8** (55 HP)
Armor Class: 2 [17]
Move: 9 / 24 (Fly)
Attacks: 2 Claws (1d8), 1 Bite (3d6)
Saving Throw: As Dragon
Special:
Breath Weapon: Cone of Intense Cold (80' long, 30' wide at end), causes 55 damage (Save for half). Usable 3 times per day.
Immunity: Immune to cold.
Vulnerability: Takes double damage from fire-based attacks.
PART III: THE ANTAGONISTS OF WINTER
The peace of the Winter Wonderlands is hard-won, and the enemies of the Spirit are always waiting in the dark.
Lore, The Ice Dragon Queen: An ancient, colossal Ice Dragon who acts as a high-level territorial threat. She built her home millennia ago and views Isdis as a usurper. Her conflict with the Queen is a primal dispute over who truly owns the ice.
Shadow Frost, The Arch-Demon Tyrant: The ultimate cosmic threat. He is an Arch-Demon whose singular goal is to end Wintermas and claim the planet for the Void. He wields the Chains of Eternal Winter and brings madness to those who stare too long into the dark.
Gralga the Ogress: The Matriarch of the Yule Tide Family. Though defeated, she lurks on the fringes, always plotting to reclaim the North for her and her sons.
PART IV: This is a fantastic scenario framework. It combines rising tension, a cinematic turning point with legendary NPCs, and a climactic battle.
Here is a quick, action-focused GMA (Game Master/Administrator) Play Test guide for running "The Nightmare Before Wintermass."
GMA Play Test Module: The Nightmare Before Wintermass
Scenario Overview: This scenario is designed to test pacing, resource management under pressure, and the impact of "Legendary Tier" friendly NPCs arriving mid-game. The players (acting as the monster defenders of Cryselle/Thrivaldi) must survive increasing waves of enemies, secure the airspace for a critical arrival on Wintermiss Eve, and fight a desperate defensive battle on Wintermiss Day.
Test Objectives for the GMA:
Tension Curve: Does the feeling of doom correctly build before the Wizard arrives?
The "Hope" mechanic: Does the arrival of the Jolly Red Wizard feel earned by the players, and does the resulting morale boost change the tide of battle effectively without making the players feel useless?
Three-Way Chaos: How do Gralga’s forces interact with the Shadowfrost forces? Do they fight each other, or focus on the players?
Phase 1: The Gathering Dark (December 20th - 23rd)
Atmosphere: oppressive cold, failing magical lights, increasing dread.
GMA Action: Instead of full battles, run a series of rapid-fire "Incidents" to drain player resources and build tension.
Incident A (Scouting): Player scouts report the Shadowfrost’s undead constructing siege engines made of frozen bone. Gralga’s ogres are spotted raiding supply lines to the north. Test: Do players try to intervene preemptively, or hunker down?
Incident B (Sabotage): Yule Tide Ice Gremlins swarm the city's defenses, freezing ballistae and sapping thermal barriers. Test: Quick thinking and non-combat problem solving under duress.
Incident C (The Ultimatum): A massive projection of Gralga appears in the sky, demanding surrender. A Shadowfrost herald arrives at the gates demanding death. They argue with each other.
The Goal: By the afternoon of Dec 24th, the players should feel besieged, slightly weakened, and anxiously awaiting reinforcements.
Phase 2: The Flight on Wintermiss Eve (Dusk, December 24th)
The Turning Point. The aurora fractures. The Chronicler Kaelen Frost-Weaver (if present) announces the arrival.
GMA Action: The players must actively ensure the safe arrival of the Jolly Red Wizard. It is not a cutscene; it is an escort mission.
The Threat: As Jökull the Ice Dragon appears on the horizon, a swarm of Shadowfrost gargoyles and bats rises to intercept, attempting to shroud the landing zone in magical darkness.
Player Objective: "Light the Way." Players must use magic, fire, or divine abilities to pierce the darkness and clear the immediate airspace of interceptors so Jökull can land in the city square.
The Arrival (The Payoff): Upon landing, The Jolly Red Wizard and Baby Tyger Clause do not join the frontline immediately. Instead, they unleash a massive "Wintermiss Blessing" (Aura of Saintly Joy/Innocence of Wintermiss).
Mechanic: All player characters are instantly Healed (as per the spell). All friendly morale checks automatically pass for the next 24 hours. The gloom lifts, replaced by blinding hope.
Phase 3: The Battle of Wintermiss Day (Dawn, December 25th)
The Climax. Enraged by the arrival of the light, the enemy launches an all-out assault at first light.
GMA Action: Run a massive, chaotic defensive battle. The players are super-charged by the Wizard's blessing, but the enemy numbers are overwhelming.
The Enemy Deployment:
North Gate: Gralga the Matriarch and her Yule Tide Army (Ogres, Yetis, Jólakötturinn the Cat) smash against the physical defenses.
East Walls: The Shadowfrost Arch Demon’s undead host and cold constructs assault the magical barriers using necrotic ice magic.
Running the Fight:
The Wizard's Role: The Jolly Red Wizard is busy maintaining the city-wide magical defense against the Arch Demon. He cannot fight Gralga. He occasionally uses Jökull’s breath weapon to clear a path if players get overwhelmed.
Baby Tyger Clause's Role: He is moved around behind the lines, tossing small buffs (toys/treats) to units that are wavering. Players must ensure no enemies break through to threaten the cub.
The Crunch: The battle should swing back and forth. Let Gralga break a gate. Let the Shadowfrost dim the lights. The players must plug the gaps.
Victory Conditions:
Hold the Line: Survive until high noon, when the Wizard's magic reaches peak power and banishes the Shadowfrost.
Head of the Snake: Defeat Gralga in single combat, causing her army to rout.
A WEEKEND THOUGHT
Isdis the Tygerian Ice Queen proves that Wintermas isn't just about soft snow and hot cocoa. It's about fighting for a safe place to rest. She fought Gralga. She fights Lore. She holds back the Shadow Frost. And deep below, the Molemasters keep the tunnels safe so the kingdom doesn't collapse.
That is a legacy worth fighting for.
Happy Saturday, Sentinels.
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