Of Ice and Pinions

As winter sweeps across the lands of Iobaria a darkness unlike any other lives amidst snow-blanketed forests and flies across the Ravnloch in it's cruel designs. Known to Alfheim and Raven's Reach as Ikkugskaldr, this winter spirit demands sacrifices and devastates communities.

But there are many dangers in the twisting winds and snowfalls of the North. From Raiders and Killers fleeing the laws of the south, to ancient circles of power stirring after decades of dormancy.

Welcome to Raven's Reach

Our story begins in Ravnshire, a shivering fishing village upon the western shores of the Ravnloch. Fishing and Stonecarving are the primary source of wealth and survival upon the icy shore, as all the farmers have stored their harvests for the long winter months, ahead. A single Inn, the Buried Treasures, serves the village, while five separate taverns dominate the central square at the heart of town, arranged in a semi-circle. The Even Keel, the River's Mouth, the Grumpy Moose, and the Black Bearded Bear are all old and poorly maintained, but serve as the center of life in a dreary little land.

A Brief History of Raven's Reach

Centuries ago, Raven's Reach was a center of culture and learning in the North. Built high upon a cliff above the Raven River, so named for the implausible number of cliff-nesting rooks on either side of the river's cleft, the city, indeed the kingdom-state before it's conquest by Iobar, was founded by the Circle of the Black Pinion. The Black Pinion Druids favored Ravens and performed many rituals centered around appeasing an ancient horror known as Ikkugskaldr.

A century ago Dorian III of Iobar, Sorcerer King of Iobaria, learned that those rituals contained human sacrifices. Though he initially attempted decrees and diplomacy he was forced to bring the might of Iobaria down upon the Black Pinion. The Raven Princes, a cadre of wealthy landed nobles, fled from Raven's Reach in the days leading up to the assault upon the Black Pinion which, ultimately, destroyed the city of Raven's Reach itself, along with the Rookery of the Druids and the famed Warmage House of Rooks, the teachers of which fled with the Raven Princes to Wolde.

No king rules the Reach, now. No prince. No Governor. Each of the various villages stands or falls on it's own. A dire position, indeed, when raiders of Alfheim sail the loch.

The Towns of Raven's Reach

Ravnwood, Ravnshire, and Ravnford are the three most well known towns of Raven's Reach thanks to exports, expatriates, and their relative stability along the western shores of the Ravnloch.

But nearly a dozen small villages and campsites exist within the region, mostly held by humans and halflings. Winter's Children have campsites and often ice-fish along the edge of the Ravnloch, and the isles at the center of the loch are known to be the home of three Elven Towns that none visit for fear of curses, death, or worse torments beyond.

Along the Eastern side, the ruins of Raven's Reach itself, the region boasts one of the largest and most well established Goblin Clans in all of Iobaria, as well as a Gnoll Warband which took up residence in what is now called the Cackling Chasm. These peoples, and others, swiftly took over the abandoned region and have begun raiding and pillaging the smaller villages for supplies and slaves...

If the towns do not unite, those who stand alone may also die alone in the dead of winter.


Who are you?

You are a band of adventurers who seek the betterment of the lives of Raven's Reach. You might be a local who rises up against the many threats the snows bring, or a foreigner hiding from a mysterious past... whatever the case, you'll find adventure and horror in the Raven's Reach.

You might be a fisher, born to the loch and providing for your hometown.

Perhaps you're a member of the Church of Crisis, and seek to counsel your neighbors in times of woe.

You might've come to Raven's Reach with the yellow banner, seeking to build a new kingdom in a lawless land

Maybe you're a raider, a soldier of the sea who sails against your people's enemies to attack any who might do them harm... or have something they need.

Or you might be one of those adventurers, seeking fame and fortune in a land as hard and cold as ice, but bearing hidden riches.

Whomever you are, this character primer will help you to flesh your character out more fully.

Character Ancestries

In Iobaria, many potential character ancestries are playable, but most are uncommon or even rare. For the purposes of this adventure, the following ancestries are available to player characters.

Common: Human, Dwarf, Elf, Half Elf, Halfling.

Uncommon: Drow, Gravetouched

Rare Gearhart, Half-Orc, Heiligschein, Pactborn

Character Cultures

Separate from ancestries and backgrounds, players must choose a culture that their character to pair with their ancestry. The following cultures are appropriate to the region and should be taken.

Common Alfheimer, Cosmopolitan, Noble, Raider, Traveler, Winter's Child

Uncommon Akkadian, Walden, Zapporan

Rare Hermitage

Character Classes

The available character classes for this campaign have been selected to be most applicable to the region, as well as the setting's core lore:

Common Barbarian, Bard, Fighter, Ranger, Rogue, Wizard

Uncommon Cleric, Druid, Warlock, Warmage, Warsworn

Rare Artificer, Paladin, Sorcerer

Character Backgrounds

The following Backgrounds are particularly appropriate to both the region and the setting. Don't feel limited by these backgrounds, but consider them!

Common Charlatan, Criminal, Entertainer, Failed Merchant, Fisher, Hermit, Marine, Mercenary Veteran, Sailor

Uncommon Acolyte, City Watch, Courtier, Folk Hero, Haunted One, Gambler, Knight of the Order, Sage, Shipwright

Rare Far Traveler, Inheritor, Noble, Smuggler , Urchin