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The Frozen Fields Information - Printable Version

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The Frozen Fields Information - Omni - 08-02-2013

The Frozen Fields

Through gates from the Nexus, Vasty Deep and the Pale Moors lie the Frozen Fields. This verse is little more than floating glaciers, a hazardous place where a patch of thin ice can lead to a quick death below the icy waters. As you go further in, the land becomes more solid, leading to the massive mountain range that fills the middle of the verse.

These mountains are home to dwarves, trolls, giants, wampas and at least one of these. Of the five, only the dwarves, led by King Bruenor Battlehammer, are not outright hostile toward travelers. Anyone who gets in the bad graces of the dwarves would quickly find themselves without any form of sanctuary in this desolate, frozen wasteland. As one goes higher up the mountains, the danger increases exponentially. While they are not outwardly hostile to people, the upper peaks are home to the ice dragons, led by Sapphiron, an old and wise dragon who nonetheless has little time for travelers.

Status

Dwarves and trolls continue to clash over control over the frozen ruins in the Fields.

Other than that... Snow?

Sub-zones

[anchor=Dwarfholm]Dwarfholm[/anchor] - The dwarves make their home in caverns beautifully hollowed out deep in the mountains and beneath the earth. For most travelers, the various dwarven villages offer a solace from the harsher elements and denizens of the Frozen Fields. The largest and most powerful dwarven city, Dwarfholm, is home to Bruenor Battlehammer. From the fortress of Mithral Hall, he leads the dwarves, and his fortress-city has withstood countless attacks from all hostile life forms in the Fields. While generally jovial, the various dwarves are quick to anger and have no qualm taking an axe to troublemakers. Even among themselves, grudges are long-held, and they have a particular hatred for the trolls, who perpetually attack them across the verse. Bringing a troll tusk or some other grisly artifact that displays your strength (the head of a giant?) to their halls is a sure way to get yourself a warm welcome ... and a cold pint!

The following non-player characters are centered in Dwarfholm: King Bruenor Battlehammer

[anchor=Zulgurand]Zul’gurand[/anchor] - After violently breaking ties with the Kingdom, the trolls made their way into the Frozen Fields. Various troll tribes inhabit the mountain ranges and frozen isles of the verse. While somewhat autonomous, the various villages pay tribute to Zul’gurand, the closest thing to a troll city in the Frozen Fields. Nestled in a highly defensible point where the mountains reach the frozen sea, the city, under the command of Zul'jin, makes life hard for everyone traveling in the Fields. They are known to launch constant raids on other settlements as well as kidnapping foolish travelers. The only check on the trolls is the continued existence of Dwarfholm, which has withstood despite every effort to sack the dwarven fortress.

The following non-player characters are centered in Zul'gurand: Zul'jin

'The Roof of the World' - A large and vicious mountain range that is the primary 'heartland' of the blue dragonflight. Located deep in the verse, the region is not for the meek. These treacherous peaks are said to contain a variety of secret tunnels and hidden treasure troves. Explorers often try their luck trying to make a fortune. Many never return. There is no 'central' or dominant mountain, like there used to be in the Ashen Steppes with Death Mountain. Rumors speak of a gates to unknown realms hidden amidst the frozen peaks.

The following non-player characters are centered at the Roof the World: Sapphiron

Zul’Drak/Delzoun – Nearly a year ago, a massive snowstorm caused a great sheet of ice to break loose from a mountainside. Tearing down tons of earth, stone, and everything else with it, the avalanche created a small earthquake when it hit the ‘ground’ of the Frozen Fields. A few miles away, the tremors caused a succession of small avalanches that revealed what is now known to be a vast network of ruins in the Frozen Fields.

Almost immediately, the architectural discovery attracted the attention of travelers, explorers, and the natives of the verse. After initial surveys of the land, opposed teams of explorers discovered that the frozen city ruins are quite vast, and that there is also extensive constructions beneath the surface.

Unfortunately for those with a fondness for some mystery and a love of architectural history, the discovery of what could easily be a genuine historical landmark in the Frozen Fields has created fresh tension between trolls and dwarves. With both sides continually jockeying for supremacy of the frozen wasteland, these ruins have become a contention point between the two cultures. Both Bruenor and Zul’jin understand the importance of holding on the site, and neither is willing to allow the other to do so.

Although both sides contemplated sharing access to the site, any armistices have long since been left to expire. Dwarves and trolls now fight quite regularly in and around the ruins. Both sides have their own name for the place, but it is anyone’s guess as to who will wind up with the advantage in the long run. The greater mystery, which seems to have been forgotten amid a resurgence of these skirmishes, is what the ruins represent.

The Mountains of Madness - Tall, foreboding mountains that lie at the edge of the verse. Few souls are foolish enough to try to climb the mountains. Most are never heard of again, and those who return often come back as drooling, cravenly shells of their former selves. They spit out tails of endless horrors, of seeing things that aren't there and experiencing things that no one should ever experience.

Those who have maintained shreds of their sanity bring back incoherent stories of hidden ruins, much like those that adventurers find throughout the Frozen Fields. These aren't the mysterious ruins that the dwarves and trolls battle over, but instead, they are said to hold horrible secrets of worlds and creatures that simply shouldn't exist in any world. Some say the secret to the origins of the Omniverse is nestled deep within the crust of the Frozen Fields but no one is foolish enough to spend much time on the other side of the mountains.


Roaming NPCs

None currently


Re: The Frozen Fields Information - Omni - 10-11-2014

Faction Quests

Dwarveholm

Into the Hall
Requirements: Not affiliated with Zul'Gurand
Difficulty: Moderate (5000-10,000 words dependent on writing quality)
Reward: Ceremonial Dwarven Weapon or armament (Flavor Item, may be fashioned as a Move), Permission to enter Mithral Hall inside Dwarveholm

Location: Frozen Fields (various)
The dwarves that reside in the mountain fortress-town of Dwarveholm are constantly harassed by the trolls. Despite King Bruenor’s efforts at a ceasefire, the racial hatred that Zul’jin and his trolls carry for humans, elves, and everything resembling them is far too deep. As such, the mountains of the Frozen Fields are often a site of perpetual guerilla war, with dwarves and trolls always raiding one another. Support from the Kingdom used to give the dwarves and edge, but with that material and manpower support dried up, the trolls have taken the advantage.

As a result, King Bruenor has an open-door policy with Dwarveholm. He accepts all travelers and all merchants, seeking to profit over the trolls’ deep-set hatreds. This is not to say anyone can become respected or buddies with the king and his inner circle. In fact, troll-aligned spies have caused Bruenor to be cautious with whom he accepts inside Mithral Hall. Those who seek an audience with the king and to become a part of his war against the trolls must gather materials precious to the dwarves—cobalt and wampa fur, which are used in many of their blacksmith and armorsmith projects.

The would-be ally of the dwarves must also defeat a troll in combat and return with their tusk. They must then prove their mettle by sparring with and besting a dwarven champion. Only such an individual will be honored with access to the inner sanctum of Dwarveholm and permission to sit at the mead hall with King Bruenor.

Quest Stipulations - Character must retrieve a chunk of cobalt. Character must bring back a wampa hide. Character must bring back the tusk of a slain troll. Character must defeat a dwarven champion in a sparring bout.

OR

Zul'Gurand

D’you want Axe?
Requirements: Not affiliated with Dwarveholm
Difficulty: Moderate (5000-10,000 words dependent on writing quality)
Reward: Zul’Gurand Ceremonial Axe (Flavor item, may be fashioned as a Move), Acceptance with Zul’Gurand

Location: Frozen Fields (various)
The trolls of the Frozen Fields are not peaceful. They are a vicious, bloodthirsty ‘people’ who pride themselves on their ferocity, brutality, and ability to crush their foes. As a result, they tend to be xenophobic and openly hostile to all non-trolls. They are especially violent toward dwarfs and dwarf-like (ie humanoid) peoples. This is not to say they are fools when it comes to recognizing the value of allying with strong, like-minded outsiders.

To earn the ‘acceptance’ of the trolls, one must prove their ‘trolliness.’ To do so, they must obtain a fistful of ice dragon scales, the teeth of a giant, and the skull of a dwarf. They must then return these items to Zul’gurand and best a troll champion in mortal combat. If they survive, they will receive a ceremonial axe anointed with the blood of their vanquished foe and decorated with the trophies they have collected. They also receive the power of their vanquished foe.

While they are no longer welcome in Dwarveholm, players who undergo these challenges successfully will not be immediately assaulted by trolls. They may do missions to further ingratiate themselves with the trolls at the cost of further alienating the other key players in the Fields.

Quest Stipulations – Character must slay a dragon, giant, and dwarf. They must then go to Zul’Gurand and slay a troll champion (a powerful secondary).


Void Entrance Quest

Location: Frozen Fields
Requirements to complete (can be started earlier). May be completed alone or as a group.
5+ ATK between entire group (may use powered-up stats as basis). Requirement lowered by 1/2/3 if you have a Tier 1/2/3 Super Attack.
8+ SPD and/or DEF between entire group (may use powered-up stats as basis). Requirement lowered by 1 for each Power of any type.

Difficulty: Extreme (20,000-40,000 words dependent on writing quality)
Reward: Void entrance in the Fields.

Traveling across the Frozen Fields is a journey in of itself. The frigid winds, hostile wildlife and treacherous terrain make getting to the foot of the mountains a fitting test for those who dare to try and traverse them.

The frigid winds at the mountains are so strong and freezing that even the most resilient primes will find themselves pushing themselves to move, and making flight all but impossible. That is except for the blue dragonflight. This is where they make their homes, eating the local mountain giants for sustenance. Sapphiron himself makes his home at the highest summit. But perhaps there, at the ceiling of the Omniverse, you will break through. Perhaps there you will find the gate.


RE: The Frozen Fields Information - Alex - 03-07-2017

Frozen Fields FAQ (Updated 3-7-2017)

Q: “ What does the landscape near and around the gates look like?”

A: All three of the gates into the Frozen Fields open up onto solid pieces of land surrounded by the semi-frozen sea that circles the edges of the Frozen Fields.  The view from each is that of miles upon miles of glaciers, with mountains in the backdrop.

Q: “What’s the landscape like here?  Can you give more details?”

A: So, essentially, it’s a large U of “semi-frozen” ocean with a giant, mountainous landmass in the center.  The ‘solid’ part of the verse expands all the way to its ‘boundary wall’ (that invisible line that demarcates the extreme end of the verse).  The ‘Mountains of Madness’ serve as a boundary at the edge of this region of the verse.

Q: “Any wildlife?  Or flora?”

A: There’s a few smatterings of taiga forest around the Frozen Fields, like one would find in Canada or Siberia.  The ‘normal’ animals of the verse are ones you’d find in those environments—wolverines, bears, big cats, moose, caribou, owls, etc.  You’ll also find penguins, because penguins are great (go Penguins).  In the ocean part, there are your normal fish and aquatic lifeforms, as well as your monstrous things.  

Q: “Crazy stuff?”

A: Aside from trolls and ice giants and dragons?!  Sure, there’s all your standard, trope-y snow monsters out there.

Q: “What’s the weather like?”

A: Not as awful as the Ashen Steppes.  Out there on the ‘ocean,’ it’s going to be cold and windy.  Cold enough to kill unprepared secondaries or primes who lack the survival power.  It’s not just winds and low temperatures, but the ice is often thin enough that individuals fall through into the icy water, which kills very quickly.  On the continent, you have snow very often.  Some places, the snow’s light and fluffy and pleasant, but in other places, it’s closer to sleet or hail.  Snowstorms are frequent near the mountains.

Q: “Caves?  Ruins?”

A: Lots of both.  The most important ruins are those being fought over by the trolls and dwarves, but there are plenty of other ruins.  The ones beyond the Mountains of Madness are another set of semi-famous ruins in the Frozen Fields.  Like all the other verses, no one can be certain who constructed them, but that doesn’t mean people don’t want to study them in their spare time.  Old, half-frozen towers and ziggurats are a common ‘stomping ground’ for older and more stronger giants and blue dragons.

Q: “What are the trolls and dwarves doing?  What have they been doing?  Why are they here?”

A: Bruenor and Zuljin’s biographies have some extra information, so I won’t drone on too much.  Both were factions originally aligned with the Kingdom, and both separated themselves from the humans during the war with Diablo.  Both were drawn to the Fields for their own reasons, and while there was initially an effort at cooperation, things quickly went sour.  The two factions are now in a perpetual state of war, but it’s not a full-blown war (outside of Zul’Drak/Delzoun).  A guerilla war is waged in the mountains and caves of the Fields, and it’s this perpetual war that has prevented either faction from spreading far beyond their strongholds and become genuine powers.  This isn’t saying that you won’t find troll villages and dwarven settlements out there, but they’re not to the scale you’d expect.