Community Adventures
Frosted Crown Conspiracy
World
Aethelgard is a land of political intrigue after the fall of the Dragon Kings. Five Great Houses vie for the Obsidian Throne: the calculating Reynes (Golden Fields), the stoic Stanes (Frostpeaks), the brutal Greyrocks (Sunstone Isles), the mystical Eldrins (Whispering Woods), and the fragile ruling Vanes (Crownlands). Magic is rare, often viewed with suspicion. Full casters like Wizards are almost unheard of; most power manifests through martial prowess, cunning, or limited divine/natural connection (Ranger, Rogue, Fighter, limited Cleric/Druid). The true threat lurks beyond the Glacier Wall: "The Creeping Cold" and the rising undead controlled by the Night Whisperer—a danger ignored by the warring houses. The setting emphasizes human drama, difficult choices, and low-magic survival in a harsh, medieval world. The fate of the realm depends on uniting against the existential threat before the internal conflict destroys them all.
Story
The story of Aethelgard begins with the sudden, brutal murder of the Hand of the King, Lord Hoster Tully, in the capital city of Kingsgrave. The PCs, whether loyal to a specific House or impartial observers, are caught in the immediate political fallout. Queen Elara Vane blames House Greyrock; Lord Stane of the North claims it's an internal Vane power struggle. Objectives: Investigate the Murder: The primary immediate goal is to discover who truly killed Lord Hoster and why. Clues point to a shadowy assassin cult using ancient, forbidden magic that leaves frost on its victims' hearts, linking the crime to the supernatural "Creeping Cold" threat. Navigate Court Intrigue: The PCs must survive the political landscape while uncovering the truth. They will gather allies, deal with spies (Master of Whispers types), and prevent open war between the Great Houses. Reveal the Greater Threat: The ultimate objective is to link the assassination to the Night Whisperer beyond the Glacier Wall. The assassin was likely a pawn, aiming to sow chaos and weaken Aethelgard before a full-scale invasion of the undead. Unite the Houses (Long-Term): The PCs must acquire proof of the existential threat and convince the warring Houses to put aside their petty squabbles. The survival of the realm depends on this unity, a monumental task in a world where trust is a fatal weakness.
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