Regional Mechanics

The Ice Wall

The Ice wall is a long stretch of enormous jagged icy mountain ridges that barricade Ahnekis from entry from Vissara. These frozen peaks stand at a seventy eight degree angle on the side that meets the coastline, delving directly into the tides below. The opposite side is made up of jagged ridges that slant in the direction of the coastline beyond the mountains.

The Ice wall is a long stretch of enormous jagged icy mountain ridges that barricade Ahnekis from entry from Vissara. These frozen peaks stand at a seventy eight degree angle on the side that meets the coastline, delving directly into the tides below. The opposite side is made up of jagged ridges that slant in the direction of the coastline beyond the mountains. To Pass through the ice wall requires a successful DC 18 Strength check to enter or exit this area. If unsuccessful the player or NPC falls 200 feet and takes 1d10 fall damage.

Frostbite Cascades

Frostbite Cascades is a frozen mountain range that is the only thing shielding the humans of Ahnekis from the monster races in Vissara. This towering wall of peaks and ridges is made up of thick ice walls and cold stone slopes.

Frostbite Cascades is a frozen mountain range that is the only thing shielding the humans of Ahnekis from the monster races in Vissara. This towering wall of peaks and ridges is made up of thick ice walls and cold stone slopes. If travelers from Vissara try to enter Ahnekis through these mountains they are forced to climb a thousand feet up the side of the icy slopes to the nearest plateau. From there it is a one month trek through Frostbite Cascades to reach the other side where the grassy expanse of Ahnekis can be found.

The Ice Wall: The Vertical Climb

The Ice Wall is a near-vertical, frozen barrier. Attempting to enter Ahnekis here is a challenge of raw strength and skill, with little room for error.

Landing the Ship: The 78-degree angle of the ridge makes landing a large vessel impossible. A Dhingy or Skipper is needed to get close enough. The helmsman must make a DC 15 Dexterity check to safely land the smaller boat on a narrow, unstable ice shelf. A failed check means the boat takes 2d6 bludgeoning damage from colliding with the ice, and a critical failure means the boat is destroyed.

The Ascent: To climb the sheer face of the Ice Wall, each character must make a series of three DC 18 Strength (Athletics) checks. This represents the strenuous nature of the climb, where every handhold is a test of raw power. These checks can be assisted by other characters with rope and gear, giving them advantage.

Failure and Consequences:

Minor Failure (1-5 below DC): The character slips, taking 1d6 bludgeoning damage from a glancing fall. They do not lose their progress but are shaken and tired.

Major Failure (6+ below DC): The character loses their grip and falls 200 feet, taking 1d10 bludgeoning damage for every 10 feet fallen. The fall ends at the nearest plateau or the coastline, depending on how far they had climbed.

Frostbite Cascades: The Endurance Trek

Entering Ahnekis through the Frostbite Cascades is a test of endurance and survival. It is a slow, methodical journey through a frozen expanse.

Landing the Ship: The ice walls here are less steep, but still treacherous. The helmsman must make a DC 14 Dexterity check to safely land their vessel. A failed check results in 1d6 bludgeoning damage to the ship, and a critical failure results in the ship being breached, requiring immediate repairs.

The Ascent: The first part of the journey is a thousand-foot climb up an icy slope to the nearest plateau. Each character must make a single DC 16 Strength (Athletics) check. A failure means they lose a day's progress and must attempt the check again.

The Trek: Once on the plateau, the party begins the one-month trek to the other side of the mountains. This is a game of resource management and survival. The party must make a DC 14 Constitution check at the end of each week to resist the cold. A failure means the character gains a level of exhaustion. Additionally, the party's designated Ranger or Survivalist must make a DC 12 Survival check each week to find enough food and water to sustain the group. A failed check means the party must consume emergency rations or risk taking levels of exhaustion.