Storm King's Thunder - Character Introductions
Channel: D&D Breakfast Club
Date: 2020-04-13

The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales. Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape. Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.

Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has faded quickly as people once again can get along with their lives.

Storm King's Thunder - Session 0
Decide how long each of you has known one another. You will be starting together, journeying towards a small town called Nightstone.
Your characters have heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat.

Rules of the north...
• Bring warm clothes, the cold is a bitter enemy.
• Stay to the roads lest you find danger.
• Trust only yourself and your gods.
• Treat wayfaring travelers with respect and they will extend the same courtesy
• Treat the outlying villages with that same respect.

Homebrew Rules
Each player starts with a level 1 feat.
Losing hit points does not mean you were always hit and blooded. Instead, they will represent strain, resolve, luck, skill/magic (and health).
Short rests are 8 hours. Long rests will be 5 days. Long rest duration may be shortened as follows.
• Squalid/Poor accommodations* - 5 days
• Modest/Comfortable accommodations - 4 days
• Wealthy accommodations - 3 days
• Aristocratic accommodations - 2 days
*Camping is considered Squalid/Poor

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