Strange sentiments, perhaps, from one who lives in what many perceive as a frozen wasteland, but the philosopher Inum speak for the Ulutiun people of the Great Glacier. Their tribes share that icy landscape with arctic dwarves who enjoy sun-bathing, sled-animals that are hardier than dogs, and fierce monsters that live nowhere else - and thrive in the freezing air.
The Great Glacier is the first supplement for the Forgotten Realms campaign setting to detail an Inuit-based culture. In this booklet is fact-based information on building a snow-house, suviving in sub-zero temperatures for extended periods of time, and more ideas for fantasy campaigning in an arctic setting. For those who are tired of the normal, temperate, "you-meet-in-the-tavern-and-proceed-to-go-adventuring" games, here's something completely different.Make sure your characters dress warmly - it gets nippy at night on the Great Glacier.
References[edit | edit source]
- Rick Swan (1992). The Great Glacier. (TSR, Inc), p. 2. ISBN 1-56076-324-8.
- Rick Swan (1992). The Great Glacier. (TSR, Inc), p. 5. ISBN 1-56076-324-8.
- Shannon Appelcline. Lords of Darkness (3e). Dungeon Masters Guild. Retrieved on 2015-06-28.
- Rick Swan (1992). The Great Glacier. (TSR, Inc). ISBN 1-56076-324-8.