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CHAPTER 3<br />
FATHER<br />
LLYMIC<br />
34<br />
Illus. by J. Zhang<br />
way that sometimes they would change, taking on inhuman<br />
icy features before leaving the tribe forever. This<br />
plot can be set in any city that has a large mountain and<br />
other villages nearby. Ideally, the PCs worked for Tierad’s<br />
father in the past, making them the logical choice for his<br />
call for aid.<br />
EL 10 (Faint Sign): An icy glacier begins to creep down<br />
the mountain where Tierad was once held prisoner. A small<br />
town nearby is dealing with harsh winter conditions (regardless<br />
of the actual season). Any friends the PCs might have in<br />
this village call for their help as strange ice creatures begin<br />
murdering the remaining livestock and villagers. Although<br />
the threat can be beaten back, the town must eventually be<br />
abandoned to the grinding ice. The only thing left behind is<br />
the image of an old man who wanders the streets and never<br />
draws close to anyone, but always beckons onlookers toward<br />
the mountain.<br />
EL 13 (Moderate Sign): As the ice from the mountain<br />
spreads and the days grow noticeably shorter, darkness<br />
begins to settle over the land. Rumors from all around the<br />
area report ice creatures prowling the night and constant<br />
disappearances. One small town has gone completely silent.<br />
Drawn to the place, the PCs find it the home of horrible ice<br />
monsters, as if all the villagers have been transformed into<br />
mockeries of their former selves. The old man appears again,<br />
this time grinning with a maw of icy fangs, beckoning to the<br />
looming glacial peak in<br />
the distance.<br />
EL 16 (Strong Sign):<br />
The sun is barely visible<br />
in the sky, and snow and<br />
ice cover the land. Entire<br />
villages are empty,<br />
and terrible ice creatures<br />
roam the land.<br />
In one final desperate<br />
measure, the local lord<br />
entreats the PCs to solve<br />
this problem, giving<br />
them whatever resources<br />
he can muster. There<br />
is only one place to go:<br />
the mountain. While<br />
the characters climb<br />
its snowbound slopes,<br />
all manner of alien ice<br />
creatures try to slow<br />
their ascent, leading to<br />
a terrible conflict with<br />
the keepers of the summit:<br />
a tribe of converted<br />
frost giants (encounter<br />
3–1, page 42).<br />
EL 17 (Overwhelming<br />
Sign): As the PCs<br />
reach the mountain’s<br />
peak, the sun no longer<br />
rises and the temperature<br />
keeps dropping.<br />
There is no sunlight<br />
anymore, and those who<br />
Father Llymic<br />
don’t have darkvision are practically blind. At the summit,<br />
the PCs encounter the most powerful representatives of<br />
Father Llymic’s brood, including a transformed dragon. After<br />
braving these last challenges, Father Llymic’s icy form finally<br />
stirs. His gigantic alien bulk shatters the last sheet of ice and<br />
surveys the perfect darkness he has created (encounters 3–2<br />
and 3–3, pages 44 and 46).<br />
Only after Father Llymic’s defeat might the sun rise again<br />
and the world begin to thaw. What world is left, however, is<br />
for you to decide.<br />
FATHER LLYMIC IN EBERRON<br />
In Eberron, the Far Realm is known by another name: the<br />
Plane of Xoriat. When the plane was last coterminous,<br />
Xoriat bled all sorts of horrors into the world until the<br />
Gatekeeper druids altered its orbit and the taint began to<br />
wane. Father Llymic was one of the entities that managed<br />
to remain behind. The Gatekeepers entombed his body<br />
atop one of the highest summits of the Howling Peaks in<br />
present-day Zilargo.<br />
Father Llymic is a deadly threat to all Khorvaire. If<br />
he awakens, first Zilargo and Breland feel his icy touch,<br />
and then the entire world might be drawn into madness<br />
as Xoriat once again becomes coterminous. A few of the<br />
more powerful daelkyrs know of Father Llymic and form<br />
cults near the surface of the mountain in the hope of<br />
freeing their immensely<br />
powerful brother.<br />
FATHER LLYMIC<br />
IN FAERÛN<br />
The high elves are known<br />
for their skill in powerful<br />
elven High Magic. During<br />
the time of Myth Drannor,<br />
they opened a gate to<br />
the Far Realm and nearly<br />
brought disaster upon<br />
themselves. Although that<br />
threat was averted, Father<br />
Llymic’s body became a<br />
symbol of their mistake.<br />
His body has remained<br />
entombed in the Thunder<br />
Peaks to this day, waiting<br />
for the darkness to grant<br />
his freedom.<br />
Travelers making use of<br />
the Thunder Gap might be<br />
the first to notice Father<br />
Llymic’s menace, since<br />
that trail passes close to<br />
his glacial tomb. Once<br />
Father Llymic wakes, Cormyr,<br />
Sembia, and all the<br />
Dalelands would be the<br />
first to face his alien minions.<br />
A splinter group of<br />
Shar’s worshipers called<br />
the Black Ice has taken up<br />
the idea of freeing Father