Chapter I: Serpents in the Snows
A band of Aesir warriors
track thieving Vanir raiders to their underground hideout, an ancient structure from an unknown past. En route they encounter
a blind Cimmerian Sybil muttering prophesies and are ambushed by a distressed and seemingly harmless trader
from the civilized Southlands. The defeated Vanir claim to serve Thulsa Doom, a sorcerer who ravaged the Northlands two
decades earlier.
Chapter
II: The Lost Sybil
The
Oracle serving the Northwestern Cimmerian tribes has not been heard from in weeks. A Cimmerian hunting party sent
to find her has never returned. Champions charged with solving the mystery encounter an animated ancient relic,
a Brutheim war-band, a huge snake and a tenacious hill giant while seeking to unravel the riddle of the missing seer. They
barely escape with their lives and the situation remains unresolved.
Chapter III: The Man of Iron
On the borders of Asgard and Cimmeria
people, sometimes entire villages, have been slaughtered and defiled. Blaming their neighbors, the Aesir and Cimmerians
decimate each other with fierce retaliatory raids. An archaic emerald-green automaton has also been causing massive carnage
while looking for something - or someone. While planning a raid into Asgard the Connarch are attacked by Vanir warriors
disguised as Aesir. Their slain wear serpentine medallions.
Chapter IV: The People of Old
A lone Northern Amazon, separated from her party
during an unnatural blizzard, takes refuge in a cave. She discovers an abandoned outpost of ancient Thule.
It is filled with treasures from long ago. Alas, it also entombs Grimnir, a great evil which she unwittingly unleashes upon
the world while indulging her greed. Grimnir's first victims: her Amazon sisters.
Chapter V: Ancient Evils
During the same blizzard, but many miles
away, a Vanir witch finds herself waking up in a tundra yeti's lair. Exploring, she discovers that the lair is
but one room in a network of ancient ruins. First she encounters various long-dead Thuleans who were recently resurrected
and enslaved by a sorceress. She then meets an opportunistic Vanir warrior hunting for treasure. Together they vanquish the
sorceress. Alas, the witch has no intention of sharing her discovery and stabs her roguish companion in the back. She makes
the cave her home and devotes herself to the study of the sorceress' necromantic secrets.
Chapter VI: Raven's Ruin
The new Cimmerian seeress has had a vision
of an an ancient evil unleashed. Aesir Volvas and Rune Masters have been repeating similar message to their people.
Joined against a common enemy, the Cimmerians and Aesir pool their meager
resources and share intelligence. Warriors are sent to Raven's Ruin to investigate reports of Vanir raiders. The war-band
discovers that the Vanir are in league with the tribes of Brutheim and that both are commanded by pale giants of strange aspect.
There is mention of Thulsa Doom and a wizard named Yara leaguing with Grimnir but neither are present. A short but brutal
battle ensues. Each side suffers losses. Neither wins.
Chapter VII: The Silent Skull
The Northern Amazons provide Conan with intelligence on what is transpiring in the Northlands.
There have been great storms and wizards are seeking ancient Thulean ruins. On hearing about Thulsa Doom and Yara Conan summons Akiro who re-animates The Skull That Talks. Zzeben, a long-time friend
of the king, offers to lead an expedition north as the Skull suggests. Alas, the expedition vanishes without a trace
and Akiro is no longer able to communicate with The Skull That Talks.
Chapter VIII: The Hidden Fortress
In Aquilonia: The Skull That Talks is Stolen. The Northern Amazons are attacked
by Brutheim war-bands. The Cimmerians and Aesir are beseiged by Vanir led by the pale Ymirish giants. In Cimmeria: the elder
Sybil returns and urges her people to 'Seek the Sword of Ice and Stay the Breath of Ymir'. A small war-band is assembled
to solve this riddle and meet the challenge. Though Thulsa Doom and Yara remain elusive, a Vanir Ice Queen and her undead
minions attack the heroes. An undead warrior, momentarily freed from the Ice Queen's bondage, reveals the location of
Grimnir's stronghold.
Chapter
IX: The Devil's Lair
The barbarian heroes enter
Grimnir's stronghold and engage his minions. There is no turning back. There are no options beyond Victory or Death.
Where is the Sword of Ice? The Nordheimr consider it
forever lost. Yet without it there can be no victory. Bran of Cimmeria and
his mate Aryna are encountered and join the war-band. Countless foes
who are loyal to Grimnir are engaged in battle: Vanir warriors supported by witches, bestial Brutes supported
by shamen. The
end-game approaches... but who will win?
Chapter X: End-Game
Still accompanied by Bran and Anya, the barbarian warriors enter a portal disguised as a large mirror and
emerge in what seems to be their present location, but before the ice covered the Northlands. The proud Thuleans of long-ago,
sad shades doomed to serve evil in the time of our heroes, provide them with the coveted Ice Sword. Ice Sword in hand, our heroes confront Grimnir's foul Ymirish
minions. The battle is long and the toll it takes is great. The Cimmerians and their Aesir allies win the day, but not before
Grimnir unleashes the ice-cold Breath of Ymir upon the Northlands.
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