For those looking for a frigid Dungeons & Dragons campaign set during the winter months, Icewind Dale: Rime of the Frostmaiden is a clear winner. Yet, Dungeon Masters might find themselves fuddled by Auril, the titular Frostmaiden herself.
Despite taking top billing, Auril remains an enigmatic figure throughout the adventure and is largely absent aside from what amounts to a mid-boss fight in the middle of the campaign and a possible appearance at the end. Luckily, there are a few strategies to develop her character, but first, let’s take a look at what we actually know about Auril herself.
Be warned! Spoilers for Icewind Dale: Rime of the Frostmaiden abound in this article!
The cold, hard facts on the Frostmaiden
A member of the pantheon of Faerûn since the first edition of D&D, Auril has typically been depicted as a fickle goddess of winter’s wrath. Those who worship her tend to depend upon winter for their livelihood or simply live in far-flung regions of the world where prayers to supplicant her harsh, unpredictable season are encouraged.
Auril has long been associated with Malar, Umberlee, and Talos — a lesser deity of the hunt, the greedy sea goddess of Faerûn, and the god of storms, respectively. All four were once referred to as the Gods of Fury due to their destructive tendencies.
Rime of the Frostmaiden takes place following the fracturing of the Gods of Fury. In a nutshell, Auril overstepped her boundaries by freezing the tides of Umberlee, and the sea goddess allied with Malar and Talos for retribution. Together, the three turned their might against Auril, who fled their wrath and escaped to Icewind Dale. When the adventure begins, Auril has turned the land into her personal wintery domain, with the pass to the south blocked off and everlasting blizzards slowly wearing down the morale of all unlucky enough to reside in the dale.
While this is an intriguing setup, Rime of the Frostmaiden stops there and doesn’t offer advice on Auril’s motives. Is she simply hiding from the other Gods of Fury or has she been literally blocked from the higher planes of existence? What is her end goal with Icewind Dale?
3 ways to flesh out Auril the Frostmaiden
Below are three ways to make Auril a more compelling villain:
- A devastated Auril wants the world to suffer alongside her
- Greater forces are manipulating Auril for their end goals
- Auril has turned Icewind Dale into a Domain of Dread
1. A devastated Auril wants the world to suffer alongside her
The gods of ancient mythology — from the Greek denizens of Mt. Olympus to the children of Odin — were larger-than-life beings. When they felt wronged and unhappy, mortals suffered. The deities of the Forgotten Realms are no different, and if you want to emphasize the anger and resentment that Auril feels at the betrayal of her fellow Gods of Fury, lean into this characterization.
This version of Auril is devastated at what Umberlee, Malar, and Talos did to her, and for an added twist, perhaps her three former colleagues have stripped her of her power and magically blocked her from accessing her divine realm in the plane of Pandemonium. (This realm, called Winter’s Hall, was mentioned in older D&D books, including the third edition Manual of the Planes.) Auril wants nothing more than to find a way back to her celestial home. Trapped on the mortal plane, though, all she can do is fester in frozen fury. She wants everyone to suffer as she has suffered, and Icewind Dale’s neverending winter is a reflection of these intense emotions.
In my version of Rime of the Frostmaiden, I ran with this approach and tweaked lore to make the Gods of Fury not just a minor pantheon with a shared penchant for destruction, but also a quartet of capricious, backstabbing lovers who were just as likely to engage in romance as they were to steal followers and territory from one another. This added an extra dimension to Auril, since the love she had felt for the other gods had turned to icy hate. For inspiration with this approach, check out games like God of War and Hades which present the foibles, sins, and passions of ancient deities, as well as the webcomic Lore Olympus.
2. Greater forces are manipulating Auril for their end goals
Maybe the Frostmaiden is only a cog in a wheel of machinations. This approach makes sense considering that Auril only plays a relatively small role in Rime of the Frostmaiden, with a number of other threats more front and center. Chief among these are a clan of duergar who want to ravage the land with a mechanical dragon built from the demon-tainted material known as chardalyn, and a group of conniving spellcasters from Luskan’s Arcane Brotherhood who hope to explore Ythryn, a lost section of the ancient Netheril empire that lies frozen in Icewind Dale’s glaciers.
The duergar and the Arcane Brotherhood wizards can both serve as “big bads” who are taking advantage of Auril to further their own goals. The duergar, in particular, are secretly being manipulated by Asmodeus for reasons that are never entirely explained, but one can surmise that the Lord of the Nine Hells simply wants to foster chaos on the Material Plane. Perhaps he’s communicated with Auril and promised her a return to the heavens if she keeps up her winter long enough for his duergar minions to complete their mission.
The Arcane Brotherhood, on the other hand, might be intent on looting Ythryn of its artifacts, and have forged a deal with Auril to give her access to the ultimate magical item hidden within the adventure's conclusion — a staff of power that can activate ancient obelisks and reset the world, potentially returning everything to an era predating both Auril’s exile and the fall of the Netheril empire.
Dungeon Masters versed in other Forgotten Realms gods might want to swap Asmodeus for another potential behind-the-scenes mastermind, such as Levistus, Asmodeus’ chief rival in the Nine Hells. Since Levistus is trapped in an ancient iceberg and always searching for a way out, he thematically fits into Rime of the Frostmaiden perfectly. In my game, I had him as the secret overlord influencing the duergar and the Arcane Brotherhood, and his ultimate goal was to activate a portal hidden within Ythryn that led to Stygia, his layer of the Nine Hells. Once the portal was opened, he would have the chardalyn dragon constructed by the duergar breathe magical flames onto his icy prison, freeing him at last. Auril was merely a lesser god that he had subtly influenced to hide his true plans, and my campaign actually held the potential for my players to team up with the Frostmaiden in the final battle against Levistus.
3. Auril has turned Icewind Dale into a Domain of Dread
For an Auril who’s fallen into darkness far beyond redemption, look to Van Richten’s Guide to Ravenloft for inspiration on the Domains of Dread. These fiendish demiplanes are surrounded by mists and pulled into the Shadowfell by enigmatic forces known only as the Dark Powers. Each Domain of Dread is presided over by a being called a Darklord. The Darklords are imprisoned in their domains and endlessly tormented by the Dark Powers but often cannot see this due to a habitual tendency for deep evil.
Icewind Dale can easily be converted into a frosty Domain of Dread with Auril as its Darklord. One can say that Auril’s hatred of the gods who backstabbed her, as well as the wrath she has unleashed upon the innocents of the dale, led the Dark Powers to target her. Only by defeating her can the heroes break free of the mists surrounding Icewind Dale long enough to escape the Shadowfell.
Icewind Dale: Rime of the Frostmaiden already contains much dread, with human sacrifice practiced in Icewind Dale’s Ten-Towns, coldlight walkers inspired by the poster for John Carpenter’s The Thing wandering through the wilds, and the eerie ruins of Ythryn radiating cosmic eeriness straight out of H.P. Lovecraft’s At the Mountains of Madness. Leaning further into these tropes is the perfect way to turn the campaign into a full-on horror experience reminiscent of the greatest Ravenloft adventures.
The maiden of frost cometh
Despite the fact that her motivations require some tweaking, Auril is quite the memorable D&D villain. Whether you intend on presenting her in a more sympathetic light or as an irredeemable Darklord, keep in mind that she is ultimately a god, and should always send shivers down the spines of your players. Once you’ve determined her motives and want to run Auril in combat, be sure to check out our ideas here for the best tactics on showing your players the extent of her icy powers.
Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
Great ideas, especially for continuing the campaign past the book. Thanks!
I've had a lot of fun exploring the angle of her as a goddess of *surviving* winter, including: being responsible for post-apocalypse Ice Ages, actively sealing away magic and creatures too dangerous for mortals to deal with alone, and playing with the idea that she's at least related to the Queen of Air and Darkness and the Unseelie, re: "Civilization is for chumps, the only rules you need are the ones that help you survive."
I had fun tying together the Chardalyn Dragon with demonic power source and nuclear energy at the same time, and had Auril pick up the core post-fight because it represented some of the ultimate sins of civilization. (Insert "Goddess of Nuclear Winter" joke here)
Lastly, here's a fun one for anyone struggling with the Hell angle re: what do Asmodeus and Levistus want: Auril has a magic spell specifically used to split glaciers in two, and stealing it is part of the plot. I imagine Levistus would very much like to get his hands on that, and Asmodeus would prefer he didn't.
Great article I have the book & this will be really helpful when i can use the (minor/weaker) goddess against them.
Great tips!
What about tying Auril into the Ring of Winter?
Yes! That'd be so awesome.
"Yet, Dungeon Masters might find themselves fuddled by Auril, the titular Frostmaiden herself."
I just finished up Icewind Dale recently--it was a disaster of a campaign run by one of those DMs who sycophantically stick to the source material and lack the creative or moral vision to expand characters beyond the page. As you note in the article, the Auril of the book is rather... lacking. There is a smattering of backstory and some elements that a halfway creative mind could turn into a three-dimensional character---but, unfortunately, a lot of DMs lack that creative spark to read between the lines and create something memorable from the framework the books provide.
Our DM was certainly "fuddled" by Auril to the point it ruined the entire campaign. I, and the other members of our campaign, tried on numerous occasions to work with the DM behind the scenes to try and help them develop Auril into something interesting.... but the same type of person who refuses to deviate from the book tends to be the same type of person who refuses to engage with constructive criticism.
In campaigns moving forward, it might be a good idea to include suggested motivations for the BBEG(s) in the sourcebook itself--there are plenty of DMs out there who are capable of creating an interesting character out of bare-bones frameworks, but, alas, there are many who cannot as well, and will stick to the bare bones if that is all they are told.
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And now for something completely different:
4. Play Auril as a "good" character, whose circumstances have driven her to the extreme.
Winter is generally seen as a cruel season, but it is also a season of unmitigated beauty. Auril might be more famous for being the goddess of Winter's Cruelty, but she also has an obsession with beauty--she both crafts and defends elegant and perfect sculptures made of ice. It is also indicated she is afraid of the Gods of Fury, who she left for reasons that are never explicitly made clear.
Taken together and you can play Auril as a "good" character, motivated by fear and brought low by her history.
There are a number of ways one can do this. Perhaps she felt weak as a child and joined the Gods of Fury because it made her feel strong. Or perhaps she was cruel, but some event caused her to change her ways. Or any number of other reasons she might have joined and subsequently left the Gods of Fury. Then you can have the Auril of the present be a figure who just wants to spread Winter's beauty. Or who just wants to be left alone to be with her art. Or who is just a scared girl who is using her powers out of fear to try and hide from the other Gods of Fury. Or who is actually saving the Dale by freezing it and keeping the other Gods of Fury at bay.
Just another option that doesn't have Auril be a true antagonist.
This book is incredibly difficult running it. Ran it for my friends thinking would be a fun book to run. Turned to misery. Ended up having to give them a buncha random items just to help them even get close to succeeding. Every encounter they came across while in the final chapter of the book was just misery for them. Sure I could have foregone the rolls, but that isn't the point of the book or what's available. Auril by herself if I had not helped them out could have wiped the floor with them, and they were lvl 13 at that point.
This sounds amazing! Could you include the other 4 gods in a final showdown for higher characters? You might want to weaken them a bit but it could be a cool way to provide closure on her story
I've been running this game, but I've modified everything to fit in my homebrew world where people worship The Pantheon, a collection of the Greek, Norse, and Egyptian Gods.
In my campaign the Frostmaiden is the demigod-like Witch, Louhi from Finnish mythology posing as Freya to maintain her grasp upon the land. She wants perfect beautiful world shaped in her image that the mortal races aren't going to corrupt and destroy any longer.
Meanwhile the Duregar are following the call of Surtr, the fire giant god, though unknown to them they're actually being wield by Typhon the god of chaos using them to break him out of his chain under the pretense that he'll grant them a new kingdom on the surface world.
And so with this clash of fire and ice, between what people see as the gods of Freya and Surtr, the rest of the country is convinced Ragnarok is upon them and they're caught in the middle of this cosmic war between the elements, endless swirling chaos and tyrannical draconian order threatening them.
With Ythryn, I've been converting it to the lost city of Enoch. A magically powerful city that existed in a time long ago, when the land wasn't a frozen wasteland, but a beautiful desert Oasis. The latent magically power still stored in the city would help both Louhi and Typhon claim their prize, and the players can hopefully thwart them before they can find it.
Oooh, the Domain of Dread idea is a good one, and could lead to the players being introduced to the other Domains either after or during the campaign. Good way to bring in Ravenloft stuff without starting out there
I'm running this game now, and am playing Auril as actually trying to protect Icewind Dale from the city of Ythren. She's frozen the city to keep it locked away and it's artifacts from falling into the wrong hands. Of course though, being a god, she doesn't communicate this thought process and it has turned into the horror of the everlasting rime, even though she feels she's doing the right thing.
Cool ideas both in the article and the comments! Makes me want to DM this, despite some of the challenges I've heard.
So I took some of #3 and played a more greek pantheon style drama as Auril does and would often flirt with Talos I had Auril bear a lovechild in secret witch she hid in the spirit of the winters child player secret fearing that if Talos learned of their child he would fear it could one day overthrow his portfolio as a new god of destruction.
however, seething Umberlee already irritated by Auril freezing her waves and her closeness with Talos discovers the existence of the Winters child and stoking fears of a plot to userp their positions turned the gods of Fury against her.
Auril in desperation to give her child more time to grow strong enough to stand on their own flees to Icewind dale where she begins the Everlasting Rime sundering it from the material plane and using the sacrifices of the people of ten towns to drag Icewind Dale slowly into the Domains of dread where the other gods can not reach her child or her crown jewel of her domain the Necropolis of Ythrin. (as a side note I was well aware the pc with the winters child secret was likely to die so I planned that if this happened Auril goes mad with despair taking out her wrath on the people of ten towns with unimaginable cruelty.)
however, craving a divine spark of his own the archdevil Levistus plans to Divert the Dale into Stygia where he can consume the weakened Aurils divine spark and is using Xardorok to weaken Auril with the dramatic destruction of the now bulk of her worshipers in ten towns, however Xardorok has learned of the secrets of Ythrin and now races the players to find the city first seeking the hidden magics of untold devastation hidden within.
I decided to cut Asmodeus as one archdevil is enough and turned the castle of black sword cultists into Aurils cult establishing it as their temple.
That’s a great idea!
You’re welcome 😊. And I’m totally a random person lol. What level are your players? The same as in RotFM?
That sounds perfect. I really like your idea.
ToA is not nearly as bad as the old Tomb of Horrors in Tales from the Yawning Portal, but there are a lot of deadly monsters and traps, especially when you get into the tomb itself. (It’s also a much bigger adventure.) There are two end bosses and they’re both really tough. You should get it. It’s really cool and has a lot of West African cultural flavor.
Later
Tomb of Annihilation has it, Artus Cimber carries it and it's in both his statblock and the magic item appendix, iirc. I've been super happy tying my Ring of Winter shenanigans from back then into RotFM!
I had the Ring of Winter as the thing that awakened Auril and caused the Everlasting Rime after she was banished to Toril by the other Gods of Fury.