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.
Fantastic!
Absolutely! Feel free.
This is a great article and if helps younger DMs not take such a linear path.
There was a Dragonlance story where the companions were attacked by Snow Ghost. I loved that story so I got this adventure book for that.
In my campaign, Janth teamed up with Auril to take over the Speaker's position to unify Ten-towns, slowly he has brought ghosts from the forests/woods to possess citizens. That eventually lead to the Ravisin and Vurnis bringing back Sahnar, which we named the "Silver Princess" and she married Auril at the frozen shrine which restored her appearance. Now the whole area is in a perpetual blizzard.
Also in our game the humanoid sacrifices from the major cities line the East Way like the Appian Way (https://brianzahnd.com/2009/08/crassus-and-the-appian-way-2/). These became Cold Walkers
So after 5 months of weekly games, this week we finally get to the Snowghost!
~ The DragonLance book was "Kender, Gully Dwarves, and Gnomes" in the Tales Volume 2 and the story was Snowsong by Nancy Varian Berberick
I love it! Very Roman of you.
Your big issue is going to be some DMing challenges--essentially you are trying to create three big bads, each of which is a powerful deity in their own right. From your perspective as a DM, that is going to create two major problems:
1. It splits both your and your party's attention between three big bads. This makes it harder for you to write--not only do you have to ensure that three bad guys are compelling, you have to ensure that each of them resonates with your party members in a way that ensures your party is interested and committed to the story.
2. It can make it hard to reach a climax of your campaign. Narratives generally build to a single climax for a reason--you feel the true weight of everything that came before coming to a head at once. Having three bad guys you are trapping either results in one climax that is going to feel anticlimactic (if the party is to win, the gods cannot be as scary as they should be since there will be three of them together) or is going to be staggered, dragging out the experience and lessening the overall payoff for your setup.
The easiest way to "fix" this is to focus on just one of the gods. One option would be for the spell to only work once--that way the party gets to decide which of the Gods of Fury they find most interesting as an antagonist, and they can choose their own BBEG for the campaign. Other options are to pick for them--perhaps only one of the Gods of Fury still holds a grudge against Auril and wants to claim the Dale to spite her memory. Or perhaps one is causing particular trouble and needs to be stopped.
Talos is the most powerful of the three. Auril used to serve him.
I just got done playing this mission with my friends and I can tell you that it is the best adventure I have ever played. It was such a blast to play.
We've been loving this campaign, there is so much depth that can be added, or changed or left alone. In our campaign it is Asmodeus who is scheming to steal Auril's divine spark (like he did to Azuth to gain godhood). He is the real BBEG in Icewind Dale. He fostered chaos between the Gods of Fury and had them trash Winter's Hall and attack Auril. Mad with loss and fury, Auril is vulnerable to influence, and Asmodeus (who has his own cultists inside the Auril Cult) is encouraging the insane, the disaffected, the psychopathic to all worship Auril as a chaotic evil deity. This worship is increasing her stress and twisting her. She wants to withdraw Icewind Dale from Toril and make it her new Winter's Hall and have everyone in Icewind Dale worship her, but the Asmodean Cult are influencing the Auril Cult to insist that human sacrifice is needed to cause dissent in the towns. Asmodeus wants chaos and the destruction of Ten Towns to rob Auril of her worshippers. He has even subverted Ravisin after the murder of her sister to his side. She now gives orders for the Frost Druids to attack and kill Ten Towners which is NOT what Auril wants. Asmodeus is hoping the party will take care of Auril's avatar, and will have his own cultists present to allow him to appear and take her divine spark if they do. Levistus is there in the mix, trying to thwart Asmodeus, while also wanting his own Knights of the Black Sword to find a way into Ythryn, conduct a ceremony that connects Icewind Dale to Stygia, and then activate the spindle which can release him from his magical ice prison. Of course he forgets to mention that his cultists need to die for this to happen. It's been great fun so far, and the party have twigged that Asmodeus seems to have his fingers in a lot of pies, but they don't know why. Yet. Adventure awaits!
To DMs just starting this campaign:
#3 is the closest to how Auril was written to be in the book. I told my players that Auril is the personification of the blizzard you can't negotiate with her anymore than you can negotiate with the snow. It's either you persevere through the blizzard or it kills you.
The drama of the story is in how everyone reacts to the blizzard.
To me Auril answers the question of what if Gods weren't like us or like the standard Greek concept of Gods? What if they were animalistic and wanted to feast on us? What if Gods were terrifying and we were unable to understand them? For an example of this watch the show The Magicians. Just as a warning it is a disturbing show.
I like the different options here.
These are some really good ideas.
Here is an except from Rime of the Frostmaiden that wasn't mentioned above:
"What the characters discover in the course of the adventure is that she’s unhappy and craves isolation. Her nightly quest to hold the sun at bay stems from a need to preserve the beauty of things by freezing them. There is no way to reason with a being so bereft of compassion as Auril, but in her weakened state, she can be defeated or forced to reckon with her cruel indifference toward life."
I really liked the idea of this article, and hope that this will become a running series on how to handle 'larger than life' NPCs as a dungeon master. One of the most difficult things I've always found in running the game is 'finding the personality' of notable NPCs, and running them true to character. It's not too bad with the NPCs you make up on the fly, but when you know that the part is about to encounter someone who has 'plus 5 modifier' scores in intelligence, wisdom, or charisma, I'm usually at a loss about how to play them. I can be perfectly forthright to say that I by no means have an 18 in any of those ability scores, so it's a tall order to act as though I do.
Just in case the author, Jeremy (or anyone else at DDB), reads this, I had some thoughts:
I like the suggestions in this article for how to tie Auril deeper into the plot of the book, but what I was really hoping for was more suggestions on how to roleplay her when player characters are actually standing before her. I've had this crop up in my game already (I'm a big fan of letting the players glimpse the big bad early, in an encounter they're able to easily escape from), and found that my players characters were so shocked to meet a literal god, that they were unable to act and tried to parlay with her. I expected my players to run, so I was honestly at a loss for what she would do to 5 characters that all dropped to the ground to start worshiping her. I understood why that did that, but I had to decide on the spot 'does Auril care?'. Based on certain locations in chapter 5, I decided 'probably not..' so she attacked without any explanation. No one was especially happy about that, but thankfully they got away.
Her motivations are explained in the book to enough for a degree that it makes sense for the dungeon master (as much as the motivations of a deity could make sense), but it's extremely difficult to communicate what those are to my players characters since no one in that world really knows why she does what she does, and I can't imagine why she would explain her actions to mortals herself. Thus, she presents as a rather irrational, and random character to my poor players, so I can only imagine they see her as a fairly uninteresting villain.
My groups are some time away before they'll meet her again 'for real', and I'm still perplexed to what will happen when they do. As written in the book, they're perfectly capable to either accidentally or deliberately approach her in person, and I don't think that she'll be in a very talkative mood. Furthermore, I'm wondering why she wouldn't just find them herself when they're there, given she is omnipotent, other than the fact she is also arrogant, overly confident, and wouldn't consider them a threat (i.e. shes lazy).
I suppose this is a very long winded way of saying it would be great if in future articles like this, there was more of an emphasis on 'how does the character behave?'. This would be really helpful for other key figures in the Forgotten Realms world, but particularly so for a character that is either very charismatic, very intelligent, or who is unlikely to attack on sight. How can you play an anti-hero like Jarlaxle, to make him feel charming, and like hes always 10 steps ahead of the players (when you have no idea what they'll be doing next in reality).
How I ran Auril in my campaign: She was protecting the rest of the world from the arcane blight caused by the crashing of the floating city. This is why it is locked within a glacier that only she can access. When the arcane brotherhood began investigating the city she doubled down on making the area less hospitable in hopes of driving away any who might seek to release the city and allow the blight to spread.
I think that while giving her an altruistic reason for causing the endless winter certainly does give a comprehensible and understandable explanation to her motives, I would be cautious of de-mystifying her, and making her seem less evil than she is supposed to be.
I’d totally agree you could argue this fits the bill for her desire to preserve, so in that regard it is satisfying. I suppose I’m just resistant to creating a scenario where it becomes morally ambiguous to stop her.. not that any of her reasoning is easy to telegraph to players in any roleplay or exposition dump.
Oh for sure, and regardless she is still killing icewind dale to accomplish her goal, so it needs to be stopped. The arcane blight can be a reasonable way to continue the adventure past Auril and the lost city if they don't keep it contained
Commenting as a bookmark.
Why not... just bookmark the page????
Too many bookmarks already to be honest.
This is great. Anyway I can save this somewhere on this site?
I enjoyed this article. Thank you!