There will be 13 modules in this series, not just because thirteen is the typical number in which all series of Castles & Crusades modules end at, but in Nordic tradition that is one of the 'magic' numbers unique to their beliefs. These first two, along with the Codex Nordica, will enable the gaming group a jump start into the campaign, or saga, to find the Fimbulwinter Runes.
In the rough mountainous region of Ormr, the earth groans, turned this way and that by forces beyond understanding. The tremors send shock waves across the Nine Worlds, jolting the local kingdom of Eucia terribly. People, high and low, turn to their King, as is their right. But King Hrolfr is in the dark, as are his seers; so he must look beyond his wooden halls, calling to the stalwart heroes of his realm, brave adventurers to venture forth in his name and conquer the unknown.
Little does the King know that the quakes are brought about by a menace sent from the dismal world of Helheimr far below. Raiders carried by dark longships on ghastly winds have come with evil intent, but their goal here goes deeper than anyone could possibly imagine.
The adventurers must search out what is going on in the kingdom of Eucia, but to do that, they'll find more than they ever bargained for, because Hel has her fingers planted deep in the roots of all things. Before they can end the quakes they'll see this and so very much more . . . or die in the trying.
With Hel's plot unearthed, the Nine Worlds beckon, for somewhere beyond Midgaard lies Odin AllFather's scattered Fimbulwinter Runes! And to stop Hel and bring peace to King Hrolfr's realm, someone must fetch the runes and return them to Valhalla, before any take note!
But beginnings are oft as hard as endings and King Hrolfr's heroes must first sail to the frigid seas of the north and seek out the portal to the shadowy world of Svartalfaheimr in hopes of seeking the first of these coveted Runes of Odin AllFather.
Svartalfaheimr, however, is an endless world of shadow and confusion, where Dark Elves rule sprawling realms from deep places, wild beasts hunt for wreck and ruin and the Lord of that world is crafty and altogether evil. Somewhere in the midst of this lies a wise man, Boddi, who can serve as a guide through the Nine Worlds and aid those seeking the Fimbulwinter Runes before either Odin or Hel, or their agents do in time.
To fetch the runes, to find the guide, all this before the wrath of the Dark Elves is unleashed and before Odin AllFather learns of what's afoot, for his fury is one none can withstand and failure, unbeknownst to all, means the end of days . . .