Sea of Moving Ice

Region: Icewind Dale — north of Ten Towns Type: Geographic Region / Body of Water Notable For: Drifting icebergs; Crimson Concord tomb; underwater rail transport

Description

A vast frozen sea north of Icewind Dale, filled with constantly shifting icebergs and ice floes. Treacherous to navigate on foot or by boat. Home to dangerous wildlife and ancient ruins locked in the ice.

Known Locations

  • Crimson Concord Obsidian Tomb — Carved into a mountainside; half-buried in ice; black obsidian with blue runes. The lair of Valkyrian and the The Crimson Concord. Now cleared. See The Crimson Concord.
  • Underwater Rail Transport — A magical underwater transit system connecting islands; a bell on the shore summons it (rumor gathered in Bryn Shander by Nalla)

Hazards Encountered

  • Peryton — Flying deer-bird hybrids with antlers and vivid feathers; attacked the party while camping
  • Frost Troll — Emerged during a blizzard; regenerates unless hit with fire
  • Altitude sickness — CON saves required as the party climbed toward the tomb; several gained Exhaustion

Notable Events

  • Party traveled here with Alaric Razor to investigate Meldir’s blood curse (Mar 22)
  • Discovered and cleared the Crimson Concord tomb across two sessions (Mar 22–29)
  • Valkyrian defeated; Meldir’s crystalline arm gained; cure components partially collected
  • Two frozen ritual subjects recovered from the tomb — one (unnamed woman) is traveling with the party

Open Threads

  • The unnamed woman from the tomb — who is she? Is she the “Survivor” cure component?
  • The elf from Floor 1 of the tomb — left on his own; recognized Meldir
  • Underwater rail transport — how to access the islands