Age of Conan has undergone several
changes since the original release date, and the people are coming back to the
game in droves! The recent addition of
Ymir's Pass has raised lots of questions about what all is available to the
player in this region. The
Guide to Ymir's Pass is fixing that! The guide shows you how to get there
and then highlights all the cool stuff to do once you're there.
Guide to Ymir's Pass
Ymir’s Pass introduces hours upon hours of adventure into Age of Conan. Let’s
take a look at some of the locations you will explore, characters you will meet
and quests that you will embark on in this short-and-quick guide to Ymir’s Pass.
“It was a gloomy land that seemed to hold
All winds and clouds and dreams that shun the sun,
With bare boughs rattling in the lonesome winds,
And the dark woodlands brooding over all,
Not even lightened by the rare dim sun
Which made squat shadows out of men; they called it
Cimmeria, land of Darkness and deep Night.”
- Cimmeria, Robert E Howard -
Getting there!
If a man wishes to travel the distance from Cimmeria to the southern
kingdoms, the fastest route is through Ymir’s Pass. It is a journey that
captures the raw beauty of the northern lands, from the ice-tipped peaks which
shadow the land to the snow-covered planes that lead further south through rocky
valleys. Once through the mountains, the land slopes downward to the rocky
expanses of the Border Kingdoms and the great plains of Nemedia beyond.
But would-be travelers must be cautious. Not all is well in Ymir’s Pass and the
wind that sweeps down the mountains and howls across the plains carries with it
the stench of war and death. It begins with the self proclaimed bandit-king,
Atzel. Thoth-Amon returned Atzel to life after his death at the hands of Conan.
In return Atzel swore to help the sorcerer carry out his plans.
Those plans are beginning to come to fruition.

Clan Maugh
Atzel’s men have moved into Ymir’s Pass, driving back Clan Maugh, the
Cimmerians who make their home in the region. The Clan makes the bandits pay
dearly for every swathe of land that they take, but life is cheap in the eyes of
Atzel and even cheaper in the eyes of Thoth-Amon. The leader of Clan Maugh,
Caden Chieftain, has decreed that his people will give no more ground. They will
retake the land of their forefathers, or die in the attempt.
But Caden has other worries. His headstrong daughter, Ula, has gone missing
in the wake of the attack and he doesn’t dare ask any members of the clan to
risk their lives searching for her in enemy territory.
The Battle of the Frost gate
Further north, a skirmish has taken place between Atzel’s men and a band of
Aesir travelers. In the region known as the Frost gate, a great battle was
fought, with great losses on both sides. Little is known as to the fate of the
Aesir. If they do still live, they are deep in enemy territory and their
relations with the local Cimmerian tribe are strained at best. But for now, the
corpses of their fallen comrades lie tumbled in the snow.
Those who travel will shift uneasily as they remember the legend of Atali,
the Frost Giant’s Daughter. It is said that she comes to the fields of the dead
she comes and walks among the dead, her naked body gleaming like ivory. She
lures men from stricken fields into the wastelands to be slain by her brothers
the ice-giants, who lay men’s red hearts smoking on Ymir’s board.
The Ghost Kings
In the southern swamps of the region, which the local clan has long avoided due
to its dark reputation, something is stirring. Three ancient ghosts wander the
landscape, wearing the crowns of long dead Acheron. And where they wander, they
drive the denizens of the swamp before them, forcing the normally timid swamp
demons to migrate from their beloved swamps.
Whence came these kings of Acheron? The answer lies in the ruins to the east.
The Ruins of Karutonia
The ruins which dominate the southeastern portion of the region are those of
Karutonia, once the northern-most city of Acheron. Karutonia was a great city,
ruled jointly by three kings. The frontier city held back the barbarian hordes
and thousands of barbarian slaves were sacrificed in their great amphitheatre.
But this enraged the barbarian hordes. They stormed the city and razed it. It
was the beginning of the fall of the Acheronian Empire. Today, the ruins are
full of Black Ring Sorcerers and their allies, searching the ruins for the
relics of Acheron. It is rumored that they have opened the way into the
Amphitheatre of Karutonia and they feed upon the dark legacy of the sacrifices
that once occurred there.
The Amphitheatre of Karutonia
The Amphitheatre, once the site of such horrible sacrifices, now serves as a
nexus for the evil in Ymir’s Pass. Black Ring member’s come and go freely, and a
few of Thoth-Amon’s greatest allies remain in the Amphitheatre.
The Dimensionalist dwells in the ruins. With the flick of his wrist, this
master sorcerer can summon an entire army from the depths of the void. His
creations are loyal and incredibly lethal. The Abyssal Keeper cages the spirits
that he raises from the darkness. He raises the souls of the animals that once
fought for sport in the amphitheatre, and trains them to do his bidding.