Othgar could have stayed in the Skaarl Islands and lived a life of luxury with the treasures he had won. But instead, he set sail at the start of this season to place his standard on the shore below the Fist of Wotan, and bade all men and women of courage and honor to join him there under the eyes of the All-Father, Many heeded the call, you among them, to wrest a fortune from the mountain at the call of the All-Father.
The Skaarl Islands and the Skaarlings are the Scandanaia/Vikings of the campaign world in which Westmist is set (Bjorn's homeland BTW). So if you haven't guessed already, this is going with a Viking theme. Fur clad warrior (with or without horns on their helmets), skalds chanting paeans as they charge into battle, clerics of the Norse gods, etc. I'd like most PC's to have a Viking flavor, but I'm open to scimater wielding Zevestian warriors al la "The Thirteenth Warrior" and other exceptions to that rule. It will be a low civilization campaign. The only "town" is Othgar's Trade Town, a seasonal and temporary base at the foot of the mountain. But this is D&D, so there will be somewhere to sell your treasure, heal your wounds, quaff your ale.
Gameplay will be dungeon oriented, but I'm going to try to make it more 'alive' than Stonehell. More rival adventures (the other crews) in the dungeon, more chance for events in the dungeon to affect relations outside (and vice versa). This won't be a megadungeon like Stonehell so much as a collection of smaller, sometimes interrelated, dungeons. Go further up the mountain and the greater the dangers. There will be the chance to explore the area immediately around the Fist of Wotan, and actual figuring out the best/safest way to get higher up the mountain will be important too. Think of climbing Everest in armor and you get the idea.
Oh, and did I mention the thing about the old gods? Where do you suppose they came from all of a sudden? And why have they drawn you to this god-forsaken land? Could this be the chance to discover the true meaning of the gods?