After the launch of the game , Ymir's Pass will be the first place we are on. First we need to know Why were the Vanir, Ymirish and Frost Giants helping Thoth-Amon, who by all rights should have been their enemy? The Frostfather was the answer.
Having the eldest son of Ymir taken hostage was a simple solution. That is why the Vanir and Ymirish have allied with Thoth-Amon. They fear what he will do to the Frostfather if they defy him. Then there were the practical challenges of getting an event like the Frostfather made. Nobody had tried to make a monster that big before in Conan. Would it work with our technology? Would it look good? There were a thousand challenges that needed to be addressed.
the playfield went through much iteration. We wanted to convey a sense of variety throughout the zone. So the player moves through wooded hills, frozen mountains, steamy swamps, abandoned ruins, and of course, Ymir's Pass itself. Each of the areas has a different visual feel and the encounter types match the feel. So as the players progress through the swamps, for example, they begin to encounter salamanders and other fire based monsters. It's important to convey a sense of progression through exploration, and not simply rewards and levels.
In the end, players will decide if Ymir's Pass has succeeded in our goal of being better than all that has gone before.