Tower of Ascension

Tower of Ascension

Boondoggle!

Map

The Winterlands are commonly divided into several broad subregions:

Subregion Description
The Western Winterlands Dominated by Thronstadt, the Church of the Flame, fortified roads, and sacred civic law.
The Eastern Winterlands Dominated by Wintershield, the Spire, Lazarethite influence, and the haunted memory of the Frostfell.
The Northern Wastes Tribal lands, undead-haunted tundra, frost giant territories, and forgotten ruins.
The Mountain Holds Fortresses, old mines, dwarven works, passes, lifts, and hidden strongholds.
The Frozen Coast Arctic ports, fishing settlements, raiders, sea monsters, and brutal maritime routes.
The Boneyard Marches Cursed lands north of Wintershield where Feng’s broken host died beneath divine winter.

Overview

The Winterlands are a vast northern region of snowbound cities, frozen roads, ancient fortresses, sacred ruins, and haunted battlefields. To outsiders, the Winterlands are often imagined as a single frozen wilderness. In truth, they are a patchwork of rival cities, holy sites, barbarian tribes, military orders, old divine scars, and stubborn communities that have learned to endure where softer realms would perish.

The region is defined by two great powers: Wintershield, the cold and pragmatic city saved by the Frostfell, and Thronstadt, the sacred theocratic city founded around the The Finding of the Flame. Between and beyond them lie frontier settlements, ancient roads, mountain keeps, cursed plains, tribal territories, and places where the dead do not always rest.

The Winterlands are not merely cold. They are old.

Every city here was built atop an earlier wound. Every road crosses a battlefield. Every shrine remembers a miracle, a massacre, or both.

Regional Character

The Winterlands are a place where survival is considered a virtue. Hospitality is sacred, but so is preparation. A stranger may be given food and shelter without question, then asked pointed questions once the door is barred and the fire is lit.

The people of the Winterlands tend to value:

  • Endurance over comfort
  • Duty over sentiment
  • Faith proven through hardship
  • Practical mercy
  • Strong walls and stronger oaths
  • Respect for the dead
  • Suspicion of easy warmth, easy promises, and southern politics

The region’s great divide is spiritual as much as political. Thronstadt looks to the Flame as the heart of civilization, law, and divine protection. Wintershield honors Lazareth as the cold savior who broke Feng’s host before its walls. The Icengrim tribes see winter not as a thing to survive, but as a godly truth to embrace. These beliefs do not always lead to war, but they shape every alliance and insult in the north.

Major Settlements

Settlement Description
Wintershield A grim fortress-city built around the mysterious Spire. Wintershield was saved during the Frostfell and remains the heart of Lazareth’s influence in the region.
Thronstadt A wealthy theocratic city founded around the divine Flame. Seat of the Church of the Flame and the Keeper of the Light.
White Guard A major military and defensive stronghold guarding key roads, passes, or sacred approaches within the Winterlands.
Gate Cities A network of fortified trade and border cities controlling movement into and across the Winterlands.
Kaskala A major settlement of the Tuskgar people, who fled north after the ascension of Beck.
Ember Library A fortress-library and occult repository associated with dangerous knowledge, lost histories, and the preservation of forbidden records.
Dragon Keeps Remote draconic or dragon-themed fortresses tied to ancient powers, military orders, or old divine pacts.
Solstice A remote settlement or sacred site associated with seasonal rites, old winter traditions, and the turning of the year.
Icengrim Tribes A loose collection of Norse-like northern tribes who honor Icengrim, Lord of Winter and the Undead.

History

The history of the Winterlands is usually told through four great events: the Shattered Age, the Frostfell, the Finding of the Flame, and the Emberlight War.

The Shattered Age

During the Shattered Age, the balance of the divine order was broken. After the Major Gods ascended and restored their fallen companion Krom, Feng took advantage of the weakened gods and spread his tyranny across much of the eastern world.

His armies drove entire peoples into flight. Some fled toward the ancient Spire and founded what would become Wintershield. Others fled west and gathered around the place where the Flame would later be revealed.

The Frostfell

The Frostfell, also known as the Wrath of Lazareth, was the divine winterstorm that saved Wintershield from Feng’s host. As the city neared collapse, an unnatural blizzard descended on the besieging army. The Spire protected those within the walls, while Feng’s forces froze, fled, or died in what became the Boneyard.

This event transformed Wintershield forever. Worship of Lazareth became central to the city’s identity, and the people came to see winter not only as a threat, but as a divine shield.

The Finding of the Flame

At roughly the same time as the Frostfell, the western Winterlands faced Feng’s armies as well. There, beneath the stone of the Last Camp, the divine Flame was discovered. The first Keeper of the Light arose from this miracle and led the faithful in breaking Feng’s western host.

The city of Thronstadt grew around the Flame, and the Church of the Flame became one of the greatest religious and political powers in the Winterlands.

The Emberlight War

The Emberlight War was the great conflict between Thronstadt and Wintershield, born from centuries of theological rivalry, political suspicion, and competing claims over who truly saved the Winterlands during the Shattered Age.

To Thronstadt, the Flame represented civilization, law, mercy, and divine order. To Wintershield, Lazareth’s winter had preserved the north when all hope failed. The war left both cities scarred and ensured that even in peace, the Winterlands would never be spiritually unified.

Flight of the Tuskgar

The Tuskgar people came to the Winterlands after fleeing Southscar following the ascension of Beck, who bore a personal grudge against them. As followers of Lazareth, the Tuskgar hoped to find safety in a region where their god held greater power.

Their arrival added another layer to the Winterlands’ already complicated religious and political order.

Historical Timeline

Era / Event Significance
The Shattered Age Feng exploits the weakened divine order and conquers much of the eastern world.
Refugee Migrations Peoples flee north and west into the Winterlands.
The Frostfell Lazareth’s storm breaks Feng’s host before Wintershield.
The Finding of the Flame The Flame is discovered; the first Keeper arises; Thronstadt is founded.
Rise of the Church The Church of the Flame becomes a major religious and political force.
Growth of Wintershield Wintershield becomes a Lazarethite stronghold centered on the Spire.
Flight of the Tuskgar The Tuskgar flee Southscar and settle in the Winterlands.
The Emberlight War Thronstadt and Wintershield clash over faith, power, and legitimacy.
Modern Era The Winterlands remain divided between sacred fire, divine winter, tribal power, and old grudges.

Government and Leadership

The Winterlands have no single ruler. Authority is divided between cities, councils, theocratic offices, military orders, tribes, and old noble houses.

Power Form of Rule
Thronstadt Theocratic monarchy or sacred state led by the Keeper of the Light and the Church hierarchy.
Wintershield Ruling council, noble houses, military authorities, and Lazarethite religious influence.
White Guard Military command structure centered on defense, patrols, and frontier security.
Icengrim Tribes Tribal leadership, jarls, war-chiefs, shamans, and champions of Icengrim.
Gate Cities Local councils, merchant authorities, military governors, or mixed civic rule.
Remote Settlements Often governed by whoever can keep the roads open, the fires lit, and the dead outside the walls.

Important regional figures may include:

Religion

Religion is the central fault line of the Winterlands.

LazarethLazareth is revered most strongly in Wintershield and among peoples who see winter, death, and preservation as sacred forces. His worship in the Winterlands is complex. Outsiders may see only darkness, necromancy, and cold doctrine, but many Winterlanders view Lazareth as the god who preserved them when warmth failed.
The Church of the FlameThe Church of the Flame dominates Thronstadt and much of the western Winterlands. It teaches law, mercy, sacrifice, protection, and the defense of civilization. Its holy authority comes from the Flame and the Keeper of the Light.
IcengrimIcengrim is worshiped by many northern tribes, frost-bound warbands, undead cults, and harsh frontier communities. Not all of his followers are openly evil, but his faith glorifies winter’s cruelty, the strength of the dead, and survival through domination.
RathRath holds influence among military orders, judges, knights, and those who see war, death, fate, and discipline as necessary pillars of civilization. Many knightly orders of the Winterlands honor Rath alongside the Flame.

Culture and Society

The cultures of the Winterlands vary widely, but several customs are common across the region.

Hospitality and Threshold Law

In many Winterlands communities, refusing shelter during a killing storm is considered a grave sin or crime. Guests may be disarmed, questioned, watched, or required to swear oaths, but they are rarely left outside without cause.

The Honored Dead

The dead are treated seriously throughout the Winterlands. Burial, cremation, preservation, or ritual exposure vary by faith, but neglecting the dead is considered dangerous as well as disrespectful.

Winter Preparation

Every settlement has traditions around storing food, repairing walls, banking fires, salting roads, checking roofs, and marking safe paths before deep winter. A lazy autumn can kill more people than a sharp sword.

Oath Culture

Oaths carry great weight. In Thronstadt, oaths are bound to law and Flame. In Wintershield, oaths may be sworn before cold stone, grave markers, or the Spire. Among the Icengrim tribes, oaths are often sworn over blood, bone, or winter steel.

Economy

The Winterlands survive through trade, manufacturing, education, mining, fortified roads, and maritime commerce. Food is always precious, and grain imports are a strategic concern.

Industry Notes
Manufacturing Thronstadt and Wintershield both produce weapons, armor, tools, civic goods, and religious items.
Trade The Gate Cities and Winter Road support regional trade despite weather and monster threats.
Education Institutions such as the Ember Library and Valkenbane Academy attract scholars, mages, priests, and occult researchers.
Mining and Stonework Mountain holds produce metal, stone, gems, and ancient salvage.
Maritime Goods The frozen coast produces fish, whale oil, seal products, ship timber, and cold-water trade goods.
Religious Craft Icons, candles, funerary goods, holy arms, blessed stones, and ritual objects are major exports.

Imports and Exports

Exports Imports
Manufactured goods Foodstuffs (Wintershield)
Maritime goods Grain
Cultural and religious goods Raw materials
Arms and armor Medicine
Stonework and metalwork Luxury goods
Arcane and historical scholarship Livestock
Cold-weather gear Warm-climate produce
Foodstuffs (Thronstadt) Arcane Goods (Thronstadt)

Geography and Climate

The Winterlands are cold, but not uniform. The south and west have fortified roads, highland valleys, and settled cities. The east bears cursed lands and ancient battlefields. The north becomes increasingly hostile, giving way to tundra, glaciers, frost giant territories, and tribal realms.

Major Landmarks

Landmark Description
The Spire The mysterious monument at the heart of Wintershield, believed to have protected the city during the Frostfell.
The Boneyard A frozen cursed battlefield where Feng’s host died beneath Lazareth’s storm.
Ember Library A fortress-library preserving dangerous lore and ancient records.
The Platinum Dragon A sacred site, symbol, or manifestation associated with the Flame and Thronstadt’s founding miracle.
The Winter Road A major fortified trade and travel route through the region.
The Lifts of Belegost Great lifts or mountain works used to cross severe elevation changes and reach highland settlements.

Climate Hazards

  • Sudden whiteout blizzards
  • Killing cold
  • Avalanche-prone mountain passes
  • Thin ice over blackwater lakes
  • Haunted snowfields
  • Long winter nights
  • Frostbite and exposure
  • Dead zones where divine or necromantic power lingers
  • Roads that vanish beneath seasonal snow

Travel

Travel in the Winterlands is dangerous even in peacetime. Roads are often marked by stone cairns, blue lanterns, carved bone poles, or Flame shrines. In remote regions, travelers hire guides not merely to avoid getting lost, but to avoid old battlefields, cursed graves, tribal boundaries, and monster migration paths.

Common travel routes include:

Route Description
The Winter Road The primary overland route connecting major settlements and fortified waystations.
The Lifts of Belegost Mountain lifts used to move people, goods, and military forces across otherwise brutal terrain.
The Frost Coast Route Maritime travel along the arctic coast, dangerous but sometimes faster than land routes.
The Gate Roads Roads controlled by the Gate Cities, heavily taxed but comparatively secure.
Pilgrim Roads Routes leading to Thronstadt, Wintershield, Solstice, and other sacred sites.

Threats and Challenges

The Winterlands face threats from monsters, weather, politics, religion, and history itself.

Notable Monsters

  • Frost giants
  • Undead warbands
  • Winter wolves
  • Remorhazes
  • Ropers and deep predators near under-roads
  • White dragons and lesser drakes
  • Hags of winter, hunger, or grief
  • Spirits from the Boneyard
  • Far Realm intrusions in remote tribal lands
  • Shadow creatures haunting old ruins and mountain settlements

Political Strife

  • Rivalry between Thronstadt and Wintershield
  • Suspicion between the Church of the Flame and Lazarethite authorities
  • Tribal raids and retaliatory crusades
  • Disputes over relics from the Shattered Age
  • Arguments over the true legacy of the Frostfell
  • The uneasy status of Icengrim worshipers
  • Old grudges from the Emberlight War

Environmental Hazards

  • Starvation winters
  • Collapsing ice roads
  • Sudden divine or arcane storms
  • Cursed snowfields
  • Plague in sealed winter settlements
  • Ghost lights leading travelers off safe roads
  • Long supply lines vulnerable to raids

Major Organizations

Organization Role
Church of the Flame The dominant religious and political institution of Thronstadt.
Keeper of the Light Sacred office and living vessel of the Flame’s mandate.
Knightly Orders of Rath Martial orders devoted to discipline, death, dragons, fate, and war.
White Guard Defensive military force associated with protecting key Winterlands routes or borders.
Lazarethite Orders Priests, mortuary orders, judges, necromancers, and winter-clerics tied to Lazareth.
Valkenbane Academy Arcane, historical, or military institution associated with Wintershield’s elite learning.
Icengrim Tribes Tribal peoples who honor Icengrim and resist southern control.
Tuskgar Clans Migrant people who fled Southscar and settled under Lazareth’s influence.