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Wintermark lies in the north-west of the Empire. It is significantly colder than the lands around the Bay of Catazaar, marked by high peaks, rolling tundra and great freshwater lakes. The four territories are scattered with settlements and criss-crossed by a network of watchtowers and beacons that allow the Winterfolk to maintain vigilance against barbarian attacks. Many of these beacons are isolated, but halls have sprung up around several of them, often taking their names from the beacons or watchtowers they protect.

The wilderness between halls is often trackless, but there are many well-known routes between settlements. The land is known for it's natural beauty; while it is cold, it is by no means an arctic wasteland. In summer particularly the plains and woodlands of Wintermark teem with animal life. It is a hardy land, however, that breeds hardy men and women. It is also a prosperous land - there is a great deal of hunting, fishing, herding. agriculture, mining and trade between halls and the rest of the Empire.

While three of the four territories are viewed as the "spiritual home" of one of the three peoples, all WInterfolk are welcome in all territories. While the halls of Kallavesa tend to have more Kallavesi members than Suaq or Stienr, it is a rare hall that consists only of folk from one of the three peoples.

Spring

Template:TwoColIconImage Sometimes called the Primal Forest, this is a Realm overflowing with life in infinite variety. A Realm where things begin and are renewed second to second, but where death comes swiftly. Here the green Eternals celebrate creation and destruction in all its untold beauty, and buzzing voices remind humankind that it has no place here in the primeval realm.

Summer

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In the realm of might and majesty, everything exists in a timeless moment at its idealised prime. Great oaks tower over the fields of glory, the mountains scrape the skies, the blizzards howl more terrible than any mortal storm and the dark sea is deeper than any mortal ocean. The savage beasts of legend are hunted across the rolling plains by Eternals clad in the bright panoply of youth and immortality.

Autumn

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In the Realm of intrigue and influence everything interweaves in a great shifting web of favour and debt. The horned lords and ladies compete in savage games of wealth and power. They welcome mortals to their councils but beware the bargains of Autumn for in the Labyrinth, nothing is simple.

Winter

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The Wasteland is hungry. It is a realm of creaking dread, of fear and famine without the memory of dusk or the hope of dawn. From the parching heat of the dusty desert halls to the frigid silence of snow-drowned forests wait the Eternals of Winter, the wise monsters who make no effort to conceal their cruel natures. It is a realm of wisdom, the cruel wisdom that comes with age and experience, the wisdom of hard choices and the certainty of death.

Day

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A realm of spirit and of shining light. Where the sky and the ocean meet, in the heights and the depths, the Eternals of Day seek infinite understanding of the truths of creation. It is a realm that celebrates reason over impulse, thought over instinct, harmony over passion. It is the Realm of the higher mind, of the birth of revelation and the death of secrets.

Night

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A realm of spirit and of eternal shadow. Where passion rules, thought gives way to instinct, and joy and terror are both a breath away. The coiling serpents and enigmatic wyrms of Night whisper of the joy of mysteries, and of the riddles whose beauty lies in the act of unravelling rather than the revelation of the secrets wrapped within.


Territories