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A blue-and-gold forcefield stretches across the whole sky above the forests, lake and towns of the Valley of Icesus.

The World
of Icesus.

After the Unraveling, players are rebuilding the provinces and the shrines that keep the valley warm.

See the rebuilding

Shelter from
the Ice

Icesus is a valley on Aegic, a planet whose old homelands were lost beneath the Ice after a war between the gods. Priests raised the mountains to stop the glacier and created volcanoes to warm the land within. Overhead, a magical barrier keeps that warmth from escaping.

Pine forests and birch groves cover much of the valley, broken by rivers, lakes and cultivated plains. Volcanic heat warms the southern farms and the island city of Cenedoiss. Farther north, the ground gives way to tundra and permafrost. Graemor lies beneath the eastern reaches, its roads cut through stone.

Travellers cross borders as well as rivers. The kingdoms watch their neighbours closely, and many places are older than the powers that claim them. Even so, there are quiet winter mornings, aurora over the fjells and a brief summer when the valley grows green.

Explore the world map

The mountains

Fire and Earth priests raised these mountains with Dhubr’s aid to stop the advancing glacier.

The volcanic warmth

Fire priests created the volcanoes. Their heat makes much of the valley habitable.

The sheltering sky

Air priests maintain the forcefield that holds in the warmth. Since the Unraveling, province shrines have sustained the renewed barrier.

The Unraveling

When the sky fell

For centuries, the barrier held while people forgot what its ancient shrines were for. Eventually their stored power ran out. The sky fractured, cold poured into the valley, and most provinces were destroyed. The Unraveling came close to ending Icesus.

The barrier begins to fail

At first the canopy flickered. Frost crept along walls, and people heard crystalline cracks overhead. Ice creatures broke through at the edges. Then whole sheets tore free. Blue-gold fragments fell like meteors, with glacial boulders and slabs crashing through the gaps behind them. Where the sky went dark, the cold reached into homes.

The shrines break

Defenders killed the invading creatures and carried their crystallized divine favour to the province shrines. The sacrifices bought time, though too little to save the old barrier. Priests drew it inward to protect the valley’s heart. The strain shattered the shrines and broke ancient seals beneath them. Things imprisoned there since before recorded history were free.

The provinces fall

The awakened entities took the devastated provinces. Settlements and fortifications fell, along with the rule of those who had held them. Defenders fought through the ruins and drove the entities out one by one. Each defeat released power the enemy had consumed. With that energy and the divine favour already gathered, the priests wove a new barrier from the fragments.

Rebuilding under a thinner sky

The cold retreated, but the new barrier was thinner and fragile. Players are now reclaiming the provinces beneath it. They restore shrines and build homes, stores and workshops among the ruins. Keeping those settlements warm takes regular offerings. If a shrine is neglected, its protection fades.

The provinces are
being rebuilt.

The Unraveling left most of them in ruins. Players are returning to the land, restoring its shrines and building places to live. There is more to do than any one person can manage.

Builders fit timber beams above new stone walls in a snowy province.

Raise shelter again

The old settlements lost their homes and fortifications. Players are building on that ground again, bringing timber and stone to construction sites and putting up the homes, workshops and public buildings a province needs.

There is work here before you own any land. Visitors can register as Workers and help a settlement without joining its council.

Build and repair · Deliver timber and stone

People fill a storehouse with grain, preserved fish and meat.

Put food away for winter

Somebody has to feed the people doing the building. Hunters and fishers bring in food; cooks prepare it, and workers fill the stores. Preserving food makes a good catch useful long after the day it was landed.

A food hall gives the settlement somewhere to eat together.

Hunt and fish · Cook and preserve food

A loaded wagon arrives at a settlement where workers and residents gather.

Take a job from the board

A province board lists work that people will pay to have done. One settlement may need stone hauled to a building site. Another needs food or offerings for its shrine. Miners, craftspeople and haulers all have a place in that work.

The councils organise their own settlements, but the sky above them is shared.

Mine and craft · Haul supplies · Complete board work

A mold man brings an offering to a Fire altar while an antaeun raises building beams; golden threads rise into the repaired forcefield.

Keep the shrine fed

The renewed forcefield depends on province shrines. Sacrifices replenish their consecrated power, keeping warmth in the settlement and sustaining the barrier overhead. Anyone can bring an offering.

Chapels may honour different gods, but their altars feed the settlement’s shared reserve. The flame needs tending as long as people live beneath this sky.

Restore shrines · Bring offerings

Find your place in a province

Sacrifice and rebuilding

The shrines keep
the cold outside

Every rebuilt province needs a shrine. Sacrifices at its altars replenish the consecrated power that sustains the forcefield. The people living beneath it have to keep that power flowing.

Sacrifice at
the altar

Rebuild a province together

The province shrines anchor the renewed barrier. A sacrifice replenishes their consecrated power: a fading ember becomes a steady flame, and warmth returns to the settlement. Each element answers differently. Fire consumes the offering in flame; Air whips around the altar, Water swirls over the stones, and Earth shakes beneath them. Worshippers who give to their own element also earn divine favour.

A shrine needs regular offerings. Leave it untended and its power dwindles until the altar is cold and its protection gone. Chapels in the same settlement can honour different elements; all their altars feed a shared reserve. A sacrifice to any of them helps sustain the barrier above everyone.

A crystal held aloft by curling pale-blue winds.

Air

Wind whips around the altar and consumes the offering.

Pthuule’s faithful
A phoenix spreads its wings in red and gold flame.

Fire

Flames rise around the altar stone and burn the offering.

Zrammas’s faithful
A skeletal hand grips cracked granite beneath a skull wreathed in green necromancy.

Earth

The ground trembles as the sacrifice replenishes the shrine.

Dhubr’s faithful
Clear ice rises from a curling azure tide.

Water

Water swirls over the stones as the shrine regains its strength.

Albila’s faithful

Watch the altar’s flame. As the shrine loses power, it dwindles to embers, then leaves cold stone.

The elemental faiths

Five elements. Four living gods.

Aegic formed from Fire, Water, Earth, Air and Magic. Four of their gods still answer worshippers. Okka, the god of Magic, died in the war that froze the world. Air’s priests heal the wounded, Earth’s compel the dead, Water’s channel magical power, and Fire’s lead armies. Their rivalries are old, and far from settled.

A symbolic landscape of flame, stone, water and wind surrounds a dark violet fracture representing the absence of Magic’s god.
A crystal held aloft by curling pale-blue winds.
Air

Pthuule

The goddess of Air

Pthuule’s priests are the valley’s healers. Through the path of Mercy, they mend wounds, set broken bones and restore life. Those who follow Fury wield wind and lightning. Air’s priesthood holds considerable power in Valkor, where the Faith of Elements reaches into everyday life. Air opposes Earth, and the rivalry between western Valkor and eastern Graemor follows much the same division.

An elven priestess of Air in pale-blue robes holds a staff and gathers healing light in her hand.
ElfPriest of Air
A human priest of Air in pale-blue robes holds a wooden staff as wind curls around him.
HumanPriest of Air
A priest in pale blue silk approaches a crystal whirlwind altar on a floating rock beneath the valley’s woven magical sky.
At Air’s wilderness temple, the wind holds a crystal altar aloft.

Healing · Mercy · Lightning

Inside the priesthood

The Followers of Mercy and Fury

Read about Air priests

In Vaerlon’s blue-marble healing chamber, the Followers of Mercy sit on low stools beside the beds of the wounded. They learn to mend torn flesh and set broken bones. Hymn-singers fill the temple with music and the rooms smell of incense. Alongside their healing work, priests study rituals and preach Pthuule’s faith.

The Followers of Fury train in a chamber blackened by their own spells. They wield Air’s destructive power, wearing the same light-blue robes and white rune as the healers. The Tempest harbingers are among their highest servants. Mounted on windmares, they ride ahead of great storms. Far from the city temple, crystal fragments whirl over Air’s wilderness altar, on a rock suspended by the wind.

A phoenix spreads its wings in red and gold flame.
Fire

Zrammas

The goddess of Fire

During the Interplanar War, Zrammas was driven back to the plane of Fire. Aegic cooled as her power weakened, and the flood froze into a glacier. Her priests later created the volcanoes that warm Icesus. Even kingdoms that distrust them depend on that heat. Fire governs destruction, passion and purification, as well as the forge. Its ancient conflict with Water persists, while a cathedral in northern Atherton has given Zrammas’s followers a growing foothold.

A human priestess of Fire in red-and-white robes carries a flaming spear and holds a flame.
HumanPriest of Fire
Winged Saerka priest of Fire holding a flaming spear.
SaerkaPriest of Fire
A phoenix-marked human Fire priestess offers flame at Zrammas’s altar while a green, six-limbed thri-kreen initiate stands beside her.
A human priestess and a thri-kreen initiate at Atherton’s cathedral.

Flame · Purification · The forge

Inside the priesthood

The Burning Lance and the Voice of the Goddess

Read about Fire priests

Every Fire initiate receives a phoenix tattoo on the right cheek. To Zrammas’s followers, flame gives life and warmth, and expresses compassion, though they know how readily it destroys. Citizens gather for weekly ceremonies in Atherton’s cathedral. Gifts and prayer papers surround the candles and scripture in its inner shrine. Offerings have blackened the smooth top of the dark-red stone altar; priests meditate beside it, and new followers pledge their faith there.

The Order of the Burning Lance trains warrior-priests with spears and javelins, under images of a lance made of flame. Priests of the Voice of the Goddess learn the sacred texts by heart. They preach on the battlefield, lead armies and throw burning lances from behind the fighting line. Their devotion can be merciless: those they judge heretics face persecution.

A skeletal hand grips cracked granite beneath a skull wreathed in green necromancy.
Earth

Dhubr

The god of Earth

Dhubr helped raise the mountains that stopped the glacier. His power gives stone its strength and makes Earth a source of barriers and protection. In Graemor, his priests use it to command the dead. Undead labour serves the city, and the priesthood holds great political power in the czardom.

A dark elf priest of Earth in black robes commands a skeletal servant with green necromantic magic.
Dark ElfPriest of Earth
A human priest of Earth in dark robes commands a skeletal servant with green necromantic energy.
HumanPriest of Earth
A dark elf Earth priest raises a skeleton with black necromantic energy while undead servants kneel and an armoured skeletal guard watches.
A dark elf raises the dead in Graemor’s Earth temple.

Stone · Endurance · Death

Inside the priesthood

Necromancers of Graemor

Read about Earth priests

The living share the cavernous hall beneath Graemor’s temple with undead servants following their masters. Apprentices study among caskets, skeletons and anatomical charts, learning to raise corpses and compel them to obey. The corpses keep their wounds and missing limbs. Skeletons are armed as warriors and guards; wraiths take almost human shapes, black except for their burning eyes.

Other Earth priests learn to shape the ground and command nature. The highest clergy master both disciplines, extending their authority from the mortal world into the Nether. Graemor’s order is ruthless. Its undead workers and armies support the czardom while the priests seek greater control over souls and death. They wear brown robes edged in black and green, and worship before a granite altar and an icon of the undead.

Clear ice rises from a curling azure tide.
Water

Albila

The goddess of Water

Albila governs cold, purification and the tides. After the war against Fire, she drew power through the rift left by Okka’s destruction. Water poured through with it, flooding Aegic before the world froze. Later, survivors of the destroyed city that preceded Cenedoiss found shelter among the ciloss of Cenedoiss. Both peoples worshipped Albila, and together they built the Grand Cathedral of Water.

Antaeun priest of Water wearing plate and white-and-azure robes, with a shield and ice spell.
AntaeunPriest of Water
A dwarven priestess of Water in plate and white-and-blue robes carries a shield surrounded by ice.
DwarfPriest of Water
A tentacled ciloss priest in white and azure attends a clear ice altar beneath the divided waterfall while a traveller makes an offering.
A ciloss priest at the ice altar in Water’s wilderness temple.

Cold · Protection · The tides

Inside the priesthood

Channelers and Blood Magi

Read about Water priests

Water’s priests kept knowledge from their ancient alliance with Magic. After Okka’s death made magical forces erratic, they retained the means to steady them. The Channelers of Water still study those currents. They shape the power around a person and bind spells for later use. In Cenedoiss’s temple, acolytes work at tables above the great pool, their books open to the sound of rushing water.

Templars trained the Order of the Blood Magi to defend the priesthood’s allies. These priests fight with elemental life-force drawn from their enemies’ blood. Masters of channeling, blood and defence can seek the teachings of the Blind Seer and her lorekeepers. The priesthood wears azure beneath white. At its wilderness temple, a waterfall parts around the worshippers, and water runs upward over an altar of clear ice.

Violet crystal fragments surround an empty, fractured centre.
Magic · The absent god

Okka

Magic after Okka

Okka died in the Interplanar War, but Magic remains in the world. It mingles with the other four elements and has no elemental opposite. Mages can still use its power, though there is no living god to answer them. When Magic’s turn comes in the elemental cycle, strange happenings are spoken of in low voices.

A blue Spell Weaver mage in plum-and-ivory robes holds an amethyst-topped staff and shapes floating violet crystal fragments.
Spell WeaverMage
A white-bearded gnome mage in a plum coat with silver trim holds an amethyst-topped staff and shapes violet crystal magic.
GnomeMage
A solitary mage reads a chained book in a red-granite hall as uncertain silver light falls across polished stone.
A mage reads in the Hall of the Awakening.

Synthesis · Power · Uncertainty

The surviving tradition

The Book of Awakening

Read about the Mages of Valkor

The Book of Awakening tells what became of Okka’s priests. Some died with their god; others went mad. The surviving faiths took in their apprentices. One of them, Llemnar, found that the lesser rituals he had learned still worked. Trying to understand why, he helped open the way for mages to study the elemental forces mingled through the material world.

Water’s priests preserve part of the old alliance with Magic. Mages continue to experiment with combinations of elemental power. In the Hall of the Awakening, the great book is chained to a reading stand. Generations of readers have worn the floor hollow beneath it, lit by a silver rune whose light never quite settles.

Curses, dreams and bound spirits

Other orders seek power within a living body, inside a dream, or across the boundaries between planes.

A human Coven witch in worn travelling clothes shapes a green spell between her hands.
HumanCoven member
Coven of the Derelict

The Coven began as a refuge for people other traditions had cast out: fallen rangers, corrupted mages and others with nowhere to go. Its witches and warlocks learned to turn the magic that keeps their own bodies alive into poison, feeding it with hatred.

Their curses weaken an enemy. Dreamweavers can torment another mind or restore an ally’s confidence and abilities. Witch-iron wristbands carry the Coven’s destructive touch.

Read about the Coven
A dark elf sorceress in dark robes holds a ram-skull sceptre surrounded by violet spirit energy.
Dark ElfSorcerer
Conclave of Sorcerers

The Conclave’s old masters once followed the god of Magic. After Okka’s fall, they kept practising in exile. Their apprentices learn to draw energy from other planes, especially the plane of Magic.

Conjurers ensnare spirits and bind them to feathered ram-skull sceptres. Energy Manipulators learn to see and redirect the currents between planes. Calling a spirit is only part of the work: the sorcerer must also learn to keep it under command.

Read about the Sorcerers
A Thri-kreen Monk in grey robes takes an unarmed fighting stance, gathering lightning around one hand.

The monks’ Road of Temperance

The elemental cycle is felt in the monks’ fighting forms as well as the temples. In their training hall, students fight atop tall wooden pillars. Balance, meditation and repeated practice teach control over the body and the motion of a fight. A trained warrior monk can face an armed opponent with empty hands.

Some follow the Hand of Gods, seeking harmony with the elemental powers. As the elemental phase changes, so does the power carried through their martial forms. Meditation and the discipline of the body are their way of seeking that understanding.

Walk the Road of Temperance

Cities of the valley

Behind the city walls

Peoples driven from their homelands crowded into Icesus. Some built cities together; others settled apart. Vaerlon, Graemor and Cenedoiss grew into rival centres of power.

Vaerlon’s pale inner walls catch the dawn above a lower grey outer wall, beneath the blue and gold barrier.
Vaerlon · Valkor

Vaerlon

The capital of Valkor

Elves and dwarves founded Vaerlon together. Its high inner walls still catch the dawn above the lower wall built later around the growing human settlement. Travellers return for its shops and guild halls, or to rest at a temple and pass through the busy central square. Templars enforce the law, but the city’s peoples have never fully agreed on who should rule.

Find Vaerlon on the atlas
Graemor’s inhabited stone terraces and bridges rise inside a vast cavern above a partly frozen subterranean river.
Graemor · The eastern caverns

Graemor

The eastern czardom

A frozen underground river divides Graemor’s caverns. Wealthy households and the poor occupy different caves, under the rule of the czar and his barons. Roads and bridges carry the czardom’s influence outward, backed by its armies. Earth priests hold great authority here, and the dead work alongside the living. Shadowdancers helped the czar seize his throne, while the Scions of the Cursed Blood pursue their own ambitions in the city’s shadows. An alliance offers little comfort if it becomes inconvenient to someone stronger.

Find Graemor on the atlas
A Shadowperson with small wings and clawed feet carries a curved dagger amid violet shadows.

Shadowdancers

Graemor’s assassins helped Kezrhgdel take the palace. Their initiates learn to approach unseen and end a fight with one blow. In torchlit training halls, the shadows themselves seem to move. Reputation determines who rises through the order; even its leaders can be challenged.

Enter the shadows
A white-haired Derro Scion in black and crimson armour wields a blade surrounded by dark-blue magic.

Scions of the Cursed Blood

The Scions are dhamphirs, descendants of the true vampire bloodlines. As those ancient lines weaken, their heirs seek to inherit their power. They study forbidden lore, draw on blood and souls, and learn the dark arts that might make that inheritance possible.

Follow the cursed blood
Steam rises between the islands and bridges of Cenedoiss, with the Water cathedral and the woven barrier reflected in its lake.
Cenedoiss · The southeastern lake

Cenedoiss

The city on the lake

Cenedoiss occupies islands in a southeastern lake warmed by a nearby volcano. Fisheries and mainland farms feed the city. The ciloss took in survivors of the earlier city’s destruction. Their shared worship of Albila led to the Grand Cathedral of Water. Noble houses now compete at court and bathe in water from the hot springs. Many ciloss live in the poverty of Mudtown. Cenedoiss guards its neutrality between Valkor and Graemor.

Find Cenedoiss on the atlas

The six kingdoms

The glacier leaves little room for retreat. Valkor and Graemor compete for the same valley, the northern peoples resist southern rule, and old allies keep secrets from one another. All of them depend on the sky holding.

Vaerlon’s pale walls rise over the western kingdom beneath the blue-and-gold sky.

Valkor

Vaerlon’s walls began as an agreement between elves and dwarves. Human armies later expanded the kingdom, and humans now dominate its rule. The old partners have not forgotten.

Air temples and Templar patrols keep order in the west. Behind that order, rival nobles contest the succession. Eskara resists Valkor’s advance north; Tyranus raiders threaten its southern border.

Bridges and inhabited terraces cross Graemor’s cavern above its frozen river.

Graemor

The dead work in the czardom’s caverns and march in its armies. Dhubr’s necromancers have helped Czar Kezrhgdel build a realm where strength decides who rules.

The czar’s telepathic reach makes secrets dangerous. His barons still scheme, while new roads and bridges carry Graemor’s power beyond the caves. Mahrakc’s fortified river crossing guards the way into the east.

Elven scouts watch over woodland towers, farms and lakes beneath the woven sky.

Silverspire

The elves of Silverspire prefer to know a rival’s intentions before armies start moving. Scouts, spies and hidden troops help the kingdom stay neutral between Valkor and Graemor.

Its woodland settlements live by farming, hunting and trade. Khazakul shares their defence. That alliance gives Silverspire protection, but its informants leave neighbours wondering how much the elves already know.

Dwarven smiths work in great underground forge halls among pillars carved with their ancestors.

Khazakul

The dwarven warrior-smiths held their ground in the old wars. Their descendants still live in the mountain halls of Ember Valley, tending forges and remembering the ancestors who defended them.

Fire means the forge here. Craft, clan and long memory govern daily life. Khazakul’s warriors are few, but its berserkers are feared. Outsiders do not quickly earn the trust that Silverspire enjoys.

Spirit-stones overlook a northern settlement sheltered between fjells beneath the woven forcefield.

Eskara

A witch-queen rules from a valley hidden between two fjells. Women hold power in Eskaran politics and justice; witchcraft, seers and the Old Ways shape life far beyond the queen’s court.

Valkor’s missionaries and armies meet resistance in this country. Eskarans know the northern ground, and they do not freely share the paths to their heartland. Spirit-stones and bone fetishes belong here as surely as southern temples do elsewhere.

Gaesati herders tend reindeer beside shared tents on the open tundra beneath the blue-and-gold barrier.

Gaesati

Reindeer herds decide when the camps move. The Gaesati follow summer and winter pastures across the far north, sharing property and choosing leaders when the community needs them.

Animal spirits and seita worship are part of that life. Trade with the south has brought goods, but also priests who condemn those beliefs. The herders have endured pressure from both Eskara and the elemental faiths without giving up their homeland.

A human Gaesati shapeshifter in travel-worn clothing stands before the pale spirit of a wolf.

Among the Gaesati

Walmor’s changing shapes

Some Gaesati follow Walmor, the ever-changing, whose gift lets them become other living things. They train in secluded glades, taking the forms of wolves, bears, birds and even trees. At carved totems, a shapeshifter honours a kindred and learns to live and fight as one of them.

The change takes years to master. Learning the shape is only part of it; the beast’s instincts and rage demand self-control. Kindreds also teach cooperation, whether their members hunt as a pack or stand rooted together.

Meet Walmor’s followers

Beyond the crowns

Some peoples answer to a city, a clan or a hive. Others live by taking what the kingdoms cannot defend.

Cenedoiss
Volcanic warmth keeps the island city’s lake open. Ciloss and human noble houses compete for influence, while Water priests defend a neutrality that worries both Valkor and Graemor.
Stormlord
Firbolg clans hunt the northern mountains under the name of their legendary god-hero. They are few, but their warriors combine patience and stealth with enormous strength.
Tyranus
Eye tyrants rule the Hegemony from the Glimmering Gates. Their economy depends on slavery, and their raids make the southern border a place where capture can be worse than death.
Bloodaxe
Orc war-bands hold the volcanic wastes. They build fortifications as well as raid, and the prospect of a horde marching north can bring quarrelling neighbours together.
Mantis
Thri-kreen communities build with chitin and web-silk in the warmer south. Pheromones carry meaning between them; their collective life is difficult for outsiders to understand.
Bandits
Loose outlaw bands survive through ambush, raiding and scavenging. They have no fixed capital. A road too far from a patrol can become their territory for the night.

A shared council,
even across old borders

The Unraveling left more ruined settlements than the old rulers could maintain. A Valkorian and a Graemorian can now sit on the same player council. They may disagree about who should rule the valley, but their province still needs food, roofs and offerings at its shrine.

Build a province together

The outworld

Beyond the
city walls

Between the kingdoms lie pine forests, open meadows, swamps and long stretches of tundra. Rivers cut across the roads; mountain passes lead towards the Ice. You can spend a journey hunting, searching for a forgotten place, or finding somewhere to camp before nightfall.

Forests, waterways and mountain passes stretch across the valley beneath the blue-and-gold forcefield.

Choose your own route

Roads, paths and bridges carry travellers, traders and patrols. Farther out, the terrain determines what you can see and what you might meet. Survey the surroundings for landmarks, follow a trail into the forest, or look for a way into an abandoned mine. Ruined cities, remote temples and isolated villages wait beyond the familiar routes.

Northern camps need shelter from the cold. A fishing spot’s catch changes with the weather and time of year. Hunt the local game, gather herbs and mushrooms, or collect firewood and make camp. Food and hides can go back to a settlement, and a good camp gives a tired party somewhere to recover.

An elven Ranger in green and brown carries a bow and a quiver of arrows.

Rangers of the Elements

A life among the trees

Rangers make a life of exploring and protecting the world outside the walls. Their candidates train in a grove, learning the uses of plants, the ways through wild ground and spells drawn from nature. Hunting and woodcraft matter alongside their weapons.

Some become archers; others fight with paired blades or learn to pass unseen. For many, learning the land is the reason to keep walking: which plants grow in a clearing, where the game shelters, and what lies beyond the next ridge.

Explore the ranger fellowship
A human Wilder in furs and weathered leather carries an axe, with bone charms hanging from his neck.

Wilders of Aegic

A home they can carry

For the Wilders, the wilderness is home. Their ancestors survived beneath the glacier, following ice crawlers to herds buried in the ice. When they finally reached Icesus, the kingdoms had already divided the land. Rather than accept servitude, they became nomads.

A Wilder camp can be packed and moved. Warriors train one another, and totem altars mark places where the clan has worshipped. Those offerings give the totems strength. Experienced Wilders can leave the physical world and sense distant shrines through the sacrifices held within them.

Learn the Wilders’ ways

The history
of Icesus

From Aegic to Icesus

The ice did not arrive as a natural winter. A war between gods drowned the world, then froze it. The people who reached the plain of Dhasus survived by raising mountains, making volcanoes and sheltering beneath a sky of their own.

  1. Before the Ice

    Fire, rock, water and wind meet around a dark fracture in a landscape of elemental forces.

    When the gods came to Aegic

    The five elemental planes collided for an instant. Their mingled forces became the material universe, and life first appeared on Aegic. Its peoples were born amid that disorder; some still carry strong affinities with the element that surrounded their birth.

    The gods followed and resumed their wars. Mountains rose and fell around the mortals caught between them. The first priests finally offered worship in exchange for peace. It held for centuries.

    When the Red Wind rose against that peace, the priesthoods founded the Templars. Their knights swore on the Elica Stone, a gem holding all five elements, and broke the rebellion.

  2. The coming of the Ice

    The war that froze the world

    1. Okka falls

      Albila and Okka went to war against Zrammas. The god of Magic was destroyed. The goddess of Fire withdrew to her own plane, wounded and weakened.

    2. The water rises

      Okka’s death tore open a rift. Albila drew power through it from the plane of Water, and a vast stream poured into Aegic. Cities and empires flooded.

    3. The flood becomes a glacier

      With Zrammas gone, Fire weakened throughout the world. The planet cooled. The waters froze, and the advancing Ice drove the survivors towards the equator.

  3. The first refuge

    The last habitable valley is sheltered by mountains and a blue-and-gold forcefield stretching across the whole sky.

    A last stand
    on the plain of Dhasus

    Refugees arrived with the glacier close behind. Fire priests proposed the refuge; Earth priests and Dhubr helped raise the mountains around it. Volcanoes heated the plain, and the forcefield overhead trapped their warmth.

    The heat also melted the ice nearest the mountains, keeping the glacier from grinding the new walls away. The survivors named the valley Icesus. They had saved their lives. Their old homes were gone.

  4. Years 139–144 · The new count

    The refuge divides

    Priests first led the scattered settlements. Old enemies had fled the same disaster, but living close together did not erase what lay between them. Their hopes of one united religious state gave way to new alliances and borders.

    Queen Eriliane’s elves and Prince Gurzum’s dwarves built Vaerlon together. Its shining walls were completed in year 139 of the new count. Five years later, a victory against a dark elf and orc army led to the founding of Valkor. Other kingdoms claimed their own ground in the valley.

    Vaerlon’s pale stone walls rise above the roofs of the city founded by elves and dwarves.
  5. The Unraveling & the rebuilding

    The Unraveling tears the woven sky apart, sending blazing fragments and glacial ice down towards the valley.Players of different races rebuild a province shrine and offer sacrifices beneath the repaired forcefield.

    The sky breaks.
    The work begins again.

    For centuries, the barrier held while its old shrines went untended. Then came the Unraveling. The canopy fractured, the shrines shattered, and ancient prisoners rose beneath them. Most provinces were destroyed.

    Defenders defeated those entities, and priests used the released power to weave a thinner barrier from the fragments. Players now reclaim the ruins, build homes and keep the shrines supplied with sacrifices. This refuge has to be maintained by the people living in it.

    Meet the settlements rebuilding now
Read the full world history
Travellers and craftspeople share bread and stew beside a village hearth; the woven barrier is visible through the doorway.
Travellers share bread and stew beside a village hearth.

Everyday life

Making a living
in the valley

Hunters and fishers supply food and hides. Craftspeople turn timber and metal into things the settlements need, and merchants carry the goods between them. You can cook a meal to share, furnish a house or help a province grow between journeys into danger.

Waking

Melting · Birth

Living

Warmth · Growth · Heat

Waning

Harvest · Withering

Sleeping

Chill · Snow · Cold

Your story in the valley

Come into
the valley

Join a priesthood, train with an army, study magic or take up a craft. There are wandering fellowships too, and reincarnation lets your character begin another life on a different path. You can explore with other players, build a home and help reclaim a province. The valley needs people willing to stay and look after it.

Free to play · In your browser · A world shared with other players