The White Mile
Open snowfields and the remains of the old crossing.
Cold

The World
One road north through the wide country, with wilderness streaming out for kilometres on either side.
The road north
The road runs 128 km north, in a thousand sections of 128 metres, through nine regions about 18 km across.
Off the road, the wilds stream out across the wide country: forests you can fell, outcrops you can mine, rivers in their gorges, horror dens and bandit camps, settler camps and roadside scenes about every hundred metres.
The world is seeded. Every journey's road meanders its own way, in S-bends and slow sweeps, and the regions fall differently each time. The land rises into hills everywhere and into mountain ranges of 60 to 150 metres in the highlands and the scar country, while the road itself stays graded, never steeper than 6 percent.
Along the verges you will find traces of other journeys.
Someone repaired this wheel with wire, then wrapped the handle in cloth. They expected to keep going.
The milestone has two distances carved into it. One points north. The other has been patiently scratched away.
Under the ashes: a cup, a button, and the outline of a second bed. Nothing here says who left first.
Nine regions
Each region has its own trees, rock, water and cold. The highlands are the harshest.
Open snowfields and the remains of the old crossing.
Cold
Dark conifers packed to the verge; the road runs in their shadow.
Cold
Crimson brambles, skeletal birches and lost wayhouses.
Cold
Broken towers, roadside memorials and abandoned shelters.
Cold
Wind-scoured crags and hard climbs between high ridges. Ranges reach 60 to 150 m.
Cold
Tall dark rock shoulders and exposed stretches of road.
Cold
Frozen pools, reed beds and a causeway raised above the wet.
Cold
Grey ash drifts, dead snags and old burn scars. Mesas and plateaus.
Cold
Twisted old growth where the light goes strange at dusk.
Cold
Seasons and weather
Four seasons of six days each. Weather fronts move across the world with the wind: a blizzard is a place, with an edge you can watch approach.
I
Sunrise at eight, sunset at four. The cold bites hardest, food keeps longest, and more foes walk.
II
Longer days, softer snow. Animals return and the land starts to give again.
III
Light until half past eight. Plants regrow fastest, and food spoils fastest.
IV
The dark comes back early. Store what you can.
Light snowHeavy snowFreezing fogBlizzardsAurora nightsClear, cold days
The seasonal giants
From the second season on, once a season, a giant walks the country toward your nearest settlement. Meet it, or let it trample what it reaches and walk on.
Deep Winter
Tracks cross the road, each one deep as a grave.
Thaw
The meltwater runs black and smells of peat.
Brief Summer
Ash falls from a clear sky.
Frost-fall
The herds run north, all of them, at once.
26 named places
Built and dressed after the concept paintings. Their names show as you walk in, and on your map once seen. Hover or tap for night.









































Below the hills
Under the wild country lie barrows, ice caves and drowned chapels, with sealed doors, traps, chests and the things that guard them.
The Old Cut is a real mine: a headframe and lamp room at the entrance, winding tunnels with timber sets, lanterns, rails and ore carts, and 19 veins of coal, copper, quartz and red ember geodes. Worked-out veins regrow. Seven kinds of cave foe fight back.
The field guide
35 species of animal, 14 of them tameable, and 56 kinds of foe: bandits, horrors and bosses. Herds migrate; the codex fills in as you track, kill and tame.










Every sixth night the dark lasts twice as long, and one of the great foes walks in it. Kill it and take its trophies.
The Spine Lord · The Ash Giant · The Gatekeeper
They raid the stash and the beasts, and a bright camp draws them from further off. Bandits shout; horrors shriek, rattle and howl.
The Wolf-cloak Captain · Snow raider · Cutthroat
They walk at night and hunt in eight ways, from the rusher that closes and strikes to the leech that clings and drains.
Wisp shepherd · Bell-throat howler