A Titan landship stands on a ridge road in the highlands as the low sun turns the snow gold.

The World

128 kilometres of Deep Winter.

One road north through the wide country, with wilderness streaming out for kilometres on either side.

The road north

A thousand sections, one road.

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

The wide country

Each region has its own trees, rock, water and cold. The highlands are the harshest.

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

The White Mile

Open snowfields and the remains of the old crossing.

Cold

The Black Pinewood: Dark conifers packed to the verge; the road runs in their shadow.

The Black Pinewood

Dark conifers packed to the verge; the road runs in their shadow.

Cold

The Red Thicket: Crimson brambles, skeletal birches and lost wayhouses.

The Red Thicket

Crimson brambles, skeletal birches and lost wayhouses.

Cold

The Forgotten Parish: Broken towers, roadside memorials and abandoned shelters.

The Forgotten Parish

Broken towers, roadside memorials and abandoned shelters.

Cold

The Crag Highlands: Wind-scoured crags and hard climbs between high ridges. Ranges reach 60 to 150 m.

The Crag Highlands

Wind-scoured crags and hard climbs between high ridges. Ranges reach 60 to 150 m.

Cold

The Black Escarpment: Tall dark rock shoulders and exposed stretches of road.

The Black Escarpment

Tall dark rock shoulders and exposed stretches of road.

Cold

The Reed Fen: Frozen pools, reed beds and a causeway raised above the wet.

The Reed Fen

Frozen pools, reed beds and a causeway raised above the wet.

Cold

The Ash Barrens: Grey ash drifts, dead snags and old burn scars. Mesas and plateaus.

The Ash Barrens

Grey ash drifts, dead snags and old burn scars. Mesas and plateaus.

Cold

The Hollow Wood: Twisted old growth where the light goes strange at dusk.

The Hollow Wood

Twisted old growth where the light goes strange at dusk.

Cold

Seasons and weather

The year begins in the Deep Winter.

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

Deep Winter

Sunrise at eight, sunset at four. The cold bites hardest, food keeps longest, and more foes walk.

II

Thaw

Longer days, softer snow. Animals return and the land starts to give again.

III

Brief Summer

Light until half past eight. Plants regrow fastest, and food spoils fastest.

IV

Frost-fall

The dark comes back early. Store what you can.

Light snowHeavy snowFreezing fogBlizzardsAurora nightsClear, cold days

The seasonal giants

Signs come first.

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.

  • The Rime Walker

    Deep Winter

    Tracks cross the road, each one deep as a grave.

  • The Mire Father

    Thaw

    The meltwater runs black and smells of peat.

  • The Ash Pilgrim

    Brief Summer

    Ash falls from a clear sky.

  • The Antler King

    Frost-fall

    The herds run north, all of them, at once.

Blackridge Mines at night: mine gantries and lamps against dark rock.
Blackridge Mines Gantries and red crystals

Below the hills

Mines, barrows and drowned chapels

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

What lives out there

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.

Animals

Saltback mammoth, in silhouette
Saltback mammoth
Frost camel, in silhouette
Frost camel
Sledge stag, in silhouette
Sledge stag
Waste hound, in silhouette
Waste hound
Pillar tortoise, in silhouette
Pillar tortoise
Drift ox, in silhouette
Drift ox
Leviathan wisp, in silhouette
Leviathan wisp
Crag colossus, in silhouette
Crag colossus
Lantern hare, in silhouette
Lantern hare
Lantern moth-ray, in silhouette
Lantern moth-ray

Foes

A lone traveller's lantern on a snowy road at night; beyond the small circle of light, eyes and dim hooded shapes line the verge and something moves on the road ahead.
Something on the roadIn the game
  • Bosses

    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

  • Bandits

    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

  • Horrors

    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