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Home » Search » Roster » Whitepages » Records » FAQ » Guidebook
Guidebook: Lore » Frozen North
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Frozen North

The northern regions of the Rift have pulled a short-spanning, but massively tall mountain range from other worlds. This condensed Blood Mountain range stab out of the earth, providing a home for the region’s heart: the Blood Falls. Also, it marks the beginning of an alpine forest and frozen tundra that gives way to a northern sea of ice. As one passes through the edges of each land, they are shrouded in dim shadows and distorted light.

Vourib the Bear God

Vourib the Bear God was such an indomitable creature when he first entered the Rift that lore whispers he is the only one of the old gods to have arrived of his own volition. The massive bulk of the pearlescent white bear dominated his northern territory with immediate strength from the moment he entered the Rift. From atop his scarlet mountains and bloodied falls, Vourib imbued the life he governed with the hot truths of surviving the cold, harsh, northern beauty. Beneath his fortitude and justice, the North flourished.

But, over time, Vourib lost sight of his once proud strength and infallible truth. Instead, he drowned in the bloodied waters and was cast alone in his frozen northern realm. Frigid and painful crystals sprouted from his back; eyes that were once calm and clear grew frenzied and feral. Unable to see the very life he had drawn into the Rift, he grew savage and vicious. The great strength that had defined his hold over his kingdom became untempered as he lost his sanity, plunged into wild ferocity. A victim to his own feral rage, he was the first to fall to the Helovian gods.

Lands
  • Blood Falls - After the Helovian gods took this heart from the Rift, it was replaced with repeating, never-ending avalanches in the Freeze and mudslides in the Drench the repeat over and over. Between the violently falling earth, boiling red-mud pots snap and pop in the earth’s carnage.
    Pulled into the Rift: Year 367

  • Blood Mountains - A mountain range leaps from the earth, separating the Frozen North from the rest of the Rift. These mountains are made from iron-rich earth that makes it look like they are streaming blood every Scorch season and when the Freeze’s ice melts. While breathtakingly tall and strikingly red, the sheer height often robs unwary travellers of oxygen and send them plummeting over their cliffs. A sparse evergreen forest breaks up the iron-rich earth; though their trunks are stained red by the soil. Beware the perils that find refuge in the ruby shadows. The heart of the region, Blood Falls, in the center of this Range.
    Pulled into the Rift: Year 367

  • The Heimasborg - A natural mountain fortress, the Rift clearly pulled the Heimasborg from a frigid, mountainous realm. It is an intricate system of caverns, with several plateaus, alcoves, and natural “windows” looking out into the surrounding mountains. The many caves yield several entrances, with the most easily accessible being a narrow valley that lies in ominous shadow. Rare, ice-loving lichen give an intermittent, soft blue-green glow through the dark caverns; and the lights from the Tundra also offer some colored illumination.
    Pulled into the Rift: Year 1171

  • Aurora Tundra - A flat, vast, expanse of snow stretches north from the base of the blood mountains to the Frozen Sea’s ice. Never seeing true warmth, the ground is a hard permafrost; however, a wild form of Aurora Borealis forever lights up the skies. In the evenings, it glows a neon green laced with blues and vibrant purples. During the day, a fainter, and perhaps more sinister, red laced with oranges and yellows weave through the skies.
    Pulled into the Rift: Year 1014

  • Frozen Sea - The Tundra’s permafrost gives way to massively thick ice that extends into a dangerously frigid sea. Fluorescent organisms color the ice with a varied range of pulsing glows, giving light to the land in lieu of the dimmed skies. Occasionally the Aurora Borealis reaches to the craggy, iceberg littered black water. Watch your step, for though the ice is thick, who knows what monstrosities lurk beneath.
    Pulled into the Rift: Year 209

Flora
  • Aurora Dancers - Often called ‘Dancers,’ this ground-clinging shrub looks like pale green lace that covers various parts of the Tundra. Despite it’s delicate stems and leaves, dancers have remarkably sturdy roots able to pierce permafrost and even some rocks. Aptly named, the plant blooms with mirrored petals only beneath the Aurora Borealis, and the flowers twist to follow and reflect the Northern Lights as they dance across the sky. However, the petals quickly shrivel and fall one the Lights cease. The leaves are rather bitter, but the blooms (while the last) are said to be the sweetest in all of the Rift.

  • Blackwood Stella - Towering trees with wide branches and canopies. These trees appear similar to oak trees, with the major differences lying in the hues. The wood of the tree is black, covered in bark of blacks and deep greys. The leaves are black as well, and from the tree grows acorn-like nuts, which are white and sparkling and stud the overhead like stars. The sap of the tree is tarry, and near impossible to remove from skin and fur. But, if able to remove, the tar leaves brilliant glowing markings upon those who are stained by it. They are found scattered throughout the Blood Mountains and Aurora Tundra, starkly black against the white and red scenery.

  • Black Comfort - Closely resembling a rose bush with oily dark green leaves and huge black roses, Black Comfort draws its name from the narcotic properties of the plant. Though highly toxic if consumed, the scent or smoke from the burned wood or leaves can induce a state of happiness and well being and has hallucinogenic properties. While sometimes used for medicinal purposes the plant is more often used for recreation, though as it is highly addictive the use of it is frowned upon in more civilized company. Disliking dry conditions and salt water, Black Comfort grows along the foothills of the Blood Mountains. Great caution should be taken when drinking still water anywhere near this plant, as it's toxins sometimes drain out into nearby springs and ponds. (Chan)

  • Firetongue - A small pod of that grows on a ubiquitous shrub, covered by tough, wood-like gray leaves. If you pry the leaves away, the core of the Firetongue is revealed: a soft, nectar-tasting, fleshy center, bright orange. Firetongue is very intoxicating (pass out within five minutes), but is capable of nourishing a body and generating warmth for hours.

  • Hiccup Kelp - An amusing aquatic plant found only in the frigid northern seas, this blue-streaked green seaweed grows hundreds of feet tall in thick forests beneath the ice. When eaten, this aptly named plant causes persistent (but mild) spasms of the diaphragm, resulting in long-lasting hiccups.

  • Magical Lupine - Found only in very high altitudes of the Blood Mountains and rare patches across the Aurora tundra, the Magical Lupins is a very rare flower that, like its normal cousin does with nitrogen, fixes magic from the air into the soil. Thus, the earth around any patch lupines is rich with magic, making it ripe for harvest. The flower, itself, is surprisingly rather useless when picked; though it is quite beautiful, as the color of the blooms is dictated by whatever magic currently being absorbing from the air.

  • Starbark - Rare trees found in clusters on the northern plains. They almost always grow in ancient groves, and new groves are quite rare. Their trunks are tall and straight; their dark leaves are distant. What makes them special is the fact that their bark seems permanently covered in frost, always reflecting the stars and the moon, as all other things only do on bitterly cold Freeze nights. Oddly, adding this tree’s bark to any water will bring it to a cold, bubbling boil.
Fauna
  • Amarok - An aggressive hunter, the Amarok is much like a sabertooth tiger; however, it differs in its intelligence and markings. Born with pale white to tan fur, as an Amarok ages dark patterns begin to emerge onto its coat. While this makes it harder for older specimens to easily camouflage when hunting, the Amarok is a highly intelligent and inventive predator. It’s favored meal is the Popup Seal.

  • Carrel - A small, burrowing creature, the Carrel is an opportunistic feeder; although it preferentially eats eggs. Short legs and a long, curved spine allow it to burrow and scale trees with relative ease. A cat-like face with flared jowls and tufted ears are generally tabby-colored. A thick coat is mottled dark brown and black in Scorch and Drench; however, most become white in Freeze. Mating for life, they are fiercely territorial and protective of their burrows, mates, and young.

  • Langulin - A long-limbed and angular herbivore, the Langulin does not appear to be fit to survive in the Frozen North. They grow to slightly larger than the average horse. Four excessively long and bony legs support a thin and hairless trunk. A flat head with ear slits houses a strong jaw and rough molars. Bony protuberances from each side of its jaw are used to break apart ice and find any dry, rough forages hardy enough to grow in the frigid north. Although sparse, those that have tried the Langulin’s meat say it is one of the richest in the Rift.

  • Luplux(1) (2) - The ‘glow wolves’ are a very varied species that extends across the Rift, though originated in the Frozen North and often retreats there during the heat of Scorch. Living in small to medium sized family packs, each group has a unique appearance due to inbreeding. However, for some unknown reason, this species appears to be immune to the dangers of inbreeding (except for the occasional stillborn litter). Most luplux have a grey to black coat, with neon ruff and/or tail that glows at night. Used for hunting, this bright fur will flash to stun their prey for precious moments before the pack takes down their meal. Some peculiar groups of the south and east eat only fish, while other groups in the west eat only insects.

  • Megamoth - A solitary hunter of the Frozen North, the megamoth is a frightening creature of fearsomely large teeth and claws. Growing up to the size of a medium horse, this predator bends remarkably (and scarily) well into the cold and snow for its bulky size. Like most creatures of the north, it has bulk and brawn of the northern’s token bear god. Thick, white, and surprisingly downy-soft fur covers its thick, stout, quadruped body. Powerful shoulders, short neck, and heavy jaws are compact and thickly lined with muscle. However, its ears are the only brightly colored part of this beast (and how it gained its name): plumed pinnas spread from its skull akin to a moth’s wings. Varying in color, they are actually quite beautiful (and some brave, twisted souls have been said to collect them). The Megamoth uses these ears to find other megamoths during mating season however, they are able fold flush with the neck so as to not give the megamoth away to its prey while hunting.

  • Mirage Wolves - They are likely hallucinations of the very frostbitten and hypothermic that glimpse a Luplux, but there’s stories of a pack of wolves roaming the Aurora Tundra. Their bodies shift hue in sync with the northern lights, and they leave a trail of stardust wherever they go. No one will believe you if you tell them you’ve seen mirage wolves.

  • MITN - Originally called the “Monster in the North,” the acronym was shortened to ‘MITN’ which is what this beast is now colloquially called. There is only one MITN, and it lives in the highest, iciest, coldest, stormiest reaches of the Blood Mountain range. This creature was nearly the god of the North, overwhelming even Vourib’s strength and size. However, the MITN fell to his own vicious tendencies, lacking Vourib’s truth and justice, and so the bear god pushed the beast to the farthest reaches of the mountains. The MITN is a wicked monster, having four limbs and long and thick tail. Red of the Blood Falls glows through his skin from his jowls and throat. A heavily armored face gives way to thick horns and a spiked ridge along his neck. Four sets of red-yellow eyes glare at the world with an unmatched feral ferocity. Teeth of nightmares readily devour any and all who dare approach this monster. Though the almost-god does have mythical armor that many have tried, and failed, to steal from him...

  • Mountain Walker - A sub-specie of Walker, like the Desert and Forest Walkers, the Mountain Walker is a secretive and elusive monster of the north. This northern variant is coated in a thick- but smooth- fur, while a great mass of blubber spreads beneath its pale hide. White to grey-blue in color, its mottled hue allows it perfectly blend into the northern scapes of the Aurora Tundra. Thin lines of reddish brown streak through its warm coat and allow it (on occasion) to prowl the Blood Mountains with concealed ease during Freeze. Eyeless, as all Walkers are, its skull holds only a large jaw with many serrated teeth that are replaced like sharks teeth. Powerful hindlimbs end in sharp claws that it uses to eviscerate prey; a thick tail aids in balance, fat storage, and stunning prey. Four forelimbs have hooked-claws use to latch onto the back of its victims.

  • Popup Seal - The Popup Seal is an adorable, curious, and friendly ice-dwelling mammal of the Frozen Sea. Earning its name from its ability to magically travel through ice and thus ‘popup’ from seemingly solid ice flows in the Frozen Sea. A telltale iridescent white body with a dark grey face easily sets this seal apart from any other sea life. The blubber of this creature, when eaten in large quantities, provides the consumer with the same ability to move through ice. The Popup Seal’s hide provides the wearer with an imperviousness to cold.

  • Rainbow Grazer - Large, solitary spots of color dot the cold and barren vistas of the Aurora Tundra and barren ice of the Frozen Sea. One of the only colorful creatures in the North, the giant Rainbow Grazer looks to be a cross between a giraffe, elephant, great ape, and anteater. Males sport large, thick tusks used for breaking apart ice and permafrost soils in order for these giants to use their long tongues to eat roots, worms, and burrowing insects. A thick ruff (the same red as the Blood Mountains) swaths their necks and extends along their crests. Males usually sport cool blues/greens long their faces while females are are hued with warmer colors. Babes are born white to camouflage into their frosty surroundings. Strangely, the Grazers stand on knuckles, with hands rather than hooves at the end of their muscular limbs. While not aggressive, they can be provoked to violence if they feel threatened.

  • Rift Deer - These are a deadly, carnivorous species of giant deer that lurks in the deepest undergrowth of the Rift. They are known for the pulsating glow that originates within their chest, which is believed to originate from their diet of creatures imbed by Rift's magical forces. They are large, ranging from 10-25ft in height, and have powerful jaws and mouths lined with deadly teeth that allow them to tear prey apart. They're most active in the Freeze, when the nights are longer and hunting packs can be seen more frequently trying to feed their herds. The bucks are less of a threat than the does, who are extremely territorial and efficient killers; but does are far less common to see. (Dark)

  • Shade Vulture - A bird hybrid (though none are quite sure of bird and what), this ominous creature feeds on darkness. Shade Vultures find meals in both the literal absence of light and in the darkening of a soul with hate, fear, or sadness. Grossly oversized talons and legs support a willowy body and long, slender neck. Overgrown wings cast unmistakably large shadows wherever they flock. A pale body is offset by black-as-night feathers over their wings, neck, and face. Their faces are flat, with brightly burning white, pupil-less eyes. A thin line beneath their sunken nostrils denotes the location of a mouth, but none are truely sure if they have one for it never opens.

  • Tarnik - The mountain goat of the north, this ubiquitous species can be seen in the Blood Mountains and in the Aurora Tundra. Being unfortunately rather stupid, it is a staple for all the brawny northern predators. Hefty in build, the Tarnik has a thick and pale coat with dark stripes along its haunches and dots along its neck for camouflage. Its legs and underside are stained red by the mountain's red soil. Both males and females are thickly bearded and horned, the difference between the sexes being a long and dark tuft at the end of male’s tails. Horns are coated in fur as well, being split and hooked at the tips to aid in scaling glaciers and icy peaks.

  • Wyrm - Distantly related to ‘classic dragons', Wyrms found their way into the Rift a long time ago and has adapted perfectly to the conditions there. Possessing no legs, they do have rather large wings that are capable of sustained flight. They eat almost anything they can catch and can also may consume magical energy for sustenance. Thus, they are perhaps among the worst afflicted by the taint of the Rift. Twisted and foul with a keen intelligence and ruthless nature, they are notoriously difficult to kill and are often equaled to natural disasters as a single wyrm would be enough to seriously threaten the safety of an entire herd. Fortunately they rarely leave the distant tops of the Blood Mountains, though younger specimen sometimes come down in search of new territory and wreak havoc upon the regions as they go. (Chan)