Fimbulwinter

Ervenian Era, 1051 AB
Fimbulwinter is Thrym’s dominion of endless cold: a continent of ice-choked fjords and mountain-bergs riding the Asgardiansky-rivers, where the wind sings of battles to come and every snowfall remembers a boast. Here the Frost King drills his people for the world after Surtur’s purifying fires, an age of iron-blue horizons, white storms, and kings crowned in rime.   The air bites clean and dry; breath hangs in long banners; steel rings like glass. Daylight is a pallid glow reflected from cloud and snow, and night comes sapphire dark beneath auroras that coil like frozen serpents. Sound travels strangely—muffled in snowfall, thrown for miles across hard ice, so a horn blown in one valley can rouse a mead-hall on the next berg.

Geography

Glacier-crowned mesas and wind-scoured plateaus form a broken kingdom stitched together by ice-bridges that groan like ship timbers. Fjords bite deep between cliffs plated in hoarfrost. Mead-halls squat low and long under whale-rib rafters; watch-fanes stand as monoliths where priests read the grain of snow like scripture.  

Notable Locations

The Glacier Throne
The Glacier Throne sits upon a stepped berg of living ice that calving never diminishes; Thrym holds court on a seat carved from a single blue heartstone that hums in storms.   Rimeway Gates are wide, rune-ridged arches that open during blizzards to other giant holds and far-flung winter kingdoms; only the truly cold-blooded or rather those are truly welcome, can pass.  
Ravenfrost Fjord
The Fjord is the mustering harbor beneath cliffs veined with trapped lightning; its black water never freezes, and longships shatter ice by voice alone.  
Skaldstone
Skaldstoneis a ring of menhirs where the clergy brands deeds into memory; each upright hums with a saga line that changes when a greater feat eclipses the last.  
The Snowblind Labyrinth
The Snowblind Labyrinth winds through a collapsed berg where drifts rearrange like thoughts; it is both prison and proving ground, and it forgets those who boast falsely.  
Storm-Weir
Storm-Weir is the border-fog with Muspelheim, a zone of steam, sleet, and sudden glass where fire and frost duel and the ground hisses underfoot.  
Hrimspire
Hrimspire is a needle of ice and iron where watch-fires burn cold and bright; its beacon dims only for funerals. The White Vault lies beneath the Throne, a crypt of storied arms whose glassy doors open to those who speak a lineage truly. Morana’s Lament is a windswept pass where a clear female voice sometimes sings from nowhere after fresh snows; many say Thrym’s lost love answers only the brave and the bereaved. The Blue Hunt ranges from Skaldstone during moonless nights, a sanctioned manhunt where fugitives may earn a second name by surviving to dawn.  

Access and Travel

Jotunheim’s drifting “earthbergs” grind and kiss along invisible arches, and Fimbulwinter claims the highest, coldest reaches. The Irvin River marks a rare soft edge toward Asgard proper, though its bridges ice over without warning and patrols of winter wolves keep wary watch. To the south, the border with Muspelheim boils into banks of steam where fire meets ice; raids cross there under cover of fog and thunder-snow. Astral ingress opens as curtains of blue light during whiteouts, and the Infinite Staircase lands at storm-huts whose doors face into the wind so only the determined arrive.  

Wayfarer Advice

Dress for stillness and motion both: layered furs, seal-skin boots, snow goggles, and greased beards or veils against rime. Sleds and snowshoes rule the inland, longships the fjords, and rope is king everywhere. Guides mark safe traverses with spruce boughs and blood-bright pennons; visitors who move without a banner are fair game for tests of worth. Never whistle into a storm (it is taken as a challenge) and never refuse bread at a hall (it is taken as an oath).  

Inhabitants

Frost giants rule and range, cunning and ceremonious, their chain and silver helms wrapped in white furs, their greataxes etched with family boasts. The clergy, Rime Axes, Firnbrothers, and Firnsisters, keep the verses that make a warrior’s name endure and adjudicate challenges to titles with duels or deeds. Packs of winter wolves serve as outriders and court messengers; remorhaz tunnel in the under-ice like living forges; ice trolls and yetis linger at the marches as hired muscle and hated rivals. Mortals and hardy humans who have sworn to Thrym tend to the shipyards and keep the mead-halls; skalds from afar winter here to learn the difficult music of snow and thunder.

Localized Phenomena

On Asgard layer, wizardry prefers runes. , etched into an ice-shard as a focus or braided into the verbal chant, so the skald-mages of Fimbulwinter carry scrimshawed spell-tokens at their belts. Oaths sworn in blowing snow bind with a literal frost: break them and your name crystallizes on the nearest wall before the wind scours it away…and comes for you.   In the plane, ice remembers shape. Weapons quenched in water from Ravenfrost bite as if honed between seasons; shields faced with blue-heart plates take on a stubbornness that outlasts a campaign. Skalds lace their spells with meter and wind, carving runes into the haft of a greataxe or the heel of a boot. Cold magic rides the weather, cone, wall, sphere, gaining reach or duration when cast into falling snow; fire answers best when named as vengeance rather than comfort.
Trait Type
Description
Gravity As in Ysgard, floating “earthbergs” drift above seas lit by their fiery undersides. Islands rise and sink with each tide, creating ever-changing coastlines.
Time Normal.
Shape & Size Continent Sized.
Morphic Traits Highly morphic to sworn oaths and songs skaldic magic, bardic performance, and oath-bound.
Elemental Energy Water, especially cold are enhanced.
Alignment Strongly Chaotic, Mildly Evil
Magic Cold spells, weather that worsens winter are enhanced, while fire spells or spells that calls a thaw are impeded.
Alternative Name(s)
Nyfholl
Location under
Owner/Ruler

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