The Frostspine¶
Phoenix Sagas is set in the Frostspine, a remote hooked mountain rampart crowning Umbrath, the cold continent at the far north of the world called the Hearth. Its western arm turns east across the Wyrmcrown; Coldhollow lies inside that bend. The charted settlement chain now reaches from Hammerdeep and Thornfold in the western ice through Coldhollow, Lanternwatch, Emberford, Runmede, Southmere, Millharrow, and warm Aldermouth, while Brinemoot, Marchhold, and offshore Kingsholm hold the eastern coast and sea. The inhabited roads are real country; hostile wilderness and exploratory ground begin on their signed branches rather than filling every mile between towns.
Why there is a wall of mountains at the top of the world, what is chained beneath it, and who the gods are belongs to the Lore section.
The world clock¶
The game runs a continuous clock — a full day cycles in roughly 96 real minutes — that drives time of day, season, and weather. Outdoor rooms reflect it as you play.
TIME (WEATHER) current hour, season, and outdoor conditions
The far-north setting means long, punishing seasons and strange light.
Live weather¶
Outdoor rooms display real-world weather, pulled from a live Fairbanks, Alaska data feed (Open-Meteo): temperature, wind, precipitation, and conditions. It is descriptive — it sets atmosphere rather than applying mechanical penalties, so outdoor rooms change with actual conditions when you LOOK.
The dragon¶
The Frostspine's sky has one permanent resident. From time to time — rarely, and on her own schedule — the last dragon crosses the range: a speck off the peaks that grows, passes overhead, and vanishes north again, the whole sighting playing out over about a minute in every outdoor room. What she does varies with the sky: she stoops on far crags, shears cornices loose, breathes watchfires along ridgelines at dusk, and on clear winter nights swims up through the aurora itself. In fog or a blizzard you may only hear her. Indoors, at most, a shadow crosses the shutters.
She cannot be fought, followed, or addressed; she is the world's weather in the oldest sense. Who she is, and how the old folk read her flights as omens, is on her lore page.
Sanctuary¶
Inside Coldhollow you cannot be attacked, and hostile creatures cannot follow you through the gate. You can rest, heal, train, and trade freely. The moment you cross the gate onto the Frostspine Trail, that protection ends. When a fight goes badly, run for town — pursuers stop at the gate. See Coldhollow.
The wilderness¶
Three roads leave Coldhollow, and the danger scales with the mileage:
- West — the Frostspine Trail & Climb (levels 1–4): kobolds, shamans, and the warren chief. This is the usual starting ground and the source of most early treasure boxes. Off the climb's boulder field, and off the southern road's shelf edge — the Wether Fells (levels 3–8) now open a sheep-country loop between the two roads: drove walls, fell wolves, the Redshank reivers, and Bieldstead's hearth. Past the wolf den the road keeps going: the Sunstead Pass (levels 11–13) crosses to Thornfold, the ruin of Sunstead Abbey (13–16), the climbing pitches of the Sunstead Steps, and the Pale Steps glacier shelf (18–26) — real climbs, real falls, and at the end of the world Hammerdeep's postern, behind which wait the West Hall and the Underways (25–30). North off the shelf's Rimefield the High Shelves (26–32) climb into the glacier itself — the under-ice, the dark-elf margins, and the Western Door. Below the Underways, the open Deep Road descends into the Veins (31–36), a separate front with a staffed muster and an honest endpoint.
- South — the Coldhollow Road to Emberford (levels 1–7): the icy trade road down to the river hub, and Emberford's own hunting grounds — mudflats, orchard, and the Reedmarsh, whose Heart holds the level-7 bog lurker. North of the Old Orchard the Hollowrun gorge (12–18) climbs to the Ore Road at the falls. Beyond Emberford, the official long roads reach Runmede, Southmere and the Deep Wold, the 34-mile causeway to Millharrow, then the 18-mile Sunward Road to Aldermouth. Climate changes by elevation, crop, humidity, and water over an unmistakably southbound journey; hunting remains on signed side pockets.
- North, then east — the Ore Road to the Highreach (levels 8–15): the road leaves Coldhollow by climbing north, then traverses east along the hooked range's inner shoulder to Lanternwatch outpost, the Delvings, the Crags, and the Frozen Gallery, and behind the opened gates, the Deep Delvings (levels 16–25). At Hollowrun Falls a spray-slick stair now drops into the gorge (12–18), and behind Old Graven's tally room the graven door opens onto Wyrmshoulder (34–40). The Iron Gate then joins the contiguous Wyrmcrown ladder from level 41 through the Firstforged at 100; Roads Beyond Thirty names every staffed return and branch boundary.
- East — the Emberrun Ferry (levels 5–9): from Emberford's wharf, a real scheduled boat crosses the river to the Wrackline, the Saltmeads, and the Tidewife's Grotto — past the old mooring stones the coast runs on to Brinemoot and the Skorl Floes (levels 8–12 on the wrack-coast, 13–18 out on the ice), and past the far pans the ice-bridge crosses to the Reaver Skerries and the Under-Floe (18–26): the skerry chain, Gravskarr Hold, and the green dark under the pack.
Regions¶
The Frostspine and Thawlands are divided into regions, one around each haven — including Coldhollow, Emberford, Runmede, the Highreach, Southmere, the Sunfall Shire, Aldermouth's Sunward Threshold, Brinemoot, offshore Kingsholm, the Pale Steps, and Hammerdeep. An invisible barrier separates them:
- Walking ignores it. The roads cross the seams freely in both directions.
- Teleport-style travel respects it. A pet's escape flight (and any future fog- or transference-style magic) always resolves to a rest node within your current region — you cannot fog from Coldhollow's gates to the Highreach's hot spring.
- Resonance respects it.
RESONATEreaches every attuned mind in your region; a mind in another region lies beyond the shared current (HELP RESONATEin game, or the command reference). - The dead respect it. You awaken at your region's resting place (below).
The seams fall roughly at the Shelf Edge/Treeline stretch of the Coldhollow Road and the Gorge Bridge on the Ore Road.
Respawn¶
When you die you wake at your region's resting place, at half your maximum HP and briefly shaken:
| You fell in | You awaken at |
|---|---|
| Coldhollow's lands | The chapel (room 1021), Coldhollow |
| Emberford's lands | The Temple of the Dawnflame, Emberford |
| The Highreach | The Kettle hot spring, above Lanternwatch |
| The western pass & the Pale Steps | The Thornfold hearthhouse fire |
| Hammerdeep & the Underways | The Held Flame, in the Hearthhall |
Room features¶
Outdoor and indoor rooms can carry special properties:
| Feature | Effect |
|---|---|
| Recovery node / greater node | Enhanced HP/mana regeneration while present (Health & Wounds) |
| No-magic | Incantations fail here (Magic) |
| Hidden exit | Not listed by LOOK; must be discovered |
| One-way passage | Works from one side only |
| Doored exit | [closed]/[locked]; use OPEN/UNLOCK |
| Disposal object | A well, barrel, or midden that destroys items placed in it (intentional; labeled) |
See also¶
- Coldhollow — the town in detail
- Health & Wounds — recovery nodes
- Combat — creature behavior in the wild