Krioslos
Krioslos is still the continent caught mid-stride between myth and history—nothing we add will make it less so, only more itself.
Stand again on the ramparts of Draecathios.
East, the land does not end; it rolls away in plains and folds and distant blue ridges until the eye stops insisting there must be a border and accepts that Krioslos is already blending into the skin of Eagren.
West, the ground drops toward the Gilded Reach and the Thalassian headlands, toward the lighthouse chains of Haeslios and the ruins of Atlantean way-stations half-remembered by the sea.
South, Zesadar waits beyond a band of sunlit blue, its heat drifting north on trade winds and caravan routes. Far to the southwest, storms gnaw at the edge of Trikoya, and the Stormjaw Ocean roars arguments no one has yet successfully translated.
North, the sky itself comes down as aurora and ice, and Hyperborea leans into Vludria’s frozen breath.
Krioslos is the hinge of all these things. It is the place where gods once walked with bare feet, where law first found its voice, where fire did something unforgivable and marvelous in mortal hands—and where the rest of the world keeps coming, consciously or not, to renegotiate what “civilization” should mean.
What follows is the Krioslan Codex as kept by the Lyceum of the Ancients and adapted for Myth Keepers. Treat it not merely as a catalogue of names and distances, but as a living character with moods, grudges, and ambitions of its own.
“If Haeslios remembers, Krioslos decides. Here the first laws were spoken aloud, and here the gods learned that mortals might one day walk without them.”
— Archivist Vayne, The Krioslan Codex

The Shape of the Cradle
On the Lyceum’s great globe, Krioslos still appears as a dragon’s head turned toward the dawn.
The western edge rises into horned ranges—the Titan Crown and the Iron Marches—its brow ridged in overlapping mountain chains that plunge abruptly into the Gilded Reach. From these heights the land relaxes eastward into the broad cheek of the Ardanic Marches and the Vorynthian Plains, a slow swell of earth under an enormous sky. Further east, the ground tightens again into subtle folds: belts of hills, long cuestas, and shallow escarpments that sweep away toward Eagren so gently that the idea of a “border” is more political wish than geological fact.
To the south, the hooked fang of the Helion Peninsula reaches into the Sunward Sea, its coasts cut into coves and natural harbors, its interior a tangle of terraced vineyards, volcanic shoulders, and laurel groves. Along the southeastern curve, rocky promontories and island-chains of the Aegaron coast bite at the waves, ringed in marble harbors and copper-roofed sanctuaries that glint like a scatter of coins tossed into the sea.
Northward, ridges rise and fracture into the fjords and glacial cliffs of the Skeldar Dominion, then flatten and pale into the high, cold ambiguity of Hyperborea. There, ice and land argue over who is truly in charge and never quite settle the question.
Unlike Haeslios, which sits in the sea like a polished stone, Krioslos refuses to be neatly separated. There is no ocean to divorce it from Eagren. Between them lies a long continental handshake of steppe, forest, and taiga. Low mountains, deep river valleys, and broad lakes mark the meeting—not as an end and beginning, but as a long, muttered conversation in rock, soil, and blood.
The Lyceum teaches that this shape—cradling seas to west and south, holding hands with Eagren to the east, reaching toward Hyperborea and Vludria in the north—made Krioslos the natural mediator of Gaea. Whoever holds its heartlands does not merely rule a continent; they sit at the switchboard of the world.
Stone and the Memory of Titans
Beneath rivers, cities, and roads, Krioslos is written in stone. Its geology is not background here; it is plot.
Lyceum geomancers still speak of three great convulsions.
The Western Upthrust was the first. In the earliest Flame Epochs, something deep and ancient twisted within Gaea’s mantle, heaving the western margin of the plate up into the jagged wall now called the Titan Crown. The Iron Marches and Skeldar’s highlands followed, peaks dragged from darkness like teeth bared against the Gilded Reach. Basalt sheets froze mid-flow, granite cores tore upward, and veins of celestite, iron, and aether-rich ore were folded again and again until the mountains stood in serried ranks like overlapping shields.
The Central Relaxation came next. As the western ranges rose and locked together, the central plate sagged and spread. Inland seas pulled back, leaving behind miles of layered sediment. Over millennia, those layers thickened into the black soils of the Vorynthian Plains and the softer loams of the Ardanic Marches. That subsidence made broad, shallow basins for the great rivers to occupy and gentle slopes for early agriculture to take root. When myth speaks of “the first furrow” drawn by mortal hands, Lyceum scholars quietly place it here.
The Eastern Fold finished the gesture. Where Krioslos leans into Eagren, the crust did not simply crack; it folded and crumpled, raising low mountain chains, stepping the land in long, parallel ridges, and pinching deep basins between them. Lakes gathered in the hollows; passes formed where the stone gave way. In one of these folds, above a terraced hill overlooking an inland arm of the Gilded Reach, the Mount of Origins rose—a small thing by mountain standards, but perfectly placed. Draecathios grew around it like an idea becoming a law.
Vayne reduces all this to a sentence students can remember: “Krioslos is a cradle made from a Titan’s ribs: a western ridge to hold, a central hollow to nurture, an eastern lip to pour the newborn world toward Eagren and the dawn.”
The stone remembers its first purposes. In the Iron Marches, rock yields metal eagerly but collapses on miners who forget the right chants. In Hyperborea, certain crystalline outcrops respond to spoken promises by changing color. In the Ardanic Marches, siege-builders swear some hills lean subtly away from invaders they disapprove of.
The land itself has opinions. Myth Keepers should treat this less as metaphor and more as weather.
Waters that Bind and Divide
Though Krioslos and Eagren share a continuous skin of land, water still writes many of Krioslos’ most important lines—political, spiritual, and practical.
To the west lies the Gilded Reach, a many-limbed inland sea cupped between Krioslos and Haeslios. Its name comes from the way sunset light breaks on its surface: in streaks of molten gold along trade routes worn into the water by centuries of traffic. Its shores are crowded and irregular, indented by coves, capes, and old deltas. Submerged ridges lurk beneath it, the half-digested bones of ancient land bridges and early Atlantean outposts. Thalassian ports, Ardanic hill-town quays, and Aegaron harbors face one another across the Reach like wary cousins at a family gathering. Merchant galleys, grain barges, embassy flotillas, and patrol triremes criss-cross its surface; below, currents carry messages in bottle-glyphs used by smugglers and certain daring Lyceum experimenters.
South of Helion and the Aegaron coast, the Sunward Sea opens out, its waters bright and deceptively inviting. Here the sea grows clearer and warmer, its floor a shelf of coral gardens and stone colonnades left from earlier Flame Epochs. The main trade route to Zesadar runs along this sea, a glittering highway of sails and aether-rigged hulls. Hot-blooded squalls born from the friction of dry Krioslan air and Zesadar’s humid exhalations make this a place of short, violent storms: lightning that strikes in clean, vertical spears and winds that change their minds twice in an afternoon.
To the southwest lies the Stormjaw Ocean, where the Krioslan shelf drops away into deep, cold water. This is not a boundary to another continent so much as a test. Ships bound for Trikoya or Jaiphora pass through here if they pass at all. The Lyceum’s best charts of Stormjaw look like arguments between cartographers and poets—sea serpent routes penciled beside wind-rose calculations, notes about phantom islands that appear only at certain moon phases, and warnings scrawled in younger hands reading simply: “DON’T.”
North of Skeldar and Hyperborea, the Boreal Mirror stretches outward, its surface a mosaic of pack ice, open leads, and bergs that grind like distant thunder. Auroras spill across the sky in veils of color that reflect in broken water, so that a traveler might well be unsure which way is up. In rare years of deeper freeze, ice thickens enough that Skeldar raiders and Eagrean steppe hunters can meet in the middle with sleds and grievances. Neither side trusts that the ice belongs to them, and perhaps that is why they are sometimes able to talk.
Between Krioslos and Eagren, water does not cut but braid. Rivers rise in the Singing Peaks and Vorynthian highlands, flow east through Krioslan villages, then split and recombine in broad marshes, feeding lakes that touch both continents at once. These waters are trade arteries, border disputes, and pilgrimage routes all at once. More than one mythic hero has crossed from Krioslos to Eagren simply by following a river backwards through its own legends.
For game purposes, each major water system is also a spiritual corridor. River gods gossip across continents. Storm spirits from the Stormjaw have occasionally been found sulking above Hyperborea, having followed a complaint too far inland.
Great Landforms of Krioslos
Much has already been said of the Titan Crown, Ardanic Marches, Vorynthian Plains, Draecathian Heartlands, Helion, Aegaron, Skeldar, and Hyperborea. The following adds depth, texture, and a handful of places the Lyceum tries not to mention too loudly.
The Titan Crown and Iron Marches
The Titan Crown’s western faces fall in sheer cliffs into the Gilded Reach, pocked with caves where storm spirits and smugglers both like to lurk. The eastern slopes tumble more gently, clothed in dark pines and patched with high meadows where small communities of goat-herds live lives so stubborn the gods mostly leave them alone.
The Iron Marches proper are more than mines and forges. Their capital, Volgannon Forge, sits above a Heartwell where the Forgeroot ley line bubbles near the surface, making metals easier to work and tempers harder to control. Around it cluster lesser holdfasts: Redkhaz, famous for its chain-mail like water; Skyfell, built half into a cliff and half into a cloud-piercing tower where lightning is coaxed into hammers; and Deepeth, a vertical town sunk along a single shaft, its levels connected by winches and stone ladders.
Below these, caverns widen into Titan Chambers: spaces so large they contain their own weather. Some serve as forge-halls, lit by diverted magma and studded with cooling ingot columns. Others are left strictly alone because sound behaves wrongly there—echoes arriving before their causes, words repeating in languages no one present speaks. Iron Marcher lore says these are places where the Titans’ first arguments are still bouncing around.
The Ardanic Marches
The Ardanic Marches are scar tissue made sacred. Every ridge has an old watch-tower on it; every valley remembers a campaign. Fortresses like Ardenburg, Karsfeld, and Dawnhenge cling to strategic heights, their foundations resting on older, stranger stones placed by people who measured war in spear-throws instead of artillery arcs.
Between fortresses lie march-towns whose streets follow parade-ground geometries. Their taverns hang shields above their doors instead of signs; their fields are laid out to be defensible as well as fertile. Ardanic children grow up knowing the names of famous engineers as well as heroes, and prayers to Athena, Ares, and Prometheus share wall space.
The Vorynthian Plains
The Vorynthian Plains are not featureless. Lone hills rise from the grass like knuckles breaking the surface of a buried fist. Many carry spirit-forts—wooden palisades and shrines where chieftains once communed with storm gods, and where modern Vorynthian spirit-kings still go to “listen to the weather.”
The eastern edge of the plains rises into the Singing Peaks, a line of low, sharp mountains whose stone resonates audibly when thunder rolls. Pilgrims and musicians alike climb to certain passes to play harps or drums against that echo, seeking inspiration or answers. Bards say a song learned here will never quite sound right anywhere else.
The Draecathian Heartlands and the Mount of Origins
Draecathios dominates the Heartlands, but it does not monopolize them.
Upstream along one of its three rivers lies Lyaros, a city of bridges and mills where water-rights disputes make and break dynasties. Downstream is Tessarion, whose river mouth harbors both merchant fleets and a notorious exile quarter where ideas too dangerous for Draecathian debate occasionally ferment into revolutions.
The countryside is dense with satellite sanctuaries: hilltop temples to Gaea, Prometheus, Athena, and more obscure local deities, often built atop older stone circles or fae-touched groves. The Promethean Guard considers these part of its remit; more than one patrol has had to choose between defending an outlying shrine and holding a gate.
Helion and the Sun’s Hook
Helion’s interior is a lesson in controlled volatility. Vineyards cling to volcanic slopes whose last eruptions are still within living memory. Villages are built along ancient lava flows believed to have “spent” the mountain’s anger.
In the foothills lie the Oracular Caves, where fumaroles vent vapor rich in hallucinogenic minerals and Oracular Chain resonance. Sanctuaries have been cut around them: domes and colonnades channelling the fumes into chambers where seers breathe deliberately and riskily. The most famous is Delphaion’s Sister, a cave whose walls are etched with prophecies that re-arrange themselves under different moon phases.
On the southern coast, Solonika sits atop a rock shelf where the Dragon Vein brushes near the surface again. Its central plaza, the Sun-Anvil, is an exposed Heartwell stone that glows faintly at noon, and blazes during certain eclipses. Here Helion’s priests forge pacts as often as weapons.
Aegaron Coasts and Isles
The Aegaron League’s coastline is a gallery of cities: Mycenaeion, with its citadel and grim hero cults; Athenyra, draped in owls and scroll-shops; Delphaion, more shrine than city, its streets laid out as if they, too, were a form of divination.
Between these city-states lie lesser poleis, each with its own specialty. Miletara hosts shipyards capable of building sky-rigged triremes. Epidyros is half healing-sanctuary, half theatre district. Koronessos, a high island crowned in towers, functions as the League’s unofficial espionage hub.
Offshore islands, collectively the Marble Chain, provide quarries, hermitages, and prison-temples. On some, worshippers of older Titans maintain stubborn rites under Olympian noses. On others, Atlantean ruins poke from the surf—remnants of Tir-Anchors and observation towers that once linked Atlandias to Krioslos.
Skeldar Highlands, Fjords, and Hyperborea
Skeldar is as much sea as land. Its fjords—Wyrmsrun, Ravenfjord, Shieldwater—reach like claws into the mainland. Longships ride their waters; fishing villages cling to narrow ledges above. Higher up, stone-built stave-halls sit at crossroads, serving as law-courts, feasting places, and impromptu fortresses when trolls, raiders, or stranger things descend from the high passes.
In the far north, Skeldar blurs into Hyperborea, a plateau of ice that gleams with internal light where the Dragon Vein rises close. Here lies Hyperion’s Rest, a scattered complex of stone lodges and ice caves lit by lamps that never burn out. Priests of Helios, Artemis, and stranger luminaries keep vigil here, reading the aurora’s shifting banners for hints about Gaea’s moods.
Ancient Olympian retreats—marble pavilions half-swallowed by glacial creep—dot the Hyperborean edges. Some hold intact gateways once tuned to Atlandias and even to Tir na nÓg. Most are sealed, either by deliberate divine hand or by layers of history too thick to casually scrape away.
Leyfire, Pantheons, and the Dragon Vein
Krioslos’ ley-lines are its nervous system. The Dragon Vein of the Dawn is its spine.
Rising under Hyperborea, the Vein sweeps south beneath Skeldar, dips under the Vorynthian deep soils, and flares almost to the surface beneath the Mount of Origins. There, in the Aetherion Conflux, its energy becomes visible to even untrained eyes as a pale shimmer in the air above certain flagstones in the Hall of Dawn. That flare sustains the Eternal Pyre, feeds Draecathios’ wards, and underwrites the Compact of Dawn between Gaea’s major pantheons.
From Draecathios, the Vein bends south under Helion and then under the northern crust of Zesadar, where Zesadari solar rites have learned, sometimes accidentally and sometimes not, to “borrow” from it during certain festivals.
The Dragon Vein does not cross into Eagren; there, other continental super-lines rule. The boundary between these systems—a kind of metaphysical fault line—runs under the eastern folds and into the Boreal Mirror. It is a favorite meditation site for Eagrean elementalists, Hyperborean mystics, and the odd Atlantean descendant determined to understand why the Harmonic Grid failed where the Dragon Vein did not.
Other ley lines lace Krioslos like threads in a tapestry:
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The Bifröst Veil arcs from Skeldar across Hyperborea into northwestern Eagren, carrying auroral currents. Skeldar rune-casters ride it in vision-quests; Eagrean sky-speakers follow it in trance flights. It is one of the most reliable corridors between Krioslos and Jaiphora’s cosmological cousins, and on certain nights it bleeds color into Tir na nÓg’s sky as well.
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The Aegis Arc runs from the Iron Marches through Ardanic fortresses, the Erymanthean highlands, and into Delphaion. Walls built atop it do more than resist siege engines; they dampen panic, stiffen resolve, and make lies taste sour on the tongue. The original Olympian pact with Krioslos—Zeus’ promise to protect mortal law if mortals protected certain sacred sites—was inscribed along this Arc.
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The Oracular Chain knots Helion, Delphaion, and undersea vents north of Zesadar. Its spirits speak in symbols: cave-paintings that alter themselves, steam patterns, fish migrations that sketch sigils. Atlantean chronoseers once tapped this Chain to peer sideways along time. Their descendants now treat it with cautious respect.
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The Forgeroot hugs the Titan Crown and dives into the Thalassian deeps. It is the line of transformation. Under its influence, raw ore becomes useful metal, ideas become revolutions, and empires overreach. Iron Marcher smith-priests mutter to it as they work, half-prayer, half-argument.
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The Riversong Line braids Singing Peaks, Vorynthian waterways, and the Frostwell beneath Morograd. It ties water spirits into cycles of birth, flood, freeze, and thaw. Vorynthian river-priests and Morovik ice-oracles share rites along it, their prayers echoing each other half a continent apart.
Where these lines knot or pierce the surface, Heartwells form: Volgannon Forge, Delphaion’s vapor caverns, Skjoldarheim’s aurora-lit hill, Solonika’s Sun-Anvil, and Morovik’s Frostwell. Magic runs easier here. So do ideas and rebellions. These sites are also primary points of contact with Atlandias’ long-drowned Harmonic Network and with Tir na nÓg’s song-paths. During certain conjunctions, you can stand in Draecathios’ Hall of Dawn and feel a heartbeat that is not quite Gaea’s and not quite Danu’s, but something shared.
Realms and Nations
Krioslos’ twelve great realms are the easiest way to talk about its politics, though each hides layers of city-states, clan-lands, and half-independent enclaves.
The Draecathian Heartlands
The Heartlands are not formally an empire, but everything here orbits Draecathios.
The city itself is a vertical argument in stone. Lower terraces hold docks, warehouses, and artisan districts where Helion wines sit side-by-side with Zesadari spices and Atlantean relics dredged from the Gilded Reach. Middle levels carry temples, courts, and Lyceum cloisters, whose students spill onto debating steps to rehearse laws and history aloud. The uppermost terraces belong to the Promethean Academy, the Hall of Dawn, and the Promethean Guard’s barracks.
The Promethean Guard is more than a military order; it is a philosophy wearing armor. Recruits are taught that defending knowledge is as sacred as defending walls, that a torch dropped in fear is as bad as a shield lowered in cowardice. They guard the Eternal Pyre, the Hall’s archives, and selected road shrines across the Heartlands.
Politically, Draecathios maintains a web of protectorate agreements with surrounding towns and city-states. Some—Lyaros and Tessarion among them—send councilors to the Synod of Dawn, a recurring assembly that debates trade rights, legal reforms, and relations with other realms. Others pay in grain and troops instead of voices. The Heartlands’ gods include Gaea, Prometheus, Athena, and a carefully balanced mix of Olympian, Slavic, and local household spirits, with Danu honored in certain groves thanks to old Treaties of Green with Tir na nÓg.
The Aegaron League
The Lands of the League are a mosaic of independent city-states welded together by shared language, coin, and a heartfelt belief that civilization is something you can—and should—argue about in public.
Their Synod of Harbors meets in rotating cities to decide League policy: naval deployments, common law adjustments, and responses to foreign entanglements. Aegaron citizens are as likely to quote philosophers as gods; they see Zeus as patron of oath-keeping more than thunder, Athena as patron of debate as much as war.
League cities host Atlantean ruins more prominently than most. In Delphaion’s lower caverns, a cracked Tir-Anchor pillar still hums faintly under Oracular Chain influence, whispering fragments of Atlantean song. In Athenyra’s Lyceum district, an entire school is devoted to reconciling Atlantean geometric magic with Krioslan law and Tir na nÓg’s emotional metaphysics. Seelie envoys attend League theatre festivals disguised as patrons; Unseelie watchers haunt certain law courts, drawn by the taste of honest loss.
The Helion Peninsula
Helion is honey-gold on the surface and volcanic red beneath.
Its people see themselves as stewards of prophecy and wine in roughly equal measure. Vineyards are often owned by temples; oracular sanctuaries double as courts where property disputes are settled after consulting vapor-dreams. The ruling council of Heliopolis includes priests, merchants, and a permanent delegation from Draecathios, whose presence irritates and secretly reassures locals.
Helion’s ports are Krioslos’ main window into Zesadar. Every year, Ith’Karan mirror-ships glide into Solonika harbor, their crews veiled in reflective cloth. Solar Choir hymns mingle with Helion’s laurel-wreathed festivals. Bastet’s lithe cat-priests sometimes trade wry jokes with Helion’s oracle-cats, who provide commentary on both pantheons.
Erymanthean Highlands
The Erymanthean Highlands are where mountains grow forests and forests grow teeth.
Villages cling to terraces carved into steep slopes, each dominated by a small shrine to Artemis, Pan, or older, nameless horned spirits. Rangers and druidic circles patrol not only for poachers but for those who would “steal quiet” with noisy machines or arrogant magic.
Erymanthean towns often host mixed altars to Danu’s Verdant aspect and Artemis’ huntress face. Certain groves are said to lean slightly into Tir na nÓg; in them, animals speak clearly during midsummer storms, and the Green Throne’s heartbeat can be sensed under the soil if one is very, very still.
Vorynthian Confederacy
The Vorynthian Confederacy is a network of clans, city-towns, and river communities bound by oaths more than central authority. Belovyn, rising above three river confluences, serves as host city for great councils. Here, chieftains and electors hammer out confederate policy in long debates punctuated by toasts to Perun and offerings to Veles.
Vorynthian gods are Slavic-coded: Perun of the storm oak; Veles of underworld and markets; Mokosh of earth and hearth. Their shrines stand at crossroads, on hilltops, and in bathhouses. Ancestors are heavily consulted; it is not uncommon for an entire council to pause until the house-spirits indicate their approval through small, uncanny coincidences.
Trade routes run from Jaiphora through Krioslos into Eagren along Vorynthia’s roads. Echo-Born Memory Riders are respected guests; their echo-stones find ready buyers among Vorynthian lorekeepers eager to preserve songs in something more durable than bone and wind.
Morovik Czardom
The Morovik Czardom is a colder, more vertical cousin to Vorynthia, built around thick forests, frozen rivers, and the looming presence of Morograd.
Morograd sits on a hill above the Frostwell, a Heartwell where the Riversong line dives deep beneath ice. The city’s streets curve according to invisible flow patterns; certain avenues are carefully kept clear of permanent structures because the water spirits “need room to turn.”
The Czars of Morovik claim mandate from Morana, goddess of winter and death, and Dazhbog, the distant sun-giver. Their courts are dense with masks—ancestral, ceremonial, and literal. Justice is delivered slowly and heavily, like snow building on a roof. Morovik witch-circles, half inside and half outside state control, serve as intermediaries between the Czardom and Hyperborean sanctuaries, and between Morovik and the Unseelie Court of Tir na nÓg, whom they quietly ask for oracles on truly dire matters.
Ardanic Marches
The Ardanic Marches buffer Iron Marches power from eastern ambitions and vice versa. Its ruling councils are dominated by generals, engineers, and a small but significant class of philosophers obsessed with logistics.
Ardenburg hosts the Stone Lyceum, where military mathematicians model sieges in sand tables that occasionally rearrange themselves in response to unseen forces—Ley-feedback, according to some; bored gods, according to others. Ardanic culture prizes stoicism and competence. Their patron gods are Athena, Ares, and a stern local war-saint called Saint Branna, whose story likely hides an ancient fae pact.
Ardanic forts along the Aegis Arc often include hidden sanctums for the Order of Quiet Truth, a Jaiphoran-inspired monastic order that teaches silence as a weapon and tool. These monks mediate disputes between generals and warlords, and some have learned to “hear” Resonance Craft in Krioslan stone.
Iron Marches Realm
The Iron Marches realm is loud, smoky, and more politically subtle than its reputation suggests.
Volgannon Forge is governed by a Council of Flames, representing guilds of smiths, miners, mages, and traders. Laws are short, public, and carved in metal plaques. Feuds are handled through a combination of arbitration, controlled duels, and carefully arranged “accidents” involving molten slag.
Iron Marcher religion honors Hephaestus, Athena, Prometheus, and an assortment of old earth-spirits who demand offerings of crafted goods rather than blood. Atlantean relics are both prized and hated here; orichalcum is treated like a brilliant, dangerously unstable apprentice.
Thalassian Coast Realm
Thalassia proper is a cliff-clinging city with streets like switchbacks and houses stacked atop one another until they seem about to tumble into the sea. Its people are sailors, pearl-divers, privateers, and navigators. They worship Poseidon, Nyx, and a host of minor sea spirits whose shrines are little more than carved stones at the heads of piers.
Thalassian captains maintain routes to Jaiphora, Trikoya, Zesadar, and even Uatora. Their charts are peppered with notes about “Green Lights” and “Dream Fog”—euphemisms for accidental brushes with Tir na nÓg in stormfronts or over certain Trenches where Atlandian Harmonic towers once stood.
The Coast realm also hosts the Moonfury Barracks’ western outposts: Haeslian-raised watch posts that monitor Hyperborean storms, Vludrian auroral anomalies, and anything that looks too much like another Atlantean-scale disaster brewing at sea.
Skeldar Dominion
Skeldar is held together by things—public assemblies where law is spoken aloud and remembered rather than written in elaborate codes. Jarls and free farmers gather at stone circles or longhouse courts to settle disputes and swear oaths on Thor’s hammer, Odin’s ravens, and occasionally on the bones of unfortunate giants.
Skjoldarheim, the main hall-city, is built where three valleys meet. Its great hall is a ship-keel turned upside-down and widened, its interior roof beams serving as perches for ravens both mundane and prophetic. Skeldar warriors are famed, but so are their skalds—poet-historians whose songs carry news across fjords faster than most ships.
Skeldar raiders sometimes use the Boreal Mirror to reach Vludrian shores; in turn, Vludrian Frostguard patrols appear occasionally in Skeldar sagas as icy, implacable foes—or reluctant allies against things that should have stayed under the ice.
Njordfell Isles
The Njordfell Isles are a string of rocks, reefs, and small, stubborn communities scattered like runes along the western seas.
Each island holds its own chieftain or council, but all defer to Njordvik in matters of shared defence and trade. The isles worship Njord and Freyja, but also cultivate older sea-spirits and occasional fae patrons. Some families bear obvious signs of Seelie ancestry: odd eye colours, uncanny luck, a knack for singing storms calmer.
Njordfell ships are among the few that regularly brave the outer Stormjaw currents. They maintain a semi-secret route to certain Trikoyan ports, where sky-terraced markets trade serpent-etched jade for Njordfell amber and Krioslan steel.
Hyperborean Sanctuaries
The Hyperborean Sanctuaries are less a realm than a chain of monasteries, observatories, and hermitages perched at the edge of survivable cold.
Hyperion’s Rest is the best known, a cluster of stone lodges half-buried in snow, circles of standing stones aligned to auroral patterns, and ice caves where lamps burn with flame that gives no heat. Priests of Helios, Artemis, Mizura, and stranger principles tend these flames, reckoning eclipses and reading the shifting shapes of lights as messages from Gaea’s subconscious.
These sanctuaries maintain careful ties with the Order of the Silent Flame in Vludria, with Eagrean elemental temples, and with a small, secretive order of Atlantean-blooded mystics who believe the only way to prevent another Harmonic Catastrophe is to monitor the sky, the Dragon Vein, and Subrora’s Orichalcum Core all at once.
Gods, Cults, and Interwoven Faiths
Krioslos is a knot of pantheons.
The Olympian pantheon is most visible in Aegaron, Helion, Draecathios, and the Ardanic Marches. Zeus’ thunder, Athena’s strategy, Apollo’s music and prophecy, Artemis’ hunt, Demeter’s grain, and Poseidon’s sea all have well-established cults. Temples are places of law as much as worship; to swear by Athena in Draecathios is to invite legal consequences, not just divine scorn.
The Northern gods—Odin, Thor, Freyja, Njord—dominate Skeldar and Njordfell. Their worship is less about temples and more about halls, hearths, and sacred groves. Law here is spoken at things, and oaths sworn on runestones carry as much weight as vows in marble courts.
The Slavic-coded deities—Perun, Veles, Mokosh, Morana, Dazhbog—hold sway in Vorynthia and Morovik. Their cults entwine with ancestor veneration. Shrines sprout at crossroads and river-bends. Offerings are as likely to be shared meals and carefully poured drinks as blood or coin.
Across all these, Gaea and Prometheus are honored in Draecathios and the Heartlands as patrons of rebellion against ignorance. Danu is quietly worshipped in certain Verdant groves and Aegaron green-rooms, especially by those who work closely with forests or dreams.
Foreign gods also find footholds. Zesadari migrants bring Ra, Isis, and Bastet to Helion’s ports and Thalassia’s markets; Eagrean travellers raise incense to Shin’Ra and Mizura at Hyperborean lodges; Jaiphoran Memory Riders speak prayers to Awenai and E’thaan in Lyceum halls. Tir na nÓg’s presence slips in through fae-touched shrines and barrows where offerings to “The Lady of the Green” or “The Crow at the Crossroads” are taken very seriously indeed.
Where pantheons overlap, syncretism blooms. Helion hosts a cult that depicts Helios, Ra, and Apollo as three faces of the same solar principle. In Skeldar, stories circulate of Odin and Zeus playing dice over storms in the Stormjaw. Vorynthian storytellers sometimes cast Perun and Thor as rival brothers, hammer and axe striking the same clouds from different angles.
For Myth Keepers, this means piety in Krioslos is rarely simple. A single village might honor Gaea, Perun, and a local river fae in the same festival. A hero could plausibly be a devotee of Prometheus in Draecathios, swear by Thor in Skeldar, and accept a geas from Danu’s Verdant emissary on a Krioslan hillside.
Threads Across the World: Krioslos and the Other Continents
Krioslos’ geography makes it a crossroads. Its history and ley-lines make it a hub.
With Haeslios, it shares the Gilded Reach: a constant exchange of goods, ideas, and grudges. Haeslian Moonfury Barracks maintain watch posts in Thalassia and Hyperborea; Krioslan philosophers debate Haeslian legalists in Draecathian cafés. Haeslian memory of Atlantean collapse and Krioslan Promethean doctrine combine into a fierce public discourse about “how far mortals should go.”
With Jaiphora, ties run along sound and story. Memory Riders from the Echoran Concord are regular, welcome visitors in Draecathios and Belovyn. They record new epics in echo-stones—Skeldar sagas, Aegaron plays, Draecathian legal orations—and carry Krioslan stories back to Crystal Forest archives. In return, Jaiphoran Resonance Craft has influenced Krioslan architecture; some new amphitheatres and councils halls are built to “remember” speeches, subtly amplifying certain emotional cadences.
With Trikoya, contact is rarer but intense. Thalassian captains and Njordfell raiders risk the Stormjaw to reach Quirashal’s sky-terraces and serpent-carved harbors. Trikoyan Hematurgists have compared notes with Morovik Cryopyrists and Vorynthian river-mancers in secret conclaves. Stories of the Orichalc Serpent have led Iron Marcher geomancers to adjust their models of Gaea’s interior—and to view the Forgeroot line with even more wary respect.
With Eagren, the connection is almost inseparable. Krioslan plains merge into Eagrean steppe; Hyperborea and northern Eagren share the Bifröst Veil. Trade, war, intermarriage, and pilgrimage all cross this long seam. The Temple of the Elements in Eagren’s Auralis sends envoys to Draecathios to coordinate Dragon Vein and elemental balance; Kha’ruun Ember Dancers visit Volgannon Forge, fascinated by how Krioslan smiths coax both flame and stone into shapes.
With Uatora, ties are mostly metaphysical. Dreamkin speak of rare crossings where songlines in the Tjarruna Confederation “hook” into Krioslan ley-paths, delivering Dreamwalkers into Verdant groves in Erymanthos or Hyperborean ice caves. In turn, certain Krioslan oracles believe their most potent visions come via Uatoran Dreamcraft bleeding sideways into the Oracular Chain.
With Zesadar, the Sunward Sea is a bustling road. Helion, Thalassia, and Ith’Kara are key nodes. Zesadari Mirrorcraft and Krioslan Oracular practice cross-pollinate in Ith’Karan embassies in Draecathios and Delphaion. Zesadari Walkers Between Worlds consult Vorynthian and Morovik necromancers to refine their travels along Osiris’ river and the Riversong line.
With Vludria, the connection is vertical. Hyperborean Sanctuaries coordinate closely with Svarheim’s watchers, comparing notes on Kryathor’s stirring dreams and the auroral pulses that ripple down the Dragon Vein. Vludrian Cryopyra mages visit Aegyrfell’s Forgeroot-touched volcanic forges by way of Skeldar ports. Krioslan myth links Kryathor’s heartbeat with the initial buckling of the Titan Crown; Lyceum geomancers are not entirely sure they are wrong.
With Subrora, the tie is older and stranger. The League of the Arcane, headquartered partly in Draecathios, maintains expeditions to Nirakar via Haeslian routes. Their best orichalmancers all passed through Krioslan schools, where they learned that ley-lines and Harmonic Geometry tell similar stories in different alphabets. Certain Subroran Orichal archivists consider Krioslos’ Dragon Vein a “living footnote” to the Core below.
And with Atlandias, the relationship is a ghost marriage.
Atlantean fleets once called at Thalassian and Aegaron ports as equals. Tir-Anchors in Draecathios, Delphaion, Helion, and even Volgannon Forge linked Atlandias’ Harmonic Network to Krioslos’ ley system and, via those, to Tir na nÓg. Atlantean architects helped raise certain Aegaron theatres to resonate not only with mortal voices but with fae emotion. Atlantean philosophers argued Promethean ethics with early Draecathian radicals.
When Atlantis drowned, the shock slammed through Krioslan ley-lines. The Aegis Arc rang like struck iron, cracking walls that should have stood. The Oracular Chain screamed; Helion’s fumaroles drove prophets mad for a generation. In Thalassia and along the Gilded Reach, pieces of Atlantean sky-ships washed ashore, their engines inert and sullen.
To this day, small pockets of Atlandian infrastructure persist. A shattered Tir-Anchor in a Delphaion cave might flare to life under the right celestial configuration, opening briefly into a drowned Atlantean boulevard now half-occupied by merfolk. A set of harmonically tuned crystals in Volgannon Forge may respond to a Dragonsong from Hyperborea, echoing faint chords that do not match any known Krioslan mode.
With Tir na nÓg, Krioslos has always shared thin spots. Celtic-coded barrows in Haeslios are mirrored by barrow-rings in western Krioslos; ancient groves in Erymanthos and Voryntha host Verdant emissaries. The Morrígan’s ravens watch Ardanic battlefields and Vorynthian thunder wars. Avalon’s reflection appears in certain Gilded Reach bays under double moons. Draecathios hosts a sealed Green Door in one of its oldest cloisters—a Tir na nÓg gate under Lyceum custody, opened only for dire reasons.
Krioslos, in short, is where everything meets. That is its power. That is its curse.
Seasons and the Mood of the Land
Seasons in Krioslos shape more than travel and tactics; they modulate faith, trade, and the temperament of the ley-lines.
Winter tightens the world. Rivers in Vorynthia and Morovik freeze into roads. Skeldar fjords crust over. Ardanic forts become islands in a sea of snow. The Dragon Vein’s surface manifestations dim, but the Bifröst Veil brightens, making this the time for visions and desperate quests. Skeldar holds their Things; Morovik crowns its Czars under snow-laden roofs; Vorynthian clans gather around hearths to retell histories and decide which feuds still matter.
Spring is movement. Meltwater thunders from the Titan Crown, swelling rivers and flooding low fields. Roads dissolve into mud; armies bog down; bridges groan. Spirits of thaw, flood, and budding run half-wild; druids and rangers are busy, tired, and cross. It’s the season for pilgrimages to Helion’s oracles and the Heart Tree groves, for betrothal festivals in Aegaron, and for Vorynthian oaths renewed under Perun’s first storms.
Summer is intensity. Heat pushes north from the Sunward Sea. Dust shadows caravans; Helion bakes; Aegaron cities shimmer in midday haze. The Oracular Chain hums loudest now; Delphaion’s vapours and Helion’s fumaroles produce dense, tangled prophecies that can sustain an entire campaign arc by themselves. Wars that began as clean banners and speeches in spring turn into sieges, raids, and ugly bargains. Krioslos’ connections to Zesadar and Jaiphora run hottest, both literally and metaphorically.
Autumn is reckoning. Storms march in from all coasts, watering crops and swamping unpaved roads. Harvest festivals blend gratitude with anxiety. The Aegis Arc hums as granaries are filled and walls damp against incoming rain. Draecathios’ Synods sit longer; Aegaron’s theatres stage tragedies; Vorynthian and Morovik necromancers hold ancestor rites under thickening fog. Fae crossings grow more frequent around barrows and groves as the boundaries thin.
The Gaean Calendar formalised by the Council of Emeralds in 222 AGF incorporates Krioslan seasonal patterns: certain months in the Wheel are defined by the first thunder over the Singing Peaks, the last freeze on the Boreal Mirror, the grape harvest in Helion, and the aurora’s first return to Skeldar skies. Krioslan merchants and priests read the Wheel and the local weather together, arguing cheerfully over which has precedence.
Using Krioslos in Your Tales
Krioslos is the place where you can put your players right between gods and mortals, law and passion, past and future, and then gently ask: “So, what now?”
Send them to Draecathios when you want them to feel the weight of history and the thrill of possibility. Court intrigue, philosophical trials, Promethean heresies, and Atlantean relics under Lyceum glass all live here. A campaign that begins with a simple research request can erupt into debates on whether to re-activate a dormant Tir-Anchor in the Hall’s sub-basements.
Let them ride with Vorynthian spirit-kings if you want clan politics, thunder duels, and negotiations where every toast is a minor oath. Their choices can literally change the course of rivers.
March them through the Ardanic forts and Iron Marches when you want sieges, logistics, and ethical compromises. Do they divert grain to feed refugees or troops? Do they tap the Forgeroot at the risk of attracting something that likes change too much?
Drop them into the Aegaron League or Helion for sun-gilded intrigue: plays that start riots, prophecies that refuse to fix on one meaning, scholars arguing whether Danu and Athena are secretly corresponding through dreams.
Sail them along the Thalassian Coast or across the Gilded Reach when you want sea monsters, smugglers, and Atlantean ghosts. Let them choose whether to salvage a Harmonic engine that might revolutionise travel—or repeat history.
Take them north to Skeldar and Hyperborea for sagas of storms and fate. Here you can weave in Vludrian and Eagrean threads, auroral hunts, and Hyperborean monasteries quietly trying to prevent a second Great Freeze.
Thread them along the eastern Fold into Eagren when you want to ask where one story ends and the next begins. They might escort an Eagrean Ember Court envoy to Draecathios, negotiate Elemental Temple participation in the Compact of Dawn, or discover that a Jaiphoran Memory Rider has recorded a future that contradicts Hyperborean prophecy and Atlantean inscriptions.
Above all, remember Archivist Vayne’s warning: Krioslos is not backdrop. It is a participant.
Its ley-lines push, its seasons comment, its mountains and rivers remember previous attempts to solve the same problems your players are now facing. It has seen Titans fall, gods stumble, Atlantis drown, and mortals stand up anyway.
“The land here does not merely hold history; it argues with it. Every river has a counter-argument. Every mountain remembers a different version of events. Those who would write new stories on Krioslos had best be ready to negotiate.”
As Myth Keeper, you are not only describing that argument—you’re inviting your table to join it.




