(Sparse legends, the world begins its transformation)
The world undergoes the first stages of catastrophic magical cooling.
The Dvergar seal their Under-Kingdoms and enter long magical hibernation.
Survives the first apocalyptic blizzard.
Builds the First Bridge across the Chasm of Howling Winds → spiritual foundation of the Stone-Wright Guild.
Hunts the “Great-Fang” → forms the Solitary Pact, spiritual root of the Jötun-Bane Brotherhood.
Becomes the first wanderer who unites shattered peoples.
Vanishes into the ice.
The Five-Fanged Vengeance, The Unbroken Concubine, The Unyielding Earth, The First Matriarch, The Mother of Monsters
Warlord Drakmor the Sunderer, wielder of five stolen primordial powers, captures Revna, an Aasimar warrior and celestial-blooded prodigy.
He intends to breed a dynasty of demigod generals.
Revna recognizes his empire as a sickness and resolves to end him through his own bloodline.
Revna resists not with rebellion, but with divergence, forging each child as a weapon against Drakmor:
Earth-child: learns to see stone as a hidden weapon.
Fire-child: learns patience, becoming forge-fire instead of wildfire.
Ice-child: teaches clarity colder than cruelty.
Storm-child: learns thunder obeys no master.
Shadow-child: learns to strike from the unseen.
She creates not unity—but five catastrophes designed to dismantle tyranny through asymmetry.
The children destroy Drakmor’s empire from within:
Earth-child collapses his foundations.
Fire-child destroys his spirit-bound vaults.
Storm-child blinds his armies.
Shadow-child murders his ruling council.
Ice-child delivers the generals' heads to the throne.
Drakmor is not conquered—he is unmade by the divergent legacy he tried to control.
In the ashes, Revna commands her children to kill her—to break the forge that made them.
They refuse.
Revna abandons them, declaring:
“A five-headed dragon can be slain. But a storm of a thousand scattered blades cannot.”
She walks into the eastern wastes, leaving behind an empire shattered beyond repair.
Revna becomes a philosophical and mythic pillar:
Jötun-Bane Brotherhood: patron of adaptive, asymmetrical hunters.
Stone-Wright Guild: the mother of deconstruction—knowing which stone collapses the structure.
Stone-Shield Commonwealth: warning against centralization and tyranny.
Frost-Fang Clans: avatar of ruthless pragmatism.
Sun-Splinter Throne: dangerous impurity and forbidden matriarch.
Ashen Crest Dynasty: case study in psychological engineering and multivariable power theory.
Her final teaching:
“True strength is not being the mountain, but the earthquake that reminds the mountain it is not eternal.”
Revna and Lorik together form the dual foundational myths of Niflheimar:
Unity vs. Divergence — Bridge vs. Earthquake.
In the golden age before the War of Broken Oaths, the proto-Ashen Crest and the idealistic Free-Soul Collective jointly establish the Sun-Ridge Commune, a beacon of cooperation between giants and Lítillfólk.
This dream is shattered in 1 AH by the proto-Frost-Fang warlord Skarl the Unbent, who triggers a geomantic ritual to erupt the land, burning the commune to ash and poisoning the valleys.
The land is abandoned, becoming the Scarred Frontier.
The First Thaw triggers the magical revival of the Under-Kingdoms.
Dvergar emerge transformed into the first Iarn-Greppar (Dwarf-Giants).
Founding division:
Stone-Shield Forge-Clans (communal duty)
Ashen Crest Smith-Clans (industrial ambition)
First attempt at unified giant law.
Twelve edicts regulate territory, hunting, and disputes.
Fatal flaw: gives Lítillfólk no rights → seeds future civil wars.
(Exact narrative distributed through text)
Frost-Fang zealots use geomantic ritual to erupt the volcano.
The library-fortress and the knowledge of rune-shrinking are destroyed.
Mokkur and apprentices die defending the archive.
The greatest loss of knowledge in giant history.
3 AH: Crop failures begin; frost-blight spreads.
4 AH: Food stores rot; giants visibly starve.
5–6 AH: Social collapse, raids, “Hearth-Betrayal” exiles.
7 AH: Jarl Bor Stone-Hand enforces Doctrine of the Common Pot → proto-Stone-Shield Commonwealth emerges.
Jarl Brynja (proto-Stone-Shield) and Chieftain Mord (Frost-Fang) ally to kill the Glacier-Boar (Jökul-Sauðr).
Unity collapses immediately after victory over division of spoils.
Becomes a cautionary myth of cooperation undone.
Stone-Shield Jarls poison Ivarsson clan and steal their forge-engine.
Ivarsson Smith-Clan leaves the Commonwealth forever and becomes neutral power.
Establishes The Three Prices (wealth, blood-debt, unbreakable oath).
Magical blizzard disrupts all winged messengers.
Elf-Giant wind-callers retreat to the Cloud-Spine Mountains.
Found the avian intelligence empire known as the Aerie Sovereignty.
Frost-Wyrms change migration path and devastate the giant nations.
Gunnar Ghost-Sight leads survivors to form the Jötun-Bane Brotherhood.
Lítillfólk across cities refuse to work for one week.
Infrastructure collapses.
Giants forced to recognize Lítillfólk councils.
First organized political resistance of the small folk.
Stone-Sword Patrol observes a glacier-giant of living frost.
Reveals frost is sentient and has agents.
Shifts the worldview: winter is an enemy with will and purpose.
Subglacial volcano erupts beneath the Stone-Shield’s greatest Sun-Splinter mine.
Megaflood (Jökulhlaup) wipes out three settlements.
Creates new glacial wasteland: the Glass-Sheet Graveyard.
Commonwealth never recovers economic dominance.
Sun-Queen Anya forges a network of secret pacts:
Engineers of Ashen Crest
Frost-Fang shock troops
Jötun-Bane mercenaries
Betrayed by all three.
She sacrifices herself in ritual, creating the eternal Sun-Splinter within her tomb.
Einar One-Eye + Seven Swarmkeeper Rangers defend Frosthaven.
Use animals, traps, ambush tactics to destroy Frost-Fang invasion.
Torsten’s badgers collapse the canyon wall; Jarl Hakon dies.
Einar founds The Gorge-Wardens.
The Scarred Frontier remains a cursed buffer zone for nearly eight centuries.
The Ashen Crest fortify their heartlands; the Free-Soul Collective becomes nomadic, wary of roots.
The Frost-Fang Clans, however, come to use the harsh Frontier as a crucial migratory route, establishing their own claim through long use.
Jötun-Bane Brotherhood notes beasts growing more numerous and violent.
Signs of deeper frost-magic awakening.
Political landscape:
Stone-Shield Commonwealth: fortress-state, rationing, strict order
Ashen Crest Dynasty: industrial, utilitarian, ruthless
Frost-Fang Clans: strength-based, warlike, divided factions
Sun-Splinter Throne: paranoid, isolationist, caste-rigid
Aerie Sovereignty: information masters, secret power brokers
Jötun-Bane Brotherhood: neutral hunters, ecological guardians
Gorge-Wardens: defenders of small passes and small folk
The frost grows stronger.
The Ashen Crest Dynasty, with advanced technology, returns to the Scarred Frontier to heal the land and reclaim their stolen legacy
The Hrímþursar stir.
The world edges toward another great turning.