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Description

Level Name: Austrilund
World release: Wintertusk (Grizzleheim Part 2)
Project name: Wizard101

Austrilund, a territory of Wintertusk, is connected to the central hub, Hrundle Fjord, by a rustic gate, constructed from naturally found materials. The land, once an open territory, is ruled by the giant Austri, son of Ymir, and he demanded great walls of stone and wood to be erected by the inhabitants, mostly wolves and boar, to protect his claim.
          Trees draped in orange, red, and yellow leaves surround the area, their branches kissed with glittering white snow. While the snow is a curse brought on by the impending Everwinter, Austrilund is perpetually Autumn, bound to Austri’s deep mystical connection with the season.
          Great rocky walls surround pockets of earth void of grass but blanketed by the occasional snow drift. Littered throughout are stone totems carved intricately with the symbols of Austri. Hand-constructed wooden bridges connect each open field as they meander up towards Austri’s open air hall. Open cave mouths line cliff-sides throughout, their dark mouths beckoning to any visitor to explore what treasures lay beyond their dark entrances.
          Two small camps are built in open fields, Wolf Camp and Boar Camp.
          Boar Camp houses the simpleminded boar tribes. They are defensive and territorial, and roam Austrilund protecting their ramshackle stone hovels. The Boar tribes aren’t to be reasoned with, speaking mostly in aggressive grunts, weapons at the ready, and thirsty for blood.
          Opposite Boar Camp, separated by jutting rock walls nestled within the snow, is Wolf Camp. Ornately constructed war tents line their small village, extreme care taken in the construction to ward off any unexpected avalanche that may come tumbling from trees or rocky cliffs. The Wolves are a less aggressive pack, willing to help fellow travelers … but maybe at a bit of a price. They attempt to steer clear of Boar Camp, but won’t hesitate to defend their small village if their enemy wanders in. 
           At the topmost point of Austrilund, is Austri’s Hall. Austri prefers not to be bothered and lives behind another strong gate of wood and stone. His hall is simple, open to the natural air, so he can take joy in the beauty of Autumm by gazing upon the deep reds, oranges and yellows of his favorite trees. Markings that match the totems in Austrilund are carved on the stone walls of Austri’s Hall, solidifying his rightful rule of the beautiful fire kissed land.

References

Narrative

Grizzelheim is under threat from the Ravens of the Coven, who are attempting to bring about the Everwinter, starting first with the land of Wintertusk. If the Everwinter isn’t stopped, it will spread across the Spiral freezing every land, enveloping all inhabitants in its icy grasp.
          The key to stopping the Everwinter lies in the hands of the four Titans, Austri, Vestri, Sudri, and Nordri, who each possess a Golden Seal. Their father, Ymir, the bringer of Everwinter, must not be awoken and the Golden Seals are the only way to put him back into a deep slumber and avoid the growing threat of ice blanketing the Spiral.
           The first titan The Wizard must visit is Austri in his home, Austrilund. Austri resides in his throne at the end of many winding paths. Although large and threatening, Austri is an understanding titan, and only wishes for The Wizard to prove they are worthy of receiving his Golden Seal. 
          The Wizard must pass a series of challenges before Austri will hand over the Golden Seal to them, four to be exact; tests of strategy, wits, charm, and strength.
           For the first challenge, Austri sends The Wizard to compete with Skeggis Forkbeak in a game of Thane’s Table. Skeggis is a master of the game and will be hard to beat.
          Skeggis is no teacher, and certainly does not want to share his tactics with The Wizard, so he sends them to learn the rules of Thane’s Table from Mimir Winterbane, back in Hrundle Fjord.
          Mimir won’t give out the rules for free and must be defeated to be convinced The Wizard has the tenacity and skill to learn the great game of Thane’s Table. Mimir also requires a few supplies. He must have some brain food to remember the proper rules, tricks and strategies that will see The Wizard best Skeggis in the game. His favorite snack is some warm bread with honey and once The Wizard brings him some, he’ll be happy to spill all the secrets to Thane’s Table.
          With a full belly and focused brain after his meal of warm bread and honey, Mimir teaches The Wizard all about Thane’s Table and throws in some secrets to overcome Skeggis’ own strategies.
          Still certain he can win, Skeggis is all set up and ready to face The Wizard, but they will have to secure their own game pieces. He only has his own. They’ll need to grab some from Frostbones in Hrundle Fjord.
          Having secured the pieces, The Wizard plays a game of Thane’s Table with Skeggis. With their secrets from Mimir, they easily overcome their opponent, and although he’s a bit of a bad sport, he wishes them well, and praises their strategy, quick learning, and mastery of the game.
          The Wizard reports back to Austri with the good news of strategically besting Skeggis at Thane’s Table. Austri is impressed, and readies them for their next challenge, that of wits!
          A self-proclaimed riddle-master, Grond, over in Boar Camp, will put The Wizard’s wits to the test. Meeting Grond, The Wizard realizes he’s not the sharpest tool in the shed. His riddle is no more than questioning The Wizard’s name, and if they tell simple Grond, they win the war of wits against him.
          It seems, perhaps, Austri is toying with The Wizard a bit. He did realize Grond wasn’t the riddle-master he claims to be, but caring about his loyal subjects, he wants to give them a chance to prove their worth. He is satisfied with The Wizard, their wits, and their patience.
          For their third challenge, The Wizard is sent to Garm Moonstalker to charm him into giving them his most treasured weapon. They must not harm Garm but convince him through their deep charisma to hand over the prize.
          Garm requests some help dealing with some out of control boars. If The Wizard can rid the area of the pesky boars, Garm will be thoroughly charmed by their good deeds, and happily hand over his weapon.
Once Garm Moonstalker’s weapon is handed over and presented to Austri as evidence of The Wizard’s charm, Austri gives out the final and toughest challenge, that of strength!
          Sakir, a fierce ice troll, stalks a cave in Austrilund and needs to be dealt with. If The Wizard cuts him down, they’ll prove their mettle and Austri will hand over his Golden Seal.
          Upon Sakir’s defeat, Austri’s Golden Seal is acquired by The Wizard. To seek the other Golden Seals, Austri sends them forth on a mission to gather a key from Grimaldi Keymaker to unlock Vestrilund and seek his brother, Vestri, for his seal.
          Grimaldi Keymaker sends The Wizard to collect key parts from two ice giants. Returning to Grimaldi, he works his magic but finds the key holds a curse and it summons a boss, an ice Yeti, Aurekk the Mighty, that must be defeated.
          With Aurekk the Mighty’s defeat, Grimaldi works to remove the curse and sends The Wizard on their way with the key to unlock Vestrilund.

POINTS OF INTEREST

Boar Camp:

The Boar Camp is rather rudimentary as Boar aren’t the most intelligent or industrious creatures. Their hovels are simple, made of mud and stone they’ve gathered from around Austrilund. Other than a central fire, not many signs of inhabitants exist in their home. They are territorial and wander here, defending their humble abode.

Wolf Camp:

The Wolf Camp looks a bit more lived in than the Boar Camp. The Wolves aren’t the smartest, but they’ve learned a bit of industrialization, and their camp appears more lived in, and they seem to have more resources available to them. Their tents are well made of nice leather and rich cloth. The camp is surrounded by supplies, a campfire, and weaponry.

Austri’s Throne:

Austri’s Throne is elevated above the other regions of Austrilund. This region can be found at the very end of a path, just past the Wolf Camp. Austri sits upon an ornate throne covered in autumnal décor. Trees with lush red, orange, and yellow leaves surround him, each speckled with snow.

Austri

One of the four sons of the Ice Titan Ymir, Austri, sends The Wizard to do challenges to prove their worth to earn his Golden Seal.

Erling the Unready

Erling the Unready seeks training if he is to be a gifted warrior in battle. The Wizard must train him by beating him in battle.

Grimaldi Keymaker

Grimaldi Keymaker is a raven, but he does not support the coven’s reign of terror over Wintertusk, so he gladly helps The Wizard to obtain a key to gain access to Vestrilund.

Garm Moonstalker

The leader of the wolves in Wolf Camp, Garm Moonstalker holds the third challenge given to The Wizard by Austri. The Wizard must obtain Garm’s beloved spear through using their charm.

Eithun Longstrider

Eithun Longstrider is a merchant that sells wands and amulets near Wolf Camp.

Non-Player Characters

Hod Mindseeker

Hod Mindseeker is a funny fellow, who speaks in rhyme. He claims he’s missing some sort of special marbles, or is he perhaps cursed? The Wizard must investigate further to solve the puzzle for poor Hod.

Skeggis Forkbeak

Skeggis Forkbeak, a master of the strategy game Thane’s Table, must be defeated in his favorite game by The Wizard as part of Austri’s first challenge.

Ragna Heartmender

Ragna Heartmender seeks to make a special bow, but needs some supplies, so she requests the assistance of The Wizard to collect them. She also helps to find a solution to Hod Mindseeker’s issue.

Grond

Grond is the riddle-master of Austrilund in the Boar Camp and holds the second challenge given to The Wizard by Austri. Due to his boarish nature, he isn’t the sharpest tool in the shed, and his riddles are easily solved.

Unferth Woodwise

Unferth Woodwise is a trapper and hunter that acquires small game in Austrilund and then takes it back to Hrundle Fjord to sell for a profit. Unfortunately, something is wrong with his traps, so he’ll need The Wizard’s help to figure out what has gone awry.

Ulthir the Wise

Ulthir the Wise gives The Wizard advice on how to help Hod Mindseeker return to his former self.

Enemies

Aurekk The Mighty
BristlehidE Raider
Erling The  UnreadY
Frostbrach
Gnar
Grendel SnaggleClaw
Gullin
Hod Mindseeker
Logunn
nali
Razortusk Brawler
Razortusk Warrior
Snowfang Ranger
Sulkir
Svini Berserker
Svini Reaver
Tusked Raider
Winterclaw Stalker

TOp down map

LEVELS

ISLE OF FETCH

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The Isle of Fetch, located in Westminster Skyway in Marleybone, was once a lush vacation destination for residents from all around the Spiral. In recent years, however, it's become another casualty of war.

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Sudrilund

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Ruled by the son of Ymir, Sudri, and populated by raven members of the Coven, Sudrilund is an icy land, quickly succumbing to the effects of the Everwinter.

Explore the World Building design for Sudrilund!

Achaea

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Home of the fierce Hydra, Achaea has been touched by a mystical force. From dry ruins, to lush green waterfalls, and dark storms, Achaea teams with a variety of creatures, each of whom stick to a preferred region.

Explore the World Building design for Achaea!

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