WOLDRASP occupies Circle 12 on the Varanger Peninsula, a treeless tundra-plain where the wind has been carving granite for 10,000 years. Nine stone-wardens maintain the circle through seasons of dark and light, each one a keeper of a different alignment — solstice, equinox, or the slow drift between. We don't use engines; we use chisels, levers, and the patience of ice. The screen is the stone; the game is the mark that was already there.
A game begins as a frost-pattern on granite — a shape the cold makes overnight that suggests a rule, a path, a boundary. We trace it before the sun melts it, carve it deeper, and set the stones so the shadow falls correctly at the right hour. The interaction is the uncovering; the win condition is the moment the player's shadow aligns with the stone's edge and the circle closes. If the frost returns, the circle waits. The wind provides the cut; the hand provides the trace. The stone provides the truth.
The atelier keeps one rule from the First Cairn: *a game that cannot outlast the frost is not worth stacking*. The mark is a bone-stamp in frost-azure, pressed into the granite once per solstice. The circle provides the patience; the stone provides the permanence. The wind provides the truth.
09Stone-Wardens
33Standing-Stones
∞Frost-Cycles