### **The [[Icerime Peaks]] – The Dwarven Strongholds of the North** --- ## **Basic Information** - **Name:** The [[Icerime Peaks]] - **Type:** Mountain Range & Dwarven Strongholds - **Region:** Northeastern [[Brevoy]], forming a **natural border** between [[Issia]] and [[Numeria]] - **Scale & Population:** - **Vast and treacherous**, home to both **dwarven settlements and monstrous threats**. - **Several dwarven strongholds** exist within the peaks, though most remain **isolated and independent**. - **Sparse surface settlements**, with most dwarves dwelling in **underground halls and deep forges**. - **Primary Inhabitants:** - **Dwarves of the [[Icerime Peaks]]** – Devout followers of **Torag, the God of Forge & Protection**, who maintain hidden mountain strongholds. - **Giant Clans & Frost Trolls** – Roaming warbands that occasionally raid dwarven outposts. - **White Dragons & Wyverns** – The **coldest peaks** are said to be home to draconic predators. - **Human & Kellid Clans** – Some hardy frontiersmen and mercenaries live near the mountain’s base, either trading or scavenging the ruins. - **Climate & Terrain:** - **Harsh and unforgiving**, with **freezing winds, heavy snowfall, and dangerous cliffs**. - **Permafrost in the highest peaks**, but deep caverns and geothermal vents create **pockets of warmth** where dwarves have settled. - **Treacherous passes**, often blocked by avalanches or guarded by dwarven sentries. --- ## **Geography & Layout** - **Key Features & Landmarks:** - **Forgehold [[Durgrun]]** – The largest **dwarven stronghold**, known for **master-crafted weapons and enchanted armor**. - **The Frozen Anvil** – A legendary forge said to use the **bones of a slain dragon** in its foundation, producing near-indestructible steel. - **The Skybreaker Spire** – A peak so high that **lightning constantly strikes its summit**, avoided by all but the bravest explorers. - **The Lost Halls of [[Karrag-Dûm]]** – A once-thriving **dwarven citadel**, now overrun by **undead horrors and forgotten evils**. - **The Icefang Caverns** – A subterranean network rumored to be home to **frost elementals and a slumbering white dragon**. - **Notable Districts/Areas:** - **The Hearthforges** – The industrial heart of the dwarven halls, where **metals are smelted and enchanted weapons are crafted**. - **The Grand Keep of [[Durgrun]]** – A heavily fortified citadel where the **Dwarven Thane and council of elders** hold court. - **The Hall of Devotion** – A **massive stone temple dedicated to Torag**, housing sacred relics and records of dwarven ancestors. - **The Frostmarch Outposts** – Small **military and trade stations** positioned near key mountain passes to **guard against invaders and bandits**. - **Connections & Accessibility:** - **Underground Highways** – A **vast network of tunnels** connects various dwarven holds, but some sections are **lost or collapsed**. - **Passes to [[Numeria]] & the [[River Kingdoms]]** – Ancient roads once led through the mountains, but many have been **claimed by monsters or sealed by dwarven engineers**. - **Trade Routes with [[Restov]] & [[Issia]]** – Dwarves export **mithral, adamantine, and gemstones**, exchanging them for food, textiles, and rare surface goods. --- ## **Culture & Society** - **Local Governance:** - Each stronghold is ruled by a **Thane**, with larger settlements answering to a **High Thane of [[Durgrun]]**. - The dwarves operate under **a strict caste system**, where warriors, smiths, and clerics hold **higher status than merchants or traders**. - Decisions are made through the **Council of Elders**, consisting of **clan heads, forge-masters, and high priests of Torag**. - **Economy & Trade:** - **Mithral & Adamantine Forging** – Dwarves are **renowned for their metalwork**, producing **elite weapons and armor** sought after by nobles and adventurers. - **Gemcutting & Enchantment** – Master **rune-smiths** inscribe weapons and jewelry with **protective and elemental runes**. - **Strict Trade Laws** – Outsiders are rarely permitted into dwarven cities, but merchants **trade through designated outposts** under heavy scrutiny. - **Religion & Beliefs:** - **Torag (Forge & Protection)** – The patron deity of **nearly all [[Icerime Peaks]] dwarves**, representing **strength, endurance, and guardianship**. - **Trudd (God of Strength & Bravery)** – Worshipped by **dwarven warriors** who fight against giants and invaders. - **Magrim (The Taskmaster, Guide of the Dwarven Dead)** – Revered by the **priests of the ancestors**, who maintain crypts and battle undead threats. - **Gorum (God of War & Battle)** – Respected, but his **unrestrained aggression** clashes with dwarven traditions of **tactical warfare**. --- ## **History & Lore** - **Major Historical Events:** - **The War Against the Frost Giants** – Centuries ago, dwarves fought to **purge the giants from the [[Icerime Peaks]]**, though some still remain in hidden valleys. - **The Cataclysm of [[Karrag-Dûm]]** – A **once-mighty dwarven city fell to the undead**, leading to the **sealed vaults and ghost-haunted halls beneath the peaks**. - **The Betrayal of the Runeblade** – A powerful **dwarven artifact was stolen** by a human warlord, causing a lasting **distrust of human leaders**. - **Current Conflicts or Issues:** - **Tensions with [[Issia]] & [[House Surtova]]** – The dwarves **refuse to acknowledge Surtova rule**, making them a potential **target for aggression**. - **Encroaching Monsters** – **White dragons, frost trolls, and subterranean horrors** threaten trade routes and isolated outposts. - **The Fate of [[Karrag-Dûm]]** – Some dwarves wish to **reclaim their lost city**, but few **dare face the horrors that now reside there**. --- ## **Notable NPCs & Factions** - **Key Figures:** - **[[Hrogar Stonefist]] (High Thane of [[Durgrun]])** – A **battle-hardened ruler**, torn between isolation and alliance. - **[[Helga Firebeard]] (Forge-Master of [[Durgrun]])** – A **legendary weapon smith**, rumored to have once dueled a frost giant to claim her forge. - **[[Magrum Ironveil]] (Brother of Magrim, Guardian of the Ancestors)** – A **priest of Magrim**, leading expeditions into lost tombs. - **Factions or Power Groups:** - **The [[Iron Vow]] (Dwarven Honor Guard)** – Elite warriors trained to fight giants and dragons. - **The [[Deepforged Syndicate]]** – A **clandestine group of dwarven merchants** seeking greater influence in [[Brevoy]]'s trade. --- ## **Adventure Hooks** - **A dwarven emissary arrives in Rivermarch**, offering **weapons in exchange for military aid**. - **A missing dwarven caravan** leads to rumors of **a dragon awakening in the peaks**. - **[[Whitewood Hall]]** is approached by **dwarves seeking an alliance against [[House Surtova]]**. Would you like the **dwarves to actively engage in Rivermarch politics**, or remain **a more secretive force** that must be won over?