### **The [[Icerime Peaks]] – The Dwarven Strongholds of the North**
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## **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.
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## **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.
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## **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**.
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## **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**.
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## **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.
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## **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?