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Frozenfar

The Frozenfar was the coldest, most remote region of the North. It comprised the Spine of the World mountains; the frigid lands to the north and west; including Icewind Dale, the Cold Run, the icebergs of the Sea of Moving Ice, and the northeasternmost part of the Trackless Sea.

Geography

The Frozenfar reached the northern peaks of the Spine of the World and extended northwest through the Sea of Moving Ice.[9] It stretched as far east as the Reghed Glacier.[10]

Geographical features

Cold Run
The Cold Run encompassed the icy tundras west of the Iron Trail and extended all the way to the Sword Coast. It was bordered to the south by the Iceflow river, and to the north by the Shaengarne.  

Landmarks

  • Fireshear Vale: Comprising a deep chasm and its adjoining crater, the origin of this landmark was debated by the sages of Faerûn.
  • Ironmaster Vale: The dwarves of this valley barred any but their kind entrance within.
Settlements
  • Auckney: This impoverished town of farmers received few visitors and even fewer ships from the other towns of the North.
  • Fireshear: The port city was run by a trio of merchants that had financial holdings in the cities of Mirabar, Neverwinter and Waterdeep.
  • Ironmaster: Founded and run by dwarves, this mining city had tunnels that went deep beneath the Frozenfar.

Icewind Dale
The tundra of Icewind Dale was named after the freezing winds and snowstorms that blew down from the mountain of Kelvin's Cairn.

Features

  • Dwarven Valley: This great valley was home to the dwarves of Clan Battlehammer.
  • Kelvin's Cairn: Legend stated that this lonely mountain was made of stones piled atop the resting place of the frost giant Kelvin.
  • Lac Dinneshere: These tranquil waters allowed locals to glean insight about upcoming lulls and storms.
  • Maer Dualdon: The was the largest and deepest of the dale's three lakes
  • Shaengarne: This icy river flowed down from Maer Dualdon into the Sea of Moving Ice.
  • Redwaters: The smallest lake earned its name from a bloody battle that erupted between two of the nearby towns.
Settlements
  • Ten Towns: The confederacy of Ten Towns comprised nine settlements situated around the dale's three lakes, along with the mercantile hub of Bryn Shander.
Northeast Trackless Sea
The northeast of the Trackless Sea bordered the Sea of Moving Ice. This was immediately west of the Cold Run was considered to be part of the Frozenfar.

Landmarks

  • Ice Peak Island: This frozen isle, located just off the coast of the Cold Run, southwest of the Sea of Moving Ice, housed the settlements of Aurilssbarg, Bjorn's Hold, and Icewolf.
Sea of Moving Ice
The waters north of the Cold Run and west of Icewind Dale were densely filled with hundreds of shifting icebergs and a number of frozen isles. It was sparsely populated and accommodated only a handful of landmarks and few inhabitants, like ice trolls and tribes of Ice Hunters.

Landmarks

  • Tower of the Ice Witch: The sanctuary of the Ice Witch of Auril was constructed from black ice that held residual magic from the Crenshinibon.
Settlements
  • Svardborg: This old frost giant village was abandoned for many years before being reclaimed by Jarl Storvald.
Spine of the World
By most accounts, the Spine of the World mountains encompassed the southern reaches of the Frozenfar. These massive peaks seperated the Frozenfar from the warmer lands to the south.  

Landmarks

  • Frost Hills: These rugged hills were found on the southern stretch of the Spine of the World.
Settlements
  • Hundelstone: This community of dwarves and gnomes was located in the mountains on the Ten Trail.
  • Kuldahar: Formed around the Great Oak, the mountain village was associated with the deity Silvanus. Mithral Hall: The famous dwarfhold was located deep beneath Fourthpeak in the Frost Hills.
Type
Region
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