Eisheim

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> Eisheim
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> The Frozen North
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> Geographical Details
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> ### Location
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> Crystal Sea (61\*N, 53\*E)
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> ### Climate
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> Continental (South)
> Polar (North)
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> ### Landmarks
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> Aar Kiir
> Ebene Plateau
> Ironfrost Glacier
> Zhar Vol
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> Political Details
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> ### States
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> Aldheim Confederacy
> Barony of Wolfburg
> Duchy of Grauhafen
> Icevein Enclaves
> Ironspike Tribes
> Kingdom of Swaycia
> Norngil Dynasty
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> ### Cultures
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> Aldvolk
> Brizzat
> Foraoise
> Iselvan
> Jäätiköt
> Linnish
> Mennesker
> Norse Khazüm
> Kukkulat
> Metsät
> Skógur
> Tömör
> Vane
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> ### Native Races
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> Firbolgs
> Firenewts
> Frost Giants
> Goliaths
> Wood Elves
> Yetis
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> ### Ongoing Conflicts
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> The Ironspike Purge
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> *"Bone shall sunder and steel shall break; With the Rime of Woe shall Indrath wake."*
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> - Text translated from a Cenotaph in Aar Kiir
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Eisheim is a small, cold continent located at the very north of the Crystal Sea. Isolated by seasonal ice flows to the south and the frigid Plains of Csiildra to the north, it is a land separate from the troubles and intrigue of the wider world. Contact between the denizens of this land and the southern continents is limited, which has led to a massive divergence in history, religion, and culture from the otherwise interconnected peoples of the wider world.

## History

> *"Says a lot about humanity that 'peaceful' can be used to describe a country built on genocide and imperialism, eh?"*
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> - Apeksi Blackbard, on the Iron Kingdom
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### Era Archon

It is believed Eisheim first split from the Deluvian Supercontinent some 100,000 years ago during The Unmaking, a split that would form the massive basin of the Crystal Sea, as well as the isles of Vargrad and Svalgrim. Its separation was likely sudden and violent, as evidenced by the abundance of latent magical energy scattered throughout the continent's southern coastline. As with the rest of The Unmaking, what exactly occured to bring about this grand schism is unknown.

The first evidence of sapient life on Eisheim dates to before The Unmaking. Many Archon ruins have been uncovered, heavily concentrated around the Ebene Plateau, the Ironfrost and Blackvein Glaciers, and the Peaks of Vigrund. Research into these ruins has been limited due to their isolation and the damage inflicted to their Underway Routes during and after The Unmaking.

### Era I - Ancient

Many other races made Eisheim their home after The Unmaking, most notable of all being two separate enclaves of Giant: the Vidrin Stone Giants and the Klaki Frost Giants. The former died out some time during the end of E-I Ancient, while the latter devolved into many separate tribes and havens that now roam the northern sections of the continent.

These enclaves are credited as the progenitors of the native Goliath and Firbolg populations that dot the entirety of the continent. Both are viewed as inheritor species of the greater Giant race since Goliaths and Firbolgs share much in common with their ancestors. They are believed to be the oldest native humanoids of Eisheim, just edging out the Wood Elves (estimated arrival 200 years later). These three races have managed to maintain generally cordial relations throughout history, with no documented conflicts. Whether this is entirely true is unknown, as written records of these peoples' histories are sparse.

### Era II - Ashen

The splintering of the Goliath tribes occurred some time during the beginning of Era II, though the exact date is unknown. It is thought this separation occurred due to a sudden sparsity in resources brought about by the arrival of humans from Calithos and the emergence of the Firenewts from the volcanic Underdark beneath Iceheim's northern expanses.

While the Goliaths fractured, the Firbolgs unified. Given their ties with nature, the Firbolg tribes formed strong alliances with the nascient wood elves, who had fled the Feywild in search of the Crucible but were scattered by Indraxal. The two intermarried extensively (for elves) and formed a unique society centered around nature and its preservation. This would ultimately form into the first druidic circle at the end of Era II.

Human records indicate that Eisheim remained untamed and tribal throughout the majority of the rest of Era II, with the first documented civilization being colony of dwarves that traversed the Underway from the Silver Peaks in Calithos. This rudimentary settlement, named Karak Kraz, or the Ice Hold, would serve as the launching point for the future colonization of Eisheim's underdark by the dwarves. How many expeditions were launched is known only to the great books of the Ied, however it is estimated some half-million dwarves emigrated to the icey north throughout Era II, the last expeditions likely being lost during the collapse of the Crystal Sea Underway at the end of that Era. These groups would eventually band together into one nation, forming a culturally distinct group of dwarves known as the Norse Dwarves.

### Era III - Imperial

While the dwarves hollowed out the Peaks of Vigrund, humans wandered the Frostflow basin, their tribes mingling and their culture homogenizing. These tribes would unite at the base of Mount Gelübde, forming the future city of Vertrag and the foundation of the Aldheim Confederacy.

This unification of the human tribes would mark the beginning of the decline of the Goliaths and Firblogs, whose lands would be seized and people displaced by settlers and prospectors. Goliath folk tales claim their population halved by the midpoint of Era III and stabilized at a tenth its former size by the Era's end. This decline would form the basis of much of the inter-sepcies conflict common to the continent.

Beyond the reach of Vertrag, humans made for the coasts, building a multitude of settlements small and large through the southern and north-eastern coastlines. The most prominent of these settlements would develop into the nation of Iselva, which would become the first of the three Swaycian Kingdoms. These norsemen would develop into an extensive naval power, trading and raiding as far as Ogham towards the end of E-III.

It is estimated that the first orcs and goblins arrived to the continent at the end of this Era both as slaves and stowaways from Diros. The exact date of their en masse arrival is unknown, however their first recorded encounter with natives can be dated to the 1100's E-III with the First Ürjil War.

### Era IV - Alexan

While Nicolaus Alexan carved his bloody path through Calithos, the humans and dwarves of Eisheim were consolditaing their realms. E-IV was marked by an extensive peace between the established people's of Eisheim. Wars between states were incredibly sparse, and often fueld by foreign interference. Conflict between humans and the goliath and orc tribes of the mountains was frequent, but given broader racial relations this is entirely expected. The Norngil Dynasty began to manifest the first signs of the Duergar curse, with a concerning amount of clans developing The Madness and vanishing into the underdark. E-IV saw several norse dwarf civil wars as the Duergar fought to break away from their kin. It is during this time that the fortress city of Zhar Vol was established, now considered one of the many wonders of the dwarven world.

Era Alexan was ultimately uneventful for Eisheim, barring the events of The Ascension at the end of the Era, which saw Aeronwen Morgan fight both for and against the former Confederate Duchy of Wolfburg. These events would be the only time in the Era that Eisheim would face a crisis.

### Era V - Ascendant

The modern era has seen some progressive change amongst the continent, starting with the reunification of the Swaycian Kingdoms for the third time alongside the steady dissolvement of the Confederacy. At present only half of the original members have remained a part of Aldheim, marking the first time in history that so many independant states have occupied the continent.

For the dwarves, the loss of Zhar Vol to the Volcanic Greatwyrm Silumgar marked the end of their expansion throughout the Peaks of Vigrund. Forced to seal their holds and redevelop their manpower, the Norse Dwarves have become jaded and isolationist in ther failures. The expansion of underdark routes by the Duergar have brought monstrosities from beneath Calithos to the realm, and have linked the realtively shallow Underway routes beneath Karak Kraz with the Black Tors of the Drow. While the humans fracture above, the dwarves fight a bloody war of survival below.

The goliaths continue to wage their war on the lowland humans, though some have come to work with their colonizers. What will inevitably happen to the race is unsure, though given their past it will no doubt be steeped in violence.

## Climate

> *"Warm enough to live in, cold enough to keep the bloody humans away. I'd say the temperature's just right."*
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> - King Drummond Greybeard
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Eisheim is a mainly polar climate, with only its most southern reaches being within the confines of a northern continental climate. It is cold year round, with the warmest regions only reaching mild temperatures in the summer. This coldness does vary in both intensity and wetness depending on region, however it is a universal fact that Eisheim is cold, has been cold since its creation, and will likely remain cold for the rest of recordable history.

#### Southern Coastal Regions

The southern half of Eisheim is generally milder than the northern half, especially so along the coast. Warmed by ocean currents from the Green Sea, the coastlines of southern Eisheim manage to avoid the deep freezes of the rest of the continent for most of winter, with the coldest portion of the year tending to lie between the Crystal and New Moons. The average winter temperature in this region hangs around freezing, with the lows in the frigid months managing to ice lock most shallow and deep water ports. These freezes tend to be short but continuous, and a substantial amount of infrastucture and resources are dedicated to mainting trade routes and supply lines despite these freezes.

In summer, this region becomes mild. Cold rain and generally constant wind keep the temperatures low, however it is much drier than over the winter months. Coastal Eisheim is often descirbed as the greenest place on Araam Vestii during these months.

The Unmaking left an intense depsoit of raw magical energy in the air and ground of this region, leading to the frequent emergence of wild magic sorcerers as well as powerful elementals and extraplanar rifts. These otherwise problemtaic events are considered commonplace in the region, despite their oftentimes disastrous results.

#### Southern Inland Regions

Further in from the coasts of southern Eisheim are a network of low mountains and hills, glacial valleys, and river basins that form the bulk of the continent's habitable land. Temperatures in this region tend to be much more varied than on the coast, but also far more predictable.

In winter, the region turns cold and frozen, with frost blanketing the lowlands from the Wolf Moon through to the Rushing Moon. The relatively dry and stagnant air means that heat retention in the region is low, causing lows to plummet well beyond freezing. Snow is rarer here than along the coasts, however the temperature ensures that what precipitation the region does recieve is frozen during the winter months.

Over summer, the inland regions are quick to thaw, and the mountain-fed watersheds that fuel these areas overflow with fresh water. Mudslides and floods are fairly common in the lowland areas during these months, however it does manage to stay snow free throughout late spring and through to early autumn.

#### Northern Coastal Regions

North of the 66th parallel lays the expanse of ice known as the Plains of Csiildra. It is a desolate tract of open water and ice that links Eisheim with the northernmost continent of Athla. The 66th parallel cuts roughly halfway through Eisheim, placing half the continent within the confines of the Ring of Rime.

The coastal areas of this arctic half are ice locked nearly year-round, with a miniscule window of barely a month where the ice breaks up enough to allow icebreaker ships through. While frigid and uninviting, there is an abundant amount of hardy vegetation in these areas. Large swathes of boreal forest dot the jagged coastline of this region, hugging the fjords and forming a blanket of white evergreens. Snow almost always coats these trees, their green only showing through during the brief summer thaw.

The temperature here remains fairly constantly below freezing. A lack of precipitation makes this area one of the driest in the world, just behind Athla and ahead of Albarizzar due to the cold air.

#### Northern Inland Regions

Away from the fjords and taigas sit the many glaciers and mountains of northern Eisheim. Cold, blustery, and dry, hardly anyone or anything lives here. Some hardy folk carve out their livings above or below the ice sheets, trading with other regions to compensate for the marked lack of arable land. Northern Eisheim is barren and unforgiving, and almost ubiquitously mountainous.

## Nations, States, and Tribes

> *"The currency of this land is steel. Remember that the next time those tribesman come to parley."*
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> - Duke Otto von Grauschild of Highguard
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Eisheim, while relatively small, is home to a multitude of states and peoples, with an estimated population of over 10,000,000. The majority of its population (56.4%) is human, a fact that is directly tied to their dominance of the Frostflow Valley and Frjósöm Plain. Dwarves and Elves form another large percentage of the population (19.1% and 15.5% respectively) due to the relative abundance of their holds and enclaves, while the remaining 9% is split between Goblins (5.1%), Orcs (1.9%) Gnomes (1.2%), Goliaths (0.5%), and Firbolgs (0.3%).

### Southern Eisheim

Southern Eisheim's seasonal climate makes it a far more welcoming place to live than the arctic north. Roughly 80% of Eisheim's total population lives in the southern half of the continent, with a further 60% of that number being concentrated in the Frostflow Valley and Crystal Coast.

#### The Aldheim Confederacy

The Aldheim Confederacy is the oldest and largest human state in Eisheim, having united in the winter of 325 E-III Imperial with the Vertrag Articles. This alliance of petty kingdoms, duchies, and city states has maintained decisive influence over the Frostflow Valley and the surrounding regions for two Eras, being the focal point of politics and trade within the continent itself.

* **The Principality of Vertrag** - A small city state and defacto capital of the Confederacy, sprawling around the base of Mount Gelübde and the low hills beyond. The third largest city in Eisheim behind Eisenburg and Lindholm, it is the site of the adoption of the Vertrag Articles, and home to the largest temple of Pydea outside of Astana.
* **The Iron Kingdom** - A petty kingdom sitting at the meeting point of the Frostflow Valley, Ironfrost Glacier, and Ironspike Mountains. The largest member of the Confederacy by population, it holds vast mineral and economic wealth thanks to its position. It has been engaged in off and on conflicts with several Goliath tribes from the Ironspike Mountains and Ironfrost Glacier since the beginning of Era III. Eisenberg - the largest city in Eisiheim - is its capital.
* **The Duchy of Highguard** - A medium-sized duchy located on the western coast of Eisheim. It is the main avenue of trade between the isles of Vargrad and Svalgrim, being positioned in a small valley at the western end of the Ebene Plateau. It is run by a council of merchants, with a Duke being elected from said council every two years. The port city of Highguard is its capital.

* **The Kingdoms of Vargrad and Svalgrim** - The largest confederated state by land size, Vargrad and Svalgrim are two seperate archipelgos governed in unison by single elected regent. A source of many valuable materials and situated along key shipping lanes between Eisheim and Rhondil, the Kingdoms maintain their relevance through shrewd dipliomacy and business over military might. Svandal is its capital.
* **The Barony of Eisenwald** - The Iron Forest covers a sizeable swath of the southern edge of the Frostflow Valley. Sparesly populated and incredibly rural, the state is of little note, and prefers to remain unnoticed in political affairs. Rotgrin is its capital.
* **The Marquisdom of Rotsee** - Lakes dot the entirety of the Frostflow Valley, with the Red Lake being the largest of them. Named as such for its massive iron deposits, the marquisdom is the continent's largest producer of iron ore as well as cold iron, and is home to many famous smiths from across the ages. Alschloss is its capital.
* **The Principality of Hochschild** - Built around the imposing Castle Hochschild, the principality is situated at the stretegically relevant Holtgart Pass connecting Southern and Northern Eisheim by land. This city state maintains its relevance with military might and heavy tolls on those who pass through their borders.

#### The Barony of Wolfburg

The Barony of Wolfburg was once a part of the Aldheim Confederacy, breaking away under the reign of Ana von Werlicht during E-IV Alexan. It is a small fiefdom situated in the Black Forest east of the Frostflow Valley. Isolated from most of the continent by the Ironfrost Glacier and Howling Peaks, it is a realm with a dread connotation. The coastal city of Werlicht is its current capital.

#### The Cindrasil Circle

Formed by a union of Wood Elves and Firbolgs during E-II Ashen, the Cindrasil Circle is the oldest druidic circle in the Prime Material plane. Initially an enclave of naturalists seeking to escape the conflicts of the continent, the Circle has since become one of the foremost religious authorities in the world, and the holiest of sites for both Firbolg and Elven Gods, as well as Mjana and Annera. It resides in the Arnveid Forest on the border between the Iron Kingdom and the Ebene Plateau.

#### The Duchy of Grauhafen

The Duchy of Gruahafen is formed of a majority of the settlements on the Crystal Coast. Formerly a member of the Aldheim Confederacy, Grauhafen split early in E-V Ascendant citing persecution from the inland memeber states, as well as the various conflicts the Barony of Eisenwald had with their now Patron Saint, Aeronwen.

The Duchy is governed by a High Duke, who personally owns roughly half of the land along the Crystal Coast. It is by his express consent that trade passes through his country's ports. Rich and notoriously corrupt, the Duchy remains as a state of formost influence in Eisheim. The city of Grauhafen is its capital, built upon a series of cliffs overlooking the River Arne.

#### The Ebene Peoples

The Ebene Plateau is the sole stretch of navigable terrain that connects the Frostflow Valley with the western coast of Eisheim. Stretching across the width of the Ironspike Mountains, it is a frigid basin where sparse little grows.

Little civilization dwells on the plateau, however there exist a few Goliath tribes that call the region home. Most notable of these are the **Karhu** and **Kalastaa** tribes, who make camps and small settlements along the banks of the plateau's many glacial rivers and lakes. Known as the Ebene Peoples, these two tribes are what remains of a formerly expansive population of goliaths.

#### The Ironspike Tribes

Many tribes call the Ironspike Mountains their home. Their estimated population is in the tens of thousands, however they are scattered along the ranges' length. Often territorial and at odds with the lowland humans, the Ironspike Tribes have been the main belligerents on the Goliath side against the human nations of Eisheim.

Most tribes operate out if the surrounding foothills, where forageable food and game are plentiful. While this often puts them at odds with both human merchants and Hill Giants, these tribes have called their territory home for multiple Eras, and are loathe to leave them.

There are three tribes that are most visible and populous among the Ironspike Tribes:

* **The Musta Tribe** - Native to the foothills adjacent to the Ironfrost Glacier, the Musta tribe are the goliath tribe with the most violent history against humans. Highly opposed to human occupation, they battle frequently with the Iron Kingdom
* **The Rautanyrkki Tribe** - Wanderers of the Arnveid Forest, the Rautanyrkki Tribe share a close and friendly relationship with the Cindrasil Circle. By providing food and aiding in the defense of the forest, they have received divine favor and protection, sparing them from the troubles and violence that their kin have suffered in recent Eras.
* **The Pöllö Tribe** - Reknowned as seers and astronomers, the Pöllö Tribe used to reside along the eastern coast of Eisheim, where they taught the Swaycians how to navigate using the stars. Their wandering has since taken them far from the west, leading to their residence in the Ironspike Mountains. Their location is rarely constant, as they wander the frozen continent in search of new signs from their beloved goddess Stjarna.

#### The Nebelwald Tribes

In contrast with the Ironspike Tribes, the denizens of the Nebelwald near the city of Eisenburg rarely come into conflict with humanity. Having long ago decided to cooperate with humans, they work as traders and mercenaries for various contractors. Numerous and small, the Nebelwald tribes operate on tight-knit communities that function more as families than complex social organizations.

#### The Ürjil

Orcs are not native to Eisheim, however they maintain a strong presence on the continent. Split into various settlements and warbands, Orcish domains and their lords appear to change almost annually. As such, rather than documenting distinct Orcish societies, scholars prefer to sort Norse Orcs into two tribes based on location.

The Ürjil Orcs inahbit much of the same territory as the Southern Goliath Tribes, roaming the mountains, hills, and forests surrounding the Frostflow Basin. Clashes between Orcish and Goliath warbands are common, often spilling over into human territory. Despite their numerical advantage, Orcish warriors regularly fail to significantly damage Goliaths populations.

The Ürjil are universally aggressive, as resources are abundant in the Basin by way of hunting, gathering, agriculture, and raiding. Diplomatic relations have been established in the past between the Iron Kingdom and several of the Ürjil, however these peaces tend not to last.

### Northern Eisheim

Northern Eisheim is a cold and harsh place, whose people tend to share these qualities. Societies and settlements tend to be small and dispersed this far north, with a heavy preference to the coasts close to the south. The further north one travels, the less civilization one finds. While the true number of settlements in the north is unknown, it is a commonly accepted theory that no more than 10,000 people live on Eisheim's northmost coastline.

#### The Brizzat Tribes

The Brizzat are a small collection of Goblin clans living in the many caves and valleys of the Peaks of Vigrund. Named for their dedication to the Goblin God of Sorcerers and Wild Magic, these goblins are potent spellcasters and shamans. Manifesting the raw chaos of magic, the Brizzat launch persistant and ineffective expeditions into the Eisheim Underdark, much to the chagrin of the Norngil Dynasty.

Goblin-Dwarf relations have never been positive, and the frequent conflict for resources and ruins have led to many one-sided wars between them in the past. Despite the Norngil Dynasty's best efforts, the Brizzat never remain quelled for long, and quickly resume their spot as a thorn in the dwarves' sides.

#### The Icevein Enclaves

There are many glaciers in the northern expanses of Eisheim, the Blackvein and Icewall being some of the largest and highest in elevation. Despite the barren nature of these regions, many Orcs, Goblins, Goliaths, and Firbolgs make their home here. Free from southern meddling and the common prejudices between their people, the Icevein Enclaves exist as a bastion of unity among the otherwise divided peoples of the continent.

Split between fifteen different settlements among five glaciers, the Enclaves act as guides through the frosty wilds of the north. While aloof, they are willing to help travellers and merchants bound for the lands beyond, so long as the guest remains polite and thankful for their aid.

#### The Ironfrost Tribes

Due north of the Frostflow Basin rests the Ironfrost Glacier. Full of mineral wealth leeched from the Ironspike and Redspire Mountains, the glacier has remained of key interest to the lords of the Aldheim Confederacy over the ages. While officially claimed by the Iron Kingdom, the glacier is actually dominated by roaming Goliath tribes. Small in individual population but united in hate for the human realms, these tribes actively disrupt efforts to exploit the resources buried in the ice.

#### The Khüiten

Where the Ürjil are chaotic and violent, the Khüiten are also chaotic and violent. Sparse resources and a hostile environment have taught the few Khüiten clans how to cooperate with the other societies of the north, however they are just as likely to pillage what they need from their neighbors as they are to barter for it.

Isolated in the Gromgil Basin between the Ironspike Mountains and the Peaks of Vigrund, these orcs often come into conflict with the Norngil Dynasty and the Kingdom of Swaycia.

#### The Kingdom of Swaycia

The third and largest of the Swaycian Kingdoms, the Kingdom of Swaycia is the first to unite the Iselvan, Linnish, and Vane peoples of Eisheim's northeastern coast. One of the two fully established states in the north, the Kingdom of Swaycia maintains a healthy relationship with the Norngil Dynasty, further strengthend by conflicts with the Khüiten.

Open and mercantile in nature, the Kingdom of Swaycia holds dominion over island and coastal colonies as far as Diros. They maintain a strong economy with an equally formiddable navy comprised of Icebreaker Ships - massive sailing ships built on Linnish-designed hulls reinforced with Dwarven metallurgical skill. A global power equal in respect to the Allartian Empire, the Kingdom of Swaycia is often viewed as the last powerful human nation in Eisheim.

#### The Norngil Dynasty

Formed of the many Dwarvish expeditions into Eisheim from the Ied Dynasty, the Norngil Dynasty is considered a rogue province by their southern kin. Respected as self-governing by the Council of Nations in Astana, the Norngil Dynasty has avoided assimilation due to extreme distance and their powerful ally in the Swaycians.

A once expansive and mighty state, the Norngil Dynasty has been in a slow but steady decline since the beginning of E-V. The loss of Zhar Vol and Virak Uzgal has only served to acclerate this decline. The Norse Dwarves views each territorial loss as a massive slight, vowing to oneday return to their abandoned holds. Should their populations recover, they will undoubtedly become a world power thanks to the highly concentrated riches of Eisheim's Underdark. However, with the establishment of several Black Tors beneath the lands of Eisheim, as well as the continued subterfuge of reclamation expeditions by Duergar, the Norngil are understandibly wary.

## Landmarks

Eisheim is home to many distinct natural and humanoid-made wonders. From expansive glaciers to decadent dwarfholds, the lands of Eisheim hold many secrets and treasures, though few survive their efforts to claim them.

### Southern Eisheim

With the majority of the continent's population being confined to the southern half of Eisheim, most of its territory is claimed and exploited. As such many of the landmarks are artficial in nature.

* **Aar Kiir** - A small Archon ruin located on the outskirts of Grauhafen, Aar Kiir is a common site of archaeological expeditions conducted by the Order of the Crystal Eye.
* **Ebene Plateau** - A massive stretch of flat land in the otherwise mountainous western Eisheim, the Ebene Plateau is a volcanic plain formed of the active Mount Ordrich volcano.
* **Eisenburg** - The capital of the Iron Kingdom is built around the ancient Iron Fortress, a castle wrought of Heartsteel during the Era Archon. The castle was abandoned until E-III when it was claimed by the House Göring of Vertrag.
* **Ironspike Mountains** - Running the length of Eisheim, the Ironspike Mountains have most of their mass located in southern Eisheim. Rich in Iron and Nickel, the mountains are home to many dwarf and human mines, as well as an extsenive underrealm.
* **Wolfburg** - The Wolf Throne presides over the cursed barony of Wolfburg. Dominated by the late Ana von Werlicht for over an era, its relatively recent liberation has done little to stem the corruption of the vile deeds conducted in castle Wolfburg.
* **Zhar Vol** - A decadent dwarfhold built in Mount Ordrich at the end of E-IV, Zhar Vol was captured by Duergar clans before being abandoned after the arrival of the Greatwyrm Silumgar.

### Northern Eisheim

Untamed and unwelcoming, northern Eisheim is home to many natural wonders, as well as the seats of the two most powerful states in the continent. Mostly untouched by humanoids, it is a land of abundnat natural beauty.

* **Blackvein Glacier** - The largest continental glacier in the world, Blackfrost is poor in everything but ash. Coated by the active volcanoes of the central Peaks of Vigrund, it is home to a bizarre mix of elementals.
* **Ironfrost Glacier** - Ironfrost is full of mineral wealth from the Ironspike and Redspire Mountains. Medium in size but rich in resources, it is a point of frequent contention between Goliaths and Humans.
* **Karak Kraz** - The first dwarfhold in Eisheim, the Frost Hold is the seat of the dwindling Norngil line of High Kings. Carved out of an expansive cave frost opal, its beauty is said to rival the greats halls of Kharaz Khoroz.
* **Norse Underway Intersection** - A massive cavern deep beneath Karak Kraz, the Norse Underway Intersection is the meeting point of the majority of Underway routes throughout the continent. Home to a number of undercities, it is here the the first signs of the Duergar curse appeared in Eisheim.
* **Sveitnir's Hall** - Lindholm is the largest port in northern EIsheim, maintained by the tireless efforts of Dwarven engineers and Swaycian Icebreakers. Its seat of power is the massive Hall of Sveitnir, assembled from the bones of the Ancient Sea Serpent of legend.

## Trivia

* The Axe Beak - a common game animal and beast of burden in Rhondil - is native to Eisheim, having been brought south by Swaycian merchants and settlers during their first expeditions in the 200's E-III Imperial.
* Eisheim did not have a standing Underway connection for over 3,000 years, the longest Underdark isolation of any underregion in the world.
* Despite its position halfway within the Plains of Csiildra, Eisheim does not fall under the domain of the Frozen Prince. Whether this is a conscious decision or neglect brought about by a lack of manpower is known only to him.