Icepeak Dwarves

## Summary

The Icepeak Dwarves are a faction of Dwarven remnants who reside in Icepeak, a fortress overlooking Mountain Valc from its highest climbs. After their once prominent underground civilization crumbled, this particular community decided to leave their native environment and venture into the Overworld in hopes to build their nation anew.

Under the rule of a Lord and Lady, they made alliances with the Cave Minotaurs and the Iron Division, whose mediation convinced the dwellers of the underground to set their differences aside and focus on combating the more important Demonic threat. Dwarves are adept craftsmen and warriors, whose arts range from brewing and stonemasonry to siegecraft and armorsmithing. They are extremely hostile towards the Demons and their Cultists.

## History

### Pre-Crystal Heart

During the ages of their underground empires, Dwarves and Minotaurs were engaged in various wars and confrontations, and the tense political climate provided an opportunity for the demons to meddle into their affairs and further fuel conflict. After their civilizational collapse, the various surviving groups became less interested in infighting and more focused on their immediate survival in an Underworld now dominated by a strong demonic presence.

*"[...] and now when they were forced to watch the ruins of their civilisation, both the Dwarves and the Minotaurs understood that there was no more place for petty quarrels. Only now were their eyes open as they were forced to gaze over the smoldering ruins of their once great home towns. But alas, t'was too late."* - "Birth of the Earthborn", Chapter 7: The Pact.

Reduced to starving nomads, and with their former leaders dead, both groups saw their strongest members rise to leadership. The thirst for vengeance inspired both communities to stand together, united against Demonkind. Not long after, the burgeoning Iron Division under Valc reached out to them both, sparking a lasting alliance between the three.

#### The Founding of Icepeak

   While many Dwarves opted to remain underground, one clan believed that the best way to escape the reach of Demons was to build their home in seclusion on the overworld, the peak of Valc being one of the best locations for such a base. Adapting to the outdoors and cold climate proved difficult, but the Dwarves' expertise in engineering allowed them to construct a defensible home. They called it Icepeak Fortress and named themselves the Icepeak Dwarves.

        In collaboration with the Iron Division, they constructed a large elevator connecting them to the underground caverns of Valc, paving the way for more trade between the Iron Division and Icepeak and allowing for swift communication between the two factions.

With the construction of the elevator complete, the Iron Division employed the Stonemason Guild of Icepeak to construct walls, structures and gates for Valc, the strength of the stonework provided by the Dwarves able to outlast tools which would demolish lesser walls.

#### The Iron Division Campaign

Sometime before Day 189 of Rot. 509, the call to war was sounded. The Iron Division called on the troops of its allies to join them on a Campaign to attack the Demons at the center of their home, the Core of Hell. The Dwarves joined the cause of the Iron Division orcs and brought siege engineers, warriors and priests, emptying Icepeak of its defenders and leaving only the old, feeble and very young to occupy Icepeak as the march to war began. The Campaign departed on Day 202.

Deep in the thick of the underworld, the Iron Division Campaign's assault was cut at the knees a few days into the assault due to a miscalculation on the part of the Orcs - Their Forge Elementals, composed of elemental fire and iron, proved easy to corrupt and manipulate to the ends of Demons, leading to the sabotage of the Campaign's forces. As their reinforcements and supply lines were subsequently cut off, the Campaign soldiers fought the demons to their last breath over the next weeks, but hungry, tired and outnumbered, a vast number of the Campaign's forces were wiped out when the Demons let the Cerberi loose. Their ranks broken and their champion seemingly lost to desertion, the momentum and morale of the Campaign died and they and the soldiers of Icepeak went into hiding, trapped with no way out.

### Events of Crystal Heart

On Day 231, Witch Chieftain-Adjunct Lith departed from Valc via the Icepeak elevator. Upon arriving in Icepeak she secretly spiked their wells with corrupted poison and departed for the Parapet, setting into motion the invasion of both Icepeak and Valc. Not long after she left, many of the Dwarves remaining in Icepeak fell ill, symptoms initially emerging as stomach cramps followed by intense pain, the appearance of moving, dark veins visible underneath the skin and a violet discoloration of the tongue.

Some time between Day 238 and Day 243, Lancer Dendra arrived at Icepeak to discuss trade agreements between the Dwarves and Iron Division, only to be met with a fortress of sick and dying Dwarves, who believed a Witch named Lith to be the cause of the sickness afflicting them. Recognizing the taint the Dwarves carried from a recent encounter on the Parapet-Icepeak road, Dendra suspected the worst and descended into Valc to confront Lith.

#### The Icepeak Massacre

Not long after Dendra departed, Cultists teleported into Icepeak, their magical entrance permitted by the Crystal Ward's shutdown at Lith's behest. They immediately attacked, taking advantage of the Dwarves' weakened state and minimal defenses. Those that fought back were too sick to survive the assault, and those who could not resist were tossed into the wells where the corruption that now infested it would take further root. The one surviving Dwarf of Icepeak, Andrik, was left to be consumed by the corruption, locked in the dungeons. Witches and others in Valc tried to flee the Invasion of Valc via the elevator to Icepeak, but the occupation of Icepeak by the Cult made certain that there was no way to escape the slaughter that ensued.

On Day 243, Zan arrived at Icepeak Fortress to find its inhabitants had been slaughtered by the Cult. Retaking the fort singlehandedly, she found her way into the dungeons and discovered the source of their demise, a corruption-ridden well in which many of their sick and tainted had been drowned. She either killed or cured Andrik, at which point she received a key from him to the elevator, from which she descended into Valc.

The Dwarves of Icepeak were avenged on Day 244 of Rotation 509, where Lith was shot dead in her own laboratory by the Goblin Reaver Tiati. After control of Valc was returned to the Orcs, the few Dwarven remnants that weren't present at Icekeep joined Captain Dura on an expedition to destroy rogue Forge Elementals and re-establish contact with the Minotaur Caves below. Icepeak itself stood unmanned where once it had seen much activity, and became a reminder of the cost of Lith's treachery. Assuming his survival, Andrik slowly attempted to restore Icepeak's dignity, removing corpses, pentagrams, defilement and corruption as he was able.

### Events of Bloodrite

Prior to Zan's excursion through the Cultist Town, the bulk of the Icepeak Dwarves' troops followed the Iron Division through it, slaying the inhabitants on their way to siege the Cult Fortress. As a result of the sabotage of the Forge Elementals and the breakdown of the Campaign's supply chain, the Lord of Icepeak fell in battle during the final siege along with many of his troop, leaving Lady Ingrim widowed. The High Priest Jaromir, servant to the Elemental Gods, was forced to take the mantle of commander over Icekeep's remaining troops in the wake of the Lord's death, and though they had survived, the Campaign was vastly outnumbered and he and the other leaders resigned to the hope of an honorable death in their final stand.

Zan's return and exoneration became a source of morale, albeit a fleeting one as the Icepeak Dwarves received news of their home's devastation, confirmed by Tiati. This dealt a grave blow to their spirits. Regardless, the newly returned champion was given welcome by the remnants of the Dwarven troops. Jaromir departed with a group of men on Day 250 to investigate an ancient Dwarven town.

With Zan following not long after, Jaromir and his Dwarves (assuming their survival) assault the Cultists occupying the Dwarf Town, driving them to retreat to its upper reaches. Jaromir assists Zan in assembling a diving suit and while she explores the deep waters underneath the town, he and his Dwarves recover fragments of their history and culture from the town, exploring its halls and studying its technology, vowing to return once the Demonic threat is quelled, their morale bolstered by a newfound connection to their heritage.

#### Assault on the Core of Hell

The Icepeak Dwarves join the Campaign in a renewed assault on the Demons, helping them in taking control of the Port to Hell. After routing the Cult, the Dwarves joined the voyage across the Sea of Fire. Hijacking a transport vessel, the Campaign made their way across the Sea of Fire, passing the wreckage of the Blue Baron's Flagship but not finding a trace of him or Nithriel. Arriving several days after Zan was marooned upon the shores of the Core of Hell, the Campaign's forces established a base camp near the Baron's Citadel on Day 252. Following a cave-in of the tunnel that connected the two halves of the camp, Lady Ingrim and several Dwarven Shieldguards were cut off from Jaromir and his contingent of soldiers.

Grund's half of the camp was assaulted by Demons frequently and Jaromir and his men aided in its defense. After the two halves of the camp were reconnected thanks to the Minotaurs clearing the caved-in tunnel, Lady Ingrim situated herself at the tavern on Grund's side and made good use of its limited capabilities to prepare meals and beer for the troops, providing a well needed source of morale.

The Dwarves of Icepeak offered encouraging words and firm council as they saw Zan off on her confrontation with the Blue Baron, fully confident in her success. In the days following his defeat, they returned to Icepeak, albeit hopeful to restore their ancient subterranean home to its former glory one day. Lady Ingrim soon gave birth to her late Lord's son, an event attended by all of Icepeak's allies which marked the start of a hopeful future for the Dwarven people.

## Social Structure

Icepeak is led by a Dwarven Lord and Lady who are advised by the Priesthood, servants of the Elemental Gods. The Priests serve under the High Priest Jaromir, safeguarding Icepeak and its denizens in the name of their Gods but with particular reverence paid to the god Stone. Their chapel is located in the courtyard of Icepeak Fortress, on the northern side, and the Lord himself rules from a throne in his keep, on the eastern side of Icekeep Fortress.

The Dwarven Lord's council is also seated by the masters of the Four Guilds, whose craftsmanship and practical wisdom hold aloft Dwarven society - the Blacksmith Guild specializes in the material crafts of the earth, and smiths, miners and jewelcrafters find their home here. They make machinery, jewelry, weapons and armor from iron and steel, and are found on the northeastern side of Icepeak Fortress.

Those who inhabit the Carpenter Guild include locksmiths, woodcutters, tinkerers and leatherworkers who create tools made from lumber and leather, including catapults and ballistae that grant the Dwarves a rare supremacy over the battlefield. The Carpenter Guild is found on the southwestern side of Icepeak Fortress.

The Stonemason Guild build wells, towers, bridges and keeps, their engineers and builders working to advance and maintain their way of life and the walls of Icepeak itself. The Stonemason Guild is found on the northwestern side of Icepeak Fortress.

The Brewer Guild are known best for their skill as healers, alchemists, chefs and bards - acting as envoys to other nations, both spreading Dwarven culture and improving relations between Icepeak and the other nations of Hedon. Their cultural arts and renowned breweries aside, it is known within Icepeak that certain members of the Brewer Guild also double as spies. The Brewer Guild is found on the southeastern side of Icepeak Fortress.

*"[...] but the Priests are not the only ones to assist the Dwarven Lord. Among his advisors are the masters of the Four Guilds. Their practical knowledges are essential in upholding Dwarven Society.*

*The Blacksmith Guild is composed of miners, smiths and jewelcrafters, all able to turn the lifeblood of dry rock into weapons, armors, ornaments and various mechanisms and other mechanical wonders.*

*The Carpenter Guild fosters woodcutters, locksmiths, leatherworkers and tinkerers, able to shape the forest into a precise tool. Their ballistae and catapults are feared across all the battlefields.*

*The Stonemason Guild trains master builders and engineers. Be it wells, keeps, towers or bridges, the singers of stone are responsible for the backbone of our life and society, as well as our advancement.*

*The Brewer Guild spreads our name across the land with their chefs, healers and alchemists. It is also known that they dabble in the less honorable art of espionage, but their skill may be needed at times."* - The Dwarven Society - Introduction. A Summary of the Guilds

## Culture

With their ancient history lost and their technology and devices stolen by Demons, the Dwarves of Icepeak harbor a cultural longing to discover their lost heritage. In spite of its strong fortifications and acclaimed stonemasonry, Icepeak Fortress pales in comparison to the works of old in the eyes of many Dwarves. The weather of time aside, there exist many ancient Dwarven technological constructions that still function and the stonework of many Dwarven towns still stands strong despite the passage of years, a testament to the ancient Dwarves' skill and craftsmanship. Their culture is influenced both by their history and their adaptation to their new home on the surface.

The Dwarves hold crafts in high esteem and even with the setback of the cultural dark age they experienced, their knowledge of siegecrafts and war weapons has earned them a reputation as resourceful engineers. Regardless, the Dwarves of the Brewer's Guild act as a cornerstone of Dwarven culture, running taverns and acting as a source of morale and oral tradition among their people. The Jewelcrafters of the Blacksmith Guild create ornaments from jewels and metal, and collaborate with the orcs of the Iron Division to create the Elemental Rings worn by diplomats and ambassadors.

Icekeep is a tight-knit community who value honor and integrity, and as a faction are loyal to their pact with the Iron Division and the Cave Minotaurs. There remain lingering grievances between the Minotaurs and Dwarves, but considerable progress in reconciliation between the two groups has been made, their alliance of convenience between former enemies having cooled their old hostilities into civility and even friendship.

While they trade among allies for supplies at need, they prefer to source one another for goods and services, a mixture of pride and frustration causing some of their kind to resent the superiority of craftsmanship other races have in certain fields.

*"I saw the brewers haulin' some new furniture in their tower yeer'day. I walked up to Torgrind and asked 'em what in all hells is he doing with that orcish junk. He shrugged me off and told me it's stylish! More stylish than what WE make?! Next time he comes around asking for new kegs, make sure to point him to that bleedin' elevator below, and tell him to go ask the orcs fer help. Surely they can craft him some stylish ale kegs too."* - Member of the Carpenter Guild. Frustrations in their inability to replicate the greatness of their ancestors has left many craftsmen exasperated.