The northernmost region of Volaxia is a land of ice, iron, and endurance. The Frostbourne Wilds are defined by the Iron Mountains, which run east to west across northern Volaxia, and by the Frostpine Forest, a dense boreal woodland that blankets the lowlands between the mountain range and the transitional zone to the south. The climate is harsh: long winters, short growing seasons, and storms that roll off the mountains with little warning.
Despite the difficult conditions, the Frostbourne Wilds support a diverse population. Orcish, elven, human, and goblin communities have adapted to the north in different ways, and the region’s cultural richness is a direct result of its isolation. People here are self-reliant by necessity and proud of it.
Key Settlements
Kruul’Dar. An orcish city in the eastern Iron Mountains, built in and around the ruins of what was once a dwarven outpost. Kruul’Dar blends orcish and dwarven architectural styles—heavy stone foundations with open-air forge halls. It has become a regional trading hub, exporting metalwork, ore, and mountain goods south along the Golden Road. The city is governed by a council of clan leaders and has cultivated surprisingly warm relations with neighboring settlements.
Frostpine Village. A mystical settlement deep within the Frostpine Forest, home to the Frostpine Elves. The village is constructed among and within the ancient trees themselves, with walkways of woven branches and buildings that grow as much as they are built. The Frostpine Elves maintain a deep connection to ancient magic and the icy environment, and outsiders are welcomed cautiously but not unkindly.
Silverpeak. A mining town renowned for its silver and mineral deposits. Silverpeak’s economy is built on extraction, and its population is largely composed of miners, smiths, and the merchants who service them. The town sits high in the mountains and is among the first to be cut off when winter storms close the passes.
Borogrove. A small human settlement that thrives on the wool and fur trade. Borogrove is known for its winter festivals and its tradition of oral storytelling—bards from across Volaxia occasionally make the journey north to participate in the Frostfire Recitations, a multi-night storytelling competition held during the deepest part of Frostveil.
Frosthold. A fortified city built to withstand the extreme northern climate. Frosthold emphasizes communal strength and winter preparedness, with massive granaries, heated communal halls, and walls designed as much to break wind as to repel attackers. It serves as the de facto administrative center of the Frostbourne Wilds.
Icicle’s Reach. A coastal town on the northern shore, known for ice fishing and walrus ivory craftsmanship. Its artisans produce scrimshaw and carved ivory that commands high prices in southern markets.
Goblin Glens. A semi-peaceful goblin town in the rugged terrain near the Iron Mountains. Goblin Glens has earned a reputation for unique craftsmanship—particularly ingenious mechanical devices and alchemical curiosities—and maintains cautious but functional coexistence with its neighbors. The town’s relationship with Kruul’Dar is notably cooperative.
Geographical Features
The Iron Mountains. A major mountain range running east to west across northern Volaxia. Rich in minerals and steeped in dwarven history—before the Split, these mountains connected to the Iron Mountains of Osan, where Nin’Durahl still stands. The Volaxian Iron Mountains contain abandoned dwarven works, some still unexplored.
Frostpine Forest. A vast boreal forest of ancient evergreens, home to the Frostpine Elves and an abundance of unique flora and fauna. The forest has a subtle magical aura that intensifies deeper within. Travelers report that sound behaves oddly under the canopy, and time occasionally feels unreliable.
Crimson Valleys. Valleys near the western Iron Mountains with a distinctive reddish hue caused by iron-rich soil. Home to the Vermillia tribe, a reclusive human community known for their red-dyed textiles and pigment trade.
Adventure Hooks: Frostbourne Wilds
An abandoned dwarven mine in the Iron Mountains has reopened itself—doors unsealed, lights flickering in tunnels that have been dark for a thousand years. Kruul’Dar’s council wants it investigated before anyone else gets there first.
The Frostpine Elves have sealed their village to outsiders. Something in the deep forest has changed, and the trees themselves seem to be moving. Trade with Frostpine Village has ceased.
A Goblin Glens inventor has created something that shouldn’t work—a device that resonates with Glowstone in ways no one can explain. Word is spreading, and not all the interested parties are friendly.