# General Info
The Frostmarch is Ilythar's northern crown: fjords and pine-dark valleys giving way to sheer, snow-buried peaks where the land finally gives up and turns to ice and stone. Humans hold the lower valleys and the coast in clan-based steadings; dwarves have delved into the mountains themselves for generations, and the two peoples have traded, married, and fought side by side for longer than either keeps clear records of. Further south the terrain softens toward forest and eventually the open steppe — but that belt of country lies beyond the Frostmarch's own borders.
Life here is built around the cold. Longhouses are dug half into hillsides for warmth, roads close for months at a time, and a hard winter is simply expected rather than feared. What the Frostmarch lacks in comfort it makes up in what the mountains give up to dwarven picks — iron, silver, and the odd vein of something stranger — and in the sheer stubbornness of the people who've made a home this far north.
# Region Details
**Dominant Races:** Human (Frostmarch clanfolk) and Dwarf (mountain-hold kindreds)
**Climate:** Harsh continental — scorching, brief summers and long, frozen winters.
**Seasons:** Snow lies on the high passes most of the year; the short summer is when roads open, trade caravans move, and grudges get settled before the cold shuts everything down again.
**Location:** The far north of [[2-World/Continents/Ilythar.md|Ilythar]], where the continent's mountains rise to their highest and least forgiving.
# Hubs
**Hubs** Places where people live - Cities, Towns, Villages, Hamlets, Encampment, Keeps, Fortresses, Strongholds.
- [[2-World/Hubs/Skarholt.md|Skarholt]]
# Points of Interest
Places that can be explored.
- [[2-World/Points of Interest/Kaldrun Hold.md|Kaldrun Hold]]
# Groups
Groups of people and power - religious, cults, guilds, military
*(none published yet)*
# Quests
Storylines that start here.
- [[2-World/Quests/The Silence at Kaldrun Hold.md|The Silence at Kaldrun Hold]]