About Grimhold

Grimhold is the frozen north of Arkanthys, a realm of glaciers, fjords, and endless winter where the land gives nothing freely. Its people are the Skarnn, clan-folk hardened by the cold, who live by strength, honor, and tradition and cross the deadly northern seas to raid, hunt, and trade for what the ice denies them.

They answer to their jarls and gather at the capital, Nifleheim. But Grimhold no longer stands alone: subjugated generations ago by the Sartan Empire, it is now a realm divided, between those who would keep the north free and closed, and those who have tied its future to the Empire.

About Grimhold

Geography

Ice, black stone, and wind that never rests. A land of glaciers, fjord cliffs, and frozen valleys held in endless winter.

Extent ~1,200,000 km² of frozen wilderness
Elevation −180 m to 4,900 m from ice basins to spires
Climate Polar Continental extreme & persistent
Daylight Range 0–24 hours long nights, pale days
01

Terrain & Landforms

The land of Grimhold is steep, broken, and bare. The Pale Spires rise in jagged peaks above wide glacial basins, where ice that has not melted in an age buries whole valleys. Black cliffs fall away into the frozen White Sea, and the wind-scoured plateaus between them offer no shelter but bare stone.

  • Jagged peaks and steep escarpments split the land into high ridges and deep, ice-locked valleys.
  • Glacial basins hold ancient ice, with whole valleys buried beneath it.
  • Black stone dominates the coast and the heights, bare and cold in every season.

Terrain & Landforms

Grimhold is the frozen north of Arkanthys, a land of black stone, glacier and ice. Its terrain is severe and broken: mountain ranges that cut the land into isolated valleys, a vast central glacier, deep coastal fjords and a frozen sea. Level, sheltered ground is rare, and most of the realm is rock, snow or ice.

This cold is not natural. For an age the heart of Grimhold was a warm oasis, kept alive by Bharûm-Drakhal, the buried dwarven engine that warmed the land from below. When that engine was destroyed in the Godwar, the warmth failed, the oasis froze and the ice spread outward across the realm. What was once the greenest country in the north became its coldest, and the terrain Grimhold has today was shaped by that long freeze.

02

Climate & Seasons

Cold is constant in Grimhold, and its seasons are measured by the moods of the cold itself: when the storms come, how the wind turns, and what the ice does underfoot. Storms can rage for weeks, and silence can last for months.

Deepwinter Total darkness and unbroken storms.
Frostgrip A pale sun, brittle winds, and ground frozen hard.
Thaw-Lie A short, treacherous melt that thins the ice and drowns the careless.
Icefall The gales return, the rivers freeze, and the long night closes in.

Climate & Seasons

Grimhold lives under permanent winter. The cold never fully lifts. Most of the year passes in darkness and storm, broken only by a short, pale summer that brings little true warmth. To the Skarnn, the seasons are marked by what the cold is doing, by the turn of the storms and the state of the ice.

This winter is not the natural state of the land. The heart of Grimhold was once a warm oasis, held against the ice for an age by Bharûm-Drakhal, a vast dwarven engine buried beneath the western fjords. When it was destroyed in the Godwar, the warmth failed and the cold closed over the whole realm. The endless winter of Grimhold is the aftermath of that single catastrophe.

03

Mountain Ranges & Passes

Mountains rule Grimhold. The Pale Spires and the Icethorn Peaks carve the land into isolated valleys and keep clan apart from clan, and the few passes between them are merciless. Only the desperate, the well-prepared, or the foolish attempt a crossing in winter.

  • The highest peaks rise into the storm belt, where the air thins and the weather never breaks.
  • Passes are narrow, exposed, and prone to collapse, often shut for months at a time.
  • Avalanches and icefalls make even the known routes deadly.

Mountain Ranges & Passes

Two great mountain ranges shape Grimhold: the Pale Spires at the center of the realm and the Icethorn Peaks in the north. They are separate ranges, divided by the frozen interior. Between them they break the land into a patchwork of isolated valleys and coasts.

The mountains are the chief reason Grimhold is so divided. They wall clan from clan. The few passes through them are high, exposed and shut for much of the year. Overland travel is slow and dangerous, so most movement in the realm goes by sea. The peaks also hold some of Grimhold's most important places, from Cloudwatch to the burial valley of Chieftains' Grove.

04

Waters & Icefields

Water in Grimhold is never still. It is ice, or it is trying to be. Glaciers creep. Rivers jam. Seas freeze and fracture.

Glaciers Vast sheets of ice fill the basins and grind the land into ridges and valleys.
Frozen Seas Ice shelves and floes reach to the horizon. The greatest is the White Sea to the west, sailed only by Clan Karvandar's icebreakers.
Rivers & Lakes Brief and treacherous in the thaw, locked solid in the freeze, and trusted only when the ice is judged thick enough to hold.

Waters & Icefields

In Grimhold, water is mostly ice. The seas freeze. The rivers lock solid for most of the year. Open water is the brief exception. Two kinds of water matter most to the people of the north: the frozen seas that ring the land and the frozen rivers that run through it.

Both are roads and both are dangers. With the mountains closing the land, the frozen seas are Grimhold's main highways, sailed by the clans' ships. The rivers, once frozen hard, become roads of their own through country that has none. In every season the water can kill. Ships are crushed in the ice. Travelers fall through it.

05

Routes & Remote Frontiers

Few roads cross Grimhold, and fewer last. Because the mountains cut the land apart, most travel goes by sea, along the coasts in Karvandar and Vossk ships, or overland by frozen river and the handful of passes through the peaks. Everything else is a matter of necessity and luck.

  • Overland routes are long, exposed, and often closed for months by snow and storm.
  • Outposts and waystations are rare, and a traveler can go days without sighting one.
  • Past the White Border, the settled land gives way to deep wilderness, the dead reaches of the Icemarch, and places that survive only in story.

Routes & Remote Frontiers

Travel in Grimhold is slow, costly and dangerous. There are few real roads. The mountains, ice and frozen seas break the land into pieces that are hard to move between. Travel depends on the season, the weather and the state of the ice. A route open one month can be shut the next.

What network exists is thin and fragile. The clans move by sea where they can. In deep winter they travel the frozen rivers and ice roads. The rest of the time they cross by the few mountain passes and land corridors. Shelter along the way is rare. Beyond the settled lands the routes give out into frontier and open wilderness.

People & Cultures

The people of Grimhold are the Skarnn, clan-folk shaped by cold, scarcity and centuries of war. They live by strength, honor and loyalty to clan and kin, bound by sworn oaths and the judgment of their ancestors. Worth among them is proven, never given: in the Arena, on the ice and in the trials each clan sets its young.

01

Identity of the People

The Skarnn are the people of Grimhold, children of ice and black stone. They carve life from a frozen land, bound by clan and hardened by the north. Among them, pride is earned and never given.

Identity of the People

The Skarnn are the people of Grimhold, the clans of the frozen north. They are hard, proud and insular, shaped over countless generations by a land that kills the weak and rewards endurance above all. To outsiders they seem cold and unwelcoming. To themselves they are simply what the north demands. Everything that defines them, their strength, their clans and their pride, was carved out of ice and black stone.

02

Clans & Blood-Oaths

The clan is the heart of Skarnn life. The homeland is held by four great clans, Grimwulf, Karvandar, Stoltengard, and Vossk, and a Skarnn's first loyalty is to blood and kin. Oaths are sworn before the clan and witnessed by the ancestors, and to break one is a dishonor that clings to a name long after the oathbreaker is gone.

Clans & Blood-Oaths

The clan is the heart of Skarnn life and a Skarnn's first loyalty. It decides where a person stands, who they answer to and who answers for them, and outside it a Skarnn has almost nothing. Blood and kin come before all else, and to be cast out of a clan is among the heaviest fates the north can deal. A Skarnn is born into a clan, lives by its name and is judged by how well they uphold it.

03

Daily Life & Survival

Survival in Grimhold is constant labor. The Skarnn live by hunting and fishing, by timber, stone, the forge and above all by the sea, where the clans raid, whale and trade. Much of the year is spent storing food and fuel against winters that can cut a settlement off for months. Family and clan are the only true shelter from the cold.

Daily Life & Survival

Life in Grimhold is constant work. The land gives nothing freely, and a Skarnn settlement survives only by the labor of everyone in it, from the youngest who can carry to the eldest who can still mend a net or a blade. The year is divided between the months when food and fuel can be gathered and the months when they can only be spent. There is little idleness in the north, because idleness in the north kills.

04

Rites & Beliefs

The Skarnn honor their ancestors and the spirits of the wild. They hold that the honored dead pass into the cold and join the company of the forefathers and that rites of burial, oath and offering keep the living bound to them. The dead and the sacred law that governs them, are kept by the Elegy, the grim order of the grave.

Rites & Beliefs

The Skarnn keep no grand temples and bow to no distant gods. They honor two things above all: their ancestors, the forefathers whose deeds and oaths made the clans, and the spirits of the wild, the cold powers of the land, the sea, the storm and the beasts that share the north with them. Both are owed respect and offering, for both can give or withhold what a Skarnn needs to survive. To forget the dead or to slight the wild is held to invite ruin.

05

Hospitality & Law

Among the Skarnn, a guest given shelter is sacred. To harm one who shares your hearth is among the gravest dishonors. Their law is harsh but fair: disputes among the living are settled in the Arena by binding combat, a verdict that holds even over the Jarl, while sacred law and the dead fall to the Elegy.

Hospitality & Law

Among the Skarnn a guest given shelter is sacred. To take a stranger in from the cold, to share hearth and food with them, is to place them under your protection, and that bond binds host and guest alike. To harm one who shares your hearth, or for a guest to turn on the house that sheltered them, is among the gravest dishonors a Skarnn can commit. In a land where a closed door can mean death, the giving and keeping of shelter is held almost as sacred as an oath.

06

War Traditions

The Skarnn fight for clan, for kin and for the right to endure. Every able Skarnn is expected to bear arms. Their warriors are forged in the clan trials of adulthood and tempered in raid and battle. Those who fall with honor are remembered in saga, their weapons carried to the Veilforge to rest among the dead.

War Traditions

The Skarnn fight for clan, for kin and for the right to endure. War to the Skarnn is the defense of blood, hearth and the freedom to live as they always have, against the cold, against rival clans and against any power that would take Grimhold from them. They do not fight for glory's sake or for land they could not hold. A Skarnn raised to arms is raised to protect what is theirs, and that is held to be reason enough.

07

Appearance & Adornment

Skarnn clothing is made for cold and for war: layered furs and hide over bone and cold-forged steel. Markings carry identity. Tattoos and runic marks record lineage and sworn oaths. Clan members wear their clan's sigil, such as the wolf of Grimwulf or the antler of Stoltengard. Scars are kept visible and treated as marks of standing, earned in clan trials, raids or the Arena.

Appearance & Adornment

Skarnn dress is made for cold and for war, with little thought to ornament for its own sake. They wear layered furs and hide against the killing cold, worn over armor of bone and cold-forged steel when there is fighting to be done. Gear is built to keep a Skarnn alive in the open north and to hold up in a fight, and it is mended and handed down until it can serve no longer. What a Skarnn carries and how well it is kept tells plainly of their clan and their standing.

Clans

The Four Great Clans

The Skarnn are organized into clans, of which four are dominant: Grimwulf, Karvandar, Stoltengard and Vossk. Each holds its own territory, fields its own warriors and is led by a jarl. Clan Grimwulf holds the high Jarlship over all from Nifleheim.

Territories of the Clans Grimwulf Stoltengard Karvandar Vossk

Territories of the Clans

Clan Grimwulf Clan Stoltengard Clan Karvandar Clan Vossk

Settlements

Grimhold has few settlements, set far apart and built for defense against cold and war. Its two great cities are the Skarnn capital of Nifleheim on the southern coast and the trade-port of Ravenhold in the southeast. The four great clans each hold a seat: Tham Lorn, Hafnarsvik, Stoltengard Keep and Twin Wharfs. Isolated outposts such as Bleakmarsh shelter travelers on the routes between them.

Settlements 50+ Known
Population ~450,000 (est.)
Clan Control 4 major clans
01

The Great Holds

Great holds are the fortress-settlements of Grimhold, raised in places of strategic value and built from the land around them. Timber, stone, iron and earth are shaped into walls, halls, towers and gates made to survive the northern cold, command the surrounding territory and withstand assault. Each is the seat of a clan's authority, law and defense. The great holds include Nifleheim, Tham Lorn, Stoltengard Keep and Hafnarsvik.

The Great Holds

Nifleheim is the capital of the Skarnn and the oldest surviving city in Grimhold, carved into towering black cliffs above the southern sea and the seat of Jarl Barl Grimwulf. It is the political, cultural and spiritual heart of the homeland, a city that endures through ritual, precedent and the Skarnn code of strength, honor and silence. Hemmed in by cliff and sea, it grows upward in tiers, from the Lower Harbors cut into the rock, through the Midcity of forges, halls and training yards, to the Highspire and the Great Hall from which the Jarl rules. At its center stand its two great institutions: the Arena, where the disputes of the living are settled by binding combat that even the Jarl is not above, and the Shrine of Eternal Rest, the seat of the Elegy and the city's crypts of the honored dead. Grimwulf governs Nifleheim by right of the Jarlship, though the clan's own ancestral seat lies inland at Tham Lorn.

02

Holdfasts & Hill Towns

Holdfasts and hill towns are the smaller fortified settlements of Grimhold, each bound to a nearby great hold and the clan that rules it. They serve as local seats of rule, shelter, trade, storage and defense, built with walls and watchfires to survive the harsh land and the enemies that move through it.

Holdfasts & Hill Towns

A holdfast is a smaller fortified stronghold bound to one of the great holds and the clan that rules it. Where a great hold is the seat of a clan's power, its holdfasts are the reach of that power across the land, set to guard a mountain pass, a stretch of coast, a river crossing or a length of road. Each is held by a warden or lesser chief who answers to the great hold, with a standing watch and the means to raise the local folk in war. They are built for endurance over comfort, low and thick-walled, with watchfires kept against the dark and the cold, and they are often the only strong shelter for many miles of hostile country. Through its holdfasts a clan keeps its borders watched, its roads open and its territory truly held.

03

Villages & Wintersteads

Villages and wintersteads are the smallest settlements of Grimhold, home to hunters, fishers, herders and trappers who work the land directly. They sit wherever the country allows it, near a fishery, a hunting ground or sheltered grazing. They survive on what they take and store through the long winter. Most are tied to a nearby hold or clan for protection and trade.

Villages & Wintersteads

Villages are the smallest permanent settlements of Grimhold, the homes of the working folk who take their living straight from the land. Hunters, fishers, herders and trappers settle wherever the country allows it, beside a good fishery, within reach of a hunting ground or near a stretch of sheltered grazing, and they take only what those places will give. A village is a handful of hardy timber and turf houses, a few stores and little else, with no wall to speak of beyond what the land and the cold provide. They are poor by the measure of the holds, but they feed the north, and most of the Skarnn are born and buried in one.

04

Frontier Outposts

Watch-posts, gate forts and isolated stations raised along Grimhold's marches, passes, roads and wild borders. They shelter patrols, watch for raiders and beasts and carry the first warning when danger moves toward clan lands.

Frontier Outposts

Frontier outposts are the small, hard works the clans raise along the edges of their lands, on the marches, the mountain passes, the roads and the wild borders where danger comes first. Some are gate forts set across a pass or a road, built to control who moves through and to shut the way in time of war. Some are watch-posts raised on heights and headlands to see far across the country. Others are isolated stations, a single tower or walled camp set down as a toehold in country too dangerous to leave unwatched. None are large, and few are comfortable, but together they are the clans' eyes on the edge of the world.

05

Harbors & Icebound Ports

Harbors and icebound ports are the coastal settlements that handle Grimhold's sea traffic, the realm's main link to the outside world and between its own regions. They are built to work through ice floes, storm and freeze, with reinforced docks, drydocks and icebreaking ships. The chief ports are Hafnarsvik on the White Sea, the hidden harbor of Twin Wharfs and the open trade-port of Ravenhold, through which most foreign goods enter the north.

Harbors & Icebound Ports

Grimhold's harbors are the realm's link to the outside world and the surest road between its own scattered regions, for in a land of trackless wilds and broken roads the sea is often the only reliable way to move. They are also among the hardest harbors in the world to keep open. Built to work through ice floes, storm and the deep freeze, they are made of reinforced docks anchored into stone, drydocks sheltered against the weather and ships built to break through thick sea ice. Where a softer people would abandon the coast each winter, the Skarnn keep their ports working the year round, and through them pass the trade, the war-fleets and the word that bind the north together and to the world beyond.

06

Ruins & Lost Settlements

Ruins and lost settlements are the ruined holds, abandoned villages and dead settlements left across Grimhold by war, famine, storms, monsters and clan collapse. Many were lost when the freezing of the land killed the country around them. The greatest is Sarthengar, the first city, buried under the ice of the Icemarch. Expeditions out of Ravenhold still venture into such ruins in search of relics and lost knowledge.

Ruins & Lost Settlements

Grimhold is a land that takes back what it gives. Across the north stand the ruined holds, the abandoned villages and the dead settlements left by war, famine, storm, monsters and the slow collapse of broken clans. Some fell to raiders or to feud, some were emptied by a single hard winter or a beast out of the wild, and many more were lost when the freezing of the land killed the country around them and left their people nothing to live on. The Skarnn rarely resettle such places. A ruin is left to the cold and the dead and the living build elsewhere, so the map of the north is marked everywhere with the bones of settlements that did not last.

Landmarks

Rune obelisks, sacred peaks, ruined observatories, lost roads, imperial ruins, battlefield sites and places shaped by old magic. Landmarks are the notable places of Grimhold that stand apart from its settlements and its wild lands, marking sites of history, faith, war and old magic.

01

Saren Ruins

Saren ruins are the remains of the Saren, the first mortal race shaped by the Pantheon and the builders of the earliest civilization in Arkanthys. Their broken halls and buried roads lie beneath the snow across Grimhold, predating every clan, crown and empire that followed. The greatest of them is Sarthengar, the first city, now buried under the ice of the Icemarch.

Saren Ruins

The Saren were the first mortal race, shaped by the Pantheon in the Second Age and made to build, govern and record. They raised the first cities, wrote the first laws and laid the foundations of civilization that every later people inherited. What is now the frozen north was once the heart of their world, a warm country of marble cities and ordered roads, and when it froze their works were left where they stood. Their broken halls, buried roads and dead sanctuaries lie beneath the snow across Grimhold, older than any clan, crown or empire that came after, the bones of the first civilization sleeping under the ice.

02

Ruins of Sarthengar

The ruins of Sarthengar, the first city ever built and the birthplace of mortal civilization. Raised by the Saren and once the greatest city in the world, it fell during the Godwar and was buried when the land froze. Its broken streets, fallen walls and shattered monuments now lie beneath the glacier of the Icemarch, where fragments still break through the ice and expeditions from Ravenhold search the ruins for relics.

Ruins of Sarthengar

Sarthengar was the first city ever built on Arkanthys and the birthplace of mortal civilization. Founded by the Saren in the early Second Age on the shores of Nyvara's Mirror, it grew into the greatest city of its age, a vast metropolis of white and pale-blue marble and obsidian that housed hundreds of thousands and led the world in trade, scholarship, engineering, arcane study and divine worship. From it spread the first laws, the first written script and the first ordered systems of rule that every later people inherited. At its heart rose the Basilica, the great temple of the Pantheon, and within its dome hung the Bell of Sarthengar, whose sound carried across the lake to mark every sacred and civic moment. It was also the birthplace of Gabriel Aurellian, whose rebellion would one day end the rule of the gods.

03

Rune Obelisks

Tall rune-carved stones raised to mark authority, borders, bloodlines and the names of the dead. Some stand in the clan cities. The Bratnarr Obelisk in Tham Lorn records the lineage of the Jarls; the Stonefather's Pillar at Chieftains' Grove names the Jarls buried there. Others stand alone in the snow, marking old oaths and boundaries the Skarnn still honor.

Rune Obelisks

The Skarnn write what matters most into stone. Rune obelisks are the tall carved standing stones raised across the north to mark authority, borders, bloodlines and the names of the dead, their faces graven in Skarnn runes and meant to outlast the hands that cut them. Some stand at the heart of the clan cities, recording the lines of rulers and the deeds of the great. Others stand alone in the snow, far from any hall, marking an old oath or a boundary the clans still keep. A few are older than the Skarnn themselves, raised by hands no one remembers, their meaning long since lost. To the north a rune-stone is memory made to endure, and to throw one down or deface it is a grave offense.

04

Ancient Observatories

Frost-shrouded spires built by the old empires to study the stars. The greatest is Cloudwatch, the ruined Sartan observatory crowning the Pale Spires above the Icemarch, where a shattered astrolabe and star-charts of vanished constellations still remain, though the knowledge that ran them is long lost and the ruins are dangerous to disturb.

Ancient Observatories

The ancient observatories are frost-shrouded spires raised by the old empires to study the stars. Set on high, cold peaks where the air is thin and the sky is clear, they were once observatory and arcane nexus together, places where scholars charted the heavens for omens and divine alignments and watched the lands below. The empires that built them are gone, their custodians vanished and the knowledge that ran their instruments lost, and the observatories stand abandoned, their mechanisms dark and their charts unreadable. They are relics of a learned age that ended with the freezing of the north, and the greatest of them is Cloudwatch.

05

Sacred Peaks

Mountains held sacred by the Skarnn, chief among them the Pale Spires above Sarthengar. Pilgrims climb them in silence, seeking visions, signs of fate or communion with the honored dead. The Skarnn hold that the high peaks are where the mortal world stands closest to the heavens.

Sacred Peaks

The Skarnn hold the high peaks sacred. In a land where the dead pass into the cold and the forefathers watch from beyond, the mountains are where the mortal world stands closest to the heavens, and their summits are holy ground. Pilgrims climb them in silence, seeking visions, signs of fate or communion with the honored dead, and the higher they go the nearer they are held to come to the powers above the world. Not every peak is sacred, and those that are stand among the most revered places in all of Grimhold, climbed with reverence and never without cause.

06

Lost Cities

Whole cities lost to ice, war and time, their ruins buried or sealed away. The foremost is Bharûm-Drakhal, the dwarven machine-city beneath the western fjords, whose destruction in the Godwar froze Grimhold and sealed the city behind its Weight Doors. Faint heat and a low mechanical sound are still said to rise from below.

Lost Cities

Grimhold is built over the graves of whole cities, lost to ice, war and time and buried or sealed away beneath the north. Some were drowned by the freezing of the land, some broken in the wars of vanished powers, and some shut behind doors no living hand can open. The first city, Sarthengar, lies under the glacier of the Icemarch, and the greatest of the lost cities lies deeper still: Bharûm-Drakhal, the dwarven machine-city beneath the western fjords, whose death is the reason the north is frozen at all.

07

Mythic Sites

Places known through clan legend, divine conflict, curses and omens. Their histories are uncertain, but the power or danger attached to them is treated as real. Chieftains' Grove, where Gabriel Aurellian first proved a god could die, is the most famous; the cursed forest of the Needles is another.

Mythic Sites

Across Grimhold stand places known through clan legend, divine conflict, curse and omen. Their histories are uncertain, half-remembered in saga and changed in the telling, but the power or the danger attached to them is treated as real. The Skarnn do not need a thing proven to respect it. Where something is held to have happened, a god slain, a spirit wronged, a curse laid, the place is given reverence or a wide berth, and the memory is kept whether or not the truth can be. These are the mythic sites of the north, and the greatest of them is Chieftains' Grove.

08

Supernatural Landmarks

Places where old magic still lingers and the natural order breaks down. They include the ley-line surges of Cloudwatch, the strange lights beneath the Icemarch and the corpse-lights of the Bleakmarsh mire. Such sites are dangerous and unpredictable. Those who linger at them often return changed, if they return at all.

Supernatural Landmarks

Some places in Grimhold are where the natural order breaks down. At them old magic still lingers, left by dead civilizations, broken engines and wounded land, and it has never gone quiet. The Skarnn know these sites by their signs: lights that should not burn, sounds with no source, cold that bites deeper than the season and a wrongness that sets the skin crawling. They are dangerous and unpredictable, beyond any rite or wisdom to control, and those who linger at them often come back changed, if they come back at all. The wise keep their distance and let the old powers be.