The Kingdom of Esgolithon

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The Kingdom of Esgolithon was founded by the Dwarves who followed Kargor the Smith north after the Great War. Crossing the frozen sea, they built their hidden kingdom beneath the Frost Mountains of the northern isle. There, the dwarves dug deep into the earth in search of treasure, remaining isolated from the wider world.


Campaigning in Esgolithon

Esgolithon is a land of bitter cold and merciless terrain:

  • Endless frozen plains

  • Deep, labyrinth-like mines and caverns

  • Surface cities scattered near the coast

  • The capital Asgramon, built under the mountain

Travel within Asgramon is difficult; venturing into the Frost Mountains is considered suicidal due to their deadly terrain and hidden dangers.


The People of Esgolithon

The dwarves of Esgolithon—known as Grams—are:

  • Hard, grim, and industrious

  • Built for survival in harsh northern conditions

  • Deeply religious and highly skilled craftsmen

  • Isolationist, preferring to deal only with other northern peoples such as the Freelanders

  • Experts in mountain survival, mining, and engineering


Useful Lore

  • Esgolithon is plagued by monsters and lethal weather.

  • The kingdom largely ignores the politics of Vitallia.

  • Historically, Esgolithon has intervened on rare occasions that shifted the balance of power—such as enforcing the prohibition of magic in early ages.


The Dangers of Esgolithon

Surviving Esgolithon requires dwarven fortitude:

  • Weather conditions can kill unprepared travelers.

  • Many monsters lurk in the deep warrens beneath the mountains.

  • Cities are safe havens, but Grams rarely show leniency toward outsiders.

  • Travel between settlements is long, dangerous, and often dependent on dwarven escorts.


Gram Customs

  • The Great Mountain is sacred.

  • Surface cities often follow laws that differ from the capital.

  • Magic is forbidden near the Sacred Mountain and within Asgramon unless one holds an official license.

  • Upper classes may apply for magical licenses; lower classes rarely qualify.

  • Social structure:

    • Lower: miners

    • Middle: traders, warriors

    • High: priests, noblemen, traders, Hall Keepers

  • Kings are chosen through the Runar, where the top four candidates must hold the Runik Stone—the most resilient becomes King.

  • The King delegates city protection to families who have distinguished themselves in battle or craftsmanship.

  • Dwarves construct ships capable of crossing the frozen sea.


Basic Information

Sigil: The Anvil
Location: Frozen Sea, The North
Founding Date: 56 AC
Capital: Asgramon
Population: 100,000
Military: 10,000
Official State Religion: The Mountain God
Official Language: Margo
Leader: Thardor Spirithail
Government System: Elective Monarchy
Power Structure: Autonomous Area
Economic System: Traditional
Native Race: Dwarf