Azure Floe

The Azure Floe is the capital of the northern Glacier Dwarves, located somewhat below the northern polar circle. It is what was once a truly ancient sea that froze over in a time out of memory. With the fall of the comet, a shockwave rippled through Hearth and split open the land beneath the sea and the ice fell. Mountains toppled over it and buried the frozen ocean. Glaciers later formed however and slowly scraped away the earth, leaving a hint of what lay beneath, a true motherlode of blue ice that had been kept in freezing temperatures and crushing pressure.

For the last thousand years or so it has been mined, often by the directing of distant rivers by the cutting out of mountainsides. The friction of the running water eventually wears down the thickest ice in places so that mining may begin. A large city of stone and blue ice now borders this sea and somewhat below it. From this city, now named the Azure Floe, is bought most of the blue ice of the Ring (though for steep prices). Banner/Colors: The banner of the Azure Floe is a large circle of deep blue color with wires of blue ice woven into dwarven runes of wealth, water, cold and ice around its edge.

Population: 9,500+

Primary Language: Dwarven

Year of Establishment: 2006 YOF

Important Events: In 2107 YOF the glaciar dwarves waged a five year war against the Frost Folk.

Government
Government: The Azure Floe is ruled over by guilds who each control a portion of the sea and have the mining rights of that portion. Only a portion of the sea has been fully explored for it is many miles from end to end. These guilds operate under shared rules that are strictly adhered to and honored.

Government popularity: If one doesn't care for his guild he is always allowed to go mine on his own. Some may even join another guild, but must not give any plans or inside knowledge of his former guild or be permanently sent from the city. This rule is strictly observed, for the dwarf could then leave again and give away more information. If a guild is found to have been gaining information of another it is ostracized and becomes property of the wounded party. Those of importance within the offending guild become little more than beggars or are forced to seek out their own fortunes, but are never again allowed to join a guild.

Army: The guardians of the Azure Floe are a guild unto themselves, defending the entire city from bandits and others who would like to have the wealth for themselves.

Defenses: Giant barb-top fences of pure blue ice twenty feet high form around the city, being melted down and reused when the city expands. This fence does not go out onto the sea, seemingly leaving the city in one entire direction undefended. But this is misleading for dwarven warriors on skates of blue ice blades have the advantage of nearly any enemy who'd attempt to come in over the frozen waters.

Primary Enemy: Because of their defenses and warriors attacks on the Azure Floe are not often, though Malasyers, Ice Toads, and White Puddings, natives of the frozen sea, prey upon the unwary and solitary dwarves. There are also skirmishes and sometimes outright battles with Frost Folk, who after the dwarves had been within the Azure Floe a hundred years discovered that the dwarves were violating the sea that they claim is one of their oldest holy areas. The dwarves, knowing nothing of it refused to leave their fantastic discover and a horrible war waged for many years. They continue to probe the cities defenses for weaknesses and plague the dwarves by encouraging yetis, trolls and other mountain creatures that are easily angered to attack.

Fighting Style: The guardians of the Azure Floe are experts with ice skates and with the skill upon the ice came to take the name of Biting Wind, after the similarity was made with the occasional living gusts that flash across the sea. Their strategy consists of many variations on hurling glots and razor skipdisks across the ice, and while their enemy is dodging or having their legs broken from under them, bringing forth their axes and picks of beautifully crafted blue ice. They then skate forward with deadly poise.

Society
Slavery: Slavery is strictly outlawed.

Constabulary: The Biting Wind often doubles as a police force, though every guild has its own system of protection.

Method of Execution: Those found guilty of crimes worthy of death are not outright killed, but are walking dead never the less for they are sent into the most dangerous mines to test the strength and safety of each shaft. They are commonly used as the ice melters themselves, and few live more than a year after sentencing, and none more than two.

Organized Crime: Organized crime is quickly snuffed out by the firm rules of the guild organization, though a small but successful smuggling ring exists. Almost exclusively consisting of changelings, they make contact with the few bribe-able dwarves and cart out the illegal blue ice to the highest bidders.

Common skills of inhabitants: Ice mining is the lifeblood of Azure Floe, and their knowledge of their craft is almost unparalleled. Smithing of equipment and blue ice weapons are also a thriving business, and their abilities of enchanting these weapons are famous. A number of artisan guilds also exist, producing ice carving and sculptures of great beauty.

Clothing: Extremely thick clothing of spongy padding is common amongst the inhabitants, providing protection against falling ice and instead of keeping heat in, it keep the cold out, for even body heat is enough to destabilize many a shaft.

The guild of the Biting Wind tends to dress in exquisite plate armor of blue ice.