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The Spine of the World was a mountain range that stretched across the northwest region of Faerûn from the Cold Run near the Sea of Moving Ice, to the Ice Spires north of the Silver Marches.[4][5]

Folks all across the lands of the Savage Frontier and the Silver Marches, particularly those in Scornubel, referred to the Spine as "the Wall".[9] On the winter days when the white snow covered faces of the peaks met the iron-gray of the sunless winter sky, it appeared as though the peaks were holding up sky.[5] To others, it simply marked the end of the world as they saw it.[3][9]

Geography[]

The Spine of the World mountains shielded the civilizations of the North from the freezing expanse of the Uttermost North,[2][10] that comprised the Reghed Glacier[4] and the Endless Ice Sea.[2]

Geographical Features[]

To many Faerûnians, the Spine of the World was simply an endless, nearly–impassable range of high, jagged, perpetually ice-covered mountains. While the western-most edge of the Spine was penetrated by a circuitous, always dangerous trade route to Icewind Dale, the rest of the range was not even approached by those without a stout heart.[5]

Some of the mountains in this range stood over 20,000 feet (6.1 kilometers) tall, and all but the smallest were covered in snow and ice all year–round.[3]

Three peaks to seem as one,
Behind ye the morning sun.
— Bruenor Battlehammer reciting the first part of a dwarven song, whilst at Fourthpeak.[11]

There were four well known sister peaks that were referred to as Firstpeak, Secondpeak, Thirdpeak, and Fourthpeak.[12] The sister mountains were so similar in height that they seemed to form a single line.[11]

The northern slopes of the mountains had plentiful enough trees that loggers of the Ten Towns would risk regular treks back-and-forth across the tundras.[13] The southern slopes, located near the Druarwood and Moonwood forests, were referred to as the Lands Against the Wall.[6]

Climate[]

Like much of the North, these mountains had a subarctic climate.[14] As expected for mountains of that height, the Spine of the World experienced devastating, icy winds.[15] As a result, the mountains experienced frequent rock slides.[3]

Export[]

Bottled glacial water

Bottled glacial water from the Spine of the World.

Glacial streams in the Spine of the World produced crystal-clear drinkable water that was bottled up and shipped south as far as the Western Heartlands and the city of Baldur's Gate.[8]

Notable Locations[]

Natural Features[]

Spine of world map

The Spine of the World mountains.

Settlements[]

Ancestral Mounds
Keeps and Fortresses
Settlements
  • Clicking Heels: This small hamlet was found upon the mountain's southern slopes.[30][page needed]
  • Hundelstone: This mountain pass village was home to a few hundred dwarves, gnomes and humans.[31]
  • Karkolohk: The goblins of this fort were led by Chief Yarb-Gnock.[32]
  • Kuldahar: Originally founded by druids, this village grew around the Great Oak tree.[18]
  • Pinebrook: A small wooded settlement among the foothills at the base of the mountains.[33]
  • Skytower Shelter: The home of the Akannathi clan of goliaths.[34]
  • Tholvarr: This mountain domain was home to six tribes of frost giants.[6]
  • Mirabar: A mining settlement on the slopes of the Spine of the World.[35]
Temples and Monastaries

Rumors & Legends[]

Legends told that the innermost depths of the mountains held long-lost cities, lairs of dragons that had been completely abandoned, and even the frozen remains of dinosaurs.[2]

Some sages believed the mists surrounding the Spine of the World's peaks were home to white dragons or vampiric entities that could transform into clouds. It was said that no mortal person has ever traversed this Realm of the Mists to reach the Realm of the Gods that lay just beyond.[3]

Inhabitants[]

Those creatures that did inhabit the Spine were not spoken of in polite company, and their propensity to raid the lands below kept the conifer-cloaked, stag-roamed rolling foothills relatively uninhabited (as though the Savage Frontier and the Silver Marches were packed)―but it should come as no surprise that several fierce barbarian tribes inhabited these lands, traveling between summer and winter camps.[5]

Appendix[]

Appearances[]

Adventures
The Accursed TowerStorm King's Thunder
Novels
The Two SwordsThe Thousand OrcsThe Lone DrowThe Spine of the World
Comic Books
The Forbidden Sands of Anauroch (#2)
Video Games
Icewind Dale series (Icewind DaleIcewind Dale: Heart of Winter *bull; Icewind Dale: Enhanced EditionIcewind Dale II)
Referenced only
Baldur's GateNeverwinter Nights 2: Mysteries of Westgate
Organized Play & Licensed Adventures
A Fool's Errand

Gallery[]

External links[]

References[]

  1. Ed Greenwood (October 1990). Dwarves Deep. (TSR, Inc.), p. 57. ISBN 0-88038-880-3.
  2. 2.0 2.1 2.2 2.3 2.4 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 43. ISBN 0-7869-0391-0.
  3. 3.0 3.1 3.2 3.3 3.4 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 32. ISBN 0-7869-2835-2.
  4. 4.0 4.1 4.2 Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 74. ISBN 978-0-7869-6600-4.
  5. 5.0 5.1 5.2 5.3 5.4 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 169. ISBN 0-7869-1836-5.
  6. 6.0 6.1 6.2 6.3 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 33. ISBN 0-7869-2835-2.
  7. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 22. ISBN 978-0786966981.
  8. 8.0 8.1 Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios.
  9. 9.0 9.1 R.A. Salvatore, Jeffrey Ludwig, Matthew Sernett, James Wyatt (November 19, 2013). “Campaign Book”. Legacy of the Crystal Shard (Wizards of the Coast), p. 59. ISBN 978-0-7869-6464-2.
  10. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 108. ISBN 978-0-7869-6600-4.
  11. 11.0 11.1 R.A. Salvatore (February 2001). The Icewind Dale Trilogy Collector's Edition. (Wizards of the Coast), p. 620. ISBN 978-0786918119.
  12. Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 35. ISBN 0-7869-1509-9.
  13. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 29. ISBN 0-7869-0391-0.
  14. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 5. ISBN 0-7869-0391-0.
  15. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 109. ISBN 978-0-7869-6600-4.
  16. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 121. ISBN 978-0786966981.
  17. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 124. ISBN 978-0786966981.
  18. 18.0 18.1 18.2 18.3 18.4 Black Isle Studios (June 2000). Designed by Matt Norton. Icewind Dale. Interplay.
  19. 19.0 19.1 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 45. ISBN 0-7869-0391-0.
  20. R.A. Salvatore (January 1998). The Spine of the World. (Wizards of the Coast). ISBN 0-7869-1180-8.
  21. Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), p. 134. ISBN 0-7869-4915-5.
  22. R.A. Salvatore (February 2001). The Icewind Dale Trilogy Collector's Edition. (Wizards of the Coast), pp. 619–621. ISBN 978-0786918119.
  23. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 95. ISBN 978-0-7869-6600-4.
  24. Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), p. 137. ISBN 0-7869-4915-5.
  25. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 166. ISBN 978-0786966981.
  26. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 105. ISBN 978-0-7869-6600-4.
  27. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 14. ISBN 0-7869-0391-0.
  28. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 78. ISBN 0-7869-2835-2.
  29. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 171. ISBN 978-0786966981.
  30. R.A. Salvatore (July 2003). The Thousand Orcs. (Wizards of the Coast). ISBN 978-0786929801.
  31. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 21. ISBN 0-7869-0391-0.
  32. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 140. ISBN 978-0786966981.
  33. Shawn Merwin (November 2023). Peril in Pinebrook. (Wizards of the Coast), p. 6.
  34. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 161. ISBN 978-0786966981.
  35. R.A. Salvatore (February 2001). The Icewind Dale Trilogy Collector's Edition. (Wizards of the Coast), p. 439. ISBN 978-0786918119.
  36. Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  37. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 121. ISBN 978-0-7869-6600-4.
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