The Mountain Gate

The unbreakable gate of the Stonetalon Pass
Garrison
250 (200 military)
Commander
Lord-Warden Stonewall
Distance
60 mi northeast
Purpose
Mountain pass control
Sixty miles northeast of Fort Valiance, the Stonetalon Range breaks open in a narrow pass forming the primary overland route between Morgath and the Frostvall Clans. It is here that Frostwatch Keep stands — a masterwork of military architecture carved as much from the mountain itself as from dressed stone.
The Keep has never fallen. Three times in the past century, the Frostvall Clans have attempted siege. Three times, the mountain has answered with stone and blood. The pass narrows to scarcely sixty feet at its widest point — any attacking force finds itself funneled into a killing ground with crossfire from multiple levels.
A massive stone gatehouse that could stand alone as a fortress. Enormous iron-shod timber doors, defended by positions allowing crossfire from three angles simultaneously. Proven in blood and siege.
The garrison's heart, opening partially to the sky but extending deep into chambers following natural cavities in the stone. Here officers plan, soldiers rest, and the administrative weight of holding a strategic pass finds its center.
Natural caves expanded and fortified over centuries, where eternal mountain cold preserves supplies for long winters. But they hold older secrets — an ancient sealed door inscribed with symbols predating the Keep and Morgath itself.
Three decades spent fighting Frostvall raiders. His face carries the map of his struggles — a deep scar from temple to jaw, the gift of a Frostvall war chief's axe twenty years past. His left hand ends at the wrist, replaced by a mechanical apparatus of leather, wood, and iron that he manipulates with casual efficiency. Stonewall carries his wounds as marks of office, visible proof of commitment to the boundary he holds.
The same pass that serves as gateway for Frostvall raiders is also the only viable overland route for legitimate trade. The clans' furs, amber, and crafted goods flow south through the Keep's controlled passage. In turn, Morgath's manufactured goods, grain, and luxuries flow north. The Keep profits from tolls and tariffs, but the arrangement creates abiding tension — how does one police a border against warriors who also bring legitimate commerce?
Stonewall suspects someone sells information to the Frostvall — raid schedules, guard rotations, supply caravan movements. The raids grow more frequent and precise, targeting high-value cargo and avoiding heavy patrols. The pattern suggests intelligence flowing from inside the fortress.
A new war chief has arisen among the Frostvall Clans, speaking of uniting the fractious highland peoples into a single confederation. If successful, the managed raids could transform into a sustained assault of magnitude unseen in a generation.
In the Ice Cellars, miners discovered a sealed door inscribed with symbols predating the Keep. It has not been opened. No attempt has been made. But it calls to those who labor in the darkness, and strange sounds emanate from behind the threshold on moonless nights.
Lord-Warden Stonewall needs outsiders to find the traitor within his garrison. Every suspect is also someone he depends upon. Trust is a luxury the Keep can no longer afford.
Intelligence confirms the Frostvall war chief is consolidating power. A diplomatic or covert mission beyond the pass could prevent an unprecedented united assault — or hasten it.
The sealed door in the Ice Cellars grows louder. Soldiers refuse night duties in the deep chambers. Stonewall needs the door investigated before fear undermines garrison morale — but what lies beyond?
A Frostvall merchant clan claims their goods were seized without legal basis. They demand arbitration or threaten to redirect all northern trade through a different, uncontrolled pass. The diplomatic fallout could be devastating.
Fort Valiance commands the defense network. Hammerfall is connected via treacherous mountain passes. Ironholt supplies arms and materiel. The Frostvall Clans press against the gate.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement