| Category | Cities |
| Continent | Elemantum |
| Region | Igas |
| Owner | Artaxertus |
| Population | 30,000+ |
| Founded | 26 Kindle 36 |
| Map | Bathurin |
When Glangveif ( 314 HE - 31 ) , fell to the fire giants of Hofthorm, those fortunate enough to find escape journeyed far north, abandoning the coasts of northern Brucrumus for lands beyond the Nautrek Sea. On the continent of Elemantum, they settled in the central peaks of Bathurin. They constructed the icy citadel of Indraph upon a frozen plateau, buttressed by four unnatural, icy spires. Kogrlund, the venerable head shaman of their group, a frost giant already exceeding 210 years in age, informed his people that he had brought them across mountains, valleys, seas, and trials to a land destined to be cloaked in frost, much like their ancient homeland ( Glarvard ).
Indraph is constructed around a sacred site dedicated to Thyrm, the prison of his former Concubine General, slumbering within Crybhox Rest. The four ice pinnacles that face inward like teeth over Indraph represent the limbs of this venerable champion.
In the First Epoch, the residents of Indraph were spellbound by the wizard Igacin. This Nithian and his sister waged war against one another, with the fiery denizens of the land under one's command and the frost brutes under the other's. Under Igacin, Indraph flourished and expanded substantially. Hundreds of miles eastward, his sister erected an equally formidable fortress known as Glothreth. What began as hundreds on each side eventually grew into tens of thousands battling for dominion.
The Nilkhâs Feud was a chess game, with a Nithian brother and sister showcasing their extraordinary magical abilities, while the rest of us were mere pawns in their game.
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The rivalry between the two individuals intensified to a critical juncture as they engaged in constructing unique thrones, designed as conduits for opening portals to remote realms.
After Igacin joined with his Glacial Throne, he opened the Indraph Rift (27 Lunar 751) . Thereafter, it became a magnet for the icy minions of the distant realm known as Fimbulwinter. This rift, a passageway to a frigid world, altered the surrounding climate, transforming it into a perpetual winter plagued by bone-chilling winds and frequent blizzards.
Indraph is situated in the heart of a massive glacier, encompassed by a mile-thick expanse of ice both above and below.