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==The Region== [[File:Ten towns map-5E.png|thumb|right|500px|The Ten Towns of Icewind Dale]] Icewind Dale is an area of arctic tundra that is the northernmost explored area of Faerun; primarily home to wandering tribes of nomadic barbarians called the Reghedmen, it has gained small permanent settlements made up of fishermen, hunters, trappers, miners, craftsmen, dwarves, and merchants who come for the local trade in ivory, gems and furs. {{clear}} ===The Ten-Towns=== The bulk of "civilization" in Icewind Dale consists of a loose confederation known as "The Ten-Towns", because there are ten of them in total. These are located in close proximity to the three lakes of Icewind Dale, which are exploited for their fish - primarily Knucklehead Trout, a massive fish with a large, densely-boned, rounded skull that can be carved into valuable ivory. The smallest lake, ''Redwaters'', is home to the two villages of '''Dougan's Hole''' and '''Good Mead''', which are the smallest, poorest settlements of the Ten-Towns. ''Lac Dinneshere'', larger and located to the north, houses three settlements; '''Easthaven''', '''Caer-Dineval''' and '''Caer-Konig'''. In the west lies the largest, deepest lake; ''Maer Dualdon'', home to the Lonelywood Forest and the town of '''Lonelywood''', as well as the other villages of '''Bremen''', '''Termalaine''' and '''Targos'''. Between Lac Dinneshere and Maer Dualdon sits the massive, solitary peak known as '''Kelvin's Cairn''', the only true mountain in the dale proper. Just south of here lies '''Dwarven Valley''', hub of the dale's dwarven population and the informal "eleventh town" of the region. The largest, most well-developed settlement is the tenth town of '''Bryn Shander'''; located in the dale's southwest and roughly equidistant between the three lakes, it serves as a trading hub for both trade between the Ten-Towns and between Icewind Dale and the rest of the world. The wagon trail known simply as ''Ten Trail'' leads south from Bryn Shander down through the North/South pass to the settlement of Hundelstone. Eastway, the dale's only paved road, links Bryn Shander to the communities surrounding Lalc Dinneshere. ===The Reghedmen=== The indigenous peoples of the Icewind Dale, the Reghedmen are nomadic reindeer hunters who have inhabited the Dale for generations, colonizing the areas from the Reghed Glacier to the Sea of Moving Ice. They are similar in some respects to the more famous Uthgardt tribes, who inhabit regions further south from Icewind Dale, but have their own distinct pantheon and tribes, though they do share the basic pantheon of [[Tempus|Tempos]] and [[Primal Spirits|patron totem beasts]] and a similar deep distrust of arcane magic. Originally, the Reghedmen were bitter enemies of the Ten-Towns and raided them frequently, but that came to an end after the two groups were forced to work together to fend off a mad wizard wielding a powerful fiendish artifact who sought to conquer the dale. Many of the inhabitants of Caer-Konig and Bremen in later editions descend from Reghedmen survivors who briefly merged with the town's population, before deciding collectively to return to "the old ways". ===Other Settlements & Locations=== The only other major permanent settlements in the Icewind Dale region are '''Kuldahar''' located in its north and '''Karkolohk''', a [[goblin]] fortress, both in the Spine of the World Mountains, and '''Revel's End''', a prison in the far north on the coast of the Sea of Moving Ice. of these locations, Kuldahar is the most notable, as it huddles close to a massive mountain-sized oak-tree that has been fed and protected for generations by a mystical gemstone known as the Heartstone Gem; it receives a regular flow of traders from the Ten-Towns, largely because the Heartstone Gem surrounds the Great Oak with a permanent summer, making it a local source of agriculture. Noteworthy locations include: * '''The Black Cabin:''' A solitary lodge that serves as a refuge for travelers. * '''Jarlmoot:''' The ancient and sacred meeting grounds for the local [[Frost Giant]] clans. * '''The Accursed Tower:''' Also known as Damien's Tower, a dungeon consisting of a wizard's tower that sank into the earth when its foundations were dangerously overheated, leaving would-be entrants to dig down thriough the roof to break into the tower. * '''Dorn's Deep:''' A long-abandoned dwarven fortress. * '''The Severed Hand:''' The ruined, haunted remains of an elven fortress once known as the Hand of the Seldarine. *''' The Lost Spire of Netheril:''' A Netherese flying city turned frozen ruin, once known as Ythryn.
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