Icewind Dale

Go far enough north, and you will come to the mountains rightly called the Spine of the World. Turn west and go toward the Sea of Moving Ice, and you might eventually come upon one of the scattered communities of Icewind Dale. You can also travel up the ever-narrowing road from Luskan called the Northern Means and eventually come upon the frozen tundra beyond.   Why travel so far? Well, if you’re like many who’ve drifted up there from the south, it is because an easier life doesn’t suit you, you’re running from something, or you just don’t fit in anywhere else.  

Ten-Towns

Coming up the hard road from the south, the first thing you’ll see is Kelvin's Cairn, a great mountain scarred by a crack down its southwestern face. Even in high summer, its peak is capped in snow and ice. In the mountain’s southern shadow is Bryn Shander, the largest, most populous, and most fortified of the Ten-Towns of Icewind Dale. Ten-Towns is a grouping of communities clustered around the three lakes of the area: Maer Dualdon, from which the Shaengarne River flows down toward Ironmaster; Lac Dinneshere to the east, whose waters are nearly always cold enough to kill; and Redwaters, named for an old battle between rival fisherfolk that left the waters bloody.   Ten-Towns thrives on fishing and trade, both endeavours reliant on the knucklehead trout of Icewind Dale’s lakes. Without these fish, the people of Ten-Towns would starve, but there would also be little for them to barter or sell. The ivory-like bones of these fish are the basis of the famous scrimshaw that is sold as far south as Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has its own fleet of fishing boats, and the towns carefully divide the lakes to protect the population and the delicate balance between the communities.   Independent-minded folk who come to Ten-Towns are discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by the scrimshanders, whose wares are expensive. Icewind Dale is a place where cooperation is essential for survival, and ignoring that fact can leave one quite alone in a time of need.   Where nine of the Ten-Towns survive primarily on fishing, Bryn Shander lives on trade, making it the place to visit when you come here. The walls keep the town safe from barbarians who raid the area and the beasts of the tundra, and the packing in of its people means Bryn Shander is also warmer than the other towns, both literally and in terms of the welcome you receive.   I have visited only a few of the other towns, and while they have their quirks and charms, they are mostly what you might expect: fishing villages at the edge of frigid waters in a frozen waste. Certainly, there is trade to be done, coin to be made, and intrigue to be investigated even in the smallest of these communities (which can number as few as a hundred souls). The only other point of interest is the town of Targos, on Maer Dualdon, which has grown rapidly and is threatening to burst the bounds of its protective wall, and thus has a hum of opportunity about it.  

Reghed Barbarians

Ten-Towns isn’t the only community in Icewind Dale. Tribes of human barbarians called Reghed also operate in the area, hunters and raiders who value strength and devotion to their ancestral heroes. They claim a great many heroes among their honoured dead, including some who were responsible for the safety of Ten-Towns, Icewind Dale, and beyond. A Reghed camp is made up of a large ring of hide tents, able to be broken down and transported as the Reghed move to keep up with the herds of reindeer they depend on for food and clothing.  

The Dwarves

Dwarves still live in the mines of Kelvin’s Cairn, but in fewer numbers than they once did, and with less influence than they had on the rest of Icewind Dale a century or two ago. The dwarves here claim their continued allegiance to Clan Battlehammer of Mithral Hall, even though they returned to the colder north when they discovered their ancient home no longer suited them. Bryn Shander serves them as a trading post, allowing them to keep humans and other strangers away from their mines, which are some distance away in the shadow of the Cairn. The dwarves send a representative to the Council of Speakers that governs Ten-Towns, but have no say in their proceedings except to declare acceptance or refusal of the decisions of the human gathering.

Maps

  • Map of Icewind Dale
Type
Geopolitical, Country
Demonym
Dalefolk
Power Structure
Confederation
Economic System
Market economy
Subsidiary Organizations


Cover image: by Midjourney AI