BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Icewind Dale

Ten-Towns Overview

Ten-Towns didn’t spring up overnight. It started from humble beginnings four centuries ago. Immigrants from all over Faerûn came here in search of escape or adventure and built a modest trade post atop the hill where Bryn Shander now stands. One by one, settlements sprung up on the shores of Maer Dualdon, Lac Dinneshere, and Redwaters. The ever-present threat of orcs and other monsters compelled the poorly defended lakeside towns to turn Bryn Shander from a modest hilltop trading post into a walled town capable of defending all Ten-Towners if and when the worst comes.   Most of the towns contain trace evidence of the immigrant cultures that birthed them. This evidence is carved into houses, statues, and other fixtures. For example, the dinosaur carvings on the older buildings of Good Mead remind folk that many of its original settlers were Chultan.   Residents of Ten-Towns tend to remain indoors when they’re not working, since it’s so frightfully cold outside, which gives each settlement a deathly quiet aspect. Most people who venture outdoors are bundled up in so much cold weather clothing as to be barely recognizable, and they don’t stand around long enough for the cold wind to get the better of them.   Auril’s winter spell has caused the population of Ten-Towns to dwindle and has heightened rivalries that have simmered for years, turning neighboring towns against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.  

Town Speakers

 

Life Off the Lakes

Most of the ten towns except Bryn Shander are built on the shores of three big lakes. The largest population of knucklehead trout is in Maer Dualdon, the deepest of the lakes. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters.   Ten-Towns fishing boats are simple affairs. The smallest are rowboats and single-masted skiffs that require careful handling to avoid capsizing. Larger, twin-masted cogs and keelboats with single decks handle the wind and waves better. These ships fly the flags of their towns and provide fish for the whole community, not for any individual fisher.   When thick ice covers the lakes, many fishers stay to the shelters of their homes and hearths, but the most dedicated or desperate cut holes in the ice and dangle their lines down in hopes of tempting hungry trout.
Fuel Sources   The folk of Ten-Towns don’t have a lot of options when it comes to keeping warm. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil is used in lamps and small stoves around which townsfolk huddle for warmth.   Ten-Towners buy their whale oil from whalers who live on the shores of the Sea of Moving Ice. Whaling is thus a lucrative (if inherently dangerous) business in Icewind Dale.
A. Bryn Shander
B. Bremen
C. Targos
D. Termalaine
E. Lonelywood
F. Dougan's Hole
G. Good Mead
H. Easthaven
I. Caer-Dineval
J. Caer-Konig

Remove these ads. Join the Worldbuilders Guild

Articles under Icewind Dale


Comments

Please Login in order to comment!