Ten Towns
The Ten Towns was a loose confederation of frontier villages found in Icewind Dale region of the Frozenfar. The communities of the Ten Towns attracted those people of Faerûn determined to find a life for themselves, and those desperate to leave their former lives behind.
While life within each community exemplified diligence and partnership, relations between each of the communities demonstrated the fierce competitive spirit that was needed to survive in the North.
History
The Ten Town began from single community, founded by the Dinev family of Cormyr, at the shore of Lac Dinneshere
Demography and Population
Inhabitants
The Ten Towns attracted those were brave and hard-working enough to set out for a harsh life they could call their own. Among these were prospectors, miners, fishermen, mercenaries, treasure-hunters, and other industrious, but sometimes less-reputable folks. Fugitives often came to the Ten Towns to flee their troubles, only to find a life of hard work ahead of them. Some petty criminals, pirates, and other agents serving malevolent forces, settled within the communities.
While some dwarves did live within the Ten Towns, the majority of them stayed within their nearby holds and underground halls.
Many of the folks from Caer-Konig and Bremen traced their ancestry to clans of the Reghedmen tribesmen that once dwelled within those settlements
Religion
Tempus (pronounced: /ˈtɛmpʌs/ TEM-pus), also known as the Lord of Battles, was the god of war. His dogma was primarily concerned with honorable battle, forbidding cowardice and encouraging the use of force of arms to settle disputes.
Trade & Transport
The fishing and sale of knucklehead trout, along the scrimshaw made from its bones, was the industry allowed the Ten Towns to remain in existence for as many years as they have. Each of the lakeside settlements maintained their own fleet of large fishing ships.
Despite some timbering industry in Lonelywood. the Ten Towns had to import much of the wood they used for construction and warmth.
Type
Geopolitical, City council
Capital
Training Level
Semi-trained
Veterancy Level
Trained
Government System
Electocracy
Power Structure
Confederation
Economic System
Traditional
Major Exports
Knucklehead trout, scrimshaw
Major Imports
Timber
Legislative Body
Government
Official decisions for the towns were made by a council consisting of one influential member from each town. These council members met in the council building in Bryn Shander, which was unanimously recognized as the capital of Ten Towns, and of Icewind Dale itself, once a month during the summer season, and once every three in the winter.
14th Century
Around the time of the Battle of Icewind Dale, the council consisted of the following individuals:
Dougan's Hole - Unknown
Good Mead - Unknown
Easthaven - Glensather
Caer-Dineval - Jensin Brent
Caer-Konig - Schermont
Lonelywood - Muldoon
Bremen - Gil Haerngen
Termalaine - Agorwal
Targos - Kemp
Bryn Shander - Cassius
In the years leading up to the battle, other individuals served as spokesmen on the council, such as the halfling Regis, and Dorim Lugar, who was killed over a fish. Following the battle, the towns of Bremen and Caer-Konig were handed over to the Reghedmen barbarian tribesmen, under the leadership of King Revjak.
15th Century
As of the Year of the Iron Dwarf's Vengeance, 1485 DR, the council comprised the following individuals:
Dougan's Hole - Edgra Durmoot
Good Mead - Kendrick Rielsbarrow
Easthaven - Danneth Waylen
Caer-Dineval - Crannoc Siver
Caer-Konig - Alden Lowell
Lonelywood - Avandro Perth
Bremen - Dorbulgruf Shalescar
Termalaine - Shaelen Masthew
Targos - Giandro Holfast
Bryn Shander - Duvessa Shane