Bryn Shander
The first stop for most visitors to Icewind Dale is Bryn Shander, a walled town perched atop a cold, lonely, wind-lashed hill. Bright lanterns suspended over narrow streets twist in the wind and add flecks of color to the town's otherwise drab surroundings.
The friendliness in this settlement has dwindled of late. Auril's unyielding winter has greatly reduced the number of visitors to Bryn Shander, and local trade is suffering for it, eating away at the locals' sense of humor and goodwill. Still, there is no safer place in Icewind Dale to spend coin or spend the night.
Demographics
Bryn Shander, being the last Ten Town to be established and essentially turning from a marketplace into a township, is also one of the most diverse of the towns in Icewind Dale. All folks from all walks of life are present here, but it's safe to say it is one of the wealthier Ten Towns due to its previously bustling commerce. However, wealth is rarely shared equally, and Bryn Shander is not without its back alley streets. Compared to Targos and Termalaine, Bryn Shander manages to keep its crime rates lower and its streets relatively safe.
Government
Speaker Duvessa Shane speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers. Sheriff Markham Southwell commands the militia.
Defences
Because of its defensive location, residents of cities east of Bryn Shander often took refuge within the city walls during wartime.
The town's security is overseen by its sheriff and their deputy. They maintain a relatively decent-sized town guard of fifty militiamen and can rally a force of about 400 in dire times of need. Additionally, the sheriff is granted powers to hire on adventurers to complete any tasks that ensure the safety of Bryn Shander's people and secure its trade interests over Ten Towns proper.
Militia: Bryn Shander can muster up to 250 soldiers and 20 veterans. It employs 50 guardsmen.
Industry & Trade
Bryn Shander is considered the heart and mercantile hub of the Ten Towns. Folks from all around the surrounding settlements gather in the Tenth Town to sell their goods, primarily consisting of scrimshaw made from the bones of knucklehead trout.
Merchants from the lands south of the Wall bring in goods that can not be found in the Frozenfar, such as spices, fruits, wines and hardwood lumber, from as far away as the Heartlands, thus making Bryn Shander the best option for both buying and selling rare goods.
Infrastructure
Bryn Shander, being a wealthier town, actually boasts cobbled streets that keep an adventurer's feet from getting muddy. Its most recognisable feature is definitely the high double circle wall that lines its outskirts, and everything contained within those walls can enjoy an added bit of safety from any attacks and the general wilderness. There are three gates on the wall, one for each major road - Southwest Gate to Ten Trails, Northern Gate to Targos, and Eastern Gate to Eastway.
The walls of the town stand some 30 feet high and are defined by two concentric rings of upright wooden poles, the gap between them filled with dirt and rubble. The outer ring of poles rises above the top of the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall's hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it's dark outside—which is to say more often than not.
Districts
There are four or five Districts in Bryn Shander, depending on how you count - Western Commons, Eastern Commons, the Council's Quarter, North Shander, and the central Commerce Plaza in the center of the town, which is technically not part of any distinct district.
All districts are somewhat easily divided by larger roads that cut through the town, from the Commerce Plaza all the way to the Ringwall Promenade. The Western Commons houses mostly living quarters for merchants and regular city folk, but also both private and the militia's horse stables. The houses are relatively large, and often contain their own small patch of land, as opposed to Eastern Commons, which is more tightly built. However, as Western Commons close to the South-east gate see perhaps the most newcomers in Ten-Towns, the promenade from the gate to Commerce plaza also boasts a wider variety of niche stores as well as Kelvin's Comfort, a tavern often populated by caravaneers. Notable locations:
the Stables (public)
Kelvin's Comfort (inn)
The Friendly Traveler (store)
The Council's Quarter is the southernmost quarter of Bryn Shander, and like the name suggests, houses both The Council Hall, The Townhall, and the Speaker's house, as well as many other important governmental quarters. Militia presence is particularly strong here, as guards patrol the streets. Notable locations:
The Council Hall
The Townhall
The Speaker's house
The Sheriff's
The Barracks
The Armory
The Stables (only for militia)
The Shining Copper (tavern, frequented by militia)
The temple of the Triad (temple)
Eastern Commons houses more people in comparison to Western Commons, but is also far busier with both taverns and inns and stores for the general public of Bryn Shander, by Bryn Shander. The streets here are somewhat more narrow and packed, and in comparison to Western Commons, have more storeys. Notable locations:
Geldenstag's Rest (inn)
House of the Morninglord (temple)
Faelfaril's inn (inn)
Hooked Knucklehead (tavern)
Rendaril's Emporium (store)
The Filtered Philter (apothecary)
North Shander is considered to be the part of town that houses the shadier types of the town, whether it be rumoured illegal gambling in Northlook or petty theft in backalleys. The houses are often in not optimal repair, although draftiness is an issue most two-storey buildings suffer from in all of Bryn Shander. If you're looking to hire a sellsword, your best bet of finding one is likely in North Shander. Notable locations:
Northlook (tavern)
Cairn's Kennel (kennel)
Blackiron Blades (smithy + store)
The Commerce Plaza, as it officially goes by, is the central marketplace in Bryn Shander. Every day, sellers of produce gather early in the morning to set up their carts, and it's by far the most populated area of the Town. There are no apartment houses, but most of inns and taverns are relatively close to the Plaza, so travelers from other towns are likely to mingle with the locals here. In the middle of the plaza stands a statue of a drow and a dwarf, both posing victoriously. Notable locations:
Torg's Trading Company (merchant, traveling)
Middle Meats (eatery)
Sam's Sweet & Savoury (eatery)
Next Chapter (book merchant, traveling)
Ten Thread (tailor, traveling)
Burtnald's Bees (merchant)
Western Commons
All districts are somewhat easily divided by larger roads that cut through the town, from the Commerce Plaza all the way to the Ringwall Promenade. The Western Commons houses mostly living quarters for merchants and regular city folk, but also both private and the militia's horse stables. The houses are relatively large, and often contain their own small patch of land, as opposed to Eastern Commons, which is more tightly built. However, as Western Commons close to the South-east gate see perhaps the most newcomers in Ten-Towns, the promenade from the gate to Commerce plaza also boasts a wider variety of niche stores as well as Kelvin's Comfort, a tavern often populated by caravaneers. Notable locations:
the Stables (public)
Kelvin's Comfort (inn)
The Friendly Traveler (store)
The Council's Quarter
The Council's Quarter is the southernmost quarter of Bryn Shander, and like the name suggests, houses both The Council Hall, The Townhall, and the Speaker's house, as well as many other important governmental quarters. Militia presence is particularly strong here, as guards patrol the streets. Notable locations:
The Council Hall
The Townhall
The Speaker's house
The Sheriff's
The Barracks
The Armory
The Stables (only for militia)
The Shining Copper (tavern, frequented by militia)
The temple of the Triad (temple)
The Eastern Commons
Eastern Commons houses more people in comparison to Western Commons, but is also far busier with both taverns and inns and stores for the general public of Bryn Shander, by Bryn Shander. The streets here are somewhat more narrow and packed, and in comparison to Western Commons, have more storeys. Notable locations:
Geldenstag's Rest (inn)
House of the Morninglord (temple)
Faelfaril's inn (inn)
Hooked Knucklehead (tavern)
Rendaril's Emporium (store)
The Filtered Philter (apothecary)
North Shander
North Shander is considered to be the part of town that houses the shadier types of the town, whether it be rumoured illegal gambling in Northlook or petty theft in backalleys. The houses are often in not optimal repair, although draftiness is an issue most two-storey buildings suffer from in all of Bryn Shander. If you're looking to hire a sellsword, your best bet of finding one is likely in North Shander. Notable locations:
Northlook (tavern)
Cairn's Kennel (kennel)
Blackiron Blades (smithy + store)
The Commerce Plaza
The Commerce Plaza, as it officially goes by, is the central marketplace in Bryn Shander. Every day, sellers of produce gather early in the morning to set up their carts, and it's by far the most populated area of the Town. There are no apartment houses, but most of inns and taverns are relatively close to the Plaza, so travelers from other towns are likely to mingle with the locals here. In the middle of the plaza stands a statue of a drow and a dwarf, both posing victoriously. Notable locations:
Torg's Trading Company (merchant, traveling)
Middle Meats (eatery)
Sam's Sweet & Savoury (eatery)
Next Chapter (book merchant, traveling)
Ten Thread (tailor, traveling)
Burtnald's Bees (merchant)
Assets
Blackiron Blades
Smithy and outfitter This combination shop and smithy stands just north of the main square. Garn the Hammer manufactures the cheapest blades in Ten-Towns, while his sister Elza sells adventuring supplies—including rations, cold weather gear, ice picks, and snowshoes—to fortune-seekers. Most of the veteran sellswords in Ten-Towns disdain Garn's smithcraft, due to the uninspiring quality of his work. Jokes told about hapless newcomers to Icewind Dale often end with the line "an' 'e was carrying a Blackiron blade, to boot!"History
Bryn Shander was last of the Ten Towns to be founded. Only a single cabin stood in the town's location, used as a stopover by those traveling to other settlements of the dale. At some point, craftsmen began to sell scrimshaw outside the cabin, and other scrimshanders from other towns followed their lead.
The town expanded rapidly, and new buildings and trading posts were built in succession to accommodate all the new businesses. The traders brought with them their long-standing rivalries and feuds from their hometowns, and violence erupted. Eventually the folks of Bryn Shander settled their differences, which led to the system of representation that continued for years after.
14th Century
In the Year of the Crown, 1351 DR, the Ten Towns were attacked by icekissed goliaths of Icewind Dale. With the aid of Drizzt Do'Urden and Bruenor Battlehammer, the horde was defeated at the gates of Bryn Shander. Some years later, the town was besieged by the forces of Akar Kessell, until a reinforcement of dwarf troops led by Bruenor as well as a unified horde of Reghed nomads under Wulfgar arrived. Around Year of the Worm, 1356 DR, Bryn Shander was under the leadership of spokesman Cassius Thundervein.15th Century
In the fall of Year of the Mages in Amber, 1466 DR, the drow warrior Tiago Baenre defeated the returned demon Errtu on a plain outside Bryn Shander, endearing himself to the city. In commemoration of that event, a statue of him was erected on that spot, which consisted of a wide black circle. The statue depicted Tiago with a sword and shield. The plaque read: "On this spot did Master Tiago slay the demon. And the snows will cover it nevermore." In the late 15th century, sometime after the War of the Silver Marches of 1485 DR, Bryn Shander was attacked by a group of frost giants led by Drufi. The giants attacked the city looking for Artus Cimber expecting to acquire the Ring of Winter. The attack was thwarted by the city's inhabitants with the help of adventurers.Tourism
- Statue of drow Drizzt Do'Urden and his Very Good Friend dwarf Bruenor Battlehammer stands in the centre of Bryn Shander's Commerce Plaza, to commemorate the victory of the battle of 1351 DR
- Statue of drow Tiago Baenre stands outside the gates of Bryn Shander to commemorate his victory over demon Errtu in 1466 DR. Curiously, the statue is never covered by snow.
Architecture
Most of Bryn Shander's houses have been built from timber, and are relatively new in comparison to many other Ten Towns. Oldest of the buildings is The Townhall, which used to function the meeting place for traveling merchants. Slowly, more permanent residences have been built around the Town Hall, and thus Bryn Shander was born, and the oldest buildings are all located near the Commerce Plaza, many of which are finely decorated with chalk paint and engravings. The architecture itself is sturdy, mostly one-storey high buildings with slanted, thatched roofing. Some of the older family houses have painted doors in the colour of their family crests or the Ten Towns where they have migrated from, but nowadays painting doors is mostly simply decorative in nature. The streets are kept clean and each main road that separates the districts is easily navigable from Commerce Plaza to Ringwall Promenade. Between each road the district alleyways are narrower, especially in North Shander and Eastern Commons.
It is common to keep lanterns hanging above the streets, painting the town in soft, warm light
Geography
The city is the only one of the Ten Towns not located on the shores of either Maer Dualdon, Redwaters, or Lac Dinneshere. Instead, it is located on top of a hill south of Kelvin's Cairn.
The Eastway connects the city to the town of Easthaven in the east. An unnamed trail connects the city's North Gate to the village of Targos, and the Caravan Trail leaves the city to the southwest towards the Spine of the World, where it is called the Ten Trail.
Bryn Shander thus is easily seen from afar on the open tundra, as it stands above the usual groundheight, and is considered easily defendable.
Climate
For the past two years, Bryn Shander, much like the rest of Ten Towns, has been locked in perpetual winter, with the sun not rising above the horizon. Before Auril, Ten Towns have had brief, mellow summers of nightless nights, and each year, the winters are long and harsh, the sun not rising for months.
Natural Resources
As Bryn Shander is the only Ten Town that is landlocked and mostly surrounded by tundra-esque landscape, there is no fishing and hardly any timber work, either. Most of Bryn Shander's resources are imports, but its central location and access to Southern Ten Trail makes it the optimal town for commerce.
Founding Date
last of the settlements to be founded. First speaker chosen in 1230 DR
Type
Large town
Population
1,200
Inhabitant Demonym
Shander
Location under
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