Council Hall
Located near the southwest gate, the council hall is a nondescript warehouse where the speakers of Ten-Towns engage in discussions about matters that concern their communities. When no meetings are in session, the building stands empty. In the event of a crisis that affects the other settlements of Ten-Towns, the council hall can be converted into a shelter for refugees.
This building is large enough to accommodate all of the council for the towns‘ irregular meetings. The large central chamber contains a round table with ten armchairs surrounding it. Adjacent rooms include items servants use to support speakers, including food and drink, maps of Icewind Dale, Bryn Shander, and nearby regions, as well as a privy. The upper floor has furnished guest rooms for the speakers.
This building is large enough to accommodate all of the council for the towns‘ irregular meetings. The large central chamber contains a round table with ten armchairs surrounding it. Adjacent rooms include items servants use to support speakers, including food and drink, maps of Icewind Dale, Bryn Shander, and nearby regions, as well as a privy. The upper floor has furnished guest rooms for the speakers.
Type
Public hall / house
Parent Location
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