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

Remove these ads. Join the Worldbuilders Guild

The Ten Towns

(Click the town name to go to its entry.)
NamePopDetails
Bremen150 Small town on the southwestern shore of Maer Dualdon where the Shaengarne river leaves it. Home to mostly fishermen. More↓
Sacrifice: Warmth.
Leaders: Speaker Dorbulgruf Shalescar
Travel: 3hr to Targos
Bryn Shander1,200 Walled town atop a hill at the end of Ten Trail. First stop for most Icewind Dale visitors. More↓
Sacrifice: Humanoid.
Leaders: ???
Travel: 2hr to Targos, 6hr to Good Mead, 7.5hr to Easthaven, 10.5hr to Caer-Dineval
Caer-Dineval100 Small town on the western shore of Lac Dinneshere. More↓
Sacrifice: ???.
Leaders: ???
Travel: 2hr to Caer-Konig, 8hr to Good Mead, 9 hr to Easthaven, 10.5hr to Byrn Shander
Caer-Konig150 Small town on the northwestern shore of Lac Dinneshere. More↓
Sacrifice: ???.
Leaders: ???
Travel: 2hr to Caer-Dineval
Dougan's Hole50 Tiny town on the western shore of Redwaters. More↓
Sacrifice: ???.
Leaders: ???
Travel: 4hr to Good Mead
Easthaven750 Town on the southern shore of Lac Dinneshere. Founded by thieves, pickpocketing is legal here. More↓
Sacrifice: Humanoid.
Leaders: Guard Capt. Imdra Arlaggath
Travel: 4.5hr to Good Mead, 7.5hr to Bryn Shander, 9hr to Caer-Dineval
Good Mead100 Town on northwestern shore of Redwaters by an evergreen forest. Produces mead exported across Ten-Towns. More↓
Sacrifice: ???.
Leaders: ???
Travel: 4hr to Dougan's Hole, 4.5hr to Easthaven, 6hr to Bryn Shander, 8hr to Caer-Dineval
Lonelywood100 Town on the northeastern shore of Maer Dualdon. Home to fishermen, loggers and scrimshanders. More↓
Sacrifice: ???.
Leaders: ???
Travel: 2hr to Termalaine
Targos1,000 Walled town with a walled harbor on the southern shore of Maer Dualdon. Biggest fishing fleet in Ten-Towns. More↓
Sacrifice: Humanoid.
Leaders: ???
Travel: 2hr to Bryn Shander, 3hr to Bremen, 4hr to Termalaine
Termalaine600 Town on the eastern shore of Maer Dualdon. Home to fishermen, shipbuilders, scrimshanders, and miners. Mining done in cavern complex to the northeast. More↓
Sacrifice: ???.
Leaders: ???
Travel: 2hr to Lonelywood, 4hr to Targos

Bremen

Background from Tom

Founded by dwarf prospectors, the sleepy town of Bremen sits on the west bank of Maer Dualdon, at the mouth of the Shaengarne River. Bremen's harbor has frozen, requiring local fishers to haul their boats across the ice to put them in the lake. Visitors who lack a boat can reach Bremen only by crossing the river, which is mostly frozen over. Targos, Termalaine, and Lonelywood are all visible from the docks on clear days.   If this everlasting winter has one benefit, it's that the hardy folk of Bremen are spared the seasonal floods that normally threaten the town in early summer. That's not to say that the long nights, frigid air, and howling blizzards provide any comfort. They don't.


Top↑

Bryn Shander

Background from Tom

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. The 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.   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.

Bryn Shander

Top↑

Caer-Dineval

Background from Tom

In generations past, travelers to Caer-Dineval had to follow the rocky shore of Lac Dinneshere until after several hours they spied a small fortress (the "caer" for which the town is named) jutting up from the prominence where it overlooks the lake. A ferry out of Easthaven made the arduous trek unnecessary for merchants and other travelers, but the ferry was discontinued two months ago, cutting off Caer-Dineval (and its eastward neighbor, Caer-Konig) from the rest of Ten-Towns except by the overland route. Town residents are furious that the ferry service has stopped, mainly because they have not received deliveries of mead from the town of Good Mead, and the taverns have run dry.

Caer-Dineval

Top↑

Caer-Konig

Background from Tom

The white, snow-covered slopes of Kelvin's Cairn loom large behind this quiet lakeside town. Caer-Konig started as a camp for a group of mountaineers from the northern Moonsea region. As the camp grew, a wooden palisade was added to discourage raiders. Later came the stone castle of Caer-Konig. Alas, neither the palisade nor the castle fared well; both fell to orcs before falling into ruin.   Caer-Konig as it is known today consists of terraced rows of houses that recede from the shore of Lac Dinneshere like the tiers of an amphitheater. The harbor is frozen, its docks skewed and broken by the shifting ice. Buried under the snow on the slopes above the last row of houses are the ruins of the Caer that gave the town its name—a reminder to the people of Caer-Konig that nothing lasts in this corner of the world.   Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains, lake, and snow.

Caer-Konig

Top↑

Dougan's Hole

Background from Tom

Dougan's Hole is the smallest and most insular of the ten towns. The town is a small cluster of dwellings perched on the edge of Redwaters that is too small to support any industry—not even scrimshaw. Ice has buckled the shorter of its two piers, rendering the dock unsafe. The longer pier has two icebound keelboats tethered to it, though they're immobile because the long winter has frozen the surface of the lake for hundreds of yards around them. Local fishers have hauled their smaller boats onto the shore and resorted to cutting holes in the ice to catch knucklehead trout, which they depend on for survival. Visitors to Dougan's Hole are often struck by the eeriness of dark, humanoid shapes out on the ice, remaining silent and still as the wind howls around them.

Dougan's Hole

Top↑

Easthaven

Background from Tom

Walking into Easthaven is like stepping into Icewind Dale's past—the place is a living example of the boomtown way of life that gripped all of Ten-Towns centuries ago. In the generations since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself. After the Eastway was paved, Easthaven evolved into a frontier traders' paradise.   Easthaven's founders were thieves from the Duchy of Cape Velen, on a peninsula far to the south. They refused to kowtow to a powerful thieves' guild and were driven out. To this day, Easthaven honors its shady founders by declaring pickpocketing legal within the town limits—which explains the "Watch thy pouch!" signs posted in various local establishments.

Easthaven

Top↑

Good Mead

Background from Tom

Founded by immigrants from Chult and the Vilhon Reach, Good Mead is nestled between Redwaters and a nearby evergreen forest. The town's squat dwellings, adorned with carvings of dinosaurs and serpents, are overshadowed by the two-story structure of the mead hall, its eaves carved and painted to resemble wyverns. As honey is the key ingredient in mead, the town literally buzzes with the droning of bees.   Every tavern in Icewind Dale is accustomed to receiving regular mead deliveries, and the town can't produce or deliver its mead fast enough.

Good Mead

Top↑

Lonelywood

Background from Tom

Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town's oldest buildings and docks bear carvings of dragons, lions, and goats that pay deference to the family's crest, which featured a chimera.   Roughly half of Lonelywood's able-bodied residents trawl the lake for knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood's timber is taken by cart to be sold in other settlements, Termalaine and Targos in particular.   For as long as Ten-Towns has existed, Lonelywood has attracted the region's shadiest element, from unrepentant thieves to cold-hearted killers. The thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each other in the streets. The realities of survival demand that the residents live and work together, and not dwell on history. A visitor can make many friends here but would be wise not to drudge up the dark deeds of anyone's past in this small town.

Lonelywood

Top↑

Targos

Background from Tom

Like Bryn Shander, Targos is encircled by a wooden wall, which helps to protect the town against orcs and other threats from the wilderness. The wall extends out into the lake, creating a safe harbor for the town's boats. But now the long winter has frozen the water in the harbor, and many of Targos's boats are trapped in the ice. Fishers must drag their smaller vessels across the ice to get to the unfrozen lake beyond the harbor walls.   Almost all the towns in Icewind Dale make their living off the lakes, but nowhere is that fact more evident than in Targos. The town has always had the biggest fishing fleet and the biggest fishing industry, and everything that goes on here revolves around hauling the knucklehead trout out of Maer Dualdon. Auril's endless winter makes the work harder, but it gets done nonetheless.


Top↑

Termalaine

Background from Tom

Founded by Calishite settlers who appreciated beauty, Termalaine is widely regarded as the most picturesque town in Icewind Dale, spreading out from the shore of Maer Dualdon and bordered on the north and west by tall pines. Its buildings incorporate carvings of wizards, homunculi, tigers, and smiling djinn.   For most visitors, the enchantment of the town is dispelled as soon as they feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past the town to harry fishers on the southern half of the lake.   In addition to fishers, shipbuilders, and scrimshanders, Termalaine is home to miners who harvest gemstones from a cavern complex set into a low hill north and east of the settlement.

Termalaine

Top↑

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!