Wednesday, November 30, 2022

Easthaven
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Easthaven was one of the larger settlements that made up the collective Ten Towns of Icewind Dale with a population of 750 people. While it was once a small shanty town, Easthaven had a long a storied history that developed as it grew into a more and more prosperous trading community.

Originally just a small hamlet, the building of the Eastway trade road connecting Easthaven with the Bryn Shander―the largest settlement of the Ten Towns―proved to be a boon to the village. Over time it became fastest-growing community in the region with a fishing fleet rivaling that of its greatest competitor, Caer-Dineval.

It was considered among the most comfortable of the Ten Towns, with good amenities that were uncommon among the settlements of Icewind Dale. Its people were seen as fairly friendly in comparison to their neighbors. A breakwater protected most of the piers that reached out into Lac Dinneshere.

The white tower of Easthaven's crest represented the town itself, flanked by a quarter field of azure for the lake upon which it was built and brown for the Eastway road. Easthaven was among the easternmost of the Ten Towns, situated on the shore of Lac Dinneshere, a short ways away from the Redwaters lake.

Like the other Ten Towns, Easthaven was governed by an elected speaker, who was chosen by the town's local business leaders. Defense of the town was overseen by the captain of the Easthaven militia. While the town was not truly lawless, the locals said that "anything goes in Easthaven." Pickpocketing was decidedly made legal throughout the town's history.

Easthaven was situated several hours' travel away from the other Ten Towns. Going overland on foot, the travel times to nearby settlements and landmarks were:

Bryn Shander ― 7.5 hours via the Eastway.
Caer-Dineval ― 9 hours across a snow-covered path.
Good Mead ― 4.5 hours travel.
Xorvintroth Ruins ― approximately three days east across the snowy wastes.

Easthaven's docks supported one of the largest fleets of fishing ships in all of Icewind Dale, greater than those of Caer-Konig and Caer-Dineval. This was not always the case however. Various accords between the three settlements changed the dynamics of regional fishing industries, with each town taking it's place as leader of the three.

Notable Locations
• Winter's Cradle Tavern
• Pomab's Emporium
• Fishmonger
• Snowdrift Inn
• Temple of Tempus
• Town Hall

Fishing for knucklehead trout was easily the most lucrative and popular of the region's fishing industriues. Despite their rivalries, each of the three towns on the lake supported ferries that allowed for easier travel between the settlements. Circa the late 15th century, Easthaven could readily assemble a militia approximately 150 to 200 warriors strong. During that time it was led by the well-respected militia captain, Imdra Arlaggath.

Easthaven was originally founded by a group of thieves that fled the duchy of Cape Velen in Tethyr.

In the Year of the Cold Soul, 1281 DR, Easthaven's leader Hrothgar assembled an expedition to Kuldahar following the arrival of a messenger. However, the expedition was ambushed by frost giants in Kuldahar Pass and the only survivors to reach Kuldahar were a newly arrived group of adventurers.

Later that year, a powerful devil by the name of Belhifet―who had been masquerading as an Ilmatari priest―recovered an ancient evil artifact known as the Crenshinibon. The fiend used the malevolent crystal to conjure a massive crystal tower over Easthaven as he attempted to open the portal to the Nine Hells that lay hidden beneath the local Tempuran chapel. The adventurers from Hrothgar's expedition managed to defeat Belhifet, but the crystal spire shattered as the fiend was cut down. While some of Easthaven was destroyed in the conflict, it was later rebuilt along with a new temple to Tempus the Foehammer.

Notable Locations
• Everard
• Jhonen
• Nabine Moarskull

Following the fiend's defeat, the town of Easthaven created the powerful enchanted flail called the Defender of Easthaven. The weapon was meant to remain in the town as a symbol and a reminder of the time when Easthaven was almost destroyed. It was said that in a time before the Era of Upheaval, cities south of the Spine got "white gold fever", and people came it droves to the Ten Towns to find their own fortune fishing Knucklehead trout.

While other settlements of the Ten Towns grew larger and more prosperous, Easthaven's growth remained stunted for some time. It was not until around the mid–14th century DR that Easthaven saw great commercial success come their way.

After the Eastway road was paved over, a great many traders, craftspeople, traveling warriors, and others set out for new lives in Icewind Dale, and often began their journeys in Easthaven. This prolific growth drew away prospectors and others from the neighboring Ten Towns, to the point where the council at Bryn Shander had to weigh in on the matter.

Easthaven was the site where the evil wizard Akar Kessell murdered his mentor Morkai the Red in the Year of the Crown, 1351 DR.

When the Battle of Icewind Dale broke out near Bryn Shander in the Year of the Worm, 1356 DR, Easthaven's leader Glensather was among those that defended his people fearlessly. He was a respected and even-tempered councilman, who viewed the Ten Towns as "sturdy bulwarks against barbarism." Glensather waded into a group of orcs and managed to kill at least two of the invaders. But as Glensather made his way to the barbarian hero Wulfgar, a spear was driven into his back and the town's leader was killed. Easthaven is now ruled by Speaker Danneth Waylen.

Tuesday, November 29, 2022

Termalaine
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Termalaine was the second-northernmost settlement of Ten Towns, and the third largest in the region in the 1300s. It was thought to be the gem of Icewind Dale; a charming little village surrounded by striking natural beauty. As delightful as it was, the town maintained a bitter fishing rivalry with the walled settlement of Targos. The city gets its name from tourmaline mining.

It was home to a great many craftspeople and shipwrights, whose work was placed on display with the fleet of fishing vessels that were owned by the town. Termalaine was located on the eastern shore of Maer Dualdon, due north of Bryn Shander. Termalaine has a small stream that runs through the center of town and flows into the Maer Dualdon west of Termalaine.

The long-standing councilman of the mid-14th century DR was Speaker Agorwal, owner of the tourmaline gem mine. He was injured and survived the orc invasion sent by Akar Kessell in the Year of the Worm, 1356 DR, and later died in the battle of Bryn Shander.

Speaker Shaelen Masthew served as the head of Termalaine during the late 15th century. She was a charming and shrewd woman who greatly admired her fellow council member Duvessa Shane. Termalaine's main rival was Targos, and their feuds for fishing rights on Maer Dualdon from time to time ended in bloodshed. Historically, the area was rich in tourmaline mining. A nearby cave provided the source of these valuable gems.

In 1342 DR, goblins raided Termalaine. Were it not for the intervention of Clan Battlehammer, the town may have been destroyed. The city of Termalaine was taken over several times by barbarian forces. The infamous barbarian Heafstaag had previously conquered it twice, but failed a third. During his last attempt, in the Year of the Crown, 1351 DR, Heafstaag and his allies tried to conquer all of the Ten Towns in one massive attack.

The attack by the Tribe of the Bear during the Battle of Icewind Dale forced more than half the townsfolk to take shelter in Bryn Shander, but the damage was quickly repaired. In time of war, the city could call upon around 100 to 500 human militia who fought with dwarven weapons and wore lightweight armor.

One of the quietest and most beautiful of the settlements in Icewind Dale, Termalaine had sprawling tree plantings around the widely scattered houses, which were placed behind rubble walls to protect the structures against the wind.

Notable Locations
• Blue Clam
• The Eastside
• Market Square
• Town Hall

Landmarks
• Gem Mine

Monday, November 28, 2022

Lonelywood
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Founded by a Sembian family from Urmlaspyr, Lonelywood is a town in Ten Towns within the cold region of Icewind Dale and had a population of just over 125 people. It is known as being the "first choice" for rogues seeking a refuge in Icewind Dale. This northernmost town is surrounded by the Lonelywood Forest, with Maer Dualdon on the west side and the Bryn Shander Trail on the east.

Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the very edge of the civilized world. 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 throughout Ten-Towns.

Lonelywood attracts the region’s shadiest element, from unrepentant thieves to cold-hearted killers, looking to start a new life. Despite its attraction to criminals and miscreants, Lonelywood is curiously calm and law-abiding, though the infrequent breaches of the peace tend to be exceedingly sharp and violent. The realities of survival demand that the residents live and work together, and not dwell on minor slights or historical grudges. A visitor can make many friends here but would be wise not to dredge up the dark deeds of anyone’s past in this small town.

By 1351 DR, Lonelywood consisted of mere several dozens of low wooden cabins and inhabited for people who wanted to disappear from other parts of the world, a place where "the rogues of rogues hid out".

The Lonelywood Forest is rich with fir trees, allowing Lonelywood to be the main producer of lumber in Icewind Dale. The trees from Lonelywood were used to build all structures across the Ten Towns. The timber gets carted from Lonelywood to Termalaine or Targos, and occasionally, to Bryn Shander. The town maintained insignificant fishing fleet, easily overshadowed by all nine of other neighboring towns.

Lonelywood's spirit of community is strong. A successful hunter is bound to share their catch, beyond one full meal a day, equally among the inhabitants of the town. Small in size, lacking in walls, Lonelywood, along with Termalaine, were two of the most raided towns of Ten Towns and gladly accepted aid from their neighbors during the times of strife.

As of the Year of the Weeping Wives, 1232 DR, there were no settlements north of Termalaine. The land surrounding the Lonely Wood held nothing more than several logging camps and trapper huts. The town truly was born with the construction of the famous Whistling Gallows Inn. Soon after, houses started appearing around the inn, and more people started settling in the secluded northernmost town. Only shortly before the Year of the Cold Soul, 1281 DR, Lonelywood was recognized by the council of the Icewind Dale.

It is believed that Lonelywood's very humble growth and development is caused by the rise of the barbarian king Wylfdene, who united the Uthgardt tribes of the Bear, the Elk, and the Great Whale to drive the southern peoples of the Ten-Towns away from Icewind Dale in 1281 DR. Without the military campaign that is centered around Lonelywood that stood in front of the encroaching army, the town would've likely never become anything more than a scant collection of secluded huts.

By the Year of the Griffon, 1312 DR, Lonelywood was an establishment town with its own landmark – the Whistling Gallows. A tradition was born among those who stayed at the inn to carve their names into the huge old tree that grew outside the establishment.

Notable Locations
The Ramshackle Inn
The Speaker's House
The Golden Lodge
The Happy Scrimshander
Pavel's Used Goods
The Lucky Liar
The Whistling Gallows

Noteable People
Emmerich Hawk

Before Drizzt Do'Urden journeyed to Icewind Dale, Regis was the "leader" of the town, but in 1351 DR after Wulfgar's people raided Ten Towns, Regis retired as council spokesman, although the city continued to use him to "market" the town. Even after his move to Mithral Hall, he maintained a home there for some time.

Following the barbarian attack on the Ten Towns, Lonelywood's population increased dramatically, unlike its neighbors. The town welcomed the influx of inhabitants and even promoted itself as the "Home of the Halfling Hero". This rise to prominence managed to shake the town's reputation of being a roguish town.

Regional Locations
Lonelywood Forest

Muldoon became the next town spokesman in 1351 DR. He is originally from Waterdeep, but came to Lonelywood with his father when his father was kicked out of Waterdeep (although he later returned). Muldoon became a successful merchant and council spokesman.

Sunday, November 27, 2022

Caer-Dineval
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Caer-Dineval (pronounced: /kɛər ˈdɪnɛvɔːl/ kair DIN-eh-vawl) was one of the towns of Ten Towns of Icewind Dale with a population of 250 people and was governed by Jensin Brent. Caer-Dineval was located on the northwestern bank of Lac Dinneshere, not far south of Caer-Konig.

It was situated in a half-circle around Knucklehead Harbor, with the Caer castle overlooking the harbor from the Cliffs of Dinev in the east.

The two towns of Caer-Dineval and Caer-Konig had an agreement to share fishing rights, but nevertheless squabbled over fishing territory.

The Dinev family, displaced from their home in Cormyr, originally built the castle in the 1050 DR, hoping to claim all of Icewind Dale for themselves. They abandoned it eight years later in 1058 DR due to an orc siege that eliminated the town's population, either by death or by forcing them to flee. The Dinevs starved after three weeks inside their home and were too weak to fight back when the orcs got inside. A decade later, the castle was retaken from the orcs by the ancestors of the current townsfolk.

By the Year of the Worm, 1356 DR, young Jensin Brent had become the councilman of the town. As spokesman, he lived in the Caer and greedily defended fishing rights against Caer-Konig.

Notable Locations
• The Caer
• The Uphill Climb
• Ruined Watchtower
• Warehouse

Saturday, November 26, 2022

Good Mead
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
Good Mead was one of the smaller of the Ten Towns of Icewind Dale with a population of 150 and was overseen by Elrick Vendran. It sat on the northwestern shore of Redwaters, south of the Eastway trade road. Two roads extended out from Good Mead, one that went southwest to Dougan's Hole and another one northeast to Easthaven.

While Good Mead's economy was originally based on the fishing of knucklehead trout from nearby Redwaters lake, by the mid-14th century DR they received little profit from their catches. As a whole, the town focused on brewing their famous mead, that they sold in the merchant town of Bryn Shander.

For many years, Good Mead and Dougan's Hole enjoyed a healthy rivalry with each other.

Notable Locations
• Mead Hall
• Shrine of the Flaming Sword

Friday, November 25, 2022

Kelvin's Cairn
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Kelvin's Cairn was a mountain in Icewind Dale. Kelvin's Cairn was a free-standing 1,000‑foot-tall (300‑meter) mountain fronted by a river valley about as deep as the mountain was high. The mountain top remained covered in snow year-round. The mountain was the only peak within a thousand square miles.

Stretching south-south-west for several miles from the south face of the Cairn is a deep trench known locally as the Dwarven Valley. It consisted mostly of underground mining tunnels and relatively austere living quarters made from expended mining tunnels.

Bruenor's Climb was a 15‑foot-high (4.6‑meter) column of stone that offered a vantage point over Termalaine and Maer Dualdon. It was a favorite place of reflection of Bruenor Battlehammer and Drizzt Do'Urden. It was located 4 miles (6.4 kilometers) south of Kelvin's Cairn, on the east bank of the valley. The Climb was destroyed in 1356 DR but the dwarves reconstructed it in Bruenor's honour.

The spot where Aegis-fang was forged was tucked up against the southern flank of the mountain's base at the northernmost point of the valley. Viewed as a sacred place by the dwarves, many have visited the site to forge their own masterworks. The main method of ingress to the valley was a natural switchback at the base of the Cairn's southern face. It was also used by the dwarves as a choke-point against attacks from marauding orcs or reghedmen.

Above the Dwarven Valley on the south face of the Cairn was a covered cave entrance that was once an outpost for the dwarves but had since been overrun. Orcs, bandits and giants have used the cave as a fortified lair over the years, but it was known among the Ten Towns as the Verbeeg Lair after a famous battle with Biggrin's verbeeg who were using it as a lair in 1356 DR.

Reghedmen legend held that Tempos defeated the frost giant Kelvin in this spot and gouged out the rocks here and piled them on top of his corpse. Many mining tunnels in the Dwarven Valley had to be collapsed when the army of Akar Kessel attacked in 1356 DR and it was atop the Cairn that Akar Kessel conjured up fiery magic with Crenshinibon, subsequently melting the ice and snow around him, which caused an avalanche. Most of the Dwarven Valley was abandoned when the location of Mithral Hall was rediscovered but some of the dwarves who'd left for the Hall returned to their homes beneath the Cairn.

The Dwarven Valley was of course home to dwarves. Specifically, dwarves of Clan Battlehammer, led by Bruenor Battlehammer. From underneath this vale, the dwarves mined iron and forged it into well-crafted weapons and armor that were then sold in Bryn Shander, located at the other end of the valley.

Drizzt Do'Urden, upon arriving in Icewind Dale, was told by Cassius to go to Kelvin's Cairn. He set up his sparse home in a cave on the mountain's barren north face.

Wild beasts were often found on and around the mountain, including verbeeg, yetis and Remorhaz. Verbeeg were especially fond of making their dens in the rocky cliff faces.

Thursday, November 24, 2022

Lac Dinneshere
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Lac Dinneshere (pronounced: /lɑːk ˈdɪnɛʃɪər/ lack DIN-eh-sheer) was one of the three lakes of Icewind Dale in the Frozenfar of the Sword Coast North that the Ten Towns clustered around. It was smaller and more shallow than Maer Dualdon, and had choppy waters thanks to the bitter winds that blew down from Kelvin's Cairn.

Most of the shoreline of Lac Dinneshere was rocky bluffs and barren tundra. All year round, the waters of Lac Dinneshere were cold enough to kill in minutes anyone entering the lake.

The lake earned its name from its first human settlers, the noble Dinev family of Cormyr. After leaving their home kingdom sometime before the late 11th century DR, they built their new familial keep on the banks of Knucklehead Harbor.

In the 12th century, the warrior Aihonen slayed the white dragon Icasaracht on the banks of Lac Dinneshere. Both the dragon and the warrior died in the battle, and Icasaracht sank beneath the lake's icy waters.

Lac Dinneshere was one of three known places where the knucklehead trout live, the other two being the lake of Maer Dualdon and Redwaters. A rarely-seen community of aquatic elves resided in the depths of Lac Dinneshere. Their reclusiveness led to many to believe that they were merely one of the local myths intended to draw traders and settlers to the region. However, one of the lake's aquatic elves made contact with a group of adventurers and a fisher in the town of Easthaven in the Year of the Cold Soul, 1281 DR.

The sword of the hero Aihonen possessed powerful enchantments when it was wielded within a "dragon's flight" of Lac Dinneshere. The Lac Dinneshere was haunted by a ghost of a woman known as the White Lady. The Lady died while her husband was away, amassing a fortune for their shared future, and after her death, appeared at shore of the lake where they first met.

Wednesday, November 23, 2022

Shaengarne River
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
The Shaengarne was a river that flowed from Maer Dualdon in Icewind Dale to the Sea of Moving Ice. The city of Bremen was located at the river source at the outflow of the lake. The city of Ironmaster was located at the river's mouth when it met the sea.

Over 60 scoop-tunnels and viaducts, constructed by the dwarves of ironmaster, siphoned off the river's water for use by the city. There was also a series of elaborate spill basins and diversions constructed by the dwarves in order to ensure that the river would not cause flooding during the spring runoff.

The inhabitants of ironmaster were often known to engage in spearfishing along the Shaengarne river. The species of Shaengarne salmon returned to the river's cold waters to breed every spring, providing the local fishermen and bears with a significant food source.

Tuesday, November 22, 2022

Maer Dualdon
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
Maer Dualdon (pronounced: /mɛər djuːˈɔːldʌn/ mair dew-AWL-dun) was a cold lake in Icewind Dale. It was the largest of the three in the region, with deep azure waters. It was in the northwest region of the Ten Towns, on the far end of Kelvin's Cairn.

The lake was a major source of knucklehead trout, whose bones were used in the art of scrimshaw. It was also home to families of curious otters. The bottom and shores of the lake had many broken parts of ships that perished in storms that were common in the area.

Maer Dualdon was once the main objective for everyone that made the trek to Icewind Dale.

Sunday, November 20, 2022

Mount Shatterglass
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

A 3,000‑foot-tall (910‑meter) peak that offered a spectacular view over the dale below.

Saturday, November 19, 2022

Dwarven Valley
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
The Dwarven Valley was a deep rift in Icewind Dale, located along the southern slopes of the mountain called Kelvin's Cairn. Within the valley was a complex network of tunnels, subterranean passages and mines that composed the home of the dale's dwarves, particularly those from Clan Battlehammer.

The valley held two dwarven halls, dug into the western and eastern walls. Each holding comprised their respective living quarters, dining areas, storerooms, armories, and at the heart of either hall, their forge. Beyond the dwarfholds was a vast tunnel system that continued out into a number of mines. Some of these were abandoned, as the valuable ore found within had been entirely dug up. Among the minerals found within the mines was a substance they called black ice. This was in-fact a remnant of the malevolent monolith of Cryshal-Tirith.

In the mid—14th century DR, the dwarves of the valley managed to draw the wizard Akar Kessell and his forces within their southern tunnels. They proceeded to collapse the tunnels on them all, killing many and stopping their invasion of Icewind Dale. In the years that followed, many of the dwarves from Clan Battlehammer left the valley and re-settled in the home of their lineage. In addition to the dwarves of the hall, dark forces dwelled within the valley's southern tunnels. The undead Akar Kessel' remained within, having raised a small horde of dwarven zombies

Notable Locations
• Cragdrop
• Battlehammer Hold
• Halls of Black Ice
• Temple

Friday, November 18, 2022

Mantol-Derith
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Mantol-Derith (pronounced: /ˈmɑːntoʊlˈdɛərɪθ/ MAN-toll-DARE-ith) is a small trading outpost situated in an underground cavern three miles below the surface. Its exact location is not known by many. It is located on the shores of the Darklake, on the other side of which is the duergar city of Gracklstugh. The nearest drow settlement is Menzoberranzan.

This trade outpost is a black market located somewhere in the middle Underdark and it is placed at the shores of the Darklake. It is a meeting point for traders, vendors and travelers of all Underdark races who come together on neutral territory. Its location is known to few only and safe passage to it is rare. Adventurers from the surface often use it as a basis for deeper explorations.

Mantol-Derith has endured for centuries as a neutral outpost where Drow, duergar, svirfneblin, and surface dwellers can meet and trade without fearing for their lives. Despite its usefulness and the safety it enjoys. Mantol-Derith has never become a proper town. Those who maintain it as a trade hub have resisted any urge for expansion, apart from installing basic infrastructure to assist with commercial activities.

The outpost is a free trade outpost and a major trading hub in the Darklake. It’s known as the Outpost of Tears because of the constant, ever-present rain "condensation from Darklake" that falls in and around the outpost. Built inside of a massive stone column (and surrounding stalactite structures), the outpost is a haven for pirates, outcasts, and entrepreneurs alike. Many merchants and traders have carved out decent lives for themselves here, and it is generally more safe here than the wilds of the Underdark.

The outpost is adjacent to the Darklake and is roughly six days' travel from Blingdenstone and Menzoberranzan, and 22 days from Gracklstugh via the Darklake locks. Thousands of years' worth of trickling water carved out the cavern where the drow, duergar, and svirfneblin established Mantol-Derith. Four warehouses have been excavated at the corners of the cavern, each controlled by an enclave and containing offices and temporary lodgings for its merchants. The location of Mantol-Derith is a well-guarded secret, and the influence and power merchants gain from access to it isn’t something they want to share. Normally, life in Mantol-Derith is regulated by three simple covenants: no stealing of goods from fellow merchants, no disguising of goods by any means, and no use of magic during negotiations and haggling. The punishment for breaking any covenant is equally straightforward: the violator is wrapped in chains and tossed into the Darklake.

The outpost is located in a twisted cavern 60–70 feet tall and twice as wide. The outpost is heavily guarded and protected by strong magic. The cavern is naturally formed by water because of its proximity to the Darklake, and is filled with waterfalls, pools, and streams. Its walls are filled with multicolored crystals and gems. Bridges across the various streams are carved from crystal. The outpost itself is primarily comprised trade caravans and campsites. At most times it has small groups of merchants of many races: drow, illithid, svirfneblin, and duergar. Bugbear mercenaries are often spotted here as well.

Notable Locations
• Docks
• Grand Bazaar
• Potion Shop
• The Cracks
• Zarell's Parchment and Binding
• The Oldest House District
• Hag's End
• Brulk's Food Cart
• The Grjun
• Highcolumn
• Zinzerina's Crossing
• Bridge of Champions
• The Spike
• Ol'Brom
• Clothing & Textile Shop
• Mantol-Derith Alchemist
• Instrument Shop
• Grimmdar's Weapons
• Warehouses
• Trade Store
• Kassawar's Trinkets
• Wines & Spirits Shop
• The Nameless Inn
• Central Market
• Darklake

This outpost is a major tradehub for much of the Underdark, Mantol-Derith is one of the few bustling economies below the surface. The Darklake provides a multitude of fish, and the naturally growing mushrooms which bloom in the central market are harvested for their nutritious internal stalks.

Government
The outpost does not have a formal form of governance, but a leader from each of the four major factions "Drow from House Baenre, Illithid, Svirfneblin and Duergar" is appointment to solve disputes when they arise. The only certain laws of the city are the strict prohibition of magic used in altering goods for sale, trade negotiations, or disguising one's self through magic.

Defenses
The trade outpost is heavily guarded with two sets of permanent mercenary guards and a force of Drow from the city of Menzoberranzan appointed by House Baenre.

Thursday, November 17, 2022

Velkynvelve
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

This drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers” — hollowed-out stalactites connected by walkways, stairs, and rope bridges. The towers are concealed by the thick webs of giant spiders stretched below them, so that only the lowermost parts of the stalactites are visible from the cavern floor.

With the small amount of dim light used in the outpost shielded from the cavern floor below, one might walk the entire length of the cleft without becoming aware of the outpost overhead, hidden in the darkness above the range of torches and lanterns.

The giant spiders also serve as guards, dropping down on their web strands to prey upon creatures that find their way into the cavern. Similarly, drow warriors can drop to the cave floor on lines of spider silk to ambush enemies.

Three caves and two hanging towers surrounding a platform make up the main part of the outpost for the drow warriors. The largest of the hanging towers is reserved for the priestesses and the shrine of Lolth, while the other is a guard tower opposite the cave used to hold slaves. North of the slave pen is the den of the outpost’s quaggoth servants. Watch posts lie at either end of the outpost, near the northern and southern entrances to the cavern.

The interior spaces of the outpost are dimly illuminated by lanterns containing phosphorescent fungi, while the exterior is dark. A small waterfall pouring into the cavern creates a constant background noise, negating the cave’s tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally.

This location has 5-foot-wide stairs located throughout that are carved into the stone sides of the cavern between several of the cave entrances. Bridges of spider-silk rope connect the walkways to the guard tower and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.

A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10 Dexterity saving throw. On a failure, the creature falls, landing in the webs stretched beneath the outpost. On a successful save, a creature grabs hold of the edge and hangs there until it can climb back up with a DC 10 Strength (Athletics) check made as part of its movement. A failed Strength check means the creature is unable to move and must check again, while failure by 5 or more means a fall to the webs.

The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can attempt a DC 12 Strength check to break free from the webs. The webs can also be attacked and destroyed (AC 10, 15 hp per 10-foot section, vulnerability to fire, and immunity to bludgeoning, poison, and psychic damage).

Each foot of movement in the webs costs 1 extra foot, and any creature other than a spider that enters the webs or starts its turn there must succeed on a DC 12 Strength or Dexterity check to avoid becoming restrained. Any movement in the webs attracts the attention of the giant spiders, which attack and feed on trapped creatures. A creature falling from the webbing to the cavern floor takes 10d6 bludgeoning damage.

Areas of Velkynvelve
• Southern Watch Post
• Barracks
• Main Hall
• Elite Barracks
• Lift
• Shrine to Lolth
• Ilvara’s Quarters
• Shoor’s Quarters
• Waterfall
• Guard Tower
• Slave Pen
• Quaggoth Den
• Northern Watch Post
• Pool

Wednesday, November 16, 2022

Redwaters
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

The southernmost lake of Icewind Dale is, by many accounts, the most beautiful. Belying its name, the waters of the lake are emerald green in the morning and sparkling silver at twilight. Unlike Maer Dualdon, which is beset by fleets of fishing boats from Targos and Termalaine, or Lac Dinneshere, which is blasted by frigid winds coming off the tundra.

Redwaters is a peaceful lake, plied only by a handful of sailboats and a few score coracles that glide across the surface like swans with their young. Redwaters is not without its dangers, though. The most remote of the three lakes, it is visited infrequently by caravans and other traders, so basic supplies can be hard to come by here.

Considering how little wealth trickles into the area, sellswords and fortune-seekers rarely visit Redwaters. As a result, the wilds teem with the kinds of monstrous beasts that elsewhere would fall to an adventurer’s blade.

During the winter, when the lake freezes over, food becomes scarce. Unlike the deeper waters of Maer Dualdon and Lac Dinneshere, Redwaters freezes early and thick, making the fishing season shorter and ice fishing impossible in midwinter. Travelers find that the people of Good Mead and Dougan’s Hole guard their provisions jealously—and sometimes aggressively—during these lean months. “Warm as a winter greeting in Redwaters” is common Ten-Towns parlance for an inhospitable welcome.

The two towns of Redwaters, Good Mead and Dougan’s Hole, are known to be fiercely independent. It is ironic, then, that to most of the other people of Ten-Towns, the two are almost always mentioned in the same breath. “Good Mead and Dougan’s Hole” might as well be the name of a single town, as far as residents of the other eight towns are concerned.

To the people of Good Mead, this expression is irksome, since they consider themselves quite different from all the other townsfolk. The folk of Dougan’s Hole find it downright insulting, because for some reason they always come second.

Tuesday, November 15, 2022

Redrun
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
The Redrun is the stream that empties Lac Dinneshere into Redwaters. Normally a series of spills that are easy to cross, the stream becomes a torrent of frothing whitewater during late spring. With all the competition on the lake, locals have taken to walking down the Redrun and fishing along its banks. But twice in the past fortnight, locals have gone to fish the Redrun and did not return. The other townsfolk assume they were killed by wild beasts, but no one is brave enough to investigate.

Monday, November 14, 2022

Eastway
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

The Eastway was a road from Bryn Shander to Easthaven within the Ten Towns of Icewind Dale. The gravel road began in Bryn Shander traveling east toward the community of Easthaven and the banks of Lac Dinneshere. By 1351 DR, the road aided Easthaven in building a fishing fleet rivaling Caer-Dineval.

Sunday, November 13, 2022

Fields of Slaughter
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

The Fields of Slaughter was a large plot of land running between the Spine of the World and the Severed Hand. The fields were named after a great battle that took place between elven and orcish forces. The blood was said to have been so much that the fields were red for months. Long after, however, the fields were used extensively as a pathway for merchants, travelers, and adventurers.

Sunday, November 6, 2022

Black Raven River
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood
Situated in a canyon near this river was the Raven Rock. The Black Raven River spilled out of the River Caves in the Spine of the World and flowed south, past the Fell Wood and the Cold Marshes, the Ice Lakes and merged into the River Mirar.

Saturday, November 5, 2022

Lonelywood Forest
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

The Lonelywood Forest is an isolated stretch of woodlands that is mostly unexplored located in the Icewind Dale region of the north just east of the settlement of Lonelywood. The woods of Lonelywood were situated on the northeastern shore of Maer Dualdon. A variety of woodland creatures typically found in the North made their home in the Lonelywood Forest, including hares, foxes, bears, and wolves.

The Lonelywood forest provided a continual source of lumber for the people of the Ten Towns. It is considered the greatest economic asset that benefited the people of Lonelywood town.

The nomadic Reghedmen tribesmen used lumber from the Lonelywood forest in the construction of the modular, deerskin tents they set up when forming their camps. In addition to its abundant natural resources, the woods offered a natural barrier to the people of Lonelywood town. Raiding parties often missed the small hamlet entirely thanks to the forest's protection. Circa the Year of the Cold Soul, 1281 DR, half-elven ranger of Lonelywood, Emmerich Hawk is a protector of the forest. On behalf of Silvanus, Emmerich regulates the activities of loggers and trappers.

At least two types of supernatural beings were known to have dwelled in the woods, which could not be any more different that one another. At least a small number of chwingas and a single banshee, the spectral remains of a particularly malevolent elven woman.

Clergy of Silvanus and locals believed that great white wolves, who appeared rarely in the Lonely Wood, were messengers of the Oakfather, who would carry the deity's vengeance out.