Saturday, December 24, 2022

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

Hundelstone is a trade town of 1,260 gnomes, dwarves, and humans located at the western edge of the Spine of the World along the Ten Trail. The town's buildings ware built low to the ground, with the majority of living space consisting of cellar rooms cut into the rock.

There are five guesthouses that houses visitors and travelers stuck for the winter because of bad weather in the pass; these guesthouses specialize in dishes made from the plentiful rock hares in the area, namely jugged hare, hare stew, curried skewered hare, and fried spiced hare. Most of the dwarves and gnomes are miners, while most of the humans serve as monster slayers (gaining a monthly salary of 100 gold pieces plus 25 gold pieces per monster head), guides and guards to the caravans, or hunters (namely of wolves, raptors, crag cats, and the ever-plentiful rock hares).

The neighboring dwarves of Ironmaster blindfold non-dwarven intruders in their homeland and forced them through underground passages to Hundelstone, releasing them at night in rough, unfamiliar terrain.

Hundelstone lies along the major trade route, known as the Ten Trail, which connects Fireshear & Luskan in the south to the Ten Towns of Icewind Dale. The neighboring dwarves of Ironmaster use underground routes and secret surface caves near Hundelstone for their trading. The town is also home to 100 smiths that produce all manner of iron wares.

Hundelstone was named for Hundel Hurler-of-Hammers, a dwarven smith whose tomb was said to be located in a cave in the mountains guarded by two lightning-throwing warhammers.

Wednesday, December 21, 2022

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

As far as real world issues goes, we've never had to address these issues here and for that I am extremely thankful. We are not anything special here, just a group of gamers trying to have a good time and I think we've grown quite a bit which makes me happy. I hope that we can continue to grow and expand as time goes on!

However there is a lot of turmoil going on in the outside world and I want to make something clear here.

We will not discuss matters of justice and equality here. We (and I, specifically) believe firmly that heroes of high fantasy settings would have never looked at anyone or anything and wondered . . . what do they identify as, are they gay or straight, what race, color or sex a person is/was, no, they wouldn't because it never would have came up and it will not come up on this blog or within my games. None of that matters here because we are all adults here and we treat people like adults.

We don't care about any of that silliness here, this is a Dungeons & Dragons campaign blog . . . it does not matter who you are, what you believe in, what color you are, what sex you are or were, none of that matters here and it will not be discussed here, so keep it to yourself.

If you feel the need to push any of that in peoples faces where this campaign is concerned then please go somewhere else, we are here to play tabletop games and nothing that happens in the real world matters here. You won't find people yelling at the world about what pronouns they are, or if they identify as a lamp shade in this group. We are not for it or against it - we simply don't care. This is a GAMING BLOG covering a Dungeons & Dragons setting and the story that it holds. No one here cares about any of the above mentioned things, keep it to yourself and let us focus on the adventuers that happen here.

If you disagree with this, feel free to leave this place and never come back. I hope you take the time to reflect on your beliefs and understand that what you believe in, should be none of anyone elses business, and people will not be forced to address you by your silly pronoun - keep it to yourself. Once again, this is a Dungeons & Dragons campaign blog and that is all that should matter to anyone who visits this website.

People that sit around our real world or virtual table are all grown ass adults and we don't give a damn about your pronouns or your real world politics. Now, with all that silliness out of the way, we hope you enjoy your visit here and please feel free to say hello in our comments sections. We would love to meet you.

Tuesday, December 20, 2022

Monday, December 19, 2022

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

Icewind Dale is an arctic tundra located in the Frozenfar region of the North, known for being the northernmost explored region in all of Faerûn. It earned its name from the harsh winds and icy storms that destroyed buildings and scoured the landscape.

“If I could choose what life would be mine, it would be this life that I now have, at this time. I am at peace, and yet, the world around me swirls with turmoil...The reality of existence here in Icewind Dale is harsh indeed, an environment unforgiving, where one mistake will cost you your life.” — Drizzt Do'Urden

The dale is a harsh, near-uninhabitable land that regularly plunges below freezing temperatures. Nights are especially long, and the region receives little sunlight, particularly during the severe winter months. It is home to only the most hardened of frontiersmen, pioneers, and barbarians. Beyond the sporadic dots of civilization dwell terrifying beasts and deadly monsters of the North.

Most folks traverse the dale by means of dogsled or by foot with the use of snowshoes. Yet some others preferre to ride atop axe beaks native to the region.

Icewind Dale experiences freezing temperatures for much of the year. While kinder summer months range from 11 ℉ to 70 ℉ (–12 ℃ to 21 ℃), the temperature of the unforgiving winters dip as low as -40 ℉ (-40 ℃). While snowfall is relentless, much of it blows east to the nearby Reghed Glacier.

Fierce blizzards ravages the snowy wastelands of Icewind Dale and avalanches are regular occurrences within its mountainous regions. The dale is located south and east of the Trackless Sea, north of the Sword Coast and Spine of the World mountains, and west of the icy Reghed Glacier.

It is primarily accessible by the Northern Means * Ten Trails, the roads that extend north from the coastal city of Luskan.

Icewind Dale is home to animals like hares, arctic foxes, reindeer, and elk, along with beasts like crag cats, mammoths, polar bears, saber-toothed tigers, snowy owlbears, and monstrous yetis. Beyond the wild animals are packs of scavenging gnolls, Icewind kobolds, and ravenous ice trolls.

Other dangerous creatures found throughout the region include elementals known as air weirds, undead spirits known as coldlight walkers, monstrous remorhazes, warring bands of frost giants, and perhaps most-terrifying, a number of white dragons.

There is scarce plant life to be found throughout the region, save for a solitary forest and the Great Oak around which a lone town was founded. Sacred winter plants, and especially hardy lichen is among the notable types of flora that managed to endure the frigid elements of Icewind Dale.

Ten Towns
Bryn Shander
Bremen
Targos
Termalaine
Lonelywood
Caer-Konig
Caer-Dineval
Easthaven
Dougan's Hole
Good Mead

The capital of Icewind Dale, Bryn Shander, is also its largest settlement. The people of Icewind Dale consider community, determination, and collaborative work to be virtues that were essential for their survival in the frigid north.

Perhaps the greatest industry of Icewind Dale is the fishing and utilization of knucklehead trout. Many of the region's lakeside settlements rely entirely on the trout they catch and the goods they make from their ivory-like bones. Knucklehead scrimshaw is the art that few mastered, and skilled scrimshanders are held in high esteem.

Knucklehead scrimshaw goods make their way across the Realms. Some carvings can be found as far away as Durpar, some 5,000 mi (8,000 km) to the south in the Shining Lands. In those far-off lands they sell for as much as 6,000 gp.

Whale oil is an important commodity in settlements across Icewind Dale. Because wood is so scarce, oil is the preferred means to warm hearth and home. As such, whaling throughout the Sea of Moving Ice is among the more profitable industries of the region.

One of the most unique natural riches that can be found in Icewind Dale is a mineral known as chardalyn. This naturally-occurring stone can absorb magical energy, which is subsequently released when the mineral is crushed or otherwise destroyed.

Geographical Features
Lac Dinneshere
Shaengarne River
Kelvin's Cairn
Maer Dualdon
Mount Shatterglass
Dwarven Valley
Redwaters
Redrun
Eastway
Fields of Slaughter
Lonelywood Forest
Black Raven River

The history of Icewind Dale is one of malign influence and warring conflict. Over the centuries, the region is repeatedly conquered and re-conquered by despots and would-be monarchs, and continuously corrupted by evil powers from far off realms and other planes of existence.

Circa the Year of the Moat, 1269 DR, Damien Morienus, a former master of the North Tower of the Host Tower of the Arcane relocated to Icewind Dale. He was a powerful necromancer who was using the local barbarian tribes for his horrific experiments. Eventually, he summoned demons to exact revenge on his enemies.

The monsters used their infernal magics to summon hellfire that melted all the snow away. The areas to the Northwest of Ten Towns and the shores of Maer Dualdon suffered the most by floods and permafrost's melting, killing a barbarian tribe, and the inhabitants of the Accursed Tower that sank into the mud.

This disaster later became known as the Great Thaw by the locals. Most never learned about the true nature of it believing it to be a natural event. Just over a decade later, in the Year of the Cold Soul, 1281 DR, the devil Belhifet himself attempted to conquer Icewind Dale. Belhifet had been imprisoned on Toril by the tanar'ri superiors for punishment regarding a blood feud that threatened to disrupt the infernal hierarchy.

Belhifet was contact by the Crenshinibon, a malevolent artifact lost to the ages of time. The Crenshinibon allowed Belhifet to awaken from his icy prison and raise an army to conquer the region. While the fiend managed to briefly freeze over the settlement of Easthaven, he was banished back to Avernus by the intrepid adventurers.

Later that same year, barbarian lord Wylfdene claimed to be a reincarnation of the famed Uthgardt hero Jerrod. Backed by the claim, and secretly possessed by the vengeful spirit of a white dragon Icasaracht, Wylfdene built an outpost on Bremen's Run and guided unite tribes against the Ten Towns who took rightfully barbarian lands.

He helmed several battles against the warriors of the Ten Towns and dwarves of Clan Battlehammer until the same group of adventurers arrived to resolve the conflict peacefully. Diplomacy failed and Wylfdene was slain. Despite the fact that Icasaracht's possession was unknown to most and forgotten by the history books, the adventurers traveled to the spirit's lair and destroyed her.

Saturday, December 17, 2022

Opening One Shot: Kidnapped!
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Friday, December 16, 2022

Deities of the Forgotten Realms
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 Gods of the Forgotten Realms

Thursday, December 15, 2022

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

Wednesday, December 14, 2022

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

“What's Bryn Shander like, ye ask? It's sixy score humans, packed together like fish in a barrel an' smelling about as sweet. Its roads are paved with the muck o' the cart horses ye're constantly rubbing shoulders with, an' its alehouses are filled with scoundrels that no other city in Faerûn would have. An' after three weeks on Ten Trail. you'll swear there was no lovelier sight!” — Beorne Steelstrike

Bryn Shander was the biggest of the Ten Towns and was known for being a trading center in Icewind Dale. It was the gateway to its fellow towns of the dale, as well as their lifeline to the rest of civilization to the south. It has a standing population of around 1,200 people. Bryn Shander is overseen by Spokesperson Cassius.

The city was the only one of the Ten Towns not located on the shores of either Maer Dualdon, Redwaters, or Lac Dinneshere. Instead, it was located on top of a hill south of Kelvin's Cairn. The Eastway connected the city to the town of Easthaven in the east. An unnamed trail connected the city's North Gate to the village of Targos, and the Caravan Trail left the city to the southwest towards the Spine of the World, where it was called the Ten Trail.

The circular walled town itself was placed upon a hill, with snowy plains stretching in all directions. There were three gates: north, south, and east. City Hill sat just outside the wall to the northeast of the city. Bryn Shander was considered the heart and mercantile hub of the Ten Towns. Folks from all around the surrounding settlements gathered 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 brought in goods that could not be found in the Frozenfar, such as spices, fruits, wines and hardwood lumber, from as far away as the Heartlands. Because of its defensive location, residents of cities east of Bryn Shander often took refuge within the city walls during wartime.

Notable Locations
• Bloodril's Snug Haven
• Faelfaril's Inn
• Geldenstag's Rest
• Blackiron Blades
• Council Hall
• Hooked Knucklehead
• Town Hall
• Kelvin's Comfort
• Northlook
• Market Square
• Armory
• Rendaril's Emporium
• Speakers Palace
• Shrine of Amaunator

The town's security was overseen by its sheriff and their deputy. They maintained a small town guard of twenty militiamen and could rally a force of about 400 in dire times of need. Additionally, the sheriff was granted powers to hire on adventurers to complete any tasks that ensured the safety of Bryn Shander's people and secured its trade interests.

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. In the Year of the Crown, 1351 DR, the Ten Towns were attacked by the barbarians 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 barbarians under Wulfgar arrived. Around Year of the Worm, 1356 DR, Bryn Shander was under the leadership of spokesman Cassius.

Thursday, December 8, 2022

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

Shaman
Shaman Potion Brewing

Wednesday, December 7, 2022

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

Bremen was the westernmost of the Ten Towns of Icewind Dale with a population of 300 people and is ruled by Revjak. It attracted all manner of gold prospectors, travelers and treasure-hunters. Bremen was located on the southwestern shore of Maer Dualdon, where the Shaengarne River met the lake.

Bremen's position made it susceptible to flooding, although Bremenites knew the signs and lives were rarely lost because of it. Circa the Year of the Warrior Princess, 1489 DR, Bremen could rally a meager force of about 25 soldiers. Bremen was originally founded by a group of dwarven prospectors.

The town was nearly destroyed just prior to the Year of the Griffon, 1312 DR in the invasion of the Icewind Dale by the Legion of the Chimera.

In Year of the Worm, 1356 DR, Bremen and Caer-Konig were given to the barbarians of Icewind Dale after the war with Akar Kessell. Revjak, the king of the Tribe of the Elk, served as "speaker for the barbarians" in council until his leadership was successfully challenged by Berkthgar in 1364 DR, ending the period of cooperation between the Reghed tribes and Ten-Towns.

The spokesman of the town around the Year of the Turret, 1360 DR was Gil Haerngen, who, like other Bremenites, had a hobby of searching for gold and treasure on the floodplains along the banks of the river.

Notable Locations
• Ewin's Trinket's
• Even Keel
• Nine Knuckles
• Buried treasures
• Five Tavern Center
• Knuckleheader
• The Grumpy Moose
• The River's Mouth
• Stones

Tuesday, December 6, 2022

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

Dougan's Hole was the smallest of the Ten Towns in Icewind Dale. It was ruled by Speaker Freya Grynstead. It comprised a meager grouping of buildings arranged around a pair of piers, one long and one short. The town was located on the western shore of Redwaters, southwest of Good Mead. Its northern edge was marked with a path of gravel.

Its residents aren't fond of visitors, and inbreeding has caused the population to dwindle in recent years. It also has given rise to often-seen physical deformities, including but not limited to small, misshapen ears and slightly pointed teeth.

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 Auril's 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.

The hamlet of Dougan's Hole was founded by Dougan Dubrace, when he found a great spot to fish on the shore of Redwaters lake. During the 1360s DR, the spokesman was Freya Grynstead, the widow of the previous spokesman who had died while fishing out on the lake. Freya lived in a house in the middle of town connected to the fishhouse by a boardwalk.

Perhaps the only noteworthy landmark of Dougan's Hole was the megalith structure known as the Twenty Stones of Thruun. These twenty granite slabs, arranged in an equilateral triangle that overlooked the town.

Notable Locations
• Beren's Inn

Monday, December 5, 2022

Caer-Konig
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-Konig (pronounced: /kɛər ˈkoʊnɪg/ kair KOH-nig) was one of the towns of Ten Towns in Icewind Dale and like Bremen and is ruled by the barbarian Revjak, it has a population of 200 people. The town straddled the round harbor in a semicircle, with a line of buildings at the edge of the harbor, an uphill slope, and a circular round with buildings.

Caer-Konig was located on the northern shore of Lac Dinneshere, not far from Caer-Dineval, behind the shadow of the imposing Kelvin's Cairn. The fishing waters of the lake were shared between the two towns, but fishermen nevertheless often squabbled over territory.

The settlement was entirely isolated save for a trail to Caer-Dineval and a ferry that traversed the lake to Easthaven. As of the late 15th century DR, the town could muster a mere 27 militia members to its defense.

Caer-Konig originated as a mere camp, founded by a group of mountain-climbing travelers from the Moonsea region of northern Faerûn. Some time later the castle of Caer-Konig was constructed, though it was destroyed shortly thereafter by a horde of orcs.

Dorim Lugar was the councilman of the town in 1351 DR until he was killed over a fish sometime before or during the Year of the Worm, 1356 DR. His second-in-command, Schermont, became the new councilman after the incident. Schermont was known for his heavy-handed approach to rulership, and he held a particular grudge against Caer-Dineval.

After the war with Akar Kessell and the Battle of Icewind Dale, Caer-Konig was given to the barbarians. Revjak, the king of the Tribe of the Elk, served as "speaker for the barbarians" in council.

Notable Locations
• Frozenfar Expeditions
• Hook, Line and Sinker
• Northern Light

Sunday, December 4, 2022

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

LOCATION POPULATION
Hundlestone 1,260

Saturday, December 3, 2022

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

Air Genasi
Changeling
Deep Gnome
Drow
Duergar
Dwarf
Earth Genasi
Elf
Firbolg
Fire Genasi
Gnome
Goblin
Goliath
Half-Orc
Half-Elf
Halfling
Human
Moon Drow
Orc
Sylvan Elf
Tiefling
Water Genasi

Friday, December 2, 2022

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

Targos was a fishing settlement in Icewind Dale and a leading member of the Ten Towns in the 14th century DR. It was the biggest of the Ten Towns after Bryn Shander, sitting alongside Easthaven in size.

The settlement sat on the southernmost shore of the Maer Dualdon, near a series of high cliff walls that sheltered its port from the savage winter winds. It lay at the end of Ten Trail ran up the Sword Coast North from Luskan. Paths linked Targos to Bremen (3 hours on foot), Bryn Shander (2 hours), and Termalaine (4 hours), the latter running around Maer Dualdon.

Targos was a sprawling town with uncluttered streets. The buildings had breathing space, being separated by wide avenues. While the inhabitants were used to the sense of privacy provided by these spacious accommodations, they gave off a feeling of solitude for those not used to the town's life.

This, however, changed by the mid-1480s DR, when Targos became abuzz with commerce and industry that brought the city's expansion. The newer inhabitants started to construct shacks beyond the city's wooden walls and the town threatened to grow beyond them before long.

Unlike Bryn Shander, Targos's nights were quiet as the fishers went to bed early, in order to be ready for the next day's early rise. During the day, the Targosans focused on getting the job down and minding their own business, rather than that of everyone else.

The travel time for a merchant caravan between Luskan and Targos was approximately twenty-one days via the Ten Trail. Though Targos and the rest of the Ten Towns were resolutely independent and competitive with one another, they did maintain a council with a spokesperson from each town to manage affairs affecting them all. Typically, in the mid-to-late 1300s DR, the smaller towns would follow the lead of Targos and Bryn Shander. The heraldic symbol of Targos in the late 15th century DR was a black ship with a single sail and heading right, on a field of light blue. This was emblematic of how proud Targosans were of their fishing fleet.

The town and much of the harbor was surrounded by a wooden defensive wall, called the palisade. Together with Bryn Shander, Targos was the only other of the Ten Towns to be walled. It had historically protected Targos from both barbarian and orc raids and other dangers from the wilds. The wall was extended over Maer Dualdon, to form a safe harbor. The timbers used were firs from Lonelywood.

The town was patrolled and defended by the Targos Guard, a militia comprising 100 to 500 people circa 1358 DR. They were outfitted with light armor but dwarf-crafted weapons. Circa 1489 DR, it comprised 200 militiamen and 16 veteran soldiers, led by Skath. Circa 1312 it was led by Shawford Crale and circa 1489 DR by Captain Skath.

Notable Locations
• The Luskan Arms
• Graendel's Fine Dwarven Craft
• Salty Dog Tavern
• Gallaway Trade Depot
• Three Flags Sailing
• The Trip and Shuffle
• Graendel Granitefist
• Weeping Willow Inn
• Wolf's Pelt Inn
• Merket Square
• Pendro's Pawnshop
• Temple Pavilion
• Triglio

Eccentric gnomish tinkerer Oswald Fiddlebender was briefly an aerial scout for the guard in the early 14th century DR. The harbor's deep water allowed the construction of vessels that were large for the area. As a result, Targos always enjoyed the largest fishing fleet, the best boats, a safe harbor, the most skilled sailors and fishers, and consequently the greatest catches. It thrived off and dominated the local fishing industry more than any of the Ten Towns. Like most of the Ten Towns, Targos specialized in trading knucklehead trout.

In the early 1300s DR, it already dominated the local fishing industry and took more knucklehead than any other town. In the mid-to-late 1300s DR, its hundred-boat fleet took in a larger catch than the other three towns on Maer Dualdon combined. Some of the town's biggest vessels were two-masted schooners and Targos's fleet was twice the size of Termalaine's. In the late 1400s DR, it faced off competition from Easthaven (whose growth had stolen trade from Targos and Termaline) by focusing on its strengths in fishing and it still maintained a fleet of over a hundred boats.

Almost everyone in Targos was connected in some way to the fishing industry and the core work of bringing in the knucklehead catches. Specialty craftsmen and traders provided supplies and equipment for fishing and sailing. The Dockworker's Guild of Targos was active circa 1485 DR. This was the only guild in the Ten Towns and spoke for the loaders, shipwrights, and warehouse workers. It sought expansion to the other towns to grow Targos's influence.

Built on the same lake, Targos and Termalaine were traditional rivals for fishing, oftentimes bitter, with fishers exchanging rude remarks and nasty glares when passing each other in the water and even getting into brawls, on rare occasions even leading to deaths. Disputes over fishing waters, crossed lines, blocked courses, bumped boats, scared fish, and poached catches were all causes for conflict. Their antagonism and suspicion of one another prevented them from cooperating long enough in any effort to improve the Ten Trail south to Bryn Shander.

In the mid–14th century DR, the councilman of Targos was Councilman Kemp, who led the town through an assault by the Tribe of the Elk barbarians in the Year of the Crown, 1351 DR and the Battle of Icewind Dale triggered by Akar Kessell and Crenshinibon in the Year of the Worm, 1356 DR. During that battle, Kessell fired a magical beam of focused sunlight from his tower, Cryshal-Tirith, that blasted Targos, burning both major buildings and townsfolk where they had watched the walls. Next, Akar Kessell's forces surrounded and occupied Targos. Many inhabitants of the town escaped on the ships that had escaped the fires while others hid and barricaded themselves within their homes, preferring time and the elements to take the lives of the savage invaders. However, a few took up arms and actively fought Kessell's minions. One of these defenders was the "Old Scout", the father of Pilot Demitrick.

He, along with three trusted comrades, carried out guerrilla strikes on Kessell's forces, targeting patrols and supply caravans. After three days of this, to find out who was responsible, Akar Kessell tortured several citizens of Targos, and then captured Pilot's mother to force the Old Scout to surrender himself. Once he had them, Kessell killed them both as an example of his tyrannical will. Eventually, the siege was broken by the Companions of the Hall, who slew the evil wizard and destroyed the Crystal Tower. The Battle of Icewind Dale left Targos with an entire district of the city incinerated and blackened by the killing beam from Kessell's crystal tower. The area was later known as the "Ash Quarter". The scorching ray had destroyed most major structures and left several hundred people dead, though fortunately missed the ships where they lay in the harbor.

The first winter that followed the war was a hard one. But Targos was rebuilt with the collective effort of the Ten Towns and the newfound alliance with Reghedman barbarians. During his term as the Speaker, Kemp was distrustful of outsiders "but he allowed the entry to the settlement keeping a close watch on them" and guarded his town's interests greedily.

Thursday, December 1, 2022

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

Journey to Icewind Dale