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.