Icewind Dale

Icewind Dale was 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.

The dale was a harsh, near-uninhabitable land that regularly plunged below freezing temperatures, and received little sunlight, particularly during the severe winter months. It was home to only the most hardened of frontiersmen, pioneers, and barbarians. Beyond the sporadic dots of civilization dwelled terrifying beasts and deadly monsters of the North.

Climate
Icewind Dale experienced freezing temperatures for much of the year. While kinder summer months ranged from 11 to 70 (–12 to 21), the temperature of the unforgiving winters dipped as low as -40 (-40). While snowfall was relentless, much of it blew east to the nearby Reghed Glacier.

Geography
The dale was located south and east of the Trackless Sea, north of the upper Sword Coast and Spine of the World mountains, and west of the icy Reghed Glacier.

Geographical Features

 * Lakes

The dale was famous for its three mineral-laden lakes: Maer Dualdon, Lac Dinneshere, and Redwaters. Their waters were cold enough to kill men who dared to swim across, even during summer.
 * Maer Dualdon: The largest and deepest of the three lakes was once the premier destination for all who dared the trek that far north.
 * Lac Dinneshere: The waters of the lake appeared to change in hue depending on the weather that was just about to wash over the dale.
 * Redwaters: The smallest lake earned its name from a bloody battle that took place on the land over which towns were built.


 * Bodies of Water
 * Redrun: This stream flowed from Lac Dinneshere into the small Redwaters lake.
 * Shaengarne River: While the waters of this river flowed into the Trackless Sea year-round, its top waters froze over during winter.
 * Shaengarne River: While the waters of this river flowed into the Trackless Sea year-round, its top waters froze over during winter.

The single solitary mountain of the dale was Kelvin's Cairn, a peak that offered fresh water to the surrounding lakes when "spring" bloomed every Midsummer.
 * Mountains


 * Valleys
 * Bremen's Run
 * Fields of Slaughter
 * Icewind Pass
 * Icewind Pass

Government
The capital of Icewind Dale, Bryn Shander, was also its largest settlement.

Trade
Perhaps the greatest industry of Icewind Dale was the fishing and utilization of knucklehead trout. Many of the region's lakeside settlements relied entirely on the trout they fished and the goods they made from their ivory-like bones. Knucklehead scrimshaw was the art that few mastered, and skilled scrimshanders were held in high esteem.

History
The region was first populated when Northlander longships reached the area during the last centuries of the Illefarn empire. Initially settling on the islands, the Northlanders would eventually settle Icewind Dale.

In, Illuskan refugees first migrated to Icewind Dale and settled, eventually becoming the Reghedmen.

Circa 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.

In, a party of adventurers in Icewind Dale interfered in the plans of Belhifet to use the artifact Crenshinibon to conquer the region. The fiend was banished after freezing the city of Easthaven over. Shorty later, the 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. Apparently, they later disappeared somewhere in Anauroch after following one halfling's promises of riches and treasures.

In, goblins raided Termalaine. Were it not for the intervention of Clan Battlehammer, the town may have been destroyed.

Famous ranger Drizzt Do'Urden first arrived in Icewind Dale in.

In, Heafstaag and his group of barbarians fail to conquer the settlement of Termalaine in their massive sweep of the Ten-Towns. In this same year, Crenshinibon, a powerful magical item lost to the ages, was found by Akar Kessel, an apprentice wizard from Luskan.

A storm in caused a wave on Lac Dinneshere to destroy the docks of Easthaven and several of its ships, as well as their crews.

On Eleint 3 in, black ice was discovered in Icewind Dale. The substance was a remnant of the power of Crenshinibon.

Rumors and Legends
Local legend told of the White Lady, a spirit that haunted the shore of Lac Dinneshere.

Settlements
Icewind Dale's only permanent settlements were known as the Ten Towns, a confederation of minor settlements that cooperated with each other. It attracted all manner of determined and desperate folks from all across the Realms. The Ten Towns comprised the hamlets nestled on Redwaters lake, Good Mead, and Dougan's Hole; the three settlements located on the shores of Lac Dinneshere, Easthaven, Caer-Konig, and Caer-Dineval; the four that encircled Maer Dualdon, Lonelywood, Bremen, Termalaine, and the walled town of Targos, and the "Tenth Town" of Bryn Shander, the mercantile hub that held them all together. Shaengarne Ford was a small logging village, southwest from Targos, built on the shored of the Shaengarne River. The settlement of Slow Cedric's Gallop was a small frontier settlement on the Southern Pass of the Spine of the World, overrun and destroyed in 1170 DR.

Away from Ten Towns, all the way on the northern reaches of the Spine of the World, laid the settlement of Kuldahar. The village was a small group of buildings clustered around the great oak tree, protected from the elements by the Heartstone Gem. Kuldahar had regular trade caravans braving the harsh wilderness to and from Ten Towns.

The isolated prison of Revel's End was situated far to the north of the dale, on a cliff overlooking the Sea of Moving Ice.

In the southwest region of the dale, within foothills of the Spine of the World, was the goblin fort-settlement of Karkolohk.

Landmarks

 * Black Cabin, a solitary lodge that served as a refuge for many who traveled across the dale.
 * Damien's Tower, the cursed residence of Damien Morienus.
 * Dorn's Deep, a dwarven fortress located on a lone peak in the Spine of the World.
 * Jarlmoot, the ancient meeting place of the region's frost giants.
 * Lost Spire of Netheril, a mage tower that was torn asunder from the enclave of Ythryn.

Roads & Trails

 * Eastway: The only paved road in Icewind Dale linked the hub of Bryn Shander with the communities of Lac Dinneshere
 * Ten Trail: This wagon trail led north from the settlement of Hundelstone, through the North/South Pass, allowing merchants and travelers to make their way to Bryn Shander.

Inhabitants
The region was mainly populated by fishermen, craftsmen, rangers, dwarves that mined the depths for minerals and precious stones, Reghedmen barbarians, and merchants that tolerated the hostile climate in the hope of trading in ivory and gems. While most of them lived in the Ten Towns, the dwarves mined in isolated caves and caverns while the barbarian tribes roamed after their migratory prey.

Beyond the civilized folk, the dale was home to beasts like reindeer, elk, crag cats, polar bears, and monstrous yetis. Beyond the wild animals were monstrosities called remorhazes, warring bands of frost giants, and perhaps most-terrifying, a number of white dragons,

At the times of famine due to extremely harsh winters, in the regions where rothé herds roamed, the folk of Icewind Dale joined together to start the rothé stampedes, forcing them off cliffs. The dead and wounded animals provided the northerners with fresh life-saving meat. The animals were harvested, roasted, or smoked on the spot. The hides and meats were sledded back to the towns and stored in stone cairns for keeping. When the food supply was even more scarce, the folk was forced to slaughter and consume their mounts, draft beasts, sled dogs.

Appearances

 * Adventures
 * The Accursed Tower • Legacy of the Crystal Shard • Icewind Dale: Rime of the Frostmaiden
 * Novels
 * The Crystal Shard • Sojourn • Passage to Dawn
 * Comics
 * Tyranny of Dragons • At the Spine of the World
 * Video Games
 * Menzoberranzan • Icewind Dale • Icewind Dale: Heart of Winter • Icewind Dale: Trials of the Luremaster • Icewind Dale II • Icewind Dale: Enhanced Edition
 * Baldur's Gate
 * Baldur's Gate