Icewind Dale Primer.   Posted by DM Shard.Group: 0
DM Shard
 GM, 3 posts
Wed 2 Dec 2015
at 09:34
Icewind Dale Primer

Freezing wind sweeps across the tundra, ceaselessly battering anything that dares grow or breathe in its domain. Even in summer, when the days stretch interminably long, the sun blazing low in the midnight sky brings no respite from the chill. Without fail, the wind finds its way through every chink and crack, every opening in the warmest furs, every tent flap, every roof and board of the strongest homes. It drains away any hint of warmth wherever it finds purchase.

The threat of winter's fury is never far away. The wind sweeping down from the Reghed Glacier howls its wrath and sometimes carries stinging sprays of ice in its grasp. The sun never rises far above the horizon even at the height of summer--and the height of summer is fleeting. During the rest of the year, sudden storms bring driving hail or sleet that leaves everything coated in a sheath of ice, or they bring snow that piles in deep drifts.

All this cold and fury is caged into one small region. The ice cliffs of the Reghed Glacier--the source of the never-ending wind--rise up in the east like prison walls, home to white dragons and enormous remorhazes. In the south loom the snow-capped peaks of the Spine of the World, crawling with orcs, goblins, and other monsters. North and west, the Sea of Moving Ice churns bergs and floes in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault.

And yet, such is the nature of life that even in this hostile place, it manages to lift its head in defiance of the biting cold. Lichens cling to weathered rock despite the battering winds, providing sustenance to herds of reindeer through the winter. Fish swim in the lakes and rivers that dot the tundra.

When summer comes to the tundra, life shakes off the torpor of winter and comes forth in full flower. Grasses grow two or three feet high in the span of weeks. Birds flock to the marshes formed in the thawing soil. Reindeer calves fill out herds that have been diminished through winter.

Of course, no region of the Forgotten Realms is without its people. Human tribes follow the reindeer herds through their annual migrations. Other humans dare the treacherous waters of the Sea of Moving Ice, in search of fish, seals and whales to sustain them. Dwarves dig into the earth to find shelter from the biting wind, mining for iron and forging weapons and armor.

Most improbably of all, civilized folk descended from foolhardy and treasure-mad immigrants from the south manage to survive and sometimes thrive in ten small towns. The wooden buildings of these towns provide only a little shelter from the cold and wind, and no protection at all from the attacks of orcs, barbarians, or the fierce tundra yeti. Though the towns are clustered around three icy lakes teeming with knucklehead trout, resources are scarce, and competition between neighboring communities can be fierce and occasionally deadly. But for all the dangers, people still live in the region known as Ten-Towns, and new arrivals--outcasts, fugitives, wanderers, and adventurers--still come to test themselves against the harshest environment known to the world.

This is Icewind Dale.

This message was last edited by the GM at 08:17, Sun 09 Oct 2016.

DM Shard
 GM, 6 posts
Sun 9 Oct 2016
at 09:20
Geographis Locations of Note


The Northern Means: The Northern Means is a very practical description of a practical road--the only real connection between Luskan (and the rest of the Sword Coast to the south) and the frozen lands beyond.

The Spine of the World: The high peaks of the Spine of the World shelter southern lands from the harsh cold of Icewind Dale. Crawling with orcs, goblins, and other monsters, the mountains are a dangerous barrier.

Reghed Glacier: The edge of the great Reghed Glacier rises like a wall to form the eastern boundary of Icewind Dale. The fierce, howling winds that blow off the glacier give the dale its name.

Kelvin's Cairn: The solitary mountain called Kelvin's Cairn stands among three lakes--Maer Dualdon, Lac Dinneshere, and Redwaters--that support Ten Towns, the closest thing to civilization that Icewind Dale can offer. Beyond this small region is tundra--nothing but tundra.

The Trackless Sea: The Trackless Sea extends from this, the western coast of Faerun, across thousands of miles to distant and mysterious islands. Here in the north, the sea is dominated by pirates from Luskan. Northlanders from the Ice Peak to the west, and Gundarlun and Ruathym to the southwest, challenge the Luskan ships for control over these waters.

The Sea of Moving Ice: The Sea of Moving Ice, frigid ocean waters littered with enormous icebergs in constant motion and collision, borders Icewind Dale on the west and north. Farther north, the icebergs solidify into the polar ice cap called the Endless Ice Sea.

Ice Peak: The frozen Ice Peak is a desolate island named for the crags on its northern side, home to the white dragon called Iceclaws. The town of Aurilssbarg, small as it is, dwarfs the smaller settlements of Bjorn's Hold and Icewolf.


This message was last edited by the GM at 05:58, Mon 10 Oct 2016.

DM Shard
 GM, 7 posts
Sun 9 Oct 2016
at 09:42
The People of Icewind Dale
Ten Towns: The Ten Towns are a loose confederation of localized fishing villages in Icewind Dale, bordered individually by the lakes Lac Dinneshere, Maer Dualdon and Redwaters, and the mountain Kelvin's Cairn.

Official decisions for the towns are made by a council consisting of one influential member from each town. These council members meet in the council building in Bryn Shander, which is unanimously recognized as the capital of Ten Towns, and of Icewind Dale itself, once a month during the summer season, and once every three in the winter. The current Speaker of Bryn Shander is Duvessa Shane, the first woman to hold this position.

The people of Ten Towns are predominantly human, with very few half-elves and halflings. Surrounded by the unforgiving tundra of the dale, theirs is a life fraught with danger; tundra yeti, barbarian, goblin and orc raids constantly threaten the towns, and only through their combined efforts and carefully honed defenses do they yet survive.

The Reghed Tribes: The Reghedmen are the barbarian tribes of Icewind Dale, also known as the men of the tundra. They eke out a harsh and bitter life between the Reghed Glacier and the Sea of Moving Ice. The Reghedman are tall - taller than most southerners by a head. They are fair-haired (blond, red, or light brown) and blue-eyed. Like the majority of barbarians, they are suspicious of magic, equating it with both weakness and evil. The only power they recognize is the power of a man's weapon arm and their god Tempos. Each tribe is formally ruled by a king. Known tribes are the Tribe of the Elk, the Tribe of the Wolf, the Tribe of the Bear, the Tribe of the Tiger, the Tribe of the Seal and the Tribe of the Caribou.

The Dwarves of Kelvin's Cairn: The valley to the south of Kelvin's Cairn is the home of the Battlehammer Clandwarves, formerly led by Bruenor Battlehammer and presently by Stokely Silverstream. From underneath this vale, the dwarves mine iron and forge it into well-crafted weapons and armor that are then sold in Bryn Shander, located at the other end of the valley.

This message was last edited by the GM at 05:34, Mon 10 Oct 2016.

DM Shard
 GM, 8 posts
Sun 9 Oct 2016
at 09:51
Faerunian Deities
For the most part, the people of the Forgotten Realms worship a wide variety of gods and goddesses, and for good cause. The deities of the Forgotten Realms are not distant, disinterested powers. The gods and goddesses routinely send their avatars to the Realms to perform special tasks, for weal or woe to those who cross their paths. Most people regularly venerate several deities, hoping to gain favor over aspects of their lives which deities hold sway. In general, most people have one deity which they consider a patron deity, i.e., the deity who will usher them from beyond the mortal coil, through the City of Judgment, to their final resting place beyond the Astral Sea.

In Icewind Dale, the vast majority Ten Towners pay heed to the Faerunian Pantheon. The Dwarves of Kelvin's Cairn pay homage to the Dwarven Pantheon. The Reghed Tribesman venerate Tempus and their ancestral spirit totems.

The Faerunian Pantheon

Auril, the Frost-Maiden, is the goddess of winter and cold.
Alignment: NE
Suggested Domains: Nature, Tempest
Symbol: Six-pointed snowflake

Azuth, the High One, is the patron god of wizards.
Alignment: LN
Suggested Domains: Knowledge
Symbol: Left hand pointing upward, outlined in flame

Bane, The Black Lord, is the god of strife, hatred and tyranny.
Alignment: LE
Suggested Domains: War
Symbol: Upright black right hand, thumb and fingers together

Beshaba, the Maid of Misfortune, is the goddess of mischief, misfortune, ill luck and accidents.
Alignment: LE
Suggested Domains: Trickery
Symbol: Black antlers

Bhaal, Lord of Murder, is a deeply evil and destructive deity that hungers for death-any death of sentient beings through unlawful means.
Alignment: NE
Suggested Domains: Death
Symbol: Skull surrounded by a ring of blood droplets

Chauntea, the Great Mother is a kindly goddess of agriculture and the home, who feeds and nurtures the world.
Alignment: NG
Suggested Domains: Life
Symbol: Blooming rose on a wreath of golden grain

Corellon Larethian, First of the Seldarine, is the leader of the elven deities, a skilled warrior and spellcaster.
Alignment:
Suggested Domains:
Symbol:

Cyric, the Prince of Lies, is a petty, megalomanical and totally self-centered god of lies deception, and treachery.
Alignment: CE
Suggested Domains: Trickery
Symbol: White jawless skull on black or purple sunburst

Deneir, the Lord of All Glyphs and Writing, is the patron of artists, illuminators, scribes and cartographers.
Alignment: NG
Suggested Domains: Knowledge
Symbol: Lit candle above an open eye

Eldath, the Goddess of Peace, is the guardian of druid groves and peaceful places
Alignment: NG
Suggested Domains: Life, Nature
Symbol: Waterfall plunging into still pool

Gond, the Wonderbringer, is the god of artifice, craft, and construction.
Alignment: N
Suggested Domains: Knowledge
Symbol: Toothed cog with four spokes

Helm, the Vigilant One, is the epitome of the protector, the watcher, and the guard, and is greatly venerated by those who need to remain watchful for enemies or danger.
Alignment: LN
Suggested Domains: Life, Light
Symbol: Staring eye on upright left gauntlet

Ilmater, the Crying God, is the good god of endurance, suffering, and perserverance.
Alignment: LG
Suggested Domains: Life
Symbol: Hands bound at the wrist with red cord

Kelemvor, the Lord of the Dead, is a kind, just, forthright and earnest god responsible for helping souls transition to the promised afterlife.
Alignment: LN
Suggested Domains: Death
Symbol: Upright skeletal arm holding balanced scales

Lathander, the Morning Lord, is the deity of creativity, dawn, renewal, birth, athletics, spring, self-perfection, vitality and youth.
Alignment: NG
Suggested Domains: Life, Light
Symbol: Road traveling into a sunrise

Leira, the Lady of Deception, is the goddess of deception and illusions.
Alignment: CN
Suggested Domains: Trickery
Symbol: Point-down triangle containing a swirl of mist

Lliira, The Lady of Joy, is the goddess of joy, happiness, dance, festivals, freedom and liberty.
Alignment: CG
Suggested Domains: Life
Symbol: Triangle of three six—pointed stars

Loviatar, The Maiden of Pain, is the evil goddess of agony.
Alignment: LE
Suggested Domains: Death
Symbol: Nine-tailed barbed scourge

Malar, The Beastlord, is the god of the hunt, evil lycanthropes, bestial savagery and bloodlust.
Alignment: NE
Suggested Domains: Nature
Symbol: Clawed paw

Mask, the Lord of Shadows, is a loner god, most often associated with thieves or those of otherwise ill-repute.
Alignment: CN
Suggested Domains: Trickery
Symbol: Black mask

Mielikki, the Forest Queen, is the goddess of autumn, druids, dryads, forests, forest creatures and rangers.
Alignment: NG
Suggested Domains: Nature
Symbol: Unicorn's head

Milil, the One Who Watches While Music is Alive, is the god of poetry, eloquence and song.
Alignment: NG
Suggested Domains: Light
Symbol: Five-stringed harp made of leaves

Myrkul, the Lord of Bones, is the god of the dead, wasting, decay, and corruption.
Alignment: NE
Suggested Domains: Death
Symbol: White human skull

Mystra, the Mistress of Magic, guides the weave of magic that envelops the world.
Alignment: NG
Suggested Domains: Knowledge
Symbol: Circle of seven stars, or nine stars encircling a flowing red mist, or a single star

Oghma, The Lord of Knowledge, is the god of bards, inspiration, invention, and knowledge.
Alignment: N
Suggested Domains: Knowledge
Symbol: Blank scroll

Savras, The All Seeing, is a god of mages and wizards in the service of Mystra.
Alignment: LN
Suggested Domains: Knowledge
Symbol: Crystal ball containing many kinds of eyes

Selūne, Our Lady of Silver, is the goddess of the moon, light, stars, navigation, navigators, wanderers, questers, and goodly lycanthropes.
Alignment: CG
Suggested Domains: Knowledge, Life
Symbol: Pair of eyes surrounded by seven stars

Shar, the Mistress of the Night, is the goddess of darkness and the caverns of Faerun.
Alignment: NE
Suggested Domains: Death, Trickery
Symbol: Black disk encircled with a border

Silvanus, the Forest Father, is the god of nature.
Alignment: N
Suggested Domains: Nature
Symbol: Oak leaf

Sune, Lady Firehair, is the deity of beauty, with governance also over love.
Alignment: CG
Suggested Domains: Life, Light
Symbol: Face of a beautiful red-haired woman

Talona, the Lady of Poison, is the goddess of poison and disease.
Alignment: CE
Suggested Domains: Death
Symbol: Three teardrops on a triangle

Talos, the Storm Lord, if the god of storms and destruction.
Alignment: CE
Suggested Domains: Tempest
Symbol: Three lightning bolts radiating from a central point

Tempus, the Foehammer, is god of battle and patron of martial prowess.
Alignment: N
Suggested Domains: War
Symbol: Upright flaming sword

Torm, The True and The Loyal Fury, is the god of duty, loyalty, and righteousness.
Alignment: LG
Suggested Domains: War
Symbol: White right-handed gauntlet

Tymora, Lady Luck, is the goddess of good fortune.
Alignment: CG
Suggested Domains: Trickery
Symbol: Face-up coin

Tyr, the Maimed God, is the god of law and justice.
Alignment: LG
Suggested Domains: War
Symbol: Balanced scales resting on a warhammer

Umberlee, the "Bitch" Queen, is the fickle goddess of oceans, waves, and sea winds.
Alignment: CE
Suggested Domains: Tempest
Symbol: Wave curling left and right

Waukeen, Liberty's Maiden, is the goddess of commerce, trade and money.
Alignment: N
Suggested Domains: Knowledge, Trickery
Symbol: Upright coin with Waukeen’s profile facing left

The Dwarven Pantheon
Abbathor, the Great Master of Greed, is the avaricious god of greed, venerated by most evil dwarves and nearly all evil dwarven thieves.
Alignment: NE
Suggested Domains: Trickery
Symbol: Jeweled dagger, point down

Berronar Truesilver, the Revered Mother, is the defender and protector of home and hearth.
Alignment: LG
Suggested Domains: Life, Light
Symbol: Intertwined silver rings

Clangeddin Silverbeard, The Father of Battle, and primary dwarven war god.
Alignment: LG
Suggested Domains: War
Symbol: Two crossed battle axes

Deep Duerra, Duergar goddess of conquest and psionics.
Alignment: LE
Suggested Domains: War
Symbol: Mind Flayer skull

Dugmaron Brightmantle, God of Discovery
Alignment: CG
Suggested Domains: Knowledge
Symbol: Open book

Dumathoin, The Keeper of Secrets Under the Mountain, hides the secrets of the earth until deserving and diligent dwarves are ready to be guided to them.
Alignment: N
Suggested Domains: Earth
Symbol: A cut, faceted gem inside a mountain

Gorm Gulthyn, God of Vigilance
Alignment: LG
Suggested Domains: War
Symbol: Bronze half-mask

Haela Brightaxe, Goddess of War-Luck
Alignment: CG
Suggested Domains: War
Symbol: Upright sword whose blade is spiraled in flame

Laduguer, Duergar God of Magic and Slavery
Alignment: LE
Suggested Domains: Arcana, Death
Symbol: Broken arrow

Marthammor Duin, God of Wanderers
Alignment: NG
Suggested Domains: Nature, Trickery
Symbol: Upright mace in front of a tall boot

Moradin, the All Father, is the creator god of the dwarven race and leader of the dwarven pantheon
Alignment: LG
Suggested Domains: Knowledge
Symbol: Hammer and Anvil

Sharindlar, Goddess of Healing
Alignment: CG
Suggested Domains: Life
Symbol: Burning needle

Vergadain, God of Luck and Wealth
Alignment: N
Suggested Domains: Trickery
Symbol: Gold coin with the face of a dwarf

The Elven Pantheon
Aerdrie Faenya, The Winged Mother, is the elven goddess of the air, weather, and birds
Alignment: CG
Suggested Domains: Tempest, Trickery
Symbol: Cloud with the silhouette of a bird

Angharradh, Triple Goddess of Wisdom and Protection
Alignment: CG
Suggested Domains: Knowledge, Life
Symbol: Triangle with three interlocking circles within

Correlon Larethian, First of the Seldarine, is the patron of all elves and god of magic, music, arts, crafts, poetry, and warfare.
Alignment: CG
Suggested Domains: Arcana, Light
Symbol: Crescent moon

Deep Sashelas, the Lord of the Undersea.
Alignment: CG
Suggested Domains: Nature
Symbol: Dolphin

Erevan Ilesere, God of Mischief
Alignment: CN
Suggested Domains: Trickery
Symbol: Asymmetrical eight-armed star

Fenmarel Mestarine, God of Outcasts
Alignment: CN
Suggested Domains: Trickery
Symbol: Two peering elven eyes

Hanali Celanil, the Heart of Gold, is the elven goddess of love, romance, and beauty.
Alignment: CG
Suggested Domains: Life
Symbol: Golden heart

Labelas Enoreth, God of Time, History and Philosophy
Alignment: CG
Suggested Domains: Arcana, Knowledge
Symbol: Setting sun

Rillifane Rallathil, the Leaflord, is protector of the woodlands and guardian of the harmony of nature.
Alignment: CG
Suggested Domains: Nature
Symbol: Oak tree

Sehanine Moonbow, the Daughter of the Night Skies, is the elven goddess of the moon.
Alignment: CG
Suggested Domains:
Symbol: Full moon with moonbow (opaque milky crescent)

Shevarash, God of Vengeance
Alignment: CN
Suggested Domains: War
Symbol: Broken arrow over a tear

Solonor Thelandira, the Keen Eye, is the elven god of hunting, archery, and survival in wild and harsh places.
Alignment: CG
Suggested Domains: War
Symbol: Silver arrow with green fletching

The Drow Pantheon
Eilistraee, Goddess of Song and Moonlight
Alignment: CG
Suggested Domains: Light, Nature
Symbol: Sword-wielding dancing drow female silhouetted against the full moon

Kiaransalee, Goddess of Necromancy
Alignment: CE
Suggested Domains: Arcana
Symbol: Female drow hand wearing many silver rings

Lolth, Goddess of Spiders
Alignment: CE
Suggested Domains: Trickery
Symbol: Spider

<b>Selvetarm
, God of Warriors
Alignment: CE
Suggested Domains: War
Symbol: Spider over crossed sword and mace

Vhaerum, God of Thieves
Alignment: CE
Suggested Domains: Trickery
Symbol: Black mask with blue glass lenses inset over eyes

The Halfling Pantheon
Arvoreen, God of Vigilance and War
Alignment: LG
Suggested Domains: War
Symbol: Crossed short swords

Brandobaris, God of Thievery and Adventure
Alignment: N
Suggested Domains: Trickery
Symbol: Halfling footprint

Cyrrollalae, Goddess of Hearth and Home
Alignment: LG
Suggested Domains: Life
Symbol: An open door

Sheela Peryoyl, Goddess of Agriculture and Weather
Alignment: N
Suggested Domains: Nature, Tempest
Symbol: Flower

Urogalan, God of Earth and Death
Alignment: LN
Suggested Domains: Death, Knowledge
Symbol: Silhouette of a dog's head

Yondalla, Goddess of Fertility and Protection
Alignment: LG
Suggested Domains: Life
Symbol: Cornucopia on a shield

The Gnomish Pantheon
Baervan Wildwanderer, God of Woodlands
Alignment: NG
Suggested Domains: Nature
Symbol: Face of a raccoon

Baravar Cloakshadow/b>, God of Illusion and Deception
Alignment: NG
Suggested Domains: Arcana, Trickery
Symbol: Dagger against a hooded cloak

<b>Callarduran Smoothhands
, God of Mining and Carving Stone
Alignment: N
Suggested Domains: Knowledge, Nature
Symbol: Golden signet ring with six-pointed star

Flandal Steelskin, God of Metalwork
Alignment: NG
Suggested Domains: Knowledge
Symbol: Flaming hammer

Gaerdal Ironhand, God of Protection
Alignment: LG
Suggested Domains: War
Symbol: Iron band

Garl Glittergold, God of Trickery and Gems
Alignment: LG
Suggested Domains: Trickery
Symbol: Gold nugget

Nebelun, God of Invention and Luck
Alignment: CG
Suggested Domains: Knowledge, Trickery
Symbol: Bellows and a lizard tail

Segojan Earthcaller, God of Earth and the Dead
Alignment: NG
Suggested Domains: Light
Symbol: Glowing gemstone

Urdlen, God of Greed and Murder
Alignment: CE
Suggested Domains: Death, War
Symbol: White clawed mole emerging from the ground

This message was last edited by the GM at 20:41, Sun 06 Nov 2016.

DM Shard
 GM, 9 posts
Mon 17 Oct 2016
at 05:44
Time in the Realms
The year consists of 365 days: 12 months of exactly 30 days each, plus 5 days that fall between months. These days are special occasions. Leap year is retained purely for social convenience and provides a special day that is used as the basis for long-term agreements.

Months are subdivided into three ten-day periods. These periods are known variously as "eves", "tendays", "domen", "hyrar" or "rides" throughout the Forgotten Realms.

The Calendar of Harptos
1. Hammer (Deepwinter). January

Special Day: Midwinter. Midwinter is known officially as the High Festival of Winter. It is a feast where, traditionally, the lords of the land plan the year ahead, make and renew alliances, and send gifts of goodwill. To the commonfolk, this is Deadwinter Day, the midpoint of the worst of the cold.

2. Alturiak (The Claw of Winter). February

3. Ches of the Sunsets. March

4. Tarsakh of the Storms. April

Special Day: Greengrass. Greengrass is the official beginning of spring, a day of relaxation. Flowers that have been carefully grown in inner rooms of the keeps and temples during the winter are blessed and cast out upon the snow, to bring rich growth in the season ahead.

5. Mirtul (The Melting). May

6. Kythorn (The Time of Flowers). June

7. Flamerule (Summertide). July

Special Day: Midsummer. Midsummer, called Midsummer Night or the Long Night, is a time of feasting, music and love. In a ceremony performed in some lands, unwed maidens are set free in the woods and "hunted" by their would-be suitors throughout the night. Betrothals are traditionally made upon this night. It is very rare indeed for the weather to be bad during the night--such is considered a very bad omen usually thought to foretell famine or plague.

8. Eleasis (Highsun). August

9. Eleint (The Fading). September

Special Day: Higharvestide. Higharvestide heralds the coming of fall and the harvest. It is a feast that often continues for the length of the harvest, so that there is always food for those coming in from the fields. There is much traveling about on the heels of he feast, as merchants, court emissaries, and pilgrims make speed ere the worst of the mud arrives and the rain freezes into snow.

10. Marpenoth (Leafall). October

11. Uktar (The Rotting). November

Special Day: Feast of the Moon.  The Feast of the Moon is the last great festival of the year: it marks the arrival of winter, and is also the day when the dead are honored. Graves are blessed, the Ritual of Remembrance performed, and tales of the doing of those now gone are told far into the night. Much is said of heroes and treasure and lost cities underground.

12. Nightal (The Drawing Down). December

Once every four years, another day is added to the year. The day is part of no month and follows Midsummer Night. It is known as Shieldmeet. It is a day of open council between nobles and people; a day for the making and renewing of pacts, oaths and agreements; tournaments, tests and trials for those wishing to advance in battle fame or clerical standing; for entertainment of all types, particularly theatrical; and for dueling.

This message was last edited by the GM at 15:28, Mon 17 Oct 2016.

DM Shard
 GM, 58 posts
Wed 11 Jan 2017
at 03:54
Bryn Shander


People
Aarun: Mithann's purported Harper contact. Suspects Ship Rethnor thugs may be wererats.

Algonell: Hunter/trapper who claims he was accosted by Luskan ruffians outside town.

Barton: Innkeep at Hooked Knucklehead. Sympathetic to Hengar's plight.

Brinna Alcott: Sells cloth and wool. Accused Hengar of stealing her lockbox.

Dunavan: Warehouser. One of his warehouses was burned to the ground.

Duvessa Shane: Speaker of Bryn Shander. Elected official.

Helda Silverstream: Came north on caravan. Dwarf merchant from Mirabar.

Hengar Aensgaard: Tribe of the Elksman accused of thievery and sentenced to death.

Master Hugglesward: Carvanmaster, member of Seven Fingers Trading Coster.

Mithann: Radiant Servant of Amaunator. Has a small shrine northeast of Market Square.

Ogden Flamebeard: Fiery dwarf proprietor of Kelvin's Comfort.

Sheriff Markhamm: oversees the defense of the town, to include its guard and militia.

Terestia: laundress and seamstress. Intermediary between Dunavan and Aarun


Places
Geldenstag's Rest: one of the oldest establishments in town featuring small rooms and sparse furnishings, but perhaps the quietest and a good choice for those patrons not looking for much excitement during their stay in Bryn Shander.

Hooked Knucklehead: Low frills inn northeast of Market Square, operated by Barton.

Kelvin's Comfort: not an inn, but the most popular tavern in Bryn Shander, with an excellent selection of dwarven ales and brandies. The proprietor is Ogden Flamebeard, a fiery headed dwarf.

Market Square: Trading hub of Ten Towns. Here people from all across Icewind Dale ply their wares, primarily carved scrimshaw and raw knucklehead ivory. Merchants from the south sell rich dyes, hardwood, dried herbs and spices, finely woven textiles, fruits and wines, and many other items that are rare in the frozen north.

The Northlook: the inn most frequented by mercenaries and adventurers, and as a result, the rowdiest and most dangerous place to stay in Bryn Shander.

Rendaril's Emporium: the largest tradehouse in Bryn Shander.

This message was last edited by the GM at 16:50, Sun 19 Feb.