The Ten Towns, sometimes written as Ten-Towns, were a loose confederation of frontier villages found in Icewind Dale in the western Frozenfar. The communities of the Ten Towns attracted those people of Faerûn determined to find a life for themselves, and those desperate to leave their former lives behind. [9] [10] [11] FANDOM Fan Central BETA Games Anime Movies TV Video Start a Wiki Don't have an account? Protection From Normal Weapons Items Spells Divine spells The only other human inhabitants of the region are the , who are usually in conflict with the Ten Towns. In the middle, not bordering a lake: , the center of trade between the Ten Towns and the South.
Dungeons and Dragons Icewind Dale's Best TenTowns Quests
Ten Towns is a loose coalition of ten small cities and villages that make up the majority of humanoid civilization in Icewind Dale. A rough road connects them, and they in turn connect great swathes of land from the Sword coast's ocean all the way to the Spine of the World, although they cluster about the largest lakes and river in the area. Forgotten Realms Wiki 52,470 pages Explore Portals Media Help Community in: Locations, Regions, Confederations, and 12 more English Icewind Dale Edit This article is about the region of the North. For other uses, see Icewind Dale (disambiguation). An view of Icewind Dale from up high. Gallery Icewind Dale Geography Aliases The Dale Type Region Easthaven along with the other Ten Towns of Icewind Dale. Easthaven was among the easternmost of the Ten Towns, situated on the shore of Lac Dinneshere, a short ways away from the Redwaters lake. [12] [13] Easthaven was situated several hours' travel away from the other Ten Towns. Walking into Easthaven is like stepping into Icewind Dale's past—the place is a living example of the boomtown way of life that gripped all of Ten-Towns centuries ago. In the generations since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself.
Ten Towns & Starting Quests Icewind Dale DM Guide YouTube
Icewind Dale's Ten-Towns . bryn shander dungeons and dragons. After the DM chooses to start the campaign off with either the Cold-Hearted Killer quest or the Nature Spirits Quest, there is a. Nov 18 2023 Advertisement As December looms around the corner with the promise of wizards and winter, we head for the frozen reaches of Icewind Dale. The Spine of the World mountains lurk in the treacherous North of Faerun, where biting winds prove to be as much of a threat as the trolls. Which of the Ten Towns is best to begin YOUR campaign? And how can you make the Cold-Hearted Killer and Nature Spirits starting quests as fun as possible? Ch. Trek to Ten-Towns The journey from Hundlestone to Ten-Towns is a northbound trip of about 50 miles through increasingly dangerous arctic terrain. Even following the Ten Trail, the journey is made through difficult terrain, slowing overland travel to a crawl. The characters can only progress 12 miles per day, making this a 4-day trip at best.
Targos, One of the Ten Towns in Icewind Dale CartographyAssets
In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil is used in lamps and small stoves around which townsfolk huddle for warmth. Ten-Towners buy their whale oil from whalers who live on the shores of the Sea of Moving Ice. Whaling is thus a lucrative (if inherently dangerous) business in Icewind Dale. Here's a rough timeline of the events of the chapter: The chardalyn dragon leaves Sunblight and flies to the town of Dougan's Hole (2 hours) The dragon attacks each of Ten-Towns' settlements in turn (see " Dragon Flight Path " in chapter 4 of Icewind Dale: Rime of the Frostmaiden) The dragon attacks the final town of Bryn Shander.
Ten Towns is a loose confederation of 10 frontier villages found in Icewind Dale in the western Frozenfar. The communities of the Ten Towns attracted those people of Faerûn determined to find a life for themselves, and those desperate to leave their former lives behind. As such, Ten-Towns and Icewind Dale are flexible locations that allow for a variety of different stories. Plus, while a lot of pre-made adventures are region specific, a little creative homebrewing can help to preserve a sense of continuity in Dungeons & Dragons by not having players immediately leave Icewind Dale once their adventure is.
Icewind Dale Maps (All Maps from Chapter 1 Ten Towns) rimeofthefrostmaiden
Ten Towns. Population: 6,500. Government: A council spokesman, one from each town In general the smaller towns follow the lead of Bryn Shander and Targos. Cassius, spokesman of the Ten Towns, is the accepted leader. The Ten Towns of Icewind Dale, home to a multitude of men and women with .checkered. pasts, are truly on the cutting edge of adventure, in the farthest (and coldest!) reaches of. The first stop for most visitors to the Dale, a walled town perched on a cold dark hill. Largest of the ten towns. Caer-Dineval Pop 100 Speaker Crannoc Siever. Named for the small fortress which overlooks Lac Dinneshere. Caer-Konig Pop 150 Speaker Trovus. Difficult to travel to this small town nestled on Lac Dinneshere. Dougan's Hole.