Where Dreams and a Great Number of People Go to Die:
A Painfully Comprehensive Guide to the Ten Towns of Icewind Dale
Preface by the Author, Jargogle Fub.
Waterdeep. Tarsakh the 18th, 1464, Year of the Six-Armed Elf. After lunch.
So, Dear Reader, it would appear you are considering throwing caution, common sense, and a not-insignificant number of coins to the wind to sally forth to the Frozenfar! Congratulations on your confidence and determination! Or, as the dwarves of Bremen are fond of saying, “Weel, would ye leuk a'the strunt on this gowk!”
As the foremost expert on the Icewind Dale, the author is often asked the same, tiring questions during his lectures throughout the greatest and proudest towns, villages, hamlets, and cities of the Sword Coast, and also Triboar. In an effort to satisfy the curiosity of the plain people, he has assembled here, the answers to many of these questions. In doing so, it is hoped that the reader will be provided a cursory look of what awaits you in the insalubrious, great white loneliness of Icewind Dale and its Ten Towns.
Plate 1. The sun makes its low arc across the summer sky of Icewind Dale.
“What exactly are the ‘Ten Towns’?”
The term is derived from the fact that in Icewind Dale, there are towns, numbering ten.
If this thought has heretofore escaped your intuition, it can be assumed that someone is reading this book to you, as you are incapable of reading words constructed of three letters or more. Perhaps you are a toddler. Perhaps you are an adult who fell down stairs and struck your head many times, awakening to a far lessened intellectual state. Perhaps you were held underwater too long while young, or beaten about the face and neck with a satchel of root vegetables. Perhaps you are from Triboar. Worry not, little-minded reader! In the Ten Towns, you will find assembled a large variety of dry-tongued, unscholarly simpletons such as yourself! Why, the beef-witted thrive in the north! For who else would choose to survive in that wasteland - where an early and brutal death is all but certain - but those who are substantially and irrevocably deficient?
To wit, the Ten Towns are a loose affiliation of small cities and villages that house the majority of human and human-adjacent civilization in Icewind Dale. They share no central governance, economy, or defense. The crowning achievement of their occasional, unorganized co-operation is probably the rough roads that connect these towns together, mostly. Or perhaps, it is that they are somehow not entirely all dead, yet.
The towns themselves are primitive, filled with those deluded souls who consider themselves adventurous, seeking to make a new life or escape an old one. Denizens subsist mainly on fishing the hearty knucklehead trout, logging, mining, and treasure-hunting. The last is a frequent occupation for those who clumsily pilfer the scant remains of lost civilizations, hidden away by Icewind Dale’s isolated locales. Other chest-beating, brutish sorts will find plenty of work in fighting off frost giants, barbarians, drow, rhemoraz, yeti, assorted wild cats, assorted wild dogs, assorted fur-bearing pachyderms, goblins and their kin, bears of all hues, orcs and their kin, devils or demons on occasion, but mostly one another.
"What recreational and leisure opportunities await the pilgrim to Icewind Dale?" Or, "What is there to do in the Ten Towns?" Or, "How, in the name of all the gods of good, does one keep from raving on like a hare in Ches up there?"
The answer, of course, varies from town to town. There is far less time for leisure in Icewind Dale than in the more temperate areas south of the Spine of the World. One must have winter on their mind at all times and be in a constant state of preparation, even and especially at the height of summer.
It is competition that has formed the Ten Towns into what they are today. Between towns, fishing, logging, and mining claims are all contested. The relatively unorganized nature of authority means that disputes are dealt with by individuals, not governments, and often with deadly results. With a ruthful lack of culture or sense of higher purpose, citizens cling to stubborn pride in their hometown, even if it has only been their hometown for a small number of days. It is no surprise then, that competition is the primary characteristic to personal recreation as well.
Almost all diversions that do occur in Icewind Dale involve wagering on contests of otherwise unapplicable skills, under ever-changing rules. And every such wager is fueled by a great deal of intoxicants and boredom. In Lonelywood, the populace is obsessed with the sport of knife throwing. Their tests of accuracy have countless variations: Through the legs or over the shoulder, at greater and greater distances, standing on one leg atop a wobbly stool, and so on. But the measure of accuracy is almost always in sticking the point nearest the other competitor's left ear.
In Easthaven, there are wagers on increasingly difficult feats of pickpocketing. In the mead hall of Goodmead, a fashionable wager is on the number of bees one can lure to their face and neck using dabs of honey and sitting very still, without letting loose the reflex to yelp and bat them all away. In Dougan's Hole, they have adapted the Ulutian traditional contest of ear pulling into something far less savory (and mentionable).
In Caer-Konig, there is a man who wagers newcomers that they cannot guess the color he has in mind. After each guess, he simply exclaims, “Wrong!”, snatches the coin from the naif, and walks away.
Plate 2. A competitor in Lonelywood takes aim.
This is not to say it only competition that drives the brief moments of leisure time. For many of the dull denizens of the north, the only recreation that need be pursued is in simply getting to the bottom of a tankard, again and again. There is no need to overcomplicate the task with unnecessary procedures.
Unfortunately, for yet others, restoration and reinvigoration are to be found in the arms of a transactional lover, on a lousy bed within a house of negotiable affection: The lowly brothel. Only the most pitiable souls deign to set foot in one of these vile enterprises! Mona's Hallowed Hall, in the southeast of Bryn Shander is recommended for such pursuits. Ask for Hilly.
There is great potential for other pursuits, if any have the intellectual curiousity to explore them. Archeological exploration is, of course, the métier of this author. Though lacking the sheer abundance of ruins found elsewhere in Faerûn, relics may found if one knows where to look. Expeditions to the north's sparse ancient detritus offer recreation for all and vocation for few. Just don't touch anything.
Plate 3. The elusive Displacer Vireo.
And if there is any small joy in completing this bothersome project, it is that it provides the first opportunity to write of the author’s personal ardor. One which is accessible to any dolt with functioning sets of legs and eyes: Birdwatching! The north is the nesting grounds of several species of birds witnessed by few of even the most well-traveled and knowledgeable bird enthusiasts. Many are endemic only to Icewind Dale. Well-sought after examples include the Lesser Obstreperous Sea Eagle, Xyronna's Knob-Finned Owl, Falu-Toed Eyestab, the Sturdy Cassowary, Displacer Vireo, Contemptuous Orcbait, Golemfowl, and the Kraken-Wattled Unnecessary Hook Heron. You will find extensive information on this subject in Chapter 14.
There are also the physical pursuits to improve and maintain one’s good health, such as climbing up a mountain, looking, turning around, then climbing back down. There are countless warm and hot springs to be discovered. The great expanses of unpeopled wilderness in the Dale are simply breathtaking. The author can state with no uncertainty, that the absolute best thing to do in the Ten Towns, is to leave them.
"When is the best time to travel to the Ten Towns?"
Allow the author to indulge in a story to best answer this question:
Ah, midsummer in the Ten Towns! The market of Bryn Shander, high on its hill, comes alive with frenetic activity! The cattle drivers of Auckney arrive to sell fresh beef for exorbitant rates to the game-and-fish-weary. Flowers, both native and exotic, are bundled and sold for a copper. Knitted together, they're worn in a crown or necklace by the young and beautiful and carefree. The children laugh and run and hawk spruce tips and fiddleheads, gathered from outside the gate. The southern itinerant troupes stage plays in the open air, or nudge the crowds into singing along on a ribald ballad. Arrows, knives, and axes fly through the air in contests of skill. There are jugglers and artists. Scrimshanders hawk their magnificent art: Knucklehead jawbones expertly carved in minute detail to reveal dragons, dog teams racing over a hillock, or perhaps the very fish from which the bone derived.
Strings of colorful flags flap in the rare gentle breezes blowing in from the south, bringing the scent of the blooming heather. With every breeze, a new caravan of pilgrims seems to arrive. They come every fe days in the summer, and inject the city with their enthusiasm, their goods, their coins. Everyone wears a genuine smile and greets their fellow citizens with warmth and laughter and cheer. Bryn Shander is alive!
And here you are, experiencing it all! Despite those naysayers back home who tried to convince you that you were a fool and would soon return -- tail between legs (provided you weren't murdered first) -- you've never felt that you belonged in a place more. Well, your own mother doubted you! But the hoi polloi back home have no idea or interest in what is outside their own city walls and monotonous lives. They have no courage, no zest for life! Yet, their ignrorance gave them no pause in dispensing advice. Those knaves spoke of the loneliness and desperation you would find here. Yet, within moments of arriving a tenday ago, you met your now-closest friends: Brother and sister, Rogert and Annabez Lyttleburye. Now, you can't remember ever being happier!
…
Plate 4. The bustling central market of Bryn Shander at midsummer.
As time moves along, Midsummer passes, but every day here still seems cause for celebration, for sweet Annabez has stolen your kisses and your heart! It happened under the deepnight sun, as you strolled together outside the gates, gathering berries from the low bushes that carpet these hills.
Rogert is now perhaps the best friend you have ever had, and also your soon-to-be business partner! As the three of you spend your days planning your enterprise together, your fondness for Annabez only grows. These summer tendays are glorious and they pass by in a flash.
...
Plate 5. A caravan readies for the return to Hundlestone and beyond.
Now, the all-too-swift summer is drawing to a close. Rogert and Anabez are in Lonelywood, staying with an uncle. They'll see to purchasing the timber sledge and making wholesales arrangements with the logging camp. You were to remain here, to inquire after purchasing oxen from caravan leaders before setting off on their return.
“They don't want to leave with everything they came with,” Rogert informed you. “They travel light for the return.”
Come winter, your enterprise will be underway. By then, their father would have moved on from Bryn Shander back to Triboar, leaving his home in the care of his children. They have invited you to stay with them when that occurs.
You've seen the home many times. It is modest, but more than fine enough. Though you haven't yet set foot inside (Their father is a sickly man; the reason why he must flee before the inclement weather), Annabez always points it out as you pass by.
"Soon," she would say, while she clasped your hand in both of hers and held it to her breast. "Soon, we will all be together under that roof. You and Rogert will make so much gold this winter, you won't have to work a whit come springtime!"
And, come springtime, you plan to ask for sweet Annabez' hand in marriage! You told Rogert of your plan and has given you his enthusiastic blessing.
“We'll be family!” he exclaims, embracing you.
...
Autumn comes in an instant. It has always been your favorite season. The dwarfed alders and willows turn yellow overnight. The tundra lights up in crimson. It rains regularly now, and misty clouds almost always blanket the hills. Annabez and Rogert will return anytime. Rogert assured you they would be back before the first snow.
You saw the aurora last night! Now, on a clear morning, frost appears. There is still no sign of the Lyttleburyes, but it is too beautiful here to waste time worrying! They must be caught up in negotiations.
You had loaned Rogert the two hundred gold you kept sewn into the bottom of your satchel. The extra bit, he assured you, would mean he could grease the right palms and get everything the two of you needed to start as soon as there was enough snow. It would cost more now, sure, but be well worth it down the line. It was not an uneven partnership, he will be providing you with a home, and he will repay you his half by summer.
The vendors have begun to peel away now, joining the last of the regular caravans southward. They take with them the entertainers. The market is quieter now, but still a fine place to be. Scrimshanders have begun to light fires and gather around them. Their fingers must be kept warm to do their delicate work! You find the smell of woodfire comforting.
Why don't they look familial? Her hair is blonde and skin, alabaster. His hair, jet black, and skin with a touch of eastern swarthiness. Perhaps they were of different mothers. I never thought to ask.
You still have enough coin to pay for your piece of floor at the Knucklehead, still enough for your daily bread.
... Unless you are to buy an ox.
How much does an ox actually cost? You wonder. Not that this has been an issue so far. You inquire every time you see a caravan loading up near the Southlook gates. They laugh in your face.
The rain hasn’t stopped, and it grows colder. The constant wetness is bone-chilling. One day, the rain comes with a mixture of snow, but it doesn't stick to the ground.
Surely, that doesn't count as "first snow.”
The blanket of clouds lifts from the mountains momentarily, you notice the glorious autumn crimson and gold are all gone, blown away in the wind.
Is that it? Autumn lasts four days?
…
Where are they?
…
As the days proceed, you accumulate layers of clothing, slowly at first, then en masse. They weigh you down until they seem to drown you in your increasingly vain attempt to retain your own heat. You laugh out loud at the thought of how you must look. It's clothing you did not have, and had to purchase for ever-rising prices. Rogert had assured you he had plenty of warm clothes for you.
How much gold do I have left? I'm down to only silver?
The gentle breezes have turned to whisking winds. They are relentless.
"It is my heat!" you scream one day at the market. "You cannot have it, Wind!"
The vendors don’t look up at you, only shake their heads and go about their business.
What was that? I've never screamed to the wind before.
The smiles in the marketplace have slowly been replaced by scowls. This is not a market for flowers now, only thorns. The constant woodsmoke makes your lungs cough and your head ache. You cannot escape its acrid scent.
The market frosts over and seems to dessicate until the only tradesmen left are scrimshander after scrimshander.
Scrimshaw! That stupid-most “craft” of carving stinking fishbone into smaller pieces of stinking fishbone!
Why was she always touching him so? Twirling his hair, kissing his cheeks? It is a strange sisterly love she demonstrates. But they are from Triboar, afterall.
...
Plate 6. "It is my heat! You cannot have it, Wind!"
The snow is here. It comes all at once. Their father must have left for the south by now; there are no more caravans. If you could only get into that house.
Why weren't they here to see him off?
You will have to find a temporary source of income until they return, but the only opportunities available to you would leave you with few coins in your purse and a bad taste in your mouth.
…
Plate 7. You break a window getting into the house.
You break a window getting into the house. You will repay the Lyttleburyes. You will have it fixed, once they return with your leftover gold.
The arrest happens so quickly. Where did that constable come from? Who is that frightened young woman standing in the doorway of Lyttleburye home? Is she their father’s nurse?
…
Jail is a shelter, of sorts. A shelter you needn't pay for in coin, but you do pay. You pay with the nightly beatings. You pay with gruel, snatched out from under your spoon by a mountain of a half-orc, who just looks at you and smiles while the mush is shoveled past tusks into a gaping maw. You pay with any dignity you have remaining.
…
A tenday later, you leave the jail. You’re accosted by a grease stain of a man offering you work.
“It’s just delivering packages,” he tries to assure you, but you know better.
You tell him that you don’t need his help. You have friends. You have a business.
“You’ll be back,” he yells after you.
...
You hear there are a few caravans that still head south from time to time now, though the price to join one has easily tripled. Not that it matters. You spent your last coppers days ago. You ask to borrow a few coins from those you recognize from the market. The ones who knew you by name, once shared their drink with you and slapped you on the back, laughing. They ignore you now, and walk away briskly. You ask strangers the same question and get the same response, only with the occasionally shove to the ground as well.
It is clear: Rogert and Annabez are not coming back. “Rogert” and “Annabez” are not their real names. They are not brother and sister.
Was any of it real? Did she love me despite her ruse? Oh, you idiot!
Daylight only comes for a few hours now, and the dark consumes more minutes every day. The wind steals your breath. You’ve never known a cold like this. You shiver constantly, and rub your hands raw. You try to worm your way near fires in the market, only to be elbowed out.
You learn of a new bodily phenomenon: Snot freezes your nose shut. You sip in your breaths through pursed, blue lips. At least you can't smell the smoke.
…
The Grease Stain was right, you do come back. "Just delivering packages" does not last long. The first time, you only hold a man's elbows behind him, as a half-orc (The very one who stole your gruel!) delivers blow after blow to the furrier who borrowed what he could not pay back. It's easy work, the furrier knows better than to squirm or try to run.
A ten-day later, the half-orc is nowhere to be found, but you have a new partner, and she will be holding back the elbows now. You feel no pain as you pulverize your middle knuckle on the bridge of the nose of a rugmaker who refused to pay for "insurance".
The Grease Stain saw to it that you had enough gold to let a room for the rest of the winter. You'll pay it back in time, he tells you. You know what happens to those who don't repay their debts.
You lie in a bed for the first time since you arrived here, though it brings you no satisfaction. You can't remember when you started to sob. You no longer curse the Lyttleburyes as you futilely attempt to sleep. It was not their fault, you realize. They did only what they needed to do to survive, just as you do now.
No, you curse Icewind Dale herself, that cruelest of mistresses. She lured you in with the sight of her, her smell, the excitement of an exotic and enchanting summer. She pulled you to her, until you could not imagine any other lover. It was only when you traded away every other option, idea, and dream for her, that she showed her true, wicked self. “Cold” does not begin to describe her.
Plate 8. The very half-orc who stole your gruel!
Oh, if only you had arrived in the fall! The weather would be already brutish, daylight fading, cold and only growing colder. Arriving then would have given you a sense of urgency you needed -- a timeline, a cynical eye for grift, and a plan for eventual escape. Your childish idealization of this land would have had time to freeze, crackle, and blow away in the winds of stark reality. You would have suffered, no doubt, but you could have left with the first spring caravans south, tail between your legs and a few coins still in your pocket. The Frozenfar is a blight, a pox. And here you are, suffering it all.
Oh Mother, I am sorry.
…
In time, you formulate a new plan. It's based on some information you learned while you were in jail. You were told by a cellmate that dying in the embrace of cold is just like going to sleep. Once your body stops its convulsive shivering, you feel calm, even warm... then just drift away.
Fin
The author recommends arriving in the autumn.
"What is your favorite of the Ten Towns?"
The author finds this question to be much in the fashion of being asked which is his favorite stomach ailment or foot injury. But given that he usually wishes to escape these types of conversations quickly, he will answer, “Termalaine.” In truth, it is the home of the only commodity approaching refined culture one will find in the Ten Towns. But, as you will find in your journeys, each and every one of the Ten Towns has plenty to dislike immensely.
It has been a considerable challenge to find something (let alone, an entire chapter's worth!) to write about each of these towns, when there is observably little to say about any of them individually, or the bulk of them collectively, remarkable or otherwise. If the reader finds the descriptions herein lacking in detail and character, it is only because the towns themselves are lacking in detail and character. Most of what is worth exploration by those of letters, is that which occurred during Icewind Dale's rich distant history, not ongoing in its tedious present.
The serious and dedicated reader will find many of those details in other tomes by the author, including:
Plate 9. One of the several, centuries-old temples dotting the landscape of the Icewind Dale. Built in a fruitless effort by Talossan evangelists to convert the proto-Reghedmen through violence and coercion. It did not end well for the clerics.
Father's Seat, a City Among Giants. Huckmuck Wiss and Daughters. Neverwinter. 1447
A Mythistory of the Frozenfar. Huckmuck Wiss and Daughters. Neverwinter. 1450
They Did Not Think That Through: The Talossan Crusade for the Far North. Falaxity House. Waterdeep. 1453
A Thousand Nights and One Night and Morning and Most of One Afternoon: Nearly Three Years of Archeological Expeditions in the Icewind Dale. Trollclaw Publishers. Waterdeep. 1458
It is through the author's travel and study of the local antiquities that he has come to know the Ten Towns entirely all too well. As such, he is uniquely poised to write about the contemporary state of the Icewind Dale, though he would much rather reflect on any other existing topic, real or imaginary, known or unknown to him. His (current) esteemed publisher has tasked him with writing a tomelet for the common pilgrim and prospective citizen of the Ten Towns, and so he will persevere, alphabetically.
Bremen: A Rageous Sewer!
Positioned at the elbow Maer Dualdon and the Shaengarne River, Bremen is the westernmost settlement of Ten Towns. Sporting, what at first glance appears to be, one tavern per capita, residents thrive not only on drinking to the point of obstupescence, but also fishing while drunk, prospecting while hungover, and treasure-hunting when cumulative bar tabs inevitably result in destitution.
In springtime, the river regularly floods and leaves behind "treasure" and, almost as commonly, the driftwood-entangled, bloated corpses of previous tavern patrons. Days or weeks after being tipsily tossed from boats in an effort to rid the evidence of potatory homicide, these bodies predictably find their eternal resting place to be of a somewhat more temporary nature.
There are a number of ruins of interest near Bremen, including a temple built to Talos and the crenelations of the sunken tower of Morenius (c. 1270).
Plate 10. Inebriated dwarves fight on the streets of Bremen for the purposes of honor and sating ennui.
Plate 11. Bryn Shander, gateway to Icewind Dale! And home of Mona's Hallowed Hall, opens at Lastride, closed sixt'days.
The Cheaping Town of Bryn Shander
The largest and most populous of the Ten Towns, Bryn Shander is considered something of a trading hub by those who have never left Bryn Shander. Set behind a circular palisade, it is a post and cross town, linking to the populated (read: civilized) cities of the Sword Coast, and to the other nine towns of the Dale. It is the only settlement in the Ten Towns to not be located on a navigable waterway. Built there perhaps to demonstrate its founders’ rigid obstinacy against the fundamental principle of building a town on a navigable waterway.
Set on a hilltop, the walls do little to shelter the town from the constant, brutal winds. Nowhere is this more apparent than at the hill's highest point and the center of town: the marketplace. Tradition has it that merchants must tie or weigh down everything they hope to sell, lest it be lost to a wayward gale. Though the actual reasons for this probably have more to do with thwarting ubiquitous theft.
The Castle Town of Caer-Dineval
Almost every named feature in or near this town, geographical or constructed, pays homage to the Dinev Family: Aristocratic dissidents of Comyr who first settled in the area in 1050. The surname is found not only in the name of the caer and its town, but also its lakeside cliffs, its largest inn, two of three piers, one of two streets, and the tannery. At the Uphill Climb, the name is used for both a cocktail and a surprisingly complex petit fours salés made with knucklehead roe.
It seems every-other child born to this town is given Dinev as their middle, if not first, name. The author counted no fewer than seven fishing boats named "Svoboda D", "The Countess", or some other variant.
This is all to say, that this town exists as a strange and forgetful tribute to a cruel and inbred family that ended their lineage, emaciated and insane, mostly likely eating the remains of their consanguineal lovers, as they starved to death one-by-one, barricaded away from rapacious orcs outside their castle-cum-coffin. All this, after less than a decade of a brutal and incompetent rule, during which the family failed to establish any real economic foothold or political success.
But strange and forgetful is the nature of history for those who fail to study it, and it is fair to say that few in these lands study much of anything.
Plate 12. The Count and Countess Dinev, perhaps days before starving to death in 1058. Note the characteristic "Dinev Feet", a hereditary deformity stemming from centuries of inbreeding.
Plate 13. One of the almost daily fishing disagreements between representatives of the Caers. Upon occasion, these skirmishes are settled without bloodshed.
Caer-Konig
Despite the name, Caer-Konig no longer has a castle, as it was destroyed by orcs long ago. Now it is merely a small semicircular town surrounding a small harbor on the shore of Lac Dinneshere. It is most notable for its squabbles with the nearby Caer-Dineval, and the fact that it was briefly headed by a leader of the barbarian Elk Tribe
Dougan’s Hole: An Idiot’s Delight!
This town (a term used here for the sake of consistency, and with a great deal of exaggeration and patronizing kindness) is the smallest of the ten. Dougan’s Hole is no more than a handful of rat-trap shacks and shabby piers, jutting into the Redwaters. Its residents, while not gazing at their own elbows, fish and fight one another to win the hand in marriage of their most attractive relations (often indicated by the greatest number of remaining, un-blackened teeth).
Though the name certainly originated with the town founder, Dougan Dubrace, there are two schools of toponymic thought on the use of the word "Hole". The more widely accepted theory is that it refers to a fishing hole favored by Dubrace. The second theory is most easily explained in a tavern setting after several rounds of ale.
Dougan’s Hole is notable only for its proximity to a group of standing stones known as The Twenty Stones of Thruum (or Thruun), an archaic ruin of unknown origin.
Plate 14. Two brothers of Dougan's Hole contemplate the uses of shoes.
Easthaven
Easthaven is one of the largest settlements in Icewind Dale, having grown out of a small shanty town on the shores of Lac Dinneshere. Eventually, the paving of the Eastway trade road connected it to Bryn Shander, and allowed it to prosper as a trade city as well as a typical Dale fishing village.
It has also had a long and colorful history.
Good Mead
Located on the shores of the Redwaters, Good Mead was founded by the few remainders of a massive exodus from Chult who simply kept traveling north as the rest of their diaspora settled along the southern and maritime climes of Sword Coast.
The original Chultans of Good Mead brought with them the proud tradition of mead-making. Through what must have been great effort and care over thousands of miles and many years, a number of Chultan flowering vines that give their mead its characteristic taste also survived the journey. The mead hall, built atop a hot spring, traps the heat and humidity neccesary for these vines and bees to flourish in their subarctic home.
For most of the town's history, the mead was enjoyed almost solely by those immigrants and their offspring. Intermingling with the local Reghed populations, the town grew, and like the other wearisome towns of the Dale, based its economy on fishing.
The nature of the Redwaters however, made that economic endeavour more difficult. The lake freezes over more thoroughly, earlier, and for a longer duration than the other lakes, shortening the fishing season. In the last half century, even the brief summer seasons have had an inexplicable decrease in catch. In the last decade, unlike the dullards of Dougan's Hole, Good Mead has adapted their economy through the introduction of two new industries: The export of both mead and lumber.
The town also features a rather impressive shrine to Tempos (Tempus) which predates the town founding and is of mysterious origin, as it was certainly not built by Reghed hands.
Plate 16. A wedding celebration at Good Mead Hall. Such events involve the entirety of the town and most residents of Dougan's Hole, regardless of whether or not they were invited, or are even acquainted with the bride or groom.
Plate 17. The Lonelywood docks.
Lonelywood - Does a More Idyllic Den of Iniquity Exist?
Settled into the Lonelywood Forest on the edge of lake Maer Dualdon, Lonelywood is inhabited primarily by those looking to get as far away as possible from the law, outlaws, or in-laws of places to the distant south, and they cannot get much farther away than this. This little town is the northernmost permanent settlement in all of the Realms, as far as this author is aware.
Despite being inhabited mostly by criminals, the town enjoys a rather organzied and peaceful existence. Although there is a (mostly free and fairly) elected speaker, difficult individuals are dealt with through a system of self-regulation having little to do with official goverment. Criminality and criminal enterprise are well tolerated, if not celebrated, provided their presence does not upset the harmony of the town. "Crime" and "trouble" are seperate concepts. There is no jail or constable here. The chief deterrent against trouble is the avoidance of being lynched and buried in the Lonelywoods. Town elders determine when a troublemaker has overstayed Lonelywood’s welcome, and see to it that they are removed permanently in one way or another. A troublemaker’s demise is often referered to with the euphemism of [having] "gone for a walk in the woods.” The murder of obstinate troublemakers is an open secret.
Although the town has a historic record of being regularly raided by outsiders, for the time being, it is thriving. To the north where the Shaengarne tributary meets Maer Dualdon, the Ralph Bremen logging camp provides a thriving timber industry for the “Western Five” towns and beyond.
Targos: A Hermit Amongst Hermits
Once the main hub of Icewind Dale, the role of Targos among the Ten Towns has seen a gradual decline in fortunes.
In the spring of 1312, an airship crashed into Targos setting it aflame and killing dozens. The fact that, in this tremendous expanse of vast unpeopled wilderness, something as unheard of as an airship would crash here, despite infinitesimal odds, serves as the perfect metaphor of the general luck and prosperity of this town.
Later that year even, the town barely survived a goblin siege. Like most of the Ten Towns, Targos has a history of attempted sieges by orcs and Reghedmen, but few if any others hold the distinction of being bombarded with magical rays of sunlight, as they were in 1356.
It is a small wonder the town is distrustful of outsiders. The log palisades surrounding the town, extend even into the waters to surround the harbor. Although they
Termalaine: A Brief Reprieve
If one must be in Icewind Dale, perservere to be in Termalaine. To say it is the most beautiful would only be to dally with the nature of superaltives to avoid saying it is the least ugly, but the town is not entirely bereft of charm. Named for its mining of tourmaline gems, which can be found in nearby caves.