Icewind Dale
by R.A. Salvatore / Wizards of the Coast / Black Isle Studios
The frozen tundra north of the Spine of the World, where ten desperate fishing communities cling to existence between three dark lakes. Icewind Dale is where Drizzt Do'Urden — the most famous character in D&D history — found refuge after fleeing the drow city of Menzoberranzan. Alongside the Companions of the Hall (Bruenor the dwarf king, Wulfgar the barbarian, Catti-brie the ranger, and Regis the halfling), Drizzt battles the Crystal Shard, demon lords, and his own people. Spanning R.A. Salvatore's beloved novels, the classic Black Isle RPGs, and the acclaimed D&D 5e adventure Rime of the Frostmaiden — where the goddess Auril has plunged the Dale into perpetual winter.
86 characters, locations, and items in this world codex.
Characters
- Agorwal — Spokesman of Termalaine — a reasonable voice in Ten-Towns politics who backed the Companions when others wavered.
- Akar Kessell — A failed wizard's apprentice who found ultimate power in Crenshinibon — proof that the most dangerous person is a weak man with a strong weapon.
- Artemis Entreri — The deadliest assassin in Faerûn, who hates Drizzt not for being good but for proving that a miserable childhood doesn't have to define you.
- Arundel — Archdruid of Kuldahar and guardian of the great oak Heartstone — an ancient, weary protector who senses a terrible evil awakening beneath the Spine of
- Auril the Frostmaiden — Lesser goddess of winter who imprisoned Icewind Dale in eternal night — a deity who demands worship through suffering because she has forgotten any ot
- Avarice — Tiefling wizard of the Arcane Brotherhood seeking Netherese secrets in Ythryn — ruthless, calculating, and willing to betray anyone to claim lost magi
- Belhifet — A powerful devil who orchestrates destruction across the Spine of the World — patient, manipulative, and operating through mortal proxies to achieve h
- Berg'inyon Baenre — Weapon master of House Baenre — a consummate swordsman who lives in the shadow of legends and knows it, which makes him either cautious or dangerous.
- Berkthgar the Bold — Barbarian chieftain who succeeded Wulfgar — a proud warrior struggling to lead a tribe haunted by the legend of the man who left them.
- Briza Do'Urden — Eldest Do'Urden daughter whose cruelty surpassed even Menzoberranzan's standards — a high priestess who wielded her snake-whip with genuine relish.
- Bruenor Battlehammer — Dwarf king who'd rather swing an axe than sit a throne — a gruff patriarch whose volcanic temper hides a heart that adopts every stray it meets.
- Cassius — Spokesman of Bryn Shander — a pragmatic politician who understands that Ten-Towns survives through compromise, not heroism.
- Catti-brie — Human woman raised by dwarves who became archer, mage, and bridge between worlds — she loves fiercely but never lets love make her choices for her.
- Crannoc Siever — Speaker of Caer-Dineval who has secretly pledged himself to Levistus — a weak man who traded his autonomy for the illusion of power and now cannot esc
- Dannika Graysteel — Human sage researching the Reghed Glacier's magical properties — brilliant, obsessive, and convinced the glacier holds secrets that could end the ever
- Dinin Do'Urden — Drizzt's elder brother — a craven schemer who murdered his own brother to advance and spent his life fearing everyone stronger than him, which was nea
- Drizzt Do'Urden — Drow exile wielding twin scimitars — a pariah who rejected an entire civilization's cruelty and now fights to prove goodness is a choice, not a birthr
- Duvessa Shane — Young speaker of Bryn Shander, the largest of the Ten-Towns — determined to hold her community together through the everlasting winter despite politic
- Dzaan — Red Wizard of Thay seeking forbidden knowledge in Icewind Dale — arrogant, secretive, and willing to sacrifice anyone to acquire the magical secrets h
- Errtu — A balor demon of the Abyss whose patience is measured in centuries — he collects grudges the way mortals collect coins, and Drizzt owes him a fortune.
- Guenhwyvar — Astral panther of legendary loyalty — six hundred pounds of shadow and fang bound to an onyx figurine, more companion than conjuration.
- Heafstaag — King of the Tribe of the Elk — a brutal giant of a man whose rule was the old way of strength, ended when a young Wulfgar proved there was a newer way
- Hlin Trollbane — Retired dwarf bounty hunter living in Bryn Shander — tough, principled, and too old for fieldwork but unable to ignore a killer stalking Ten-Towns.
- Hrothgar — Barbarian chieftain and leader of Easthaven — a seasoned warrior who rallies an expedition south to investigate a growing evil threatening all of Ten-
- Iriolarthas — Ancient Netherese lich who rules the buried city of Ythryn beneath the glacier — sustained by the Mythallar's failing power, desperate to prevent his
- Isair — Half-demon twin and co-ruler of the Legion of the Chimera — torn between his fiendish heritage and mortal heart, he chose bitterness and war against a
- Jarlaxle Baenre — Drow mercenary prince who turned being houseless into an empire — a showman whose dazzling charm conceals the most dangerous intelligence network in t
- Kemp — Spokesman of Targos — a blunt, aggressive leader whose territorial instincts protect his town but poison every alliance he touches.
- Kresselack the Black Wolf — Undead barbarian warlord entombed in the Vale of Shadows — a fearsome warrior king who retains his cunning and pride even in death, guarding his barro
- Levistus — Archdevil imprisoned in an immense iceberg in Stygia, the fifth layer of the Nine Hells — reaches into Icewind Dale through whispers, granting warlock
- Madae — Half-demon twin sister of Isair and co-ruler of the Legion of the Chimera — where her brother calculates, she burns, channeling righteous fury into de
- Matron Malice Do'Urden — Drizzt's mother, a drow matron who sacrificed her own husband to Lolth and hunted her son across worlds — ambition in its purest, most corrosive form.
- Matron Mother Baenre — Supreme ruler of Menzoberranzan for over two thousand years — a spider at the center of every web, whose patience outlasted dynasties.
- Naerth Maxildanarr — Speaker of Targos and covert Zhentarim agent — uses the everlasting winter as cover to consolidate power across Ten-Towns, treating every crisis as an
- Oswald Fiddlebender — Gnome alchemist and eccentric airship pilot — a cheerful tinkerer whose experimental flying machine is both the most unreliable and most wonderful veh
- Oyaminartok — Awakened polar bear and wise guardian spirit of the tundra — ancient, knowing, and gentle despite her immense size, she watches over Icewind Dale's fo
- Regis — Halfling rogue who fled a crime lord and stumbled into legend — a self-proclaimed coward whose cunning and loyalty keep saving people despite his best
- Revjak — Elder shaman of the Tribe of the Elk — a keeper of traditions who remembers when the tribes were united and fears they never will be again.
- Sephek Kaltro — Serial killer blessed by Auril with supernatural cold — hunts those who defy the lottery sacrifices, a mortal man transformed into the Frostmaiden's i
- Shimmergloom — Ancient shadow dragon that drove the dwarves from Mithral Hall — a creature of living darkness whose very presence corrupts stone and devours light.
- Vellynne Harpell — Human necromancer of the Arcane Brotherhood and pragmatic potential ally — more interested in knowledge than power, willing to cooperate where her riv
- Vierna Do'Urden — Drizzt's half-sister who chose fanaticism over doubt — a priestess willing to sacrifice her brother to regain a goddess's love she never truly had.
- Wulfgar — Barbarian prince broken by demonic captivity and rebuilt by stubborn love — a man of towering strength who learned that real courage is asking for hel
- Xardorok Sunblight — Duergar warlord constructing a chardalyn dragon to annihilate Ten-Towns — a paranoid tyrant whose obsession with surface conquest masks a desperate ne
- Zaknafein Do'Urden — Menzoberranzan's greatest weapon master who chose death over corruption — a father whose sacrifice gave his son the moral compass an entire city could
Locations
- Bremen — A small lakeside fishing town on Maer Dualdon — quieter and more modest than its rivals, sustained by knucklehead trout and a stubborn refusal to die.
- Bryn Shander — The largest and most fortified of Ten-Towns, built atop a windswept hill — the commercial heart and political center where the Council of Speakers con
- Caer-Dineval — A small town on Lac Dinneshere dominated by a hilltop castle — now secretly infiltrated by a cult devoted to Levistus, the archdevil imprisoned in ice
- Caer-Konig — The smallest fishing village on Lac Dinneshere — perpetually overshadowed by its rival Caer-Dineval, clinging to survival through sheer stubbornness.
- Caves of Hunger — A treacherous network of ice caves within the Reghed Glacier — the only path to the buried city of Ythryn, and a gauntlet of starvation, predators, an
- Cryshal-Tirith — A tower of living crystal conjured by Crenshinibon, the Crystal Shard — a fortress of blinding beauty and corrupting power that bends its wielder's mi
- Dougan's Hole — The smallest and most insular of Ten-Towns, squatting on the shores of Redwaters — a place where outsiders are neither welcomed nor trusted.
- Dragon's Eye — A volcanic dungeon complex within the Spine of the World — a lair of yuan-ti and other horrors, its heat a deadly counterpoint to the surrounding free
- Dwarven Valley — A sheltered valley near Kelvin's Cairn where Clan Battlehammer built their settlement in exile — Bruenor's home before reclaiming Mithral Hall.
- Easthaven — A prosperous town on Lac Dinneshere and the traditional starting point for adventurers in the Dale — welcoming on the surface, but hiding dark current
- Good Mead — A Ten-Towns settlement famous for its honey mead — a surprisingly warm community sustained by its renowned meadery and the sweetness of its chief expo
- Grimskalle — Auril the Frostmaiden's fortress on the Island of Solstice — a palace of ice and bone where the goddess performs the ritual that sustains the Everlast
- Icewind Dale — A vast frozen tundra north of the Spine of the World — one of the most inhospitable settled regions in all of Faerûn, where survival itself is an act
- Id Ascendant — A crashed mind flayer nautiloid ship half-buried in the tundra — its psionic engines still hum, and its surviving crew are stranded and desperate.
- Island of Solstice — Auril's sacred island in the Sea of Moving Ice — a frozen rock where the Frostmaiden's fortress of Grimskalle stands and mortals are not meant to trea
- Kelvin's Cairn — A lone mountain rising from the flat tundra near Bryn Shander — a landmark visible for miles that houses abandoned dwarven mines and serves as the Dal
- Kuldahar — A remote village sheltered in a mountain valley by an enormous magical oak tree — the heart of the Icewind Dale computer game, where warmth persists a
- Lac Dinneshere — The eastern lake of Icewind Dale, colder and deeper than its siblings — its dark waters mirror the mountains and support three towns along its shores.
- Lonelywood — The most isolated of Ten-Towns, hidden among the trees on Maer Dualdon's northern shore — a haven for those who came to Icewind Dale to disappear.
- Maer Dualdon — The largest of Icewind Dale's three lakes — its knucklehead trout sustain four towns and fuel the scrimshaw trade that connects Ten-Towns to the outsi
- Menzoberranzan — The great drow city in the Underdark, ruled by matron mothers and Lolth's priestesses — a place of breathtaking beauty and unspeakable cruelty where D
- Mithral Hall — The legendary dwarven kingdom rich in mithral veins — lost to Shimmergloom's shadow, reclaimed by Bruenor Battlehammer in one of the great quests of t
- Redwaters — The smallest and southernmost of the three lakes — named for its reddish tint at sunset, supporting only the two most struggling settlements of Ten-To
- Reghed Glacier — An ancient glacier east of Ten-Towns, miles thick and impossibly old — it conceals buried civilizations beneath its ice and gives its name to the barb
- Spine of the World — A colossal mountain range stretching across the width of northern Faerûn — an impassable wall of stone and ice that isolates Icewind Dale from the civ
- Sunblight Fortress — Xardorok Sunblight's duergar stronghold hidden in the Spine of the World — a forge of corrupted chardalyn where a weapon of annihilation is being buil
- Targos — The second-largest of Ten-Towns, a militant fishing town on Maer Dualdon — hardened by constant threats and governed by pragmatic, sometimes ruthless
- Termalaine — A gem-mining town on Maer Dualdon's eastern shore — the most conventionally prosperous of Ten-Towns, enriched by mineral wealth beneath the frozen ear
- The Severed Hand — A ruined elven fortress in the Spine of the World, its five towers resembling outstretched fingers — once a beacon of elven civilization, now a haunte
- The Underdark — A vast subterranean realm of lightless caverns, fungal forests, and alien civilizations — stretching beneath all of Faerûn in a nightmare mirror of th
- Ythryn — An ancient Netherese flying city entombed beneath the Reghed Glacier — its magic still pulses in the ice, preserving wonders and horrors from an age l
Items
- Aegis-fang — Wulfgar's legendary warhammer, forged by Bruenor Battlehammer with mithral — a weapon of devastating power that returns to its wielder's hand when thr
- Chardalyn — A rare crystalline substance found throughout Icewind Dale that absorbs magical energy — invaluable when pure, but catastrophically dangerous when cor
- Codicil of White — A sacred prayer text containing the ritual to end Auril's everlasting winter — hidden by the Frostmaiden's servants, it is the key to saving Ten-Towns
- Crenshinibon — The Crystal Shard — a sentient artifact of immense power that seduces its wielder with visions of conquest, raises crystal towers from nothing, and ul
- Icingdeath — Drizzt's right-hand scimitar, claimed from the hoard of the white dragon Icingdeath — a frost-enchanted blade that protects its wielder from fire and
- Knucklehead Trout Scrimshaw — Ivory-like carvings made from the bones of knucklehead trout — Ten-Towns' primary trade good and the economic lifeline that keeps these remote settlem
- Ruby Pendant — Regis's stolen hypnotic ruby — a mesmerizing gemstone that bends weak wills to the holder's suggestion, the source of both his comfortable life and hi
- Taulmaril the Heartseeker — Catti-brie's magical longbow that conjures its own silver-streaking arrows from nothing — a weapon of elven craft that never runs dry and strikes with
- The Mythallar — A Netherese device of immense arcane power buried in Ythryn — the engine that once kept an entire city aloft, now cracked and failing but still capabl
- Twinkle — Drizzt's left-hand scimitar, a star-sparkled blade with a powerful defensive enchantment — it warns of danger and guides parries, making its wielder n
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