Following Icewind Dale Part 1 (concluding in Ten little Towns/Saint Greycastle Hospital)
Events during the months of Mirtul and Kythorn (see Calendar of Harptos) leading up to what should be the Summer Solstice, yet remains tight within the icy grip of Auril's Everlasting Winter.
Dale Tales
With the departure of the tiefling and the bard, the others invest time in restoring themselves (and perhaps some sanity) and following up on some loose ends in Icewind Dale.
Along Bryn Shander's repaired and reinforced walls, there are 16 towers spaced out around the perimeter. Each of these towers has been named for one of the heroic defenders during the Desolation. Within a named tower is a room dedicated to this person, a suitable place to live (safe and warmed as part of watch towers) except when that person perished in the events, then it is offered to a next of kin or made into a place of remembrance. Each of the members of the Sewer-side Squad have been given one of these tower rooms. (See map of Bryn Shander).
Rest and Training
- Tale of the Sea Elf Rogue: Agaric and h'Rothgar perform a tricky ritual and healing upon Aelar, sparing him from a terrible fate, but also substituting one nightmare for a new one. Respecting the Sea Elf's privacy, the druid and priest will not speak of the matter, leaving it to Aelar to share if he so wishes. (Details within the Secrets sections on the pages for the characters). (Reaching 7th level), Aelar's Sneak Attack becomes more deadly and he improves his ability for damage Evasion. He remains dedicated to the restoration of Spring to the Frozenfar, and stealthily spying within the increasingly grim towns of Targos and Bremen learns a curious story of an ice-locked ship. (Quest opportunity: Shipwreck on Ice).
- Tale of the Hammer and Anvil: h'Rothgar welcomes the chance to restore his mind, body and soul after the trying events he experienced. He sketches out a detailed copy from Alyks' Book of Shadowy Ink of the sky ship, and studies this, using it as a meditative focus. Try as he might to find time alone to recover, he is visited with urgent requests to heal or to repair, as well as not-so-subtle overtures from the Muzgardts to join in their expanding enterprise, as they growing their influence and profit - importing Darklake Ale as local brews and the favored Good Mead suffer production in the towns after the Desolation. It is a chance meeting with another priest of Moradin, Beroine Battlehammer, that offers him the needed escape. She takes him to the Forge God's shrine beneath Kelvin's Cairn, where meditations in making with metal and heat bring a peace upon him, and a friendship with the "Dwarves of the Valley," far more of the blood of his father than his mother - and his own heart. It is here he receives the elevation (7th level) in the spells to which he has access (4th level), including gifts from Moradin as Fabricate and Stone Shape. Refreshed, h'Rothgar seeks out his friends with interest in learning more of the engine within the crashed "Nautiloid" ship they found to the north. (As told in: Brain Freeze)
- Tale of the Necromancers: In the course of a series of investigations, Vellynne Harpell assists Dex in his training (7th level) and new (4th level) spells. Her style is radically different than that of Idroxius Black, which in a way helps Dex grow his skills, though he has begun to miss his reliable mentor. Like h'Rothgar, Dex finds Vellynne to be no-nonsense, trustworthy and extremely competent. While many Masters (such as Vaelish and Dzaan) are driven by ambition and thirst for power, Vellynne's motives flow from a deep curiosity about the world, life, death, and beyond. While seeking to end the Everlasting Winter is "the right thing to do" anyway, it is just as much her keen interest in the challenge to learn how to do it and to try.
- Pursuing leads that seem crucial to this goal, the necromancers track down the last of the Gnoobz, the gnome artificer Spellix Romwod, to try to learn more about what Dzaan had found. It turns out Agaric provides the needed leads, as they both are actively working with the Kalteswetteruntergrund scholars, who are also seeking to understand and discover a means to end the Rime of the Frostmaiden.
- Spellix is happy to assist so long as the identities and locations of the group remain hidden - for even in this anti-Auril aftermath of the Desolation, the reach of the Children of Auril and the White Inquisitor is long and lethal. While unwilling to retrace any of his steps out on the ice plane (see: Gnoobz), and certainly not with the goblins (see: Hostage King), he offers up the Chardalyn compass he had crafted under Dzaan's instruction. (And shows genuine relief for its burden to be taken from him.) (Quest opportunity: Ruin in Rime)
- The Kalteswetteruntergrund cautiously share that they have been forced to revise its theories about Auril's ritual and now hypothesize an even more terrifying aim: exiled from Winter's Hall on the plane of Pandemonium by the Gods of Fury (at least Talos and Umberlee), Auril needs to establish a new "Divine Realm", and this Everlasting Winter would only be the first step to placing such a place upon this world Toril. So the rituals may not have ended with her aurora and roc-flights now absent from the night sky - but instead changed to something else, perhaps relating to solidifying the mystical borders to the realm.
Tale of the Crystal Ship
Far less inspired to merely lounge about the meager attempts at civilization by hermits and outcasts, the tribesman Phantom and the Shadar-kai Sudon set off (with no indication to their fellow party members) with a determination to conclude the matter with the miniature Illithid/Mind Flayer and its crashed "Nautiloid" ship. With the crystalline alien skull found in the gem mine outside Termalaine, guided by the Nautiloid's clicking-box (now hidden in a deep well in the town - disposed of since it being near the crystal skull made its persistent clicking everso annoying!!), the pair geared up on dogsled to return to the site of the "fallen star."
During the journey and its events, each improved their capabilities (7th level): the barbarian sharpened his Feral Instinct - becoming keenly-attuned to danger, while the hexblade gained in spellcasting ability (4th) and the ability to see through solid objects (Ghostly Gaze). Indeed, the fury of the winds and ice-storms had increased even since the prior expedition - and this time lacked the protections of the mystical shelter from the Tiefling wizard. But proving his worth as a native and guide, Phantom's knowledge and skill at surviving the weather and the pair's proficiency in combat to fight off the winter wolves, snowy owlbears, and other threats successfully delivered them to the destination.
Employing caution, recalling the missing "pod-escapee" fish-like creature that left bloody streaks in the snow - the pair approached the site of the crash, only to find, much to their astonishment, that it was gone!
There was a large and heavily-armored smooth shell cracked open and picked clean by scavengers - likely that creature, and the gouge in the ice left by the crash remained still, but at its end where the curved shell and tentacles of the ship should be, only now jarring shards of ice and signs of a struggle imprinted on the snow. Carefully investigating the scene, the best guess at what may have happened is a very large flying creature with sharp claws and ability to project intense cold came upon the ship (and its protector, and of course the creatures within), engaged in a struggle, then presumably carried off the entire ship!
Now thinking through just what might accomplish such an audacious thing, only two possibilities come to mind: the ancient dragon named Arveiaturace, called "The White Wyrm" (who the party met on its return from the Nautiloid before, awakening it from a nap beneath the snow of a fresh blizzard) or Auril's "Coldlight Roc" (flown across the sky to perform the ritual and the beautiful auroras by the Frostmaiden - perhaps visiting this with the goddess herself on its back?) In either case, the implications were terrifying to consider, certainly as only these two - confident as they may often be. So they returned to Lonelywood and eventually back to meet the others in Bryn Shander.
Beyond the Ice
Joining a caravan led by the Dwarves of the Valley (in fact, the first under the banner of "The Free Towns" alliance), Zak and Alyks return to Luskan, through the pass at Hundelstone, over the Spine of the World, down the Northern Means trail to the City of Sails.
Arcane Brotherhood
Alyks Askaria meets with Zelenn the White, returning to the Host Tower for her stay and reporting on the expedition's progress. This also affords her time for instruction and to learn 4th level spellcraft. While some of her discussions with the Arcane Brotherhood remain closely-held, on returning to meet the group, there are several topics on which she shares insights.
- Nautiloid: Any interaction with the Illithid (mind flayers) poses extreme danger, as the mind-controls and malevolent (or at least psychopathic) intentions of their kind are notoriously difficult to confidently consider contained. They are ancient and deeply-embedded in the Underdark and no doubt puppet many powers on the surface from the shadows. The best course of action is "scorched earth" - destroy and dismantle anything found - never ever trust or give an inch of benefit of the doubt.
- Escaped Prisoners from Revel's End: There are some concerning possibilities with this report, and there will be an inquiry with the Lords Alliance to find out more should preparations need to be made.
- Chardalyn: With regard to the material itself, Chardalyn has long been important and mysterious in the lore of the Frozenfar. Perhaps the most well-known story being that of The Crystal Shard and one of the Arcane Brotherhood's apprentice Akar Kessell being corrupted and empowered, leading to terrible events. The poor understanding and conflicting information about this sometimes-metal sometimes-crystal material is one of the main reasons for sending these expeditions north - to try to study and learn the truth, assess the danger, or discover opportunities.
- Sunblight Desolation and the Chardalyn Dragon: This topic merited the Overwizard Council's attention. How it has changed Icewind Dale seems to alter a lot of political plans and possibly alliances and rivalries at play. That this dragon could have been created at all, and the abilities it had pose a profound threat - making the need to understand chardalyn even greater.
- Arveiaturace (of the White Dragons of the Frozenfar): She is one of the oldest if not the oldest known white dragon, and her close friendship with the archwizard Meltharond is known to have led to each of them enhancing the other's powers. She has generally been considered a managed threat best avoided - she seemed to be simple of mind even before becoming melancholy and delusional with her friend's passing, so has been treated as more of a top-tier beast to avoid as possible.
- Pages in the Book of the Ring of the Shadowy Ink: Ironically, Zelenn recognizes the man in the portrait in the book, taken by the ring's ability to capture (camera-like) sights - as none other than Meltharond himself! (But at a much younger age than most know of him with long white beard). The rest of the book was either known to the wizards' scholars (spells and runes) or not corresponding to anything of help (maps, diagrams). The maps and Netheril lore is copied into the library.
- Everlasting Winter of Auril the Frostmaiden: The sages with expertise in such things suggested two theories: one of which closely-matched what is shared above from the Kalteswetteruntergrund (about the building of a new Divine Realm), the other being the linking of Auril's powers to some other power. (But things become difficult for mortal minds to comprehend at such levels of power: while this linking could be her own master plan, just as easily the other power could be manipulating her!) Auril, like the other Gods of Fury (Talos, Umberlee, Malar) is not particularly known for cleverness and clear-thinking. These deities manifest elemental forces - and some accounts of Auril's origins long long ago describe her as a simple, fickle, and mischievous queen among the Неизвестно.
Pirates and Harpers
Upon reaching Luskan, Zak is welcomed with great interest and excitement at the One-Eyed Jax tavern, where the bard tells (carefully-selected) tales of adventure to entertain his fellow members of the Bregan D'aerthe. Indeed, these catch the attention of his father, Jarlaxle, who grants him rare attention and even a slight elevation in rank despite a well-known higher bar set for his blood within the mercenary group. Zak finds this gathering incredibly fulfilling and restorative in conjunction with his bardic skills improving (7th level) which open access to greater magical effects (4th level).
Accepting a rare invitation to the Hosttower, Zak meets with Alyks and the powerful benefactor who hired him in the first place (through Jarlaxle), Zelenn "the White". The enchanting high-elf examines the leaf-pin taken from the belongings of the Warden at Revel's End, confirming it to be crafted by the Harpers, who have a sometimes-good, sometimes quite hostile history with the Arcane Brotherhood, and even for Luskan itself, are recounted in stories of both mercifully sparing the city from threats (including dark powers in the Hosttower) but also unleashing destruction that spilled over heavily onto the city and its people. Zelenn, with a reputation for being more inclined to cooperating against dark threats, expressed more sympathy than suspicion with regard to the Harpers, and suggested a course of action, challenging Zak to consider taking upon himself.
Zelenn reveals the second destination of the teleporting powers of the leaf-pin to be Waterdeep, likely a meeting place of the High Harpers, and that one of the very highest - a power well-known in Luskan's histories, may be tied to it: Laeral Silverhand. One of the most powerful wizards known, Laeral Silverhand, once Witch-Queen of the North, is said to have once sealed within the Hosttower a Cabal of liches, corrupted and seeking to dominate the region of Illusk - this was almost seven centuries ago! Zelenn reveals Laeral is now the one who suggested to the Lords Alliance that Luskan be offered membership, as it seeks to "change its ways" from the days of wanton piracy, and establish trade and legitimacy with the civilized world. Losing the ability to use the leaf-pin for quick-return to Bryn Shander, the Identify set its return-point to this room off the Hosttower's entranceway.
With Zelenn and Alyks employing their powers of Divination to watch from afar, Zak keys the item and is teleported into a somber-but-richly ornamented chamber within a mansion in the city of Waterdeep. Calmly waiting, eerily expectantly (wizards can be spooky!) sat a beautiful High Elf/Ar-tel-quessir who introduced herself with a name very well-known to the exiled Drow: Remallia Haventree. It was widely-shared among the Bregan D'aerthe the story of how Remallia had recently assisted dark elf followers of the (uniquely good) Drow goddess Eilistraee (beauty, song, dance, freedom, moonlight, swordwork - in fact, the divine "patron" Zak most preferred send his sword-bard prayers to!) safe passage and treatment in pilgrimages Waterdeep after an avatar of Eilistraee appeared in the "City of Splendors". This meeting was all-too-calculated, it would seem, as Zak was instantly smitten by her beauty, charm, and story.
A High Harper surely charged with regularly meeting the prior leaf-pin's owner, Remalia calmly shared the importance of the role of the Warden of Revel's End, that the escape of certain prisoners (knowing Zak also aware of some of this - see Horrifying Halls) was certain to unleash evil and suffering in coming times, and that currently an important Faerûn: a plot by the Cult of the Dragon to bring Tiamat herself to this plane for conquest. Awestruck by these sorts of responsibilities, Zak felt shame for having taken the warden's tool and symbol - and in respect for the passing of Marta Marthannis herself, who had clearly been competent and loyal and well-meaning for the world, freely offered its return.
Gesturing as if pulling a curtain through thin air, Remalia's powers ended the remote-viewing by the Divination Wizards from the Hosttower, concealing what followed. With few options to send aid, Alyks used Sending soon after to check on Zak, who responded that all was well, and he would be returning in a few days. In fact, it was eight days - but his spirits were good on return, and he still had with him the leaf-pin. But now the trip back to Bryn Shander would need to be once again overland, and the bard and wizard finished their business in Luskan, joined a return caravan of Battlehammer dwarves with goods from Mirabar, to return and meet with the others.
Ten Towns Transformed
With the deaths of half the Town Speakers, the ruin of Good Mead and Dougan's Hole, the occupation of Caer Konig by the Sunblights, and militarization of Caer Dineval by the Knights of the Black Sword, the Ten Towns of Icewind Dale fractured, disbanding the Council of Speakers and forming two alliances: the heavy-handed and fiercely competitive Chardalyn Syndicate and the remaining towns ever-seeking their own freedom and sense of community - The "Free Towns".
The Chardalyn Syndicate
Perhaps merely an excuse to execute a long-planned defection, Naerth Maildanarr pulled Targos from the Council, drawing Bremen with it to form an aggressive capitalism-driven alliance calling itself the Chardalyn Syndicate. The name is not so much anything to do with Chardalyn (whose taboo only increased after the Desolation) than noting the event that put it into motion. The Chardalyn Syndicate's activities can best be summed up with:
- Fiercely compete for resources and profit ("survival of the fittest")
- Gold is thicker than Blood ("forgive and forget" if this lends to #1: profit)
- Merciless ruthlessness toward Auril and all who sympathize with her (the only exception to #1: profit)
What this means practically is (#1) feed and shelter your own first, then profit on those needs from others (the trout of Maer Dualdon became tightly controlled, for example). Walls were raised in both Targos and Bremen, ahead of assistance for housing refugees displaced. The absence of Good Mead's liquor was a boon for the new import of Darklake Ale.
(#2) Standing with Targos and Bremen - now openly, if perhaps previously inconspicuously, was the Black Network of sell-sword mercenaries and tradesmen - the Zhentarim. With the Zhentarim came Clan Muzgardt and trade through the Underdark, via construction and patrolling of a "subway" for beast-driven minecarts connecting an Upperdark passage to Targos with the Middledark Wastelands and then the Upperdark of Spine Stronghold - taken from the Sunblights by the Muzgardts. Further, a truce was established with the Sunblights of Caer Konig as part of the surrender to the Muzgardts, leaving hostilities of revenge to be the Free Towns concern after the Sunblight Duergar completed weregild payments for losses of life in Targos and Bremen.
(#3) Redirecting the anger and hatred of their townspeople, Naerth and Vaelish amplified the hostilities toward the Frostmaiden, her Children of Auril, minions (such as yeti, coldlight walkers, and ice trolls), and of course the White Inquisitor. This has helped justify the wall projects, spending on militarization of the city watches (payments to Zhentarim sell-swords), and an ever-present threat from the outside. This persecution aligns (perhaps merely by chance) with the increasingly open agenda of the Knights of the Black Sword.
The Free Towns
The High Speaker - Duvessa Shane of Bryn Shander, made a valiant attempt to keep the towns together even as death and hunger lingered long after the Desolation, bringing further ruin and despair to the people. Only the merciful intervention of Clan Battlehammer dwarves, led by Stokely Silverstream emerging from beneath Kevin's Cairn allowed the towns to stabilize and recover. Joined then by Termalaine (Speaker Oarus Masthew) and Easthaven (Speaker Danneth Waylen), and offering more community-oriented alternative to the fierce feudal rule (under the guise of "self-sufficiency") of the Chardalyn Syndicate, "The Free Towns" have banded together to share the spare resources among the survivors, planting seeds of hope in the otherwise cold, dark, and harsh environment.
Lonelywood (Speaker Nimsey Hussle) and Good Mead (repeatedly failing to get its footing) each stood aligned with The Free Towns, but lacked the numbers to be more than outposts. Easthaven's trout were essential, given the aggression on the northern lake, and both Caer Dineval and Caer Konig now placed the lake a far lower priority to other pursuits.
The Free Council's members are:
- Duvessa Shane/Bryn Shander, Speaker for the Free Towns,
- Oarus Masthew/Termalaine, Speaker for the Maer and the Mine,
- Nimsey Hussle/Lonelywood, Speaker for the Forest,
- Danneth Waylen/Easthaven, Speaker for the Lac, and
- Stokely Silverstream/Under-Kelvin's Cairn, Speaker from Under the Mountain.
The Free Towns have begun negotiations to join the Lords Alliance, now that the past objectors to this proposal have separated.
Children of Auril
The White Inquisitor withdrew from her previously prominent and haughty domination and intimidation of the towns. She still makes appearances at crucial times, reminding of the overwhelming might of the Frostmaiden in this Everlasting Wintery Land - but only sparingly. The Frost Druids have withdrawn to greater seclusion, and none of the shrines to Auril in the towns dares to operate any longer. Isolated ones still remain - and there are stirrings among Auril's creatures that should be respected - not only the ferocious yeti and ice trolls or terrifying coldlight walkers - but even the Frost Giants, perhaps the most ancient of all dwellers of the lands.