The Plot and Hook tavern is where weary wanderers rest and regale their fateful fellows of assorted anecdotes they have heard out on the rambling road.
Friday, May 29, 2015
Thursday, May 28, 2015
IWD 5.0 - Introduction and Hooks
Introduction to Icewind Dale 5th Edition
Icewind Dale was originally crafted under the auspices of a modified Advanced Dungeons & Dragons 2nd Edition Ruleset done by Black Isle Studios. This attempt will be adapting the campaign to 5th Edition Ruleset.
Wednesday, May 27, 2015
Helm of the Trusted Defender
A tale told about the helm that rests behind the bar at an inn in Icewind Dale...
Tuesday, May 26, 2015
Background on Kuldahar
Kuldahar never really existed.
Obviously true to those outside the D&D world, but also as far as official cannon, it was never touched upon by any author or agent of Wizards of the Coast until Black Isle Studio's game. It only appears in the map that came with the game which was artistically stylized:
Forum user Ineth traced the various journeys of the adventures in the region using a map from Candlekeep to suggest some various possibilities of a village on the south side of a mountain with various access points to a green valley, volcanic fissure, warlord cemeteries, and unknown temple/monasteries. This is the best approximation:
Following the success and fan enjoyment of the setting, there has been a gradual increase in the acceptance of Kuldahar as a place. From this and referencing in-game lore, conversations, and later pdf's, a history of the place up to 1281 can be established.
Silvanus himself planted the acorn in the hills that later would become mountains. He named the Great Oak "Kuldahar" and helped it to grow for 1000's of years until discovered by a Silvanite who turned the site into a shrine to the Oakfather around 1220 DR. The shrine eventually also attracted travelers and merchants. Later, the archdruid and the circle thought these to be travesty to the wild nature that they held dear and so expelled the people and set up thick natural barriers to prevent any new access. In 1256 a new archdruid came to power and reversed these ways, seeing the warmth of the tree to be opening arms to shelter all. He in turn was succeeded by Arundel, who is the last known archdruid of Khuldahar.
Outside of this tale, nothing else is known of Kuldahar and its fate. The only conjecture is the the potential "Year of the Shattered Oak" 1313DR. The roll of years do not necessarily match events in the world, but often they did. Perhaps the shatter of the oak is reference to the the Tree Ghost Uthgardt tribe breaking from the Blue Bear tribe, but they have no specific reference to Oaks. I think this allows for great story telling opportunities until something more official is passed down to us from Wizards of the Coast. There at times feels no space left to be "unexplored" in this world, but the Spine of the World does offer that chance, and perhaps hidden valleys and villages found there could be just exactly what the Bard ordered.
My own personal idea of current (1490 DR) status is that the tree perhaps was indeed destroyed but there is a new one growing out of the old, and that Orrick the Grey is still there. He is now the resident druid, combining his studies of protective magics and mythals with the sheltering power Silvanus gave to that place. Perhaps in exchange for his service, Silvanus is granting him the gift of old age, thus allowing the story to, branch, across time.
Also important to note for the significance of the village is it was the traditional home of the Heartstone Gem, a powerful scrying artifact found in the roots of the tree (specifically the archdruid's home). At one point a young druid out of jealousy or perhaps some other purpose fled with it, ending in the possession of a mystery temple. This would then become a plot device for the original story as it was sought to aid in answering the fearful question of what was the source of the elusive and unknown evil that was encroaching on Kuldahar and all the North.
Obviously true to those outside the D&D world, but also as far as official cannon, it was never touched upon by any author or agent of Wizards of the Coast until Black Isle Studio's game. It only appears in the map that came with the game which was artistically stylized:
Forum user Ineth traced the various journeys of the adventures in the region using a map from Candlekeep to suggest some various possibilities of a village on the south side of a mountain with various access points to a green valley, volcanic fissure, warlord cemeteries, and unknown temple/monasteries. This is the best approximation:
Following the success and fan enjoyment of the setting, there has been a gradual increase in the acceptance of Kuldahar as a place. From this and referencing in-game lore, conversations, and later pdf's, a history of the place up to 1281 can be established.
Silvanus himself planted the acorn in the hills that later would become mountains. He named the Great Oak "Kuldahar" and helped it to grow for 1000's of years until discovered by a Silvanite who turned the site into a shrine to the Oakfather around 1220 DR. The shrine eventually also attracted travelers and merchants. Later, the archdruid and the circle thought these to be travesty to the wild nature that they held dear and so expelled the people and set up thick natural barriers to prevent any new access. In 1256 a new archdruid came to power and reversed these ways, seeing the warmth of the tree to be opening arms to shelter all. He in turn was succeeded by Arundel, who is the last known archdruid of Khuldahar.
Outside of this tale, nothing else is known of Kuldahar and its fate. The only conjecture is the the potential "Year of the Shattered Oak" 1313DR. The roll of years do not necessarily match events in the world, but often they did. Perhaps the shatter of the oak is reference to the the Tree Ghost Uthgardt tribe breaking from the Blue Bear tribe, but they have no specific reference to Oaks. I think this allows for great story telling opportunities until something more official is passed down to us from Wizards of the Coast. There at times feels no space left to be "unexplored" in this world, but the Spine of the World does offer that chance, and perhaps hidden valleys and villages found there could be just exactly what the Bard ordered.
My own personal idea of current (1490 DR) status is that the tree perhaps was indeed destroyed but there is a new one growing out of the old, and that Orrick the Grey is still there. He is now the resident druid, combining his studies of protective magics and mythals with the sheltering power Silvanus gave to that place. Perhaps in exchange for his service, Silvanus is granting him the gift of old age, thus allowing the story to, branch, across time.
Also important to note for the significance of the village is it was the traditional home of the Heartstone Gem, a powerful scrying artifact found in the roots of the tree (specifically the archdruid's home). At one point a young druid out of jealousy or perhaps some other purpose fled with it, ending in the possession of a mystery temple. This would then become a plot device for the original story as it was sought to aid in answering the fearful question of what was the source of the elusive and unknown evil that was encroaching on Kuldahar and all the North.
Monday, May 25, 2015
Friday, May 22, 2015
A Step Back in Time, Mirtul 1281 DR
Helm of Darkvision: 'The Eyes of Truth'
A tale told about the helm worn by a man from Icewind Dale who claims it was received as payment from a grateful employer...
Wednesday, May 20, 2015
Faith Killer
A tale told about a man who dared to deny the existence of the gods. Those of Icewind Dale know the folly of such thoughts as Auril is ever present...
Monday, May 18, 2015
Suryris' Blade
A tale told by a man claiming to be headed to Icewind Dale. An exceptionally large and brilliant halberd leans against the wall behind him...
Friday, May 15, 2015
Helm of Charm Protection
A tale told about the helmets the Blue Hand mercenary group from Icewind Dale made those in their employ wear while negotiating terms of contracts and during escorts...
Wednesday, May 13, 2015
Monday, May 11, 2015
Helm of Defense: 'Gift of Peace'
A tale told about the helm worn by a paladin that had saved the speaker when he had been lost in Icewind Dale. He had taken the man in and let him winter at his hermitage, sharing not only the warmth of his hearth but the warmth of his spirit...
Friday, May 8, 2015
Scarab of Good Will
A tale told about the peculiar green and gold amulet a recent traveler to Icewind Dale is wearing...
Wednesday, May 6, 2015
Robe of Enfusing
A tale told about the cloak of a caravan driver from Icewind Dale who had saved the life of a man he had found on the roadside, and later was revealed to be a wizard of some import...
Tuesday, May 5, 2015
Girdle of Gond
A tale told about a companion, Jurmar, who was from Icewind Dale and had a knack for getting out of jails and into private quarters in Luskan...
Monday, May 4, 2015
Blade of Emerald Peril
A tale told about a wizard's gem encrusted blade...
Art: Morgainelstari |
Inspired after witnessing the ferocity of a band of orcs attacking caravans traveling through a nearby mountain pass, a wizard sought to distill that ferocity into a series of gem that he then set into his sword. He set many emeralds into the sword enchanting them with the souls of
Sunday, May 3, 2015
Quiet Boots
A tale told about a dwarf's reply to a thug near Icewind Dale who had a penchant for cutting throats..
These well-worn leather boots were frequently used by the thug and part-time killer Renny the Fist. Renny, a former escape artist, liked to tell people that all he needed to kill them was a reason and "some quiet boots." He would then raise his boot up to eye level and say, "I'm already halfway there. Don't push me." Renny stopped doing this when a quick-thinking dwarf
Saturday, May 2, 2015
Mummy's Tea
A tale told about a potion a traveler gave to a man's child in Icewind Dale who was bed ridden with an unknown disease..
Priests of Horus-Re in far off Mulhorand were the first to create this repellent but life-saving potion. A foul smelling brew, it is made by boiling used mummy wrappings along with naturally desiccated animal remains. The resulting tea can then be consumed to neutralize the effects of disease.
Friday, May 1, 2015
Clasp of Bron's Cloak
A tale told about Bron Balhon from Icewind Dale and his cloak....
This small talisman was the clasp of a cloak owned by the notoriously tough warrior known as Bron Balhon. On at least ten different instances during Bron's life, he was reported as dead after getting himself involved in some horrible situation. Some enemies shot him full of crossbow bolts and pushed him into the ocean with lead weights only to be killed by him a month later in a tavern four hundred miles away. On another occasion, Bron's cowardly companions abandoned him when they were attacked by dire wolves in the wilderness. Two weeks later,
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