Icewind Dale
Icewind Dale is a harsh, frozen frontier situated at the northernmost edge of the Sword Coast, known for its windswept glaciers, frozen lakes, and unforgiving climate. Located beyond the Spine of the World mountains and the civilized bastion of Neverwinter, it represents the absolute limit of the known northern wildlands.
Kuldahar and the World Tree
Deep within the frozen expanse of Icewind Dale lies Kuldahar, a unique Firbolg settlement renowned for its colossal world tree. Unlike other world trees created by Annam the All-Father, this magnificent tree was grown by his favored daughter, Diancastra. She was permitted to create it to exist entirely outside the constraints of the ordning, the strict social hierarchy that defines and restricts all other giant races.
The settlement and its wondrous tree are guarded by giant-kin who live outside the traditional ordning. Firbolgs make up the largest group of these protectors, defining the local way of life. They actively shield the world tree and serve to isolate a small enclave of storm giants who dwell on the rugged mountains nearby.
Among Kuldahar’s notable native sons is Hrothgar Hillsfar (who later traveled under the name Farwald), a 3.2-meter-tall Firbolg skald and cleric of the clans who possesses grey-blue skin, wild dark hair, cow-like ears, and protective runes carved along his arms.
Spiritual Beliefs and the Sleeping Father
The clans of Kuldahar practice a spiritual path that preaches a strict balance between three major protective deities:
- Othea: The mother goddess of nature, community, and home.
- Diancastra: The goddess of trickery, diplomacy, and planning.
- Torvik: The local name for Ulutiu, the sleeping father of the giant-kin. He is revered as the god of ice and wind, and remembered as the first challenger of the ordning and Annam, now viewed as a deity of anarchy.
Because Torvik remains in a deep slumber, the clerics (often traveling storytellers and diplomats known as skalds) traditionally draw their active powers from Othea and Diancastra. However, those channeling the magic of the frozen north have recently felt a shift, with divine powers distinctively aligning with the domain of the sleeping god of ice and wind.
The Ancient Dragon War and Lac Dinneshere
Three hundred years ago, a legendary group of heroes—including Hrothgar Hillsfar, Elminster Aumar, Lady Tanager Alagondar, Esfaloth Nightbreeze, Gorion of Candlekeep, Kiara Shadowbreaker, and Uther Vendrock—rose to protect the Sword Coast from an alliance of chromatic dragons. Using five powerful Dragon Masks (one of each color) which allowed them to influence and control the minds of the great wyrms, the heroes pushed the threat back.
While the Black, Red, and Blue dragons were convinced to fly away, the white dragon Cryovain, the Everfrost, was defeated and originally buried in Hrothgar’s empty grave in a tomb on the shores of Lac Dinneshere (also spelled Lac Dinnershear), the frozen lake near Kuldahar. Hrothgar trusted the warmth of Kuldahar’s world tree to counter the dragon’s freezing effect on nature. To protect Kuldahar and his family from potential acts of revenge by the dragons’ followers, Hrothgar asked his friend Elminster to cast a powerful combination of Modify Memory and True Polymorph on him, stripping away his memories and turning him into the human “Farwald.”
The Sea of Moving Ice
Bordering Icewind Dale is the treacherous Sea of Moving Ice, stretching toward the city of Luskan. Deep within this frozen expanse lies Cryovain’s ancient lair. Cryovain eventually abandoned his northern home to haunt the Sword Mountains.
Modern Distortions and Mourning Nature
In the wake of recent threats—including the awakening and southern flight of Cryovain—whispers have spread that “the sleeper under the ice is waking.” Furthermore, those attuned to the natural elements have felt a sudden, profound disturbance radiating from the far north. Nature itself in Icewind Dale is said to be locked in a mournful dirge and a deep lament, quickly overtaken by a sharp, intense anger so severe that the natural elements and the magical weave have ceased communicating with druids and spellcasters who try to reach out.