Hello! It is time to do a cold environment adventure so let's do the old classic, Icewind Dale: Rime of the Frostmaiden. My expectation is daily posts, although we all must (unfortunately) make allowances for real life. Action to start in the New Year!
Please submit the usual information: name. class, species, backstory, and link. Please use 2024 rules and Point Buy/Standard Array for abilities. Start at level 1 (yes, this is a pain, but my hope is that the group will grow and adapt together) and plan to go to level 4 with the possibility of continuing on (completing the Rime would take PCs to level 12). All recognized DnD Beyond species/backgrounds/etc. are allowed (but you might need to share content if it is not something I am familiar with so I can learn about it) but no homebrew. A cool photo is a plus but not required.
Background: Icewind Dales is between the Spine of the World mountains and the Sea of Moving Ice above the Sword Coast in Faerun. This part of the "Savage North" has a few folks tough enough to overcome the Arctic weather and fearsome monsters of the region. The main settlement in this region is called Ten-Towns, where people both support one another enough to stay alive in the unforgiving environment and compete against each other to get ahead. You are one of these people. Possibly you are a dwarf or goliath that has ended up in town due to some twist of fate. Maybe your family moved here decades ago or you arrived more recently just ahead of the law and winter. Perhaps you are one of the few Reghen Nomads that has decided to try town life. Whatever your story, you have decided that now is the time to try being an adventurer, if for no other reason than to do something different while shivering. Will you be a Hero, or will you just become another popsicle casualty in the long winter?
Guidance: Please craft your character with ideas about how they will survive blizzards and cold exhaustion. I will give bonus points if you have a good backstory that explain what brought you to Ten-Towns. PC deaths are very possible due not only to combat but also the environment, so I will spend more than the usual amount of time on issues that are frequently hand-waved away in other games (such as movement, shelter, etc.) so roll play and situational awareness will be important. Please add cold winter clothing (no cost) but consider saving a few coins to purchase additional cold weather gear such as snowshoes, crampons, dogsled and dogs, etc.
Name: Ophelia (<-- link to dndbeyond character sheet) Class: Sorcerer (will be Wild Magic) Species: Wood Elf Background: Wayfarer Backstory and Image: see (first) spoiler below. (May buy more items later... could not find snowshoes, crampons or cold weather clothing on DDB for some reason.)
Character Description and Backstory:
Ophelia, based very loosely on the character from Shakespeare's Hamlet (among with other sources), is an otherwise gentle and sweet soul who has been driven insane by ill fate. By the tragic loss of her father, brother and true love (all three, as in the Shakespeare's play). And also by the chaotic surge of Wild Magic which is blossoming within her, perhaps as a response to the trauma inflicted on her mind and soul, rather than her suicide which ensued in the Shakespeare's play. Though she has no comprehension of it, the raging arcane storm within her whispers of a need to venture far north from her wood elven family home in the High Forest at the headwaters of the Dessarin. To seek out secrets and a fell power hidden somewhere beyond the Ten Towns of Icewind Dale.
Though she has periods of relative lucidity and has shown a penchant for hardiness and survival during her journeys (+4 CON Save Lucky feat), no longer is Ophelia one who walks the world or speaks to others in straight lines, her mind meandering and her words wandering. What remains of her horrified extended family looked the other way as she took what she needed and departed for north without a backward glance, speaking in riddles of the whispers in her mind. Of some curse that must be lifted in the teeth of vengeful winter. To bring nature back to its proper balance, as all wood elves should rightly seek.
Ophelia's madness is neither cruel to others, nor selfish. Just the opposite at times, though her ravings make little sense to most, and the wild arcane power that bursts from her, involuntarily, is not for the faint of heart. Perhaps in the frozen north, Ophelia shall find... something... to ease her insanity... one way or the other. Or perhaps she shall perish trying. All she knows is that she must go. It calls to her like the pale aurora in the sky.
For Forgotten Realms Faction purposes if it comes up, I think Ophelia's personality would have likely made her a low-ranking Harper agent in her prior life. Which fits with the clandestine spywork Shakespeare's Ophelia was forced into by her father. Now, with her fractured mind, she only recalls bits and pieces of her Harper contacts and passphrases. One thing she does remember in her times of lucidity is the guiding words of the great HarperRemallia Haventree: to live one's life to be the song for those who have no voice.
Sample of the wild magic and poetic insanity which fills Ophelia's mind:
Wild madness became Ophelia whence first drifted the dreams swimmingly, swimmingly up, as snowflakes swirling into a shadowed sky, calling to her like arctic starlings newly hatched, twisting and winding, the strangling fruit snaking through a shattered visage upon on the storm-shorn stone to bring forth the the seeds of the awakened dead and share with the pale beasts who gather in darkness with shining eyes, surging, surging through the savage Icewind Tundra like frigid black water beneath a midnight sun lie the forgotten, my lady, dead and gone, at their head once, not so long ago growingly, growingly grass-green turf, at their heels, the now bleak land, once larded all with summer-sweet flowers which bewept to the winter ground, blossoming, blossoming within the skull, expanding the mind beyond what any man can endure or woman bear, to reveal the fatal softness of the frozen Earth, whence round the bitter decay of that colossal glacial ruin, boundless and bare, yet beckoning, beckoning to her with whispering strands of icy fingers, the lone and level snows stretch far, far away, promising shivering sweets to which the sweet must stray.
(Yes that is intended to be one sentence.)
Image:
See ^^^ spoiler above ^^^ for backstory and image.
Inventory: I have a tent and a blanket (gives advantage on saving throws against extreme cold). Also couldn't find some of the specific items you suggested. Regarding a sled and dogs, is this something the group could purchase in Ten Towns as we get started? (I have some gold to contribute.)
Backstory:
Marva spent her young adulthood working in a Neverwinter noble's library, studying and organizing the books. She likes the order of the library, but there is a part of her that revels in the wildness of a good storm. Her parents attribute this wild streak to her birth during a huge blizzard.
When her ancient Gnomish mentor Wrenn Legantel dies, a new head librarian arrives, an elf named Ivellios. He has long coveted the leadership position in this library and wants to bring in all his own underlings. He finds an excuse to throw Marva out.
Marva struggles with finding a new direction. She ends up doing odd jobs where she can find them, often with booksellers or purveyors of historical objects. Her last job was to deliver an item to Ten Towns.
She is not a cleric in the traditional sense of joining an organization that follows a particular diety. Instead, a diety has taken an interest in her through her connection to storms. Marva is not fully aware of her capabilities. The challenge of this adventure is likely to bring out hidden talents.
Name: Bromir Snowstrider (character sheet) Image on character sheet Class: Druid (will be Circle of the Moon) Species: Dwarf Background: Farmer Inventory: standard gear + tent + blanket
Backstory:
When a dwarf of the Snowstrider tribe reaches adulthood, they are sent out alone into the world for several decades. They are expected to live with the land, learn its rhythms, help where they can, and survive without the protection of tribe or walls. Only when they feel they have truly understood the balance between ice, storm, and life do they return — not as youths, but as elders.
Bromir is in the middle of that wandering.
He came north because Icewind Dale is one of the harshest places a druid can learn from. If he can survive and understand balance here, he can survive anywhere. He stays in Ten-Towns because it sits at the edge of wilderness and civilization, which is the exact place where balance is most often tested.
Bromir adventures because it is the clearest way to see how the land, people, and monsters are shaping each other. When his decades of wandering are done, he intends to return to his tribe, share his experiences and knowledge, and have a family.
Background: Sage (Going with like a 'Tundra Mystic' feel)
Backstory: From one of the many barbarian tribes that inhabit the spine of the world and surrounding Icewind Dale tundra, Gynan is accustomed to the harsh environment and harsher people of the frozen north. She has carved out a place as an angler in Ten Towns during the colder month when the lakes are frozen and ice fishing outdoes the boats, and on the sea of moving ice during the summer when she can find room on an ice breaker. This year has been a particularly hard one and she is dipping into her savings to get new gear and find odd jobs to make ends meet
“Farming is simple but far more complex than hunting.”
Leon lived a simple life. Farming was everything he knew and that worked for him. He lived in a village not even large enough to be put on a map that one would find in the city. The oldest of 6 children Leon raised his siblings when his mother became ill and his father left to search for someone who could help. At the age of 17 Leon’s father would leave for weeks in search of a cleric that would heal his wife. During that time Leon watched his siblings, took care of his mother and worked on the farm. If not for his village, Lean thought that there was no way he could manage. There was a great amount of love in his house but the Gods had a different plan for Leon.
After 2 years Leon's village found itself dealing with the presence of a werewolf. The loving village Leon once knew became a place of fear and hatred. Accusations were being thrown around every day and friends became enemies overnight. His family could only survive because of the love of his community but with the paranoia came reluctance to help. For months the village felt like Avernus until one night the creature attacked Leon's family. Maybe because he was knocked unconscious or maybe because of a Gods plan, Leon survived the werewolf attack but not unscathed.
The village that once held all the love Leon could want now became a place of fear and accusations. Leon was forced to flee his home and with a target for everyone’s sorrow people started to believe that Leon was the werewolf the whole time. Leon gained many skills from being hunted constantly and after 5 years he learned that hunting those that wish to kill him was easier than escaping. The curse that affected Leon also became his strength. Leon discovered that he could channel his cursed blood in order to gain the power to fight using anger.
Running is an option that only works for a limited time and when Leon had no other option he escaped on a ship heading north. Leon did not know that his situation was only going to get worse but for the few days at sea he thought he had found salvation.
Dvu grew up among the Thuunlakalaga clan, wandering as a young Goliath under the unforgiving sun of the Spine of the World mountains, a land where survival was etched into the very stones. His goliath tribe was renowned for their resilience and their uncanny ability to navigate the treacherous peaks. They tended to be nomads, slow to trust others and build bonds. From a young age, Dvu displayed an innate connection to the wild, his senses sharper, his understanding of animal tracks and weather patterns almost intuitive. He became a skilled hunter and tracker, learning over time to speak in a strange fashion to the animals he encountered. He spent his days guiding hunting parties through perilous terrain, always carrying his sturdy shield and a gnarled wooden mace that his shaman had imbued with a faint, protective glow - he learned how to force his will in a magical way to guide it towards his target.
Over time he became a guide of sorts - he led dwarven prospectors to forgotten veins, escorted some dry elven scholars to an old cave with pictograms, and even guided desperate human merchants seeking new trade routes. Each journey broadened his understanding of the world beyond his tribe, hinting at civilizations and wonders he had only heard whispered about in tales. He learned common tongue from the merchants he guided and some dwarven from the miners.
One particularly harsh winter, a blizzard unlike any Dvu had ever witnessed swept through the Spine of the World. A small caravan he was guiding, laden with precious furs, became trapped in a rapidly shifting avalanche. Despite his heroic efforts, only Dvu and two others survived, huddled in a small, snow-covered cave, the glow of his mace their only source of comfort in the crushing darkness. The experience left an indelible mark on him. He felt the immense power of nature, but also its indifference, and a gnawing desire to understand places where such raw, untamed forces held sway.
After helping the surviving members of the caravan reach safety, Dvu felt a restless stirring within him. The mountains, once his entire world, now felt too small for him. He heard stories from passing travelers about a place of eternal winter known as Icewind Dale, home to settlements called the Ten-Towns. They spoke of challenges unlike any he had faced, of unforgiving cold, and mysteries hidden beneath layers of ice. The tales ignited an old fire in his heart, a yearning for exploration and a new kind of challenge.
He bid farewell to his tribe, a solemn promise to return etched in his heart, and began his long journey north. For months, he walked, his shield on his back, his glowing mace leading the way, guiding himself across the tundra and along frozen rivers. He honed his survival skills further, learning to adapt to ever-changing landscapes, his ranger instincts guiding him through difficult territories. He followed the patterns in the sky and the whispers of the wind that carried tales of the Dale and the communities there.
Dvu made his way to Ten Towns to seek his future and to use his skills to help the travelers he encountered. Who knows where his next journey will lead him...
Isaak Shadowson was born in Bryn Shander during a never-ending winter.
Even before Auril’s curse fell over Icewind Dale, the north was a place where people learned to endure ... or vanish. Isaak learned both. His mother died during a blizzard when he was still a child, lost between town and tundra. His father disappeared soon after, leaving behind nothing but a name no one spoke kindly of.
Only his grandfather remained.
Aurelian Shadowson lived in a shuttered, half-buried house near the outer wall of Bryn Shander, its windows permanently frosted over from the inside. He was known as a strange old man — too old, some said. A man who had arrived decades earlier and never seemed to age the way others did. He survived winters that claimed stronger folk. He remembered events no one else alive recalled.
Aurelian taught Isaak how to survive the cold, how to move quietly through snow and shadow, and how to take what the world would never give freely. By his early teens, Isaak was running messages between the towns, lifting purses from careless travelers, and occasionally stealing supplies meant for those who already had too much.
Aurelian did not stop him.
“The Dale doesn’t forgive kindness,” his grandfather would say. “Only persistence.”
When Auril’s endless night descended upon Icewind Dale, Aurelian grew weaker — but not afraid. He had always spoken of death as something negotiable. Something that could be delayed, bargained with, even tricked.
One night, as the wind howled loud enough to crack timber, Aurelian finally died.
Isaak found him seated by the hearth, frozen solid, eyes open, expression calm. The fire had burned out hours earlier. The cold had taken him quietly.
That night, Isaak dreamed of a frozen expanse beneath a starless sky. His grandfather stood there, half-formed, frost clinging to his bones but never quite consuming him.
Aurelian told him the truth.
The Shadowson line had been marked long ago, tied to ancient bargains made in the far north: experiments in surviving what should not be survived. Aurelian had endured through sheer will and stolen knowledge, but the cost had been high. Everyone else had died. Everyone except Isaak.
“You are the last,” Aurelian said. “And I cannot move on until the line does.”
Aurelian bound what remained of himself to Isaak — not as a ghost, not as a lich, but as something unfinished. The pact was not about power. It was about endurance.
Isaak would live. He would survive the cold, the hunger, the violence, and the creeping death of the Dale. He would accomplish what Aurelian could not: leave something behind. A future. A continuation. Proof that the Shadowsons had not merely lingered, but endured.
After the pact, Isaak found that the cold bit him less deeply. Illness passed him by. Wounds that should have festered instead closed. Death brushed against him ... and withdrew.
And then came Cinder.
The pseudodragon appeared one morning perched atop a frost-covered beam, wings tucked tight, eyes sharp with concern. It did not speak, but Isaak felt its presence — judgment, caution, and something like hope.
Cinder follows Isaak everywhere, an ever-watchful conscience. When Isaak’s criminal instincts push him toward cruelty or indifference, Cinder bristles. When Isaak risks himself for others, the pseudodragon settles closer, warmer than it should be in the cold.
Isaak suspects Cinder is not part of the pact itself, but rather what his grandfather wanted him to become — a reminder that survival alone is not enough.
Now, in Ten-Towns, Isaak moves between the towns as a courier, scout, and sometimes thief. He knows smugglers’ routes across the tundra, which speakers can be bribed, and which inns ask no questions. Some see him as useful. Others see him as cursed.
The endless night presses in. People vanish. Sacrifices are made. Ancient secrets stir beneath the ice.
And somewhere in the frozen dark is the reason Aurelian waited so long to die.
Isaak does not yet know what he is meant to accomplish in Icewind Dale.
Backstory: Kia'i's flight from the Shaded Hand Guild was initiated by a fundamental conflict between his nature and the guild's parasitic operations. While the guild demanded profit above all else, Kia’i found himself instinctively shielding the city’s most vulnerable targets rather than plundering them. The final straw came when Kia’i was tasked with a "contract" that involved sabotaging a local community’s resources to clear the way for a guild-backed extortion racket. Choosing to honor the spirit of their name, Kia’i betrayed the guild by intercepting the stolen goods and returning them to the people, effectively becoming a guardian of the very "prey" they were meant to hunt. Now, with a bounty on his head for "theft within the guild" and violating the code of silence, Kia’i remains on the run, using their rogue skills to stay one step ahead of the assassins sent to reclaim the guild's "lost" property. He is currently residing in Bryn Shander thinking nobody would follow him to this frozen backwater town.
Great submissions! Plenty of time for additional ones. I will let folks know if they are selected after New Year’s Eve. As for supplies, if it is not in DDB inventory (crampons, sled dogs, etc.) we will sort that out in Ten Towns once the team is selected.
Name: Waddlesworth species: kenku (who looks like a penguin) Class: Druid (Circle of the Sea) Background: Farmer (of fish) Backstory:
Born in the frost-rimed cliffs of a distant northern archipelago, Waddlesworth is a Kenku whose feathers grew in thick, oily, and starkly monochromatic—giving him the distinct appearance of a tuxedo-clad penguin.
In a warmer climate area far south, several years ago, a wandering hermit came across a burnt-out wagon caravan. The caravan had been attacked by highwaymen bandits. Searching the remains, the hermit found many boxes and even a few envelopes all with either Bremen, Caer-Konig, Easthaven and a few that even had Ten-Towns stamped or written on them, and the hermit also found a lone survivor, a toddler. The hermit had not heard of the words Bremen, Caer-Konig, Easthaven or Ten-Towns and he ignored the envelopes and stamped labeled but gathered what was left in those packages as well as the toddler and went straight to the nearby monastery. The Abbot could not take in a toddler but would when the child was of school age.
The old hermit decided to raise the young child on his own. The child learned about the wilderness from the Hermit, and the Hermit researched and eventually found out what Bremen, Caer-Konig, Easthaven and Ten-Towns mean. When the child was of an estimated age and size to be accepted by the monastery, he took the child to see the Abbot. When the hermit dropped off the child, he told both the child and the Abbot about the caravan and the names. The hermit regretted to not paying attention if the caravan was going to or coming from that region, and finding any additional information concerning if the child had family up north.
The Abbot accepted the child and raised him in the monastery, the child was the only Dragonborn species there. The child was tormented about his kind by many, and yet despite the torment, there was also acceptance. When the child was of the age of graduating from secondary school, the Abbot pulled the child aside, and gave him his blessing to head north and find out if his roots are in the Ten-Towns region or his future was. The Abbot had gathered all the cold weather gear he could find and presented it as a parting gift. With that blessing, Kilk is now in the Ten-Towns region.
Name: Olfin Slinderheart (https://www.dndbeyond.com/characters/158346899/xvppUn) Class: Bard Species: Dragonborn (silver) Background: Acolyte Backstory: Olfin grew up as the oldest son in this tiny little town where the church was so massive it basically had its own microclimate (i.e. fog rolling off the spires, that kind of thing). Everyone knew the rule: the firstborn kid belongs to the church. So when he was a teen, they just marched him up there and told him, "This is your life now, kid." (Such loving parents). He learned all the prayers, how to look properly sorry during penance, and most importantly, how to fight off sleep during those endless sermons. (Spoiler: he was terrible at that last one). The days dragged on forever, the chanting was mind-numbing, and I swear every single hymn had one extra verse nobody needed. So, like any sensible adolescent, he said screw it and ran away.
His only talent was telling really bad Dad-jokes (mostly) and singing, so he ended up becoming a traveling bard. Sang for his supper in smoky taverns, talked his way out of bar tabs he couldn't pay, and quickly figured out that a room full of clapping drunks beats a silent monastery any day of the week. However, his trip up north happened mostly by accident. One night he got properly hammered, made some questionable life choices, and passed out inside what he thought was a crate of ale. (Spoiler number two: it wasn't.) When he finally crawled out, half-frozen, back screaming, still quietly humming some drinking song, he was in Targos. You know, that grim northern port town where the wind cuts like knives, the ale is strong enough to strip paint, and nobody asks too many questions, especially not about why a bard just tumbled out of the cargo hold like a very confused package. He took one look around, shrugged, and decided this was either fate or at least a pretty clear message to stop napping in mystery crates and find a warm hearth and a stage; preferably in that order.
Name: Drift. ( “Yeah. Just Drift, what’s it to you?”)
Class: Artificer (Can enable content sharing for Forge of the Artificer)
Species: Human
Background: Archaeologist
Backstory:
Drift earned his name following half-forgotten roads and vanished coastlines, mapping places others believed lost to myth. As an archaeologist and cartographer, Icewind Dale drew him like a blank space on an unfinished map.
Ancient Netherese ruins lie buried beneath glaciers, and entire settlements have vanished from records, swallowed by snow and time. Drift believes that land no one understands is land ripe for discovery … and profit. By charting safe passes, uncovering relics, and recording truths frozen beneath the ice, he hopes to sell knowledge to those bold enough to follow.
There was a time, way back when, that Drift was more idealistic about his trail finding and way faring, back when he still used a family name. He’s older now. Hewn roughly by life, self-sufficient, but self-focused too. Spending so long among the ruins of great civilisations can change you that way, which is why he turns his hand to every trick of survival he can. Few are those that Drift has met more proficient in tool use than him.
As an Artificer and Crafter (feat) he can make a number of objects while on expedition, with multiple tool proficiencies in hopefully useful tools. If a blizzard destroys supplies, he should be able to at least make up some of the losses, and the plan is to be a Cartographer at level 3, but if something else becomes more obvious and useful than that in this setting he has a lot of broad support options as an Artificer.
Crafter also gives 20% discount with vendors on non-magical items which will be helpful before an expedition.
I don't know who will be picked for this adventure, but I could see Marva coming to Ten Towns to bring you some book that you ordered to help you with your studies. (See my backstory above.)
Why in the Nine Hells does a Calishite pasha's daughter want to travel to Icewind Dale? The desert is down south, princess!
On her long voyage from the distant land of Calimshan, Zuleikha el-Tarrashi has heard that refrain often enough that she has learned to answer it with a mysterious grin and a wave of her ring-bedecked hands. The truth is not a simple one - the answer is both personal and the consequence of an oath.
NOBLE BEGINNINGS
The carefree, whimsical daughter of a great pasha who reigns over ancient Almraiven, Zukeikha has been evading her tedious destiny - a betrothal to a fabulously wealthy and stupefyingly boring merchant for the political gain of her father. Drunk on the stories of adventure she read in her youth, she sought to escape the tedious life of a pampered noblewoman, and fearing that she might simply abscond from her duties without notice, her parents eventually gave her leave to see the world for a time. Five years to sow her wild oats, to sup her fill of adventure, and then return and do her duty as a good noble wife.
THE COURT OF THE NOBLE AIR GENIES
Zuleikha leapt at the opportunity, and wandered far into Tethyr and then Amn, trhilled by the opportunity to experience new cultures. But she didn't find purpose until she met Avarikos, an air genasi sworn in service to the floating djinn city of Birun Bur. She followed him, found herself entranced by that culture and its love of caprice and freedom, and a few short months later, and she was taking an oath of allegiance before the Court of the Noble Genie Farnesslee herself. Avarikos was her tutor and trainer, and in time, her lover. But betrayal and ill fortune soon followed.
THE ICE GENIES OF ICEWIND DALE
Avarikos was a guardian of the Qorrashi Palimpsest, a tome of immense power which held dominion over the ice genies found in the Savage North. One morning, when Zuleikha awoke for her regular duties, the palace was in a panic - Avarikos was gone and it appeared the Palimpsest stolen with him. In the days that followed, pieces of the puzzle were put together -Avarikos had been behaving strangely, and his discarded diary revealed that he was under the sway of a mysterious arctic entity of immense power who plagued his dreams with terrible fears, promises of power, and had gradually weathered away much of his free will. The diary entries were often vague, irrational and disjointed, but it became clear that the Palimpsest would be used to harvest the power of the ice genies to further the aims of the strange icy figure in Avarikos' dreams.
Zuleikha set out at once - driven by a desire to save her friend, to uncover the truth about the enigmatic frostmaiden, and to prevent the catastrophe befalling the Qorrashi ice genies. She nears her destination in Ten Towns at last, bearing witness to the elemental imbalance that she is duty-bound to rectify.
(More than happy to discuss the backstory with the DM and modify it to conform with factions/NPCs/existing quests in Icewind Dale if necessary!)
Other:
PERSONALITY
Zuleikha often peppers her speech with words from Alzhedo, the language of southwestern Faerun. As a foreigner to the Savage North, she has a habit of employing amusing idioms from her sun-blasted homeland in Calimshan that sound peculiar to those from Icewind Dale. She is fond of playfully boasting and sometimes speaks of herself in the third person. Zuleikha can be accused of telling tall tales in service of a good story now and then. She has a theatrical manner about her in the throes of combat, favouring style as much as lethality. She is fond of luxury, but views the hardships presented by Icewind Dale as grand challenges to overcome.
Name:Ellora Whiteflame Species: Human Class: Wizard Background: Scribe Backstory: Born in Luskan, Ellora was sent at an early age to be trained as a scribe and assistant to her uncle Arikius the Whiteflame, a fairly powerful and influential member of the Arcane Brotherhood with his own quarters at the Host Tower of the Arcane. Young Ellora was studious and persistent, and even her haughty and aloof uncle had to admit that she had some talent for the arcane and weaving of magic, so much so that he had plans to fully take her as an apprentice and indoctrinate her into the ways of the brotherhood.
Ellora, while intrigued by knowledge and the possibilities of arcane magic, still recognized the brotherhood to be morally corrupt and secretly longed for a reason to leave the host tower. One evening as she was taking notes during a meeting regarding some rumours from the not so distant Icewind Dale, she dared speak up and offer to explore and document her findings for the brotherhood. To the deep chagrin of her uncle it was decided she would have this opportunity to prove herself, and if she fell to the deathly cold of the north she was just a disposable asset anyway. Excited to finally see the world, Ellora packed and left next morning, never looking back as she joined a caraven set for Ten-Towns and Bryn Shander.
Ellora has now barely arrived and set herself up at one of the local inns but is ready to set out to do her duties, although she feels no particular loyalty to her uncle or the brotherhood, instead looking to find her own path in life in these wintery lands. She is quite stubborn and suffers no fools, but although she is well and widely read she is still somewhat naîve to the harsh realities of the north. She now hopes to find some friends and companions to join her in her expedition, ready for the exciting life as an adventurer of the north.
Jacques was born in Elturel to a human mother and an orcish father. He was 2 of 7 children, with him having an older twin. Growing up outside the city, Jacques was very happy and grew up with a very healthy and happy family. As he got older, he discovered his talent of being a strongman and would make money in the city performing feats of strength and playing songs.
One incident though would change things. His twin sister, becoming an Acolyte of Milil wished to harness powerful energy in hopes of gaining inspiration to create ta powerful symphony. This however backfired, infusing Jacques with unknown energies and injuring his twin. Feeling guilt, Jacques fled and joined a band of entertainers to travel the Sword Coast.
A few weeks ago, the troupe found themselves up north toward Icewind Dale. As they traveled, Jacques found himself separated from his group due to a blizzard and wandered miles and miles aimlessly until they found themselves in the Ten Towns.
Art: Will make a version inthe Baldurs Gate 3 character creator if I am chosen, to start. =)
Story - Tris grew up sheltered in the golden forests of the Southern spine. An acolyte of Shiallia, she grew to become a midwife of nature. She tended to all things, at their birth, and their death. For death is not to be feared, but a part of the cycle. The cold was nothing to be feared, but a passing season. Tris found blossoming in herself a talent for healing, a caring nature, wisdom and patience. One night, she had a dream, no, a visit from the goddess. A vision of a perfect snowdrop, struggling to bloom through thick black ice. A shadow falls, something dark, seeking to crush the fragile blossom. This is not natural death, but suffocation. As was the tradition of those who follow the goddess, Tris felt called to travel where nature needed her, North. She prepared for many months for the journey - trained in skills which would hopefully keep her alive, following the call of Shiallia without hesitation. Survival skills and medicine, and knowledge of the arcane. Not just nature, but the people here she wished to aid, to heal, to care for. But upon arrival in the town six months ago, she has realised that nothing could have prepared her fully for the brutality of the struggle for life here. Tris has taken time to learn all that she can from locals, trading for their knowledge and expertise healing for themselves and their livestock.
Tris finds her faith tested, unused to the realities of the edge of survivability that she has found here. She tries to hold firm, to practice the teaching to put down roots and endure. She can't understand why she has been led to this forsaken place when she can make so little impact. But here she finds herself, surrounded by the dark and bitter cold, just another survivor, somehow, of Ten-Towns.
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Name: Ophelia (<-- link to dndbeyond character sheet)
Class: Sorcerer (will be Wild Magic)
Species: Wood Elf
Background: Wayfarer
Backstory and Image: see (first) spoiler below.
(May buy more items later... could not find snowshoes, crampons or cold weather clothing on DDB for some reason.)
Character Description and Backstory:
Ophelia, based very loosely on the character from Shakespeare's Hamlet (among with other sources), is an otherwise gentle and sweet soul who has been driven insane by ill fate. By the tragic loss of her father, brother and true love (all three, as in the Shakespeare's play). And also by the chaotic surge of Wild Magic which is blossoming within her, perhaps as a response to the trauma inflicted on her mind and soul, rather than her suicide which ensued in the Shakespeare's play. Though she has no comprehension of it, the raging arcane storm within her whispers of a need to venture far north from her wood elven family home in the High Forest at the headwaters of the Dessarin. To seek out secrets and a fell power hidden somewhere beyond the Ten Towns of Icewind Dale.
Though she has periods of relative lucidity and has shown a penchant for hardiness and survival during her journeys (+4 CON Save Lucky feat), no longer is Ophelia one who walks the world or speaks to others in straight lines, her mind meandering and her words wandering. What remains of her horrified extended family looked the other way as she took what she needed and departed for north without a backward glance, speaking in riddles of the whispers in her mind. Of some curse that must be lifted in the teeth of vengeful winter. To bring nature back to its proper balance, as all wood elves should rightly seek.
Ophelia's madness is neither cruel to others, nor selfish. Just the opposite at times, though her ravings make little sense to most, and the wild arcane power that bursts from her, involuntarily, is not for the faint of heart. Perhaps in the frozen north, Ophelia shall find... something... to ease her insanity... one way or the other. Or perhaps she shall perish trying. All she knows is that she must go. It calls to her like the pale aurora in the sky.
For Forgotten Realms Faction purposes if it comes up, I think Ophelia's personality would have likely made her a low-ranking Harper agent in her prior life. Which fits with the clandestine spywork Shakespeare's Ophelia was forced into by her father. Now, with her fractured mind, she only recalls bits and pieces of her Harper contacts and passphrases. One thing she does remember in her times of lucidity is the guiding words of the great Harper Remallia Haventree: to live one's life to be the song for those who have no voice.
Sample of the wild magic and poetic insanity which fills Ophelia's mind:
Wild madness became Ophelia whence first drifted the dreams swimmingly, swimmingly up, as snowflakes swirling into a shadowed sky, calling to her like arctic starlings newly hatched, twisting and winding, the strangling fruit snaking through a shattered visage upon on the storm-shorn stone to bring forth the the seeds of the awakened dead and share with the pale beasts who gather in darkness with shining eyes, surging, surging through the savage Icewind Tundra like frigid black water beneath a midnight sun lie the forgotten, my lady, dead and gone, at their head once, not so long ago growingly, growingly grass-green turf, at their heels, the now bleak land, once larded all with summer-sweet flowers which bewept to the winter ground, blossoming, blossoming within the skull, expanding the mind beyond what any man can endure or woman bear, to reveal the fatal softness of the frozen Earth, whence round the bitter decay of that colossal glacial ruin, boundless and bare, yet beckoning, beckoning to her with whispering strands of icy fingers, the lone and level snows stretch far, far away, promising shivering sweets to which the sweet must stray.
(Yes that is intended to be one sentence.)
Image:

See ^^^ spoiler above ^^^ for backstory and image.
Tanis (Ranger1): Shiverquill's Tempest City | Barn (Paladin1): Damian_May's Ereworn Under the Shadow | Lyra (Warlock2/Bard4): VitusW's Silverwood Forest
Joren (Fighter6): NotDrizzt's Simple Request | Sabetha (Monk3): Bedlymn's Murder Court | Quyen (Adept1, ba5ic system): ConstancePhokas' Nentir Vale (Discord)
Xarian (Fighter3): Luna_Dust's Marks on the Map
Name: Marva Stormavendrien (character sheet)
Class: Cleric
Species: Dragonborn (Silver)
Background: Sage
Inventory: I have a tent and a blanket (gives advantage on saving throws against extreme cold). Also couldn't find some of the specific items you suggested. Regarding a sled and dogs, is this something the group could purchase in Ten Towns as we get started? (I have some gold to contribute.)
Backstory:
Marva spent her young adulthood working in a Neverwinter noble's library, studying and organizing the books. She likes the order of the library, but there is a part of her that revels in the wildness of a good storm. Her parents attribute this wild streak to her birth during a huge blizzard.
When her ancient Gnomish mentor Wrenn Legantel dies, a new head librarian arrives, an elf named Ivellios. He has long coveted the leadership position in this library and wants to bring in all his own underlings. He finds an excuse to throw Marva out.
Marva struggles with finding a new direction. She ends up doing odd jobs where she can find them, often with booksellers or purveyors of historical objects. Her last job was to deliver an item to Ten Towns.
She is not a cleric in the traditional sense of joining an organization that follows a particular diety. Instead, a diety has taken an interest in her through her connection to storms. Marva is not fully aware of her capabilities. The challenge of this adventure is likely to bring out hidden talents.
Librarian/Gamer/Knitter
Sounds fun!
Name: Bromir Snowstrider (character sheet)
Image on character sheet
Class: Druid (will be Circle of the Moon)
Species: Dwarf
Background: Farmer
Inventory: standard gear + tent + blanket
Backstory:
When a dwarf of the Snowstrider tribe reaches adulthood, they are sent out alone into the world for several decades. They are expected to live with the land, learn its rhythms, help where they can, and survive without the protection of tribe or walls. Only when they feel they have truly understood the balance between ice, storm, and life do they return — not as youths, but as elders.
Bromir is in the middle of that wandering.
He came north because Icewind Dale is one of the harshest places a druid can learn from. If he can survive and understand balance here, he can survive anywhere. He stays in Ten-Towns because it sits at the edge of wilderness and civilization, which is the exact place where balance is most often tested.
Bromir adventures because it is the clearest way to see how the land, people, and monsters are shaping each other. When his decades of wandering are done, he intends to return to his tribe, share his experiences and knowledge, and have a family.
Name: Gynan Frostwalker
Species: Goliath (Frost Gian)
Class: Ranger
Background: Sage (Going with like a 'Tundra Mystic' feel)
Backstory: From one of the many barbarian tribes that inhabit the spine of the world and surrounding Icewind Dale tundra, Gynan is accustomed to the harsh environment and harsher people of the frozen north. She has carved out a place as an angler in Ten Towns during the colder month when the lakes are frozen and ice fishing outdoes the boats, and on the sea of moving ice during the summer when she can find room on an ice breaker. This year has been a particularly hard one and she is dipping into her savings to get new gear and find odd jobs to make ends meet
Link: https://www.dndbeyond.com/characters/158325167/qPY3Tq
Name:Leon Grozidz
Class: Barbarian
Spicies: Shifter
Backstory:
“Farming is simple but far more complex than hunting.”
Leon lived a simple life. Farming was everything he knew and that worked for him. He lived in a village not even large enough to be put on a map that one would find in the city. The oldest of 6 children Leon raised his siblings when his mother became ill and his father left to search for someone who could help. At the age of 17 Leon’s father would leave for weeks in search of a cleric that would heal his wife. During that time Leon watched his siblings, took care of his mother and worked on the farm. If not for his village, Lean thought that there was no way he could manage. There was a great amount of love in his house but the Gods had a different plan for Leon.
After 2 years Leon's village found itself dealing with the presence of a werewolf. The loving village Leon once knew became a place of fear and hatred. Accusations were being thrown around every day and friends became enemies overnight. His family could only survive because of the love of his community but with the paranoia came reluctance to help. For months the village felt like Avernus until one night the creature attacked Leon's family. Maybe because he was knocked unconscious or maybe because of a Gods plan, Leon survived the werewolf attack but not unscathed.
The village that once held all the love Leon could want now became a place of fear and accusations. Leon was forced to flee his home and with a target for everyone’s sorrow people started to believe that Leon was the werewolf the whole time. Leon gained many skills from being hunted constantly and after 5 years he learned that hunting those that wish to kill him was easier than escaping. The curse that affected Leon also became his strength. Leon discovered that he could channel his cursed blood in order to gain the power to fight using anger.
Running is an option that only works for a limited time and when Leon had no other option he escaped on a ship heading north. Leon did not know that his situation was only going to get worse but for the few days at sea he thought he had found salvation.
Image
Link: https://www.dndbeyond.com/characters/158320779/18spS8
withdrawn
Name : Dvu Doulas (Two Stones)
Class : Ranger
Race : Goliath
Background : Guide
Backstory :
Dvu grew up among the Thuunlakalaga clan, wandering as a young Goliath under the unforgiving sun of the Spine of the World mountains, a land where survival was etched into the very stones. His goliath tribe was renowned for their resilience and their uncanny ability to navigate the treacherous peaks. They tended to be nomads, slow to trust others and build bonds. From a young age, Dvu displayed an innate connection to the wild, his senses sharper, his understanding of animal tracks and weather patterns almost intuitive. He became a skilled hunter and tracker, learning over time to speak in a strange fashion to the animals he encountered. He spent his days guiding hunting parties through perilous terrain, always carrying his sturdy shield and a gnarled wooden mace that his shaman had imbued with a faint, protective glow - he learned how to force his will in a magical way to guide it towards his target.
Over time he became a guide of sorts - he led dwarven prospectors to forgotten veins, escorted some dry elven scholars to an old cave with pictograms, and even guided desperate human merchants seeking new trade routes. Each journey broadened his understanding of the world beyond his tribe, hinting at civilizations and wonders he had only heard whispered about in tales. He learned common tongue from the merchants he guided and some dwarven from the miners.
One particularly harsh winter, a blizzard unlike any Dvu had ever witnessed swept through the Spine of the World. A small caravan he was guiding, laden with precious furs, became trapped in a rapidly shifting avalanche. Despite his heroic efforts, only Dvu and two others survived, huddled in a small, snow-covered cave, the glow of his mace their only source of comfort in the crushing darkness. The experience left an indelible mark on him. He felt the immense power of nature, but also its indifference, and a gnawing desire to understand places where such raw, untamed forces held sway.
After helping the surviving members of the caravan reach safety, Dvu felt a restless stirring within him. The mountains, once his entire world, now felt too small for him. He heard stories from passing travelers about a place of eternal winter known as Icewind Dale, home to settlements called the Ten-Towns. They spoke of challenges unlike any he had faced, of unforgiving cold, and mysteries hidden beneath layers of ice. The tales ignited an old fire in his heart, a yearning for exploration and a new kind of challenge.
He bid farewell to his tribe, a solemn promise to return etched in his heart, and began his long journey north. For months, he walked, his shield on his back, his glowing mace leading the way, guiding himself across the tundra and along frozen rivers. He honed his survival skills further, learning to adapt to ever-changing landscapes, his ranger instincts guiding him through difficult territories. He followed the patterns in the sky and the whispers of the wind that carried tales of the Dale and the communities there.
Dvu made his way to Ten Towns to seek his future and to use his skills to help the travelers he encountered. Who knows where his next journey will lead him...
Picture of Dvu :
Character Sheet : https://www.dndbeyond.com/characters/158322296/ralaRE
A wizard is never late, nor is he early, he arrives precisely when he means to.
Name: Isaak Shadowson
Class: Warlock
Species: Human
Backstory:
Isaak Shadowson was born in Bryn Shander during a never-ending winter.
Even before Auril’s curse fell over Icewind Dale, the north was a place where people learned to endure ... or vanish. Isaak learned both. His mother died during a blizzard when he was still a child, lost between town and tundra. His father disappeared soon after, leaving behind nothing but a name no one spoke kindly of.
Only his grandfather remained.
Aurelian Shadowson lived in a shuttered, half-buried house near the outer wall of Bryn Shander, its windows permanently frosted over from the inside. He was known as a strange old man — too old, some said. A man who had arrived decades earlier and never seemed to age the way others did. He survived winters that claimed stronger folk. He remembered events no one else alive recalled.
Aurelian taught Isaak how to survive the cold, how to move quietly through snow and shadow, and how to take what the world would never give freely. By his early teens, Isaak was running messages between the towns, lifting purses from careless travelers, and occasionally stealing supplies meant for those who already had too much.
Aurelian did not stop him.
“The Dale doesn’t forgive kindness,” his grandfather would say. “Only persistence.”
When Auril’s endless night descended upon Icewind Dale, Aurelian grew weaker — but not afraid. He had always spoken of death as something negotiable. Something that could be delayed, bargained with, even tricked.
One night, as the wind howled loud enough to crack timber, Aurelian finally died.
Isaak found him seated by the hearth, frozen solid, eyes open, expression calm. The fire had burned out hours earlier. The cold had taken him quietly.
That night, Isaak dreamed of a frozen expanse beneath a starless sky. His grandfather stood there, half-formed, frost clinging to his bones but never quite consuming him.
Aurelian told him the truth.
The Shadowson line had been marked long ago, tied to ancient bargains made in the far north: experiments in surviving what should not be survived. Aurelian had endured through sheer will and stolen knowledge, but the cost had been high. Everyone else had died. Everyone except Isaak.
“You are the last,” Aurelian said. “And I cannot move on until the line does.”
Aurelian bound what remained of himself to Isaak — not as a ghost, not as a lich, but as something unfinished. The pact was not about power. It was about endurance.
Isaak would live. He would survive the cold, the hunger, the violence, and the creeping death of the Dale. He would accomplish what Aurelian could not: leave something behind. A future. A continuation. Proof that the Shadowsons had not merely lingered, but endured.
After the pact, Isaak found that the cold bit him less deeply. Illness passed him by. Wounds that should have festered instead closed. Death brushed against him ... and withdrew.
And then came Cinder.
The pseudodragon appeared one morning perched atop a frost-covered beam, wings tucked tight, eyes sharp with concern. It did not speak, but Isaak felt its presence — judgment, caution, and something like hope.
Cinder follows Isaak everywhere, an ever-watchful conscience. When Isaak’s criminal instincts push him toward cruelty or indifference, Cinder bristles. When Isaak risks himself for others, the pseudodragon settles closer, warmer than it should be in the cold.
Isaak suspects Cinder is not part of the pact itself, but rather what his grandfather wanted him to become — a reminder that survival alone is not enough.
Now, in Ten-Towns, Isaak moves between the towns as a courier, scout, and sometimes thief. He knows smugglers’ routes across the tundra, which speakers can be bribed, and which inns ask no questions. Some see him as useful. Others see him as cursed.
The endless night presses in. People vanish. Sacrifices are made. Ancient secrets stir beneath the ice.
And somewhere in the frozen dark is the reason Aurelian waited so long to die.
Isaak does not yet know what he is meant to accomplish in Icewind Dale.
Only that the cold has not claimed him yet.
And that death is still waiting.
Name: Kia'i (Key-uh-ee)
Class: Rogue
Species: Cervan (Reindeer Folk)
www.dndbeyond.com/characters/158337097/sNMzwC
Backstory: Kia'i's flight from the Shaded Hand Guild was initiated by a fundamental conflict between his nature and the guild's parasitic operations. While the guild demanded profit above all else, Kia’i found himself instinctively shielding the city’s most vulnerable targets rather than plundering them. The final straw came when Kia’i was tasked with a "contract" that involved sabotaging a local community’s resources to clear the way for a guild-backed extortion racket. Choosing to honor the spirit of their name, Kia’i betrayed the guild by intercepting the stolen goods and returning them to the people, effectively becoming a guardian of the very "prey" they were meant to hunt. Now, with a bounty on his head for "theft within the guild" and violating the code of silence, Kia’i remains on the run, using their rogue skills to stay one step ahead of the assassins sent to reclaim the guild's "lost" property. He is currently residing in Bryn Shander thinking nobody would follow him to this frozen backwater town.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Great submissions! Plenty of time for additional ones. I will let folks know if they are selected after New Year’s Eve. As for supplies, if it is not in DDB inventory (crampons, sled dogs, etc.) we will sort that out in Ten Towns once the team is selected.
Name: Waddlesworth
species: kenku (who looks like a penguin)
Class: Druid (Circle of the Sea)
Background: Farmer (of fish)
Backstory:
Born in the frost-rimed cliffs of a distant northern archipelago, Waddlesworth is a Kenku whose feathers grew in thick, oily, and starkly monochromatic—giving him the distinct appearance of a tuxedo-clad penguin.
Name: Kilk https://www.dndbeyond.com/characters/154086443
Class: Monk
Species: Dragonborn
Background: Guide
Backstory and Image:
In a warmer climate area far south, several years ago, a wandering hermit came across a burnt-out wagon caravan. The caravan had been attacked by highwaymen bandits. Searching the remains, the hermit found many boxes and even a few envelopes all with either Bremen, Caer-Konig, Easthaven and a few that even had Ten-Towns stamped or written on them, and the hermit also found a lone survivor, a toddler. The hermit had not heard of the words Bremen, Caer-Konig, Easthaven or Ten-Towns and he ignored the envelopes and stamped labeled but gathered what was left in those packages as well as the toddler and went straight to the nearby monastery. The Abbot could not take in a toddler but would when the child was of school age.
The old hermit decided to raise the young child on his own. The child learned about the wilderness from the Hermit, and the Hermit researched and eventually found out what Bremen, Caer-Konig, Easthaven and Ten-Towns mean. When the child was of an estimated age and size to be accepted by the monastery, he took the child to see the Abbot. When the hermit dropped off the child, he told both the child and the Abbot about the caravan and the names. The hermit regretted to not paying attention if the caravan was going to or coming from that region, and finding any additional information concerning if the child had family up north.
The Abbot accepted the child and raised him in the monastery, the child was the only Dragonborn species there. The child was tormented about his kind by many, and yet despite the torment, there was also acceptance. When the child was of the age of graduating from secondary school, the Abbot pulled the child aside, and gave him his blessing to head north and find out if his roots are in the Ten-Towns region or his future was. The Abbot had gathered all the cold weather gear he could find and presented it as a parting gift. With that blessing, Kilk is now in the Ten-Towns region.
Name: Olfin Slinderheart (https://www.dndbeyond.com/characters/158346899/xvppUn)
Class: Bard
Species: Dragonborn (silver)
Background: Acolyte
Backstory: Olfin grew up as the oldest son in this tiny little town where the church was so massive it basically had its own microclimate (i.e. fog rolling off the spires, that kind of thing). Everyone knew the rule: the firstborn kid belongs to the church. So when he was a teen, they just marched him up there and told him, "This is your life now, kid." (Such loving parents). He learned all the prayers, how to look properly sorry during penance, and most importantly, how to fight off sleep during those endless sermons. (Spoiler: he was terrible at that last one). The days dragged on forever, the chanting was mind-numbing, and I swear every single hymn had one extra verse nobody needed. So, like any sensible adolescent, he said screw it and ran away.
His only talent was telling really bad Dad-jokes (mostly) and singing, so he ended up becoming a traveling bard. Sang for his supper in smoky taverns, talked his way out of bar tabs he couldn't pay, and quickly figured out that a room full of clapping drunks beats a silent monastery any day of the week. However, his trip up north happened mostly by accident. One night he got properly hammered, made some questionable life choices, and passed out inside what he thought was a crate of ale. (Spoiler number two: it wasn't.) When he finally crawled out, half-frozen, back screaming, still quietly humming some drinking song, he was in Targos. You know, that grim northern port town where the wind cuts like knives, the ale is strong enough to strip paint, and nobody asks too many questions, especially not about why a bard just tumbled out of the cargo hold like a very confused package. He took one look around, shrugged, and decided this was either fate or at least a pretty clear message to stop napping in mystery crates and find a warm hearth and a stage; preferably in that order.
D&D since 1984
Name: Drift. ( “Yeah. Just Drift, what’s it to you?”)
Class: Artificer (Can enable content sharing for Forge of the Artificer)
Species: Human
Background: Archaeologist
Backstory:
Drift earned his name following half-forgotten roads and vanished coastlines, mapping places others believed lost to myth. As an archaeologist and cartographer, Icewind Dale drew him like a blank space on an unfinished map.
Ancient Netherese ruins lie buried beneath glaciers, and entire settlements have vanished from records, swallowed by snow and time. Drift believes that land no one understands is land ripe for discovery … and profit. By charting safe passes, uncovering relics, and recording truths frozen beneath the ice, he hopes to sell knowledge to those bold enough to follow.
There was a time, way back when, that Drift was more idealistic about his trail finding and way faring, back when he still used a family name. He’s older now. Hewn roughly by life, self-sufficient, but self-focused too. Spending so long among the ruins of great civilisations can change you that way, which is why he turns his hand to every trick of survival he can. Few are those that Drift has met more proficient in tool use than him.
Link: https://www.dndbeyond.com/characters/158363973/8ISLET
Cold weather:
As an Artificer and Crafter (feat) he can make a number of objects while on expedition, with multiple tool proficiencies in hopefully useful tools. If a blizzard destroys supplies, he should be able to at least make up some of the losses, and the plan is to be a Cartographer at level 3, but if something else becomes more obvious and useful than that in this setting he has a lot of broad support options as an Artificer.
Crafter also gives 20% discount with vendors on non-magical items which will be helpful before an expedition.
@NycrolB/Drift:
I don't know who will be picked for this adventure, but I could see Marva coming to Ten Towns to bring you some book that you ordered to help you with your studies. (See my backstory above.)
Librarian/Gamer/Knitter
Name: Zuleikha el-Tarrashi
Class: Paladin (Oath of the Noble Genies)
Species: Human
Character Sheet: https://www.dndbeyond.com/characters/158431737
Image Reference:
Backstory:
Why in the Nine Hells does a Calishite pasha's daughter want to travel to Icewind Dale? The desert is down south, princess!
On her long voyage from the distant land of Calimshan, Zuleikha el-Tarrashi has heard that refrain often enough that she has learned to answer it with a mysterious grin and a wave of her ring-bedecked hands. The truth is not a simple one - the answer is both personal and the consequence of an oath.
NOBLE BEGINNINGS
The carefree, whimsical daughter of a great pasha who reigns over ancient Almraiven, Zukeikha has been evading her tedious destiny - a betrothal to a fabulously wealthy and stupefyingly boring merchant for the political gain of her father. Drunk on the stories of adventure she read in her youth, she sought to escape the tedious life of a pampered noblewoman, and fearing that she might simply abscond from her duties without notice, her parents eventually gave her leave to see the world for a time. Five years to sow her wild oats, to sup her fill of adventure, and then return and do her duty as a good noble wife.
THE COURT OF THE NOBLE AIR GENIES
Zuleikha leapt at the opportunity, and wandered far into Tethyr and then Amn, trhilled by the opportunity to experience new cultures. But she didn't find purpose until she met Avarikos, an air genasi sworn in service to the floating djinn city of Birun Bur. She followed him, found herself entranced by that culture and its love of caprice and freedom, and a few short months later, and she was taking an oath of allegiance before the Court of the Noble Genie Farnesslee herself. Avarikos was her tutor and trainer, and in time, her lover. But betrayal and ill fortune soon followed.
THE ICE GENIES OF ICEWIND DALE
Avarikos was a guardian of the Qorrashi Palimpsest, a tome of immense power which held dominion over the ice genies found in the Savage North. One morning, when Zuleikha awoke for her regular duties, the palace was in a panic - Avarikos was gone and it appeared the Palimpsest stolen with him. In the days that followed, pieces of the puzzle were put together -Avarikos had been behaving strangely, and his discarded diary revealed that he was under the sway of a mysterious arctic entity of immense power who plagued his dreams with terrible fears, promises of power, and had gradually weathered away much of his free will. The diary entries were often vague, irrational and disjointed, but it became clear that the Palimpsest would be used to harvest the power of the ice genies to further the aims of the strange icy figure in Avarikos' dreams.
Zuleikha set out at once - driven by a desire to save her friend, to uncover the truth about the enigmatic frostmaiden, and to prevent the catastrophe befalling the Qorrashi ice genies. She nears her destination in Ten Towns at last, bearing witness to the elemental imbalance that she is duty-bound to rectify.
(More than happy to discuss the backstory with the DM and modify it to conform with factions/NPCs/existing quests in Icewind Dale if necessary!)
Other:
PERSONALITY
Zuleikha often peppers her speech with words from Alzhedo, the language of southwestern Faerun. As a foreigner to the Savage North, she has a habit of employing amusing idioms from her sun-blasted homeland in Calimshan that sound peculiar to those from Icewind Dale. She is fond of playfully boasting and sometimes speaks of herself in the third person. Zuleikha can be accused of telling tall tales in service of a good story now and then. She has a theatrical manner about her in the throes of combat, favouring style as much as lethality. She is fond of luxury, but views the hardships presented by Icewind Dale as grand challenges to overcome.
SURVIVING ICEWIND DALE
Cold-weather clothing, blanket, tent, crampons, rope, grappling hook, snowshoes, oil, tinderbox, axe-beak.
Name: Ellora Whiteflame

Species: Human
Class: Wizard
Background: Scribe
Backstory: Born in Luskan, Ellora was sent at an early age to be trained as a scribe and assistant to her uncle Arikius the Whiteflame, a fairly powerful and influential member of the Arcane Brotherhood with his own quarters at the Host Tower of the Arcane. Young Ellora was studious and persistent, and even her haughty and aloof uncle had to admit that she had some talent for the arcane and weaving of magic, so much so that he had plans to fully take her as an apprentice and indoctrinate her into the ways of the brotherhood.
Ellora, while intrigued by knowledge and the possibilities of arcane magic, still recognized the brotherhood to be morally corrupt and secretly longed for a reason to leave the host tower. One evening as she was taking notes during a meeting regarding some rumours from the not so distant Icewind Dale, she dared speak up and offer to explore and document her findings for the brotherhood. To the deep chagrin of her uncle it was decided she would have this opportunity to prove herself, and if she fell to the deathly cold of the north she was just a disposable asset anyway. Excited to finally see the world, Ellora packed and left next morning, never looking back as she joined a caraven set for Ten-Towns and Bryn Shander.
Ellora has now barely arrived and set herself up at one of the local inns but is ready to set out to do her duties, although she feels no particular loyalty to her uncle or the brotherhood, instead looking to find her own path in life in these wintery lands. She is quite stubborn and suffers no fools, but although she is well and widely read she is still somewhat naîve to the harsh realities of the north. She now hopes to find some friends and companions to join her in her expedition, ready for the exciting life as an adventurer of the north.
Ellora Whiteflame's Character Sheet
Name: Jacques Breakbow
Species: Half-Orc (Human Species as flavored)
Class: Barbarian (Zealot/Berserker. Leaning toward Zealot)
Background: Entertainer
Backstory:
Jacques was born in Elturel to a human mother and an orcish father. He was 2 of 7 children, with him having an older twin. Growing up outside the city, Jacques was very happy and grew up with a very healthy and happy family. As he got older, he discovered his talent of being a strongman and would make money in the city performing feats of strength and playing songs.
One incident though would change things. His twin sister, becoming an Acolyte of Milil wished to harness powerful energy in hopes of gaining inspiration to create ta powerful symphony. This however backfired, infusing Jacques with unknown energies and injuring his twin. Feeling guilt, Jacques fled and joined a band of entertainers to travel the Sword Coast.
A few weeks ago, the troupe found themselves up north toward Icewind Dale. As they traveled, Jacques found himself separated from his group due to a blizzard and wandered miles and miles aimlessly until they found themselves in the Ten Towns.
Art: Will make a version inthe Baldurs Gate 3 character creator if I am chosen, to start. =)
Link: https://www.dndbeyond.com/characters/158405654/VKW1k0
Name - Trisyra Yovaleront (Tris) Character Sheet
Species - Elf
Class - Cleric
Background - Acolyte
Story - Tris grew up sheltered in the golden forests of the Southern spine. An acolyte of Shiallia, she grew to become a midwife of nature. She tended to all things, at their birth, and their death. For death is not to be feared, but a part of the cycle. The cold was nothing to be feared, but a passing season. Tris found blossoming in herself a talent for healing, a caring nature, wisdom and patience. One night, she had a dream, no, a visit from the goddess. A vision of a perfect snowdrop, struggling to bloom through thick black ice. A shadow falls, something dark, seeking to crush the fragile blossom. This is not natural death, but suffocation. As was the tradition of those who follow the goddess, Tris felt called to travel where nature needed her, North. She prepared for many months for the journey - trained in skills which would hopefully keep her alive, following the call of Shiallia without hesitation. Survival skills and medicine, and knowledge of the arcane. Not just nature, but the people here she wished to aid, to heal, to care for. But upon arrival in the town six months ago, she has realised that nothing could have prepared her fully for the brutality of the struggle for life here. Tris has taken time to learn all that she can from locals, trading for their knowledge and expertise healing for themselves and their livestock.
Tris finds her faith tested, unused to the realities of the edge of survivability that she has found here. She tries to hold firm, to practice the teaching to put down roots and endure. She can't understand why she has been led to this forsaken place when she can make so little impact. But here she finds herself, surrounded by the dark and bitter cold, just another survivor, somehow, of Ten-Towns.