Page 100 - D&D - Player's Handbook
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by the Sea Tower, where Luskan's first pirates built   Luskan. The other, far more sudden, was the return of
           their stronghold, while the northern one is home to   the Arcane Brotherhood and its five-spired tower. A few
           the Hosttower of the Arcane and the stables it shares   years ago, the ruined Hosttower of the Arcane began
           with Ship Kurth.                                regenerating its damaged stone, climbing into the sky
           Fang Island has no inhabitants, and is named for its   once more. Shortly thereafter, mages of the Arcane
           propensity for destroying vessels swept down the   Brotherhood emerged, almost immediately began
           River Mirar.                                    cleansing the Luskar ruins of undead, and fought off
           Harbor Arm Island is a tall spire sheltering Whitesails   a dragon menacing the city. Cheered by the citizens,
           Harbor from the worst of the storms and waves that   they swore to keep themselves out of the politics of the
           wash in from the south.                         High Captains and the city at large, but the notion that
                                                           powerful wizards closely aligned with one another can
         THE BRIDGES                                       truly remain neutral is laughable to anyone familiar with
         The North and South Banks are spanned by three    such things.
         bridges: the Upstream Span, from the South Bank     Now, the Arcane Brotherhood again walks the streets
         straight to the North Gate; Dalath's Span, the middle   of Luskan, marked by the distinctive colors and patterns
         bridge with a name none can place in legend, and   of their cloaks. From a distance, these cloaks all bear
         Harbor Cross, split between the Short Span that runs   the same cut and silhouette, but each wizard of the
         from the South Bank to Blood Island, and the Long   Hosttower chooses a color or a design, and a moniker
         Span that continues on to North Bank. Only Ship   to match it. The leadership of the Arcane Brotherhood
         members and those authorized by a High Captain may   is the archmage and the four overwizards of the other
         traverse Harbor Cross.                            spires of the Hosttower:
           Dark Arch connects South Bank with Closeguard
                                                           •  Cashaan the Red, Archmage Arcane
         Island, and only members of Ship Kurth and the
                                                           •  Zelenn the White, Overwizard of the West
         Arcane Brotherhood may cross that span unchallenged.
                                                           • Jendrick the Blue, Overwizard of the South
         The same is true of Sword Bridge, which crosses
                                                           •  Teyva the Gray, Overwizard of the East
         from Closeguard Island to Cutlass Island. Although
                                                           •  Druette the Raven, Overwizard of the North
         Closeguard Island is officially unguarded, it's still true
         that only members of the Arcane Brotherhood or Ship   Other notable members of the Brotherhood include
         Kurth are expected to be there, so anyone out of place is   Vaelish the Brown and Maccath the Crimson.
         aggressively questioned about their presence.
                                                           ICEWIND  DALE
         THE ARCANE BROTHERHOOD
                                                           Go far enough north, and you will come to the moun-
         In the last decade or so, two great changes have come
                                                           tains rightly called the Spine of the World. Turn west
         over Luskan. The first was the plague that crippled the
                                                           and go toward the S ea of Moving Ice, and you might
         gangs that had controlled the city, allowing the High
                                                           eventually come upon one of the scattered communities
         Captains to reclaim the power they had long held in
                                                           of Icewind Dale. You can also travel up the ever-narrow-
                                                           ing road from Luskan called the Northern Means, and
                                                           eventually come upon the frozen tundra beyond.
                                                             Why travel so far? Well, if you're like many who've
                                                           drifted up there from the south, it is because an easier
                            THE  SYMBOL
                                                           life doesn't suit you, you're running from something, or
                            OF  THE  ARCANE
                                                           you just don't fit in anywhere else.
                            BROTHERHOOD
                                                           TuN-TOWNS
                                                           Coming up the hard road from the south, the first thing
                                                           you'll see is Kelvin's Cairn, a great mountain scarred
                                                           by a crack down its southwestern face. Even in high
                                                           summer, its peak is capped in snow and ice. In the
                                                           mountain's southern shadow is Bryn Shander, the larg-
                                                           est, most populous, and most fortified of the Ten-Towns
                                                           of Icewind Dale. Ten-Towns is a grouping of communi-
                                                           ties clustered around the three lakes of the area: Maer
                                                           Dualdon, from which the Shaengarne River flows down
                                                           toward Iron  master; Lac Dinneshere to the east, whose
                                                           waters are nearly always cold enough to kill; and Red-
                                                           waters, named for an old battle between rival fisherfolk
                                                           that left the waters bloody.
                                                             Ten-Towns thrives on fishing and trade, both endeav-
                                                           ors reliant on the knucklehead trout of Icewind Dale's
                                                           lakes. Without these fish, the people of Ten-Towns
                                                           would starve, but there would also be little for them to
                                                           barter or sell. The ivory-like bones of these fish are the


         CHAPTER 2  I THE SWORD  COAST AND THE NORTH
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