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Icewind
Dale II Info Compilation (Page 1/2)
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The
World of Icewind Dale
Introduction
Game Time
Story Outline
Malavon & Returning Characters
Funny Item We Won't See
The
World of Icewind Dale
Caged between
the jagged peaks of the Spine of the World and the frigid waters of the
Sea of Moving Ice, Icewind Dale is a huddled collection of ten small towns,
each attempting to carve out a life in the icy wastes.
The Dale
has a reputation as a place of hiding and refuge for thieves, brigands,
explorers, or pioneers seeking a better way of life far from the comfortable
lands to the south, and it has drawn its share of nomads, tundra barbarians,
rangers, craftsman, fishermen, and merchants willing to brave its harsh
climate.
But the
Dale is not a forgiving place... countless dangerous and malign creatures
prowl the icy wastes, seeking nothing better than to prey upon any trespassers
to their lands.
Introduction
Return to
the frigid north of the Forgotten Realms® in the sequel to the critically
acclaimed Icewind Dale. Building upon the successes of the Infinity
Engine used to power the Baldur's Gate series and Planescape®:
TORMENT, Black Isle Studios continues to refine the classic
RPG gaming experience.
The worst
fear of the civilized realms has come true. The Goblinoids have united
into an army of outcasts and misfits and they want to call the Ten Towns
their own. Massive swarms of Orcs and Worg-mounted Goblins are attempting
to overrun the town of Targos, and that's just the beginning! A call has
gone out to all those willing to face insurmountable odds in defense of
the Ten Towns. Will you heed the call to arms and face the greatest threat
to the Spine of the World?
Game
Time
Icewind Dale
II has a direct tie-in with the main story from Icewind Dale. The game
takes place roughly thirty years after Yxunomei and Belhifet threatened
the region around Kuldahar and Easthaven.
Though the
connection between Icewind Dale and Icewind Dale II will not be immediately
apparent, there is a strong connection that becomes clear as the game
progresses. Several memorable characters from the original series make
reappearances in the game (Oswald Fiddlebender and Nym, to name two) and
a few memorable places (aged and transformed appropriately) are available
for exploration.
Story
Outline
The story
begins with your party of adventurers being dropped off at the docks of
Targos, one of the Ten Towns of Icewind Dale. Your group enlisted in a
call for mercenaries in Luskan, a town just south of the Spine of the
World, near Neverwinter. It becomes obvious upon landing that things are
not well; orcs and goblins, led by bugbears, are attempting to crush all
travel on the Shaengarne River to a halt. To make matters worse, they
are battering down the defenses of both Bremen and Targos in an effort
to close all ports but remote Lonelywood on Maer Dualdon.
Intelligence
for the Ten Towns doesn't believe that the goblins, orcs, and bugbears
managed to organize themselves so well and so cohesively. When scouts
report sights of a strange banner bearing a chimera, leaders become suspicious
that the goblins are being manipulated by a more powerful entity. In the
aftermath of the attacks on the Ten Towns, the mayor of Targos, Ulbrec
Dinnsmore, hires your group to explore the situation to prevent further
damage from being done.
Malavon
& Returning Characters
Strangely
enough, some people like to see characters return in sequels. It gives
players of the original game a connection to some of the characters they
see, and it often allows them to gain a greater sense of their role in
the world's history. I believe that as long as the characters actually
do evolve over time, there's nothing wrong with bringing them back. Personally,
in a sequel, I expect characters to return.
While Malavon
is in IWD2, players will find that he is quite different than the Malavon
in IWD. The Malavon in IWD was a clone (as though that were difficult
to figure out). Basically, Malavon foresaw his demise if he sided with
either the church of Lolth or Rilauven's rebellious faction of Vhaeraun-worshippers.
Instead, he underwent a process whereby he created a clone then put himself
into stasis after the clone was activated. Over time, the clone went insane
because it sensed what it was. Unfortunately, it had no idea where to
find its original source (Malavon was sealed in temporal stasis until
his clone inevitably died). The PCs killed Malavon's simulacrum and "Malavon"
(his clone). Malavon's family and associates in Rilauven believed that
the real Malavon had been killed. They were in for quite a surprise when
the church of Vhaeraun started open warfare with the noble houses. Malavon
emerged from stasis, assisted with a coup in Rilauven's magical academy,
and helped turn the tide for the priests of Vhaeraun.
Malavon does
not appear as the ally of the PCs in IWD2, nor as an enemy. He is simply
present at a small drow outpost the PCs travel through. While he attempts
to enlist the aid of the PCs, the PCs can have very little to do with
him or even blast his whole camp full of dudes. Quite unlike the Malavon
in IWD, IWD2's Malavon Despana is calm, collected - even charming at times.
Some people
dislike seeing repeat characters, or characters that return from the dead.
It's a cliche. However, like most cliches, the problem isn't that it's
done often, but that it's often done poorly. Hopefully our presentation
of returning characters won't cause groans to erupt from players across
the cosmos.
Funny
Item We Won't See
And here's
an item that got yanked, since summoning barrels is a lot more complicated
than it first appears:
DREISBACH'S
IRON HOOP
This magical
hoop looks like it belongs around a barrel, and chances are, it probably
once was. There are numerous tales (most of them false) about the hoop's
origins, but the most common tale says that the hoop was born in the Elfsong
Tavern in Baldur's Gate, and that it was the result of an angry wager
between two men, one, a quiet enchanter by the name of Dreisbach, and
the other, a passionate stevedore by the name of Geithman. Geithman claimed
that magic was no substitute for raw strength and determination, and when
Dreisbach begged to differ, the bet was decided: whoever could load the
most barrels into one of the port warehouses from dawn to dusk would be
declared the winner.
According
to the tale, Dreisbach fashioned the hoop in a single night, and when
he arrived at the warehouse the next morning, he drew forth the hoop and
spun it on the ground - with every spin, a barrel would suddenly appear
in the warehouse. Dreisbach spun the hoop for an hour, until hundred of
barrels were stacked up in the warehouse at a height several lengths of
a man, so much so that Dreisbach could no longer been seen behind the
walls of barrels. Geithman could not compete with the summoned barrels,
and he was about to concede the contest in disgust, when Dreisbach suddenly
let out a cry, and there was a clang as the iron hoop clattered to the
ground. When Geithman and the onlookers navigated the maze of barrels
to the space where Dreisbach had been standing, there was no trace of
the mage. Only the hoop remained, lying innocently on the floor.
None of those
gathered to watch the outcome of the bet dared to touch the hoop. While
Dreisbach was declared the winner, every man gathered there that day conceded
that Tymora had smiled upon Geithman instead. The warehouse was quickly
locked up, and the men quickly retreated to the Elfsong to talk of other
things.
Where the
barrels the hoop summons come from is unknown, but it is recommended that
the user exercise caution in the summoning... or else the barrels will
have their vengeance.
STATISTICS:
Special:
Summons a keg once per day. The kegs frequently contain something of value.
Weight: 3
Not Usable By:
Barbarian
Each of the
kegs could be chopped open and would occasionally contain some miscellaneous
item of value. Occasionally, the kegs would be killer mimics, but this
was rare.
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