Kuldahar is a small hamlet located in the Spine of the World, south of the Ten Towns of the Icewind Dale region. It is the third major area of the Icewind Dale game.
Description[]
Kuldahar is remarkable for a large oak tree in the middle of the town, known as the Great Oak, which radiates a "circle of warmth" that prevents the hamlet from freezing like the rest of the surrounding area.
History[]
The Great Oak has been guarded by druids since the beginning of history. For a long time they kept settlers away, but Archdruid Tolben decided to allow people to settle around the tree. Since then, the town and the tree have been living in symbiosis, with a druid protecting the balance. Currently, archdruid Arundel fills that position.
Buildings[]
Shops[]
- Gerth's Equipment Shoppe — sells ammunition & trinkets
- Tower of Orrick the Gray — sells mage scrolls & magical equipment
- Conlan's Smithy — sells weapons, armor, equipment
- Oswald's Laboratory — sells potions
Temples[]
- Temple of Ilmater — sells cleric scrolls etc.; provides temple services
Inns[]
- Evening Shade — provides rooms
Taverns[]
- Root Cellar — provides drinks
Other buildings[]
Characters[]
Name | Role | Location |
---|---|---|
Arundel | archdruid | his home |
Gerth | collector, shopkeeper | his shop |
Orrick the Gray | wizard, shopkeeper | his shop |
Conlan | blacksmith | his shop |
Oswald Fiddlebender | inventor, shopkeeper | his airship |
Sister Calliana | acting head priest | temple |
Brother Gus | priest | temple |
Aldwin | innkeeper | inn |
Whitcomb | barkeeper | tavern |
Amelia | barmaid | tavern |
Lysan | barmaid | tavern |
Urnst | potter | his home |
Hjollder | barbarian emissary | his house |
Nate | child | outdoors |
Brother Ferg | priest | outdoors |
Mirek | townsperson | outdoors |
Weenog | servant | Tower of Orrick the Gray |
unnamed townspersons | varies |
Quests[]
Starting from chapter 1, Kuldahar becomes the main quest hub for most of the base game.
Arundel sends you to a series of locations in the Spine of the World to advance the main plot; in between trips, you can rest and restock in Kuldahar. See the respective chapter articles for details.
In addition, the following optional side-quests start in Kuldahar:
Optional quests | Given by | Reward |
---|---|---|
Aldwin's claim | Amelia | 3225 exp |
Championing the worship of nature [Druid] | townsperson | 1200 exp, Aquamarine Gem |
Championing the worship of Ilmater [Good Cleric or Paladin] | townsperson | 1200 exp |
Mirek's heirloom | Mirek | 2400 exp, Sling +1 |
Getting Lysan's belongings | Whitcomb | Mantle of the Coming Storm, 3 cleric scrolls |
Conlan's son* | Conlan | 24,000 exp, Conlan's Hammer |
Mythal lore* | Orrick | 24,000 exp, magical item |
* Can only be completed in a later chapter.
Loot[]
The following houses in Kuldahar have containers with loot that the party can take (with no repercussions):
→ 1 Mummy's Tea | |
→ Sling +1, minor loot | |
→ Eidan's Legacy Ring, minor loot |
The following inhabitants can be pickpocketed for valuable loot (but they turn hostile if the attempt fails):
→ Ring of Free Action | |
→ Ring of Free Action, Amulet of Metaspell Influence | |
→ Ring of Protection +2, Necklace of Missiles |
More treasure can be earned as rewards for completing side-quests (see #Quests above), or bought from stores (see #Buildings above).
Enemies[]
There are only two hostile creatures in Kuldahar: Two yetis, outdoors near the east exit of town, who have followed Mirek here from the Vale of Shadows.
Later, at the end of chapter 2,
Trivia[]
- It causes some confusion that while Kuldahar is the primary quest hub of the Icewind Dale game, it is not physically located inside the Icewind Dale, but rather in the Spine of the World mountain range to the south of the dale.
Gallery[]
External links[]
- Kuldahar article on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms