The party of adventurers are the protagonists of the Icewind Dale game and it's expansions.
Background[]
Players may choose the party size (between one and six), and the characteristics, appearance, and stats of each of party member, during character generation.
The game does not stipulate the party's background story, other than that they are adventurers who have somehow found their way to Easthaven in the Icewind Dale region of The North. Players may fill in the rest using their imagination.
Role-playing a good or evil party is both possible, although the game seems to be more geared towards the former. (The narrator sometimes refers to the party as "the heroes"; Several quests are dedicated to rescuing innocent villagers; etc.)
Default biographies[]
The game assigns a default "biography" text to each party member, based on their class. Players can access these texts, and edit/delete/overwrite them, during character generation or at any later time from the Character Record screen:
Fighter, F/T |
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Although the life of a warrior has always held your heart, the huge cities and bustling crowds of southern Faerûn has made you restless. You have tired of following the orders of too many career-minded officers that seek office rather than success on the battlefield, and become irritated by the presence of so many soldiers upon the streets looking for work, that it seemed oftentimes you couldn't swing a blade on a street without hitting a newly formed mercenary company. Perhaps it was for this reason you chose to head to the North, where the untamed wilderness would be a better place to seek one's fortune, and the lands themselves had yet to be broken by the passage of man and the slow creep of civilization. Perhaps in the shadow of the Spine of the World, you can find the adventure and glory you seek, and a chance to carve a name for yourself in the snow-covered lands. |
Fighter ► Kensai |
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There's a popular saying that he who lives by the sword, dies by the sword. It's a philosophy that has guided your specialized training; the knowledge of your own mortality has gotten you out of more than one conflict unscathed. In the bustling cities to the south, however, warriors and mercenaries embrace violence and war as though they were invincible, leaping into battles that mean nothing and often leaving this plane with no honor or glory to speak of. Perhaps it is for this reason you decided to make the hard journey to the North, where the untamed wilderness of the frontier towns offers a rare opportunity for a warrior to follow the philosophy of their choice. Whether it is glory that awaits you or a frozen grave makes no difference; whatever fate has in store, it will have been a fate guided by your own hands. |
Fighter ► Dwarven Defender |
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Although the life of a warrior has always held your heart, the mines of your dwarven home have chafed at your spirit. You have tired of constantly beating back the same hordes of drow and goblins, and these days it sometimes seemed that you couldn't raise your shield without some young upstart crashing into you from behind. Perhaps it was for this reason you chose to head to the North, where stories of old warriors and heroes call to mind a simpler time of honor and glory. Perhaps in the shadow of the Spine of the World, you can find some measure of the valor that is missing from your home. |
Ranger |
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Scout, soldier, guide, hunter... these careers have long held no interest for you, and it was becoming clear that no matter how far you traveled within Faerûn, escaping from these roles would be difficult. At heart, you have always been an explorer, one willing to search out new lands and discover all that nature holds within it. Yet it seemed that unless you moved quickly, you would become embroiled in hunting poachers and the policing of trade routes that were beginning to claim too much of your time. So you have set upon your path northwards, where the wilderness of the North has yet to be tamed by the passage of man, and nature still exists in its pristine state without the touch of civilization. Within the snows and the ice lie many of nature's secrets, and they call to you, asking to be discovered. Perhaps there you can find a measure of peace and contentment denied to you in the south. |
Paladin |
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Upholding all that is right and good is a crusade that knows no boundaries, nor is it confined to a nation or its borders. It is a fight for the spirit, and you are more than a soldier of the faith—you are an example for others, and it is your duty to lift them up, show them that they can become better men and women than they are. The road is a difficult one, but you know that valor and courage in the face of adversity carry their own rewards. While there are many who fight the good fight, of late it has concerned you that there are few representatives of good upon the frontier, where civilization is slowly taking root. It cannot be argued that there is still much that can be done within the cities and towns of Faerûn, but it struck you that the North is where future battles for the soul of its people may be fought and won now, simply by providing the ideals for a new civilization and defending all that would threaten it. Within the shadow of the Spine of the World, perhaps you can help a growing civilization learn the virtues that guide your own life and pave the way for a nobler future for its people. |
Paladin ► Blackguard |
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Upholding all that is right and good is a crusade that knows no boundaries, and it chafes at the spirits of those who understand the only real morality is dictated by those with the strength and will to rule. In the cities and towns of Faerûn you can feel false morality creeping into the hearts and minds of the sheep that worship at temples rather than taking what is rightfully theirs. You have chosen a different path, a better one: your patron is darkness, your morality the end of your blade, your cause the despoiling of the world. In the dark, cold parts of the world are hidden vaults containing avenues to power that even you have not yet conceived; and in the untamed wilderness of the North, unguarded by the passage of man, you have rightly identified an opportunity to make early claim to whatever power awaits you. |
Barbarian |
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Although the life of a warrior holds a deeply rooted place in your heart, the huge cities and bustling crowds of southern Faerûn have always made you restless. You have tired of the laws and ordinances dictating how a warrior is supposed to conduct themselves among "civilized" folk, and more than one perfectly good brawl has been ruined by the arrival of the city guards. Perhaps it was for this reason you chose to head to the North, where the untamed wilderness would be a better place to seek one's fortune, and the lands themselves had yet to be broken by the passage of man and the slow creep of civilization. Perhaps in the shadow of the Spine of the World, you can find the adventure and glory you seek, and a chance to carve a name for yourself in the snow-covered lands. |
Cleric, F/C, C/M, C/T, F/M/C |
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Less than a fortnight after your initiation ceremony into the clergy, you were summoned before the head of your temple. In a cordial, if somewhat cold meeting with the high priest, you were assigned your first duty as a full member of the temple: to make a pilgrimage to the North and see if you could spread the faith to the frontier towns. Almost as an afterthought, the high priest informed you of his "concerns" over portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to soothe potential troubles in the region. Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to bring enlightenment to the people of the North, a chance to make a difference rather than falling in a routine and simply presiding over the usual services within the temple. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the doctrines of your faith firmly etched in your mind. |
Cleric ► Priest of Talos |
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Less than a fortnight after your initiation ceremony into the Temple of Talos, you were summoned before the Stormherald of your temple. In a cordial, if somewhat cold meeting, you were assigned your first duty as a Talon: to make a pilgrimage to the North and see if you could bring the teachings of Talos to the frontier towns. Almost as an afterthought, he mentioned portents and omens concerning events transpiring in the North that might be of interest to the Storm Lord; it was the belief of the temple that a representative of Talos might serve to exploit the potential troubles in the region. Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to do the Storm Lord's will in a practical way, an opportunity to escape the routine of leading prayers and extorting noblemen in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday you set out on your journey, armed only with a staff in your hand and a brewing storm in your heart. |
Cleric ► Priest of Helm |
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Less than a fortnight after your initiation into the Temple of Helm, you were summoned before the High Watcher of your order. In a cordial, if somewhat cold meeting, you were assigned your first duty as a full member of the temple: to make a pilgrimage to the North and see if you could spread the faith to the frontier towns. Almost as an afterthought, he informed you of his "concerns" over portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to maintain peace in the region. Though these pilgrimages are often considered an unwanted duty by the more politically minded clergymen of your order, you found yourself eager to accept the task. It seemed to be a chance to bring order to the people of the North, a chance to do some good rather than falling into a routine and simply presiding over the usual services within the temple. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the doctrines of your faith firmly etched in your mind. |
Cleric ► Priest of Lathander |
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Less than a fortnight after your initiation ceremony into the Temple of Lathander, you were summoned before the Dawnmaster of your order. In warm words fitting for a follower of the Morninglord, she gave you your first assignment as a member of the clergy: to travel to the frontier towns of the North and bring the light of the Morninglord to the people that make the harsh environments their home. Almost as an afterthought, she spoke to you of portents and omens concerning events transpiring in the North, and it was the belief of the temple that a representative of their interests there might serve to soothe potential troubles in the region. Though these missions to the untamed wilderness are often considered an unwanted chore by the less optimistic members of your order, you found yourself eager to accept the task. It seemed to be a chance to bring hope and light to the people of the North, a chance to do some real good rather than settling into weekly services delivered for the temple's casual worshipers in the city. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the light of the Morninglord in your heart. |
Cleric ► Priest of Tyr |
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Less than a fortnight after your initiation into the temple of Tyr, you were summoned by the high priest of your order. In a ceremony observed by veterans of your faith, you were given your first assignment as a full member of the temple: to venture north to the Spine of the World, seek out whatever evil lurks there, and destroy it. Almost as an afterthought, he informed you about his "concerns" over portents and omens surrounding events transpiring in the North. If there is any truth to these visions, a member of the church of Tyr must be there to protect the mountains' residents from whatever is to come. Despite the dangers known to be common on the slopes of the mountains, you found yourself eager to accept the task. It seemed the perfect chance to prove your devotion to the Maimed God, protecting the people of the North from whatever lies in wait—and it also offers an alternative to what would surely be a dull routine in the temple, blessing knights on their way to more glorious adventures. Without hesitation, you agreed to make the pilgrimage, and before the week was out, you embarked on your journey north, with only a staff and your virtue to protect you. |
Cleric ► Priest of Tempus |
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Less than a fortnight after your initiation into Tempus's church, you were summoned by the Swordmaster of your order. Speaking in words that promised glory to the faith, she gave you your first assignment as a full member of the temple: to travel boldly into the North and make contact with the temple in Easthaven. Almost as an afterthought, she told you to be vigilant in your journey, citing "concerns" over portents and omens surrounding events transpiring in the North. It is the belief of the temple that if there is glory to be had in these uncertain times, it should be had in service of the Lord of Battles. Though there seems little glory in traversing the frozen slopes on the Spine of the World, you found yourself eager to accept the challenge. It seemed to be an opportunity to show the people of the North that bravery and valor can come from the cities to the South as well, and avoid the tedium of polishing armor for the temple's more decorated clergy. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, with only a staff in hand and the hymns of battle echoing loudly in your heart. |
Druid, F/D |
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At the core of druidic faith lies the balance between nature and all living things; it is this balance which allows the cycle of nature to continue, grow, and prosper. When this balance is disrupted, then nature, and all those that live within its bounds, is harmed. So taught the elder druids, and you have taken their teachings to heart. You are but a new initiate of nature, yet of late, something has disturbed you. It started not long ago with a strange scent upon the air, carrying the hint of storms that should not be, and flocks of birds from the northern reaches, migrating south earlier than is custom. Even the earth itself began whispering to you in the night, telling of evil creatures stirring within its depths. Something is wrong, and the source of the disturbances seems to lie somewhere in the North. You have taken it upon yourself to travel to the Spine of the World and find the meaning behind these disturbances to the balance, and to see if they portend some greater evil within the region. Nature must be protected, and the balance must be restored. |
Shaman |
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A shaman walks between the physical and the spiritual, called by the energy flowing through each animal, each element, every part of the natural world. Just as balance is required within the world, it’s necessary between the worlds, so sometimes you must be a road, sometimes a border, sometimes a wall. It’s a path little understood, but never lonely, surrounded as you are by the immaterial. In recent days, the spirits have grown agitated in a way you’ve never seen. The web of connection between all things is shaking, a disturbance carried by the souls of air and earth, life and even death shrinking from the unnatural. Evil creatures, the enemies of balance, stir in the depths. The whispering of your constant companions tell you the source lies somewhere in the North. You know your duty, and will travel to the Spine of the World to seek out the source of the spirits’ distress. The balance must be maintained. |
Monk |
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Less than a fortnight after your official initiation into your monastic order, your mentor and friend summoned you into her chambers. In a cordial, if somewhat bittersweet, conversation, she informed you that your calming presence was required in the North among the frontier towns there. Almost as an afterthought, she mentioned her concerns over portents and omens concerning events transpiring in the North; your mentor chose you to represent the order and to help soothe the brewing tensions in the region. Though the prospect of leaving the monastery that was your home was daunting, you found yourself eager to accept the task. It seemed to be a chance to prove yourself, to do some good rather than remaining cloistered behind the walls of the monastery among the same twelve monks for the next seventy years. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, equipped only with the wisdom of your training and your mentor's words. |
Monk ► Sun Soul Monk |
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Less than a fortnight after your official initiation into the order of the Sun Soul, your mentor summoned you into his chambers. In a cordial, if somewhat bittersweet, conversation, he informed you that your presence was required in the North among the frontier towns there. Almost as an afterthought, he mentioned his concerns over portents and omens concerning events transpiring in the North; your mentor chose you to represent the order and to help combat the looming darkness of the region. Though the prospect of leaving the monastery that was your home was daunting, you found yourself eager to accept the task. It seemed to be a chance to prove yourself, to do some good rather than remaining cloistered behind the walls of the monastery praying to an altar for the next seventy years. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, equipped only with the wisdom of your training and the sunlight on your back. |
Monk ► Dark Moon Monk |
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Less than a fortnight after your official initiation into the order of the Dark Moon, your abbess interrupted your contemplations for a secret meeting. In a cordial, if unusually cold, conversation, she informed you that Shar's influence was required in the North among the frontier towns there, and that you would be representing the order. Almost as an afterthought, she mentioned her particular interest in specific portents and omens concerning the events transpiring in the North. Though such exploratory missions are usually tasked to the initiates seeking approval of their betters rather than full members of the order, you found yourself eager to accept the task. It seemed to be a chance to more deeply explore and understand the cold mysteries of the Lady of Shadow, to perform her dark rituals at the Spine of the World rather than cloistered behind the walls of the monastery doing laborious subterfuge for the next seventy years. Without hesitation, you agreed to make the pilgrimage, and within a tenday, you embarked on your journey North, equipped only with the wisdom of your training and the comfort of your shadow. |
Bard |
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There comes a time, even early in one's career, where one must seek inspiration... and it has become clear to you that to look for it in the more civilized regions of Faerûn will only serve to kill your artistic spirit. You have heard too many versions of the same tune, the same chords, a slight spin on a phrase or a rhyme, and in the end, you have come to believe that it is the sheer number of artists feeding upon each other's works has led to a certain stagnation. You cannot bear one more ballad around the fire in an inn's common room nor competing with your fellow minstrels in the crowded taverns to the south—you need to go in search of new tales and songs, seek out new composers and artists. It is this that has driven you to the North. Perhaps your travels in the wilderness will shake the dust from your soul... perhaps even draw you into fantastic adventures that would inspire new tales and light up the taverns of the south! The North beckons, and with it, the promise of something new. |
Thief |
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It's a well-known saying that fortunes change. Many people believe this, but they never seem to understand that not only do fortunes change, but they sometimes change hands as well. You came upon this realization while you were hurriedly gathering what belongings you could carry to leave town. Though you're relatively certain that discovering the identity of the shadowy figure behind the second-story robbery of those merchants in the inn will be difficult for the city watch, you have no doubts that the priests who found their private cache within the temple vault plundered won't hesitate to call down every divination they can to root you out. All of these minor problems could also carry the unwanted complication of alerting the local thieves' guild—an unsavory bunch of fellows whom you had yet to introduce yourself to—to your presence within their territory. So, with a heavy heart, you have left the gold-paved streets of your home, and have chosen to make a pilgrimage to the North. Perhaps in a few years, it will be safe enough for you to return to your old haunts, but until then, you'd much rather see what the frontier towns have to offer in the way of fortune. After all, fortunes change—even if they do so more frequently when you're around. |
Thief ► Assassin |
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It's a well-known saying that a life lived without purpose is not worth living. Many people believe this, but they never seem to understand that sometimes a client may decide he doesn't agree with the purpose they've chosen for themselves. Sometimes a client pays good money to have them dealt with, and when they do, you always find your pockets lined with gold. Almost always, that is. Someone saw you this time, and they weren't happy about your choice of targets. Maybe they didn't see you clearly enough to identify you to the authorities, but sooner or later someone will identify the poison's ingredients and trace them back to their source. The city guards don't take kindly to those who make their living on the murder of high-profile nobility. So, with a heavy heart, you have left the shadows and rooftops of your home, and decided to take an extended vacation to the North. Perhaps in a few years they'll forget about the man you killed and it will be safe for you to return to your client for your payment, but until then, you'd much rather see what new contracts the frontier towns have to offer. After all, a life lived without purpose is not worth living. |
Thief ► Bounty Hunter |
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It's a well-known saying that the best-laid plans often go awry. Most people agree with this, but they don't realize just how awry even the most elaborate plan can go. You don't know who told the guards that you were the one who kidnapped that well-respected nobleman, but the omission of your partner's name from the wanted posters suggests foul play. The life of a bounty hunter has never been glamorous, and it carries with it some obvious risks, but a life in prison or a trip to the noose has never been high on your list of acceptable outcomes. So, with a heavy heart, you have left the gold-paved streets of your home, and have chosen to make a pilgrimage to the North. Perhaps in a few years the guards will have forgotten about you and it will be safe to return, but until then it's best to lay low, bide your time, and—in the quiet corners of your mind—plan for your revenge. |
Mage, F/M, M/T, F/M/T |
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The study of magic opened your eyes, not just to the arcane arts, but to the world itself. With every spell you learned in college, every scrap about magic and the arcane arts that you absorbed, you were fascinated with how each piece of information carried with it a certain history, a window into another land or the writings and mind of another practitioner of magic. It was not long before the libraries and the halls of the college began to seem oppressive, more like mausoleums than places of learning. You did not want to meet the fate of some of the elderly college scribes and librarians, lost within their books—you wanted to travel, see what the world held for anyone with a passion for exploration and knowledge. You didn't want to spend your life reading of other's discoveries—you wanted to make some of your own and allow others to benefit from it. Shortly after graduation, you set about planning your travels. Who knows what lost knowledge lies within the wilderness of the North, simply waiting for someone to uncover it? |
Sorcerer |
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Books and years of study are the purview of mages, but for those born with the talent a decade of schooling seems a waste of tuition. You learned your magic through trial and error and more than a few explosive catastrophes, but you have just as much power at your disposal as any scholar hiding behind a tome. Even so, the odd mishap has made city living a dangerous endeavor; at the urging of your friends, family, and the local guards, you have "decided" to take an extended vacation to the safely unsettled wilderness of the North. Perhaps with a few years of dedicated practice under your belt it will be "safe" for you to return home. And in the mean-time, you never know what new tricks you might learn without the crowds and suspicions of the city keeping your power in check. |
Sorcerer ► Dragon Disciple |
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Books and years of study are the purview of mages whose power is locked behind walls of memory and formulas. For those with the blood of a dragon in their veins, however, all that schooling seems a profound waste of tuition. You learned your magic by exploring the fiery power of your draconic ancestry, and although you don't know as many spells as a scholar hiding behind a tome, your power is limited only by the strength of your bloodline. Unfortunately, a duel with an adept from the local college has earned you a violent reputation; at the urging of the local guards and a few friends, you have "decided" to leave the bustling city for a trip to the North. Perhaps they think a few years in the cold will tame your burning spirit, but on the frontier you spot the true opportunity: to grow in power and discover what it truly means to be a descendant of dragons. |
Default party[]
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