When the Ten Towns region was first settled by refugees from Illusk around 1236 DR, they initially crowded around Maer Dualdon, which was more sheltered from the winds of the Reghed Glacier and so had a slightly more hospitable climate.

Targos became a wall settlement quite quickly when it became apparent that goblinoid and giant raids were a regular occurrence and the people of Bremen, Lonelywood, and Targos needed somewhere to retreat to when needed.

Targos was always the larger and more dominant of the towns, when caravan traffic began to arrive in Icewind Dale, following the refounding of Illusk as Luskan in 1302 DR, the population and prominence of Targos exploded, making it the major economic centre of the Ten Towns (although there were only 9 towns at this point). This dominance was short lived however, the increased economic activity led to a relative boom in prosperity and population and saw the founding of Bryn Shander, which soon overshadowed Targos as the centre of the Ten Towns.

Since that time Targos has become more sullen and insular in its dealing with the other settlements of the Ten Towns, fiercely protecting its fishing territories, voting against initiatives that might benefit other settlements, and generally obstructing anything that doesnt specifically benefit Targos alone.


Targos, like the other Ten Towns is reliant upon the knucklehead fishing industry for survival. Targos has the biggest fishing industry of all the Ten Towns, with the largest fishing fleet to match that dominates Maer Dualdon and forces the other towns around that lake to fish wherever Targos isnt (leading to strong feelings of resentment towards Targos).

The dominance of Targos in fishing Maer Dualdon has led to almost every resident of the town being involved somehow in fishing or an industry that uses the products of fishing (scrimshaw, making hooks, pins, needles etc with the bones).


Walls: Targos, like Bryn Shander, is one of the few walled settlements in Icewind Dale. It is protected by a single depth, 10 ft high, log palisade, with walkways erected on the inside for defenders near the gates and at regular intervals along the wall, which extends out into the harbour as a sea wall. Large, stout wooden doors bar the single gate in the south of the town that meets the Ten Trail, there is a gap in the sea wall to allow controlled entry to and from Maer Dualdon.

Milita: Targos has the second largest militia in the Ten Towns.

Important Sites

Dockers: The headquarters of a fledgling guild that seeks to enforce the standards for shipwrights, warehouse workers, loaders, and general labourers. Less than a fifth of independent fishermen in Targos have joined the guild, but enough are members to allow them to strong arm those deemed to have poor practise and quality.

The guild is little more than a gang of bullies that intimidate rivals into joining the guild on the premise of their work being of poor quality, they also prevent desperate foreign workers travelling to Icewind Dale to find work during the busy summer months.

Leaders of this guild are trying to persuade the Speaker to have the community fishing fleet tended only by guild members, which would improve the prestige of the guild immeasureably. Thus far the methods of persuasion have involved minor attempts at bribery, but some members are calling for more forceful methods.

Graendel’s Fine Dwarven Craft: Graendel Battlehammer, an old smith from Mithril Hall who travelled here with his kin 2 centuries ago. Graendel is rumoured to have argued with Bruenor and so left to establish his shop in Targos as soon as the humans arrived. Graendel smiths and crafts any object desired, made specially to order. His prices arent cheap, and his quality is always excellent, but commissions do take longer than you might normally expect.

Luskan Arms: This inn is supposedly the oldest in the Ten Towns, established in 1307 DR (or so the owner claims) to cater to the merchants from Luskan. The Luskan Arms is decorated with memorabilia from visiting caravan masters, who rarely visit here nowadays, and so much of the decor is 50 years old, featuring early designs of the sigils of the High Captains of Luskan.

Market Square

Three Flags Sailing: A fisherman’s tavern used by locals that come in fresh from the harbour to celebrate a good catch or commisserate a bad one. Brawls are common, especially when emotions run high (due to good or bad hauls).

Triglio: This general store is named for a local sea-shanty sung by the fishermen of Targos, it stocks a variety of items, including foodstuffs, cloth, candles, lamp oil, fishing rods, nets, wagonwheels, snowshoes, etc.

Trip and Shuffle:

Wolf’s Pelt Inn: Standing on the lakeside, this single story building is about 40 ft x 80 ft, with an old and weather-beaten look to the outside which has more to do with the harsh climate of Icewind Dale than age or any lack of maintenance on the part of the owner. The Wolf’s Pelt Inn resembles a longhall found more commonly in the isles of the Sea of Swords, inside it is subdivided into a bar room for feeding guests, a common room where up to 25 people can sleep in relative warmth, several private rooms for richer guests, a store room, and a kitchen.

Important NPCs

Sailus (Neutral, Human – Illuskan, Expert 1): Sailus is an ageing man who has run the Wolf’s Pelt Inn for the last 30 of his 50 years of age. He is bent backed and bow legged, constantly hunched over from the cold, but he always greets guests with a smile and whatever hospitality he can muster. Sailus has no children or other kindred in Icewind Dale, and is quite eager to sell the Wolf’s Pelt Inn and retire somewhere warmer, but he has yet to find anyone interested.

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