
FACTIONS
The great factions of Faerûn extend far beyond the warm cities and political centers of the Sword Coast. Even here, in the frozen edge of the world, these organizations have agents, informants, caravans, hidden bases, and quiet interests. Many of them have been operating in Icewind Dale for years; some arrived only after the endless winter began. Together, they form a shadowy network of alliances, rivalries, secrets, and power struggles that shape the fate of Ten-Towns.
As a player, you may choose to join one of these factions. Doing so gives your character motivation, story hooks, and mechanical benefits. Each faction offers missions, some public, some secret, that align with their larger goals in the Dale. Completing these objectives earns Renown, which represents your growing reputation, trust, and influence within your faction.
Renown & Rewards
Renown is gained by:
- Completing faction quests,
- Recovering artifacts or knowledge,
- Advancing faction goals,
- Forging alliances,
- and Addressing threats that concern your faction.
Renown unlocks:
- Rank promotions
- Access to magic items
- Specialized gear or supplies
- Mounts, sled teams, or transportation
- Skill tutors, crafters, menders, and alchemists
- Access to secret training, spells, or techniques
- Shelter, protection, or political influence in Ten-Towns
Faction membership is optional, but each group offers unique advantages and challenges. Choose the one that fits your character’s ideals, background, and goals.

FACTION DESCRIPTIONS & RANKS
Below are detailed descriptions of what each faction stands for, how they operate, what they are doing in Icewind Dale, and what ranks exist for player characters.

THE HARPERS
“Down with tyranny. Fairness and equality for all.”
Overview
The Harpers are a semi-secret network of mages, spies, bards, and idealists who work from the shadows to preserve balance, freedom, and knowledge. They prefer subtlety over brute force and believe that power must never be concentrated in the hands of the unjust.
Harpers act quietly, often alone or in small cells, sharing information only with those they trust completely.
What the Harpers Are Doing in Icewind Dale
Icewind Dale has become a hotspot of magical anomalies. The Harpers suspect the endless winter may be connected to:
- ancient Netherese ruins beneath the ice,
- magical interference from the Far Realm,
- or divine manipulation involving Auril.
Harpers in the Dale are:
- infiltrating Ten-Towns,
- monitoring Speakers for corruption,
- tracking disappearances,
- studying strange auroras,
- and searching for artifacts thawing out of the glaciers.
They are deeply concerned by rumors of people being “replaced” or behaving strangely after storms.
Harper Ranks
Rank 1 – Watcher:
Trusted enough to receive missions; gains access to Harper contacts, safehouses, and coded messages.
Rank 2 – Harper Agent:
Given magical tools (potions, scrolls), clandestine missions, and autonomy.
Rank 3 – Operative:
Can call on Harper spies, local informants, or magical assistance.
Rank 4 – Shadowmaster:
Entrusted with major missions, artifacts, and the authority to recruit others.
Rank 5 – High Harper:
Rarely granted. You dictate operations across the Dale and receive powerful magical aid.

THE EMERALD ENCLAVE
“The balance must be preserved.”
Overview
The Emerald Enclave is a coalition of druids, rangers, and naturalists devoted to maintaining balance between civilization and nature. They intervene when natural forces become corrupted or unnatural powers threaten the world.
What the Enclave Is Doing in the Dale
The endless winter is not “natural.” The Enclave suspects:
- the land is spiritually wounded,
- wildlife is being corrupted by an unseen force,
- and an ancient entity beneath the ice is awakening.
They work to:
- study mutated creatures,
- safeguard migration paths for goliath tribes,
- preserve sacred groves,
- and remove unnatural infections from the land.
They are particularly worried about the Reghed Glacier and something stirring beneath it.
Enclave Ranks
Rank 1 – Springwarden:
Given basic missions involving wildlife, scouting, and balance.
Rank 2 – Scout or Initiate:
Access to herbalists, wilderness guides, and druidic magic.
Rank 3 – Ranger Knight / Warden:
Able to request beasts, mounts, or nature magic assistance.
Rank 4 – Keeper:
Trusted with ritual sites, sacred groves, and major environmental tasks.
Rank 5 – Master of the Wild:
Leader of Enclave operations in the Dale; can call on powerful druids.

THE LORDS’ ALLIANCE
“Unite the North. Protect civilization.”
Overview
The Lords’ Alliance is a coalition of major cities (Neverwinter, Waterdeep, Mirabar, etc.) dedicated to stability, law, order, and unified defense. They are pragmatic, diplomatic, and politically ambitious.
What the Alliance Is Doing in the Dale
Ten-Towns is technically independent of the Lords’ Alliance, but recent events have created instability that threatens southern trade and security.
Alliance agents have arrived with:
- supply caravans,
- guards,
- “stabilization teams,”
- emergency garrisons,
- and political advisors.
Some Ten-Towners welcome the help.
Others fear this is Lord Neverember’s quiet attempt to annex the region.
Ripple effects:
- Goliaths are furious that their migration paths are blocked by Alliance bases.
- Drow and duergar traders resent tariffs, inspections, and regulation.
- Speakers are divided on whether the Alliance is salvation or occupation.
Alliance Ranks
Rank 1 – Cloak:
A field agent handling reconnaissance and diplomacy.
Rank 2 – Redknife:
Granted authority to enforce law and protect settlements.
Rank 3 – Stingblade:
Trusted with operations, soldiers, and strategic missions.
Rank 4 – Warduke:
Commands militias, caravans, and political negotiations.
Rank 5 – Councilor:
Represents the Alliance in the Dale; receives major magical support.

THE ORDER OF THE GAUNTLET
“We stand against evil wherever it may be found.”
Overview
Holy warriors, paladins, clerics, and crusaders united against corruption, demons, undead, and tyranny. They value justice, protection of the innocent, and uncompromising moral clarity.
What the Order Is Doing in the Dale
To the Order, the endless winter is a sign of rising evil.
They fear:
- an undead uprising,
- cults worshiping Auril,
- the Red Wizards of Thay seeking to awaken something foul beneath the ice.
Their presence includes:
- protecting caravans,
- escorting priests,
- rooting out cults in Ten-Towns,
- rescuing missing townsfolk,
- and calling for martial action against the Red Wizards and Auril herself.
Some of their zeal makes the Speakers nervous.
Gauntlet Ranks
Rank 1 – Initiate:
Trusted with guarding missions and investigations.
Rank 2 – Chevall:
Gains access to sanctified gear and holy services.
Rank 3 – Whitehawk:
Commands squads, receives divine relics.
Rank 4 – Vindicator:
Leads purges, defends strongholds, and directs holy rituals.
Rank 5 – Righteous Hand:
A senior leader with powerful divine support.

THE ZHENTARIM
“Join us, and prosper.”
Overview
The Zhentarim, or the Black Network, are a shadowy group of merchants, mercenaries, and spies.
Some cells operate legitimately.
Others engage in smuggling, racketeering, and covert warfare.
They value wealth, influence, and leverage.
What the Zhents Are Doing in the Dale
The Zhentarim see opportunity in crisis:
- Selling grain at high prices
- Offering “protection services”
- Controlling caravans of food and supplies
- Running black-market trade routes
- Smuggling between Ten-Towns and the Underdark
- Recruiting desperate townsfolk
Internal divisions exist:
- Lawful merchants want stable trade.
- Criminal operatives enjoy the chaos.
- Ruthless cells whisper about taking the Dale as their own.
The Alliance’s new taxes and patrols have put the Zhents on edge.
Zhentarim Ranks
Rank 1 – Fang:
Runner, courier, or hired blade.
Rank 2 – Wolf:
Trusted agent, given jobs and minor operations.
Rank 3 – Viper:
Controls small crews or trade operations.
Rank 4 – Ardragon:
Elite operative with resources, secrets, and pull.
Rank 5 – Dread Lord:
Leader of Zhentarim activity in the region.

Final Notes for Players
Each faction operates differently, values different skills, and offers unique rewards. Some will work together. Some will work against each other. All will shape your story.
When choosing a faction, think about:
- your character’s background,
- moral alignment,
- goals in the Dale,
- and how deeply you want to be tied into the region’s unfolding crisis.
Your faction can become your lifeline.
Or your downfall.