North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens. This powerful magic prevents the next day’s sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. The mountain pass is barricaded with blizzards and the Sea of Moving Ice churns with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else.
The people of Icewind Dale know Auril’s wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.
Not all creatures are discouraged by what has transpired north of the Spine of the World. Despite Auril’s blizzards and other deterrents, visitors still come and go.
You arrived in Bryn Shander, a walled town perched atop a cold, lonely, wind-lashed hill, at various times over the past ten-day, Bright lanterns suspended over narrow streets twist in the wind and add flecks of color to the town’s otherwise drab surroundings.
The friendliness in this settlement has dwindled of late. Auril’s unyielding winter has greatly reduced the number of visitors to Bryn Shander, and local trade is suffering for it, eating away at the locals’ sense of humor and goodwill. Still, there is no safer place in Icewind Dale to spend coin or spend the night.
The walls of the town stand some 30 feet high and are defined by two concentric rings of upright wooden poles, the gap between them filled with dirt and rubble. The outer ring of poles rises above the top of the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall’s hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it’s dark outside—which is to say more often than not.
Of late, there have been whispered rumours that some dwarves will pay good money to anyone who can find a lost shipment for them.

Assignment: in creating your character, tell me what brought you over The Spine of the World mountain range, along the Ten Trail, to the town of Bryn Shander. This can be private knowledge, or public, that is up to you!