A list of characters from Icewind Dale I and II, and the first game's expansions Heart of Winter and Trials of the Luremaster.
A well-traveled but aging adventurer and the closest thing Easthaven has to a mayor. Finding a table of fledgling adventurers in the Winter's Cradle Tavern, he invites them to join his expedition to Kuldahar, where he hopes to root out a mysterious evil rising in the Dale.
- Old Soldier: Semi-retired after having adventured far and wide across Faerun, he's still acting as Easthaven's de facto mayor and sheriff, and game for leading an expedition across the frozen passes to investigate rumors of gathering evil outside of Kuldahar.
- Trophy Room: His home in Easthaven is full of monster hides and heads.
- We Hardly Knew Ye: He dies in the frost giant ambush and resulting avalanche that cuts you off from Easthaven, before anyone in the initial expedition from Easthaven ever makes it to Kuldahar.
The high priest of Easthaven's shrine to Tempus, Lord of Battles, and a member of the Order of the Broken Blade, battlepriests wounded in battle, who now serve Tempus far away from the front lines.
- Character Development: Somewhat surprisingly, given that he's just the priest of the town where the game starts. Since the game limits the amount of characterization the player characters can have, it gets passed onto NPCs, who have short arcs of their own. Everard, of all people, has an arc which spans from the prologue of the game to its final battle.
- Chekhov's Gunman: While his injuries prevent him from accompanying you on Hrothgar's expedition, this means he's spared by the avalanche, and able to aid the party upon your return to Easthaven — where he finally comes to understand Jerrod's sacrifice, going so far as to take his place, sacrificing himself to seal the portal mere moments after Brother Poquelin has reopened it.
- Handicapped Badass: As a priest of the Order of the Broken Blade, his war wounds prevent him from serving Tempus on the battlefield. He's been assigned, reluctantly and somewhat ironically, to a temple containing the tomb of the ancient barbarian hero Jerrod, whose Heroic Sacrifice Everard finds to be a pointless waste.
- Heroic Sacrifice: As seen in the quote above, he doesn't really believe in the idea — a sacrifice, if necessary, renders the actions leading up to it less heroic, less glorious.
- Mr. Exposition: His dialogue tree is by far the largest out of anyone in the first game's starting town of Easthaven, most of which is entirely optional, in keeping with the devs' design philosophy of making the game as lore-heavy or story-lite as the player preferred. As the high priest of Tempus and caretaker of Jerrod's tomb, he can recite the history of the ancient battle in further detail than what the player already saw in the intro cutscene. And he's not above editorializing a little.
- Redemption Equals Death: Unlike most examples, Everard isn't malicious or evil, but he viciously berates the notion of sacrificing oneself for others instead of fighting to the death like a warrior, as evidenced when you press his opinion on the retelling of Jerrod's Stone. However, by the end of the game, he realizes that he has been wrong in this mindset when he finds he must make the same sacrifice Jerrod did in order to stop Belhifet from bringing more demons through the portal, redeeming himself as one who now understands the cause being greater than one life's glory and allowing the party to finish off Belhifet and save the Dale.
- Senseless Sacrifice: How he views Jerrod's death — he provides the current page quote for the trope. He does not approve of how Jerrod ended the battle by throwing himself into the portal, feeling that the glory of the battle would have been greater if they fought to the last man, and that Jerrod's place was to remain with his men — to win the battle instead of merely ending it. By the end of the game, Everard has reversed his opinion, saying that it has taken him far too long to realize the nobility of giving one's life so that others might live — even as he makes the same sacrifice as Jerrod.
- War God: A priest of Tempus, the god of glorious battle.
The Archdruid of Kuldahar, leader of the town which has sprung up among the Great Oak's roots, and the party's patron and staunchest ally.
- Almost Dead Guy: When you return to his home in Kuldahar after defeating Yxunomei, you find him bleeding out upstairs, but you're still just in time for him to give you one last quest: to take the Heartstone Gem to the Tower of the Severed Hand.
- Big Good: A druid instead of a wizard, but very much filling the Gandalf role for the first game.
- Druid: The leader of the druids of Kuldahar.
- Mentor Occupational Hazard: Dies at the hands of Brother Poquelin, impersonating Arundel himself.
- Mr. Exposition: Source of much of the lore for the early portion of the game, and giver of your major quests up until his death, and even then, with his last breath he points the party toward the Severed Hand.
- Sacrificial Lion: Dies upon your return from Dragon's Eye to show that the main villain has little to fear from the player party. Or so Poquelin thinks.
An alchemist running a potions shop out of his crashed airship in Kuldahar. You can find him in the sequel, where he's crash-landed yet again in Bremen — just in time for a goblin invasion.
- Absent-Minded Professor: He's a brilliant inventor, but lives in his own little world. Conversations with him tend to go off on sudden tangents and run in circles as Oswald forgets what he has or hasn't said to a given person.
- Alchemy Is Magic: He sells magic potions of all sorts.
- Ascended Extra: From a minor albeit exceptionally quirky shopkeeper in the first game to fully-voiced sidekick NPC in the second.
- Bungling Inventor: His alchemy experiments tend to explode, and his airship ends every flight in a crash landing — possibly not unrelated to his alchemical lab in the ship's hold. it's enough that he's gone so far as to invent a specialized spell, Oswald's Mending, to help him with the repairs.
- Captain Crash: Every voyage his airship undertakes seems to end in a crash, which is often used as a means of cutting off the player party from previous areas.
- Cool Airship: Of the Teddy Ruxpin balloon-on-top, propellers-underneath variety. He built it himself, and crews it single-handedly, which is both impressive and a major reason for why it crashed in Kuldahar, since he couldn't convince anyone in Caer Dineval to come along on its inaugural voyage.
- Gadgeteer Genius: An alchemist and inventor with a working (sort of) airship of his own design.
- Giver of Lame Names:Oswald: I call it an *air* *ship*. Isn't that wonderful? Airship... as in a ship that floats upon the air. Get it? It's really quite clever when you think about it.
- Intrepid Merchant: Still selling you potions after crashing in the middle of the wilderness.
- Luke Nounverber: Oswald Fiddlebender. One might assume there was a bard somewhere in his family history. It's still appropriate given the amount of bending, tinkering, and fiddling he does with his inventions.
- Metaphorgotten:Oswald: Can't see this airship crashing in the near future. Sturdy as a rock.
Player Character: Rocks can't fly, Oswald.
Oswald: Well, of course they can. Just get a giant to throw them, and even the largest stone will fly like a bird. A very heavy bird, mind you, and no wings, but the principle is the same.
- Nephewism: Has a niece, Maralie. She goes on to become Iselore's apprentice at some point after the events of the second game, which her grown-up self narrates.
- Our Gnomes Are Weirder: An absent-minded alchemist-inventor who lives in a flying ship stocked full of volatile chemicals — and that's just belowdecks.
- Plucky Comic Relief: Contractually obligated, as a gnome in a Forgotten Realms story in the late '90s/early 2000s.
- Uncanny Family Resemblance: Offhandedly mentions a cousin Jan — presumably BG2's Jan Jansen, also voiced by Jack Roth. Oswald came first, technically, though one imagines his expanded role in IWD2, has a lot to do with the popularity of Jan. Oswald is much more absent-minded but less deliberately irritating than Master Jansen, however.
JermsyA young boy the party of adventurers rescue in the first game. Thirty years later, your other party of adventurers meet him in the sequel working in Kuldahar in the militia.
- Parental Abandonment: Orcs and goblins killed Jermsy's parents. You can't save them in time no matter what — they're dead by the time you reach the outskirts of Kuldahar.
- Sole Survivor: The lone survivor of his family. While he was hiding in the closet, orcs and goblins cut down his parents and sister. He would've been next in line, but your party of adventurers bursts in and slays the raiders just in the nick of time.
- Used to Be a Sweet Kid: When you meet Jermsy in the sequel, the intervening years and death of his family have turned him into an angry, bitter man. The indifferent care he received from the local temple of Ilmater probably didn't help him deal with his lingering PTSD.
Orrick the Gray
A mage living in the tower overlooking Kuldahar. He is purely concerned with his own magical research, indifferent to the troubles facing the Dale. His only real contact with the outside world is selling a few magical trinkets, which the locals can't use or understand, to passing adventurers.
- The Apprentice: Orrick keeps a goblin named Weenog as a housekeeper and (in theory) apprentice. In the sequel, the goblin is now a fully trained wizard and is off on his own.
- Living with the Villain: In the sequel, you find Orrick in the Severed Hand, the elven citadel which has converted into the Legion of the Chimera's base of operations. True to his name, he's not exactly cooperating with them, but as long as he can continue studying the mythal undisturbed, he doesn't care about the Legion's denizens, politics, religion, wars or atrocities.
- Mage Tower: His first home was a tower in Kuldahar. In the sequel, after the Heroes of the Ten-Towns clear out the haunted Severed Hand, he abandons his tower and resettles in the Severed Hand's library to continue his research close-up.
- Meaningful Name: Orrick The Gray remains neutral at every turn. He doesn't take sides in conflicts between good and evil, or order against chaos.
- Permanently Missable Content: Beware, his items for sale will change every time you begin a new chapter.
- True Neutral: His in-universe alignment, and the reason he's "the Gray": Orrick refuses to take sides in any conflict, and is only concerned with the knowledge he can gather.
The Archdruid of Kuldahar during the events of Icewind Dale II, a half-elf originally from Deepingdale. After evacuating the villagers in the wake of the war against the Legion of the Chimera, he stays behind to protect the Heartstone Gem and the great oak.
- Big Good: Not as prominent as Arundel, but as his successor, he is by far the strongest example in the second game, directing you the rest of the way towards the Severed Hand after you arrive in Kuldahar.
- Druid: His class, as the leader of one of the regional druidic circles in the Ten-Towns. He even has a Celtic accent to boot.
- Mr. Exposition: He's known Isair and Madae since their birth and will tell you their entire life story if you ask. In his words, he knows too much. He also fills you in on a number of other events that occurred between the events of the first game and the second.
- Not So Different: He tried to reason with Madae by bringing up the fact that they're both half-breeds, with the exception that he ignores any bigoted remarks directed at him and that he doesn't force people to accept him. Madae simply laughs in his face in response.
- One-Man Army: His close proximity to the Heartstone Gem and the great oak bolsters his power significantly and evidently makes him immortal, and when Madae marches her armies to Kuldahar in an attempt to take it, he is capable of taking on every last wave of troops she throws at him with or without your help.
- True Neutral: His in-universe alignment. Encouraging the people of Kuldahar to leave the yuan-ti of Dragon's Eye in peace despite their history as enemies is a good example of this. However, he does have an allegiance to Kuldahar, and when someone poses an immediate threat to his village he's more than willing to fight back.
Kresselack the Black Wolf
- Voiced By: Tony Jay
The spirit of an ancient warlord now haunting the Vale of Shadows.
- 24-Hour Armor: Being a spirit, he's being wearing the same armor non-stop for centuries.
- Affably Evil: Even with all the evils deeds Kresselack committed in his previous life, he's very well-mannered, polite and even allow you to loot his tomb after you help him.
- Alas, Poor Villain: He proves to be surprisingly reasonable once you've battled your way to the heart of his tomb — pitiable, even, in that he has come to see his life of bloody conquest as wasted, and the immortality he once sought as a curse. All the more so now that he will have to spend undeath alone in his tomb, since you've destroyed his companions. When he asks that you stop the Aurilites from breaking the remaining enchantments on his tomb so that he is also forced to spend eternity in cold and darkness as well.
- Arc Villain: For the Vale of Shadows and, naturally, Kresselack's Tomb.
- Barred from the Afterlife: After he sacrificed his life to his god, he found himself bound to his tomb and is unable to leave the Material plane.
- BFS: His favored weapon is a greatsword, which he allows you to loot after you complete a quest for him.
- Black Knight: An undead warrior. Technically a barbarian in life, he was buried in his ceremonial armor and very much looks the part.
- Evil Overlord: In life he was this, but in death he discovered that no matter how hard he tried — burying himself with his entire army — you really can't take it with you.
- Evil Sounds Deep: Intoned by the great Tony Jay.
- I Lied: Kresselack promised your party to reveal who's responsible for the evil plaguing Kuldahar in exchange for slaying an Aurilite cultist. After you've done the deed, he admits not knowing who's behind the troubles in Kuldahar.
- Laser-Guided Karma: Kresselack was a warlord and a conqueror. For all the evil deeds he had done, including slaying his most loyal followers, he was rewarded with eternal un-life bound to his tomb.
- Night of the Living Mooks: He was buried with his army, all of which you must fight on your way to Kresselack himself... only to find out that they were telling the truth, and genuinely had nothing to do with the current troubles in the region.
- Not Me This Time: After killing your way to the end of Kresselack's tomb and destroying all his undead guardians... it turns out Kresselack really wasn't behind the theft of the Heartstone Gem or the kidnappings in Kuldahar. You have, however, left his crypt undefended and thus vulnerable to a different threat namely the Aurilites, devotees of the evil goddess of cold.
- Really Gets Around: A description of a magical bastard sword in the sequel revealed that Kresselack has sired many children with different women.
- Who Wants to Live Forever?: Kresselack believed he did in life, but since then he's discovered that neverending undeath is a curse, but perhaps a fitting punishment for the life he led.
An ancient and powerful entity which has taken the volcano of Dragon's Eye for her fortress and the yuan-ti and lizardfolk within for her followers. The heroes must seek her out after she steals the Heartstone Gem.
- Arc Villain: Worshipped as a god by the yuan-ti of Dragon's Eye and the final opponent fought in the area.
- Badass Boast: Though as she sees it, she's only speaking the unvarnished truth.
- Benevolent Boss: Zigzagged. She intends to honor her commitment to her yuan-ti followers by leaving behind the kingdom she intends to create on Toril, and she's annoyed when the PC refers to them as Snake People. She's quite blunt about how she feels about failure, however — if they can't prevent the party from stealing back the Heartstone Gem, then they've earned their deaths. That doesn't stop her from joining in the final fight against the heroes in Dragon's Eye.
- Cincinnatus: Surprisingly, yes. She doesn't care to remain in this world to rule it, and would rather leave the kingdom she would conquer to her yuan-ti followers. This is because she's a high-ranking soldier in the multiverse-spanning army of the tanar'ri, and her business on Faerun is mainly to prevent the Old Enemy — Belhifet — from gaining a foothold for his own people.
- Cold Ham: Remains cold and remote at all times, while delivering some of the game's most over-the-top, Lovecraftian dialogue... only to cap it off with the occasional understatement which does more to reveal how far removed she is from earthly concerns than anything else.Odd Little Girl: Quite.
- Creepy Child: She appears to the party in the guise of a decidedly odd little girl.
- Cryptic Conversation: She starts out this way, perhaps before finding a level the party will understand.Odd Little Girl: Your moon is eclipsed. There are no more shadows, only a corona that illuminates forgotten promises to the black devotees.
- Eldritch Abomination: Much of her dialogue and trappings (her yuan-ti cult, for instance) would be right at home in a Cosmic Horror story. She's actually a marilith, which isn't even the highest rank of tanar'ri, D&D's stock Chaotic Evil race of demons.
- Evil vs. Evil: She's locked in a millennia-long conflict with the Old Enemy, which has only found its way to Toril and the Dale in the past few hundred years. Specifically, she's a demon, aligned with chaos and evil in the neverending conflict of the Blood War. Her enemy, Belhifet, is one of the Lawful Evil devils.
- A Form You Are Comfortable With: Inverted with her Odd Little Girl guise. She's well aware that it creeps people out, but more importantly, most people hesitate to attack her when she looks like an innocent child. Even if they know the truth, there's an emotional cost to it.
- Go Mad from the Revelation:Odd Little Girl: The forces at work here are factories of truth so foreign to your understanding that if you attempted to observe the machine in its entirety, it would burn your fragile mind to vapor.
- It's Personal: Towards you, by the time you fight her. If you attempt to cut off dialogue with her and excuse yourself, she's having none of it, claiming that she's going to take some pleasure in making you pay for the havoc you've caused.
- Just the First Citizen: She's a ancient demonic entity who is literally worshipped as a god in Dragon's Eye. What does she say when you ask her who or what she is? A soldier.
- The Man in Front of the Man: She styles herself as the handmaiden of the yuan-ti's god, Sseth.
- Multi-Armed and Dangerous: In her true form. As a marilith, she looks like a woman with a snake's body in place of legs, and six arms, wielding a weapon in each hand.
- Order vs. Chaos: Played with. Despite her cold, rational way of thinking, Yxunomei is a creature who embodies chaos and evil on a primal level. By way of contrast, Belhifet is far more petty, personal, and emotional despite being a creature of law.
- Our Demons Are Different: She's actually a tanar'ri, a race of Chaotic Evil fiends from the Lower Planes of the D&D multiverse. More than that, her serpent-bodied, many-armed form is that of a marilith, somewhere below the highest ranks of demons and not unique by any means. Which gives a sense of the relatively minor scale of these events on a cosmic scale.
- Pragmatic Villainy: She intends to reward her followers with the kingdom her conquest will leave behind if they serve her well, yet invites you to simply take what you need should they fail her. She is neither kind or uncaring, merely... dispassionate.
- Screw You, Elves!: Something of a backhanded example, since Odd Little Girl only gets away with this by virtue of having most of elves' insufferable traits taken Up to Eleven.Odd Little Girl: Oh, my. Hundreds of years. You must feel very proud to be able to leap out of the primordial ooze of godly creation, gasp for a moment in the air, an lie on the shore in the belief that you won't die like all the other fish. All the while, elephants of stone stomp on these celestial shores and *you*, in your blindness, take no note.
- Sesquipedalian Loquaciousness: At first.note Odd Little Girl: Sidereal translations spell out chaotic events in your future. Beware.
PC: Uh, that's great, little girl...
- Snake People: Her favored servants are the snake-like yuan-ti, though she'll take offense if you actually call them snake people, as opposed to their proper name. She herself has the lower body of a huge serpent in her true form.
- The Stoic: Part of the reason her Odd Little Girl form is so creepy: she's utterly emotionless.
- Time Abyss: She's old.PC: You're right, oh mighty one. But... aren't we all really just motes of dust, floating in a sea of time?
Odd Little Girl: No. You are one of many fireflies dancing for a moment in the night, feeling at your brightest that you can illuminate the universe at will. *I* am a star. I came into existence when your world took form. I am as persistent as time. Where I move, infernal tides crush foreign shores and nations of thought are drowned in blood.
- Troubling Unchildlike Behavior: Yes, all the above quotes are delivered by a little girl standing shoulder to shoulder with an army of serpent cultists who kidnap, torture, and eat their victims.
- Wouldn't Hurt a Child: Exploited Trope. She doesn't really understand why beings on this plane are generally hesitant to attack children, but she's nonetheless identified this as a weakness to be exploited and thus uses a child as her avatar. Where Yxunomei comes from, there's no concept of man, woman, or child; all are fair game to be reaped in the harvest of souls.
- Ye Goode Olde Days: Her yuan-ti followers want a return the world to the good old days when, as Yxunomei can personally recall, the Dale was still humid, tropical jungle swampland.
Revered Brother Poquelin
A high-ranking priest of Ilmater from the far-off land of Cormyr.
- Artifact of Doom: Crenshinibon, the Crystal Shard, an object of great malevolence and power. Poquelin wears it on a chain around his neck. And he avoids its influence, not by any force of will or arcane power, but simply because its plans and those of Belhifet happen to coincide.
- Badass Boast:Brother Poquelin: I am the beginning and the end of this story. I, and only I, will determine how it plays out. Goodbye.
- Deadpan Snarker: Unlike Yxunomei, the Old Enemy isn't above snide wordplay and petty jibes while gloating over having gotten the best of the heroes all this time.Brother Poquelin: I'm sorry, but war and charades are the only two games I know how to play.
- Evil Sorcerer: Despite being a priest, his magical powers amount to this. Since as a devil, of course, he in no way has the support of a god of good such as Ilmater.
- Flunky Boss: Summons huge numbers of Elite Mooks to swarm the party during when you finally manage to track him down.
- Hidden Villain: Your first true meeting with Poquelin happens a good 4/5ths of the way through the game. The first time you meet him, he's in disguise as Arundel. And with the heroes distracting themselves dealing with Kresselack and Yxunomei while he built up his forces elsewhere, he really couldn't have planned it better himself.
- Just Between You and Me: Gloats over having acquired Crenshinibon, assembled the various lieutenants you've already confronted and killed, freezing the passes and having his frost giant servants cause the avalanche which killed most of the expedition out of Easthaven, and killing Arundel personally.
- Obviously Evil: By the time you meet him, he's dropped any pretense and does all his gloating in sneering, self-amused manner. He's also got pale, bluish skin, and red and black robes. One assumes he made more of an effort to maintain his disguise previously, but he already knows you've found him out by the time you confront him.
- Smug Snake: In his true form as Belhifet, the closest thing Poquelin has to a friend is his demonic Arch-Enemy Yxonumei. Of course, given how old they both are, maybe it's not surprising that he views everyone else as fleeting and expendable.
- Sinister Minister: A revered brother of Ilmater, the god of suffering but also mercy. Poquelin is really a (literal) Devil in Disguise, however, and Poquelin in all likelihood never existed, formed wholesale out of Brother Perdiem's memories.
- Soft-Spoken Sadist: Speaks in a high, breathy stage whisper as he mocks your accomplishments, assuming you don't simply cut straight to the fight with him. Of course, given that they got the Cryptkeeper himself to voice him, it couldn't have been any other way.
- Teleport Spam: A major part of the fight against him is managing to catch him before he teleports away again, hiding behind his many mooks.
Hailing from Baator, the Nine Hells, the devil Belhifet seeks to conquer the whole of the Realms, beginning with Icewind Dale.
- Arch-Enemy: The demoness Yxunomei, his opposite in number in the Blood War.
- Big Bad: The ultimate villain of the original Icewind Dale. Also the Final Boss of Baldur's Gate: Siege of Dragonspear, after Caelar reveals that the true purpose of the entire Crusade was to rescue her uncle from Belhifet's clutches.
- Big Red Devil: Played very straight. Although he spends most of the first game disguised as the kindly Brother Poquelin.
- Circles of Hell: D&D's Nine Hells are based, in part, on Dante's Inferno. Belhifet's domain is a citadel of iron and chains on the first layer, Avernus, which is where your pursuit of Caelar Argent ultimately takes you in Siege of Dragonspear.
- Collapsing Lair: The crystal tower in Easthaven crumbles once Belhifet is finally vanquished.
- Demon Lords and Archdevils: Not quite an archdevil in the intricate hierarchy of the baatezu, but a powerful and high-ranking unique devil in his own right.
- Devil in Disguise: A devil in disguise. He spends most of the game Hidden in Plain Sight as Revered Brother Poquelin, a priest of Ilmater, the Lawful Good god of suffering.
- Dual Wielding: Wields a pair of enormous machete-like blades.
- Even Evil Has Standards: Even his fellow devils thought his grudge with Yxunomei was excessive. Interestingly, despite being tanar'ri, Yxunomei takes a far more measured approach to their conflict, and seems to have kept the favor of her own superiors.
- Evil Sounds Deep: While in disguise as Brother Poquelin, he has a high, sibilant voice, his actual voice is impressively deep and suitably ferocious, provided as it is by mighty-voiced actor David Ogden Stiers, who executes a deft turn from kindly scholar to snarling devil in the span of a few lines.
- Hijacked by Ganon: Fans of The Legend of Drizzt would probably expect this around the time Crenshinibon, the Crystal Shard, appears in the game. While Poquelin/Belhifet retains center-stage, the crystal's power does allow him to create the Very Definitely Final Dungeon. In a straighter example of the trope, Belhifet goes on to become the Final Boss of Siege of Dragonspear, with Big Bad apparent Caelar Argent either joining forces with Charname to defeat him once and for all, or else falling fully and becoming a blackguard in service to Belhifet.
- Horny Devils: As a shapeshifter and cunning manipulator, he impregnated the elf Ilmadia, whose children would be Isair and Madae, the Big Bad Duumvirate of the second game.
- Killed Off for Real: He is slain in the mortal plane and banished back to Avernus for a century at the end, but In Siege of Dragonstone? He is killed in his fortress in Avernus. He's gone forever now.
- Narrator All Along: Played With. Like Kevin Michael Richardson in Baldur's Gate, David Ogden Stiers provides the voice for both the game's main villain and the kindly narrator. In Icewind Dale, however, the two characters are explicitly one and the same. In a clever bit of Bait-and-Switch, you don't actually hear Belhifet's real voice during the game itself, only in the final credits, when the pleasant, grandfatherly tones shift into hateful, bestial snarling as he swears to return some day, practically spitting out the word when he speaks of the triumph of the forces of "good". Perhaps even more surprisingly, the only thing the narrator seems to mislead you about is his true identity.
- Order vs. Chaos: Belhifet would have had to have taken action against the ancient demon Yxunomei if the player party hadn't beaten him to it.
- Our Demons Are Different: In D&D lore, Lawful Evil devils come from Baator, the Nine Hells, while the Chaotic Evil demons come from the Abyss. The two fight a neverending, bloody war which frequently spills over into the "real" world of the Prime, where they collect the souls of the living and draft them into their battles. (When referring to both races collectively, the preferred in-universe nomenclature is "fiends".)
- Retcon: The first game keep referring Belhifet as a demon. This was changed to devil in the sequel.
- Third-Person Person: Continues to refer to himself in the third person as he finishes narrating the book of the player's adventures, breaking character as the narrator and revealing himself as a banished devil who will have his revenge.
- Time Abyss: Inevitably, as a contemporary of Yxunomei's. He doesn't play it up as much, however.
- We Will Meet Again: As a fiend, death is not the end for him, and he promises to return one day for his revenge. He says this in-character as the narrator, making it seem as if he's addressing the player directly. 16 years after Icewind Dale's initial release, he makes good on his promise in, of all places, Baldur's Gate: Siege of Dragonspear, where he is the final villain yet again.
- Villainous Breakdown: During the end cinematic, the kindly narrator's voice turns to anger before laughing evilly as the now-revealed Belhifet swears his revenge against all Faerun.
- Voluntary Shapeshifting: Like many more powerful fiends in Dungeons & Dragons, Belhifet can take a variety of different shapes. He spends most of the game disguised as Brother Poquelin.
A barbarian warlord of the Uthgardt who perished a season past, only to now rise again to lead his people — touched, it is said, by the spirit of the legendary hero Jerrod, and now possessing the spirits of both men. The united tribes now threaten the Ten Towns, to drive out the outlanders and reclaim the lands of his people.
- Back from the Dead: The great warlord Wylfdene, returned from the dead a season after his passing, having received a vision from the hero Jerrod.
- Barbarian Hero: The barbarian's barbarian, and a hero among heroes, made up of both their greatest living warrior and a legend of their ancient past.
- Big Bad: Of the Heart of Winter expansion pack. The leader of the barbarian army arrayed outside the gates of Lonelywood, calling for war to take back the Dale from the settlers of the Ten-Towns. Then it turns out "Wylfdene" really was Dead All Along, his corpse hijacked by Iscasaracht, an ancient undead dragon with a vendetta against the whole of the Dale and all the settlers within, Uthgardt and settler alike. After The Reveal, she becomes the Big Bad proper.
- Came Back Strong: Returned from the dead as an immensely powerful (albeit undead) warrior.
- End of an Age: Represents the last hurrah of the Uthgardt, and their bid to avoid losing any more of their land and nomadic culture to the southern settlers.
- Fusion Dance: The souls of both Wylfdene and Jerrod, united in death to raise his body and lead the tribes into a new age. Actually a convenient lie — the risen Wylfdene is neither man, but instead possessed by the spirit of the ancient dracolich Icasaracht who seeks her revenge on all humans in the Dale.
- Hero Antagonist: Unlike the card-carrying villains of the original campaign, everything about Wylfdene is written as though he truly believes in his cause, and sees himself as the great hero his people need. Which is as Icasaracht intended, and, in her own way, she too sees herself as entirely justified.
- No Pronunciation Guide: The start of a habit with Black Isle/Obsidian that would later reach its peak in Pillars of Eternity. It's pronounced something closer to "WULF-deyn".
- Possessing a Dead Body: Wylfdene's corpse, reanimated by the fused spirits of Wylfdene and the Uthgardt's ancient hero Jerrod. Actually Icasaracht.
- The Reveal: The story of the expansion is all about finding a way to stave off war with the Uthgardt. That means discrediting Wylfene, whose claims of being the reincarnation of Jerrod himself seem suspect. Undead barbarian warlord? No, undead barbarian warlord's dead boy possessed by the spirit of an ancient undead dragon matron. The real Wylfene is truly dead, and Jerrod had nothing to do with it except as a way of manipulating the tribes into following Iscasaracht-as-Wylfdene.
- Villain Has a Point: He's not wrong about what has been taken from the tribes already, and the possibility that the expansion of the outlanders will continue is real enough. He believes the only way to stop this from happening is to draw a line in the sand with the Ten Towns, however, and whether or not the player can convince him otherwise is an open question. Until it's revealed that "Wylfdene" is actually Icasaracht, manipulating the two sides into an open war that will bring ruin to them both.
A white dragon matron, said to be the last of her kind. At one point, dragonkind unquestionably ruled over Faerun, until humanoid settlers encroached upon their lands. Now, she seeks to reclaim her territory by any means possible.
- Badass Boast: She has a lot of these. Like most dragons, Icasaracht has quite a high opinion of herself.Icasaracht: [still in the body of Wylfdene] I held the north in my claws! When I spread my wings, I shadowed the face of the world! I WAS A GODDESS!
- Best Served Cold: Engineers the circumstances of her revenge on the upstart humans such that it takes thousand of years to pay off. Her initial plot involves pitting the barbarians and settlers of the region against one another, posing as Wylfdene over the course of several months.
- Big Bad: The Greater-Scope Villain of Heart of Winter, as opposed to Wylfdene's Hero Antagonist. Subverted in that the two are, not unlike Poquelin and Belhifet, actually one and the same.
- Breath Weapon: Breathes ice, as a white dragon.
- Chekhov's Gun: At the beginning of the base game in Easthaven, the sea spirit Elisia returns the shattered Blade of Aihonen to the dragonslayer's lookalike descendant Jhonen. The blade being removed from Icasaracht's heart, sunk to the depths of Lac Dinneshere, is what allows the dragon to be reborn.
- Crazy-Prepared: She's a lich. A dragon lich, but still — this comes with the territory. Which means that before she was slain by Aihonen, she prepared special wards that would preserve her body and spirit, and sacrificed the spirits of her unborn children to ensure her resurrection.
- Cycle of Revenge: A major theme of the expansion is how this corrupts and destroys from within. Justice is without purpose if you destroy yourself and lose everything you care about along the way. Having killed her own mate and sacrificed her brood to live long enough to take her revenge on the humans, Icasaracht literally has nothing else left.
- Death by Woman Scorned: She slew her mate after even he came to believe that she had gone too far by turning their unborn hatchlings into phylacteries as part of her scheme for revenge against the humans of the Dale. She then blames the humans for turning him against her.
- Dracolich: Less skeletal than most, because the particular means of resurrection involves infusing her eggs with necromantic power, sacrificing the souls of her own unborn hatchlings so that she can possess them and be reborn.
- End of an Age: A key theme: she seeks vengeance for the end of the age of draconic dominance across Faerun. She shares this in common with Wylfdene, and for that matter the Ten-Towns, which, it is implied, will eventually lose their freedom and independence, the way of all frontiers.
- Evil Sounds Deep: Especially for a female dragon. And especially when still in the body of Wylfdene, meaning her lines are being voiced in the Badass Baritone of Ron Perlman.
- Greater-Scope Villain: An ancient dragon defeated by the controversial hero Aihonen — controversial because while he saved the settlers from Iscasaracht, he also fought against the Uthgardt. Much of the events of HOW stem from the battle between the two. Iscaracht graduates to Big Bad (or rather is revealed to have been the true Big Bad all along) when it turns out Iscasaracht is back and has been manipulating the Uthgardt into a war with the Ten-Towns which will inevitably destroy them both as part of her age-long revenge plot.
- An Ice Person: She's a white dragon, meaning she breathes cold and her natural habit is a glacier cave. The eponymous Heart of Winter is hers.
- The Man Behind the Man: Or rather, the dragon. It was her spirit possessing the body of Wylfdene in an attempt to lead the barbarian tribes to war against the Ten-Towns.
- My Death Is Just the Beginning: Though her mortal body was slain by the hero Aihonen, she had turned her own eggs into necromantic repositories into which she would be reborn in the event of her death, thus ensuring she could continue to enact her revenge in secret.
- Never My Fault: She killed her own mate, but she blames the humans for that, too. He turned on her after she extracted the souls of their own unhatched eggs as part of a ploy to ensure she would survive long enough to avenge the dragons on the humans of Icewind Dale.
- Our Dragons Are Different: Dragons in the Realms come in all different colors, with the non-metallic, chromatic dragons being naturally evil by default. Icasaracht is a white dragon, known for being smaller and less intelligent than most other dragons — which she subverts — and for having a bony, skeletal-looking head shape, even when they're not undead.
- Pride: Icasaracht's pride as a dragon is her defining trait. In fact, she's so proud that when the Seer shows her her reflection while she's still possessing Wylfdene's body, she's so disgusted by what she sees that she drops the ruse and kills her in a fit of rage.Icasaracht: [still as Wylfdene] What have I done? This hideous form defiles the majesty of my being!
- Revenge: Served very cold indeed.
- Sealed Evil in a Can: Remains trapped at the bottom of Lac Dinneshere for as long as The shattered pieces of Aihonen's blade pierces her frozen heart. Guess what turns up in a minor sidequest in the very First Town of the base game?
- Walking Spoiler: Naturally, since she's been dead and gone for over a thousand years. The increased hostilities between the barbarian tribes and the Ten-Towns is ultimately her doing.
Maiden IlmadiaAn elven maiden and one of Poquelin's top lieutenants.
- Back from the Dead: After IWD, Ilmadia is resurrected by mother Egenia only to die months later. Some things were best left untouched.
- Birth/Death Juxtaposition: In the interim between the IWD and IWD2, she gave birth to demonic twins. She was so horrified that she threw herself off a cliff.
- But I Can't Be Pregnant!: Between the two games, Ilmadia was resurrected by mother Egenia and found herself mysteriously pregnant with twins. Being a virgin, she couldn't understand how that could have happen. Mother Egenia told her it must have been a miracle from Ilmater. The truth however, was far more sinister.
- Driven to Suicide: Giving birth to half-demonic twins did no do any good to her mental state and she took her life away.
- Mister Big: Ilmadia is in charge of leading fire salamanders and fire giants who tower her many times her height.
- Never Found the Body: After her suicide in the sequel, they never found her corpse.
- Rape Is a Special Kind of Evil: She always believed herself to be a virgin until her resurrection. The realization that a devil lord raped her and she bore his children drove her to madness and death.
- The Smurfette Principle: The only woman among Poquelin's six lieutenants.
- Retcon: Ilmadia has stolen artifacts and magical tomes from the ruins of the Severed Hand. When confronting her, she says she doesn't give a rat's arse about her kind and their ways. In the sequel, she's revealed to have joined Poquelin out desperation to restore the Severed Hand, her ancestral home, to its former glory.
- Unicorn: The unicorn is her badge's symbol. She exploits this trope for her own benefit.
- Unicorns Are Sacred: As part of her master's plan, Ilmadia take advantage of her virginity to attract and corrupt unicorns.
- Virgin Power: As part of Poqulein's master plan, she intents to corrupt unicorns and turn them into black unicorns. Being a elf and a virgin means she can easily lure unicorns who shunned away everyone else.
- Wicked Cultured: She claims to be cultured compared to Poquelin's other generals and her fire-related army.
A witch who lives on the edge of the Fell Wood. Although she presents herself as a sweet, motherly woman, she's actually responsible for kidnapping the children from the Wandering Village, and must be killed in order to progress.
- Blatant Lies: As demonstrated by the above quote, she's almost comically bad at lying once you've gotten her angry.
- Faux Affably Evil: She'll sell the party mid-level spells and provide them a safe place to rest, and she seems to genuinely care about her "son" Agog, but once she's been exposed her true nature becomes all too evident. Also, not unlike a certain other Wicked Witch, she lures children in with promises of sweet treats before locking them up with the intent to use them for her own purposes.
- Hair-Trigger Temper: She immediately flies off the handle if you accuse her of kidnapping, transitioning from calling the party "precious" to "worm" and "insect".
- It's All About Me: Her justification for kidnapping children for their souls amounts to this. She believes that protecting the villagers from the barbarian tribes is sufficient payment for the children she takes, despite that fact that they obviously didn't give her permission to steal them. However, it's very clear that she ultimately only cares about her own prowess.
- Vain Sorceress: Steals children and partially consumes their life essence in order to preserve her youth. And according to her, she's been doing this for centuries.
- Wicked Witch: Lives alone in a haunted forest? Check. Uses her magic to create hideous monsters? Also check. Steals children for her own purposes and turns them into animals? Triple check. It's a wonder the villagers didn't catch on sooner.
Isair and Madae
"Come now, Isair. You know I don't like to read."
A pair of half-fiend twins and the leaders of the Legion of the Chimera, a self-described organization of creatures cast out from the rest of society due to their inhuman nature. Together, they seek to make the Legion a force to be reckoned with and end the prejudice targeted towards them, even if it means going to war.
- Affably Evil: Isair is still going to kill you, but that's no reason you can't exchange some pleasant banter first, is it? Madae finally decides she's had enough of this in the final battle.
- All of the Other Reindeer: More or less their entire lives, thanks to their half-fiendish heritage, has been spent rejected and ostracized — first by humans, then by devils.
- Big Bad Duumvirate: Of Icewind Dale II.
- Big Red Devil: Both of them have the look, with crimson skin, horns, tails, and wings, as the half-fiend children of Belhifet.
- Call-Back: The twins' entire history is made up of nods to NPCs and major locations from the first game, including their foster mother Egenia being the head of Kuldahar's Temple of Ilmater, one of the townsfolk the player rescues from the Talonites of Dragon's Eye.
- Child by Rape: Their mother Maiden Ilmadia Bariel believed she was still a virgin at the time you fought her in the first game, wasn't raised by Mother Egenia until after Belhifet's death, and never knew Poquelin's true identity. She threw herself off a cliff upon seeing the twins for the first time.
- Creepy Twins: As twin Big Red Devils at the head of an army of hybrid beings.
- Dead Guy Junior: Iselore named them after his parents on Egenia's request, which he would later come to regret.
- Deadpan Snarker: Constantly. They treat the player party as one big joke.Madae: Isair, I'm getting tired of these grandstanding mercenaries.
Isair: Really? That's fascinating, because I was just thinking of killing them. Would that be alright with you, sister?
Madae: It sounds perfect to me, brother. Farewell, mercenaries.
- The Dividual: Fraternal twins with contrasting personalities, yet they're rarely seen apart and are almost always mentioned in the same breath.
- Disappeared Dad: They were only born after Belhifet's defeat and subsequent banishment back to the Hells. When they eventually catch up with him again in the Hells, he treats them as no better than any other Blood War mercenaries, disposable pawns to be manipulated and discarded.
- Driven to Villainy: Facing constant rejection at every turn, Isair and Madae are determined to carve out a place for other half-breed outcasts like themselves, whatever the cost. See Trauma Conga Line.
- Dual Boss: You fight both of them at the same time, along with their flunkies.
- Evil Orphan: Rejected by everyone but Mother Egenia, after she died they were chased out of Kuldahar, and began a downward spiral after that.
- Faux Affably Evil: Madae, who's only really playing nice to indulge her brother for as long as her patience holds out.
- Full-Circle Revolution: Madae, as usual, makes no bones about it, saying that all the "dispossessed freaks" of the Legion are simply going to enslave those who previously oppressed them in revenge for their previous suffering.
- Half-Human Hybrid: Cambions, the children of a fiend and a mortal, in this case half elf, half devil. They're the children of Maiden Ilmadia, one of Poquelin's minions from the first game... and Belhifet himself.
- Happily Adopted: Raised with love by the Ilmatari priestess Mother Egenia until her death, at which point the villagers of Kuldahar assumed they murdered her. The twins did not take this well.
- Hired Guns: First as catspaws of Luskan's Hosttower of the Arcane, then as mercenaries in the Blood War, the neverending interdimensional war between demons and devils.
- Horned Humanoid: Another gift from their fiendish sire Belhifet.
- Might Makes Right:Madae: The reality of this world is that strength rules. Those who aren't willing to push are simply going to get run over.
- Missing Mom: Ilmadia threw herself off a cliff when she saw the evidence of her children's fiendish heritage. They were fostered by Mother Egenia, a priestess of Ilmater, until her death.
- Not What It Looks Like: When villagers of Kuldahar came upon the twins burying Egenia, they immediately leapt to the conclusion that the twins had killed her. The villagers attacked, but were no match for the two cambions. This led to the twins fleeing the town for fear of further reprisals.
- Red Oni, Blue Oni: Madae (red) is quicker to anger and often responds with threats and violence, while Isair (blue) is more level-headed and calculating, preferring to hold conversations with the player before attacking.
- Religion of Evil: Madae is a cleric of Iyachtu Xvim, the half-demon son of the dead god (at the time) Bane and the then-incumbent (again, at the time) god of tyranny, hatred, and fear in the Realms. The twins' mother Ilmadia was also a priestess of Xvim.
- Sibling Yin-Yang: Isair is clever, cool-headed, learned, creative in his villainy, and likes using five dollar words. Madae is bloodthirsty, quick to anger, dislikes reading, and solves most of her problems with murder. Interestingly, Lysara considers Madae to be the better half of the Legion of the Chimera's leadership.
- Super Breeding Program: One of the more unfortunate lessons to learn from the yuan-ti. The twins intend to bring the Dale under their control by, among other things, forcibly breeding their prisoners with their various monstrous allies.
- Then Let Me Be Evil: Mother Egenia believed they could learn to be good, but kept them hidden and isolated from all outside contact. The misunderstanding with the villagers following her death shattered this "morality in a bottle", as Iselore calls it, with their fiendish instincts rising to the surface... or possibly they were just two frightened kids who were attacked without cause, and fled in fear for their lives.
- Those Two Bad Guys: As a Big Bad Duumvirate. Madae speaks less than her brother, but while Isair sometimes makes decisions for both of them, he never acts without asking Madae's opinion. This constant back-and-forth makes up the majority of their dialogue.
- Trauma Conga Line: Starting from before they were even born. Their father was baatezu general who sought to conquer the Prime and was killed before they were born, their mother one of his lieutenants who killed herself when the moment she saw her children, Archdruid Iselore couldn't bring himself to kill them but bore them no love, and when their guardian, the Ilmatari priestess Mother Egenia, died, they were driven from their hometown of Kuldahar as their infernal instincts began to surface, eventually finding their way to the streets of Wretched Hive of Luskan. When they finally found a way to cross planes to find their father on a battlefield in the Abyss, they found that their half-mortal heritage meant they were no more accepted among devils than anywhere else — so they returned to Icewind Dale, ventured to the ruined citadel and attempted to make it a haven for half-breeds like themselves. They attempted to open negotiations with nearby Bryn Shander, received "gifts" laced with holy water, and so turned their original plans for settlement into a campaign of conquest. Which brings us to the beginning of the second game.
- Utopia Justifies the Means: Equality for all... through open war and a Super Breeding Program.Isair: Even you must agree that such a true and noble goal surely justifies whatever means necessary to bring it about — and with that being said, it's time for your meddling to end.
- Unexplained Accent: Peter Stormare uses his distinctive, gravelly-voiced natural Swedish accent for Isair, for which he has been cast as all manner of vaguely European characters across multiple works. Madae doesn't share the accent. Neither do any of the other Kuldahar voice actors. As long as it sounds cool, of course, nobody really cares what accent the actors have in any of the Infinity Engine games.
- Villain Has a Point: Discrimination and prejudice against half-breed races and the like is very prominent in the Forgotten Realms setting, and it was only due to how the Ten-Towns received their attempts at diplomacy that the twins responded with force.
- Winged Humanoid: Their wings appear prehensile, like giant clawed hands.