Overview
Welcome to Winter, a forlorn bastion on the edge of desolation—the last hearth before the vast, merciless snows. In the land of Kelos, Winter serves as an independent city-state where the hardy carve out a fragile existence beneath the long shadow of the frozen citadel, Grimspire. A place where myth and memory intertwine, and the price of magic and vengeance lingers in the very ice that holds the world together—a tale told best in whispers.
To those brave enough (or desperate enough) to come:
The road east leads directly into Caratania and ends at the fortified town of Harnburg and it is here that Winter conducts most of its trade.
The town of Winter offers basic—but vital—amenities: inns of timber and hearth, a mercantile hub for traders, and a bustling monster-hunting guild that never sleeps. But it does not have the noise or chaos of cities or more southerly towns.
Hunting guides and trappers still venture north in summer; in return, the town exchanges pelts, ore, and precious tales of Grimspire’s fate, but work opportunities are limited. Every year there is talk of reopening the gold mine which sits close to Grimspire, but every year th Aliance rejects the request.
The town’s goliaths and dragonborn, stoic and ash-pale, stand as silent guardians, guided by traditions both ancestral and arcane. The town has a silent, stoic undertone, but where talk is viewed as cheap and conversation only takes place when necessary.
Visitors should heed the unspoken rule: do not disturb Grimspire. Tales of the white dragon, the death-blasted citadel, and the undead hunters walk among the icy corridors are whispered to discourage adventurers. The noble houses—keepers of that shameful legacy—keep these stories alive, weaving them into the bitter winter wind.
Areas
- Old Quarter — timber longhouses, smiths, and taverns near the river stairs.
- Hunters Quarter — hardened miners gamble away their hard earned gold
- Dragon Quarter — mostly Dragonborn.
Factions & Orders
- Winter Watch — wall guards and pass wardens.
- Chanters of the Dawn — keep the winter-lit rites of Aeter.
- Caravaners’ Guild — contracts, routes, and thaw festivals.
“If you can sing through Winter, you can sing anywhere.”
— Innkeeper of the Silver Lantern
Economy & Trade
- Furs, smoked river fish, amber, and cold-carved statuary.
- Waystations southbound to Eldinun; sled convoys in deep winter.
- Spring markets draw Serydina sailors and forest clans alike.
Threats & Superstitions
- A frozen bell beneath the river rings on nights of crimson aurora.
- Caravan stones east of town shift place after blizzards.
- A lost pilgrim returns with verses no priest can place.