FROSTMERE · THE PALE DESCENT

The winter
beneath winter.

A rope over the lip of a glacier. A light far below. Five descents into the place the icecutters never left.

The expedition wanted a road. Frostmere's open passes were killing travellers, and a sheltered way beneath the glacier seemed worth the risk. They took picks, rope, sleds and enough oil to work beyond the reach of daylight.

In Emberwatch, Mara still asks strangers whether they have seen her brother's handwriting.

The glacier mouth set into Frostmere's blue ice
The western glacier · In-game view

What the cutters left behind

The upper workings bear the marks of ordinary hands. A shelter, a discarded sled, the things people leave when they expect to return. Farther down, the ropes pass into older ice. Strange blue seams catch a lantern's light. Frozen remains lie where no living creature should have reached.

The foreman has not left his camp. The surveyor's last work is still waiting to be read. Neither discovery promises the comfort Mara is hoping for.

The abandoned expedition camp deep in the glacier
The buried camp · In-game view

A winter with wings

Wizard Eiris thinks the cutters found something sleeping. She does not think they understood its size.

Aevriss, the Buried Winter, keeps the deepest roost. The ice carries the dragon's weight through every gallery above it. Cold wards may blunt its breath. They will not hold you steady when those great wings move.

Some return for the scales. Others descend because a name on an old roll ought to mean more than a missing person. Both roads lead through the same darkness.

The deeper journey can bring scales for a tanner's armor or a wizard's winter weave. An expedition keepsake can also raise a brief wall of ice. What you bring home will depend on how far you dare to follow the ropes.

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