The Frozen Gambit of Winterhold
The garrison of Winterhold, a crumbling fortress on the edge of the Spine of the World, is under siege. But the true threat is not the frost giants clawing at the gates. It is the rot from within. The garrison commander, Captain Valerius, has made a devil's bargain with a frost giant jarl, sacrificing outer settlements to save his keep. Now, a desperate splinter faction within the garrison seeks to undo this treachery, even if it means unleashing the giants upon them all. Players arrive as mercenaries, only to find themselves caught in a web of survival, betrayal, and impossible choices where every ally has blood on their hands.
Chronicle Prelude
The players arrive at the fortified outer bailey of Winterhold, a bastion of fading warmth amidst the howling, ice-swept tundra. Smoke rises from a few chimneys, but the air is thick with tension and the distant, earth-shaking drums of the frost giant warhost.
Environmental Traits
The frost giant jarl, Skardul the Unyielding, is preparing the final assault. The garrison's magical warming stones are failing. The players must navigate the fractured politics of the garrison to secure a path to the source of the giants' power—the Frost Spire deep within the glacier—or witness Winterhold become a frozen tomb for all within its walls.