TEXT: LukaRejec
  Longwinter
  Visitor’s Book
  
  ALL ART & WRITING COPYRIGHT
  © 2020 by Luka Rejec
  LAYOUT
  Luka Rejec & Anna Urbanek
  EDITING
  Fiona Maeve Geist and Jarrett Crader
  TYPOHUNTING
  The fine typohunters of the
  Stratometaship. Merci.
  PUBLISHING
  WTF Studios
  CREDITS
  This whole adventure, this whole
  creative endeavor, has been made
  possible by 524 heroes of the
  stratometaship, the WTF patreon
  (https://www.patreon.com/
  wizardthieffighter). Thank you a
  thousand-fold.
  —Luka, Seoul, November 2018 to
  November 2020
  
  Visitors’ Book
  LukaRejec
  $
  
  Autumn, our poor garden is all
  falling down, the yellowed leaves
  are flying in the wind.
  epigraph by A. N. Tolstoy in
  P. I. Tchaikovsky –
  October: Autumn Song
  (The Seasons, Op. 37a)
  Winters are long and beautiful in the high
  valleys of Brezim.
  Longwinter is the two book RPG sandbox
  of a mountainous winter country on the
  cusp between the old and the new, the
  edge of modernity, the stepping stone of a
  new age. New mines and industries are
  opened, light breaks the gloom of
  ancient ruins, change comes to sweep
  away
  the
  cobwebs
  of
  history.
  But
  cobwebs do not go easily into the dust.
  This book contains common knowledge
  and mechanics for all the players:
  heroes and referees. The Referee’s Book
  contains tools for running Longwinter at
  the table.
  The setting is profoundly close to that of
  Witchburner.
  “
  
  This one is for the cloaks of elvenkind
  one snowy December in Rut.
  This one is for the heroes who ran there.
  
  Fourth Wall Fracture
  7
  Why Are You Here?
  8
  Welcome to
  the Barony of Brezim
  11
  Land & History
  13
  Federation
  14
  Empire
  14
  Republic
  15
  Kingdom
  15
  Older Times
  16
  Oldest Times
  16
  Government & People
  17
  The Baron
  17
  The Vizier
  18
  The Mayors
  18
  The Federal Faith
  19
  The Baronial Faith
  19
  Baronials
  20
  Oldsettlers
  21
  Wolffolk
  22
  Old Architects
  23
  Economy & Society
  24
  Mining
  24
  Lumber
  24
  Water
  25
  Wool
  25
  Manufacture
  25
  Powerful Few
  26
  Powerless
  Multitudes
  27
  Culture & Faith
  28
  Three Spirits
  in a Human
  28
  Polite Address
  28
  Local Colour
  29
  The Three Towns
  34
  Gomiliy
  34
  Rudvey
  36
  Vreley
  38
  The Eight Villages
  40
  Belna
  40
  Chodey
  41
  Kastey
  42
  Pey Dimna
  43
  Pey Holzey
  44
  Pey Jibbey
  45
  Pey Tirzley
  46
  Ta Krasney
  47
  Mountains and Forests
  48
  Branberg
  48
  Dragonberg
  49
  Dark Forest
  49
  Giantsfist
  50
  Grayberg
  50
  Icegraben
  51
  Motherberg
  51
  Pearlberg
  52
  Princessberg
  52
  Riblingberg
  53
  Spargleberg
  53
  Twinberg
  54
  Whitecrown
  54
  Wingleberg
  55
  Wolfsberg
  55
  Rivers and Lakes
  56
  Cherenka River
  56
  Derishka Stream
  56
  Dimnaya Stream
  57
  Draga Stream
  57
  Dvogroya River
  58
  Grandfather's
  Icefield
  58
  Hodovoya River
  59
  Jibbya Stream
  59
  Krasna River
  60
  Malya Stream
  60
  Riblinza River
  61
  Rorka River
  61
  Spine Icefield
  62
  Rushka River
  62
  Starogray Lake
  63
  Tirzla Stream
  63
  Toplaya River
  64
  Toplovoy Lake
  64
  Zadvoya Stream
  65
  Game Rules
  67
  Back to the Game
  68
  Setting Recap
  69
  Time
  70
  Time in the game
  70
  Distance is Time
  71
  Space
  72
  Paths
  72
  Encounters
  74
  Encounters
  of Summer
  and Autumn
  75
  Terrain & Weather
  76
  Encounter Mishaps 78
  Survival and Inventory
  80
  Resources
  80
  Rest and Recovery
  82
  Short Rest
  82
  Long Rest
  82
  Resting Conditions
  83
  The Cold
  84
  Failing
  the Cold Check
  85
  Hurt
  85
  An Inventory Sheet
  86
  Barony Buy & Sell
  87
  Vikuna's Den
  88
  Grand Open
  88
  Sporting Supplement
  91
  Hunting in Brezim
  91
  Guns and Weapons 92
  You Could Be Here
  95
  The Crossing
  96
  Appendix: Music of
  Longwinter
  100
  Contents
  
  Visitor’s Book
  7
  Preface
  FourthWallFracture
  Longwinter is not a setting of canon. It glides uneasily between unreliable, if
  earnest, narrative, and outright satire. Characters and even tables casually
  contradict one another. Dissonance is a given. There is no one right way to
  imagine or play it. You and your friends at the gaming table will take this world,
  run with it, reinvent it, recreate it, and quite possibly break it. And that is good.
  —Luka Rejec, December 2019
  
  Preface
  8
  Longwinter
  WhyAreYouHere?
  It may be cold here in Brezim. It may seem dull so far from the bright city lights.
  Yet still, the gentle traveller will find many a reason to visit.
  Reasons To Visit (d10)
  1
  Viktor Bluntstone – a cousin – purchased a chalet and found an
  unusual old laboratory in the basement – a week later, a letter arrived
  stating that he was “missing in unusual circumstances.”
  2
  Ermelina Redwater – an aunt – has decided to purchase a townhouse
  on the Vreley promenade and needs someone to seal the deal for her.
  3
  Runo Whitetower – a great-uncle – has died and deeded his holdings in
  Ta Krasney to “the first of my ungrateful brood to bring this letter to
  the mayoral office in Rudvey.”
  4
  Sigma Delmar – a proletarian researcher of old architect ruins – has
  secured funding from the Whiteyes Institute to secure an undisturbed
  bunker on the Dimnaya stream. She needs spelunkers and specialists.
  5
  Obol Fastfoot – a childhood friend, now a City investor – has purchased
  the deeds to several foreclosed holdings in Pey Holzey. He needs
  someone to go and explain to the yokels what that means.
  6
  Zena Blackwolf – a rich merchant – is convinced that her husband’s
  “botanical research vacation” in Pey Dimna is actually a secret tryst
  with a famous young actress who is known to spend winter there.
  7
  Andrey Resttree – a nephew – has been diagnosed with a rare
  respiratory condition and his parents require somebody to accompany
  him to the Painted Tree in Vreley for treatment.
  8
  Lena Riflesteel – a famous illusionist – is recording a crystal-film about
  the Snow Apes of Brezim. She needs mountaineers and adventurers.
  9
  The heroes – as a reward – received a month’s stay at the fabled
  Painted Tree spa in Vreley. This will be an opportunity to rest,
  recuperate, move the clock forward, and do a bit of safe carousing.
  10 Igor Ironwood – the son of an Eastern City count – was “allegedly”
  involved in a ridiculous scandal and sent to Gomiliy for a few months
  to discreetly stay out of trouble. Somebody needs to keep him there.
  
  Visitor’s Book
  9
  A snow ape in its natural habitat.
  
  Gomiliy from Solniy Shoulder
  10
  Longwinter
  
  Visitor’s Book
  11
  The Barony
  Welcometothe
  BaronyofBrezim
  Brezim. The name conjures visions of birch forests and dappled deer, bucolic
  baronials and alpine pastures, thick pine and ginkgogin forests, hot springs and
  glittering icefields. Yet the barony also has much more modern conveniences to
  offer the gentle visitor.
  The barony of Brezim is changing fast under the progressive democratic
  leadership of the good baron Soren Greencorner II. The reopening of the fabled
  Mines of King Rudvik is just the most visible sign of the province’s booming
  economy, and plans are afoot to build an ironway to link the valley with the
  Eastern and Western Cities.
  Surely now is the perfect time to visit Brezim, a safe and prosperous valley, yet
  still offering a wealth of charming vistas and quaint traditions to amuse even the
  most jaded palate.
  —Brezim, Barony of Snow, Spas, and Industry. Gentle Visitor’s Guides,
  Zuleiman Publishing, Second Federated Edition (new year 120)
  apple
  “
  
  The Barony
  12
  Longwinter
  
  Visitor’s Book
  13
  The Barony
  Land&History
  † rock and wood and water †
  The Barony of Brezim is a mountainous province of a larger world. It is a world
  that has risen and fallen and risen again, like an ark sailing the seas of time and
  chaos. History mostly passed the mountains by. There are too few people there.
  The bones are too strong. The rocks are too high.
  More than the acts of kings, it is the will of nature that shapes Brezim. To the
  north and west of Brezim the vast sweep of the Unwalk Mountains claws at the
  sky, a wall between South and North. The high and treacherous Rushka pass
  hardly bridges this divide, before the Motherberg Massif reasserts the
  dominance of the old nature gods. The east is dominated by the Dark Forest, a
  highland jungle of lumpen oak and shrouding pine, marbled with birchen bogs
  and heavy with moss. It is the river Rushka that opens the way for people, if not
  always civilization, to crawl among these forbidding ramparts of the wild.
  But still, history lapped against Brezim, high tides brought invaders and traders,
  low tides let the old, eternal truths crawl back from beneath rock and tree. Today
  the federal order has broken the cycles of the past and the current civilization
  will never decline again.
  
  The Barony
  14
  Longwinter
  Federation
  † today †
  The Common Congress of Cities and Provinces is strong and stable, bound by the
  cunning of the bourgeoisie, the traditions of the nobles, the dynamism of the
  industrialists, and the passions of the working classes. This order will last a
  thousand years.
  The banks and the industrialists from the great cities come to invest and exploit
  the land. Local goodfolk prosper, but discontent stirs among the lowest type of
  baronial and among the oldfolk. Fortunately, the new money also brings better
  wages and firearms for the baronial guards companies keeping the peace.
  Empire
  † more than a generation ago †
  A single autocrat ruled the civilization. While the first autocrats restored peace
  after the excesses of the Republic and its wars, the world was too old and too
  wise to rest long in an absolute ruler’s hands. Repression mounted and
  eventually exploded in the Trenchant Wars.
  War then came also to Brezim. Today’s gap-toothed elders are the conscripts and
  survivors of that time when the great wagons of destruction were dragged up
  mountains and down rivers, to burn in that devastation of youth.
  
  Visitor’s Book
  15
  The Barony
  Republic
  † barely remembered by the eldest †
  The new classes overthrew the monarchs, taking civilization into their own
  hands. Alas, they were unschooled in administration and restraint, and their
  fervour led them too far. After initial success, the Republic and the remaining
  Royals destroyed each other in the bloody Leveller Wars.
  Many baronials came to Brezim in those days, refugees from the wars and
  privation, and many royalists seeking a redoubt with the baron Greencorners.
  Kingdom
  † history books and imagination †
  Once upon a time, there had been a single good kingdom, united under a single
  good ruler. Alas, humans are animals, and animal morality cannot be counted on.
  The descendants of the good ruler grew fat, lazy, greedy, and vicious. As the
  fringes strained forward, the centre pulled them back. In the end, the leash
  snapped and the Newfolk Revolution engulfed civilization.
  The first baron Ivan brought a company of good folk to Brezim in the time of the
  last good king, creating a beacon of order and nobility that survived even the
  privations of revolution.
  
  16
  Longwinter
  The Barony
  Older Times
  † centuries past † thick with exaggeration †
  There were other civilizations in the past, other people, other ways of life.
  Though we see the remains, their builders are gone now, and we can only wonder
  where. All else is amateur archaeology and armchair assumption.
  1
  The Green Flag Rebellion of the centaurs was the last spasm of the
  steppe peoples against the ordered might of civilization.
  2
  The Success Wars devastated civilization as the three great generals
  fought each other after defeating the anti-civilization.
  3
  The Night of Tight Nooses saw the new gods die and the old gods
  reassert the primacy of natural ways.
  4
  In the Hungry Days the monasteries were cracked open and their
  marrow used to feed the commonfolk.
  5
  Division Bell Prophets split civilization between old gods and new.
  6
  In the time of the Awakening Libraries scholars emerged from beneath
  the frozen mountains to restore vigour to civilization.
  Oldest Times
  † the forgotten past † legend and myth †
  A hundred stories are told of these times, different in every town and village.
  Common folk believe them fact, though scholars will always disagree.
  1
  In the Era of Giants great human-shaped beasts built cities of cloud and
  iron, while true people hid like mice in the undergrowth.
  2
  In the Silent Era the gods turned away and monsters crawled from the
  corners of the world to drown the wizards and priests in their hubris.
  3
  When the Turning Wizards promised life everlasting, they turned the
  world into a shadow realm of soulless bodies labouring to keep the
  wizards’ palaces lit and warm.
  4
  In the Forging Era the dark took away another half of all humans, but
  the gates of the Former Afterlife were closed and the dead were lost.
  5
  In the Purification Era the light took half the folk into the Former Afterlife.
  6
  When the Hot Winds blew, crops wilted and whole cities died under
  the Green Sun.
  
  Visitor’s Book
  17
  The Barony
  Government&People
  † power † masses † subversion †
  Brezim is officially a congressional democratic province of the Federation.
  Practically it is a hodge-podge of local custom, traditional landed nobility,
  wealthy bourgeoisie, imperial orthodoxy, rising industrialists, exploited workers,
  and oppressed peasants, as are all provinces of the Federation.
  The Baron
  † democratic autocracy †
  With the old titles abolished after the Trenchant wars, the baron is de jure a
  private citizen. However, he remains the largest landholder in Brezim, retains
  control of the Barony Mining Corporation, the largest employer in the valley, and
  has been elected Governor of Brezim Province by a landslide at every provincial
  election since the establishment of fraternal suffrage. This may strike the astute
  observer as somewhat corrupt.
  Fortunately, the sixth baron Soren Greencorner II is a courteous and melancholy
  man, always willing to listen to the council of his vizier and the three mayors.
  
  The Barony
  The Vizier
  † federal representative †
  Viziers are elite civil servants of the Federation, among the best-educated and
  best-compensated of the betterfolk. Most are the second and third children of
  wealthy federal families who could afford to reach the lowest rungs of the civil
  service. This may strike the astute observer as somewhat unfair.
  Fortunately, Ibrahima Falconsbrood, the vizier of Brezim, is a cosmopolitan
  well-travelled woman, whose charm and kindness compensate for her
  profiteering from local tax collection, civil guard, and judiciary.
  The Mayors
  † bourgeois plutocrats †
  It is in the towns and cities of the Federation that the modern meritocracy is most
  visible. After all, nothing buys votes as effectively as promises, and no promise is
  better than cold hard cash.
  Fortunately,
  Brezim’s
  mayors
  exhibit
  neither
  excessive
  cruelty
  nor
  incompetence, kept in line as they are by the wealth of the baron and the greed
  of the vizier.
  18
  Longwinter
  
  Visitor’s Book
  19
  The Barony
  The Federal Faith
  † organized witchery †
  A country is merely a territory if its citizens do not believe that together they are
  part of something grand and good. In the Federation, it is the organic and
  adaptable Imperial Faith that nourishes this narrative of humanity as the fulcrum
  between the divine and the natural through the cultivation of civilization. It
  adopts local beliefs and welds them to the root of law and order.
  Sadly in Brezim the orthodoxy is weak; the witch-bishop Simon the Wizard
  poorly supported by vizier or mayors.
  The Baronial Faith
  † disorganized witchery †
  In remote places, it is only natural for the natives to invent new beliefs and
  improvise old ones to fit their needs. So it is in Brezim where both baronials and
  oldsettlers reach for rude and ready answers when faced by the looming might
  of mountains and woods and waters.
  Does this make the baronial faith, the old faith, a powerful force in Brezim? No. It
  is as fragmented as the terrain, with one witch helping a banker while another
  helps an oldsettler serf.
  
  Baronials
  † goodfolk † citizens †
  The civilized inhabitants of the barony of Brezim, who restored many of the old
  ruins and brought wealth and culture back to the valleys under the Motherberg.
  Or perhaps just the richer and luckier class of provincial citizen.
  Stories of the Baronials (d10)
  1
  Their ancestors were the lost legion of Adam Goldenmouth.
  2
  They were stranded in the Sea of Grass after the Centaur Khan
  destroyed the twin dragons.
  3
  They are common miners, woodsmen, and shepherds with pretensions
  beyond their class.
  4
  They are proud of their freedoms and willing to defend them to a man.
  5
  They are a fractious lot and the only people they hate more than each
  other are outsiders.
  6
  They do not bow to their rulers and drown them if they fail to bring the
  blessings of the gods.
  7
  They have worshipped their old gods since before the Federation,
  before the Empire, before the Republic, before the Kingdom.
  8
  Lacking gold and industry their lands are poor and for many years they
  sent their sons away to serve as merchants and mercenaries.
  9
  They know how to whisper to trees and plants, making them grow in
  strange or useful shapes.
  10 Their ”nobles” are all nouveau riche upstarts.
  The Barony
  20
  Longwinter
  
  Oldsettlers
  † landfolk † residents †
  The pre-civilized inhabitants of Brezim, who dwelled in rude dugouts and
  subsisted as impoverished gardeners and hunters. They were dying out before
  the baronials arrived. Still, since then many have adapted to the higher culture of
  the civilized peoples, adopting modern dress, dialect, and habits.
  Or perhaps just the poorer sort of provincial peasant.
  Stories of the Oldsettlers (d10)
  1
  The baronials know that the oldsettlers are less intelligent than them
  and incapable of true civilizations.
  2
  The oldsettlers never tell the truth to the baronials.
  3
  The oldsettlers are nearly extinct. Serfdom has saved those who are
  civilized enough to contribute to the new federal order.
  4
  Many oldsettlers remain, submerged within the baronial population,
  emigrated to the cities, living within the deep woods.
  5
  The oldsettler shamans could walk with the forest spirits and take the
  shapes of beasts and birds.
  6
  There are still oldsettler shamans and priests and witches, hidden
  among the free baronials.
  7
  The oldsettlers are the descendants of the Purification Era survivors
  who hid in the tunnels and time machines.
  8
  The oldsettlers are newcomers to the federal lands who arrived after
  the Dragonbreath Plagues.
  9
  The oldsettlers and the baronials are the exact same people, the only
  difference is who they supported during the Revolution.
  10 All oldsettlers are incorrigibly lazy, that’s why they’re not fit to own
  land.
  The Barony
  Visitor’s Book
  21
  
  Wolffolk
  † skintakers † outlaws †
  Monstrous savages, born of oldsettlers gone feral and wild, they are more beast
  than human. Some still exist in the Dark Forest and the deepest tortured valleys,
  but bounties have thinned their bestial packs.
  Or perhaps they are the sort of thing the deep wild always breeds, taking the
  lost and the exiled and making them strange and differently human.
  Stories of the Wolffolk (d10)
  1
  There is no difference between wolffolk and oldsettlers; every
  oldsettler reverts if let off their leash.
  2
  They are the product of a curse or blessing of the old gods of rock and
  wood and water.
  3
  They can speak to wolves and bears and foxes.
  4
  They do not really think the way that humans do: they are beasts of
  instinct and savagery.
  5
  They can turn into wild, hairy creatures, similar to two-legged canines.
  6
  They eat the flesh of humans, which gives them monstrous strength.
  7
  They flay their victims and wear their skins to pass in normal society.
  8
  They hibernate in deep caves under the hills after eating. That’s why
  they’re so hard to root out.
  9
  They have a secret city beyond Wolfsberg.
  10 They are infectious, spreading their disease through ticks and lice,
  spreading dreams of moon and tasty mice.
  The Barony
  22
  Longwinter
  
  Old Architects
  † spiral square culture † ancient visitors †
  The wondrously accomplished builders of many livingstone and everglass ruins
  in Brezim and the wider area. Distinctive spiralling rectangular patterns cover
  their remains, reflecting a ponderous obsession with the interplay of the
  organic and the mechanic. They are extinct.
  Perhaps they were not even human? Aliens maybe?
  Stories of the Old Architects (d10)
  1
  They could whisper stone into motion, making it flow like honey.
  2
  They knew how to build on the ghost of ground now gone.
  3
  Their hands had six fingers.
  4
  Their mouths had no teeth and they only drank juices and soups.
  5
  They had abandoned their humanity to escape the Purification.
  6
  They knew how to knit living creatures into stone and earth.
  7
  They tried to challenge the gods and failed.
  8
  They had built flying chariots and walking skyscrapers.
  9
  They lived on the blood of humans, parasites on the body politic.
  10 They had sacrificed their health and wealth to build vaults to survive
  the Purification. All for nought: their hubris undid them still.
  The Barony
  Visitor’s Book
  23
  
  Economy&Society
  † growth † degradation †
  Brezim’s curses are rock, wood, and water. Earthquakes and landslides threaten
  oblivion. Verdant nature chokes civilization and breeds wolffolk. Water floods
  and freezes.
  But these curses are also its strengths.
  Mining
  † capitalists † miners † factories † toxic tailings †
  The upthrust mountains and the deep valleys expose the ores and minerals that
  fuel the Federation. Coal and iron from Rudvey are the engines of Brezim’s
  development today. Deposits of silver and copper, mercury and marble, asbestos
  and lead show promise for growth tomorrow.
  Lumber
  † landlords † lumberjacks † sawmills † deforestation †
  Great swathes of old-growth oak and pine, fir and larch, deck the slopes and
  plateaus of Brezim. A nigh inexhaustible resource for carpentry, construction,
  and fuel.
  The Barony
  24
  Longwinter
  
  Water
  † investors † local peasants † dams † pollution †
  Healing thermal springs draw the rich and poorly to Vreley, certainly, but that is
  not the only advantage. The many rivers and streams, once damned, drive mills
  and with investment, the great turbine golems that will power entire factories.
  Wool
  † landlords † farmers † shepherds † erosion †
  The heavy rainfall in Brezim ensures fertile soils and perfect conditions for
  fast-growing grasses. Once higher slopes are cleared the large estates of baronial
  gentry make the profitable expansion of the wool and dairy industries a given.
  Manufacture
  † industrialists † labourers † migration †
  Raw materials and water power make Brezim an appealing place for investors
  keen on new factories. Alas, the local population is too few to man them all, so the
  call must go out to landless residents from overcrowded provinces. Opportunity
  calls! The valleys of Brezim will soon bristle with new villages, where an honest
  day’s labour will buy an honest day’s food at the company store.
  The Barony
  Visitor’s Book
  25
  
  Powerful Few
  † nobility † bourgeoisie † industrialists † betterfolk †
  They call themselves by different names, they affect different styles and
  ambitions, but one thing still unites them: they have power and fear to lose it.
  Stories of the Powerful (d10)
  1
  This will be a fine new school. It will teach the poor letters and
  discipline and obedience and how to work in the factories.
  2
  This unpromising ground will be a new village, far from squalor, where
  employees will focus on their work (and shop at the company store).
  3
  This wasteland of huts and gardens will become a beautiful park. It will
  inspire poets and gentle visitors.
  4
  This swamp will be drained and filled, the bad vapours stopped. It will
  become a plantation.
  5
  This wild forest will be tamed and made fruitful. The trees numbered
  and ordered. The outlaws and wolffolk driven out.
  6
  This slum will be made modern, the streets wide and fair, the houses
  gentler and finer.
  7
  This old castle will become a barrack for guards who will protect the
  citizenry from ungrateful, thieving lowfolk.
  8
  This festival will the townspeople’s bellies with food and their hearts
  with love. It will be grand.
  9
  This newspaper will educate the masses and make them love us better.
  10 This road will make export easier. And moving guards faster.
  The Barony
  26
  Longwinter
  
  Powerless Multitudes
  † labourers † peasants † serfs † outlaws † lowfolk †
  They are called many names, and it is easy to dismiss them. Unwashed because
  hot water is a luxury, unread because books will not feed a child, unwell because
  cleanliness is next to wealthiness. One thing still unites them: they have lives, but
  do not fear to lose them.
  Stories of the Powerless (d10)
  1
  We shall run away to the woods, become like beasts if need be.
  2
  We will find solace in this cult, for it listens to us.
  3
  This printing press will be ours and with it we shall set ourselves free.
  4
  We must teach one another, for the masters will teach us nothing
  useful.
  5
  We train in the hidden places in solidarity, to resist the owners.
  6
  Drink and death are the only ways out, what else is there?
  7
  When war looms, they praise us; when peace reigns, they abase us.
  8
  Beneath this neighbourhood we have built a labyrinth for our
  resistance.
  9
  We abhor crimes against one’s fellow human, but the lords are no
  fellow humans of us. Let us shelter those who fight for us.
  10 Change is coming. It whispers on the wind and on the wires. Only the
  rich are so deaf they do not hear.
  The Barony
  Visitor’s Book
  27
  
  Culture&Faith
  † piety † ambition † desperation †
  Three Spirits in a Human
  † leits † lords † ladies †
  The baronials of Brezim love the number three. Just as it is a land of rock and
  wood and water, it is also a land beholden to the three avatars. They believe that
  every human also has three spirits, but disagree quite how this ties together.
  The dominant spirit sets a person’s dress and tongue and role. Thus they show
  respect by calling some people leits, others lords, yet others ladies. This
  confounds some visitors and delights others.
  However, they rarely show the same respect to oldsettlers or wolffolk; humans
  whom they sometimes deem barely people.
  Polite Address
  † they † you † we †
  A baronial’s identity comes from their birth and their wealth, whence they come
  from, and where they are headed on the great wheel of status and position.
  A gentle traveller will address those of the highest status in the third person, as
  they, not speaking directly at them. After a series of platitudes and flatteries, they
  may address someone of equal status by their title and, eventually, possibly even
  by their name. Most outsiders will have a guide to address the lower orders for
  them. When this is not the case, a visitor may refer to inferiors simply with we,
  assuming them as part of their own body social.
  Are the oldsettlers fine with this? The betterfolk would say yes, but one need not
  believe they know what they say.
  The Barony
  28
  Longwinter
  
  Local Colour
  † cosiness † charm † terror †
  The visitor will discover many charming customs and old beliefs current among
  the baronials of Brezim. The famed ethnologist Irshiy Wetfoot, PhD, of the
  Institute of Popular Beliefs at the University of Sunrise, has made it his life’s work
  to record these cultural gems.
  Bonfire Beds
  The oldfolk build them on exposed ridges at solstices for the Firebringer, avatar
  of sun and sky. They celebrate this dangerous and loving deity by jumping
  through flames and walking across coals. The ritual brings virility.
  Buckwheat Brick
  Common folk place a small brick made with buckwheat and stamped with the
  plum sigil of Saint Cleareyes near their granaries to chase away vermin. These
  days schoolchildren place folded paper prayers under the bricks before exams to
  partake of the prophet’s enlightenment.
  Clay Seneschals
  These effigies may be as large as a bear or as small as a pig. Farmers and
  herdsmen fill them with grain and blood and alcohol and set them up on hillsides
  overlooking their fields to propitiate Earthbeater, avatar of crops and earth. On
  the equinoxes, they light cooking fires and feed the effigies polenta and sausages
  and beer. Prayers to this nurturing deity ward off its destroying aspect.
  Copper Disc
  Copper discs hang above every fireplace that can afford one. They please the
  Green Sun, the child of the Firebringer and the Earthbeater. The Green Sun is an
  ambiguous deity, the creator and destroyer of humanity, and until a copper disc
  acquires a green patina, prayers are offered every sunset to protect the house
  from its wrath.
  The Barony
  Visitor’s Book
  29
  
  Fat Bear
  Chubby wooden bears holding hives dripping with honey, bowls of stew, and
  stone mugs of beer stand on plinths at crossroads. They are made to appease
  Hollowfear. The Famine Bear is the manifestation of the grey morality of hunger,
  the god of cannibals. Placing a nut or berry at the plinth ensures good digestion.
  Glass Flowers
  A popular window decoration with oldfolk and baronials alike, the glittering
  glass ornaments please Winterwhite and show her that she needs not bring too
  much snow and ice next winter. Lady Deadfingers is the avatar of ice and death,
  a dangerous god and bringer of hunger. Praying and peeking through a glass
  flower brings visions.
  The Barony
  30
  Longwinter
  
  Golden Mushroom Lockets
  Some baronials are partial to Doctor Love, the city god of the Eastern and
  Western Cities, an ambiguous deity of growth, love, and rebirth. To others, the
  mushroom only confirms Doctor Love as an avatar of temptation and a denier of
  old provincial truths. The golden mushroom, also known crudely as the shiny
  treecock, is a mildly toxic stimulant aphrodisiac.
  Lace Honey Candies
  Lovers give each other honey candies wrapped in white sugar lace on the first
  day of frost to recall the Suncatcher. The winged spider embraces the sun with
  her webwork every winter as a gift for Winterwhite. The candy is a prayer for
  love and dreams restored.
  Nailed Coins
  Everyone, rich leit or poor man, nails a coin to a hardwood post of their house, or
  to their pillow block if they have no house. This is the coin for the Devil’s
  Grandfather, The Dark Beggar. Spurned, the Skingiver steals light and brings
  confusion. Rewarded, he is the giver of forbidden knowledge, permissive friend
  of beasts.
  Northern Neckerchief
  Most baronials wear warm-hued neckerchiefs, belt sashes, or scarves. The warm
  colours appease hungry Northwind. The gusty deity chases away the Eater’s
  rots, but brings pain, ache, and windlung if displeased.
  Plaster Henge
  Witch priests use small plaster models of famous temples to string their prayer
  threads and chants. Each square peg is painted with a face of the divine, while the
  order of the thread encodes a request. Rich baronials have decorated stone
  versions made for their courtyards and gardens. Burning the prayer string at
  high noon is the best if you want your wish heard.
  The Barony
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  31
  
  Sky Babies
  Priests and doctors carve cherubic figures high into rocks and remote trees. The
  carvings distract the Eater of Virility, Amimami, who is the messenger of age
  and impotence. A lucky word and a warding gesture helps the traveller hide from
  the castrated god when they spot one of these curse-prone cherubs.
  Spider’s Knot
  Lowfolk weave the knots from hemp or straw to hang from the eaves of their
  houses, while the betterfolk have whole curtains of multi-coloured knots of dyed
  cotton, silk, and wool. The spider’s knots are amusements for Miss Netmaker, a
  trickster spirit. Everyone desires her boon, for she is also lady luck.
  Talon Wheel
  Hunters and guards make wheels from the hooked talons of birds of prey to recall
  the Angelhunt. Nature’s Claw is a shifting deity, a furious host which restores the
  harsh balance of the gods. Placing a feather by the wheel lightens the heart and
  brings justice.
  Tanglehair Pools
  Witches and hunters tend ink kelp in secluded pools. The long hair-like strands
  recall the strangling locks of Waterdrinker, avatar of underworld and river.
  Supplicants give offerings of clay loaves and bronze fishes to this loving and
  deadly deity on moonless nights. Bathing in the pool brings fertility.
  Triple Triangles
  Throughout Brezim geometric patterns of triangles and trefoils recall the Three
  Avatars, the Firebringer, Waterdrinker, and Earthbeater. These patterns keep the
  divine anger of the natural world quiescent.
  The Barony
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  Longwinter
  
  Watching Column
  At least one stands near every settlement, on a vantage point whence Fourface
  can watch and be seen. The Worldwatcher is the god of the turning seasons, of
  the directions of the sky, of birthing and dying couples. Offerings are burnt to
  ashes in twos (a pair of pears works best) to please this remote, cruel, tender god.
  Yellow Bar
  Most baronials paint at least a single yellow horizontal line above their doors; the
  richer sort build elaborate yellow lintels. These recollect the Bridgespirit, an
  avatar of perseverance, long life, stability, and troubles traversed. The spirit of
  the Bridge is a good god to ask for blessings, as she asks little in return.
  The Barony
  Visitor’s Book
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  TheThreeTowns
  † government † industrial † leisure †
  Gomiliy
  † picturesque baronial capital † tiers on a round hill † sparkling roof tiles †
  † great triple-gate † staircases † darling markets †
  Fortress: a grand and cubist thing, it has been built and rebuilt since time
  immemorial. It predates the current gentle age and its roots worm into the
  nethers of Gomiliy hill.
  Classical library: a tour de force of federal neoclassicism, funded by the
  Zuleiman Estate. The librarian and scholar Irma Loveless organizes tours
  of the pre-temporal fortress on Tuesdays and Thursdays.
  Equestrian Statue: Baron and Warlord Ivan Greencorner, founder of
  Brezim. Note the sensuous lips, the proud ears.
  Head of State: Baron Soren Greencorner II. Courteous, sheltered, and
  melancholy. Receives dignitaries and gentle betterfolk every Thursday.
  Ruler: Vizier Ibrahima Falconsbrood, of the Federalist Falconsbroods,
  cosmopolitan and well-travelled. Brezim could want no better ruler.
  Chapel of Saint Nomm (Imperial Faith): an exuberance in basalt and
  coloured glass, the witch-bishop Simon the Wizard presiding. A modern
  crematorium speaks to the progress in these parts. Available: guided
  tours of oldsettler crypts and dugouts lacing the hill.
  Four Stones (Baronial Faith): solid as the titans’ bones, they flank the
  poultry and vegetable markets. Shaman-healer Isolda Longrocking offers
  help, residing in the cottages by the seven-span linden to the trinity. The
  meadow of death is available for cinerary rites.
  The Barony
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  Longwinter
  
  Tiered Town: rings of roads and houses terrace the hemispheric hill above the
  old revolutionary walls. The fabled bronze portcullis has been removed to the
  Grand War Museum on Munchhouse Square. Niso Telldigger, the custodian, is
  available, but grudging.
  Grain King Guesthouse: the place for jubilant ale-and-heart pies. Site of
  the ‘88 Witch-hewing. Houselady: Vizya Aspmilker. Kindly political.
  Great Farrier Hotel: decently overpriced and suitable for gentle
  travellers. Houselord: Yuva Borderer. Discrete. Beware his parakeet.
  Baronial Beer Hall “Pey Ivan”: cheerful place with cicada motifs. Great for
  experiencing the students. Houseleit: Zoog Godgrain. Salty old soldier.
  Rustic Beer Hall “Moldencrust”: famed for its tar-thick ale. Great for
  slumming. Houselady: Ziva Hasbrawn. Tart as lemons, quivers like aspic.
  Peacock’s Tail Cabaret: the place to go for dance and ‘other’ amusements.
  Houselord: Lomo Dealbaker. His sister never leaves her white iron suit.
  Wares: manufactured goods from many workshops: weapons, armours, tools.
  Wood and bone dolls are a local peculiarity.
  Wednesday Market: Deluvian artefacts and more. Everything for sale.
  Perfect for the budding antiquarian.
  † crystal megaliths † tales of deep things †
  Pearly Barrow, on the flanks of Dragonberg, with its crystalline trilithons on an
  ancient mound, makes a romantic picnic spot. Was it perhaps an astronomical
  observatory in some forgotten past?
  Orso Vulpina’s “Oldfolk Tales of Elder Things” calls Gomiliy Hill “Koletumba”
  and alludes to deep layers beneath, where the bones of frozen giants lie and
  misty old things creep and lurk. Beneath those bones, she writes of a blood altar
  of Winterwhite, where Verdek Greencorner sacrificed himself to the White
  Queen so that his brother Ivan could conquer the valley.
  The Barony
  Visitor’s Book
  35
  
  Rudvey
  † industrial town of Brezim † reactivated old architect mine †
  † new blast furnaces † labourer apartments excavated in pit’s higher tiers †
  Popular Palace: owned by the Corporation of Civil Associations, its pomp is an
  affront to aristocrats throughout Brezim. Gardens and orchards crawl in terraced
  steps up the flank of the Twinbergs above the town.
  Mayor: grand siro Erik Whiteyes rules Rudvey with a benevolent death
  grip. The proletarian engineer made noble is proof that birth is no
  disadvantage to station in the Federation.
  Miner and the Virgin: the wonderful bronze statue by Rivka Woodlip
  represents some of the finest artisanry in the lower states.
  Ruddy Town: at first glance grim, the ash-grey brickwork of Rudvey hides a
  profusion of warm nooks and crannies. Still, the visitor in search of the natural
  wonders of Brezim would do well to pass by swiftly.
  Mine: run by the baron’s privately owned Barony Mining Corporation, the
  correctly conservative representative Neva Longflanks takes fine care of
  the lower class of folk that works in the pits. Visit the museum of mining
  to marvel at the spectacularly petrified “fluted mining boy.”
  Pey Two Devils Inn: the best Rudvey has to offer. Serves a mean
  bear-porker pie. Houselord Izi Redhairing is a hunter and hiker. The
  strange sport sees Izi climbing high bergs for mere amusement.
  Beerhall “Under the Pick”: the schnapps-laced beer is particular to this
  town. Houseleit Lun Breakface cracks the snappiest jokes in Brezim.
  The Pepita Theatre: famed for its vaudeville act, pay attention to the Iron
  Clown. Houselady Maya Oldwalker collects stories and gossip.
  Wares: steel, coal, and fuel are the big-ticket items in Rudvey, of course, but
  hard-wearing cloth also makes an entry thanks to the new Van Frankley mills.
  Friday Market: wrought iron, pocket knives, and varied tinkeries.
  The Barony
  36
  Longwinter
  
  † prehistoric mining † gossip and tensions † wonderful apes †
  Great Pit: the ancient open-cast mine is now much expanded and houses three
  BMC neighbourhoods. The Pit Museum has a fine selection of ancient curios from
  the mine, including an archaic golem-watt pump.
  Miners gossip of ancient mining monsters in the deepest pits. Moonless nights
  are considered particularly dire.
  Be aware: proletarian bandits and banker thugs of the Eastern-Western
  Organization for Cooperation often duke it out in the streets.
  Observe the wonderful mountain apes in their natural Twinberg habitat.
  Take precautions against urban cultists. A chthonic panic is afoot.
  The Barony
  Visitor’s Book
  37
  
  Vreley
  † spa town of Brezim † frost-free microclimate †
  † orchards and greenhouses † Awlschild Palace † lustrous rainbow pines †
  Promenade: along the saturated waters of thermal Toplovoy Lake the villas and
  guest houses of the betterfolk follow one another in serried ranks. Awlschild
  Palace stands out as the finest example.
  Mayor: fourth sira Ostya Awlschild is old money of the Borderfield-and-
  Liberia Awlschilds. A proper betterfolk, if a tad blinkered.
  Painted Tree Spa: famed for its orange cakes and glasshouses. Owned by
  the mayor but managed by Zon Butterworth. A loyal lieutenant, generous
  to their betters, but a martinet to the staff.
  The Eagle’s Corpse Inn: the association inn makes a stunning pine-nut
  and dormouse confit. It is run as a housecorps for the Burner Veterans’
  Society. Houselady Martina Seekmiél is a bear of a woman, her chest
  heaving with medals.
  Wares: Vreley is famed for its fruit and vegetables, preserves, and hot mineral
  waters. Several local apothecaries produce a variety of cures and medicines.
  The Barony
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  Longwinter
  
  † barrows and cliffs † marble follies † volcanic landscape †
  Obsidian and basalt cliffs rise above Vreley to the geologically fascinating
  Wolfsberg icefield barrows. Oldfolk fairy tales talk of wyrm tunnels in the friable
  basalt depths and a skinchanger temple in the ever-warm depths.
  Marble ruins of a smallfolk town and later oldsettler remains make a haunting
  destination for romantic hikes from Vreley. Older locals tell tall tales of a
  mechanical-man altar buried in the ruins.
  Dangers abound in the wild mountain lands about Vreley. The winding roads are
  beset by rockfalls and steam vents. On the jagged hiking trails, one can hardly
  decide which is more of a nuisance: the fearless wolves or the smirking
  oldsettler bandits.
  The Barony
  Visitor’s Book
  39
  
  TheEightVillages
  † rural centres † isolated hamlets † strange folk tales †
  Belna
  † growing market village † prehistoric walls †
  Prehistoric Walls of petrified wood constrict the growing village. The
  handsome new government house sports a lovely crystal clock from Sicher.
  Mayor: third siro Bonifas Swiftling is a low-born accountant with the
  style and affectations of a better-born marcher duke.
  Quaint Chapel: dedicated to Saint Adom Longbeard, its Purification Era
  frescoes are literally to die for. The paint is highly toxic.
  Foaming Giant Inn: famed for buffalo cheese and flat mountain bread.
  Houselady Kunigunda Tavernborn is wily and somehow lupine.
  Wares: visit the Third Vanya wool cooperative and Belnay woodwork fields.
  † alpine necropolis † torrents and bees †
  The Murt above the Derishka, on the Princessberg just below the snowline,
  draws macabre souls to its shadowed halls. Baronial records tell how the
  oldsettler villain Yamash killed a changeling mechanifex in the Murt and donned
  its dark mantle. They plagued local woodcutters until three hunters put them
  down.
  The beautiful forests and meadow of the Princessberg and Giantsfist conceal
  great dangers: sudden torrents and vicious elf-touched wild bees.
  The Barony
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  Longwinter
  
  Chodey
  † petite bucolic village † living wood wall †
  The traditional woodsingers of Chodey daily sculpt and tend the Living Wood
  Palisade. Oak, pine, yew, plane, spruce, and bronzewood twist together to create
  a verdant, moss-decked defence for the village.
  Fat Volecatcher Inn is where you must stay and try the mountain
  sausage soup. Houselord Viktor Dormouse is a gentle giant, but rumours
  fly that he used to be a vicious pit fighter nicknamed “Eyescratcher”.
  † toll bridge † hero’s barrow † dangerous woods †
  Pay the toll when you reach the Hanging Bridge over the Rushka. It’s a fair price
  and worth it for the views alone, and a detour to the shallows in the gorge below
  takes half a day. Spit on the iron gnome in the middle of the bridge for luck.
  Kolgar’s Barrow is a pre-human mound reused by the oldsettlers to bury the
  hero Kolgar Bloodkiss “Sancbacho” who slew three giant brothers. Folk tales say
  that inside Kolgar’s Axe waits to deliver the oldsettlers in a time of need.
  Beware the steep slopes of the Branberg, they are prone to landslides. The
  forests covering the dimpled highlands either side of the Rushka are full of
  playful trees. They’ll steal your hat or shoes if you let them. Don’t.
  The Barony
  Visitor’s Book
  41
  
  Kastey
  † centre of southern Brezim † large village † new suspension bridge †
  The fortified hilltop of Kastey is centred on the massive royalist war monument.
  It is ill-repaired—little surprise, since it celebrates the Empire.
  Hungry Hans Inn: try the finest suckling boar and mushrooms in the
  bergs. Houselady Luna Sunstringer tells charming tales of the old faith.
  First Baronial Granary: a powerful statement of the Baron’s care for the
  commonfolk. Kastey biscuits keep famously long.
  Mayor: first sira Joia Tolltaker is a bored conservative reactionary. Were it
  up to her, the Empire would be restored.
  Suspension Bridge: made with finest BMC steel, it is a proud sign of the
  barony’s development, crossing the end of Starogray Lake. The toll is
  steep, but progress demands it.
  † pass to Rudvey † steep Spargleberg † wolffolk haunters †
  Mountain Pass: two watches will see you across the saddle between the
  Twinbergs and Dragonberg to Rudvey. The pass is only open in good weather.
  Stop by the Silverhorn Chalet, operated by the Fraternal Hunters of Kastey and
  Rudvey, and sample their mountain goat and juniper goulash.
  The Spargleberg is steep, and a hard hat is recommended against falling rocks.
  Be aware of the edge of the Dark Forest just past the Rushka and Starogray.
  Wolffolk and oldsettlers haunt the woods.
  The Barony
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  Longwinter
  
  Pey Dimna
  † last village on the Rushka † waterfalls and gorges †
  Gorgeous Dimna snuggles on a series of wide terraces above the steep crevasses
  and pools of the upper Rushka. Breathtaking sights await the intrepid visitor.
  Last Hearth Inn: fried potatoes and alpage cheese are de rigeur here.
  Houselady Ilka Ninthling used to be a court painter in the Eastern City.
  Big Citizen Nora Huntersdaughter is a mountain guide, expert tracker,
  and local shaman. Half-oldsettler, her position shows the Baron cares
  about both oldsettlers and baronials, making Brezim a model of
  integration.
  † iron ruins † Winterwhite fairytales † snowfield creatures †
  Iron Palace: this rusted, twisted ruin spiders along the cliff-face of Motherberg.
  It whispers of some ancient industry or war. Local tales say that within is a fairy
  tomb with six sleeping gold-horned virgins of Winterwhite and further in the
  half-world, the White Shrine of that goddess itself.
  Avoid the ice fields of Motherberg and Whitecrown. Dangers abound: snow
  apes, mountain savages, and snowfolk.
  The Barony
  Visitor’s Book
  43
  
  Pey Holzey
  † woodcutters’ village † narrow valley † sulphurous springs †
  The steep flanks of Greyberg and the dark conifer woods crowd close on the long
  village of Pey Holzey. The smells of the sawmill, the sulphurous springs, and the
  collieries make this a rather dull spot on the trail.
  Darling Jack Inn: unfortunately closed after a queer incident involving
  the houselord, his dog, and a travelling wizard. It was famed for its
  rum-and-herb pound cake.
  Big Citizen: Umo Droopstone is a grim prospector and trapper.
  Militiamen mutter about dreamvine fields in the high narrow valleys
  beneath the Grayberg.
  Sawmill: the wood from Pey Holzey is famously sturdy and easy to work.
  † thieves † wild beasts †
  Beware the Droopstone gang of thieves operating in the area. The conifer forest
  is thick with wolves, while the springs attract sulphurous salamanders.
  The Barony
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  Longwinter
  
  Pey Jibbey
  † charming village † solstice bonfires †
  Jolly wooden houses with heavy stone roofs hug the flower-decked bridge
  across the sulphurous Jibbya. The blossoms mask the smell quite well, and the
  farming village really gets swinging for its traditional solstice bonfires.
  Bonny Fire Inn: try the oddly-shaped Jibbey sausages and herbal tea.
  Houseleit Vinyo Briskwood has a kindly mien and sharp business sense.
  Big Citizen: Zora Bearbreaker, soft-spoken, hard-hearted dairy farmer.
  † forest barrows † winds and wolffolk †
  Veley Big Barrow, in the Dark Forest across the Rushka, makes for a gothic
  excursion. Inside, antiquarians have found pre-diluvian dust and crushed
  oldsettler remains. Locals tell ghost stories of a petrified changeling garden
  deeper within the barrow.
  Be aware that the Dark Forest is still only half-tamed, and aggressive wolffolk
  are known to prey on unarmed travellers. Gusting north-easterlies off the
  plateau can throw one off their feet, so pay attention to the wind signs.
  The Barony
  Visitor’s Book
  45
  
  Pey Tirzley
  † views of mountains and ginkgos † freefolk †
  Picturesque village on the Tirzla, its spectacular vistas recommend it rather
  better than its cultural offerings. The village is curious in that it has no betterfolk.
  Instead, the local free baronials, descended from the first baron’s personal guard,
  hold all the lands in freehold and go about their daily labours heavily armed. This
  lack of a cultured class likely explains why the local cross-valley songs sound
  rather like foxes in heat. Loud, out of tune foxes.
  White Boris Inn: an impressive deer goulash, be careful that you do not
  mistake buckshot for juniper berries. Houselady Ines Cashfolk is as
  stunning as she is mercurial. Be aware that her three nephews are quite
  protective of her, as your correspondent discovered to their misfortune.
  Big Citizen: Roon Southcome, unpredictable but canny geologist and
  owner of a cement manufactory.
  † burial grounds † oldgrowth forests †
  Samoyba, the Lonely Barrow, is the heart of a large oldsettler burial ground.
  The soulful visitor will detect a queer aura about the place, where antiquarians
  have recovered grave goods from as far back as the tertiary bronze age. From
  Wednesday to Sunday the cleaned up oldsettler tunnels are open to visitors. Basil
  Quietdoor has collected unbelievable local folk tales of a survival vault full of
  lonely ghosts deep beneath the barrow.
  Beware the bears in the woods of Tirzley. Deadfalls seem purposeful in the old-
  growth, and there are certainly savages across the Rushka in the Dark Forest.
  The Barony
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  Longwinter
  
  Ta Krasney
  † rock village † ruins of older times † confluence †
  Set in stone on a spar between the Draga and Krasna river, this place has been
  settled for a long time. Ta Krasney is a wondrous place, built on the megalithic
  ruins of an oldsettler village that was itself built in the husk of an old architect
  palace. The fancifully decorated iron Nuvo Styl bridges across the two rivers
  show that time will not yet pass this place by.
  Buttery Bear Inn: try the spectacularly rich buffalo-butter coffee.
  Houselord Igor Holdover likes to reminisce about the Grand War.
  Big Citizen: Almira Dustman, the kindly proprietor of the general store
  and chief gold-dust buyer, an inveterate scalper.
  † monolith † wild waters †
  Visit the yellow-flecked blue rock monolith with pictograms of an older age.
  Antiquarians agree that it far predates the oldsettlers.
  In the steep hills beware of avalanches in winter and flash floods after heavy
  rains. The dire beavers can also be a nuisance. Bribe them with corn or beans.
  The Barony
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  MountainsandForests
  † pinnacles and pines † skin and bones of Brezim †
  Branberg
  † razor-fractured southern peak † deep gorges †
  Fortress mountain of the barony, it looms above the way to Kastey. Trenches,
  platforms, and craters pock and mar the southern peak, traces of the Grand War.
  Immense cave network: the limestone is fissured and riven by waters
  and aquifers for miles. Chthonobiologists confirm the folk tales that
  translucent-skinned degenerate after-humans live deep within. However,
  that they worship a great green malevolent orb and feed on slime
  creatures? Hardly possible, for their brains are no larger than a monkey’s.
  The hiker should beware the chasms and predatory ape-cats. A lilac
  species of local poisonous vine is a terrible nuisance.
  The Barony
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  Longwinter
  
  Dragonberg
  † heart of the barony † forested flanks † small glacier †
  Prominently featured on the most famous postcards from Brezim, the wonderful
  Dragonberg rises in cliffs and massifs to a final spectacular peak of blinding
  white ice. Carpets of pine and gorse cover its flanks before the high tundra and
  rockfields take over.
  There is gold dust in the Draga river and panhandlers are a common
  sight. Do not ascend too high to appreciate their quaint folkways, for the
  Draga flows from Dragon’s Hole, home of the barony dragon.
  Certainly beware of bears and wolves, but also of the Dragon. The great
  shimmery beast of slate and ice, bloated with deep-ripping magic, keeps
  to the highest parts of the mountain. Dragon-watching with telescopes
  and binoculars is a popular pastime in the summer months for gentle
  travellers. However, the oldsettlers swear it brings misfortune.
  Dark Forest
  † old growth, eastern highland † wolves, wolffolk, and oldsettler hideouts †
  Wild and rough, the Dark Forest is claimed by the Baron and the logger clans,
  but truly it is nobody’s land. A wild country of jagged limestone, gnarled oaks,
  and shady pines. There streams appear and disappear, bogs trap the unwary, and
  the four shady rivers (the Riblinza, Rorka, Cherenka, and Dvograya) carve dark
  grim gorges. No gentle fishing excursions there!
  The adventurer may be attracted by the untouched oldsettler barrows
  scattered among ancient pre-Purification ruins. Antiquarians agree that
  untouched vaults still remain, hidden in that green labyrinth.
  There is danger in the Dark Forest: malevolent tree spirits and wild
  animals, and shifting mazes of tree and bush and rock.
  The Barony
  Visitor’s Book
  49
  
  Giantsfist
  † plateau fringe † massive glacier † riven ridge †
  The second-highest peak in Brezim marks the fringe of the Brezim Plateau,
  Giantsfist dominates the barony’s western horizon. Its riven dolomite heights
  erupt from ruin-spattered glacial barrens, reminders of titanic conflicts from a
  forgotten time.
  Deep wyrm holes riddle the Fist’s north flank, home to bogeymen and
  terrors according to the locals.
  The grand mountain is cruel to visitors. Snow apes abound on the alpine
  tundra, while ice-threaded worms and giant dead things lurk and
  prowl in the deep glacier.
  Grayberg
  † grey dome † rubble slopes †
  The white-capped smooth granite dome of Grayberg rises from extensive plains
  and slopes of rubble. The brooding, humped mountain does not look like it quite
  belongs in the sharp sky-scrabbling company of its neighbours.
  Ancient alien pyramids or boring natural formations? Natural
  philosophers agree the rubble plains are a waste of time, but many a
  geoshaman will tell you these five-sided structures do not belong. They
  are curious and hard to reach. Only accessible in summer.
  No matter the season, beware the glacial winds and landslides that
  pester Grayberg. And the unusually murderous mountain goats.
  The Barony
  50
  Longwinter
  
  Icegraben
  † ridge between Motherberg and Wolfsberg † metal remains †
  Also called the invisible peak, this commanding height almost completely
  disappears from view, dwarfed by the taller Motherberg and nearer Wolfsberg.
  The Spine Icefield piles up and around it, entombing the eerie metal remains
  scattered across its ridges and craters.
  The largest of the known remains is a blue-metal installation in the high
  dry valley locals call the Vissledole. Credible accounts and lumigraphs
  depict frozen machines and mummified humans. Perhaps the mythical old
  architects who oldsettlers claim predated our own times?
  The remote heights of Icegraben are a dangerous place, home to both
  demented, rime-heavy machines (vomes) and savage snowfolk.
  Motherberg
  † tallest peak † southern edge of the Spine Icefield †
  Baronials and oldsettlers alike call this mountain the mother of mountains.
  Great cliffs mark its eastern and western flanks, and it is usually the first
  mountain to create clouds on any given stormy day. Locals call those clouds “the
  Mothershroud” and warn children and tourists to get indoors at such times.
  Almost unclimbable, many fairy tales are associated with the Motherberg.
  A popular one tells of the white shrine, in the high ice, where crystal-
  skinned children serve at the altar of Winterwhite. There, like beneath a
  fairy mound, is a portal to the Frozen Palace of the cold queen.
  The heights of Motherberg are otherworldly, with snow worms, great
  white birds, and avalanches responsible for numerous deaths. However,
  the lower reaches are pleasant and offer admirable views.
  The Lay Wachtey pass winds north under the Motherberg along the dry
  Wach Valley. It is only open in summer, so plan carefully. Word from the
  Transport Federation is that an iron road feasibility crew is due to arrive
  soon, which is exciting many betterfolk.
  The Barony
  Visitor’s Book
  51
  
  Pearlberg
  † Westernmost peak † spectacular sunrise and sunset hues †
  The painted mountain’s incredible hues are best admired from Ta Krasney.
  Artists and luminographers flock to that village to capture the breathtaking
  contrasts of the dolomite cliffs, pearlescent calving glaciers, and endless skies.
  Though its upper structures are ground away to dust, the cellars of a
  titanic ruined palace remain drowned in the glaciers. Skilled guides and
  explorers navigate the ice caves to reach one of the many entrances to
  that mysterious place.
  As with much of the western mountains, snow apes and giant dead
  things from antediluvian times are a threat high up the mountain.
  Additionally, the snow vultures are not above hastening an injured
  hiker’s demise!
  Princessberg
  † breathtaking view † reddish flanks †
  Opposite Dragonberg, the second central mountain of Brezim is the
  reddish-flanked Princessberg. It towers above Gomiliy, just across the Rushka, its
  small glacier like a bridal veil. A ridge links this pretty mountain to Motherberg.
  You should undertake a tour to Úbletto, the last highland oldsettler
  fort. The baronial antiquarian society museum in the fort offers a
  fascinating reconstruction of primitive oldsettler folkways before
  civilization was brought to the valley, including examples of cannibal
  sacrifice. Indeed, local wise-crackers jest that abandoned within the
  complex is a collapsed chthonic temple complete with hundreds of
  animated frozen children and old people. Not for the faint of heart!
  The Princessberg’s slopes are quite safe, but nevertheless, be aware of the
  indecencies of playful forest spirits and dangerously sudden gusts of
  wind due to the unusual local microclime. And, of course, the bears.
  The Barony
  52
  Longwinter
  
  Riblingberg
  † crinkled peak † rib-like ridges † eroded valleys † dark forest †
  The rumpled massif of Riblingberg offers many old and unusual volcanic
  terrains. Hot vents, dunes, columnar cliffs, and magma caves abound, but much
  has been smoothed and polished by the glaciers of the Purification Era. The thick
  silence of the dark forest chokes the eastern heights.
  Natural philosophers should visit the bone moraines of dead land
  behemoths on the north-eastern plateau.
  Besides wolves and savage oldsettlers, the trees of the dark woods
  sometimes fall soundlessly to trap the unwary traveller.
  Spargleberg
  † half-shattered † scrub and rock †
  The lumpen mountain of Spargleberg is riddled with the remnants of an ancient
  war or mining operation (it’s unclear which). Its thin, leeched soils can barely
  support proper trees, and the poor mountain must make do with a coat of hostile,
  thorny scrub.
  The extensive Starogray ruins, carved into the south-eastern flanks by
  celestial forces, may be the blasted and weathered remains of a long-dead
  city. They housed some of the last oldsettler holdouts.
  The ghosts of that long-ago war still haunt Spargleberg. Half-animated
  wire traps, old pits and hungry tunnels mar its slopes.
  The Barony
  Visitor’s Book
  53
  
  Twinberg
  † glacier-bound twin peaks † large white ape population †
  The emblem of Rudvey, the roots of its twin peaks shot through with mineral
  veins. As technology progresses, Twinberg will continue to feed the wheels of
  baronial industry. However, this does make it a less attractive mountain for
  hikers or hunters.
  The great sphinx carved on its southern outcrop recollects the buried
  sphinxes of the Auriphages. The insides were repurposed in some later
  war and are now all barrel vaults, graffiti and dirty camps. Spelunkers
  speculate that deeper within caves might lead all the way to the pit mine
  of Rudvey past old architect engines deep within the mountain.
  Away from the mines, the traveller must beware not just abandoned
  mines, but also carnivorous apes, great hawks, and timberwolves.
  Whitecrown
  † numinous cliff-sided peak † remote and cold †
  The lone Peak marks where the vast Grandfather’s Icefield meets the Western
  Brezim Plateau. Its high dolomite ridge resembles the spine of a great snake
  crawling out of the deep, old ice.
  The glistening white arch on the northern icefield is a fascinating sight,
  rising over twenty paces above the packed ice. Wags suggest it might be a
  titanic zygomatic arch.
  The ice causes sudden fogs and deep clouds, so be prepared. It is easy
  indeed to get lost in a whiteout. The high tundra is home to aggressive
  white apes, while dragon-worms tunnel through the glacier.
  The high pass of Lay Wachtey leads north between Whitecrown and
  Motherberg along the high and dry Wach valley. It is only open in summer,
  and even then there is a danger of sudden blizzards.
  The Barony
  54
  Longwinter
  
  Wingleberg
  † dotted with glaciers and forests † caverns †
  This many-folded southern peak offers beautiful views south, out of Brezim
  across the Folder Hills, towards Widefeld and Forum Bay. But looks can be
  deceiving, and the hills themselves are a pernicious mess of zones and old
  murder machine fields.
  Mostly collapsed Purification Era city tunnels are all that remains of a
  large shelter city from that era. The renowned Ram Moranadzi University
  plans further excavations next summer.
  Besides the wolves, bears and giant timber bats, make sure to avoid the
  exclusion and delusion zones that crawl along the southern flanks. You
  can spot them by the grid-like shimmer of their false haze.
  Wolfsberg
  † looming eastern peak † thick pines † thermal fissures †
  The crumpled slopes of Wolfsberg nestle uncomfortably against the southern
  tongues of the Spine Icefield. With geysers and hot springs, this dormant monster
  of a mountain makes a spectacular backdrop for the beautiful town of Vreley.
  Isolated on the high mountain is the caldera of Gorundol, a true lost
  valley, home to Purification Era re-lifed creatures, including fascinating
  edaphosaurs and moschops browsers. However, visitors to the caldera
  also report wolffolk dreamwalkers, so caution is advised.
  As the name suggests, the berg is infested with wolffolk and wolves. The
  crumbling volcanic rocks are also a hazard not to be underestimated.
  �
  The Barony
  Visitor’s Book
  55
  
  RiversandLakes
  Cherenka River
  † peaty water † heavy smell †
  Dark and grim, in caverns unseen born, the Cherenka flows from the Dark
  Forest into Starogray lake. With every flood, it vomits unpleasant, ill-favoured
  corpses of better-forgotten things into the common waters of the lake.
  The wild waters offer exciting finds for natural philosophers, the beaver
  dams, waterlogged swamps, and deep pines hide many botanical and
  zoological treasures.
  But only visit with an escort. Not only home to dire beavers and leeches,
  the upper stretches of the Cherenka are also reliably held by the wolffolk.
  Derishka Stream
  † icy torrent † red pebbles † thick forests † waterfalls †
  The Derishka laughs and roars down the Princessberg, its reddish waters a
  reminder of the numerous ancient works that once tried to stop its flow.
  The breached remains of old architect dams are a curious reminder of a
  bygone age. Ruin-lovers will enjoy the amusing petroglyphs.
  Sulphurous salamanders and hot springs may surprise a careless
  visitor. Be careful when swimming, because many pools are still threaded
  with rustless ferro-ceramic cables and spikes.
  The Barony
  56
  Longwinter
  
  Dimnaya Stream
  † rushing torrent † basalts and reddish schists † great boulders †
  The cold grey Dimnaya rushes from a great cavern in the pierced flank of
  Princessberg. Even in coldest winter, steam rises of its waters like smoke. Even in
  hottest summer, its flow does not stop.
  The Sixthfinger tributary emerges from a great cleft which conceals
  excavated passages leading to deep caverns and a pillaged old architect
  seed vault. A visitor’s centre is planned soon.
  Avoid eating the snow fish below the tributary. It’s not their vicious bites,
  but the old architect toxins in their flesh. The terrain is also rather
  treacherous, particularly the rolling boulders and slippery moulds.
  Draga Stream
  † torrential stream † gold dust † dark water †
  The dragon’s river is less reliable than most in Brezim, fed largely by storms and
  (so the local’s mutter) the dragon’s relievings. At least, that is where they believe
  the gold dust in its waters come from.
  Ethnologically-minded travellers can book a gold-panning experience in
  Ta Krasney.
  Others, of a more macabre inclination, will enjoy visiting the many pools
  with bronze and stone and bone oldsettler sacrifices, as well as visiting
  the dragon otter sanctuary.
  If hiking alone, beware the flash floods and falling trees that make the
  torrent such a killer during storms. And, of course, take care to mind the
  dragonsign forecasts. They are quite reliable and scientific, unlike the
  astrological nonsense peddled so often in the Westerly Fringes.
  The Barony
  Visitor’s Book
  57
  
  Dvogroya River
  † sour water † old architect ruins †
  The wide and slow Dvogroya’s murky water is unusually sour to the taste, and
  its fish are universally disliked for their poor taste. Its origins in the Dark Forest
  are unclear.
  Tours lead as far as a series of corroded artefacts of uncertain origin and
  several eroded ruined dams. Guides mention warding obelisks farther up
  its course that warn of changelings. It is good to mind those.
  Some of its tributaries emerge from dark and dangerous old tunnels
  where tribes of cancer trolls live according to popular folklore. Stories
  say that they can be bribed with flesh, gold, or promises that they will
  recover their ancient memories and become giants once again. Oldsettler
  soothsayers suggest that the mottled flesh-mothers of the trolls carry
  memories of Long Ago and that they use gold to bind memories within
  their cancered flesh. Even a pact with the Devil’s Grandfather would
  certainly be better than meeting such monsters!
  Whether the cancer trolls are real or not, troll-otters and toxic mists
  certainly are. A thick scarf and a sturdy spear are vital equipment here.
  Grandfather’s Icefield
  † north-western glaciers † rotten ice † crevasses †
  In the northwest, the Baron claims a fringe of high glacial altiplano popularly
  known as the “Emperor’s Tailbone”. Although nearby as the white crow flies, no
  passes lead to the county of Zelenim or the slightly more distant Veriy Tural.
  The high ice is riddled with the tunnels of dragon-worms and
  dragon-nymphs. It is best avoided, unless in a montgolfier.
  The Barony
  58
  Longwinter
  
  Hodovoya River
  † green water † shallows and cascades †
  The emerald waters of the Hodovoya are thick with algae and kelpy weeds as
  they wend their way through a series of gorges towards Chodey and the Rushka.
  Most visitors will be fascinated by the Purification Era glass-bottomed
  lake. The precise substance is unclear, but it reveals a deeper river,
  flowing perpendicular to the Hodovoya.
  The rugged, wooded terrain hides a profusion of beasts: giant timber
  bats, crocodilian salamanders, and soldier bears.
  Jibbya Stream
  † sulphurous † yellow water †
  The beautiful polychrome pebble banks of the Jibbya have long attracted
  artists and alchemists to its somewhat smelly waters.
  Novelty seekers and the superstitious like to visit a peaty upland of the
  Jibbya called the “Dragon’s Sandbox” with its piles of magic-rich
  fossilized dragon dung.
  The lower course is settled and safe aside from the odd treacherously
  decayed tree. However, the swampy upper reaches present quite a few
  challenges, including dire dung beetles and carnivorous quicksands.
  The Barony
  Visitor’s Book
  59
  
  Krasna River
  † reddish water † industrial architecture †
  The oxide-rich waters of the Krasna are said to have healing properties.
  Doctors disagree, but this does not dissuade the gullible. The many dams and
  waterwheels of the recent industrial expansion may do more on that account.
  Occasionally dragon scales are found in the Krasna’s settling pools, and a
  small scale prospecting tourism has grown up around the curious
  polished objects. Their utility is questionable, but their exotic rarity is not.
  Swimming in the Krasna is not recommended due to the somewhat toxic
  tailings of the Rudvey mines and ironworks, while dire leeches are a
  problem in some tributaries and marshes.
  Malya Stream
  † gentle babbling stream † icy cold †
  The frigid Malya depends from Giantsfist, exposing fossil beds of strange ancient
  behemoths.
  Fossil hunters often proclaim they have found wyrm teeth and claws in
  the stream. However, the most common finds are calcified swimslug
  heads and the double-spiraled bookfish shells.
  That said, after powerful rains the Malya becomes a dangerous torrent,
  and it often deposits broken un-living carcasses on its gravel banks. The
  fishing apes that live in the vicinity are also fond of throwing sharp rocks.
  The Barony
  60
  Longwinter
  
  Riblinza River
  † milky water † rustling shallows †
  The deep gorges of the Riblinza usually smoke with the mists coming off its
  numerous hot springs. Plans to cut back the Dark Forest and build thermal
  resorts on its lower reaches remain speculative.
  The Riblinza flows through strange sedimentary layers, for it commonly
  deposits polished bone pebbles and cobbles after heavy rains. This river
  ivory is quite prized by artisans and betterfolk curio seekers.
  Dire otters and wolffolk fishers make the Riblinza a hostile waterway.
  Some swimmers have even developed wasting diseases after attacks by
  what they described as bone fish.
  Rorka River
  † pure water † dense beech and oak forests †
  The thundering cascades and deep pools of the Rorka bring a whiff of the
  untouched deep heart of the Dark Forest to the edges of Brezim.
  Natural philosophers will admire the giant vegetarian salamanders and
  coral lotus that thrive in the Rorka.
  However, they should pay attention that they do not mistake the
  herb-loving salamander for the giant carnivorous sail-backed
  salamanders also found in the Rorka. Also, at least one cameraman of
  this reportage carelessly fell off a waterfall while recording a river nymph.
  The Barony
  Visitor’s Book
  61
  
  Spine Icefield
  † major federal divide † great north-eastern icefield †
  The long spine that divides the Federal heartland from its southerly regions
  begins at the Motherberg and continues east for hundreds of miles. The few large
  passes, such as fabled Bonethrone Pass, have played a large role in the history of
  the settled lands.
  Visitors should be aware that the Spine Icefield is one of the harshest
  environments known to modern civilization and nobody has yet
  traversed it successfully—unless one counts the revenant of Comte
  Boris hen Vliegasse as successful. The revenant is still displayed in a large
  glass jar in the Letobor geographical society.
  Rushka River
  † largest river † swift, rough †
  The Rushka defines Brezim. Richly flowing, swift, rough and turbulent.
  Attempts were made to tame her flow and failed, though plans are afoot to build
  a new hydro-golemic plant near Chodey, below the oldglass barriers. The dukes
  of industry remain in fervent discussions.
  Sports fishermen prize the trophy granite trout of the Rushka. Its
  armoured head is hard enough to dent the side of a canoe!
  However, only the strongest swimmers should try the Rushka. It abounds
  with whirlpools and cascades, not to mention the tremendous current.
  The Barony
  62
  Longwinter
  
  Starogray Lake
  † artificial lake † mile-thick oldglass barrier †
  The cold waters of Starogray are held back by a massive oldglass barrier.
  Archaengineers have become a regular fixture at the site, testing and prodding.
  Still, the magical material remains impervious to their methodologies, the waters
  of the lake spilling over the top and creating curious open-air dripstone lips and
  stains on the clear matter.
  Visitors to Kastey should book a boat to take them to the drowned old
  architect ruins in the middle of the lake. There they can marvel at well-
  preserved oldsettler dwellings from the early days of Brezim settlement.
  Avoid swimming in the Starogray. Giant snake fish prowl its depths and
  the banks are often thick with sneaky gripping mud. Many a shoe has
  been lost to its pungent stickiness!
  Tirzla Stream
  † laughing torrent † picturesque pools †
  The gentle Tirzla runs like a song off the riven flanks of the Spargleberg. Its lower
  reaches are popular with bathers and sunseekers.
  Hikers will enjoy the greatwood trees of its middle reach, particularly
  the two-hundred-foot Grinning Grandad. The trees are of an ill-set
  species, perhaps local mutants. Still, they are quite safe, and it is a
  tradition to pose inside the restful hollow of the Grandad.
  Avoid the waters of the higher reaches due to the bloodthirsty otters
  and dangerous falling boulders.
  The Barony
  Visitor’s Book
  63
  
  Toplaya River
  † warm † azure waters †
  The hot waters of the Toplaya run from Vreley to the Rushka. Bathers enjoy
  comfortable temperatures year-round. and some springs are said to be very good
  for skin and digestive disorders.
  Zoologists will be thrilled by the crystal-shelled armoured fish living in
  its colourful waters.
  However, do be aware that some springs have rather intoxicating fumes
  and that some hot vents emit jets of boiling water or even steam. In cold
  weather rolling mists can severely reduce visibility.
  Toplovoy Lake
  † volcanic lake † hot springs †
  The round lake presents the visitor with a striking panoply of colours. It is little
  wonder that it is such a popular tourist destination.
  The flora and fauna of the region are simply spectacular. Mineral-loving
  crustaceans, pale lake kelp, string lotus, and hot-water snails. All are
  available in profusion and eaten as a curative for arthritis and gout.
  Beware the predatory lake scorpions in the deeper reaches of the lake
  and some hot steam vents. Wolffolk highlanders come to swim in the lake
  when the moon is full.
  The Barony
  64
  Longwinter
  
  Zadvoya Stream
  † pyrite nodules † refreshing waters †
  The mineral-rich waters of the Zadvoya promise much further industrial
  development in the hinterlands of Rudvey. However, several Vreley hoteliers
  would prefer to develop the region’s mineral water offerings instead.
  High up the stream, past a series of difficult cascades, is a crude shrine in
  the middle of a small glacial lake. Local guides claim the apes built it and
  that it hides strange meats and machines from the glacier above. This
  seems unlikely, as the apes are mere brutes.
  Fishing apes armed with nets and harpoons are a menace. The tangling
  water plants and calving rocks also act almost like traps, so more care is
  required than usual.
  The Barony
  Visitor’s Book
  65
  
  Hungry bears have been known to disrupt holidaymakers’ plans.
  66
  Longwinter
  
  Game
  Rules
  $
  $
  
  68
  Longwinter
  The Rules
  BacktotheGame
  Let us fracture the fourth wall once more and return to Longwinter as a game.
  The previous section was a lot of world-building, a lot of it presented by the
  marginally reliable authors of the Zuleiman Publishing Gentle Visitor’s Guides.
  It represents shared but incomplete knowledge about the world. If you are the
  referee, do not be intimidated. Feel free to improvise, mix and remix, and
  apportion the blame for any inconsistencies to an out of date and shoddily
  researched tour book. If you are a player, likewise, do not feel bound to the
  blinkered world view of the tour book’s writers. Make Brezim yours. Take it and
  rework it into your game.
  The following section of rules is written with the same ideal in mind.
  All the players, those running characters and the referees, should share the
  burden of making the world turn; of rolling for random encounters, generating
  weather, choosing where to travel, and fleshing out terrains. This is why many
  encounter tables are presented right here, in the Visitors’ Book. The idea is that
  this is commonplace information, familiar to any reasonable native or visitor.
  That said, perhaps things are different in the referee book?
  Anyhow, enough, enough. Be welcome to the winter wonderland!
  �
  
  SettingRecap
  The Barony of Brezim is a mountainous place. The terrain is harsh, building and
  maintaining infrastructure is expensive, travel is slow, going off the beaten path
  is difficult, bad weather makes everything much worse. This is clear.
  To simulate this environment in a game set in the barony, time is the crucial
  constraint, and measurable distance on a map is almost irrelevant.
  Encounters happen regularly to make it clear that time is a serious constraint,
  relentlessly depleting the heroes’ resources.
  Space is relevant as scenery for encounters, providing opportunities and
  obstacles for the heroes, and to set the mood. The referee can use the terrain
  tables to make encounters more or less challenging. The players can use them as
  ideas for set dressing they can spot or use during encounters.
  If you are looking for a real-world environment similar to that of the Brezim,
  think of the Alps or the Pyrenees or the Carpathian mountains in the 1920s and
  1930s. Substitute some witchy magic and golems for telegraphs and
  Daimler-Benz Lastkraftwagens, and you should be all set. When playing
  characters, be sure to affect an exaggerated faux-Mittelberger accent.
  Visitor’s Book
  69
  The Rules
  
  Time
  Time in the game
  A minute or less: usually rounds or turns in combat. Treat them however you like.
  An hour: this is the basic unit of time for any activity. Whether the heroes bind
  wounds after a fight, explore an abandoned house, visit a blacksmith for a chat,
  or make diagrams of a creepy idol, this is how long it takes. This is an evident
  abstraction. Use a d6 to tally hours up to the watch.
  A watch: 6 hours long, this is the basic unit of time for travel, short rest, and
  encounter checks. Heroes should sleep at least one watch per day. Every watch
  missed applies penalties to activities.
  A day: 4 watches long, the day is the basic unit of time for weather,
  environmental modifiers, and events.
  A week: 7 days. The length of a long rest and some solid carousing.
  The Rules
  70
  Longwinter
  
  Distance is Time
  The map of Brezim shows settlements, mule-roads and travel times between
  them, the major mountains, rivers and forests. Travel times include basic
  preparations, packing, sandwich stops, and time to gawk at panoramic scenery.
  Points of interest and hiking destinations are not marked. Add them to the map
  approximately where it makes sense when you visit them. Roll d6 twice to
  determine how far the location is from the nearest settlement and what the
  best path is like.
  Mountains are hard to climb. For peaks, double the time required. For high peaks,
  triple the time required.
  Going off trail, say to avoid an obstruction or enemy, is always slower.
  d6
  This is not a shortcut
  1–3
  x2 travel time
  4–5
  x4 travel time
  6
  x8 travel time
  d6
  Distance
  and Path Type
  1–4
  half a watch
  hunterway
  5
  one watch
  beastway
  6
  two watches
  mule-road
  �
  The Rules
  Visitor’s Book
  71
  
  Space
  Paths
  Going anywhere in a mountainous landscape means following paths and trails,
  because every other option is harder.
  Beastway: a narrow trail, ill-maintained and used more by beasts than
  humans. A single infantry must watch their footing carefully. Most forest
  or mountain trails are of this sort.
  Impassable for vehicles without extreme effort, even pack animals double
  travel time.
  Hunterway: a narrow trail kept in good condition by the local hunter
  society. A single infantry can easily fight on such a trail.
  Almost impassable for vehicles, quadruple travel times.
  Mule-road: a modern mountain road, specifically made for the narrow
  front-and-rear steering mechanical mules originally made by the Ovestá
  company. Two or three infantry can easily fight side-by-side on such a
  path.
  Normal travel times for vehicles. Mule-roads connect most major
  settlements in Brezim.
  Livingstone road: a wide road like those built long ago, in the time of the
  Old Empire. Most are long dead, but some are still usable. As many as ten
  infantry could easily fight together on such a behemoth.
  Halve travel times for vehicles. There are currently no such roads in
  Brezim, but everybody knows about them and dreams about the day they
  might reach Gomiliy or even Rudvey.
  �
  The Rules
  72
  Longwinter
  
  Views from Ta Krasney
  Visitor’s Book
  73
  
  Encounters
  In the wilderness, an encounter occurs once per watch, every watch. A player
  rolls d100, and the referee consults the appropriate encounter table (it might well
  be one of the Referee’s Book tables, depending on the time of year). Every encounter
  table in Longwinter is ‘overloaded,’ like the table overleaf. This means that
  something happens every time it is checked. The referee section has nighttime and
  winter encounters.
  Not every creature encountered needs result in a fight. If the party encounters
  the Dragon, they should probably just stay still and not move. Apparently,
  dragons have frog DNA and can’t see immobile objects. Ok, that’s not true,
  probably. Maybe.
  Sometimes it matters when an encounter takes place—whether the heroes can
  run back to their point of origin, or press on to a safe house. In that case roll 1d6
  to determine the hour of the watch when the encounter takes place—1: first
  hour, 2: second hour, and so on. Encounters may put pressure on the heroes to
  get somewhere safe fast.
  In an enclosed dungeon or city environment, encounters might occur more often.
  Individual modules or locations usually have specific encounter rules. Otherwise,
  a player can roll a 1d6 every hour, and on a 1 an encounter occurs. Shockingly,
  this still averages out to one encounter per watch.
  To simulate mounting tension and rising alarums in an enclosed location, players
  can roll an additional die for encounters every hour that nothing happens. To add
  more zest yet, encounters could be more dangerous, the more 1s are rolled. The
  multiple encounter dice reset after every encounter, as the tension drops.
  The Rules
  74
  Longwinter
  
  Encounters of Summer and Autumn
  D00
  Summer/Autumn Daytime Encounters
  01
  The Dragon,flying surreally (L20).
  02
  Older Thing,flesh machine moaning and hiding (L10).
  03
  Forest Spirit,gracefully patrolling (L8).
  04
  Woodland Wyrm,crawling for prey (L7).
  05
  Mountain Apes,playing monkey games (L6).
  06
  Aurochs,browsing coolly (L5).
  07
  Bears,stuffing themselves (L5).
  08
  Dire Lynx,stalking prey (L4).
  09
  Wild Boars,digging nuts and roots (L3).
  10
  Deer,a herd nervously awaiting winter.
  11
  Gnome Monkeys,squirrelling away food (L2).
  12
  Mountain Goats,giving the evil eye (L1).
  13
  Wolffolk,shying from humans (L3).
  14
  Rabbits,multiplying.
  15
  Oldfolk,serfs slinking (L1).
  16
  Baronial,freesettlers working their holdings (L1).
  17
  Outlander,craftsmen and tourists (L1).
  18
  Baronial,official patroleurs keeping the peace (L2).
  19
  Cityfolk,merchants or specialists (L1).
  20
  Baronial,families,picking mushrooms.
  21–30
  Interaction: roll 1d20 twice.
  31–40
  Corpse: roll 1d10+10.
  41–60
  Traces: roll 1d20.
  61–70
  Hunger: use food or lose 1d4 health.
  71–80
  Terrain: use survival gear or lose 1 stat.
  81–90
  Heat: use water or lose 1d4 health.
  91–95
  Soothing rest: spend 1d6 hours to regain 1d6 of one stat.
  96
  Wonderful spot: regain 1d6 of one stat.
  97
  Panorama: advantage to one mental check.
  98
  Delicious berries: advantage to one physical check.
  99
  Forgotten goods,barely used.Useful to someone,perhaps.
  00
  I needed this! Pick a common item.You've found it.
  The Rules
  Visitor’s Book
  75
  
  Terrain and Weather
  Whenever something happens in the mountains, the land is always an
  antagonist. Players or referees roll on the relevant terrain and weather feature
  tables to figure out what is going on, and the referee decides what kind of
  penalties and bonuses might apply.
  Terrain Features
  D20
  Icefield
  Mountain
  Forest
  River
  1
  Crevasse
  Slippery slope
  Great linden tree
  Beaver dam
  2
  Slippery
  Grassy hummocks Overgrown pit
  Rapids
  3
  Deep snow
  Shattered terrain
  Leaf-filled trench
  Cascades
  4
  Pitted
  Narrow ridge
  Ravine full of
  broken wood
  Waterfall
  5
  Rotten
  Friable rocks
  Fallen pines
  Confluence
  6
  Avalanche danger Falling stones
  Overgrown
  dwarf-pines
  Bridge
  7
  Sharp shards
  Unstable boulders Dense ferns
  Massive boulders
  8
  Rocks in the snow
  Cliff
  Barrier of
  raspberry bushes
  Sandy beach
  9
  Ice cliff
  Overhang
  Dark fir grove
  Pool
  10
  Frozen slope
  Cave
  Ivy-choked larches Tangle of lilies
  and frogs
  11
  Smoothed
  boulders
  Pinnacle
  Rocks broken
  by oaks
  Exposed riverbed
  12
  Overhanging ice
  Massive boulder
  Tangled woody
  vines
  Pebble stream
  13
  Icicles
  Crevasse
  Barrow with
  hazel thicket
  Slippery clay banks
  14
  Briny pools
  Natural bridge
  Clearing with
  mushrooms
  Uprooted tree
  15
  Pink algal ice
  Ravine
  Sombre beeches
  Ruins of dam
  16
  Powder drifts
  Chimney
  Flash-flood debris Gorge
  17
  Ice cave
  Hole
  Storm-broken trees Spring
  18
  Ice bridge
  Small lake
  Quiet meadow,
  flowers
  Deep water
  19
  Broken blocks
  Rocky outcrop
  Slippery mosses
  Rushing shallows
  20
  Gravel and
  ice berms
  Plateau
  White birches,
  long grass
  Gravel banks
  The Rules
  76
  Longwinter
  
  Weather Features
  D20
  Wind
  Cloud
  Rain
  Snow
  1
  Rustling
  Rolling banks
  of fog
  Humid
  Sparkling crystals
  2
  Gentle
  Crawling mist
  Drizzle
  Floating
  snowflakes
  3
  Whipping
  Dull grey
  Pelting droplets
  Flurries
  4
  Howling
  Ominous bruised
  Gentle
  White feathers
  5
  Murmuring
  Heavy
  Cool mist
  Fine
  6
  Pelting dust
  and leaves
  Towering
  Showers
  Light
  7
  Tossing sticks
  Oppressive
  Clammy
  Like flower petals
  8
  Shaking treetops
  Climbing hillsides Remorseless
  A white veil
  9
  Rattling shutters
  Tumbling down
  slopes
  Morose
  Heavy flakes
  10
  Flying snow
  Dropping
  Heavy
  Sticky wet flakes
  11
  Stabbing like ice
  Gathering
  Sour
  Dry
  12
  Squalling
  Breaking
  Slow
  Powdery
  13
  Screaming
  Rising
  Ominous
  Glutinous
  14
  Ripping foliage
  Scattered
  Freezing
  Gathering in drifts
  15
  Scouring soil
  Drifting
  Sleeting
  A duvet of snow
  16
  Booming
  Diaphanous
  Thunderous
  Silent
  17
  Hollow
  Gauzy
  Exhausting
  Rushing
  18
  Ceaseless
  Icy
  Unremitting
  Blizzard
  19
  Gusting
  Cold
  Dark
  Whiteout
  20
  Laughing
  Thick
  Torrential
  Howling
  snowstorm
  The Rules
  Visitor’s Book
  77
  
  Encounter Mishaps
  Mud, rain, wind and snow make combat difficult. Ridges and slopes make falls
  dangerous. In the mountains, almost no encounter happens on a simple flat
  square. Encounter mishaps roughly model the inherent difficulty of getting
  anything done in such terrain.
  Whenever a character rolls a 13 during a physical check, including combat, they
  suffer a misfortune depending on the environment. Apply effects after
  resolving the check. The character may lose 1 point of Charisma instead of
  suffering the misfortune.
  d10
  Rocky Slope Misfortunes
  1
  Weapon damaged.
  2
  Clothes damaged.
  3
  Armour damaged.
  4
  Equipment damaged.
  5
  Character injured by sharp rock.
  6
  Falls painfully.
  7
  Knocked out by fall.
  8
  Sprains ankle.
  9
  Slowed.
  10
  Stumbles off ledge,hanging on.
  d10
  Rain Misfortunes
  1
  Ammo wet.
  2
  Food wet.
  3
  Lamp wet.
  4
  Clothes wet.
  5
  Character blinded.
  6
  Character deafened.
  7
  Splashes into puddle.
  8
  Slips.
  9
  Slips and falls.
  10
  Stumbles on hidden rock.
  d10
  Ice Misfortunes
  1
  Weapon dropped and lost.
  2
  Clothes damaged.
  3
  Shoe caught.
  4
  Character injured by ice shard.
  5
  Slips and falls.
  6
  Stumbles.
  7
  Slips and wheels arms comically.
  8
  Breaks through into pit.
  9
  Stumbles off ledge,hanging on.
  10
  Stumbles off ledge,goes flying.
  d10
  Mud Misfortunes
  1
  Mechanism jams.
  2
  Character slips.
  3
  Slips and falls.
  4
  Stuck in place or loses shoe.
  5
  Splashes into puddle.
  6
  Falls into puddle.
  7
  Slowed by sticky mud.
  8
  Blinded by flying mud.
  9
  Choked by flying mud.
  10
  Injured by hidden rock.
  The Rules
  78
  Longwinter
  
  Flying Lessons
  D10+Charisma
  Flying Off A Cliff
  1 or less
  Lethal.Gruesome.Combat pauses as everybody watches,suddenly
  aware of their own mortality.Human combatants can call off the fight.
  2–3
  Long,steep,and probably lethal.Fall seems to take forever.2d10 x 10
  damage at the end.
  4–5
  Gruesome,tumbling fall.Takes three rounds,1d6 x 10 damage per
  round.After taking damage,the character can check to see if they
  catch themselves on a shrub or rock.
  6–8
  Painful tumbling slide.Takes three rounds,1d6 x 5 damage per round.
  After taking damage,the character can try to stop themselves.
  9–10
  Slides down gravel slope in a tangle of limbs and a cascade of loose
  rocks.Takes three rounds,1d6 damage per round.After taking
  damage,the character can try to stop themselves.
  11 or more
  Flies off the edge,takes 1d6 damage,and is caught in a convenient tree
  or eagle nest about 10’below the ledge.
  d10
  Wind Misfortunes
  1
  Attack blown widely off mark.
  2
  Hit ally or attack blown off.
  3
  Light item blown away.
  4
  Clothes blown away.
  5
  Character blinded by debris.
  6
  Confused,thinks someone is
  behind them.
  7
  Deafened.
  8
  Injured by debris.
  9
  Thrown off balance.
  10
  Stumbles.
  d10
  Snow Misfortunes
  1
  Weapon dropped and lost.
  2
  Ammo wet.
  3
  Food wet.
  4
  Lamp wet.
  5
  Character blinded.
  6
  Deafened.
  7
  Slips and falls.
  8
  Slowed by drift.
  9
  Dazed and confused.
  10
  Injured by hidden rock.
  The Rules
  Visitor’s Book
  79
  
  SurvivalandInventory
  There is no bad weather, there is only bad equipment. This is usually a fact, but
  sometimes lightning strikes a hero exposed on a hilltop. Then again, is lightning
  even weather?
  The basic rule is that a human can carry one sack unencumbered or two sacks
  encumbered.
  Each sack breaks down into 10 stones. One stone is about 15lb: one generic
  significant item, like a sabre or spear or short sword or shovel. Leave aside one
  stone for 10 ’soaps’: generic small items, like a signal whistle or signet ring or
  spike. Or a bar of soap.
  Add or subtract stones equal to the character’s Strength bonus (optional).
  Ranger and barbarian types gain three free “survival inventory slots” which can
  only be used for warm clothes, food, or survival gear.
  Resources
  The following are crucial in winter.
  Warm Clothes
  Coats, caps, mittens, parkas, scarves, leggings, and more. A human who is not the
  Michelin man cannot wear more than 5 units of warm clothes. Warm clothes
  work as “heat points,” insulating the character against the cold. Cold checks are
  rolled every watch that the hero spends outside. Mark clothes as chilled when the
  cold gets through.
  Warm clothes may also double as survival supplies for encounters. Slashing
  weapons, explosions, and fire ruin warm clothes. Water makes them ineffective
  (they get chilled and wet).
  The Rules
  80
  Longwinter
  
  Meals
  Bread, water, cheese, schnapps, butter, sausages. Staying warm takes a lot of
  energy. One day’s meal takes one stone, travel rations may be more compact.
  Some encounters require characters to eat meals or lose health.
  A character must eat one meal per day or they lose 1d4 life.
  Armour
  Keeps white apes and ice worms from hitting the hero. Armour is also bulky.
  Light armour takes one stone. Medium is two, and heavy is three. A shield takes
  another stone.
  Weapons
  To kill wolffolk and skintakers. If weapons need ammunition, it runs out when a
  13 is rolled on an attack. The hero may choose to miss instead of using their last
  piece of ammo. Each weapon takes one stone. Each pack of additional
  ammunition takes another stone.
  Survival Gear
  Tents, ropes, sleeping bags, pitons, walking sticks, crampons, axes, ladders, picks,
  carabiners, harnesses and more. At any time a hero may use up a unit of survival
  gear to reroll a failed mountaineering or climbing check. One unit of mountain
  gear is always used up when a 13 is rolled on a check. In this case, the hero may
  choose to fail the check instead of using up their gear. Some encounters require
  characters to use survival gear to avoid losing health or stats. A character can use
  one unit of survival supplies per short rest (one watch) to recover 1d4 life.
  Lamps
  Fuel, oil, wood, torches, batteries, coal braziers. Something that gives off light
  and heat. Lamps are often used up by night-time encounters. Lamps can be used
  to attack undead and cold creatures, dealing 2d6 damage when used up.
  The Rules
  Visitor’s Book
  81
  
  RestandRecovery
  Longwinter assumes gritty realism rules with slight modifications. Resting rules
  are a little more forgiving, but the environment is a lot harsher.
  Short Rest
  Lasts one watch (6 hours). Afterwards, a hero can use HD to recover life and
  one of the following:
  †
  Recover one point of a lost stat (Str, Cha, etc.).
  †
  Remove one exhaustion level.
  †
  Regain one heat point.
  †
  or End one harmful effect.
  Heroes should sleep once a day or else:
  Long Rest
  Takes five full days, leaving a weekend for carousing. After a long rest, a hero:
  †
  Recovers all their life and heat points, and half their HD.
  †
  Recovers 1d6 points in every stat (Str, Dex, etc.).
  †
  Removes all exhaustion levels.
  †
  Ends all harmful effects, including sleep deprivation.
  †
  Checks to end all illnesses.
  If a hero is being cared for by another character, they recover more quickly.
  Days Without Sleep
  Effect
  1 day
  Disadvantage on social activities.
  2 days
  Disadvantage on all activities.
  3 days
  Disadvantage on all activities and all saving throws,every
  watch save or fall asleep.
  4 days
  Disadvantage on all activities and all saving throws,halved life
  maximums,every watch save or fall asleep.
  The Rules
  82
  Longwinter
  
  Resting Conditions
  It’s horrible. Heroes should avoid sleeping in here.
  It’s ordinary. Most nights should be uneventful.
  It’s splendid! Everybody wants to rest this way.
  d10
  SplendidConditions
  1
  Dreams of bloody slaughter and frozen children clinging to the bosom of a
  graceful ice goddess.Cannot remove any exhaustion levels.Gains 1
  temporary point of Charisma.
  2-5
  Wakes up with +1d4 temporary life.
  6-8
  The effects of rest are doubled.
  9
  The effects of rest are doubled and gains 1d6 temporary life or 1 temporary
  heat point.
  10
  Wakes up feeling blessed by wealth and kindness of the Firebringer and the
  Green Sun.Rest effects are doubled,and gains 2 temporary heat points or
  1d6+6 temporary life.
  d10
  OrdinaryConditions
  1
  Sleeps poorly,dreaming of an ice princess and bleeding eyes.Cannot
  recover any lost points or remove exhaustion levels.Can still use HD.
  2–8
  Sleeps ok.
  9
  Wakes up eager to change the world.Gains 1d4 temporary life.
  10
  Wakes up refreshed and ready to attack the day.Gains 1d8 temporary life or
  1 temporary heat point.
  d10
  HorribleConditions
  1
  Contracts pneumonia (max life halved) or flu (disadvantage to all checks).
  Marks corresponding exhaustion level.Cure requires a long rest and care.
  2–4
  Sleeps poorly,dreaming of white birds and laughing death.Cannot recover
  any lost points or remove exhaustion levels.Can still use HD.
  5–9
  Sleeps ok.
  10
  Wakes up surprisingly refreshed.One chronic ache is gone,or one disease is
  cured,or gains 1 temporary point to a random stat.
  The Rules
  Visitor’s Book
  83
  
  TheCold
  As far as the human body is concerned, the weather can be infinitely bad. In-
  game, the referee estimates how cold it is based on the described weather.
  Heroes wandering around outside in the cold have to make a check.
  If a hero is wearing more units of warm clothes than the cold level, they do not
  have to roll a cold check. Their body heat is enough to keep them going.
  Cold Level and Cold Checks
  (Seacat)
  (5E)
  1
  Cool
  Easy test
  Survival DC 5
  2
  Cold
  Moderate test
  DC 10
  3
  Bloody Cold
  Hard test
  DC 15
  4
  Siberian
  Very hard test
  DC 20
  5
  Frozen Hell
  Impossible (no test)
  DC 30 (auto-fail, basically)
  A roll of a 1 is always a failure.
  Wind imposes a disadvantage on survival checks against the cold.
  Digging into snow or leaves gives an advantage to cold checks.
  Rain or damp doubles cold effects.
  A character in cold water makes an immediate cold check, and then another cold
  check every few minutes. The water soaks 1d4 items of warm clothing per round.
  Wet clothes provide no heat points and impose a disadvantage to cold checks out
  of water. Don’t get wet.
  The Rules
  84
  Longwinter
  
  Failing the Cold Check
  When a character fails the cold check, they lose a heat point (two if it is raining).
  Medium animals like humans and wolves start with one heat point. Big animals
  like horses and bears start with two.
  Warm clothes, fluffy fur, or winter feathers add additional heat points.
  When a hero has no heat points left, any additional heat points lost translate
  directly into hurt.
  Hurt
  As a hero gets cold, ill, and tired, they begin to hurt. Soon enough, they’re dead.
  Hurt is similar to “fatigue” in the 5th edition.
  1
  It’s fine.
  2
  Disadvantage to all checks.
  3
  Speed halved.
  4
  Current and max life halved.
  5
  Comatose, unresponsive, ‘sleeping.’
  6
  Dead.
  A short rest can remove one level of hurt.
  The Rules
  Visitor’s Book
  85
  
  AnInventorySheet
  Body Heat Pts ⌂ ⌂
  Heat Pts ⌂ ⌂ ⌂ ⌂ ⌂
  First ‘Sack’
  (10 ‘stones’ per ‘sack’)
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10. ...var. small things →
  Small Things
  (10 ‘soaps’ per ‘stone’)
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10. ...coins (25/soap) ↓
  Second ‘Sack’
  (any items here = [-])
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  ______
  unhurt
  ______
  [-]
  Hurt
  ______
  ½ life
  ______
  coma
  ______
  death
  Cash
  Equipment
  —1 soap—
  small handy item—e.g.
  lighter, pipe, soap,
  pocket knife, ring,
  whistle, or dice.
  —1 stone—
  warm clothes (1 heat
  point)—fur cap, fur
  coat or parka,
  winter boots, lined
  mittens, fur or wool
  undergarments.
  day’s meal—tinned meat,
  pickled cabbage.
  high-calorie travel ration
  (2 days’ meals)—
  salted butter with
  berries, peppered
  lard with raisins.
  light armour (+1 to +3
  defence)
  weapon—pistol, sword,
  sabre, rifle, spear.
  box of ammunition
  shield
  survival gear—e.g. tent,
  rope, sleeping bag,
  pitons, walking
  sticks, crampons,
  axe, portable ladder,
  pick, carabiners,
  harness.
  lamp or samovar
  one day’s fuel
  —2 stone—
  medium armour (+3 to
  +5 defence)
  heavy weapon—bipod
  gun, great sword
  —3 stone—
  heavy armour (+5 to +8
  defence)
  field weapon—mortar,
  hand cannon
  86
  Longwinter
  Equipment
  
  BaronyBuy&Sell
  † Gomiliy of Brezim † 9-Month • 17-Year Federal †
  New This
  Market Day (d10)
  Quality assured by Viney
  Wreathglory, by ap. baron
  & electors, cert. 16–YF,
  rm Yara Lordsword.
  1. Ammunition—
  Redyard Guns co., by
  baronial dispensation—all
  calibres served—2-dog,
  no permit required—3-
  rooster, 4-boar, 5-bear
  only with valid permit—
  special : two-score 2-dogs
  only 1 cash till solstice.
  2. Barrel of beer—
  Vreley Brewing co.—with
  seasonal flavours
  including barley,
  buckwheat, and
  chestnut—stay warm
  with beer!—half-caesar
  per 10-pint, special offer 3
  barrels for 1 cash.
  3. Fatbear dollies—
  Darkwood Toymakers
  co.—pure whittled
  darkwood—amuse your
  children, keep Hollowfear
  away—dime a dolly.
  4. Glassbox lamp—
  Rudvey Irons co.—
  guaranteed wind-proof—
  runs on kerosene,
  giantsfat, oilfish or olive
  oil—2 cash on hand, 5
  wicks included.
  5. Hiker’s lard—Pepper
  Oldhouse co.—perfect
  rations for harsh
  conditions—excellent
  seasonings—saxifrage,
  cumin, red powder, yellow
  curing, lavender—a dime
  a day’s meal, a quarter
  buys three.
  6. Pickled cabbage—
  “Lynx” brand original,
  Viktor Joinpot Authentic
  Foods co.—keep that
  scurvy away—1 dime for
  a jar, 1 cash / dozen.
  7. Pocket knife—Anton
  Goodberry, master
  knifesmith—antler horn
  scales, masterwork—1
  cash, sharpness
  guaranteed.
  8. Soft warm
  undergarments—
  Goodwool Anatol co.—
  socks, longstockings,
  tighties, vests, one-pieces
  liners, mittens, scarves,
  skullcaps, balaclavas—all
  knitted in Belna by local
  knitterfolk—buy local, buy
  Goodwool Anatol—half-
  caesar / piece, full-winter
  set: 2 cash—amulet
  decorated on request.
  9. Tinned meal—Poli
  Joinpot’s original recipes,
  Poli co.—beef & trout,
  carrot & tripe, plum &
  spam, and the original
  plum & plum—a quarter,
  1 cash / five.
  10. Woodsboots—hardy
  and warm, bison leather
  top and willow sole,
  studded for better grip—5
  cash—5 year guarantee.
  Visitor’s Book
  87
  Equipment
  
  88
  Longwinter
  Equipment
  Recovered
  Artefacts (d10)
  Quality assured by Lana
  Hardnail, by ap. baron &
  electors, cert. 17–YF,
  rm Yara Lordsword.
  1. Bear golem,
  refurbished—new
  lemmas, logarithm
  checked, pliant & helpful,
  purification quality, great
  for excavations or forestry
  work, biomatter converter
  pebble engine—1,500
  cash on hand, 3,000
  federals or 3,300
  imperials transfer to post
  bank—Yuri Handhandler,
  Easter Goth estate,
  Gomiliy Near Bank—
  televocalizer 74.
  2. “Blue God” blaster—
  crystals replaced, fully
  charged, mind-burned for
  security, bond ports
  removed—an authentic
  piece of history!—Yuri
  Handhandler, Easter Goth
  estate, Gomiliy Near
  Bank—televocalizer 74.
  3. Giantbone shield—
  oversized, impenetrable,
  skull-made, intricately
  carved, exceptionally rare,
  wonderful opportunity—
  300 cash, 300 federals—
  Runa Riverdaughter,
  Logbottom, Gomiliy.
  4. Glow orbs (multiple
  available)—pre-Purifi-
  cation manufacture,
  sunlight harvesters, 50
  candle strength, orange
  hue, easy to bond—4 cash
  each, 30 cash for 10.
  Transfers only for boxes of
  50 or more—Zola L.
  Nightshame, Appr. Street
  (Palace Side), Gomiliy.
  5. OA hotbox—converts
  emotions into heat, great
  conversation starter,
  circle-square decorations,
  elegant, slightly scuffed—
  35 cash on hand, 50
  federal or imperial
  scrips—Lara “Silverfox”
  Villagesmith, Old Palace,
  Gom.—televocalizer 231.
  6. OA lighter — good as
  new, strange steel head,
  crystal charge, works
  under water—15 cash on
  hand, 20 federals bank
  transfer—Mazik
  Rockshaper, Appraised
  Street, Gomiliy.
  7. Prosthetic hand—
  flesh-knitting, delicate
  intaglio, masterful old-
  gold alchemy, sera-and-
  plaz core, ready to use—
  300 cash on hand, 600
  federals at 60 per month
  for 10—Romina
  Wolfsborn, Tree Square,
  Gomiliy.
  8. Sangra yellow bar
  amulet—authentic,
  Rudvey-found, long life
  and health guaranteed—
  30 cash on hand, no
  transfers—Hilda
  Undermountschild,
  Logbottom, Gomiliy.
  9. Shame book—hand-
  painted, original
  emotional imprints, early
  kingdom period, not a
  mass-market knock-off!—
  20 cash on hand, buy
  quick—Yuri Goosefoot,
  Mane Bazaar, Clockwork
  Corner, Gomiliy.
  10. Wolffolk skull—mid-
  shift, malleable bones, still
  sparkles, half-ghosted—
  100 cash on hand, 120
  federals in scrip—Lara
  “Silverfox” Villagesmith,
  Old Palace, Gomiliy—
  televocalizer 231.
  Vikuna’s Den
  * authentic cuisine *
  † Gomily Nule street †
  Grand Open
  10-month, first Sun.
  † eastland meltcheese †
  † venison especials †
  † caparisoned scargo †
  † saltfish baccala †
  † proudstuff buns †
  † baron’s bêtes †
  
  Visitor’s Book
  89
  Equipment
  Used Goods (d10)
  at purchaser’s hazard by
  free diktat, baron &
  electors n.d., cert. 1–YF,
  rm Aram Blackbird.
  1. Bearhunter outfit—
  well-armoured, studded,
  easy to move in—30 cash
  on delivery—Miro
  Guarschild, Pey Jibbey—
  village televoc, leave a
  message.
  2. Fishing gear—ex-
  husband’s—ridiculously
  overpriced, selling
  cheap—three rods, boots,
  chest of flies, lines, and
  tools—25 cash—“Irma”
  Penbrook, Inkbrook
  Manor, Gom.—tvoc 129.
  3. Hiking backpack—
  fully strapped, net bags,
  sturdy, trophy carrying
  cradle included—5 cash, 6
  cash delivery by post—
  Lavrentiy Oldschild,
  Upperfarm, Gomiliy—
  upperfarm televoc 2.
  4. Music box—crank-
  operated, quite portable,
  full cylinder collection of
  Walter Highbrow’s Opera
  of the Six Senses
  included—60 cash—
  Aleksey Southson, Reeds
  Hamlet, Homiliy—
  televocalizer 230.
  5. Parka, mink—hand-
  made, original valley
  quality, warm as new—10
  cash in pouch—Castra
  “Turkey” Belgroyé, Pey
  Jibbey (Gomiliy on market
  days, ask at Oxcart
  Square).
  6. Redyard bipod
  machine gun—museum
  piece, well-preserved,
  firing mechanism
  packaged separately,
  ammunition not
  available—100 cash on
  hand—Pavel Oldbrown,
  Ta Krasney, Brown
  Estate—televocalizer 44.
  7. Rifle, ironbaron—
  original graf Mustelik
  model—chambered 5-
  bear with brass Ajax 4x90
  prismatic scope—
  cherrywood stock—
  leather carry case—120
  cash or 200 federals—
  Zena Ironbridge, esq.,
  Medrushka Manor, Pey
  Jibbey—televoc 112.
  8. Sabre, antiq—
  authentic longwar piece,
  great for a mantelpiece—
  gilt basket hilt—15 cash—
  “Irma”, Inkbrook Manor,
  Gom.—tvoc 129.
  9. Skis—good as new,
  hardly used—steel
  edges—composite poplar
  and spruce—4 cash on
  hand—hardboots also
  available—Yuliya
  Freebird—Overrushka,
  Gomiliy—village t-voc.
  10. Town wagon/
  sleigh—two-horse, bells
  not included—most
  grooms should handle the
  switch—lacquered panels
  by Gleit ot’ Torrente—
  upholstery needs work—
  200 cash—Vigo Brassbell,
  esq., Tree Green,
  Gomiliy—televocalizer 88.
  
  90
  Longwinter
  Equipment
  Trade & Buy (d10)
  stamp duty may be
  required per ar-5-YF-2b,
  b & e, ius, cert. 5–YF,
  rm Aram Blackbird.
  1. BUY bulk recovered
  widgets—pre-purifi-
  cation, old architect, stone
  strudel, onion & skull, and
  other lost cultures—
  function not required—1
  cash per stone’s weight—
  Alan Dukesget, Duke’s
  Pawns & Antiques, Appr.
  Street, Gomiliy.
  2. BUY capricorn
  trophies—5–10 cash per
  trophy—taxidermy or
  bone—no fresh kills
  please—Ludwiga van
  Knie, Oxcart Square—
  Karst Coffee, tvoc 342.
  3. BUY oil, lamp oil, fat,
  cooking fat, other
  leftovers—price depends,
  best quality oils 1 cash per
  fifth-barrel—Iové
  “Sashes” Rosho, Ironbaron
  Square, Gomiliy.
  4. GIFT children’s
  winter clothes—ages 5–
  7—clean, deloused—no
  ghosts, children outgrew
  them—Vinko
  Mountainhide, Stair
  Street, Gomiliy.
  5. LOVE free
  farmholder seeks
  companion—too old for
  romance—need someone
  with a down-to-earth
  understanding of running
  a manor—code Romao—
  ask the editors.
  6. TRADE cook, sew,
  clean house—for room
  and board over winter—
  fallen on hard times—
  Freit Builderschild,
  Longrow House, Gomiliy.
  7. TRADE warm meal,
  shelter—for prayers at
  the meeting house of
  Doctor Love—love gives to
  those who believe—Witch-
  preacher Ingo Belsteak,
  Imperial Goodshouse,
  Gomiliy.
  8. TRADE hens, egg
  layers—for rooster and
  geese—best hens along
  the Krasna—Hiram
  Axebreak, Plishya Hamlet,
  Te Krasney—villagevoc,
  leave a note.
  9. TRADE oldfaith
  wards—for donations,
  food, and work—building
  new henge in Belna next
  spring—services
  registered at notary Whit
  Snowdrinker—more
  information: ghostknower
  Yari Worldswight, Trinity
  Linden, Gomiliy.
  10. TRADE room &
  board—forentertainers—
  yodellers, musicians,
  singers—all welcome—
  Butler Furst Sungrim, Ulf
  Oldgraf’s Estate, Ta
  Krasney.
  
  SportingSupplement
  † by special dispensation from the Betterfolk Bettershooter Quarterly †
  Hunting in Brezim
  The mountains and forests of Brezim provide much entertainment for the
  gentlefolk aficionado of the hunt. Both the local betterfolk and visitors appreciate
  the chase. If you are keen to try your trigger against the local prize game—
  especially the fabulous snow apes, dire bears, elk, mountain goats, and
  capricorns—you can easily rent or purchase the requisite equipment in any of
  the towns and some of the larger villages. However, for our choice, the best place
  to shop is Rudvey’s Gentle Pheasant, where gunleit Ivo Blewmount and his
  craftsmen create true artworks from regular Zuleimans and Redyards.
  As Brezim is a liminal province of the federation, the strict gun controls you may
  be used to in the better class of city do not apply. Indeed, by decree of the First
  Baron, all adult baronials are required to keep weapons and attend bi-monthly
  practice with their free defence clubs. The oldsettlers and wolffolk are, of course,
  constitutionally unsuited to handling weapons, which are therefore forbidden
  them. The penalties for possession are quite severe, and should you spot any
  oldfolk with a firearm, you can be sure that they are enamoured of the bandit
  lifestyle. Report them to the authorities and, at the very least, you will be treated
  to a rousing round of songs and beverages at the local club drinks hall or inn. This
  is indeed a good way to make friends with the local citizens in good standing.
  The general selection of sporting goods one finds in Brezim is a little more
  restricted than famous safari entrêpots like Zamorey or Schitz, but should suffice.
  —Nesram Wittbroed ‘den Loopwinkle, Author and Hunter
  Equipment
  Visitor’s Book
  91
  Weapon Actuarial Notes
  (duel calibrated)
  †
  knife, town sword, pocket pistol
  1d4 or 1d6
  †
  axe, sabre, pistol, revolver, SMG, spear
  1d8
  †
  rifle, carbine, handcannon, fossil blade
  1d12
  †
  pole-shovel, shotgun
  1d6
  1d12 vs. ghouls
  “
  
  Guns and Weapons
  Axes — tool and weapon in one, axes of all sizes are found everywhere in the
  densely forested highlands and valleys of Brezim. Since even oldsettlers are
  allowed to carry them, they are also quite popular with bandits.
  Cavalry sabre — a leftover from older wars, many baronials who served in the
  brigades proudly display their company sabres with their enamelled pommels.
  Militia officers carry shortened versions called “reminderlies”.
  Federal pistol “Polizey” — the standardized police pistol of the federation, with
  semi-automatic action and nine rounds. Not as strong as a revolver, but simpler
  to hide. You’ll find some on the market, but not many. Federal officials are issued
  with them when they are posted to remote provinces like Brezim.
  Fifthface revolver “Laughing Tom” — the five-chambered high-calibre revolver
  is powerful enough to stop a bull. A sure sign of an insecure person, no proper
  betterfolk would use one. Still, if you are going into the Dark Forest, you might
  pack one for self-defence.
  Giantsbone swords — a curiosity in the southern mountain provinces, these
  blades are made from the fossil steel of creatures from before the Purification
  Era. The locals will try to sell you replicas, so be careful of what you buy. That
  said, one of these blades above your townhouse mantelpiece will draw delighted
  sounds of approval from guests and relatives.
  Ironbaron “Aristocrat” rifle — a powerful, heavy rifle, used for the biggest
  game. A version of the Ironbaron was used in the Hedgerow Conflict to stop scout
  golems, so you know this gun punches through armour. Made in nearby Eastern
  City, the Ironbaron is a prestige marque, popular with betterfolk social climbers.
  Ironbaron shotgun “Broomer” — a pump-action shotgun, its use to slamfire
  clear trenches in the Grand War earned it its nickname. This isn’t really a hunter’s
  weapon, and unless you are cleared with the baronial militia, you may have to
  store it at a safe house. Anyone you see with this weapon is likely affiliated with
  one of the free defence clubs. Or a bandit.
  Kaiserlich carbine “Smitten Ling” — a cheap double-barreled bolt-action
  affair, the Kaiserlich was issued to irregular troops during the Grand War, and
  later during the Afterwar Affair. As such, many baronials and even oldsettler
  bandits, have these notoriously inaccurate rifle substitutes hidden in their
  houses. Still, it is light and easy to handle.
  Equipment
  92
  Longwinter
  
  Kaiserlich shotgun “Harvester” — this classic shotgun is perfect for bird
  hunting. The double-barrel version is also popular with housemasters for
  keeping the peace in inns.
  Kaiserlich Pistol “Ten-fingers” — the old imperial gun foundry has truly come
  down in the world since the rise of the federation, but the ten-fingers is indeed
  quite a marvel. Small, reliable, easy to conceal, and with a 10-bullet magazine.
  Not something to stop an armoured soldier, but certainly enough to scare off a
  wolf, or an axe-wielding bandit.
  Pole-shovel — a nasty polearm, somewhere between a poleaxe and sharpened
  shovel. Oldsettlers often improvise them for their uprisings. That said, if you ever
  had to fight off a shambling ghoul (ha ha), this clumsy neck-breaker would be
  ideal! The visitor should beware cheap souvenir knock-offs sold as the real thing.
  Equipment
  Visitor’s Book
  93
  
  Redyard “Leadspitter” sub-machine gun — a staple of trendy gangland flicker
  pictures, this trusty local replica of the Skolnikow-28 is quite common in Brezim
  among the militia, both serving and retired. This semi-automatic drum-fed gun is
  very nearly the equivalent of an official badge. Redyard Guns is a subsidiary of
  the Baronial Mining Company and manufactures rugged weapons in its small
  factory in Rudvey.
  Redyard revolver “Pinky” — a six-chambered revolver of somewhat
  uninspiring make. Wildly popular among baronials since it is subsidized for
  militia members. Locals often fondly call it the “shouting teacher” for the way it
  tends to disperse oldsettler riots.
  Walking spear — capped for safety, the walking spear comes with a sturdy heel
  spike to help with navigating rough terrain. Not really a proper infantry weapon,
  but solid for chasing off a drunken lout or spearing an overly aggressive wolf.
  Zuleiman carbine “starsky” — the overpriced original on which the Kaiserlich
  was based. Rare now, but still available. It compensates for the Kaiserlich’s
  defects in all aspects except two: its price and the unreliability of its finicky build.
  That said, this shooter is nearly the equal of a hunting rifle and can easily take a
  buck at a hundred paces.
  Zuleiman handcannon “Nightbringer” — this bolt-action single-shot carbine
  can just about be used one-handed. Adapted from a cavalry weapon in the last
  war, it is strong enough to bring down a bear. Its large calibre also makes it easy
  to make custom munitions for it, for example, if you are going hunting the
  skinchanged. The strangely deformed skulls of wolffolk skinchangers are quite
  popular in extreme sporting circles these days, but you should still take extreme
  care. The wolffolk exhibit near-human cunning coupled with a savagery and
  resilience unmatched even by the peninsular buffalo!
  Zuleiman “sunshiner” rifle — a popular hunting rifle, available with many
  options and in multiple calibres. Nearly every store will hold at least one, and
  most baronial chalets will have one. So long as you’re not going up against a bear,
  this bolt-action rifle is a rugged and accurate choice.
  All guns chambered above 2-dog require valid hunting permit.
  Betterfolk in good standing permit exempt.
  �
  Equipment
  94
  Longwinter
  
  YouCouldBeHere
  † Interested in gentle travel? † Keen to reach new audiences? †
  Contact the editors of the Gentle Visitor’s Guides at Zuleiman Publishing House,
  Vituperi Gasa 14, Omboló. Ask for Smelovek Goodsoldier.
  Visitors’ Book: Editorial
  Visitor’s Book
  95
  “
  
  96
  Longwinter
  A Story
  TheCrossing
  † This is a story. It captures the mood this survival icebox aims for. †
  Crack!
  Kuya dropped softly to all fours and breathed out slowly.
  Creak.
  She gingerly spread her arms and legs. Her fur-lined mittens and boots pushed
  the dusty snow along the ice with a whispering sigh. Like the frozen lake wanted
  to tell her something.
  Creak.
  It was uncanny. It sounded just like the tea cabinet hinge in her grandmother’s
  apartment.
  She breathed in shallowly, not moving. No creak. That tea cabinet always creaked.
  She’d been fascinated by it as a child. The mother of pearl inlays in the green and
  blue lacquer hinting at strange warm lands. Aramie lacquer, from the warm
  shores past the Grand Betons, where the hills are round like green sheep.
  She breathed out. Focus. The ice should hold. Winterwhite’s flowers had visited
  the window panes five days ago and never left. The ice should hold.
  Creak.
  But maybe there was a hot spring beneath that blue-black cliff on her side. Maybe
  that’s why it wasn’t hung in icicles like a come-of-age-cake. Maybe warm water
  welled up. Maybe it was warm enough to ruin the green tea Granna called her
  gentle delight. The expensive one she never let anyone else brew. The one she
  quietly cursed at whenever she steeped it too long. Count the heartbeats, she
  said, count a hundred as you breathe, and it’s steeped.
  
  Visitor’s Book
  97
  A Story
  Kuya counted her heartbeats as she breathed. Slowly. No creaking. She spread
  herself wide as a spider, hugging the ice of the lake, then started inching just her
  left hand in, towards her chest. She must look a fool. Or a tasty snack. Maybe
  some wolf was watching her right now. One of the big, strange ones that ran with
  the Architects’ redesign, the ones that patrolled the preserves and kept people
  out. No, that was nonsense. She was nowhere near the nearest preserve. She’d
  struck out south-west from the bivouac, across the high field towards the
  Riblinza valley. She’d kept the crinkled white peak of the Riblingberg at her right.
  Still. Her heartbeat picked up again. No, no. She turned her head, the ice chilling
  her left cheek. A bit further back. Yes, there it was, just peeking above the grey
  tablecloth of cloud, like wadded up pages torn from a snow-white notebook. She
  breathed slowly again. Ok, she wasn’t near a preserve.
  She started inching her hand inwards again. Lapel. Cap string. Iceberry pin.
  Backpack strap. There!
  Creak.
  Her breath stalled. If she fell through the ice here she’d drown. Her body would
  scream as the cold bit, the water in her mouth and nose, throat and lungs and gut,
  like a flood of liquid fire, making her thrash and flail for air, for oxygen, for life.
  The lack of air would shut her awareness down. Eventually. With this cold, it
  might take five minutes. Ten? An eternity of fire and then an eternity of silence.
  The oldfolk said a winter’s death wasn’t so bad. The pain of the cold lifted, a deep
  weariness came, and then sleep. There was gentle sleep at the end. But a water
  death, that was bad. The Waterdrinker was not gentle with mortals’ souls.
  Kuya realized she wasn’t breathing and gulped frigid air again.
  Creak.
  There wasn’t time for this, she had to scuttle across this damned lake. Backpack
  strap. Clasp. Ice axe. Strap. Buckle clasp. Tug. No, the mittens. She needed fingers
  for this. She shifted more weight onto her hand, pinning hand and mitten. Slowly
  she withdrew her hand from the warm fur. Immediately the bitter cold went to
  work. Soon her fingertips would be on fire, but she had enough time.
  Buckle clasp. Metal. Fingers sticking. One release. The second. Press. Stuck. Clear
  the strap out of the way. Ah, that cold steel burned. Press both releases.
  Click.
  
  98
  Longwinter
  A Story
  Now the belt clasp. Down. Scraping knuckles on ice, not feeling the cuts, just the
  ice water. Or ice blood. Too cold. Button. Backpack belt. The big clasp.
  Click.
  Quick, back in the mitten. Kuya breathed quietly for a while then shuffled to her
  left. A handspan. Two. Pressing down her right arm on the right shoulder strap,
  she inched out from under her backpack, crawling out like a hermit crab
  abandoning its house.
  With a clatter of poles and axes and carabiners, her backpack rolled off onto its
  side. Ten kilos more spread out.
  Kuya looked up. She was nearly across the kidney-shaped lake. To her left, the
  blue-black cliff, to her right the gentle, welcoming slope. The lying slope. The one
  that promised avalanches. A hundred metres to the nearest shore, but that was
  close to the cliffs.
  First, she’d crawl back five, ten metres, then strike out for the middle of the little
  beach. There, under the two boulders, the skinny and the fat one.
  She pushed the backpack. A foot. Inching like a worm, or maybe a crippled
  crocodile, she crawled up behind it. Pushed again.
  Creak.
  Nothing to do now. Count your breaths. Wait for the tea to steep. Wait for the ice
  to thicken. Push, crawl, push, crawl. Ten pushes, three metres. Thirty, ten.
  The ice had been solid here. Kuya carefully raised herself on hands and knees, the
  ice stopped bleeding heat from her belly. No creaking.
  Now she could push the backpack half a metre and crawl faster. A hundred and
  fifty metres to go. Three hundred more pushes, three hundred more crawls. Too
  much for tea, unless Granna had trapped her for the full ‘ceremony’. No creaking
  from the Aramie lacquer ice tea box lake. Six hundred. Enough to steep the fine
  green tea six times.
  “Do you taste the difference? The melody of the tea, from the first pour to the
  last? Ah, it’s the little things,” her Granna nodded. She’d nodded along and only
  tasted water from the third cup onwards.
  
  Visitor’s Book
  99
  A Story
  Fourth cup. Seventy metres to go. She could almost taste the solid ground. The
  sweet density of rock.
  Fifth cup. Forty to go. She wept. The ice whispered underfoot. The air hinted at
  more snow. The boulders beckoned.
  Sixth cup. Ten metres to go. Yes. There was a taste. There was a melody. Ice and
  lake now had a different timbre. The crunch as she pushed the backpack was
  deeper. The vibrations under her mittens and knees weaker.
  Five metres to go. Nearly there. Ice all crumpled at the shore. Floes pushed up.
  There had been an avalanche. That lying hillside, she’d known it.
  Two metres to go. She was going to make it!
  One metre to go.
  Snap.
  The backpack broke through a thin, upraised sheet and thumped down a
  handspan to the rime-coated pebbles beneath.
  Kuya sobbed and giggled as she stood on shaky legs again.
  Crack. Crunch.
  She dragged the backpack away from the ice and bit her mitten to stifle a whoop.
  �
  
  Appendix:
  MusicofLongwinter
  A curated selection of songs to capture the slide from light into darkness,
  from harvest to hunger.
  Agalloch. Falling Snow; Ashes Against
  the Grain (2006). Fade away.
  Ángel Ontalva & Vespero. Her eyes
  sparkled in a strange way; SADA
  (2020). Opening.
  Antonio Vivaldi. Winter; The Four
  Seasons (1725).
  A classic, in all senses of the word.
  Bĳelo Dugme. Hajdemo u planine;
  Pljuni i zapjevaj moja Jugoslavĳo
  (1986).
  Going to the mountains because
  there is no winter there. Sure.
  Billy Idol. White Wedding, self-titled
  album (1982). It’s a nice day to start
  again.
  Black Sabbath. Fairies Wear Boots;
  Paranoid (1970).
  Fairies? Yes, fairies. Scary fairies.
  Cage the Elephant. Cold Cold Cold;
  Tell Me I'm Pretty (2017).
  Carbon Based Lifeforms. Mechanism,
  Alt:01 (2016). Minimalism hides
  messages in the falling frost.
  Devin Townsend. Juular;
  Deconstruction (2011).
  It’s cold inside the worm.
  Ennio Morricone. Complete Album;
  The Thing OST (1982).
  Something about the ice and snow.
  Ghost. Rats; Prequelle (2018).
  In times of turmoil.
  Grand Magus. Hammer of the North;
  Hammer of the North (2010).
  This list would be dull without a bit
  of epic viking doom.
  Iced Earth. I Died For You; The Dark
  Saga (1996).
  Something about sacrifice and death
  and mistakes? Well, why not? Was
  the pain just too much?
  If These Trees Could Talk. Iron Glacier;
  The Bones of a Dying World (2016).
  Ominous post-rock for ominous
  times.
  Appendix
  100
  Longwinter
  
  Jim Reeves. The Blizzard; Tall Tales
  and Short Tempers (1961).
  Encapsulates Longwinter.
  Joe Satriani. Ice 9; Surfing With the
  Alien (1987).
  Intense riffage and the name. Blunt.
  Kate Bush. Under Ice; Hounds of Love
  (1985). Something moving under
  the ice.
  Led Zeppelin. Immigrant Song; Led
  Zeppelin III (1970).
  Of course a song that starts with “We
  come from the land of ice and snow”
  has to go on this list.
  The Mamas & the Papas. California
  Dreamin’, A Gathering of Flowers
  (1970). All the leaves are brown.
  Mephistopheles. Devotional Doom;
  album (2017).
  Simon & Garfunkel. A Hazy Shade of
  Winter; Bookends (1968).
  Because it weeps.
  Stoned Jesus. I Am The Mountain;
  Seven Thunders Roar (2012).
  Because it is excellent.
  Stribog. Morana; U Okovima
  Vječnosti (2010).
  In the realms of ice she disappears.
  The Sword. Age of Winters; album
  (2006).
  Slower and noisier than you would
  expect of The Sword.
  Tchaikovsky. November; The Seasons
  (1875).
  Autumn, our poor garden is all
  falling down, the yellowed leaves are
  flying in the wind.
  The Unseen Guest. Let Me In; Out
  There (2004)
  A terrifying song.
  Van der Graaf Generator. White
  Hammer; The Least We Can Do Is
  Wave To Each Other (1970).
  Well, this could have gone for
  Witchburner, too.
  Vangelis. Other Side of Antarctica;
  Antarctica (1983).
  Instrumental.
  Witchcraft. Firewood; album (2005).
  Have to include Witchcraft, because
  of Witchburner.
  Woods of Ypres. Lightning & Snow;
  Woods V: Grey Skies & Electric Light
  (2012). In memory of one of the
  finer metal bands that have gone.
  Appendix
  Visitor’s Book
  101
  
  Verdek and Ivan Greencorner discover the Childrens’ Cave.
  102
  Longwinter
  
  “I did not mean this to happen,” wept the Baron.
  “Ah, but we’ve made it through. And at least, now we’re free.”
  “I don’t know if I can live like this.”
  “Take all the time you need, I will keep your lands safe for you in the meantime.”
  “Thank you, Mira, you are the kindest vizier a baron could hope for.”
  Fin.
  �
  Visitor’s Book
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SOURCE: textdata/thevault/System neutral/System Neutral Adventures, Settings, Maps/Witchburner; Longwinter/Longwinter/Longwinter Visitor's Book.pdf