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Emberford & the Coldhollow Road

South of Coldhollow, the old trade road drops off the highland shelf and down to Emberford, the region's bustling river-trade hub. Where Coldhollow is quiet, half-abandoned, and safe, Emberford is loud, crowded, and openly commercial: a palisaded market town on the Emberrun river, with every service the frontier offers and the coin to pay for what you bring down from the mountains.

Like Coldhollow, Emberford is a sanctuary: inside the palisade there is no combat and no creature aggression, and nothing hostile will follow you through the gates. The road between the two towns is another matter — relief begins at the gate, not on the approach to it.

The town began as the joint toll-fort of the Ford Compact (441 SR) that ended the War of the Wains, and took its charter and modern name in 803 SR on the post–Salt Peace trade boom. The palisade line still follows the old fort's ditch.

From the Fishmarket Wharf, a plank walk runs downriver to the Emberrun ferry — the scheduled boat crossing to the east-bank hunting grounds (levels 5–9).

The road is the cost of reaching it.


The Coldhollow Road

The road leaves Coldhollow south from Chapel Street, crosses the moor, and descends the scarp in switchbacks before running through pine forest to the river flats and Emberford's north gate. It is about twenty rooms, walkable in a few minutes if the ice permits.

Ice, falls, and roundtime

Several stretches of the road are glazed with ice. Walking onto them risks a slip: fail the footing check and you go down hard — knocked prone with several seconds of roundtime, and getting back up on the ice is its own gamble (you can fail, and even a successful stand costs a careful beat). Being on the ground is dangerous if anything hungry is nearby: a downed defender loses DS and cannot parry.

What helps, in practical order:

  • Walk it, do not run it. Moving again immediately after your last step counts as running heedlessly and stiffens the check hard. Take the glazes one room at a time.
  • Grip footwear. Fur-lined boots (hobnailed soles) help; strap-on iron crampons help a lot. Both are sold at Emberford Provisioners — and the boots at Coldhollow's furrier.
  • Climbing skill and AGI. Footing on ice is the same craft as footing on a cliff; Climbing ranks pay off directly.
  • Travel light and healthy. A crushing pack or wounded legs make every check (and every stand) worse.

The dangerous stretches, southbound: the First Glaze and the Long Glaze up on the shelf, the switchbacks below the Shelf Edge, the Frozen Falls crossing (the worst footing between the two towns), and the shaded deck of the old stone bridge in the forest.

Wildlife

Snowhares on the moor and flats (low-risk prey, skinnable), kobolds around the Scree Bend, and frostwolves at the falls and in Wolf Wood. None of it is deadly to a prepared traveler, but a slip in the wrong room can turn a nuisance into an emergency.

The Pine Hollow

Midway through the forest, an ancient drooping pine beside the road hides a sheltered hollow (GO HOLLOW at the Snowbound Pines). It is entirely out of the wind and functions as a recovery node, the traditional rest stop between the towns.


Emberford layout

Place Where Notes
North Gate top of town Coldhollow Road arrives here
Market Square center The hub — a greater node, the notice board, and the Crooked Flagon (GO TAVERN)
Trades Row west The Gilded Anvil (GO ANVIL), the Bulwark Armory (GO ARMORY)
Chandlers' Walk far west Provisioners (GO STORE), the Silver Scale bank (GO BANK)
River Street east Apothecary (GO APOTHECARY), the Furrier's Hall (GO FURRIER)
The Quays / Fishmarket Wharf far east The ferryman, the Gem & Ore Exchange (GO EXCHANGE), the smoking shed (GO SHED)
South Commons south Temple of the Dawnflame (GO TEMPLE), the Adventurers' Registry (GO REGISTRY)
South Gate bottom of town The river road runs on south to Runmede, a day downriver

Services

Establishment Keeper Purpose
The Crooked Flagon Maddo Rill Food, drink, news — and CHECK IN to train in the quiet back room
The Gilded Anvil Tam Harrock Serious weapons: longswords, war hammers, morning stars, battle axes
The Bulwark Armory the armorer Serious armor: studded and boiled leathers, chain mail, breastplates, tower shields
Emberford Provisioners the provisioner Trail supplies and grip footwear for the north road
The Silver Scale the banker DEPOSIT / WITHDRAW / REDEEM promissory notes
The Hall of Records the records clerk Town records — and the public lockers behind the curtain (GO HALL at the South Commons)
The Bitterleaf Apothecary the apothecary Potions, salves, bandages, frostbite balm
The Furrier's Hall the master furrier Premium prices for skins — bring frostwolf pelts here
The Fishmonger's Shed the fishwife Cheap, excellent food
The Gem & Ore Exchange the assayer Premium prices for gems
Temple of the Dawnflame the acolyte Holy water, blessed candles, prayer charms
The Adventurers' Registry the taskmaster Bounty work: culls and skin jobs on the road's wildlife, paid on proof

Most residents will talk: the guard, the crier, the ferryman, the drover, the fishwife, and the innkeep all trade in gossip, and the market square is never still.

Watch the road for a travelling tinker and his jingling wagon. He wanders between the river flats and the gates on his own schedule, mending pots and selling oddments, lockpicks, and small essentials wherever you meet him.


The environs (hunting)

Emberford has its own hunting grounds in three bands — all outside the sanctuary, all aggressive, all skinnable, and all posted at the Adventurers' Registry:

Ground Getting there Danger What lives there
Tideline Mudflats GO LADDER at the Fishmarket Wharf low river rats and mud crabs among the pilings — a first hunt, steps from the market
The Old Orchard WEST off Cart Ruts, north of town moderate bristle-backed boars rooting the feral apple rows — and at the Old Orchard Gate, the mouth of the Hollowrun gorge (levels 12–18), running NORTH all the way up to the Ore Road at the falls
The Reedmarsh EAST off the trade road south of town serious → deadly copper-banded vipers at the edges, marsh hounds running the reed-lanes — and at the Heart of the Marsh, something the eels will not go near

The marsh deepens as it goes: the verge is fair hunting for a seasoned traveler, the drowned copse is pack-hound territory, and the Heart is a name to earn, not a stroll. The carter's sign at the marsh verge has said the same thing for years: the marsh keeps what it takes.

Down on the mudflats you may also meet a tideline fence doing quiet business under a tarp — steep prices, fair offers, and no questions in either direction.