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  Winter Eternal, artwork, logos, and the Just Insert Imagination logo are © 2017 Just Insert Imagination. Winter Eternal, 
  all associated characters, logos, and artwork are Copyrights of Just Insert Imagination. All rights reserved.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  Some artwork © 2014 Elizabeth Porter, used with permission. All rights reserved
  Some artwork copyright William McAusland, used with permission
  Publiser’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  Winter Eternal by Morné Schaap
  Conversion: Harrison Hunt, Jonathan M. Thompson
  Cover: Colin Tan, Morné Schaap & Anton Vermeulen
  Layout: Morné Schaap & Anton Vermeulen
  Interior art: Doug Anderson, Nathan Anderson, Jacob Blackmon, Jeff Brown, Conor Burke, Gary Dupuis, Riaz khan 
  Eusouff, Jason Heeley, Jeremy Jack, Bob Kehl, Kimagu, Raymond Minnaar, Eric Quigley, 
  Christopher Onciu, Simon Powel, Morné Schaap, Adam Schmidt, Colin Tan, 
  Guillaume Tavernier, Peter Temesi, Anton Vermeulen
  Proofing: Hans Bothe, Harrison Hunt
  To Mandi, Cadence and Deon. 
  You are my whole world and I love you very much!
  
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  DEADFALLS
  THE 8 CITIES
  Though each city has its own feel, customs and dangers, they do share certain aspects. All are overcrowded, busy 
  and, in some places, quite smelly. But in each there is beauty and surprises as well. When traveling the streets of 
  these cities, bring your sword and keep your other hand on your gold pouch, just to be safe.
  T
  HE city of Deadfalls stands on the edge of a high cliff where the Droba River falls into the ocean. Even 
  though is covered by ice it still runs. Nobody is sure why this river hasn’t frozen solid like most other 
  rivers on Ehlerrac. As it falls over the edge, it makes a sound that can only be described as “whispers of 
  the dead”. When the initial camp was built on the ruins of the city formerly known as World’s Edge, the 
  survivors named the camp after the sound coming from the falls. 
  Today Themara Oakenstaff heads the council, but everybody knows that the real power in Deadfalls lies with 
  the necromancers. Devan Gray sits on the council and is also head of The Voiceless. These mages in gray are 
  always seen walking around the city. Sometimes they appear to be chanting softly as they walk the streets of 
  Deadfalls.  There is always one of The Voiceless at the entrance to Deadfalls, for they control a large group of 
  zombies guarding the gate. 
  Kikara Oakenstaff was the founder of Deadfalls. She founded the camp while she was still in 
  mourning, as she lost her husband and daughter in the cataclysm. When a necromancer called Eriak 
  the Gray approached her and said he could understand the voices at the falls, she jumped at a chance 
  for any communication with the dead. Eriak was also included in the Running Council and the town 
  took a turn for the darker. 
   
  Soon after he formed The Voiceless, a group of necromancers that took over many duties in the 
  growing town. Ghosts were seen drifting around even when the camp was started, but as time passed 
  by, more and more ghosts were seen on the streets. It took some time to calm the panicked survivors. 
  The explanation was that the dead flock to the waterfall to communicate with their loved ones.
  
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  THEMARA 
  OAKENSTAFF
  LEADER OF DEADFALLS
  Ghosts are everywhere in the city. They run 
  down the streets, walk through the walls of 
  houses and stare at you from dark windows. 
  New visitors find it hard to adapt to life in 
  Deadfalls and for good reason. Privacy is 
  hard to come by and it’s not always easy on 
  the nerves to see the dead floating around.
  Deadfalls isn’t as green as some of the other 
  cities. The city seems gloomy, even during 
  the day when the light spells are active. The 
  squat buildings are mostly stone and most 
  resembles large forts more than normal 
  houses. There are not many parks in the 
  city, even in the Summer Zone. The magic 
  lanterns and glowstones also seem dimmer 
  than normal and there are many shadows 
  and dark corners.
  The entertainment district is called The 
  Light District and here you will find fine 
  restaurants, theaters, pubs and other forms 
  of entertainment. The area is filled with 
  light and music and the depressing nature 
  of the city seems to lift a bit.
  The Brown Cloaks patrol the city, but 
  they get help from The Voiceless as 
  well. Zombies and ghosts guard some 
  important buildings. Ched Roton, a young 
  commander from Haven, is the current 
  head of the Brown Cloaks. The position has 
  been his for almost five months and he is 
  still finding his way in unfamiliar territory. 
  Once a week criminals are brought to the 
  Brown Cloak Tower for judgment. There 
  are cells on the edge of the city and the 
  inmates provide cheap labor. Dead bodies 
  of criminals are raised and used as guards. 
  They can pay off their debt to the city in a 
  different way.
  The local thieves’ guild is small, since many 
  find it hard to hide from the ghosts. That is 
  not to say that there are no opportunities 
  for a smart and careful thief. The sewers 
  and old tunnels under the city are full of 
  hiding places, just be sure to steer clear of 
  the things that live down there. 
  All the races are found in the city, though 
  there are far less elves living here. Most of 
  them dislike the gloomy atmosphere and 
  the many dead. 
  Deadfalls may seem dark and gloomy, but 
  it’s still a very busy city. Many people travel 
  here to try to make contact with departed 
  loved ones. The large Garden Towers 
  provide enough for the city, as well as extra 
  for export. Seems there is place for you in 
  Deadfalls, be you living or dead. Though 
  so far the numbers of the living outweigh 
  the dead and many hope that the balance 
  never tips.
  
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  D
  RADAIN Gharoban was a small 
  dwarven settlement. It was built 
  in a large v-shaped cavern. A 
  large waterfall thunders down 
  the northwestern wall and the Black River 
  flows down the length of it. 
  The cavern has interesting acoustic 
  properties. Sound is amplified much more 
  than usual and echos bounce around the 
  walls for longer. The sound of dwarven 
  hammers ringing throughout the cavern 
  was a source of inspiration for its citizens.
  But then came the cataclysm and most 
  dwarven cities were destroyed when 
  massive 
  earthquakes 
  struck. 
  Dradain  
  Gharoban survived and soon survivors 
  flocked to it. The town’s resources were 
  quickly overwhelmed and many died in 
  riots or from starvation. 
  But with a little help from the Green Council 
  and hard work from the residents, the town 
  survived. Mushroom farms were set up as 
  well as camps with goats and sheep. 
  Unfortunately the echoes that once made 
  its citizens proud were now a source of 
  headaches. 
  Hundreds of voices now mix and that 
  makes it almost impossible to have a 
  normal conversation outside.The new 
  citizens started calling the settlement Echo 
  and the name stuck.
  ECHO
  Urac Fireforge was the head of the settlement, until his son Grukdar took over 60 years ago. Grukdar is also 
  head of the City Council. His home is right next to the huge waterfall and looks out over the whole cavern.
  Large gates protect the southern and northeastern entrances to the city. It’s about 3 days’ down the tunnel to get 
  to the Archway and 5 days to Drogan. Many torches, lanterns and glowstones light the city. There are no huge 
  globes of light and no Heat Spell is needed. A few bridges cross the Black River running through the center of 
  the city.
   
  Most of the buildings are made of stone. The dwarven buildings are beautiful, with lots of intricate carvings. 
  Not many elves live here. They hate the underground and prefer to live outside. 
  Dwarves and goblins hate each other, but those living in Echo are a bit more tolerant. There are a small group of 
  
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  goblins living on the edge of the city. Many 
  mekellions make their home here, since it’s 
  far from the cold and snow.
  The Stone Guard patrols the city and also 
  stands guard at the gates. They are stern 
  and unforgiving, but that doesn’t mean 
  that there is no crime in Echo. The thieves’ 
  guild, smugglers and other criminals all 
  find a place here. It is better to keep an eye 
  out for pickpockets when walking in the 
  large market. 
  There is also a monthly judgment session 
  headed by Nudrin Stoneshield. Many 
  convicted criminals end up working in the 
  animal pens or gardens outside the city. The 
  jail is also located on the edge of the city.
  The tunnels around Echo are relatively safe, 
  but the further out you go, the higher the 
  chance to encounter one of the many things 
  that live underground. Sometimes you 
  might meet a Waywalker, but they mostly 
  patrol the Archways outside. Travelers 
  usually wait for the larger goods caravans 
  with their many guards before venturing 
  outside.
  There is no place to bury the dead, so bodies 
  are cremated. Small iron plaques with 
  the name and age are given to the family. 
  The tradition is to fix these plaques to the 
  walls of the tunnels leading up to the city. 
  Travelers walk for miles alongside these 
  reminders of the dead.
  Echo is a loud, busy city. All outside checks 
  to listen are made with a penalty of -2. 
  It is protected from the cold but being 
  underground doesn’t guarantee anyone’s 
  safety. Many predators prowl the tunnels 
  around the city and only the brave venture 
  alone to the crypts outside. 
  It is a beautiful city though, the many small 
  lights looking like an inverted star-filled 
  sky. The city is shaped by the culture of 
  the dwarves that built it, though it is more 
  tolerant than neighboring Drogan. 
  GRUKDAR 
  "GRUMBLEPAUNCH" 
  FIREFORGE
  LEADER OF ECHO
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Just Insert Imagination/Winter Eternal - The Cities.pdf