Winter at Frostgate

Working design. New events, appearances, mechanics, and political details remain proposals. See canon ledger.
Winter closes several routes and forces the strategic campaign to pay off its accumulated decisions. Provinces with repaired mills and reliable stewards send aid. Neglected garrisons may abandon posts. A former enemy spared earlier can escort refugees or use the emergency to extort them, depending on what agreement was actually made. The game reports these developments clearly enough that the player recognizes causes rather than feeling punished by arbitrary events.
Frostgate shelters thousands near a pass threatened by royal forces and independent raiders. Pyrrhus cannot move the entire population before the storm. The defense uses layered streets, barricades, rooftop routes, and limited warmth. Holding the outer wall forever is impossible; planned withdrawal can be the competent choice. Supplies committed to the town reduce the company's reserves for the capital campaign.
Halven admits that the soldier who once helped Mara escape now serves under Halbrecht. The two meet across a barricade and recognize each other without becoming instant allies. One small act of courage twenty-four years ago did not determine an entire moral life. The encounter gives Pyrrhus a warning against treating people as permanently redeemed or condemned by a single memory.
After the battle, the company reads the names of the dead. If Halven dies through the player's battlefield outcome, the scene accommodates that loss; his death is not required merely to mature the hero. If he survives, he helps carve the names and finally tells Pyrrhus he will answer any question he asks. Winter makes the campaign quieter for a moment. The surviving characters have to live beside what their decisions cost.
Source document: 06-expanded-storyline.md