Deadsnows

Deadsnows is a large village located on the northen edge of the Nether Mountains. It is the smallest member of the confederacy of the Silver Marches and would not have normally been accepted as a signatory unless a vassal to a larger city, but due to the request of Lady Arletha Icespear it was allowed to join, though does not have a seat on the council. Deadsnows is connected via a trail to Fork Road which eventually leads to Sundabar.

History
Originally a keep for a human lord who desired his own kingdom, his dream was shattered before it had ever really started. He died in the Battle of Deadsnows, a minor skirmish with some of the countless Orc raiders that continually plagued his designs and the battle which gave the place it's name. Two religious groups, Dwarves of Marthammor Duin and Humans of Lathander eventually settled here, building impressive temples to each of their respective gods.

In Eleint, 1372 DR, during the winter melt a hunter was filling his waterskin at a swollen river 3 miles from the village which he noticed contained tiny golden flecks. He returned and began to prospect, discovering to his joy that there was indeed gold to be found. Word spread around the village and then got out, within a couple of months 300 dwarves, elves, humans and halflings had flocked to the village, either looking to mine the gold themselves or hawk their wares to said miners. A few have also arrived for more nefarious ends, to sell illegal items or to just plain steal.

This sudden influx of people has taxed the village to it's limit and looks like it will continue to do so until the gold runs out.

Important Sites

 * The Hospice of Marthammor : A travellers sanctuary manned by devout dwarves of the dwarven god of adventurers, Marthammor Duin and led by Observer Kerrilla Gemstar. It lies 2 miles North-West of the village itself. You can stay for one night with a meal of hard bread and cheese for free, but after that you are required to pay 2 silver pieces a night, 3 if you also want to eat. The place regularly has 5 or 10 guests a night but can hold up to 20. People are turned out if they stay for a tenday unless they are Dwarves or friends of Kerrilla. Healing is provided to good folks in return for services such as volunteering for the militia or doing a job for the town or the abbey itself.
 * The Blazon : A tavern owned by the shrewd businessman Lonnor. He realises how scarce rooms are in a boom-town like Deadsnows and has raised his prices to 5 gold pieces a night. he only has 3 such rooms, but one of these three can house up to 6 people.
 * Icespear House : A haven for visiting nobles and good adventurers of reknown. No payment is expected or accepted from said guests, though they are expected to be civil and to not stay longer than two tendays. It's just good manners.
 * Vandarhouse : A simple barn that its half-orc proprietress Vandar runs as an inn. She is not a kind person and gladly charges 3 silver pieces for the 'privilege' of sleeping on a cold, damp, pallet for a night. She charges an extra 2 silver pieces if one wishes to have a meal of hardtack and broth and an extra siver piece for a mug of the cheapest ale she can get her hands on. She and her band of ruffians pay off a few of the town guards so that they are free to steal from those who might bring anything of value into the 'inn' while they sleep.
 * The Rose and Hammer : The only actual inn within the walls of the village. It has 12 private rooms and a common dormitory that can house 20.
 * The Morning Watchtower : A watchtower and temple to Lathander, led by Morninglord Ashnar the humble. He and 5 other clerics operate the place, while a pair of guards make sure they're protected from harm. Ashnar fosters good relations with Kerrilla and the pair are the two most respected people in the village and usually the first people turn to when help is needed. Ashnar is also a bit of a crusader and is not above prodding known adventurers into action.
 * Snowtown : This is what the shanty town that has sprung up outside the village has become known as. A maze of ramshackle huts that has become a haven for illegal goings-on. During the day, most of the place is empty while everyone is out prospecting. By night it become rowdy as most of the occupants take to drink and drugs. Prostitution, gambling and other vices have also started appearing more recently in addition to the theft and claim-jumping problems that have been associated with snowtown since its inception. Deadsnows jail has become full of residents of Snowtown as a result.