A Horologist overlooking a frozen city
An Old-School Roleplaying Game of the Frozen World

STILLPOINT

The World Remembers Every Risk
The Tickwarden's Guide
scroll to read ▾
Running the game
Chapter One
Running STILLPOINT

You are the Tickwarden. You play the frozen world and everything paused within it; you describe what the Quick see, hear, and disturb; and you decide, fairly and swiftly, what happens when they act. You are not the players' adversary. You are the honest, curious referee of a world that is beautiful, deadly, and indifferent.

The four pillarsThe Old-School Way

PillarWhat it means at your table
Rulings over rulesWhen in doubt, make a quick, fair call and keep play moving. Note it and stay consistent. Never stop to look things up.
Player skill over character sheetReward clever plans, careful questions, and good descriptions. The dice are for danger — let good ideas simply work.
Real danger, real choicesDeath and Stilling are on the table. Telegraph threats clearly so death always feels earned, never arbitrary.
The world is bigger than the plotPrep situations, not stories. Stock places, factions, and dangers; let the Quick decide what matters.

Your signature dialThe Stillpoint Economy (★)

The named heart of this game is the Stillpoint — the moment the frozen world turns its attention on the Quick. Mechanically, it is your currency of menace. Keep a small pile of tokens (coins, glass beads) where the players can see it grow.

Always narrate the spend. The players should feel the world noticing them: a single frozen eye turning, a far-off bell beginning, impossibly slowly, to ring. The ★ pile is a pressure gauge they can read — and dread.

The true history
Chapter Two
The True History of the Stilling

No one among the Quick knows why time stopped. You do — or rather, you choose the truth that will give your campaign its spine. Below are the rumors the Quick whisper, and then three secret truths. Pick one, blend them, or invent your own. Whatever you choose, reveal it slowly, in fragments, as a reward for deep delving.

What the living believeThe Rumors of the Stilling — d10

d10"They say the Stilling came because…"
1…a god inhaled to speak the world's true name, and never let the breath go.
2…the great Clock at the world's heart had its mainspring cut.
3…every soul on the world feared the same thing in the same instant, and flinched as one.
4…a Horologist tried to stop a single death and stopped everything instead.
5…the sun blinked, and the world is only waiting for it to open its eye.
6…we are a memory being remembered, and the rememberer paused to weep.
7…the Hushed are right: stillness is the world's true and holy state.
8…a war-engine of unmaking detonated, and we are caught in its endless first second.
9…the dead grew so numerous that time itself could no longer move for the weight of them.
10…there was no cause. It simply stopped, the way a heart simply stops.

Choose oneThe Three Secret Truths

I. The Held Breath

The world is the dream of a sleeping titan — the Stillborn the Quick find half-buried in the Pleating. It did not die; it gasped, and held the breath, and time is the rhythm of its breathing. To restart time, the Quick must make it exhale — which may wake it, and end the world a second way. The Wellsprings are wounds in its skin where its slow blood (live time) still seeps. Campaign spine: should the world be woken, even at the price of the dreamer?

II. The Cut Mainspring

Beneath the Gasp lies the Great Horologe, a machine the size of a city that kept the world's time. Someone — a faction, a fool, a saboteur whose frozen hand still grips the lever — cut its mainspring at the instant of catastrophe. The Stilling is mechanical, and it can be fixed. But the Mainspring is also the only thing holding back the disaster the Gasp was frozen mid-escaping. Campaign spine: a dungeon-crawl race to repair time before a rival faction weaponizes it.

III. The Mercy

Time was stopped on purpose, by the Wellspring Guardians, to halt an extinction already underway — a plague, an invasion, a falling star. Every frozen person was a heartbeat from death. The Stilling is not a catastrophe; it is a tourniquet. To restart time is to let the dying finish dying. The Hushed know this, which is why they fight to keep the world asleep. Campaign spine: the horror that the merciful thing and the right thing may not be the same.

The gazetteer
Chapter Three
The Tableau: A Gazetteer

The Tableau is the known portion of the frozen world — perhaps a hundred miles of coast, city, and shattered mountain, all caught in one instant. Here are its great places. Use the map opposite; stock the blank spaces with the tables in Chapter Eight.

Map of the Tableau
The Tableau — the known frozen world. Amber lines mark the safe-ish marching routes.

Candlemarch, the Quickhold

Candlemarch
Candlemarch, the last warm city.

The greatest refuge of the Quick: a vertical shanty-city built inside the shell of a colossal cathedral frozen mid-collapse, its falling roof-stones hanging forever overhead like a held rockfall. Candlemarch sits in a rare TRUE-Tempo pocket — here time runs, fires warm, children age. Rope-bridges and scaffold-streets climb its frozen pillars. It is ruled, loosely, by the Hour-Council and defended by the Marchwardens. Everything the Quick need is sold here, and everything they fear is rumored here first. Use it as your home base: a place to bank Grains, buy dropglasses, hear rumors, and recover.

Candlemarch — d8 things happening when the party returns
d8On the scaffold-streets…
1A dropglass shortage; prices doubled; tempers short.
2A newly-Stilled citizen is being mourned at the Cathedral's frozen altar.
3A Saltman caravan has arrived with strange wares and stranger debts.
4The Hushed are preaching at the Low Bridge; a crowd is turning ugly.
5A rival crew of Quick is boasting of a Wellspring they "found first."
6A child has gone missing into the frozen undercroft.
7A roof-stone has shifted — one inch — and the whole city is terrified.
8A Regulator was seen at the gates, motionless, simply… watching.

The Gasp

The Gasp
The Gasp — the city frozen at its end.

The capital that was, frozen at the precise instant of its catastrophe: a wall of white fire and a shockwave hang motionless over toppling towers and crowds caught mid-flight. The Gasp is the Tableau's greatest treasure-house and its greatest grave. Its Tempo is TUMULT — unstable, prone to RUSH thaws that finish the catastrophe in a heartbeat. Beneath it (the Cut Mainspring truth) lies the Great Horologe. Delvers who enter the Gasp do not all come back, and those who do come back changed.

The Pleating

A mountain range caught mid-avalanche: billions of tons of rock and snow frozen in a towering, motionless wave. Travelers thread the suspended debris-field beneath it, where a single greedy Pluck or loud Working can begin the slide. Deep within sleeps the Stillborn (the Held Breath truth) — a titan whose slow amber heartbeat can be felt through the stone, growing stronger the closer you come.

Wellsprings & the Lurchlands

Wellsprings are the holy grail of the Quick: hidden grottoes where live time still flows as glowing amber water — the only moving water in the world. To bathe in one is to be made whole: full Quick, no Hush, healed wounds. They are rare, often guarded by a Wellspring Guardian, and every faction wants them. The Lurchlands are the badlands between — regions of DRAG and half-Thaw where the Lurching roam, neither Still nor Quick, hungry for the warmth of the living.

Factions and powers
Chapter Four
Factions & Powers

The Quick are few, and they cannot afford to be alone. Five powers contend over the frozen world. Each wants something from the party; each can offer aid or become an enemy. Track their regard with a simple Standing die (d6, 1 = sworn enemy, 6 = sworn ally).

Tickwarden's tools
Chapter Five
The Tickwarden's Tools

This chapter is your toolbox: how to run Tempo at the table, how to spring a Thaw, how to turn the Hush against the party, and the dice you roll behind the screen.

Running the clockTempo in Play

Assign every region and room a Tempo (Player's Guide, Ch.9). You may keep it secret and let the party read it through clues — a flickering of a frozen flame (DRAG warming toward TRUE), dust beginning to drift (RUSH), a wrongness in the air (TUMULT). Shift Tempo with ★ or with the Thaw clock below.

The Thaw Clock

For any scene that can wake, draw a 4-segment clock. Fill a segment when the party: makes a loud noise, fails a greedy Pluck, casts a clumsy Working, spends too long, or when you spend ★. When the clock fills, the scene Thaws: roll on the table, then run it as live, moving, often-lethal time. Telegraph every tick.

When a Scene Thaws — d6
d6The frozen instant finishes itself…
1A held catastrophe completes: the wave falls, the fire blooms, the floor gives way. FINESSE save or take 2d6 Hurt + 2 Chill.
2Every Still figure present resumes its final action — usually fleeing, fighting, or falling.
3The Tempo jumps to RUSH for 1d4 rounds; everything moves at double speed, including the danger.
4A frozen foe wakes mid-strike, already in melee with the nearest Quick.
5Live weather returns: wind, water, or fire surges through the space.
6The scene wakes and remembers: it will pursue the party even as they flee.

The Backlash Table (full)

When a Horologist's Working rolls a Backlash (a 1 on the d6), roll again here:

Working Backlash — d12
d12Result
1The nearest Still wakes, hostile and confused.
2The caster gains 2 Hush as time bleeds backward through them.
3A dropglass on the caster cracks; lose 1 Quick to the air.
4The Working rebounds: it affects the caster instead of the target.
5A 10-ft. patch of TUMULT opens here for 1d4 rounds.
6An Echo-wraith is drawn to the disturbance (arrives in 1d4 rounds).
7The caster ages visibly — a cosmetic mark, and a story.
8The Working over-shoots: double magnitude, but you choose the target only loosely.
9Time snags: the caster loses their next turn, frozen for one beat.
10Fill a segment of the nearest Thaw Clock.
11The GM gains 1★.
12A Regulator, somewhere, turns its clock-face toward you. It is coming.

Dice behind the screenReactions, Morale & Encounters

Reaction (2d6, on first meeting)

2d6Reaction
2Hostile; attacks or flees in terror.
3–5Wary, unfriendly.
6–8Uncertain; open to talk.
9–11Interested, helpful for a price.
12Eager ally — for now.

Morale (2d6 vs the foe's Morale rating)

When a foe is bloodied, loses its leader, or first takes Hurt, roll 2d6. If the result is higher than its Morale rating, it breaks — flees, surrenders, or refreezes. Most Still have Morale 7; mindless or compelled things, 12 (never flee). Use this often: it keeps fights short and lethal-feeling without a TPK.

Wandering Encounters (check 1-in-6 each watch; roll d10)

d10In the Lurchlands & frozen wilds…Tempo
11d4 Lurching, drawn to the party's warmth.DRAG
2A single Echo-wraith, replaying its death across the road.STILL
3A Tickhound pack (1d6) on the scent of live time.RUSH
4A rival crew of Quick — Reaction roll.TRUE
5A Saltman caravan, willing to trade (and to gossip).TRUE
6A spreading Thawpocket — flee or be caught in waking time.TUMULT
7A lone Saltwretch, hoarding stolen dropglasses.STILL
8A frozen scene worth Plucking (roll the Frozen Scene table, Ch.8).STILL
9A Regulator, patrolling. It ignores you unless you've disturbed much.DRAG
10A faint amber glow on the horizon — a possible Wellspring.varies
Bestiary
Chapter Six
A Bestiary of the Still

The frozen world is not empty. Some things were half-woken by the Stilling; some feed on the warmth of the Quick; some were made to keep the silence. Each stat block lists Guard (the TN penalty for hitting it), Grit, Attack Value (its TN to hit a Quick, before their Guard), damage and type, Morale, and a Threat rating for Grains.

The Lurching

Half-thawed humanoid · the restless almost-dead


Guard 2Grit 9 (2 HD)AV 11Morale 9Threat ×2

Attack: raking grasp, d6 Chill (raises Hush, not Grit).

Move: jerking, unpredictable; in DRAG zones it is slow, in RUSH it is horribly fast.

Special — Stutter-step: once per round it may teleport-jerk 10 ft. with no warning.

Cold-hungry: always moves toward the warmest living thing. Fire and Everflames lure it.

A Lurching
A Lurching, drawn to warmth.

The most common threat of the Lurchlands: people the Stilling caught imperfectly, frozen and thawed a thousand times until something broke. They feel the warmth of the Quick like a fire in a dark room and shamble, jerk, and stutter toward it. They are not evil. They are cold, and they remember being warm. Use them in packs to pressure the party's Hush, not their Grit.

The Hush (manifest)

Elemental silence · the freeze given a shape


Guard 5Grit specialAV 13Morale 12Threat ×6

Attack: the closing silence — each round, every Quick within 30 ft. gains 1 Chill (no save) and must make a WILL save or be unable to speak or shout.

Bodiless: immune to Hurt. It can only be driven off — by warmth (an Everflame), by a Warden's Rebuke, by reaching TRUE-Tempo, or by simply outrunning it.

Stilling Touch: a Quick reduced to Hush 10 within its presence goes Still instantly.

The Hush
The Hush, where color and motion end.

Not a monster to be killed but a weather to be survived — the freeze itself, gathered into a shape of fog and absence. It does not chase so much as arrive, draining color and sound as it comes. The only victory against the Hush is to be elsewhere, warm, and moving. Save it for the campaign's darkest hours; one appearance should be remembered for years.

Echo-wraith

Looping revenant · a death that won't finish


Guard 4Grit 13 (3 HD)AV 12Morale 12Threat ×3

Attack: the replayed blow, d8 Chill, only along the line of its endless final motion.

Looping: it repeats one action forever; learn the pattern and you can pass it untouched. It cannot leave the scene of its death.

Laid to rest: giving it what it died reaching for (a child, a message, a name) ends it peacefully — and grants bonus Grains.

An Echo-wraith
An Echo-wraith, repeating its last instant.

When a person dies in the frozen world, their final instant sometimes refuses to end, smearing into a translucent loop of a single repeated motion. Echo-wraiths are dangerous but tragic, and the cleverest parties defeat them not with blades but with understanding — solving the puzzle of what they died wanting.

Tickhound

Chronophage beast · pack predator of live time


Guard 4Grit 7 (2 HD)AV 12Morale 8Threat ×2

Attack: gear-toothed bite, d6 Hurt; on a Perfect Beat (their crit), it drains 1 Quick from the bitten Quick.

Pack: +1 AV for each Tickhound beyond the first attacking the same target.

Scent of time: tracks dropglasses and high-Quick characters across any distance.

A Tickhound
A Tickhound, all gears and hunger.

Lean predators whose bodies are a patchwork of frozen sinew and ticking clockwork, Tickhounds hunt the one thing the frozen world is starving for: live time. A party heavy with dropglasses is a ringing dinner bell. They are cowards in ones, terrors in packs.

The Stillborn

Slumbering titan · the dreamer of the world (boss)


Guard 8Grit 200+AV 16Morale 12Threat campaign

Attack: it does not attack — it moves, and its movement is an avalanche: 6d6 Hurt + 4 Chill to all in a region, FINESSE save for half.

Heartbeat: its slow amber pulse is the source of nearby Wellsprings. Wound it and Wellsprings dry; soothe it and they flow.

Not a fight: the Stillborn cannot be defeated in combat. It can only be woken, soothed, or left to dream.

The Stillborn
The Stillborn, half-buried in the Pleating, its heart still faintly beating.

The campaign's great question made flesh (the Held Breath truth). Treat it not as an enemy but as a place, a force, and a choice. To stand in its presence is to feel the world's held breath in your own chest.

Saltwretch

Crusted scavenger · a Quick who hoarded too long


Guard 3Grit 6 (1 HD)AV 11Morale 6Threat ×1

Attack: rusty shiv, d4 Hurt; or a thrown fistful of salt (blinds, no save, 1 round).

Salt-crust: immune to Chill and the Hush; in exchange, it can never enter a Wellspring or feel warmth again.

Hoard: carries 2d6 dropglasses it will not part with while it lives. Will flee at the first sign of real danger.

A Saltwretch
A Saltwretch and its hoard.

A cautionary tale that walks: a Quick who packed themselves in warding salt to escape the Hush forever, and paid by losing all warmth, all softness, all hope of the Wellsprings. Pitiable, treacherous, and a tempting source of dropglasses for a ruthless party.

Regulator

Clockwork enforcer · keeper of the undisturbed silence


Guard 6Grit 26 (5 HD)AV 14Morale 12Threat ×5

Attack: pendulum-blade, d10 Hurt; on a hit, the target saves (FINESSE) or is Pinned (frozen) for 1 round.

Measured: always acts on the same Stutter count (it does not roll); you can predict it exactly.

Sworn to stillness: it attacks only those who have greatly disturbed the freeze (a big Thaw, a woken Stillborn, a stolen Wellspring). Cause no disturbance and it ignores you entirely.

A Regulator
A Regulator — the clock that hunts.

Tall, faceless constructs of brass and frozen marble, the Regulators were made (by whom, no one knows) to keep the Stilling undisturbed. They are not evil, not even truly alive — they are a rule given legs. The surest way to survive one is to give it no reason to wake. The surest way to die is to take what the frozen world is keeping.

Wellspring Guardian

Spirit of moving light · keeper of the last live time


Guard 7Grit 30 (6 HD)AV 15Morale 12Threat ×5

Attack (only if provoked): a lance of years, d8 Hurt + the target ages 1d10 years (cosmetic, or a curse).

Warden of the spring: may grant, withhold, or ration a Wellspring's gifts. Tests petitioners with riddles and tasks rather than violence.

Memory of before: knows the world as it was, and one true answer about the Stilling — if the party proves worthy.

A Wellspring Guardian
A Wellspring Guardian, woven of light and water.

The nearest thing to a deity the Quick will ever meet, and your best instrument for doling out the campaign's truths. A Guardian rarely fights; it judges. Treat encounters as social and moral set pieces, and let the Wellspring's blessing be a reward the party must earn, not merely find.

Treasure and wonders
Chapter Seven
Treasure, Wonders & Relics

The frozen world is the richest treasure-house ever imagined — and most of its riches are worthless. Gold buys bread, nothing more. What the Quick truly hunt is time: dropglasses, Wellsprings, and the rare Wonders of the world that was.

The real hoardTime as Treasure

When stocking a delve, think in Ticks, not coins. A frozen wine-cellar might hold a thousand bottles (worthless) and one dusty dropglass (priceless). Reward exploration with Ticks banked for Grains, and reward cleverness with Wonders.

Frozen Loot — d12 (what's in that paused pocket, vault, or hand)
d12You find…
1A handful of Still-coin (2d6 × 10 sc). Heavy. Nearly useless.
21d4 dropglasses, sealed and full. (10 Grains each.)
3Salt, salt, blessed salt: 2d6 doses.
4A fine weapon or armor, perfectly preserved (treat as masterwork: +1).
5A frozen meal still warm — real food for 1d6 days, a small miracle.
6A letter, map, or ledger hinting at a Wellspring or a Wonder.
7A stilljar with something already inside (roll to see what wakes).
8A Horologist's casebook: learn one new Working.
9An everflame coal, or a salt-mantle, intact.
10A Stilled person who might be woken — a future ally, a future debt.
11A vial of concentrated time: drink for +1d6 Quick at once (and a Backlash roll).
12A Wonder (roll below). The find of a lifetime.

Relics of the world that wasWonders — d10

d10WonderPower (and price)
1The Unwinding WatchOnce per session, rewind 6 seconds (undo a round). Each use ages you a year.
2Heart-coal of the StillbornNever gain Hush while held; but the Stillborn dreams of you, and stirs.
3The Marching BootsYou may always move, even Pinned or Stilled. They will not let you stop — ever.
4Bottled DawnShatter to flood an area with TRUE Tempo for an hour. One use.
5The Hush-BellRing to freeze all who hear it (WILL save); the wielder gains 1d4 Hush per ring.
6Wellspring in a FlaskThree sips of a true Wellspring, portable. When empty, it weeps.
7The Cartographer's EyeSee every Tempo and Wellspring within a day's march. Slowly blinds the bearer.
8Loom of InstantsWeave two frozen moments together — teleport between two places you've stilled.
9The Last ClockIt still ticks. While it does, the bearer's party is immune to going Still. It is winding down.
10A Key to the HorologeOpens the way to the Great Mainspring beneath the Gasp. Every faction will kill for it.
The great tables
Chapter Eight
The Great Tables

Prep less; roll more. These tables build your world at the table — frozen scenes to plunder, places that have begun to thaw, the people of the Quick, the rumors that send heroes into the cold, and what the Hush does to those it is slowly taking.

Instant dungeonsThe Frozen Scene Generator

Roll once on each column to conjure a paused place worth delving. The frozen instant is your dungeon; the Tempo is your clock.

What froze (d8)

1A grand feast
2A burning house
3A sinking ship
4A battle
5A market day
6A temple rite
7A prison break
8A coronation

The catch (d8)

1It's mid-disaster
2A Lurching nest
3An Echo-wraith haunts it
4Tempo is shifting
5A rival crew is here
6A Regulator patrols
7It's flooded/aflame if thawed
8Someone here is still Quick

The prize (d8)

1A cache of dropglasses
2A Wonder (Ch.7)
3A hidden Wellspring
4A map to elsewhere
5A Stilled loved one
6Pure Ticks, lots
7A truth of the Stilling
8Nothing — it's a trap

People of the QuickNPC Generator

They are… (d8)

1A weary Picker
2A Saltman debtor
3A Hushed preacher
4A grieving parent
5A Horologist exile
6A Marchwarden
7A child born Quick
8An Echo, passing as living

They want… (d8)

1A loved one woken
2Dropglasses, badly
3Revenge on a rival
4To find a Wellspring
5To keep a secret
6Out of a debt
7To stop the party
8Simply to survive

Quirk (d8)

1Counts seconds aloud
2Won't stop moving
3Frost on the eyelashes
4Hoards salt obsessively
5Speaks of the Still as alive
6Missing all warmth
7Laughs at silence
8Remembers "before"

HooksRumors of the Tableau — d12

d12Overheard in Candlemarch…
1"A new Wellspring opened in the Pleating — but a Regulator stands over it."
2"The Standing Wave is starting to fall. A whole frozen district under it, ripe for one last Pluck."
3"A Saltman's caravan never came back from the Lurchlands. He owed me. Find it."
4"The Hushed have a Stilled saint they say can be woken to 'bless' us all. Stop them — or help them."
5"My daughter went Still on the Low Bridge. There's a season left. Please."
6"Someone found a Key to the Horologe in the Gasp. Everyone's hunting them now."
7"A frozen feast-hall, untouched, full of dropglasses. The catch? It's mid-fire."
8"An Echo-wraith on the Salt Road keeps whispering a child's name. It won't let anyone pass."
9"The Stillborn's heart beat twice last watch. The Wound-Keepers are very excited. That's the bad kind of excited."
10"A rival crew is selling a map to a Wonder. It's almost certainly a trap. Almost."
11"There's a Quick who hasn't aged a day since the Stilling. They know something. They're not telling."
12"The Last Clock is winding down, and when it stops, they say the whole Tableau goes Still at once."

The slow coldMarks of the Hush — d10

When a Quick reaches Hush 6 (the Stiffening) and at each point thereafter, roll or choose a sign of the cold taking hold — a roleplaying cue, and a clock the whole table can see.

d10As the Hush climbs, you…
1…stop blinking. Your gaze goes glassy and far.
2…speak slower, with longer and longer pauses.
3…grow frost on your lashes, your lips, your fingertips.
4…feel the world's silence as a comfort, which terrifies your friends.
5…cast no shadow that moves when you do.
6…hear the Still whispering, and begin, faintly, to answer.
7…find your own heartbeat hard to locate.
8…forget why moving mattered so much.
9…leave handprints of frost on everything you touch.
10…catch yourself, once, having stood perfectly still for an hour. When did that happen?
Under the Standing Wave
Chapter Nine · A Starter Adventure
Under the Standing Wave

A complete first delve for 3–5 Quick of 1st level. The drowned district of Lowmere lies frozen beneath a tidal wave caught mid-crash — and the wave has begun, ever so slowly, to fall. Somewhere in its glassy shadow glows a Wellspring. The party has perhaps a day before the ocean finishes what it started.

The Hook

In Candlemarch, an old Picker named Holt Saltfingers is dying of the Stiffening (Hush 8 and climbing). He has a map to a Wellspring in Lowmere, the drowned district — but he's too far gone to reach it. He'll trade the map for a promise, and gives the party an empty Wellspring-flask so they can bring the cure to him: fill the flask at the Wellspring and bathe his brow to break the Stiffening, or, failing that, carry his daughter Vesha — Stilled at the district's edge — out before the wave falls. (Hardier parties may instead haul Holt down on a litter to bathe him at the source — far riskier, and it fills the clock faster while he slows them.) Either way, the clock is running.

The Approach

Lowmere is reached by a frozen sea-stair down into the wave's shadow. The light here is green-grey and underwater, though no water moves — yet. Fish hang in the air. A gull is frozen mid-dive. The whole district is STILL Tempo, for now.

Keyed Locations

#LocationWhat's here
1The Sea-StairThe way in. Vesha stands Stilled at the bottom, frozen reaching upward. Carrying her out is slow (counts as over-encumbered) — a real choice against the clock.
2The Drowned MarketFrozen stalls full of loot (roll Frozen Loot ×3). A greedy Pluck here wakes 1d4 Lurching sheltering among the stalls.
3The Glass WaveThe wave itself, a cliff of frozen water overhead. Embedded in it, 30 ft. up: a glittering Wonder (the GM's choice). Climbing it is Hard and fills the clock.
4The Bell-HouseA drowned chapel; an Echo-wraith tolls a frozen bell, replaying the moment it failed to warn the district. Give it Vesha's name and it tolls a true warning — pause the clock one segment.
5The Sunken Counting-HouseA vault of worthless Still-coin and one cache of 1d6+2 dropglasses. A Saltwretch has nested here and will parley, beg, or flee.
6The UnderchapelThe Wellspring, glowing amber in the deepest dark, tended by a sorrowful Wellspring Guardian. It will heal one true need — Holt, or the party — but asks a question first: "When the wave falls, who will you have chosen to save?"
7The Regulator's PostA Regulator stands motionless at the district's heart. It wakes only if the party triggers a major Thaw or tries to take the Wellspring itself. Avoidable — if they're careful.

The Three Endings (and there are more)

However it ends, the party leaves knowing the first truth of the frozen world in their bones: you cannot save everything. Choose, and keep moving.

Behind the screenTickwarden's Quick Reference

Threat → Grains (per foe defeated, when fighting was the right call)

Threat×1×2×3×5×6
Grains154080200400

You hold the clock now, Tickwarden. Wind it slowly. Let them feel each tick. And when at last the world begins to move — be ready, for the wave has been falling all along. — inscription within the Tickwarden's case

STILLPOINT · The Tickwarden's Guide · The World Remembers