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By a process of elimination:
PV is too cold and doesn't have access to a forge
FM/BR is hard going and no beachcombing
HRV has no crafting tables, so you'll run out of arrows pretty quickly (and no easy forging)
I would happily settle down and live out my life at Crystal Lake in TWM but it gets so cold that you can't sleep without a fire, and eventually you run out of fuel (and no forge).
You could settle in DP, I suppose - it has coastal weather, a forge (obv) and beachcombing.
Milton Basin might also be an option - two-layer cave, forge in FM, plenty of metal in MT although I don't know what the weather is like.
I went to TMW - from ML, through CH, PV using only crafted cloths - no underwear, socks, ear-wrap, toque, shirt (+17º warm-up) - Interloper day ~180+.
Live some weeks in Mountaineers Hut and fire is not required every night, if you know how manage early morning hours with bed warm-up. With 20+ clothes is rarely an issue.
Like in most places in Interloper, the big issue is collect/keep an good stock of stick for an emergency (blizzard at morning, CF warning). But the transition cave ahead engine have coal.
The idea behind it was that the weather would force you to relocate, since it would eventually get so bad as to be inhospitable. It prevented players from settling in a region and getting comfortable.
But that's just what I've heard. I've no data to back that up.
I'm curious because I personally don't see a point. They only provide 0.5 degrees of warmth (or 1 degree total if you have 2 pair), and I would much rather spend cloth repairing thermal undies since they provide double the warmth. Right now, I'm playing without socks.