Eronia

Ervenian Era, 1051 AB
Eronia is Elysium’s rugged middle face: wind-scoured ridges, fir-dark slopes, and granite throats where the River Okyanus leaps in white stair-steps. It’s the plane’s alpine test of kindness, rescue over conquest, rope and hand before sword, where communities cling to plateaus and river-terraces and where divine courts of harvest, springs, hunt, dawn, and remembrance keep vigil.  
Customs and Way-Law
Share water and a name at a span or ferry, and all parties owe safe conduct and frank speech until the next bell; lies taste like slate dust and catch in the throat.   Disputes are tried by climb, run, craft, or verse first; victory obliges uplift, a lesson, a tool, or safe passage.   Portages, cairn-lines, and rescue huts are inviolate; spite there dims beacons until amends are made.   Yield the rapid to rescue craft; cast lines to any wreck within sight, those who do find the next crossing strangely easier.

Geography

Notable Locations

The Cataract Spine
Steep, bright granite rising into sun-washed cloud; Okyanus braids below into gorges, sluices, and thunder-falls with portage trails called fall-ports.  
Sky-Bridges and Thundersteps
Wind-bowed stone arches and stair-terraces climb beside cataracts; beacon-kilns flare at dusk to mark safe crossings.  
Plateau Towns
Timber-and-stone eyries tucked between ridge and river, tied by ropeways and weather towers; most face a sheltered pool for ferry-work.  
The River Road
Eronia is Okyanus at its wildest, navigable only by seasoned river rats in shallow craft that run slot canyons, then winch across portage rails to the next pool.  
Overthreads and Gates
Cloud tunnels and gorge-arches slip to Amoria (down-valley) or Brux (up-slope gloom silver beech and lightning-scarred oak hollows open toward Arborea. Calm reaches flow onward to the Beastlands.  
Beacon-Kilns and Rope-Guilds
River-rat lodges that train pilots and cliff-rescuers; kiln-crews weave smoke-codes for weather, rockfall, and guest-right warnings.  

Travel and Access

 

Inhabitants

Guardinals and Agathions
Leonals, avorals, and ursinals run rescue huts, way-shrines, and beacons; raptor- and lion-hearted agathions escort pilgrims and enforce guest-right at bridges.  
Azatas
Bralani arbiters ride the gust-lines and mediate river claims; lillends keep song-law at cliff cloisters.  
Petitioners of the Range
Ferrymen, climbers, dawn-watchers, and wardens reborn with steady breath and sure foot; they maintain portages, rope-bridges, and thaw-forecast ledgers.  
Wildlife
Herd-goats, ibex, elk, eagles, owls, lynx, and bears keep honest paths along migration ledges; mortai (cloud-faces) drift the upper lanes and parley in lightning-speech.

Localized Phenomena

Gale-Shear
Knife-edged wind boundaries split paths; move with the shear to slip between gusts, fight it and you tumble end over end.  
Spray-Slick
Mist-lacquered ledges shift underfoot at noon; shoulder-hours are wiser travel.  
Echo Verdict
False witness shouted in a gorge draws a roar-and-anvil, mortai thunder and a forge-boom, after which only truer words will come.  
Avalanche Memory
Overharvest or cruel ambush along a migration ledge brings the land’s reproof; paths lengthen, snow shelves hang back, and scavengers dog your steps until restitution.  
Stampede Weather
Heatbanks load the valley; panic invites trampling, while still stance and clear signals part a herd like water.  
Storm’s Favor
Air, weather, and electricity/sonic effects run cleaner on the wind-lines and near falls; sky-sign auguries for travel arrive with uncanny timing.  
River’s Favor
Water/Travel workings (water walk, control water, find the path, purpose-keyed teleport) steer with precision along pools and portages.  
Way-Quiet
Casting while keeping cadence—march chant, paddle count, hammer rhythm, steadies concentration; bystanders read benign magic as part of the work.  
Mercy’s Preference
Healing, restoration, protections, and courage-chants used openly to guard the weak or aid rescue linger a little longer; evil spells, fear-dominations, soul-harm, and slavery bindings strain or quietly fail.  
Appointment Travel
Declared-purpose way-walks land on the exact terrace or ferry; casual flits meander on ridge trails.

Climate

Frequent strong winds (gale-shear), spray-slick ledges near falls, thunder weather; flight is more difficult and exposed. Sound channels unpredictably through gorge songlines.
Trait Type
Description
Gravity Normal.
Time Normal time. Petitioners do not age further.
Shape & Size Infinite; A ribbon-world of soaring ridges and deep granite valleys that winds along the River Okyanus. Local basins and plateaus feel finite and mappable, but the range “folds” forward as you travel, revealing new cataracts and sky-bridges, functionally unbounded for mortal journeys. Verticality is extreme; horizons often end in cloudwalls or cliff curtains. Overthreads can tilt the ribbon, dropping travelers into neighboring layers without breaking terrain continuity.
Morphic Traits Benevolent, subtly sentient. Trails and winds nudge toward rescue, truce, or declared good purpose; routes for cruelty quietly lengthen.
Elemental Energy None Dominant
Alignment Neutral Good.
Magic Good spells/magic, healing/restoration; air and weather (especially electricity/sonic water and travel (water walk, control water, find the path, purpose-keyed teleport/way-walk sun/daylight; protections and courage used openly to guard the weak or aid rescue are enhanced. While, evil spells/magic, fear/compulsion meant to cow; necromancy that harms life or binds souls; coercive slavery effects are impeded.
Type
Dimensional plane
Location under
Coexist Locations
House of Nature

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