Pale River

Ervenian Era, 1051 AB
The Pale River is a milky, mineral-rich torrent threads the Elemental Plane of Earth like a living chisel, carving travertine terraces, pearled siphons, and shining canyons through the endless stone as it races toward its source in the Elemental Plane of Water. Where it flows, earth sings, crystals grow, and caravans brave pressure-locks and foam-dark tunnels to trade between dao delves and marid courts.  

Governance, Customs and Law

Accord of Twin Currents
A standing compact between dao factors and marid envoys keeps the river open: dao claim the walls, marids the water. Tolls are split at marked locks.  
Stone-Drift Oath
Licensed pilots swear never to block a channel; breaking it turns the river against them (locks stall, eddies cling).  
First Water Offering
New crews cast a cup of the river upstream before embarking, returning what will be taken.  
Brace-Right
Any terrace or dock must carry witness-braces signed by pech riggers; unbraced builds are sloughed off at next reversal.  

Economy and Practice

Trade
Moves in ingots, brace-iron, pearls, salts, coolth-rights (quench time), preserved algae-light, medicinal stalactite milk, and licensed pilotage.  
Services
Pressure-tuning for forges, water-rights leases to delves, and convoy insurance under the Twin Currents seal.

Geography

The Pale River gleams like diluted moon-milk, heavy with dissolved lime. It bores through basalt and limestone, scalloping walls into honeycomb sponge rock and hanging curtains of calcite that ring like bells under the current. Vast travertine steps thunder into bubble-domes where air collects and pilots breathe; then the river plunges as whispering siphons into black sumps before erupting again as white gorges veined with quartz. Near the Water border, the current goes glass-clear and cold; toward Ooze it warms and grows silty, the pillars fattening into slick, greenish flows.  

Notable Locations

Headspring Gate
Mirror-smooth pool under a vault of blue crystal; marid Wardens of the Wake set the tide bells.  
Travertine Cascades
Seven broad white steps; azer-run quench-stairs draw heat from metal without cooling the water.  
White Gorge
A roaring slot canyon through marble; quartz lightning flickers in the walls when the Reversal starts.  
Pearl Locks
Engineered by pech, these step-locks skim oolite pearls from the flow into tax baskets automatically.  
Dolomite Keep
A dao fort grown from pale stone, bristling with magnet winches and debt-scales.  
Sighing Dome
A vast air-vault; every exhale answers back. Shrine of safe passage tended by triton choristers.  
Seven Siphons
Parallel plunges into the deep; choose wrong and you surface in the Grey Throat under mephit hospitality.  
Drowned Bazaar
A travertine shelf that floods and dries with the tide; when dry, it’s market that when wet, smugglers run.  

Travel and Access

Pressure Locks and Sluice Holds
Step-chambers ease shifts between domes and sumps; unpermitted teleports and phase entries pin here under anti-drift sigils.  
Bubble Barges
Stone-hulled craft with air-vaults ride the flow; pilots read ripple-script etched by eddies along the walls.  
Karst Ways:
Dry side-galleries for mule-trams and earthglide escorts parallel the water in dangerous reaches.  
Planar Gates
  • Headspring Gate
    A shimmering mouth where the river is born and bring to the Elemental Plane of Water; tides there set the great Reversal (see phenomena).
  • Grey Throat
    A silting side-flow with mud mephit control posts which brins to the Ooze.
 

Inhabitants

Marids, tritons, water weirds and elementals ride and ward the current; dao toll-wardens, xorn weighers, and pech brace-crews keep the stone honest; galeb duhr serve as dock judges. Native fauna includes blind cave eels, stone-fin carp, chalk crayfish, and lantern algae. Hazards and hunters: oozes (grey/ochre), ropers lurking above air-domes, chuuls in still pockets, and the rare aboleth syndicate near the deep sumps. Mud and ooze mephits skulk at the Grey Throat; mercane and azer traders appear on scheduled convoys.

Localized Phenomena

Planar Reversal
With the Water-tide, the current slows, stills, then runs backward for a bell, locks groan, eddies swap, stranded boats lift free (or not).  
Flash Lithification
Anything kept motionless in certain eddy-lanes accretes stone in minutes; ropes, boots, even wounds glaze with calcite.  
Karst Chorus
Singing or thunder booms carry far; a tapped code on travertine can be heard three bends downstream.  
Porosity Shift
Rock ahead may soften to sponge for a heartbeat, then harden—great for escape, fatal if you’re halfway through.  
Pearl Rain
Oolitic pearls tumble during spates; lucky pilots net them for trade, unlucky ones slip on them like bearings.  
Silt Sleep
In Ooze-leaning reaches, fine mud lulls the unmasked, saves against magical drowsing while in turbidity.
Trait Type
Description
Gravity Objective (down to nearest floor). In shafts, “down” favors the riverbed; vortices can create transient sideways pull.
Time Normal.
Shape & Size Effectively infinite river-network of water-filled tunnels, sumps, canyons, and pressure domes.
Morphic Traits Elementally morphic. Flow, pressure, and karst eat the rock; fresh cuts self-brace with calcite over days unless disturbed.
Elemental Energy Earth Dominant.
Alignment Neutral.
Magic Water, earth, pressure, sound, divination (about channels/voids), and transmutation that shapes stone or liquid are enhanced. Fire is impeded; teleportation without a licensed river-sigil diverts to a Sluice Hold.
Type
Dimensional plane
Location under

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