Shurrock
Ervenian Era, 1051 AB
Where Dothion is the workbench of virtue, Shurrock is the field test. Pine-dark ridges, iron-laced rivers, slate canyons, and old stormpaths make a land that is honest, hard, and fair. Here wind judges the cut of your rope, rain tells you if you caulked true, and a promise is something you cross on together. Deeds made for others on Dothion find their proof here: a bridge that holds, a team that trusts, a heart that doesn’t leave its companions behind.
Customs and Quite Law
If you’re roped in, you’re in, share the load and the risk. Cutting a rope to save yourself is the one sin the cliffs do not forgive. Three unrelated hands knot a job-rope together before a hard task; until the work is done, the land seems to widen ledges and take the strain. Water, bridges, and storm-shelter follow posted turns. Settling a passage dispute fairly cools tempers as surely as a mountain rain. Oath-Stones Wayhouses and portals keep carved treaty-terms, beast-roads to Krigala, tram tolls, grazing rotations. Break one, and the rigging mysteriously frays until amends are made.Geography
Shurrock rises in stepped mountains and broken escarpments where whitewater cuts anvil-shaped gorges and thunder walks the peaks. Rivers occasionally pour into the shared sky between layers—the Midrun—as “skyfalls,” bead into mist, and resume as hanging streams hammered into the opposite world. Tetherways—rope bridges, iron ladders, wind-cranes—lace cliff to cliff; most are oath-maintained by the communities on either end. Beneath it all run underways of basalt tubes and old diggings; in thaw they fill with blue-white ice fog that numbs in heartbeats. Weather is blunt but readable: brutal when you cut corners, generous when you prepare.
Notable Locations
The Granite Loom
Dwarf and gnome holds chiseled into a single spur ridge. Ore is woven with stress-laminating craft; tools forged here are famed for not failing when it matters.Anvil Rivers
A chain of hammermills along whitewater where prototypes are field-proved. Each week one design “graduates” and earns the right to be made anywhere in Bytopia.Stormstairs
A thousand-switchback stair renewed each year by volunteers. Walk every riser in a day and the paths seem kinder to your feet for a season.Stone Choir
Wind-sung caverns whose overtones shift when the rock is under strain; locals listen for collapse the way sailors listen for surf.Trestletown
A latticework village of tram towers at the lip of the Midrun, dispatching loads up and down. Disputes are settled by the Three-Rope Rule: two ropes must vote to carry the third’s load.Hearthroad to Krigala
A rugged portal chain to the Beastlands used by wardens and drovers; game-treaties are etched on the oath-stones of each wayhouse.Deepkeep and the Land of Recovery
Caves of convalescence where broken crews mend, and a ranger-stead that lends hands and gear with no questions asked, repayment is paid forward on the next rescue.Travel and Access
Shurrock trades in grit. Traders float raw loads up to the Midrun in stitched hot-air tarps and let gravity carry them gently down to Dothion, using Tram-town gates. Guild-held portals short-cut the worst weather, for a toll, while Trestletown’s cranes and balloons are the people’s answer. Wayhouses post oath-stone terms, and rope-tram tickets are stamped with the names of the hands who strung the line. Beyond Bytopia, oath-posed portals link to Krigala (game-roads and warden pacts), to the Plane of Earth (deep quarries and underways), and to select holds in Nidavelir where forging lore is traded. It is also possible to venture to Seven hells if done properlyInhabitants
Petitioners are rangers, miners, drovers, wardens, line-bosses, and sheriffs—trail-lean, callused, and quietly proud. They do not keep the plane’s boons if they abandon comrades in clear need; Shurrock remembers. Celestial, allies keep the passes: hound archons roadwarden the tetherways; cervidal and leonal guardinals advise steads on herds and seasons; avorals scout the stormlines; earth-touched Agathions (badger, ram, ibex) tend the underways. It is also to find many Angels here with few Azatas. Air sentinels, gentle djinn-like guides of the high caves, shepherd caravans to lee-shelter when the weather turns. The adamantine dragon Mercialla circles as a bright, silent ward—guardian of “all good things that endure.”Mortal guests are common
Dwarrow and gnome crews prove Dothion designs on the anvil rivers; Halfling teamsters, human engineers, and Elven wardens cross-season to learn rigging, husbandry, and rope-law.Localized Phenomena
Reciprocity Squalls
Refuse reasonable aid that wouldn’t endanger you, and a dry storm dogs your steps—gusts, greased footing, and lightning that keeps you honest, until you make it right.Landslide Fronts
Scree whispers before it runs; those who heed the land move lightly, those who rush go down with it.Thunderlight Reveals
In storms, a sheet-flash outlines true anchor points and hidden fissures for anyone looking to help.Blue-White Ice Fog
Underways frost with a breath that steals motion; warmth and teamwork unfreeze the trapped.Midrun Vertigo
First steps into the zero-G belt test trust as much as balance; the sky will catch a leap made to help another.The land favors fieldcraft
Spells and rites that steady feet, anchor lines, map safe routes, and share endurance (endure elements, protection from energy such as cold/wind, stone/wood shape, spider climb, move earth, find the path, feather fall, communal protections) tend to take clean and last a touch longer when used for the caravan or the community.Sloth and coercion falter
Magic that tempts dereliction of duty, compels a watch to abandon post, or exploits the fresh dead meets headwinds or simply fails unless turned to save lives.Boons of the road
After a day helping others over hard ground, travelers often find Trailblazer’s Stride, the first snare of rough terrain seems to ease underfoot. Crews hand-fasted by rope earn a quiet Handfast Luck that pulls someone back from a slip once a day. Fairly settle a passage or water dispute and the air takes the heat out of voices, Right-of-Way in action.Trait Type |
Description |
|---|---|
| Gravity | Normal on Shurrock; opposed gravity across the Midrun; the Midrun itself is a calm zero gravity belt a few hundred feet thick. |
| Time | Normal; in story terms, forethought compounds and shortcuts unravel. |
| Shape & Size | Infinite; Vast, rugged layer of mountains, canyons, and river-gorges; ten miles overhead the opposite world (Dothion) hangs across a shared sky. |
| Morphic Traits | Dynamic, difficult (natural law). Sound engineering, fieldcraft, and oath-kept maintenance cooperate with you; brute-forcing the land or cutting safety for speed meets quiet resistance. |
| Elemental Energy | None Dominant |
| Alignment | Strongly Good, mildly Lawful. |
| Magic | Endurance, travel and terrain magic (endure elements, communal protections; feater fall; spider climb; move earth; wall/shape stone or wood; commune iwth nature; find the path for natural routes; gust of wind; heroism used to keep a team together) are enhanced. While Spells that coerce dereliction (deep slumnber used to drop a watch, malicious suggestions, coercive geas), non-sanctioned undead creation and fear-dominance aimed at aliies are impeded.. |
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