Chain
Fuel window
--
Wick
--
Sigil
--
The chain gutters
Open water
Row to the lantern.
Nightshift on the Hollow Reach
Lanternwake
Seven river lanterns, strung the length of a black channel. Each carries a fuel window, and each window shuts on its own schedule. Relight one before it closes and the water ahead changes its rules.
- Wickmoot — open water. Learn the oars.
- Sallowgate — three dyed gates. Pass the one wearing your sigil.
- Crosswind Narrows — a headwind that will not let you hold a line.
- Mirrorshall — a slate mirror. Charge it to see the channel.
- Glasswallow — ice. Ram the floes and break three.
- Undertow Weir — the river pulls back. Take the marker posts.
- Boathouse Head — the last wick. Light it and the door opens.
Fresh chain. Lantern one is dark.
Held on the oars
The river is still there when you come back.
How to row
- W / S
- pull and back the oars — you always move toward the lantern
- A / D
- steer prow to port and starboard
- Shift
- hold the oars down for speed, at the cost of wick
- Space
- one hard stroke, enough to break an ice floe
- E
- relight a lantern, or charge the slate mirror
- Esc / H / M
- hold on, this card, sound
The boathouse is lit
Seven lanterns, one dark mile of water, and a door that has not opened in a long while.