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.