The Emberrun Ferry & the Saltmeads¶
Below Emberford the Emberrun runs too wide and deep to ford, and the only way across is the ferry scow Patience — a scheduled boat with a captain, a bell, and no concern for haste. On the far bank waits the east bank country: the Wrackline, the Saltmeads, and the Tidewife's Grotto — a level 5–9 hunting ladder that bridges the gap between the Reedmarsh (tops out at 7) and the Ore Road (starts at 8).
Getting there: GO LANDING at Emberford's Fishmarket Wharf, then GO FERRY when the boat is alongside.
Riding the Patience¶
The ferry runs an endless round trip on her own clock:
- Docked (~2½ minutes). The gangplank is down —
GO FERRYto board,GO GANGPLANKto step off.LOOK BOATat either landing always tells you whether she's alongside or out on the water. - Two bells. Half a minute before cast-off, the mate rings twice at the deck and the landing. Last call.
- The crossing (~3 minutes). Lines come in, the current takes her, and the gangplank is locked until the far bank. Mid-river there is nowhere to go, which is the point. The ride plays out in prose: poles and current, cat-ice on the hull in winter, the far bank by feel in the dark, and the deck is open sky — weather reaches it, and so, sometimes, does the dragon.
- Arrival. Fenders groan, the plank runs out with a bang, and the far landing is yours.
Miss the boat and you wait as everyone has waited for four hundred years; the west landing's slate says it best: SHE COMES WHEN SHE COMES.
Captain Brack works the sweep — a half-skorl of Brinemoot stock whose grandmother swore the Salt Peace on the river ice. He is silent to Morvach at each cast-off and talkative the rest of the crossing; his river yarns are worth the fare, which is nothing (the Ford Compact subsidizes the crossing, and always has).
The East Landing¶
The far side is a plank landing with a salt-greened bell and a turf waiting-shelter kept by the oldest law on the river — whoever waits, tends the fire. The hollow is a recovery node: warmth wells up here the way it does at the hearthsprings, so the wait home doubles as a mend. It is the only mercy on that bank. One step east, the tended world ends.
The hunting ladder¶
| Ground | Level | What lives there |
|---|---|---|
| The Wrackline (shingle, driftwood tangle, old reaver mooring stones) | 5 | Brine boars — barrel-sized, salt-crusted, and firmly of the opinion that the bank is theirs. Skinnable. |
| The Saltmeads (salt-grass, eider hummocks, salt pans) | 6 | Mead-lynxes — gray as the light and exactly as quiet; you see the one that lets you. Prized pelts. |
| The Drowned Fence & the Cut | 7 | Wrack-shamblers — fence-rail and bladder-wrack knotted into a walking opinion. The marsh-folk say the Lady of Reeds makes them to walk her fencelines. Their heartwood knots sell well. |
| The Tidewife's Grotto (down the tidal creek) | 9 | The Tidewife — the grotto's housekeeper, shaped of river-water and patience, shelving four centuries of the river's takings. She is the bank's principal fight, carries substantial loot, and her luminous tide-pearl is the richest skin on the bank. |
All four are Registry bounty targets at Emberford (BOUNTY at the taskmaster), and the skins sell at the Furrier's Hall. The old mooring stones and the creek-side offerings are Reaver Tides history, in place.
Notes for the crossing-wise¶
- The east bank has no gate to run for. The landing shelter is a node, not a sanctuary — the ferry is your retreat, on her schedule, not yours. Time your withdrawal by the bells.
- The salt pans announce every step you take on the crust; the lynxes know this better than you do.
- The creek-side offerings (glass, tin, knotted grass) are the marsh-folk's rent to the grotto's landlady. Nothing enforces the custom. Everyone keeps it.
See also¶
- Emberford & the Road — the west-bank hub
- The Highreach — where the ladder continues (8–15)
- Timeline — the Salt Peace, the Ford Compact, the Reaver moorings