The Brinemarch Run

No system-specific stats or saves

No fixed quantities

No final outcomes that bypass adjudication

Must imply logistical pressure

Must be readable at a glance and memorable

Must tolerate repetition

FEYWATER

THE RIVERS OF BRINEMARCH

All rivers in Brinemarch are Feywater. There are no known exceptions.

River travel is swift, social, and unreliable. Canoes move easily, but outcomes rarely match intention. The river is not hostile by default, but it is opinionated.


TRAVEL BY CANOE ON FEYWATER (d6)

Roll when river travel is risky, rushed, obstructed, or when the referee wants the river to assert itself.

  1. Favorite of the Current
    The canoe moves swiftly and cleanly. The party reaches shelter, a landing, or a find they would not have reached otherwise.

  2. Damp Complication
    Spray, rain, or a sudden swell soaks the canoe. Perishable goods, cordage, and tempers suffer. The effects are noticed later.

  3. Wait for the Way
    A herd, fallen trees, ice, debris, or shifting banks force a halt. Progress requires noise, time, or attention.

  4. Something Moves Beneath
    Ripples, shadows, or a sudden strike against the hull. The danger is real, but its intent is unclear. 1d6: crocodile, giant carp, otters, snake, raptor, player choice.

  5. Watched from the Bank
    Animals, scouts, or travelers observe the passage in silence. They do not interfere now.

  6. The River Tips the Canoe
    Chaos, separation, and confusion. When the party regroups, something is missing, something is gained, or something has changed.


BREAKING POINTS

Invoke Feywater when:

At a breaking point, roll on the table above or choose an entry that fits the moment.

Adjudication should favor confusion, exchange, and lingering consequence over clarity or balance.