| Post/Author/DateTime | Post |
|---|---|
| #1doppelgangerAug 26, 2010 14:33:38 | Are there vessels that regularly travel over it? Sailors? Pirates? Long distance passenger travel? I'm wondering how much effort would be needed to adapt random seagoing adventures to the Dark Sun world. |
| #2sir_sparhawkAug 26, 2010 15:07:20 | Think of a sea of dust, albeit rather thick dust but still dust none the less. Transportation most commonly used in the Sea of Silt is a Silt Skimmer and they don't "float" on the top of the silt. They use huge skinny wheels to pierce the silt and they ride on what's called silt shoals. The shoals are made up of either shallow ground, old ruins and what not and only a select few tradesmen know how to navigate these shoals. Back in the 2e days in Balic, there were skimmer like vessels that used Psionicist to make the vessel "float" on the silt. I haven't seen that in 4e but it is possible to recreate. However each vessel would need several Psions to keep it afloat because you'd need another Psion when one exhausts his power. Those are the only known forms of travel I know of through the Sea of Silt. They're not very common, and they're not very practicle which is why the Sea of Silt is largely undiscovered. |
| #3Cyber-DaveAug 26, 2010 15:15:52 | The silt skimmers still exist. The setting just doesn't give stats for them. I assume that this is because the setting just expects you to use the stats for a flying vessel from the Adventurers Vault. But yes, most "boats" are not actually boats. They are more like wagons. They have boat shaped hulls (so that they can better cut through the silt, and make better time), but they also have wheels. Going too deep into the silt sea without a psionic silt skimmer is impossible, as regular silt "vessels" don't "float" on the silt. |
| #4tavitinAug 26, 2010 15:27:35 | I could walk on top of the silt or i'll go down like quicksand? I've read somewhere that giants often go through the sea of silt and that they carry travelers that pay well (or look tasty) |
| #5tzarevitchAug 26, 2010 15:45:58 | I could walk on top of the silt or i'll go down like quicksand? You go down like you would if you tried to walk on powder. Giants can cross some parts of the silt simply because they are much taller (2e DS giants were close to 30' tall). They simply wade through it. |
| #6Cyber-DaveAug 26, 2010 15:47:41 | You would sink, and a lot faster than you would in quicksand. Silt is a magical substance. It doesn't follow the laws of nature. It is has far less density than it should. Anyone standing in silt would sink just like they would in water. And, unlike water, you can't swim in it. You can only sink. The stuff is also very dangerous. Getting it in your lungs is a good way to (contract the gray death and then) die. |
| #7FlashbackJonAug 26, 2010 15:49:16 | If it helps, there's this snippet from the DSCS (and Sea of Silt preview): THE NATURE OF THE SILT The Sea of Silt is a curious phenomenon. Once an ocean, it is now filled with fine gray powder as dry as sun-parched bone. No one can explain why the silt persists instead of blowing away or slowly compacting into a firm gray plain—it’s not natural for dust to behave in such a manner. Many Athasians assume that some dreadful magic transformed the seas to dust long ago, and they’re not far from the mark. The Sea of Silt is a vast elemental intrusion into Athas, a region in which a great elemental power has subtly altered natural law, balancing air, earth, and water in a deviant fashion. In the Sea of Silt, dust coalesces and refuses to compact under its own weight. It remains light enough to rise in a wind-whipped haze that can cover nearby lands with fine gray grit, yet it trickles back down intime to rejoin the larger sea. Even if the silt blows into dust sinks many miles away, it retains these strange properties. |
| #8Wolf505Aug 26, 2010 16:22:04 | Page 124 of the DSCS has stats for both Silt Skimmers and Sand Skiffs. Silt Skimmers are like boats but with huge wheels that can navigate silt up to 15 feet deep. Sand Skiffs are designed to run on flat terrain. Both can be sail driven or manually driven. |
| #9Cyber-DaveAug 26, 2010 16:34:14 | I could have sworn that in the Balic section it mentions psionic silt ships of some kind as well. I thought they called those the skimmers. I guess I was mistaken. I don't remember what they called them. But there were no stats for them in the book. |
| #10bfishyAug 26, 2010 16:34:57 | weren't the psionically powered boats in the PP called "silt schooners"? skimmers have always had wheels haven't they? |
| #11alevarAug 26, 2010 16:44:21 | There is an entry on psionically powered silt ships in the Balic entry. They're called Silt Dromonds, they're light fast warships with a telekinetically-enhanced hull, probably this means they don't actively need a telekinetist to operate. However they're all the property of the Balican legions, and they're only about a dozen or so. Andropinous keeps them in a specially guarded harbor called the Arsenal, so you'll have to go through a good bit of trouble to "acquire" one |
| #12SarlaxAug 26, 2010 17:13:28 | Are there vessels that regularly travel over it? Sailors? Pirates? Long distance passenger travel? Others have well-established the general properties of the silt. Because of the way in works, transportation over it is risky and tends to hug the "coast." Psionic vessels are rare, making travel to eastern islands unlikely except for special puposes. You might have pirates, but only very close to shore. It's just as dangerous for them out there, and battle on the open silt will probably attract any number of terrible monsters. It's also unwise to wait in the silt for a passing vessel; a standing object like that would probably be interesting to silt creatures. I'd guess the best attack for pirates would be to have two vessels some distance apart, where the coast is rocky, or cliffs. They sit on the land and both attack together once the target lies between them. The target vessel can try to fight, sail past one pirate craft (bringing it dangerously close), or flee into the silt (probably much more dangerous, risking sinking and monsters). Long distance travel for passengers is not going to occur with frequency. Only merchants and a few nobles or templars might have a reason to travel in this way. Because of Balic's dominance in silt travel, it's not easy to imagine other cities wanting to travel this way. Balican's might, but I suspect others travel over land if feasible. |
| #13grehnheweAug 26, 2010 18:24:10 | As mentioned, sand skiffs and silt skimmers are listed in the equipment section. Under the Balic section silt dromonds are mentioned as being under the sole proprietorship of Andropinis. Under the Estuary of the Forked Tongue, silt schooners are mentioned sailing from the port of Balic. While we know that skiffs and skimmers are somewhat mundane, the dromonds are said to be operated psionically and float upon the silt. What exactly silt schooners are is unknown? |
| #14nosan2Aug 26, 2010 23:24:04 | I also understand that the Giants walk on special paths where generations of wading giants have compacted the silt to the point where they can stand on a denser layer many meters below the surface. I remember a 2e illustration of humanoids riding in cages stapled to giants' heads. Evidently you can pay for a giant to transport you. Given Balic's classical Greek theme, I always pictured the Forked Tounge Estuary as having more of a Mediterranean feel from the Odyssey or Jason and the Argonauts. Blakcbeard styled pirates never felt quite right there to me. |
| #15Cyber-DaveAug 26, 2010 23:29:57 | Balic is more roman than greek, for the record. |
| #16lagomorpprimeAug 27, 2010 18:12:50 | The mental image I use to describe it is think of those children's ball pits. You can't stand on the balls, you always sink into the pit until you hit bottom. The Sea of Silt is the same thing, it's a giant ball pit. Except the balls happen to be little bits of dust/sand/whatever. And thus while you sink like in a ball pit, you can't still breathe 'cuz the balls are too small to let air get down to you, and will in fact invade your lungs and choke you to death. |
| #17doppelgangerAug 28, 2010 12:58:37 | I just saw a lot of references to silt dromonds and similar craft and docks on the map of Balic and hoped that I would be able to repurpose some existing adventures. Maybe some adventures with flying craft will do. |
| #18demonwastesmarauderAug 28, 2010 13:04:47 | It might be possible to create inflatable air bladders and position them at the bottom of the ship or in pontoon-like structures. The silt must be lighter than air in large quantities, or else it would act like a cloud. It might be possible to use air bladders to suspend a ship without sinking in deep silt, and sails to propel it. Of course, you might need to do math comparing the gravitational content of air with silt. If silt HAS a gravitational constant. |
| #19falldogAug 28, 2010 13:19:49 | Isn't the silt just... well, magic? I'm no authority on the 2e Dark Sun details, but the impression I took from the 4e DSCS was that you might as well treat it like water. The Creature Catalog even suggests you put sharks in it, for heaven's sake! :D |
| #20demonwastesmarauderAug 28, 2010 13:33:13 | But you can't float or swim in it. Even if it is magic, it has consistent properties, so eventually people could finds ways to adapt to it. |
| #21tallric_kruushAug 28, 2010 17:22:06 | In regard to vehicles that would have the ability to truly roam the Sea of Silt, my mind keeps going back to Eberron's bound-elemental vehicles. |
| #22manyfistAug 28, 2010 21:37:08 |
Instead of elements I would say Primal Spirits. The Primal Spirits are tortured and bound by a powerful templar or arcanist and piloted by a specialized psionic navigator. This would allow the flavor of 2e's Silt vessels, while keeping the 4e flavor. These would be rare, obviously owned only by the rich and templars of Balic. |
| #23tallric_kruushAug 29, 2010 9:46:55 | Instead of elements I would say Primal Spirits. The Primal Spirits are tortured and bound by a powerful templar or arcanist and piloted by a specialized psionic navigator. Wow. Now it just went from "my Primal PC would likely take exception" to "my Primal PC would go berserk". This would allow the flavor of 2e's Silt vessels, while keeping the 4e flavor. I assume you mean 4E's Primal Spirits angle in lieu of 2E's focus on elementals? I think 4E has room for both. I don't think the removal of elemental clerics has to mean that elemental themes have to play a small role in the setting. I'll sblock my brief tanget. Primal v. Elemental For instance, the Elemental Priest theme and the Primal Guardian theme represent different types of characters. You may find each in a Tablelands tribe, or you may not. I tend to connect elementals (and the associated belief systems) with the raw natural power in the world. With Primal Spirits, I tend to think of the living world, whether we are talking about literally living things, or the spirits of Athas itself that may dwell in the hills, wind or whatnot. Obviously, there's a ton of room for overlap. Playing a Primal PC as my first character, I guess I gave this a lot of thought. I never played the original DS, and I'm familiar with it only through online research in preparation for this new launch. That being the case, I may be a bit off in some of my assumptions about 2E "Elementalism". We almost had a Animist Shaman as our party's leader, but the player is not a big fan of the Shaman class, and decided to go in another direction. That PC would've been from the same tribe as my Primal PC. It makes sense that such a tribe would have ties to any and every type of creature and/or spirit that might keep the tribe alive. Okay. I'm done. This could really be it's own thread, so I won't derail this one. |
| #24angelus_obscuraAug 29, 2010 11:06:05 | Can someone with the body equilibrium wild talent cantrip be able to walk on the Sea of Silt? I need this clarified because the power description says one can move on brittle terrain such as silt without sinking. Of course, the drawback is that you have to keep moving to maintain this effect. |
| #25tallric_kruushAug 29, 2010 11:28:17 | Can someone with the body equilibrium wild talent cantrip be able to walk on the Sea of Silt? I need this clarified because the power description says one can move on brittle terrain such as silt without sinking. Of course, the drawback is that you have to keep moving to maintain this effect. Huh. I just reread the power, and it seems I'd assumed limits that aren't actually written into the power. I'd assumed you would need to start and finish your move on a solid surface, as with the Silt Sandals item. The power does specify "During the move..." you do not sink. Does the effect end when the move ends? Can a player continue to string together move actions and prolong the effect? Now I'm curious how others would rule this. I would likely have ruled its effect ends when your move ends, but I can see the argument that a chain of move actions would keep the effect going. Allowing it to continue is likely a bit more powerful than was intended, but it is logical that as long as a person kept moving s/he would not sink. It's not like the more generous interpretation is likely to be game-breaking. As an aside, I enjoy the vidcap in your sig each and every time I see it. |
| #26Cyber-DaveAug 29, 2010 11:30:32 | I read "during the move" as meaning during the move action. Which means that if you are standing on silt at the end of your turn, you better hope it isn't deeper than your head... or else hello gray death. |
| #27angelus_obscuraAug 29, 2010 16:33:54 | As an aside, I enjoy the vidcap in your sig each and every time I see it. Haha. Thanks. ![]() |