Environments · Regional environment

Coastline

The strip between the high tide mark and the low one, and the brackish country behind it: beach, rock platform, salt marsh, mangrove and river mouth. It is rich in forage, but a route across it is open for only part of the day, so a party has to time the tide. Nearly every settlement on a water world is on it.

Regional environment Terrestrial (land)
Tropical Dry Temperate Continental Polar
Lowland

Crossing it

Navigate
DC 10
Forage
DC 8
Notice
DC 12

A route across is open six hours in twelve, and the tide table decides when to cross.

In play

  • Tide

    A route across flats or a marsh is passable for about six hours in twelve. A party caught mid-crossing is swimming, in water that is rising 3 feet an hour.

  • Footing

    Wet rock, mud and root are difficult terrain, and a Dash across them calls for a DC 12 Dexterity save against falling Prone.

  • Brackish

    Water here is undrinkable, and boiling does not fix it. Fresh water must come from inland or be brought in.

Variations

  • Tidal flat

    Sand or mud, and miles of it at low water. Open, level and entirely exposed.

  • Salt marsh

    Temperate and cold. Channels that cut the ground into islands at every high tide.

  • Mangrove

    Tropical. Root above the waterline in every direction, and sightlines of 30 feet.

  • River mouth

    Fresh water meeting salt. Traffic, silt and the deepest channel in the region.

Worlds it occurs on

  • Terran (Arctic) A rocky world covered in ice for most of the year but habitable, with open water at the margin in summer.
  • Terran (Oceanic) A world of ocean from pole to pole, with land only where a volcano has kept up.
  • Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.

Built for this

Found here (40)