1. Locations

The Sea of Silt

Border Region

“The slightest breeze stirs up a silvery pall of dust that clings to the surface like a fog. It becomes impossible to tell where the silt-laden air ends and the dustbed begins. When the wind blows more strongly, as it often does, the Sea of Silt becomes a boiling cloud of dust, the edges tinged with crimson sunlight. On such a day, a traveler near the sea cannot see more than a few feet in any direction. The dust coats his clothes, his face, the inside of his nose, and even his lungs. He cannot see the ground or the sky, and when he walks, his feet drag through inches of thick silt. He grows disoriented, and it becomes an easy matter for him to wander into the sea and disappear forever.”
—The Wanderer’s Journal

The Sea of Silt is a great dust sink that extends for hundreds, perhaps thousands, of miles eastward from the shores of the Tyr Region. Long ago it was a great sea of water, vast and deep, but now the shore slopes down to meet what looks like an endless plain of gray dust. On a calm day, it seems that one could walk out onto the plain as if it were fine sand, but the silt is too light to support a human’s weight and too deep to wade for any distance. The Sea of Silt is an impossible barrier to travel, passable only along its margins by silt skimmers or waders that remain in shallow dust.

In addition to natural hazards, those who brave the sea must contend with the monstrous creatures that dwell in and around the silt. Tentacled silt horrors prowl the deeps, and giants roam the shallows, walking on secret roads only they know. Even the islands in the Sea of Silt offer as much peril as safe haven. Their isolated locations make them ideal hideouts for unscrupulous types who don’t want their activities to be observed, and the austerity of life on the islands turns many inhabitants to savagery.

Like the Ringing Mountains to the west and the Southern Wastes to the south, the Sea of Silt forms one of the borders of the Tyr Region. For most people, the sea effectively marks the end of the world; no traveler has crossed its emptiness and returned to tell the tale. Attempts to circumnavigate the silt are likewise perilous—far to the north, a traveler faces impassable fjords and chains of active volcanoes that bar the way. To the south, the traveler ventures into desolate regions of salt flats and sandy wastes, bereft of life or shelter. In that direction, the sea appears to continue for thousands of miles without narrowing or coming to an end. It is a daunting barrier, to say the least.

Sea of Silt Backgrounds

The Sea of Silt is one of the least hospitable environments known on Athas, yet for some, its harshness is a boon of sorts. Small bands of outlaws and outcasts make their homes along its shores or on islands within the sea, competing with the beasts of the silt for meager resources.

Archipelagan: You grew up in one of the tiny villages hidden among the mudflats of the remote coasts. Most Athasians fear silt and won’t venture in deeper than their ankles, but you grew up around the stuff. You balance on stilts as easily as other people balance on sandals, and you have a feel for which silt is safe to wade and which should be avoided. Life in the mudflat villages is simple and primitive compared to life in the Tablelands or the Seven Cities; what do you make of the world beyond your home? Do you hope to return to your village someday?

Silt Pirate: Small, vicious crews of silt pirates lurk along the lonelier coasts, preying on silt skimmers loaded with trade goods. Did you join a pirate crew as a youth, captured by the romance of the notion? Did you win the pirates’ respect by standing up to them? What led you to abandon your crew and strike out on your own?

Exploring the Sea of Silt

Much of the Sea of Silt remains unexplored and unknown due to its sheer inaccessibility. Except for a few well-charted shoals, the largest silt skimmer can venture only a mile or two from shore. (Anyone who wants to venture farther out needs a means of flying or levitating.) Worse yet, long voyages up or down the coast offer little profit. Most of the reachable islands and mudflats are largely barren, and as far as anyone knows nothing but blasted wasteland, possibly teeming with flesh-eating monsters, awaits the bolder travelers.

Experienced silt travelers know that the greatest danger of the sea is not monsters, raiders, or drowning—it is the insidious “disease” known as the Gray Death. When the hot, dry sirocco rises, it kicks up the top layer of fine gray powder and holds it aloft in a vast cloud. As creatures breathe this airborne dust, the moisture in their lungs and throat causes the silt to clump; a human can suffocate in a matter of hours. The surest protection against the Gray Death is to cover one’s mouth and nose with a wet piece of silk or similar fine cloth (included in a typical survival day of supplies).

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 in time to rejoin the larger sea. Even if the silt blows into dust sinks many miles away, it retains these strange properties.

The God in the Dust

The Sea of Silt is home to a dormant beast of great elemental power known as the Dust Kraken, Ul-Athra, or the Mouths of Thirst. It is said that the fearsome silt horrors that hunt in the sea are the spawn of Ul-Athra. Did the creature come to Athas during the Red Age and turn the original sea to dust? Was it a native of the sea, changed along with the water by defiling magic? No one knows.

Over the centuries, a number of elemental cults have risen to worship the Dust Kraken, seeking to rouse the beast from its slumber and use its power against their enemies. These cults perform strange rites in the name of their god. Sometimes, those especially favored by UlAthra’s dreaming awareness are rewarded with secrets of powerful elemental magic or vile rituals that summon and bind lesser avatars of the Dust Kraken.