This feels like a stupid question, but I”m going to ask it anyway.
Silkshore is described in the rulebook as “Hundreds of gondolas gliding to and fro in the spiderweb of canals”.
I look at the map, and do not see a spiderweb of canals.
Is the assumption that many of the things that look like streets on the map are actually canals? Is this case all over the map? Are ALL the streets canals?
Don’t get me wrong. I love the description. I LOVE the map. I’m just having trouble reconciling the two in my mind.
Good question. I’ve been assuming that the map is abstract to a point, and that there are smaller canals all over the place. Perhaps it’s one of those things where your game will vary depending on your interpretation? I love the image of a spiderweb of canals and gondolas going to and fro.
How many of those canals are under the streets? Cities build up, after all.
Shane Mclean that sound you here is my mind being blown. Like exploded all over the room.
OF COURSE the canals are underground.
Hans Messersmith happy to help. 🙂
The illustration on the top of p. 275 seems to support Shane Mclean’s read: it looks like there may be a network of bridges and walkways elevated above the canals of Silkshore.
Yep, Shane and Adam have it right. Most of the canals are obscured by elevated streets or actually go underground.
And also, the map is a bit abstract. Very small details like super narrow canals were left off.
Last February I ran an adventure where the rogues went into a catacomb canal network, with burial slots along the walls, and mourning gardens underground lit only by radiant plants.
I personally tend to heavily utilize the golden rule with settings (That everything can be edited) so my games wind up rather strange. In my game, each shape on the map (Save for distinct buildings) represents a block rather than an individual building as such the canals, while mostly open air, are not visible from the map. Makes for an extraordinarily large city for the scoundrels to play around in. Also makes Bowmore Bridge apartments a bit more viable.
Thanks everyone this was very helpful! First real play session is tomorrow night and the players chose a smuggling crew with a barge, so having a good picture of the aquatic nature of Duskwall is important.
Justin Folkerts Derek Smyk Alex Johnston might be good reading, this thread, before our session tomorrow night.