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 About walking on the sand of time in Akaptor Desert

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tkh1304
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PostSubject: About walking on the sand of time in Akaptor Desert   Mon Feb 02, 2015 7:11 am

1/ Walk on stilts
2/ Ride on Sand Walkers

Okay, I understand these are the methods to prevent touching the sand of time and getting trouble with the past's monsters. However, while Sand Walkers have sand-immune legs, stilts look like to only make the wearer walk higher than the ground level. Does it mean that as long as I don't let the sand touch directly to the flesh of my body, then I will get immunity to the sand too? Like wearing a full bodysuit (okay, I know it's impractical, but it's an example to not any sand get into your body). Or, let say I use magic that ward off any sand from entering body?

What about the sand sent flying by wind and hitting your face? A desert storm, if not buried you under the sand, then will it have the same effect of touching the sand directly with your legs (like a rider of Sand Walker trying to brace himself against the storm on the bird)?

And, will the sand affect on vehicles too? If they can affect on the vehicles, then I don't see why Akaptor nomad's stilts can prevent them from being affected. Unless their stilts are made by something sand-immunity (like the legs of Sand Walkers!)
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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Mon Feb 02, 2015 8:14 am

Think of it like the soil everywhere else, it's strongly implied that you have to be physically touching the ground for it to take effect. Sprinkling a pinch of dirt ain't gonna do anything to heal you faster, would it? So why would just a few specks of the sands of time work that way? Also, when it comes to vehicles, I always need to bring this up, but where do you even get a ground vehicle in Felarya? There's no workshop that make these, not in Negav at least since the streets aren't made for ground vehicle transport. There are some vehicles like the Jetbikes, yeah, but two things. One, they're usually privately owned, and two, they travel in the air, so they don't count as ground vehicle. At best you'd have to go see the Miratans, but in-universe, good luck getting them to even co-operate, let alone reach them given Frost Peak is more dangerous to traverse than the norm, and out-of-universe, pretty sure you'll need randomdude's approval, and good luck getting it due to how inactive he is.

Also, I love how the wiki lists stilts and sand walkers as ways to avoid touching the sand, and not the more practical minded solution of asking your local party wizard to cast a levitation spell so you can float above the sand.
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Nyaha
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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Mon Feb 02, 2015 9:55 am

I actually asked Karbo about stuff like this while working on Sulla Sabbia, so I can give you some definite answers. First, Shady is correct; the sand has to be on the ground in order to take effect. Even being caught in a sandstorm of time sand won't have any temporal effect as long as you're not touching the ground.

Another thing is that, in present-day Felarya, there is actually a slightly greater fraction of normal, non-temporal sand to temporal sandsitting in the desert (probably somewhere around 55-45), so touching the ground doesn't necessarily always guarantee a trip to the past in the first place.

And, for my own input, I think there would probably have to be a certain quota of material between your body and the sand in order to avoid the temporal effects by using full-body covering. It probably goes without saying that shoes aren't thick enough, given most of Negav wears shoes and, going by Shady's logic, their footwear doesn't exempt them from the age-defying effects of Felaryan Soil. Similarly, I don't think a simple full-body suit, nor possibly even a haz-mat suit, would suffice, either. I'd imagine you'd need a lot more material to protect from the temporal effect of the sand. Might I suggest Hulk-Buster Armor?
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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Mon Feb 02, 2015 11:26 am

It may well be a range thing. If you wore flip-flops, you'd be at a much higher risk than if you wore Frankenstein boots. What I mean is that the sand may have a "field" within which it can latch onto organisms and send them back in time, so if you raise yourself high enough with a structure made of non-living material you are relatively safe.
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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Tue Feb 03, 2015 9:35 am

Never used the Akaptor for anything, so I don't know about that.

But as for ground vehicles, I suppose that depends on what you consider a ground vehicle. If tricycles are ground vehicles, I agree you shouldn't get any in Negav. If wagons are ground vehicles, on the other hand, I don't see why not.

I had been thinking of a ground vehicle myself... maybe I can make that one work.

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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Tue Feb 03, 2015 11:44 am

woo hoo, the power of flip-floppery prevails
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Bandur Khan
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PostSubject: Re: About walking on the sand of time in Akaptor Desert   Tue Feb 03, 2015 11:51 am

Flip-Floppery?

Oh, yes - was the Question not how to travel through a Desert full of - timeshifting Sand?

I would say - go around it. Or dont even go near it.

But hey - if really everyone could learn this Trick - Pearl could learn it, too!

Good News for me - phat Merci! cheers




Ile's note: I thought it would be better to just split the topic and continue the vehicle feasibility talk in another threat to prevent derailment. Please continue.
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