The
Test of the Whirlpools is proposed as a test in the Discipline of Thought.
Design Mode
Designing and building Whirlpools would be similar to the effort required for the
Test Of Dancing Waters, and the design interface could be similar. Whirlpools would be created in natural bodies of water by careful placement of pump intakes and discharges. Most whirlpools will, by necessity, be located well away from city centers as they are very dependent on appropriate bodies of water.
Depending on where pump discharges were located, relative to the intakes, they would have various effects.
- Discharges placed tangential to an intake would contribute to the angular momentum of the whirlpool, thereby making the whirlpool created by the intake more "attractive" and more dangerous.
- Discharges placed vertically would create a burble, thereby making that portion of the zone more "repulsive" and more difficult to reach.
- Discharges placed in opposition would create chaotic areas, where anything might happen.
- Medium stones and other obstructions would contribute to irregular water flows.
Practice Mode
Screens and filters would be carefully designed to avoid sucking in mud and organic material during the actual challenge, but would normally be left off during practice sessions, thereby permitting the player to more easily visualize the flow patterns.
A dock and mid-course gates would define the required course that the player would be required to negotiate, using a kayak.
Negotiating the Course
Negotiating the course will require keen observation and good timing to accomplish the necessary changes in speed and direction, akin to working on a Charcoal Oven or a Gloryhole.
Failure to complete the course, most likely due to being sucked into a whirlpool, would disrupt the dynamics of the whirlpools and cause them to collapse, thereby allowing the player to avoid drowning.
Player Skills
Player Skills would be a significant consideration.
- Dexterity would effect the player's ability to maneuver the kayak.
- Strength would effect the player's ability to row against the flow of the water.
- Endurance would effect the player's performance at high levels for an extended period.
- Speed would effect the amount of momentum that a player could carry into a hazard.
- Constitution would effect the player's recovery time after a failure.
- Focus would effect the player's ability to execute accurately.
- Perception would effect the player's ability to detect the flow patterns in the water.
References
If you would like more information regarding whirlpools, there is additional information at the following websites:
If this is all Greek to you, you may prefer the version at
Please contact MarvL in-game, or post in the forum, if you have comments or suggestions.