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Kerdith

Started by Poseptune, July 16, 2006, 04:58:50 PM

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Poseptune

The second of the nations of my nameless setting. This one isn't as thought out as Tirein and is a rough draft. Kerdith is the first nation I started to work on when I started the setting, but Tirein popped into my head and took over. Thoughts, comments, questions, and suggestions are welcomed.



Kerdith
Capital:
Population: 872,000 (47% Human, 21% Elves, 12% Dwarf, 8%Gnome, 7% Halfling, 4% Half-Elf, 1% other)
Exports: Fish, Ships, Transport services
Languages: Common, Elven, Dwarven, Gnome, Halfling

[spoiler=History]In the early days of Kerdith, fishing was a means of life. The settlers found that the water along the border was teeming with fish and other aquatic life. The thriving settlement greater demands were placed on the fishermen to bring home larger catches.  People started leaving looking for a new more bountiful area. Other villages and towns began to pop up along the shoreline each eventually growing bigger than the fishermen could support. After watching a piece of driftwood some of the early Kerdithians tied pieces of wood together to make the first rafts. Slowly news spread and further exploration into water travel resulted.  These rafts and other small boats allowed the fishermen to fish deeper water and bigger fish. Over time different forms of canoes and boats started to appear, until the bigger boats were invented. These new boats could carry many fishermen and travel farther with their large storerooms.

The peaceful trade and success of each of these villages brought them together. Each was ruled by a wealthy family, usually the one that founded the village so long ago. One of these nobles rose up and united the coastal cities and some of the farming communities further inland. This noble was the very charismatic Kerdief Meruan. He visited each of the nobles of these coastal cities and talked to them about forming a larger nation. He convinced them that it would be for their betterment. Kerdief would become the first king of what would be later named Kerdith. The nobles currently ruling the coastal cities were allowed to keep their seat of power and were required to raise a small armies and navies for the protection of Kerdith. Kerdief also convinced the other races within the borders he was laying out to join their budding nation.

Kerdith has become a nation of the sea. The best ships in the world are built here and they rightfully boast the best navy. Some noble families started to run transport services, transporting anything from goods to people up and down the river systems. Everything was peaceful until a few rogue captains started to attack transport ships looting everything in their cargo hold. Sometimes even taking the ship itself, but most of the time it was easier to sink the ship. These captains and their crew were soon labeled pirates and bounties placed upon their heads and ships.

 During the war with Tirein, the Kerdithian navy controlled the waters the way Tireinâ,¬,,¢s army controlled the land. One lucky day a small Kerdithian fleet came upon a large Tireinan armada. When the smoked settled the only ships afloat displayed the Kerdithian flag.    

A year ago a ship appeared on the horizon that no one had seen in a few years. When they came into port they told stories of new untouched land across the sea. They had been blown off course and sailed across the ocean to a new continent, the ship they were on wasnâ,¬,,¢t meant for such a long and arduous journey. It took the crew a couple of years to modify their boat to make the trip back home. Now Kerdith is in a race with the other nations to colonize this new world.

[/spoiler]
[spoiler=Industries:]

Fishing is the oldest and largest industry in Kerdith. The way fish and other aquatic life are caught has changed over the years. Large ships allow fishermen to stay out longer and bring in bigger catches. Some captains have a team of trained dolphins and other creatures to herd fish into their nets. Caravels were the one of earliest ships and are still widely used, mostly by the richer fishing families as deep water fishing boats. Their shallow draft made the ideal for coastal fishing.

Shipbuilding has been around almost as long as fishing.  Kerdith shipbuilders are the best in the world and earn every gold piece on their contracts. Travelers that journey through the coastal cities will see the great skeletons of ships in various stages of development.  Now with the discovery of new land there are too many contracts for the shipbuilders to handle. Some nations have even hired Kerdithian ship designers and builders to build for them in hopes of being the first to conquer this new territory.
 
Transportation is the second largest industry in Kerdith. Though overland caravans are still used from time to time, ships have taken over as the method for transportation. The worldâ,¬,,¢s river systems allow ships to deliver anything that a person or group might want. Just as caravans had to be watchful of raiders, transport ships have to contend with pirates. Many transport companies employ a few soldiers to protect their cargo.

[/spoiler]
[spoiler=Life and Society:]

Life in Kerdith is peaceful and easy going. Not all of Kerdith is part of the coastline. Small farmlands can be found further inland and outpost are scattered through out the country side especially along the southern border. Wood cutting and mining towns can also be found inland.

 The king keeps taxes his citizens pay low and allows his people live their lives. Most of the governmentâ,¬,,¢s revenue comes from the taxes of the various industries. Crime is still a problem both in the cities and on the high seas, but no more so than any other nation.  Many of the citizens join the Kerdith military because it pays well. Retiring generals and admirals are given plots of land to do with as they like.  Some citizens enjoy a land bound existence, while others answer the call of the seas.

[/spoiler]
[spoiler=Government and Politics:]

Kerdith is a peaceful kingdom. The people live under the rule of the Meruan family line. Governors rule each of the cities and are kept in line by the king. The governors keep their own armies and if possible navies, by the order of the first king. When called upon they serve as part of the larger Kerdithian military.

[/spoiler]
[spoiler=Power Groups:]

Kerdithian Military The Navy is the real powerhouse of Kerdith. Their mastery in ship building has made them a force to be reckoned with on the water. Their ships can usually withstand twice the punishment their opponents take. The Kerdithian navy patrols the shoreline of Kerdith and with some of their shallow bottom boats are able to sail up the river that provides access to much of the interior of the continent. The other nations know the power that controlling the waterways holds and since any aggression toward Kerdith would cut off their trade routes, most nations try to keep good relations with Kerdith. The taxing of river traffic and escort services that the navy provides for noble travelers keeps the Kerdith coffers full and peasant taxes low.

Pirates: Pirates make the already treacherous waters even more dangerous. While some of these scoundrels stick out like a sore thumb, the more successful have taken care to look like any other ship or person. Experienced captains make their crew bathe whenever in port as well as use spells to disguise their ship.

[/spoiler]
[spoiler=Religion:]

Donâ,¬,,¢t know yet havenâ,¬,,¢t figured out what I am going to do for the worldâ,¬,,¢s pantheon.
[/spoiler]
[spoiler=Major settlements:]

Under construction.
[/spoiler]
[spoiler=Important Sites:]

Under construction.
[/spoiler]

[spoiler=Notable NPCs:]

King Meruan II (Human Aristocrat 9/ Fighter4) - The king has continued his families work and works hard to keep Kerdith a peaceful nation. He has put bounties on the heads of the pirates that plague the nation. The taxes and other revenue he collects from river travel and trade, allow him to keep the taxes on his citizens low. Currently he is using what surplus he has to fund an expedition to the newly discovered land. Making sure the ships are properly fitted to traverse the ocean both ways.

Grelmich Silvertooth (Human Rogue 5/ Swordsage 7) â,¬' Grelmich may be the smartest pirate that sail Kerdithian waters.   He changes the look of his ship before and after each attack on transport ships, so the Kerdithian navy doesnâ,¬,,¢t have a good description of Grelmichâ,¬,,¢s ship. They also lack a description of Grelmich, because he rarely boards the ship that is under attack. When he does everyone on board is sentenced to death and the ship is sunk.  While exploring the island that serves as his base of operation, he came upon an ancient temple deep within the overgrown forests. In side this temple he found scripts that illustrated a new fighting style. He spent almost a year reading and examining these texts, as well as training those of his crew he knew to be loyal. The Kerdithian navy had believed that Grelmich was dead or retired during this time, but when Grelmich attacked his next ship he told the crew to inform the naval commanders he was back. When the victims had reported the incident none of them could agree on the captains features and no description could be filed yet again. Now Grelmich sails the waters with no real competition. The other pirates donâ,¬,,¢t have skill or the patience to equal Grelmich and his crew.
[/spoiler]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Xathan

I really like it so far. I wish I could give you more detailed feedback, but my main question is more general:

Where are the conflicts? The inclusion of pirates is fun and interesting, and makes me very happy deep within the pit that is my soul, but are those the only threat? if so, how did Kerdith manage to achieve that level of peace? If not, what other threats exist?

As always, great stuff, and I'll pick it apart more later on when I'm fully mentally fuctional.
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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[/spoiler]

Poseptune

That is one of the main reasons I stopped and started on Tirein. The peacefulness was making me sick, but I can't think of a major conflict. The world right now isn't on the brink of war as most major conflicts have been resolved, though M'orkur of Tirein might be contimplating another territorial campaign. Most of the other nations are fixated with a newly discovered land mass which would leave them more vulnerable than normal. Southern Kerdith borders parts of northern Tirein.

As for the peacefulness, Kerdith is a little over half the size of Tirein with most of its population along the coasts with only a few farming communities. Besides pirates, I could think of much to have for a conflict. I could change the king to being a more evil ruler, but I didn't want it similar to Tirein. The discovery of a new unsettled (as far as they know) land business has picked up and the taxes on shipbuilding is keeping the peasants taxes down, which makes them happy.

I may make a ocean based nation that attacks Kerdithian fishing ships that are fising along their border. This area would be one of the most abundant fishing grounds so the fisherman risk it. They also send raiding parties to punish Kerdith for its disrespective fishermen. I haven't decided if I am going to add this or not.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Xathan

Quote from: PoseidonThat is one of the main reasons I stopped and started on Tirein. The peacefulness was making me sick, but I can't think of a major conflict. The world right now isn't on the brink of war as most major conflicts have been resolved, though M'orkur of Tirein might be contimplating another territorial campaign. Most of the other nations are fixated with a newly discovered land mass which would leave them more vulnerable than normal. Southern Kerdith borders parts of northern Tirein.

As for the peacefulness, Kerdith is a little over half the size of Tirein with most of its population along the coasts with only a few farming communities. Besides pirates, I could think of much to have for a conflict. I could change the king to being a more evil ruler, but I didn't want it similar to Tirein. The discovery of a new unsettled (as far as they know) land business has picked up and the taxes on shipbuilding is keeping the peasants taxes down, which makes them happy.
I may make a ocean based nation that attacks Kerdithian fishing ships that are fising along their border. This area would be one of the most abundant fishing grounds so the fisherman risk it. They also send raiding parties to punish Kerdith for its disrespective fishermen. I haven't decided if I am going to add this or not.
[/quote]

I like the ocean nation idea, and I could see a lot of fun with Privateers to be had. I'd say go for it, but that's just my inital impression. Another idea is an undersea race of some sort, the people occasionally getting caught in Kerdithian nets and dying, breeding animosity.

Like I said before, great stuff. There is potential for conflict here, but there is no need for every nation to be on the brink of war at all times. ;)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Poseptune

Actually an evil cult was going to be the antangonist for the third nation I am working on. It is an insular nation ruled by a council of wizards and clerics. Some of the mages and clerics of this secretive cult have may their way into postions of power. The only problem is that it sounds too much like the Sith. :(

Though I do have a question. Is there a way to have cannons without having guns?
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

CYMRO

I would stick with just the perpetual thorn of pirates in an otherwise idyllic nation.  

Tybalt

Have you ever read "Lord Valentine's Castle"? that's an interesting book in what appears to be a peaceful setting but in fact has a secret coup d'etat, intrigues, and ultimately a war. However until the war happens almost all of the story is about travelling, overcoming obstacles, figuring out puzzling dreams and encountering tests that are more of character and fortitude than combat ability. Anyway, I recommend that, the writings of Ursula K. LeGuin, Elizabeth Lynn, for books where there is definite conflict but not obvious conflict. The average person may not know there is any serious conflict at all.

le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Poseptune

Can't say I've even heard of the book.


I may leave Kerdith the idyllic nation for now, something may spring to mind while I am working on the other nations. I don't know. I am going to take another look at Kerdith tonight and hopefully clean up and expand some of the sections.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Poseptune

Added Kerdith Navy to the power groups section.

Still asking the question How to represent cannons without gunpowder? I want to stay away from gunpowder and guns for now. Should I stick with deck mounted Bastillas?
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Poseptune

Added two notably NPCs at the bottom of the nation.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

the_taken

Quote from: PoseidotuneStill asking the question How to represent cannons without gunpowder? I want to stay away from gunpowder and guns for now. Should I stick with deck mounted Bastillas?
You could have the navy hire a spell caster and give him a wand. With such a large population, there should be enough wizards and sorcerers to have atleast one with the ability to use a wand of Fireball or Empowered Scroching Ray for each ship. If you're following the NPC generation guidelines in the DMG that is.

I'm not sure if an arrow can meaningfully damage the hull of a ship. Unless a balista has the force to blast a hole thru the hull after going thru a few feat of water. I think it gets stuck like an arrow.

Poseptune

Most ships will have wizards for the sole purpose of slinging spells.

The Bastilla and Catapult are options given in Stormwrack, which also describes Bombards, but I don't know if I want to include gunpowder.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

the_taken

Quote from: PoseidotuneThe Bastilla and Catapult are options given in Stormwrack, which also describes Bombards, but I don't know if I want to include gunpowder.
Do you know what the craft DC for black powder is?

Xathan

Quote from: PoseidotuneThough I do have a question. Is there a way to have cannons without having guns?

A bit late, but here are some thoughts:

1) Normal gunpowerder cannons, but just change the nature of gunpowder - it is either too unstable or requires a large amount to be present, making guns impractical.

2) Massive springs provide the energy behind the cannonballs. Eventually, someone would figure out how to make handheld spring guns, but for the inital time, people might believe that only such a large spring would work to make guns impossible.

3) Propelled ammunition: Maybe most cannon ammunition is actually propelled by a propellant in the ammunition itself, which shoots flame out the back, making handguns too dangerous to be used.

4) Magic! perhaps cannons are powered by runs inscribed on the cannon, and the runes required are too numerous to be pratically written on a handheld gun.

Just some inital thoughts, but it can be done. I'll look over the other new stuff later, and I look forward to it greatly!
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Poseptune

Quote from: the_takenDo you know what the craft DC for black powder is?

I'll look again, but I don't think Stromwrack says. It says that a character with 9 ranks in Craft(Alchemy) can make a more expensive version of gunpowder for DM that don't want to make gunpowder readily availible.

Quote from: Xathan, The Returned1) Normal gunpowerder cannons, but just change the nature of gunpowder - it is either too unstable or requires a large amount to be present, making guns impractical.

Eh I though about that, but I decided I didn't want gunpowder to exist. With the existence of gunpowder the PC's would want to make versions of the arquebus.

Quote from: Xathan, The Returned2) Massive springs provide the energy behind the cannonballs. Eventually, someone would figure out how to make handheld spring guns, but for the inital time, people might believe that only such a large spring would work to make guns impossible.

This is an option. When I first read it though, I thought of them getting the tension of the spring wrong and the cannonball just rolling out the end. :)

Quote from: Xathan, The Returned3) Propelled ammunition: Maybe most cannon ammunition is actually propelled by a propellant in the ammunition itself, which shoots flame out the back, making handguns too dangerous to be used.

Hee then you'd have sailors with LAW's and mortars. I will think about this one further.

Quote from: Xathan, The Returned4) Magic! perhaps cannons are powered by runs inscribed on the cannon, and the runes required are too numerous to be pratically written on a handheld gun.

This is the most likely route, but I want to be able to describe it well and will have to come up with the creation rules.

The last option I have is just make a sidebar that gives various options for ship to ship and port to ship arsenals and leave the weapons out of descriptions.

Quote from: Xathan, The ReturnedJust some inital thoughts, but it can be done. I'll look over the other new stuff later, and I look forward to it greatly!

Well, I wait with much anticipation.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton