Setting Material

Here you will find material specific to my campaign. Isles that don't appear on the map, and other places I put side quests.

Guns are emerging. Specifically, Flintlock Pistols and rifles. Their existence is known by many, though some still do not know of their existence. However, the possession of guns and ammunition is illegal save by government officials. It is difficult to even obtain black powder without a license for such.

Guns are easy-to-use. It is for this reason they are illegal—-their simple firing mechanism, combined with their easy to aim tube, causes fear. The government does not want weapons like these in the common man's household. They are still much too expensive to warrant such a thing, but they are fearful that if they were legal they would be mass-produced (as they would) and thus the prices go lower. Guns and ammunition can be purchased through the black market at a steeply increased price. Guns are considered simple weapons, although a character must have Profession (Gunsmith), Craft (Firearms), or Exotic Weapon Proficiency (Firearms) in order to load and clean them properly. Failing to do so results in the misfire rate of the gun increasing by 4. Unless you have Exotic Weapon Proficiency (Firearms), loading a gun using either of the allowed skills takes one more action than normal (free to swift, swift to move, move to standard, standard to full-round, full-round to 1 round, etc). This can be further reduced by taking the Rapid Reload feat. Many pirates however simply keep several loaded guns in the event of a battle, then toss them aside after usage, to be reloaded after battle as a result of this. The simple firing mechanism of Flintlock guns means that they are prone to dampness, and will not fire at all when the black powder is wet.

Setting Material

Skulls and Shackles mecucu mecucu