Firearms in Forgotten Realms...

Post/Author/DateTimePost
#1

Cyber-Dave

Nov 28, 2008 22:50:44
So, I was thinking, with the more Renaissance feeling of 4e Forgotten Realms, and with a distrust of magic on the rise after the Spellplague, is there room for a Renaissance style revival of non magical technology? Perhaps the advent of firearms and their spread throughout the land? I realize its not exactly the standard vision of the setting, but is there room for this sort of thing for someone interested in running more of a swashbuckling adventure then a sword and board game? Is it possible to "Fable 2ize" the 4e version of the Forgotten Realms? If so, how would you go about fitting such a slight adaptation of the Forgotten Realms setting into the Forgotten Realms lore? I'm not super familiar with the Forgotten Realms lore, so I am curious what Forgotten Realms DM's and players on the boards might think?
#2

baneofelves

Nov 28, 2008 23:38:46
Yeah, I could see your idea working well in the realms, especially in the Sword Coast and the Sea of Fallen Stars. Guns were already in the game, I think the gnomes that lived in Lantan made guns, but they weren't very common. But, I could see the technology spreading over the course of a century, especially with the distrust of magic, people would want a new kind of weapon that didn't give those bad vibes.
#3

old_sage

Nov 29, 2008 1:23:12
Here's a little on what Tom Costa had to say about firearms in the Realms:-

"The information on early firearms in D&D varied from edition to edition of the game and among campaign settings and the level of detail that you ask for is generally just not there. Combine that with the fact a lot of players don't use firearms in their D&D games even if they exist in a setting, and there just hasn't been a lot of time put into rationalizing a comprehensive and consistent system.

IIRC, firearms were first introduced to the Realms in 2E's Forgotten Realms Adventures (as noted above), which had a list of which firearms were available, but a lot of Realmsian time has passed since then, so almost anything is possible. Again, in the Realms, firearms use magic smokepowder instead of gunpower as noted, but otherwise work as firearms in the DMG. Smokepowder was priced out in 3E's Magic of Faerun, but firearms should otherwise be priced as they are in the DMG. As with other 3E weapons, you can have masterwork and magic firearms and ammunition. As for creating distinctions between new types of firearms and old, even variations that were statted in earlier editions of the game, your best bet is to adapt the stats used in other d20 supplements like Ptolus or Iron Kingdoms or Freeport or Polyhedron's Spelljammer mini campaign from a few years back or make up your own. But whatever system you use, make sure its consistent. The same goes for the nomenclature of various firearms. There are clearly some inconsistencies between different rule sets and different editions. You'll have to solve them probably on your own however makes the most sense to you. The same goes for which firearms can be found where and used by whom. The information, other than that already sited by you and others, just isn't there."
#4

old_sage

Nov 29, 2008 1:25:13
Bottom line: no one writing for the Realms is keen for guns to become prevalent. So they'll "canonically" stay rare and marginal until someone changes their mind.
#5

Cyber-Dave

Nov 29, 2008 2:14:21
But my setting is not cannon, and I would like to run a Renaissance aesthetic setting (complete with prevalent firearms). :P

I just wanted some ideas from people more familiar with the setting on how to make the changes to the lore I would like to make.

That being said, the smoke-powder thing bothers me a bit. My idea was to have non-magical firearms arise during the time of the spell plague (in large part due to the lack and distrust of magic during that time). But, if smoke-powder is magical, it should have been effected by the spellplague just like everything else.
#6

Stigger

Nov 29, 2008 2:40:13
I think Sage was hinting more at the idea that you probably aren't going to get much love in an 'official' capacity. ;)

As to how to make the changes, just introduce gunpowder. Its relatively easily reconciled even with existing lore, if you do something like say that the Weave of previous editions altered the way gunpowder's chemicals interacted... call it an energy field that slightly altered the way that 'standard physics' worked and you're done.

Alternately, you can justify it with smokepowder was simply an different, less efficient forumula for gunpowder that required magic to shoehorn the reactions out of stuff that didn't work as well, and that someone finally figured out a cheaper alternative in the traditional gunpowder formula.

You wouldn't really need to even blame it on the church of Gond, since almost any region that heavily relied on magical support to keep the hordes at bay would have plenty of reason to search for an alternative to the heavy firepower that mages formerly provided for them. Some alchemist could have come up with it, maybe even an apothecary who survived a bit of an accident while mixing up something. Certainly you could have the church of Gond responsible if you liked, but there's plenty of room to justify the addition of gunpowder if you want it there.
#7

sfdragon

Nov 29, 2008 2:47:26
that isnt to say that any high ranking gondsmen made it off lantan before Umberlee the female dog queen of the sea went and had her way with the island.


remember they did have that portal there, and they could of used it to depart.
#8

BadCatMan

Nov 29, 2008 2:49:53
I'd say the Realms were more Renaissance prior to the Spellplague, and Dark Ages now, but I think it's great you're going towards the Renaissance flavour. :D

Smoke powder is made with magic, but according to its stats in Magic Of Faerun, doesn't appear to actually be magical: no spell is required in its creation, just Craft Wondrous Item. You might suppose that you need the feat to do the cooking, a little dab of magic to cause a chemical reaction, but the finished product is otherwise non-magical and similar to normal gunpowder. The 2nd edition Forgotten Realms Adventures implies that smokepowder is only called magical for the purposes of raising prices and limiting its spread and use in-game.

But you could say that actual gunpowder was invented by this time and replaced smokepowder in all uses, by being more efficient and easier to make.

Gond taught the people of Lantan (humans and gnomes) how to create Smokepowder when he appeared there during the Time Of Troubles. Thereafter, a variety of firearms and cannons were invented on the island, and spread to the Sword Coast, the Nelanther Isles and to gnomish communities in the Western Heartlands. Still quite rare, though. I should think the Lantanese and the church of Gond tried to keep its manufacture a state and church secret.

The Thayans had their own smokepowder cannons though, the Thayan Bombards, which were defensive weapons for their harbours. Perhaps they developed it themselves, or learnt the secret from either the Lantanese or from Kara-Tur.

Kara-Tur had its own smokepowder, used in rockets and 'thundercrackers'. This was independently developed, I suspect in Shou Lung, Tu Lung or Koryo, and they had it for centuries.
#9

Stigger

Nov 29, 2008 4:44:38
Didn't they alter the Thayan Bombards to operate telekinetically, rather than through smokepowder with 3e? Used to be smokepowder though, I recall that much.

Though I'll also point out that smokepowder and firearms were supposedly fairly available in large cities 5+ years after the Time of Troubles, at least according to the Forgotten Realms Adventures book from 2e. 3e doesn't really contradict that view per se, simply mentioning that they are expensive, but fairly available 'throughout Faerun'.
#10

BadCatMan

Nov 29, 2008 5:21:25
(Looks it up.) That's right. Unapproachable East retconned the smokepowder out of Thayan Bombard. Trust those Red Wizards to switch to an arcane alternative, I guess.

I just went by the PGTF regions that give out free pistols as my measure of their spread and popularity.
#11

suin_bahhar_02

Nov 29, 2008 9:40:49
Only magic items with charges and that call on the weave when used got screwed over by the effects of the Spellplague. So items powered by smokepowder should work fine after 1385, as on creation the maker stores the magic energy to ignite the compounds in the powder (as long as I am on the right track here).

Other non magical areas that could prove interesting to explore that have that dark renaissance steampunk style are: industriel devolopement, large structure engineering, medicine and pharmaceutics, antimagical philosophies and angry druids.

Industries, cannons, pistols and science being more prevalent could give the 15th century realms a truely new flavour that I could really learn to like. Do tell me how it goes when you start your campaign.
#12

Cyber-Dave

Nov 29, 2008 14:03:44
All right... I think I am on track with how to set up my idea. I am going to play on the idea that Mystra and Gond used to sort of be diametrically opposed. With her death I will add Gond as a major deity. My story will be that when Lantan sank, a number of Gondsman escaped the island. In the troubled times these Gondsman needed to find a way to survive. As the spell-plague ravaged the land and tore the world asunder, magic became difficult and dangerous to use (by the way, does anyone know why the destruction of the weave effected divine magic? Wasn't the weave for arcane magic only?). Still, the devout of Gond held to the belief that through construction they might be able to protect their lives. While they could still create magical smoke-powder, as the practice required magic, it was dangerous to do during the height of the spellplague. Sometimes it would create smokepowder. Sometimes it would have devastating plague touched effects. And then, one Godsman happened to meet up with a refugee adventurer/alchemist from Kara-Tur. This adventurer knew how to create smokepowder, but s/he knew how to create smokepowder WITHOUT the magics traditionally used by the Godsman. With the Gondsman's knowledge of crafting firearms, and the Kara-Turian's knowledge of crafting smokepowder through "non-magical alchemical" means, they together developed a method of creating cheap and relatively easy to manufacture firearms. With a distrust of magic on the rise, coupled with a need to find new ways to defend civilized settlements, everywhere these two traveled the use and knowledge of the technology spread... as did reverence for the God who made such technology possible. Everything else happens as written in the 4e campaign setting, except that firearms and cannons are now prevalent throughout the world, and heavy armor has been steadily on the downfall (though it still exists and is still used by some).

Thoughts? How does this scenario sound?
#13

JohnLynch

Nov 29, 2008 17:21:15
It sounds good to me (although I know very little about FR ;)).

What rules are you using for firearms in 4e? I'd like to have firearms common in the Sword Coast myself in the cities that aren't high magic, particularly in Chult (whereas Chult natives will rely heavily on magic). In fact having salt-pepper exist in Chult would help provide a reason for why the Sword Coast cities are eager to get to it. Have a Gunpowder Rush ;)
#14

BadCatMan

Nov 29, 2008 17:56:55
Dude, paragraphs. :p

All right... I think I am on track with how to set up my idea. I am going to play on the idea that Mystra and Gond used to sort of be diametrically opposed. With her death I will add Gond as a major deity.

I don't think they were. In fact, there doesn't seem to have been much interaction between them at all (at least, going by their F&A and F&P entries). But, it's your game. It reminds me the Arcanum CRPG, which had magic versus technology; magic worked against nature, technology worked with it.

(by the way, does anyone know why the destruction of the weave effected divine magic? Wasn't the weave for arcane magic only?).

AFAIK, the Weave was originally all magic, all the different systems of magic were just different ways to access it or different parts of it (except Psionics). (I thought of it as like the quantum physics of the Faeruniverse; it was fairly essential to life on Toril.) Gods and priests would use it as a conduit for their own divine magic. Now, it seems to be the case that the Weave was just the Vancian fire-and-forget magic, though everything else broke too, and the world survived its loss (loosely).

Thoughts? How does this scenario sound?

Sounds alright to me. My gun-slinging cleric of Gond approves. :D
#15

Cyber-Dave

Nov 29, 2008 18:45:13
I don't think they were. In fact, there doesn't seem to have been much interaction between them at all (at least, going by their F&A and F&P entries). But, it's your game. It reminds me the Arcanum CRPG, which had magic versus technology; magic worked against nature, technology worked with it.

I read something on the internet (while researching ideas for the setting) that stated that Mystra and Gond were opposed, because she felt that Gond often advocated the use of "technology" or "craft" over magic (when in fact he advocated the use of magic to enhance technology and craft) or some such. In any case, I just think that the concepts of magic and technology are very opposed. There is no need for technology when you have magic. As mystra died, and I am looking for that to be a reason for one of Gond's inventions to make a rise in Faerun culture, I would like to play with the idea that Mystra's death has given an opertunity for Gond's role in Faerun culture to become more important.

AFAIK, the Weave was originally all magic, all the different systems of magic were just different ways to access it or different parts of it (except Psionics). (I thought of it as like the quantum physics of the Faeruniverse; it was fairly essential to life on Toril.) Gods and priests would use it as a conduit for their own divine magic. Now, it seems to be the case that the Weave was just the Vancian fire-and-forget magic, though everything else broke too, and the world survived its loss (loosely).

Cool. Makes sense.

Sounds alright to me. My gun-slinging cleric of Gond approves. :D

Neat. :D
#16

Cyber-Dave

Nov 29, 2008 18:59:37
What rules are you using for firearms in 4e?

I am basing them off the rules for a crossbow. Pretty much, take any crossbow, increase the damage die by one size, and make the reload time a move action instead of a swift action, and you have a firearm (pistol or musket). For more advanced firearms, like say firearms that are "rifled" to put a spin on a bullet (effectively increasing its range), I will treat such advancements as low level "magic weapons" (which are not actually enhanced through magic). They will have a level, a +1 bonus to hit and damage, and a weapon property that increases their range (to bow range instead of crossbow range). These weapons will have the same price as magic items of a similar caliber, and will be considered to be rare prototypes of new firearms that have not yet become mass produced for the Faerunian populace. Firearms will also be usable with any Rogue ability which can be used with a crossbow.
#17

JohnLynch

Nov 29, 2008 19:38:51
I am basing them off the rules for a crossbow. Pretty much, take any crossbow, increase the damage die by one size, and make the reload time a move action instead of a swift action, and you have a firearm (pistol or musket).

Neat. It sounds balanced to me :D What do others think?
#18

Therise

Nov 29, 2008 20:19:25
I read something on the internet (while researching ideas for the setting) that stated that Mystra and Gond were opposed, because she felt that Gond often advocated the use of "technology" or "craft" over magic (when in fact he advocated the use of magic to enhance technology and craft) or some such. In any case, I just think that the concepts of magic and technology are very opposed. There is no need for technology when you have magic. As mystra died, and I am looking for that to be a reason for one of Gond's inventions to make a rise in Faerun culture, I would like to play with the idea that Mystra's death has given an opertunity for Gond's role in Faerun culture to become more important.

This approach makes a lot of sense. One way to look at Mystra, perhaps, or rather one of the reasons for her existence not known to mortals, is to say that she may have suppressed the rise of gunpowder, electricity, and other technological means toward power... which could eventually challenge the gods themselves. Newer deities might not recognize this, which is another thing to blame Cyric for, and it might even be used as a relatively shocking revelation to PCs (or even some of the younger deities). Only someone like Oghma, Jergal, or Shar might know this. Oghma would keep this knowledge under his toupe, so to speak, as he was an ally of Mystra. Jergal and Shar might have known all along that the rise of technology could quicken the pace toward armageddon.

Without Mystra, the unchecked rise of technology could generate an arms race between various nations and powers... truly frightening in a world that has so many smart evil NPCs and now no longer any powerful NPCs.
#19

Cyber-Dave

Nov 29, 2008 20:26:23
I don't know if I plan to paint technology as "dangerous." Certainly it is powerful, certainly it might one day be used to challenge the gods, but the same could be said of magic... it is just another tool used to an end. The irony will be that Faerun cultures seem to believe that technology (and through technology Gond) is their savior and protector, and that it is less dangerous because it has never been used to create the sort of devastation that has been caused by magic in the past. Of course, as the players live in the real world, not Faerun, and the real world has a past with a history of such events as Hiroshima, I'm sure one or two will double take at some of the technologically optimistic opinions held by the NPC populace at large.
#20

markustay_dup

Nov 29, 2008 23:06:27
The decision to down-play firearms in the 3e Realms was a last-minute one, and Todd lockwood was even commissioned to do art for the weapons, which never made it into the FRCS -

Lockwood's 3e FR Gunnes Art
#21

Stigger

Nov 30, 2008 1:25:06
While the idea isn't a bad one, it isn't really canonically accurate, since magic was used in conjuction with technology with limited frequency for some things... of course one could also say that the Spellplague altered that perception, and that while not historically accurate, anti-magic revisionism has made it a commonly held belief among most folks. Could be a useful hook to keep in mind that you might want to use at some point later in the campaign for a bit of a twist.
#22

Cyber-Dave

Nov 30, 2008 1:43:21
While the idea isn't a bad one, it isn't really canonically accurate, since magic was used in conjuction with technology with limited frequency for some things... of course one could also say that the Spellplague altered that perception, and that while not historically accurate, anti-magic revisionism has made it a commonly held belief among most folks. Could be a useful hook to keep in mind that you might want to use at some point later in the campaign for a bit of a twist.

What specific aspect of my idea are you talking about? (I'm not really sure from your post.)
#23

Stigger

Nov 30, 2008 3:00:48
Mystra and Gond not really getting along, and that technology and magic were viewed as diametric opposites... the 3e FRCG heavily implies that they are viewed as complimentary to one another, not antagonistically.
#24

Therise

Nov 30, 2008 3:33:05
Mystra and Gond not really getting along, and that technology and magic were viewed as diametric opposites... the 3e FRCG heavily implies that they are viewed as complimentary to one another, not antagonistically.

But, as others are fond of mentioning to me, 4E is loose and open - so you can do anything you want, including massive re-imaginging and retconning of lore. ;) :P

In 3.5e, you're right of course. I just thought this was more 4e directed.

Of course, the bottom bottom line has always been that you can modify the Realms however you want. And I must admit, this is definitely an interesting angle to take.
#25

Stigger

Nov 30, 2008 6:02:44
Hence my suggestion that it was possible to follow both with the idea of revisionism being at work. He who controls the past and all that... :P ;)
#26

gorun_nova

Nov 30, 2008 10:43:11
We are playing a FRCS game now and I have a Rouge who uses them. There House ruled by me and our DM but they havent proven to be broken yet. Ofcorse we have only used them for one night :D . So if you want to use one or all, have at.


Military Ranged Weapons
Darringer +2 1d4 2/5 10gp 0lb. Crossbow Load Minor, Off-hand
It has to be reloaded after every shot.

Flintlock Pistol +2 1d6 5/10 20gp. 1lb. Crossbow Load Minor, Off-hand
It has to be reloaded after every shot.

Flintlock Rifle +2 1d8 10/20 30gp. 5lb Crossbow Load Minor, High Crit


Superior Ranged Weapons
Revolver +3 1d6 10/20 30gp. 2lb. Crossbow Load Free, High Crit

Breach Action Rifle +3 1d8 50gp. 5lb. Crossbow Load Free, High Crit
#27

Cyber-Dave

Nov 30, 2008 15:05:55
Mystra and Gond not really getting along, and that technology and magic were viewed as diametric opposites... the 3e FRCG heavily implies that they are viewed as complimentary to one another, not antagonistically.

Huh. Neat. Well, I didn't come up with the idea myself. I actually took it form the Forgotten Realms Wiki (which is supposed to be true to the accepted lore). The link where I got the information is here: http://forgottenrealms.wikia.com/wiki/Gond .

The specific paragraph I took it from is here:

The church of Mystra opposes Gond, believing he holds technology above magic; in truth, Gond views magic as a tool to further his creativity. Merchants cultivate relationships with Gond's clergy in the hope of profiting from trading in Gondar inventions. Periodically, an invention of the followers of Gond will have an adverse economic effect, resulting in hostility from other faiths.

But, if the website is inaccurate, I am certainly content to change the lore of the setting to make it accurate.
#28

markustay_dup

Nov 30, 2008 20:57:03
This is funny, because the last thread we had on guns in FR I had some musings about Smokpowder and the weave, in order to reconcile a few things.

Since canonically we have it that Smokepowder has the identical formula as Gunpowder (described in Watercourse, I believe), and we have canon examples of Smokpowder and 'Black Powder' being used interchangably (in the Empire trilogy), I have deduced that the two are in fact one and the same.

The difference, of course, lies in the 'Enchantment' placed upon the Gunpowder to turn it into Smokepwder. Since we know there is no chemical difference, then it stands to reason the difference is really a magical one - and that reason is that the dweomer placed upon Smokpowder somehow bypasses the Realms 'shield' against advanced technology.

And who better to perform such a Feat then the followers of the Wonderbringer? :D

I also deduced that the Weave generates a strong field that interferes with electronics and certain chemical reactions, and that this is actually part of the original purpose of the weave. The field surrounding Realmspace was designed to inhibit certain 'unwelcome' things, like Interloping deities and technological advances, unless expressly given permission by Ao.

So now we have Mystra - originally just the caretaker of Ao's 'force field' - taking the thing to another level to help establish her as THE goddess of magic in the Realms (by utilizing the Weave's ability to bend universal laws).

This would mean that Gond's spell that enchants Gunpowder in such a way to allow it to bypass the Weave's 'defenses' would probably annoy the hell out of Mystra. This also means that there really is no such thing as 'Smokepowder' - that is just the name of the enchanted form of Black Powder (which fits all we now about it from the canon sources).

This establishes a clear juxtaposition between Gond's followers and those of Mystra.
#29

Cyber-Dave

Nov 30, 2008 21:57:54
It would also nicely explain why (in my setting) technology has suddenly started advancing at a rapid pace...

My next problem is actually a rules problem. Including guns is easy. I already have rules for those. However, the tone of the setting dictates that armor is going out of style. Yes, for balance reasons, many classes require armor. I'm not really sure what to do about that... I mean, I don't want to take away the benefits of armor. Even in the real world, cavalry used armor right up until WW I. Nobles and some higher ranking military commanders used it as well. But, the average character (and thus average hero) does not. I still want to leave armor builds viable (for those who want to be the odd character out), but I need to make builds without any armor more viable. I am not sure what to do. I suppose the simplest solution would be to just say that "leather" armor also includes any heavy or thick clothing (such as heavy military coats)... It still seems to sort of really hand the shaft to classes that would normally get proficiency in heavy armors though. :/
#30

Stigger

Dec 01, 2008 1:05:22
The actual wording of the text, which seems to be taken from Faiths and Pantheons, is that 'Some in the Church of Mystra...', which probably means the Halruaan branch, but 'some' is hardly a qualifier that implies a majority. A significant percentage perhaps, but that could be as little as 5% of her church really... probably not more than 25% though I wouldn't think, otherwise I think stronger wording would have probably been used. That wiki passage is a bit misleading on that point.

As to armor, its still quite useful, but a lot of that is going to depend on where the fighting is taking place, and against who. It would probably still be pretty useful when fighting that axe weilding orc, but of much less value when facing cannons. Maybe a feat would be appropriate, that gives a bonus to unarmored defenses dependent on the level, or maybe dex score, of the character, or maybe a feat line that did the same thing incrementally. Just call it reflective of changing fighting styles that rely more on mobility and speed than the ability to slug it out and call it done. Keep in mind though, that I have an extremely spotty memory of the 4e rules, so... ;)
#31

Scrinoverlord

Dec 01, 2008 11:54:03
Well, Cormyr has a ironclad in its Royal Navy (canon), but that's the only example of fairly high-tech that I could find.
#32

Cyber-Dave

Dec 01, 2008 20:24:29
Ok, so, for those interested: My final decision with armor was as follows. I renamed armors to suit the flavor I desired. Specifically:

Cloth=Cloth
Leather=Heavy Cloth
Hide=Padded Cloth
Chaimail=Brigandine breastplate
Scale=Breastplate
Plate=Heavy Cavalry
#33

Cyber-Dave

Dec 01, 2008 21:33:57
So, for those interested in seeing a full list of my house rules for this version of the FR setting, this is what I am using:

Armors are renamed with the following flavor changes:

Cloth=Cloth
Leather=Heavy Cloth
Hide=Padded Cloth
Chaimail=Brigandine breastplate
Scale=Breastplate
Plate=Heavy cavalry plate

Firearms are more prevalent: No class automatically gains the martial ranged weapon proficiency. The fighter and the ranger instead gain the Swift Reload class feature, which allows them to reload a pistol as a free action and a musket as a swift action, and the Military Shooter class feature, which gives them a +1 bonus to hit with all simple ranged proficiency firearms. Rogues also gain proficiency with pistols and turret pistols as well as hand crossbows, and rogues can use firearms for any class power which could normally be used with a crossbow.

Being bloodied hurts: When a character is bloodied the character takes a -1 circumstance penalty to all d20 rolls (except for death saving throws) and defences (including Armor Class).

Healing takes time: You do not regain all your healing surges with an extended rest. Instead you regain a number of healing surges equal to 2 + your Constitution modifier.

Firearms
[b]Weapon Prof. Damage Range Weight Group Properties Price<br /> One Handed Firearms (Simple Weapon Proficiency)[/b]<br /> Pistol +2 1d8 10/20 3 lb. Firearm Load swift ?<br /> Turret pistol +2 1d6 10/20 3 lb. Firearm Load free* ?<br /> [b]Two Handed Firearms (Simple Weapon Proficiency)[/b]<br /> Musket +2 1d10 15/30 8 lb. Firearm Load move ?<br /> Turret musket +2 1d8 15/30 8 lb. Firearm Load free* ?<br /> [b]One Handed Firearms (Superior Weapon Proficiency)[/b]<br /> Horse pistol +3 1d10 15/20 6 lb. Firearm Load swift ?<br /> [b]Two Handed Firearms (Superior Weapon Proficiency)[/b]<br /> Great musket +3 1d12 20/40 11 lb. Firearm Load move ?<br /> *See the weapon description for more details.