Appendix: Firearms, Powder, and Ammunition in Thirnavar
Availability, Craftsmanship, and Rules for Play
In the centuries since the Fade diminished the ready flow of magic in the world, many nations turned increasingly toward engineering and metallurgy to replace the powers that arcane traditions once supplied. Among the most visible results of this transition is the slow spread of black-powder firearms. These weapons exist in several technologically progressive regions, but they remain uncommon, expensive, and mechanically demanding.
Firearms appear most frequently in Mithrin and Taurdain, where trade networks and industrial workshops support their manufacture and maintenance. Smaller numbers circulate in Auris, and scattered experimentation occurs in Deccan, Aarkeil, and Quttara.
The greatest engineering achievements in firearm design originate from Thylor, whose master craftsmen developed repeating chamber mechanisms capable of firing multiple prepared charges before reloading. These designs are closely guarded national technologies and rarely appear outside Thylor except through carefully controlled trade channels—most commonly those passing through the port city of Voolnishart.
Firearms in Thirnavar are therefore not casual equipment. A character who carries one likely possesses either wealth, a background tied to military or trade institutions, or connections to the craftsmen capable of maintaining such devices.
Standard Firearms (Muzzle-Loading)
The most widely available firearms are muzzle-loading weapons. These designs fire a single shot before requiring a full reload procedure.
| Weapon | Damage | Range | Properties | Weight | Price |
|---|---|---|---|---|---|
| Pistol | 1d10 piercing | 40 / 120 | Loading, Loud | 3 lb | 250 gp |
| Petronel (Horse Pistol) | 1d12 piercing | 50 / 150 | Loading, Loud | 4 lb | 300 gp |
| Long Gun (Musket) | 1d12 piercing | 80 / 240 | Loading, Two-Handed, Loud | 10 lb | 400 gp |
| Blunderbuss | 2d8 piercing | 15 / 45 | Loading, Scatter, Loud | 8 lb | 350 gp |
Weapon Properties
Loading
The weapon must be reloaded after each shot. Reloading requires an action.
Scatter (Blunderbuss)
Creatures within 5 ft of the primary target must succeed on a DC 12 Dexterity saving throw or take 1d6 piercing damage from stray shot.
Loud
The report of a firearm can be heard 300–600 feet away, depending on terrain and conditions.
Thylorian Chambered Firearms
Four-Shot Repeating Mechanisms
Master engineers of Thylor perfected rotating chamber mechanisms capable of holding multiple prepared charges. These weapons fire several times before requiring a reload of the chamber assembly.
They represent advanced engineering and are treated as restricted technology outside Thylor.
| Weapon | Damage | Range | Properties | Weight | Price |
|---|---|---|---|---|---|
| Thylorian Revolving Pistol | 1d10 piercing | 40 / 120 | Four-Shot, Loud | 3 lb | 1,200 gp |
| Thylorian Cavalry Revolver | 1d12 piercing | 50 / 150 | Four-Shot, Loud | 4 lb | 1,400 gp |
| Thylorian Repeating Long Gun | 1d12 piercing | 80 / 240 | Four-Shot, Two-Handed, Loud | 10 lb | 1,800 gp |
| Thylorian Volley Blunderbuss | 2d8 piercing | 15 / 45 | Four-Shot, Scatter, Loud | 9 lb | 2,000 gp |
Four-Shot Property
Weapons with this property contain four loaded chambers.
• Each attack expends one chamber
• The weapon may fire four times before reloading
• Reloading the chamber assembly requires one action
Misfire and Reliability
Black powder weapons are powerful but temperamental machines. Powder fouling, damp charges, or worn mechanisms can cause failures.
| Weapon Type | Misfire Range |
|---|---|
| Standard Firearms | Natural roll of 1–2 |
| Thylorian Firearms | Natural roll of 1 |
When a firearm misfires:
- The attack automatically fails.
- The weapon becomes jammed.
A jammed firearm cannot be fired again until cleared.
Clearing a Jam:
Requires one action.
Optional rule: If a firearm misfires twice consecutively, it suffers mechanical damage and requires repair during a short rest using appropriate tools.
Masterwork Firearms
A masterwork firearm reflects the work of an exceptional gunsmith. Precision boring, carefully balanced mechanisms, and superior metallurgy reduce ignition failures.
Masterwork firearms are commonly produced in advanced workshops in Mithrin and Thylor.
Masterwork Benefit
Masterwork firearms reduce their misfire range by 1.
| Weapon Type | Base Misfire | Masterwork Misfire |
|---|---|---|
| Standard Firearms | 1–2 | 1 |
| Thylorian Firearms | 1 | none |
Masterwork firearms typically cost 50–100% more than the base weapon.
Imbued Firearms
Some firearms are imbued with minor magical reinforcement through advanced crafting techniques or rare materials.
These follow the standard magical crafting limits of the modern era:
• Maximum enhancement bonus +2
• Only one enhancement source applies to an attack
• Additional damage effects capped at +2d6
• Effects roughly equivalent to 3rd-level spells
Such weapons are rare works of master or grandmaster craftsmen.
Feat: Firearm Mastery
Prerequisite: Proficiency with firearms
This feat represents formal training common among soldiers and hunters in firearm-using regions such as Mithrin, Taurdain, and Thylor.
You gain the following benefits:
Ignore Loading
You ignore the Loading property of firearms with which you are proficient.
Reduced Misfire Risk
You reduce the misfire range of firearms by 1 step.
| Weapon | Normal | With Mastery |
|---|---|---|
| Standard Firearms | 1–2 | 1 |
| Thylorian Firearms | 1 | none |
Quick Clear
You may clear a jammed firearm as a bonus action.
Steady Aim
If you do not move before firing during your turn, you gain +1 to the attack roll.
Ammunition and Powder
Firearms require black powder and appropriate projectiles to function. Ammunition must be kept dry and maintained carefully.
Standard Powder and Shot
| Item | Price | Weight |
|---|---|---|
| Powder Horn (20 shots) | 20 gp | 2 lb |
| Lead Shot / Ball (20) | 5 gp | 2 lb |
| Paper Cartridges (20) | 25 gp | 2 lb |
Paper cartridges combine powder and shot in a prepared package and slightly simplify loading.
Standard supplies are commonly available in specialized weapon shops or alchemical supply stores in major cities.
Thylorian Cartridges
Thylorian firearms frequently use advanced cartridges, which combine powder, projectile, and ignition preparation into a single sealed unit.
These cartridges dramatically improve reliability and ease of loading, but their manufacture is highly specialized.
Creating Thylorian cartridges typically requires:
• Artificer knowledge
• Advanced alchemical skill
• Precision metalworking
Because of this complexity, cartridges are rarely produced outside Thylorian workshops.
They are normally obtained through:
• Official Thylorian trade channels
• Military supply networks
• Licensed merchants operating under permit
In Voolnishart, a small number of licensed suppliers distribute Thylorian cartridges. Purchases require appropriate documentation, letters of commission, or trade authorization.
| Item | Price | Weight |
|---|---|---|
| Thylorian Cartridges (20) | 50 gp | 2 lb |
Unauthorized possession or smuggling of Thylorian cartridges may draw attention from local authorities or Thylorian trade agents.
Practical Implications
Firearms in Thirnavar are not disposable tools but carefully maintained mechanical instruments. Powder quality, craftsmanship, and operator skill all influence their reliability.
A well-maintained firearm may last decades, while a neglected one becomes dangerous to its wielder. For this reason, experienced users often develop strong attachments to their weapons, commissioning improvements or upgrades over time.
In a world where magic has faded and craftsmanship has risen to prominence, firearms represent one of the clearest examples of the new age: power achieved not through spellcasting, but through ingenuity, metallurgy, and disciplined engineering.