Skip to main content

Timeline for What would make sailing difficult?

Current License: CC BY-SA 4.0

43 events
when toggle format what by license comment
Feb 22, 2021 at 11:33 comment added Robbie Goodwin The guild takes has a powerful fleet, so taxes everything in sight. The guild has the only access to "magic needles" or maps or even writing… no compass, no maps, no logs then no travel. Quite separately, is the guild controlling travel the main point of the story, or what else matters?
Feb 22, 2021 at 0:48 vote accept Nierninwa
Feb 21, 2021 at 4:02 answer added user2352714 timeline score: 0
Feb 20, 2021 at 17:06 vote accept Nierninwa
Feb 22, 2021 at 0:48
Feb 20, 2021 at 15:53 answer added Mike Serfas timeline score: 1
Feb 20, 2021 at 12:01 answer added Lars H timeline score: 0
Feb 20, 2021 at 4:43 comment added RonJohn "the contact of the planet with some kind of liquid raised the ocean level by several hundred metres". You need an unimaginable amount of some kind of liquid to raise the sea level 300 meters.
Feb 20, 2021 at 4:40 history edited RonJohn CC BY-SA 4.0
deleted 4 characters in body
Feb 19, 2021 at 21:04 comment added Fattie Easy, just make lots of shallows everywhere. Much like say the English Channel (or any other straits) the entire planet would then be rife with incredibly difficult killer currents and churn, it would be a sailing nightmare. So, the whole planet has NO deep water, it's a shallows-planet.
Feb 19, 2021 at 21:00 comment added Nierninwa @Pork Well kind of both. They didn't really use magic but it was beginning to be there. Some occult level stuff but the true magical side is more after the apocalyptic event (I've considered having it linked to the space goop). The temp range is Earth. Mostly temperate band, maybe 25 to 55°. The known world is almost 90° longitude.
Feb 19, 2021 at 18:31 comment added Pork You mention magic is a thing. Is this a society that was at 1950s level tech while utilizing magic, or was magic introduced after space goop landed? Also, did space goop change anything besides the sea level? And what temperature range are we looking at for the seas/land?
Feb 19, 2021 at 16:01 answer added McTroopers timeline score: 1
Feb 19, 2021 at 14:52 comment added Levente Does your world resemble the one in the Kevin Costner movie Waterworld? I sense some parallels.
Feb 19, 2021 at 12:49 answer added Tonny timeline score: 2
Feb 19, 2021 at 8:06 history protected Monty Wild
Feb 19, 2021 at 7:52 answer added vestland timeline score: 1
Feb 19, 2021 at 6:08 answer added Haylen timeline score: 1
Feb 19, 2021 at 0:21 answer added bta timeline score: 0
Feb 18, 2021 at 23:29 answer added wamster timeline score: 0
Feb 18, 2021 at 18:25 comment added RBarryYoung It should be noted that long-distance sailing is already difficult and dangerous, especially if you lack modern technology. If you make it much more difficult than it was historically on Earth, people may not even attempt it.
Feb 18, 2021 at 18:00 answer added usedbks timeline score: 0
Feb 18, 2021 at 15:47 answer added Stephan Kolassa timeline score: 2
Feb 18, 2021 at 11:07 comment added NomadMaker Guilds aren't about helping people, they are monopolies protecting themselves.
Feb 18, 2021 at 10:14 answer added Rob timeline score: 8
Feb 18, 2021 at 10:01 answer added user81881 timeline score: 2
Feb 18, 2021 at 7:01 answer added noughtnaut timeline score: 4
Feb 18, 2021 at 6:13 comment added WernerCD @DKNguyen and they make it a challenge to see how short they can make a trip... I heard one guy made the kessel run in 12 parsecs.
Feb 18, 2021 at 5:40 answer added Ash timeline score: 4
Feb 18, 2021 at 5:34 comment added DKNguyen Isn't space travel ridiculously easy in Star Wars? They to go other planets like I go to the corner store.
Feb 18, 2021 at 5:31 comment added WernerCD Having a Travelers Guild doesn't preclude there also being a Pirates Guild... being hard to travel doesn't mean impossible and if it's not impossible for the Good Guys to float then it's not impossible for bad guys to float too...
Feb 18, 2021 at 5:10 history became hot network question
Feb 18, 2021 at 1:26 comment added John Are you trying to stop all sea craft, just long distance travel, or somthing inbetween
Feb 18, 2021 at 0:43 answer added PcMan timeline score: 11
Feb 17, 2021 at 23:10 answer added Gary Walker timeline score: 3
Feb 17, 2021 at 22:34 answer added The Square-Cube Law timeline score: 43
Feb 17, 2021 at 22:32 answer added fartgeek timeline score: 9
Feb 17, 2021 at 22:06 answer added Willk timeline score: 1
Feb 17, 2021 at 21:49 answer added Starfish Prime timeline score: 6
Feb 17, 2021 at 21:26 comment added Nierninwa @Cadence that's an interesting idea but the issue I'd run into would be "why not just land anywhere else" and then you have a whole pirate side that develops that I'm not too keen on fleshing out
Feb 17, 2021 at 21:20 comment added Cadence Would having a human-enforced monopoly count (if you put in at a Guild port without permission, you won't be doing that again any time soon) or does it need to be a natural phenomenon?
Feb 17, 2021 at 21:15 comment added Nierninwa @GrumpyYoungMan yes but I don't see how small areas like this could have such extreme weather that navigation is a challenge without having visible effects on the islands. Hull damaging organisms could be a reason for the need for a mercantile side to the industry, though, as this would require heavy repairs every time I assume, but what organisms could that be? Should I just invent some?
Feb 17, 2021 at 21:13 comment added GrumpyYoungMan Look into the things that make ordinary ocean-going travel difficult in the Age of Sail: too much/little wind, dangerous weather, currents, shipworms and other hull damaging organisms, primitive navigation techniques, etc.
Feb 17, 2021 at 21:09 history asked Nierninwa CC BY-SA 4.0