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Culture: On Technology Levels

Page history last edited by sirnitram@... 15 years, 6 months ago

Technology levels across the Scavenger Lands.

 

From the foundries of Lookshy to the heroic armies of Albirion, technology varies wildly across the Scavenger Lands. Scattered with ruins and tombs, home to the Realm and the last holdout of the Shogunate, and birthplace of revolutionary minds, almost any technology in Creation can be found here somewhere.

 

General Technology.

 

For the most part, the Scavenger Lands and the East enjoy the same technological baseline as the rest of Creation, with a slight bias towards farming. Since the First Age Of Mankind, the East is the breadbasket of Creation, with a full five growing seasons, and thus most things created here in the Second Age are geared towards the goal of easing the constant pace of harvest and planting. River travel has it's own complications, and vessels of all kinds roam the various waterways across the Province, while Haltan, Realm, and Lookshyian airships ply the routes through the sky.

 

Spiritually, the Scavenger Lands tend towards a level of pragmatism when it comes to gods. Smaller settlements don't even bother with specialized priests, but spiritual paragons who act as ambassadors between the community and the local deities, arranging celebrations, offerings, and days of prayer in exchange for divine services. In communities large enough for gods not to share a shrine, they often compete directly with petitioners to gain personal power and prestige. In this enviroment, gods and their priests have found  themselves greatly benefitted by thaumaturgy(For priests to gain bribes from gods by performing the requested 'miracles' himself), and various types of specially prepared and treated prayer wheels. In some cities, the dazzling shower of essence sparks thrown off by a devoted prayer and a wheel of the wheels is an example of divine might in and of itself, even while it feeds the spirit.

 

In medicine, skill with natural remedies and sanitation keep a high standard, though serious injury or illness is a serious problem, requiring journeys across the land to cities large enough to have specialists and supernatural power. More often than not, the average person in the Scavenger Land will seek the aid of a local deity before trying to gain passage to a proper medical professional, a fact not lost on the more mercenary deities that lurk between cities.

 

Assisting transportation across the Scavenger Land is a gradually spreading knowledge of superior roadmaking. While not in the same league as the ancient First Age roads, the last few decades have seen new mixtures forming a material called concrete, allowing faster and sturdier roads. The nations nearest recent volcanic activity in the Southeast, however, have cornered the market on high quality roads, as mixing in the ash of an eruption creates a blend that withstands wear, tear, usage, weather, and the occasional pissed off Outcaste.

 

In matters of industry, enough wrecked ruins of the ancient factory-cathedrals have been uncovered, or observed by the famed Scavenger Lords, that wealthier nations now experiment with the crudest imitations. By wrapping an endless 'road' of strong fabric around a trained oxen, a jerky, spasming movement of materials across a larger room is possible. Especially advanced models can even stop the materials long enough for useful amounts of work to be done before they pass. For now, effective industry remains large teams of professionals working on one thing at a time, but the seed of idea is out there.

 

Ancient power still remembered.

 

If any nation in Creation is more aware of the wonders of previous ages and open about their use than Lookshy, it might be the Realm, but only on it's home Isle. Foundries bring forth the famous Gunzosha and Ashigaru commandos, worn by the most dedicated of mortal soldiers, while Dragonblooded wield the rare essence weapons to horrific effect. Even at home, transportation, entertainment, and education all draw from the wonders reproduced and maintained by the sorcerer-engineers of the Seventh Legion, opening wonders to the lowliest Helot that few Threshold nobility can access.

 

Across the rest of the Scavenger Lands, many nations have small caches of wonders at their fingertips, but typically resolve to place such in the hands of their appointed Champions. A loyal Outcaste or Godblooded, entertained and relaxed by ancient toys and equipped with half-repaired weapons, is enough to terrify lesser nation's chosen challengers from the field, or leave him unable to crawl away.

 

New Creations, rising forth.

 

Even in the Age of Sorrows, innovation exists. Halta's new breed of airship has changed the East in many ways, while breakthroughs in alchemy and enchantment allow lesser nations to enhance the standard of life and might of their forces. Yet the most wonderous developments, perhaps inevitably, have risen from the Exalted. In Greyfalls, and other Realm affiliated nations, leaps forward in medical treatment and transportation are being made. Stranger still, a complex mix of thaumaturgy, metalworking, and gemcutting has given risen to cheap, affordable automata and transportation, named 'Cogtech' by those who know it.

 

Lost, not forgotten.

 

Yet preserving ancient machines and innovation are the rarest forms of technological might in the Scavenger Lands. True to their name, scavenged wonders from tombs, ruins of cities, and ancient caches of weapons make up the bulk of not just artifice, but knowledge of advanced thaumaturgy, metalworking, and other techniques. The nature of this bounty is that any nation could suddenly rise from obscurity to prominence.. Or fall suddenly, when they find they have used up the last of their hidden stores.

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