The Fractured Realms, Part 7: Technology

in #games6 years ago (edited)

I neglected to mention a significant aspect of the Fractured Realms setting in previous posts: the technology! I didn't want to have another generic high fantasy swords-and-sorcery world, but neither did I want to go full steampunk. The overall aesthetic should remain fairly consistent with the standard D&D medieval-ish setting, but with some technological development sprinkled in. No corsets or top hats. Sorry.

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The Technology of the Fractured Realms

In the three centuries since the end of the Mage War, efforts have been made to industrialize as part of the reconstruction following the devastation and depopulation that occurred during that conflict. In a world full of inventive gnomes, industrious dwarves, reckless goblins, and adventurous humans, machines have been developed to process ore, hoist heavy weights, mill grain, and even operate factories. The development of machinery multiplied the output of mining and manufacturing far beyond the peak of the years before the Mage War. Meanwhile, alchemists have developed many new substances, including gunpowder.

The invention of gunpowder has not significantly impacted militaries. There are no major city sieges requiring artillery, and navies do not engage in massive fleet battles. Many fortifications do include cannons as a defense against monsters, and the passes through the Dwemerhame Mountains or the land approach to Cliffport are examples of places where cannon have been placed. Infantry firearms are still the domain of mad scientists and adventurous experimenters.

Note that I will be allowing players to choose the Gunslinger Martial Archetype developed by Matthew Mercer for the Critical Rope podcast.

Power sources used in the new industrial boom include water wheels, windmills, and primitive steam engines. Some riverside mill towns are booming centers of manufacturing with sawmills, textile factories, and more. In more rural areas, windmills are typically used for grinding flour and pumping irrigation water. Steam engines are largely stationary devices, and are sometimes enhanced with enchantments for arcane power and efficiency improvements. However, some have been experimentally used in steamships, landships, and airships. None of these have become especially common, though, and the landship experiments have been deemed failures.

There are efforts to build railroads to improve overland trade between the Points of Light, and there is a tunnel under construction through the Dwemerhame Mountains and into the Desert of Amanth although work camps face frequent attacks by everything from bandits to prowling monsters. Airship travel is limited by technological difficulties and territorial dragons. As a result, sailing ships, river barges, and mule caravans still handle the bulk of the trade that has been established between distant Points of Light.

The higher productivity created by machines and the increased wealth from trade have allowed a higher rate of education, so the majority of the human population is at least semi-literate in Common. This wealth also allowed cities to provide lit streets at night, public art, and impressive architecture. Various trade guilds manage this growing industry, and sometimes find themselves in conflict with those who seek restoration of the old feudal system.


Fin....?

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