Technology and Weapons

 

Though much can be said about the magic found among the people of Dragondeep, the fact remains that many people don’t use magic at all, let alone strongly enough to rely on it for day by day use. Most Humans (Seafarers and Reed Folk primarily), and certainly most Wyldkin – those groups comprising the bulk of the population – are not magically inclined and thus require the use of technology or tools instead.

Even though there are notable exceptions, much of Dragondeep is set at a ‘middle ages’ level of daily use technology. Carts and wagons hand-made by skilled wood and metal workers are used to transport people or goods. Blacksmiths toil to create weapons, ironworks and tools.

Essentially all construction across the world is made by hand, from the smallest and most delicate timepieces assembled by tinkering Clockwork, to the mansions and edifices of the Necropolis. While the hands that make such things might be dead or cold, they’re apt to be masterful in execution.

There are no portions of the non-Fey Dragondeep culture which outright refuse to use any technology – even the Nomads use tools to create their temporary huts, and to hunt adequately for their tribes. Perhaps the only restrictions exist among Dragon kind, and that would extend only to things which remind them of their captive days at the hands of the Gods. Dragons, while they can usually read and even utilize forms of written language, are just too large to deal with much small scale tech. They do on occasion help out for very large constructions, lifting marble slabs or carrying entire trees to a work site. More often than not, however, they’re on hand to make sure that nothing happens to their small friends while their homes are being put up.

The Fey are a different story indeed. Some of the Forest-kin do take to collecting things that they’ve stolen from travelers, but they rarely know how to use, say, a steam engine or even a compass. Demons definitely use a good amount of more advanced tools and understand higher math when asked, but still somehow seem to prefer using their hands and magic to make their lives easier. Other lower forms of Fey simply aren’t capable of comprehending any technology beyond ‘weapon’ or ‘shield’ or ‘bowl’.

The Nomads are clearly the lowest on the scale of technological advancement, while they don’t normally seek out or use many of the tools or devices that others make, they are commonly capable of doing so if they need to. Dragonkin enjoy their paper and scrolls, some small amount of clothing, and definitely scribing tools with which to record births and deaths of their kind and Dragons. But since some of them can fly, and many rely on other means, they aren’t apt to require the use of much more than hunting and cooking devices.

The Reed People create extremely complicated tools and instruments for their music, and of course their hanging or stilt-supported homes are marvels of engineering. They use simple tools aside from those, for farming or gathering their food, along with preparing it. Their looms and weaving tools are very well designed. Though their works are visually plain, they make up for any hint of boring, with their magnificent song craft.

Griffins, while they are consummate collectors of other people’s stuff, hardly make their own tools, preferring to use their Elemental powers over much else. That said, they are quite gifted with using those other castoff parts and pieces, it’s not unheard of at all to have a Griffin repurpose other items into something if not useful, then rather fun.

For most of the Humanoids on the planet, from Seafarers and Wyldkin to Barons and Necromancers, everyday tools and functional items are what any given ‘fantasy setting’ would have access to: housing equipment, cooking tools and utensils that are easily recognized, water wheels and wind mills, milling equipment in general for making flours and crushing stone, mining tools, forges and smelting for making alloys out of ore, glassworks and stargazing tools. Many of the societies on Dragondeep have gone past the need to invent items to make their lives easier, and have begun to focus on style.

The Clockwork, Jewel Witches, Lumin, and Starcourt (and possibly Ravenhill) cultures, however, exercise their technological muscles in many ways that seem magical to some. Though it appears Starcourt keeps up their location cleanly and meticulously, it’s not really known what they do with their port or whatever is hidden within it. They may very well have full on computer systems and perhaps even cryogenic storage or high-tech manufacturing plants underground, but no outsider has ever seen anything beyond the surface. (It is remarkably unlikely that they have such things, merely that they are the caretakers of their location and not a lot more.)

The Clockwork obviously maintain themselves as well as create new things for others to use, but with that said, their works are much more function over fashion. They find a good design and stick with it for hundreds of years, dozens of ‘generations’. Also, they prefer to work with the surrounding cultures needs – they aren’t going to design an ambassador who needs winding-up without a power supply, but they equally are not going to create one that infects their fleshy diplomatic team with radiation poisoning. They have claimed that there is a distinct and enjoyable challenge in maintaining this balance between ‘new’ and ‘quaint’. They eagerly supply maintenance and upkeep as well as help design pieces for the Witches and Lumin.

Of those two, the Jewel Witches seem to concentrate most of their technological efforts on convenience and style rather than filling other niches. Their kitchens are stainless steel, marble and glass, with blenders and coffee machines and microwaves. The cities of the Witches have public transportation – because they are needed, the sheer size of the Crystal Dome precludes simply walking from one side to the other. (And, requires vertical movement as well, hundreds of stories from the ground.) That transport is in the form of small cab light rail, a cleverly designed system that can detach from a main line and move to others with ease. Theirs is the most complex travel system on the planet.

The Lumin on the other hand, concentrate their technological efforts on communication and networking. With not only television and radio broadcasts, but effectively a high-end internet – used mainly by their medical and political structure – they can easily reach most of their population in some format with important information, almost instantly. Of course there are distant or difficult locations that lack power or plumbing, but for the most part the cities of the Lumin, as well as their surroundings, are fully powered. The other thing they are known for, though perhaps not understood save by the Clocks and Witches, is their cybernetic brain implants. Where a Jewel Witch has a diadem or crown that can be removed, or perhaps even made into a necklace, brooch or bracelet, the Lumin go one step farther and actually embed a connection into their brain. This technology stems from offworld designs, but they have taken it in new directions from their Portal-gotten gains. Since they are often quite strong Psionically, these connections have been adapted to produce much wider results. Being able to send and receive thoughts and emotions over hundreds of miles, rather than perhaps hundreds of yards, has allowed the Kings to much more effectively manage their lands. Not every individual in their domain does this, mostly the implants are for the royals or those who are required in public – hospital staff, public safety, and the like. But almost all Lumin citizens still use technology that may rival 21st century Earth’s.

For most large urban Dragondeep population centers, the technology level can be called ‘mixed’ – with dozens of taverns bearing rustic hand-built chairs and a large central hearth, to one or two nightclubs importing exotic rave music. Streets might be cobblestone with asphalt areas, marble courtyards framed by magically lit abstract art.

Rural areas range from simple medieval huts and small gardens, to ‘dust bowl’ era farmsteads with steam or magic powered vehicles, though more likely a horse-drawn cart or two parked next to their well. Though you still might find that one ranch belonging to a Lynx morph family that has a satellite dish on the roof, or a Clockwork carriage steaming along that unpaved trail.

Weaponry and Armor

While it’s true that there have been very few inter-species conflicts (though there have been some) most cultures have been around more than long enough to have civil wars or inner cultural battles. These may come in the form of stylized dueling and personal will combat as the Domain was known for, with the loser effectively having to commit suicide, on up to full scale sieges and violent takeovers of entire territories.

Any of the current cultures of Dragondeep surely have their own frictions both between each other and within their own, though until the Fey and the Summoners really start to churn (around the year 41,330, well into the rule of Vaelan) things either merely simmered, or were reasonably peaceful.

Though several of the cultures around the world could indeed produce extremely deadly weaponry – guns, laser and particle weapons, and the like – they have not. Mainly it’s the Dragons keeping that peace, because there is nothing like a little reminder in the form of a 200-foot-wingspaned visitor bellowing to your leader to shut up and sit down…

Historically, Dragons have had to keep that peace several times. However, they do prefer to let people hash things out themselves, than to intervene. They are not a political force, at least they don’t tend to think of themselves as such: more a force of nature, representing the planet itself.

Each culture, as evidenced by its technological advancement, may have a selection of vastly different weapons of choice. Most, however, stick with a tried and true list.

Melee weapons are favored by several groups. Swords of varying length and style, rapiers on through massive Claymore style items hefted by the strongest among them. Knives, small hand items like cat-claws and armored gloves, favored for faster moving or lighter weight combatants. Spears and staves are very common among guards of any breed, all around the world. Even in the Jewel cities, public guards have high-tech staves capable of delivering a non-lethal shock in addition to bashing your butt if needed. Maces, clubs and sticks are commonly used by more primitive creatures in the Fey lands.

Most cultures have a distinct division between ‘functional’ and ‘fancy’ when it comes to any melee weapon. Hunting gear is considerably different – more durable and less embellished – from any high court’s symbolic items. That said, plenty of nobles, from anywhere that has them, wander the streets confidently with their hand on their filigreed rapier, looking for a fight – and often lose to those thugs brandishing an old dinged up machete.

Missile and ranged weaponry is mainly useful for hunting, or larger scale battles. Everything from simple hunting bows and ‘arrow whips’, slings with rocks or pellets, dart guns and throwing knives, on up to major crossbows and javelin flinging tools. In more open territory or on ranches, lassos and whips are common, as are bolos and nets. Items which entangle but don’t necessarily wound, keep an animal (or person) under control while preserving their life.

Traps are commonly used for hunting everywhere in the world. They can be adapted for personal defense (witness those Lich mansions in the Necropolis) but also for larger scale territory defenses. With the aid of magic, many simple tripwire devices can merely alert a defender to their attackers, rather than take any further action. Almost all money-lending and business sites around every large city has reasonably clever detection traps to alarm guards to unwanted intruders.

Major weaponry is used only rarely – when civil wars break out, and someone really needs to get into that other castle, trebuchet and ballista are brought out to crumble even the thickest stone walls. Most cultures prefer not to outright destroy their enemy’s cities or keeps, because there is likely a good amount of loot, people, and barring the next invading force, a safe place to stay in them.

Of course, all these weapons have produced the need to protect from them. Every kind of armor imaginable is in use across Dragondeep, obviously varying by culture and need. Most hunters utilize only leather or padded cloth, in order to easily move through their prey’s territory. City guards and personal bodyguards often use magically enhanced leathers and lacquered pieces, plus small shields. Those who regularly expect to be in some form of danger – be it from larger animals, Fey, or other aggressive combatants, will don light metal or chain armor. The only folks having to actually use plate or heavy chain armors are those heading into war. Each culture has their own take on what ‘heavy armor’ means, of course.

Many weapons and armor are created in the Stone Elves forges and under their remarkable magic Elemental powers. They often wind up on both sides of a fight, but the Elves really don’t care. Even the Elves often wind up on both sides of a fight. They like to fight. Some folks figure: let them, better someone who enjoys it, than recruiting farmers or bankers to heft unfamiliar arms.

Shields are often considered an art form, in certain locations. Their construction might be purely decorative but even a fancy coral-and-glass object can be enchanted with powerful protective spells!

A distinct advantage comes to those who can afford to have spells piled on their armored and skilled ranks. However, a far better advantage is to simply have mages do the fighting – anyone from Griffs in need of proving themselves, to Summoners who have just got to impress their potential wife, there is always someone willing to get their hands dirty with someone else’s guts.

 
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