Showing posts with label equipment. Show all posts
Showing posts with label equipment. Show all posts

Tuesday, September 22, 2020

Magick disguised as Technology

An age of Progress is under way, as the apocalypse swept away the old to make room for the new.  Folks now devise all manner of strange Contraptions and Engines to ameliorate the many miseries of life.

This is a story of technological progress and new development, but it's also a fantasy of the remnants of civilization in the wilderness.  Where some fantasies have magic items, this story has technology.

(It also has magic, but that's for a different post.)

If we're going to talk about Magic and Technology, I think we should figure out the difference between them.  You've probably seen this quote from science fiction author Arthur C. Clarke:

Any sufficiently advanced technology is indistinguishable from magic.

Imagine handing a flashlight to someone from ancient Egypt.  Understanding what it is and how you use it only takes a moment, but understanding how it actually works is far outside the science available to that Egyptian.  What looks like technology to us would look like magic to them.  It's not magic, but they could easily mistake it as such.

To be fair, how many of us know how a flashlight works anyhow?  Why do batteries work?  What is electricity?  Why can't we know where an electron is and how fast it's going at the same time?  Dig down far enough and you'll eventually hit a point where your knowledge ends.

But even though I have no idea why electrons behave the way they do, a flashlight still doesn't feel like magic to me.  The difference is one of expectations.  I don't know exactly how batteries work, but I expect that the answer would make sense.  It's technology, after all, so it's made of sensible parts that I could learn about for myself.

For that Egyptian, a flashlight is magic, so far outside their realm that they don't expect to understand how it works.  Open it up and of course there's no flame inside, but instead some cylinders full of inexplicable magic energies, and of course they're covered in strange symbols that no one can read.  None of it works like it should -- it's magic, after all.

This must be technology, because it has captions explaining how all the parts work.

For Signs in the Wilderness, I'm interested in exploring magic that looks like technology.

It's magic, because it doesn't really follow any of the usual rules of how the world works.  I couldn't tell you the science behind the Golden Goggles or the Atmospheric Engine because there isn't any.  They're just magic items that I made up.

But they look like technology because of the expectations people have.  Sure, we don't know what's inside the Engine, but that's just because we haven't opened it up for a look.  Of course we'd find gears or pulleys or lenses that all make sense if you study them, because that's just how technology is.

With the right expectations, you can slip just about any magic item into the story under the guise of technology.  And in this post-apocalyptic setting, every new invention has something obfuscating about it anyhow -- the inventor might be dead by now, and no one knows how it works.  But because it's technology (and most certainly Not Magic) we expect we'll figure it out eventually. 

Let's roll up a random Invention.

Purpose (d12)
1 travels across the Sky: hot air balloon, cable car, pigeon
2 allows travel Underwater: diving suit, submarine, air pump
3 transports over Land: bicycle, pneumatic tube, sail-carriage
4 affects the Weather: causes rain, attracts lightning, emits fog
5 transmits Messages: semaphore, megaphone, tiny writing
6 Entertains or distracts: music, image projector, carnival ride
7 Detects hard-to-find items: ores, gems, water
8 helps with the Crops: harvesting, weaving, baking
9 creates Light/Fire: lighter, safety lamp, gas tubes
10 provides Security: safes, explosives, alarms
11 reveals Knowledge: find position at sea, show the future, read minds
12 improves Health: food preservation, healing, prevent scurvy

5: This invention transmits messages in some way.  There are plenty of options here, but first we'll need to know what the invention looks like.

Form (d10)
1 wearable and cumbersome
2 pocket-sized, must open or set up before use?
3 heavy item that takes two hands to use/carry
4 only works when installed in a common thing
5 large, must be set in ground, unlikely to be moved once set up
6 colossal device, moves on a track of some sort
7 huge engine on spindly legs
8 small barrel/box, must stay still while in use
9 large, freestanding, can be moved about
10 enormous, built in place, an entire building?

2: It's pocket-sized, and might need to be opened or set up before use.  (Unfurled, maybe?)  It could be something like a signal mirror, or maybe a portable telegraph device, or even a radio by some other name.  Let's look at its overall style next:

Style (d8 twice)
1 wheels, gears, ropes, belts, pulleys
2 glass, silver, silk, kept inside amber glass
3 noisy, clanking, rumbling, high-pitched squeal
4 smoke, dirt, soot, ash, foul smell/taste
5 sparks, embers, flames, electrick shocks
6 leather, brass, pipes, mirrors
7 polished mahogany, walnut
8 emerald, amber, quartz, amethyst

3/6: It's noisy/clanking and it has some combination of leather, brass, pipes, and mirrors.  I think this might be a sound-based device, maybe something that can focus the sound of your voice on a point many miles away.

Next let's see how this device is powered:

Power Source (d8)
1 consumed by use, inert, reflects light and sound
2-3 handcrank, pushed by hand, turned by oxen
4-5 has its own: waterwheel, windmill, coal-fired steam engine
6-7 clockwork, windup spring, weights on chains
8 slowly powered by heat of the sun, alcohol flame, requires ice or noxious chemicals

1: It doesn't need a power source: it's inert or runs on its own.

This device is like a line-of-sight walkie-talkie.  It lets you communicate by voice with anyone else who has one, as long as they're visible, even if they're many miles away.

Let's call it the Voicecaster.

In form, it's something like an umbrella or a modern tent (a bit bigger than pocket-sized, but still easily portable), folded up for carrying (probably in a protective case) then unfurled for use.  The structural ribs are made of shiny brass pipes that snap together, supporting a hemisphere of thin canvas with leather straps in places for strength.  Out at the edges of the frame, the brass pipes flare into complex little trumpet shapes.  At the center the pipes all come together.

To use a voicecaster, you set it up facing in the right direction, then sit down so your head is in the middle of the device.  There's a tube in front of you for sighting your target, so you carefully aim it at whoever you're trying to communicate with, as far away as the horizon.  There's another tube by your mouth that you speak into, and one by your ear so you can listen.

This raises an interesting question: does the other person need to have one of these devices to hear your voice, or can you project your voice at any point in the distance?  Or maybe they don't need one of these devices to speak, and you can just listen in on conversations from miles away?

A real listening device, meant for hearing incoming aircraft.

But like all magic, this device shouldn't be too commonplace.  In the story, it's meant to serve the purpose of a rare magic item, something powerful and important, but not so common that the basic concept of the world changes.

What's stopping this device from being widely adopted?

Rare Because (d8 twice)
1 design still unfinished, not yet functional
2 reclusive inventor, state secret
3 rumors of peril, illegal, addictive, deadly
4 costly, hard to make/use
5 many would lose their livelihood by it
6 not understood, inventor died in the apocalypse
7 fragile, easily damaged
8 legal battle over ownership, distribution, usage

8/1: There's a legal battle over who owns it, and it isn't entirely functional yet.

Let's say the voicecaster works just fine for listening and speaking once you've got it aimed right, but the process of getting it aligned is too finicky at the moment.  If there's a demonstration model, it's permanently fixed in place to avoid this problem.

The inventor has an idea of how they might fix the alignment problem, maybe using something like a spyglass with a small hand-crank, but they haven't had a chance to try it yet.

Besides, they're trying to stay out of sight for now.  To get the funding, they turned to some investors who are expecting the device for their own use.  I'm sure we could think of some shadowy and nefarious people to have behind the scenes.


Let's roll up another one, just to see how this works.

  • purpose: traveling across the sky
  • form: huge engine on spindly legs
  • style: ropes and pulleys / polished wood
  • powered by: clockwork, windup spring
  • rare because: many would lose their livelihood / said to be dangerous

This is a flying machine, a giant winged ornithopter powered by clockwork made of wood and rope.  Its spindly legs somehow support its weight while on the ground, then can be folded up while in flight.

Of course it's terribly dangerous, but if it could be flown safely it would provide safe travel over difficult terrain and rough seas, putting many porters and wilderness guides out of work.


Click below to roll up one of your own:

Newfangled Invention
purpose
form
style
power source
rare because

Thursday, October 4, 2018

Better living through alchemy

They're in every home and shop in the land: paper packets full of powders and tablets, glass bottles of unguents and solutions, pots of foul-smelling pastes.  Everyone swears by the alchemical products of the elves, many bearing the familiar red sign of the Three Spoons company, makers of those horrid pills your grandmother used to make you take.  They're an old-fashioned product for a scientific age.


They don't always work.  Some of them never work.  In fact, it's unclear if alchemists have had any real success since inventing gunpowder.

Most magic isn't real.  But every once in a while it turns out to be true.  Maybe most alchemical solutions are phony, but there's that one gooey liquid that actually turns iron into gold.  Maybe most monsters are just rumors, but the spiny tree-goat turns out to be real.

Signs in the Wilderness is a setting full of rumors and superstitions.  Most of them are false, but just enough of them are true that you can't afford to dismiss any out of hand.  I like a truth rate around 20%, low enough you can rail against superstitious yokels, but high enough there's always a nagging worry in your mind.

When you find some alchemical product on a shelf, check to see what it is:

Form (d20)
1-4powder in a paper envelope
5-7envelope of tablets
8-10thin liquid in a glass bottle
11-13thick, goopy liquid in a glass bottle
14-15pot full of thick paste
16-17dark glass bottle of pills
18-19solid block to be crumbled up or dissolved, wrapped in paper
20something immersed in liquid

Hopefully the label (or some handwritten note) says what this stuff is supposed to do:

Purpose (d10)
1-4medicine(d8) 1-2: cure a particular ailment, 3-4: heal a wound, 5-6: avoid a future health problem, 7: give energy / prevent sleep, 8: dangerous longevity treatment
5-7flammable(d8) 1-3: works like gunpowder, 4-5: firestarting material for wet wood, 6-7: explosives, 8: stuff ignited by water/air
8-9miscellaneous(d8) 1-3: substance that glows for a while, 4-5: help crops grow, 6: caustic acid that eats through just about anything, 7: very strong glue, 8: treatment for a tool/weapon to make it tougher
10transmutationturn one substance into another (d8, roll twice) 1: some kind of stone, 2: water, 3: ash/sand, 4: glass, 5: air / flammable gas, 6: iron, 7: mercury, 8: gold

This stuff is difficult to work with.  The reason might be marked on the label, but it might not:

Problem (d6)
1must be kept away from light/heat/moisture
2fragile, has a reaction if shaken/broken
3ridiculously flammable
4terrible stench, gives off noxious fumes
5stains anything it touches
6more poisonous than you'd like

The big question is how useful this stuff actually is:

Effectiveness (d8)
1-3It doesn't actually do anything.  People say it's working, but in a way you can't see, or that it takes more time, or that you just got a bad batch, or that you need to mix it with something else (that actually works).
4-6It does just a little of what it's supposed to to, but it causes some harm/damage that's small or temporary enough that you might put up with it.  People say that's how you know it's working.
7It does what it's supposed to, more or less, but it has an additional Problem.
8It works as advertised, but it (d6) 1-2: is no longer manufactured, 3-4: is very expensive, 5: is all that's been made so far, 6: will cause an unwanted result days or months after use.

Products like these are common in elven settlements, as well as anywhere among people who trade with the elves.  The further you get from the elven cities, the rarer alchemical products are.

random alchemical product
form
purpose
problem
effectiveness

Thursday, August 16, 2018

Firelock on your shoulder

Swords and knives died in the apocalypse, or nearly so.  Today's weapons strike fire and breathe clouds of smoke, and they mean business.  A lead ball in your gut will likely spell death, so don't start a firefight unless you're sure to win.



Truth be told, the old weapons aren't entirely dead.  Spears never run out of ammunition, and you don't have to keep your axe as dry as your powder.  But guns are the great equalizer, needing neither strength nor especial skill.  And while the arms themselves are rather dear, shot and powder are quite cheap.


Let's take a look at how the lock itself puts fire to the gunpowder.

Matchlocks


The oldest firearms were just a cannon with a little hole in the side.  You pour some gunpowder down the barrel, pack some kind of shot in next, and you hold a bit of flame up to the little hole so the gunpowder inside can explode.  It was basically a two-man job.

matchlock being fired
Today's firearms are a bit more practical, with a spring-loaded match holder to free up your hands for aiming.  A matchlock holds a piece of smoldering rope (called a "match") at the ready.  When you pull the trigger, the lock swings forward, touching the lit match to a little pan of gunpowder, setting off the main charge inside the barrel.

an old matchlock, with the pan open and the match unlit (Rainer Halama)
Matchlocks have one big advantage: they're very simple, which means they can be repaired by just about any blacksmith.  (This also makes them cheaper than other guns.)

They also have a few disadvantages:
  • Everyone can see (and smell) your smoldering match.
  • Rain or even damp air can put out your match.
  • Wind can blow sparks from a lit match, igniting other gunpowder nearby.
Matchlocks have been a favorite trade item since the elves first came to the North.  Just about every tribe and village has a few, no matter how far inland you go.

Wheellocks


You know how a lighter works, where you spin a thumbwheel against a striker to form sparks?  That's pretty much how a wheellock works, too.

wheellock pistol (the circular silver part is the wheel that spins)


A wheellock is named for its wind-up wheel that spins against a striker when you pull the trigger.  This throws sparks into the pan, setting fire to the powder.

wheel with winding key still on it (Ian, Forgotten Weapons)


Wheellocks are better than matchlocks in some ways:
  • They can fire in just about any weather, other than the hardest of rain and wind.
  • They're very responsive, with little delay between pulling the trigger and the gun going off, making it easier to aim at a moving target.
But there are a few disadvantages too:
  • You can't wind up the wheel without a key of some kind.  If you lose the key in battle, you might as well be carrying a club, not a firearm.
  • Wheellocks are delicate, fiddly weapons.  Only specialized gunsmiths (and possibly jewelers) will have the tools and expertise needed to fix a damaged wheellock.
Wheellocks are the gentleman's firearm of the fallen empire, a complex weapon from a more civilized age.


Flintlocks


Today's latest invention is the flintlock, a simpler, better firearm, the product of modern ingenuity.  Flintlocks make fire by swinging a piece of flint against a steel plate.  The steel flips up, uncovering the pan as sparks fly in.

flintlock just after firing (Brian Nesslage)


Because the steel cover keeps the powder in the pan, you can keep a flintlock loaded and ready to fire at a moment's notice.

The only downside to flintlocks is that they're very new, not readily available yet.  Give it a few years and they'll be just about everywhere.

so much smoke (Christopher Delano, Don Reimert)

Other features


Firearms come in two general lengths: muskets and pistols.  Muskets are the standard weapon, 3 to 5 feet long (1 to 1½ meters).  Pistols are only good at short range, but they're light and concealable.  (Though you'd better not light the match on your matchlock pistol before tucking it under your coat.)

Muskets can be improved by carving spiral grooves down the inside of the barrel, to help the bullet spin.  With one of these rifled muskets (or just rifles) a good shooter can hit a target at a very long range.

double-barreled wheellock made for Emperor Charles V


A double-barreled weapon is like two firearms built side by side.  Load both barrels, put some powder in both pans, and you've got a gun that can be fired twice in a row.

pepperbox flintlock, where the barrels rotate into place


Pepperboxes and revolvers go even further in that direction, with six or so rounds all loaded up at once, rotating into place as you need them.  (Revolvers have a cover over each pan so they can be kept loaded like a flintlock.)

matchlock revolver (Bullenwächter)


Large-caliber weapons pack a serious punch, tearing a hole through just about anything.  Big guns like these have a nasty kick, so they tend to be special-made for humans and giants who can handle them.

Many long guns (muskets and rifles) have a mount for a bayonet, a long blade that can be attached to the end and used in close quarters like a spear.

fix bayonets and advance (bantarleton)


Some firearms are a bit too fancy, with gold leaf, mother-of-pearl inlay, or secret compartments.

(Every now and then, some gunsmith gets it in their head to combine a firearm with a sword or an axe or silverware to make some kind of monstrosity.)

Prices


In a typical elven town, prices like these wouldn't be out of the ordinary, assuming the items are available:

5d1 round of powder and shot
$120 rounds of powder and shot
$10matchlock musket/pistol
$20flintlock musket/pistol
$30matchlock rifle
$50wheellock musket/pistol
$50flintlock rifle
$100wheellock rifle

Other features can drive the price up quite a bit.  A wheellock pepperbox pistol with silver inlay and a secret compartment could easily run you $500, and you'll have to have it custom made.

Out in the wilderness, at some far off village or trading post, prices could easily be three times as high, with very little selection.

Thursday, July 26, 2018

Tech after the apocalypse

This is a world of inventions and contraptions, a world where technology marches ever onwards. The apocalypse destroyed the old world, but so much of its knowledge survived. Here in the ruins, new things are invented all the time.

There are two (somewhat contradictory) things to know about technology:
  • The finest things come from the Old Country before the fall.
  • The best things are being invented now.

Old Finery


The old elven empire was a land of millions of people in the early stages of an industrial revolution.  They had the finest silversmiths and gemcutters, the most precise instruments, and wealth—so much wealth, almost beyond imagining.

(astronomical clock of Prague, Jay8085)


When the people of the North first saw elven ships come sailing across the seas, they saw a great opportunity.  Wealth had come to them, in forms they never imagined, and they were determined to get some of it for themselves.

(Spanish galleon)


Today, after the end of the old world, elven finery from the lost homeland is highly treasured.  Old things are repaired and reworked many times over, so the ivory handle of that knife might have been part of a mantlepiece once, and the hands on that clock have been soldered back together a few times.

Elven technology usually seems overcomplicated, with too many moving parts prone to failure.  And with the industrial base of the empire gone, every moving part has to be made by hand.  The toys of the old world will eventually break down for the last time.


Modern Invention


(David Bushnell's submarine Turtle)
But let's forget about the past with its cramped cities and hidebound ways.  This is a new world, vast and full of opportunity.  People today are moving on, taking apart the fancy doodads of the olden days and making them into useful things, profitable inventions to hunt and fish and till the land.

In Finnish mythology, the Sampo is a many-sided mill that makes all the things you need in life, crafted by the gods and fought over on earth.  Wondrous treasures like this are common in fantasy, given by (or stolen from) divine and legendary beings: Excalibur is given by the lady of the lake, Perseus got his winged sandals from Athena, Sigurd stole his ring from Fafnir's hoard.

Taking after American stories, Signs in the Wilderness is a place where powerful things are created by mortals, not taken from the gods.  New contraptions and devices are being invented all the time and will surely change the world.  To put it another way...

(Benjamin Franklin, by Benjamin West)

In America, the Sampo is invented.