Batteries in a fantasy world

Eternalknight

First Post
In a campaign world I am developing, the dwarves of the world do not mine gold and gems, but rather a substance called 'greystone' that, when treated alchemically, can be used much like a battery. I have already decided the dwarves have invented 'shock swords' (a blade with a greystone lightly charging the blade to produce an electrical jolt upon contact) and 'light globes' (my world's equivilant of a modern-day torch). But what else could they use greystones for? Any help appreciated.
 

log in or register to remove this ad

How long have they been minning the stones? Could they have figured out that with enough power they can cook things with it? Perhaps connect prisoners to one as a torchering device?
 

It is relatively recent discovery, certainly within the last century, though I don't have a definate time. I like the torture idea :]

Do batteries affect magentism?
 


Thought so, and felt a bit silly for asking, but wasn't sure :) Thanks :)

Would something like a magnetic shield be out of the question? Or magnetic gauntlets that made it harder to be disarmed whilst weilding a metal weapon?
 

Batteries give rise to a number of possibilities, but crossing the technology with fantasy is a bit tricky. A few random thoughts in no particular order:

I'm reminded of the first mobile phone technologies, which included a huge handset powered by a suitcase containing the very limited-life batteries. A form of telegraph might also be developed, if the mobile version is not thought of first.

Batteries might also be used to electroplate metals. It might therefore be a secret of the dwarves that the "treasures" they produce might be less valuable than outsiders believe.

Some batteries are rechargeable. What magicks might be needed to accomplish this and would it be profitable to do so (as distinct from further mining)?
 

WillieW said:
Some batteries are rechargeable. What magicks might be needed to accomplish this and would it be profitable to do so (as distinct from further mining)?

My plan at this stage was to have them not be rechargeable, which eventually will lead to to reserves of them running low.
 

Hmmm...

100 years is actually a fairly long time...given the potential pace of invention. Check out the Steam Engine Wiki for ideas: Here

Depending on the power/weight ratio the graystone provides, you could have all manner of things, including:
  • Battery-powered conveyance (primarily mine carts, but possibly even development of a the "Graystone Express"...which could link far-flung dwarven colonies by high-speed battery-powered train).
  • Anything we currently use batteries/electricity for: Lighting, cooking, heating, medical devices, etc. Once a powersource is developed, innovation could be almost unlimited, particularly for craft-minded societies such as dwarves.
  • Powering magical experiments. Such a power source could be refined to provide components/boosters for a variety of spells. Alternatively, the dwarves could start developing a separate line of techno-based magic, harnessing the power of graystone to replicate traditional magic, but in a package that can be used by just about anyone. Everything from flight or levitation to high-damage electrical blasters.
I think your list of potential items is almost unlimited...it just depends on how much "mundane" you want in your "fantasy" ;)!

One thing to think through would be the "impact" of such a development. For instance:
  • For a thousand years, the elves of the Great Forest have been in conflict with the dwarves, since the latter exploit the woodlands to provide fuel for their furnaces. Now, graystone obviates the need for wood, so the main reason for the conflict evaporates. Alternatively, the wood-cutters of Nar-Ho have made a handsome living providing wood for the insatiable dwarven forges. Now, the dwarves have stopped coming and and the wood-cutters face financial ruin and are turning to banditry to survive.
  • The dwarves have been locked in an endless struggle with orcs and goblins over underdark territory. Fewer numbers have hampered the dwarves ability to defend their homeland as they march back and forth to defend their holds. Now, a network of graystone-powered rail-lines enable the dwarves to quickly move their troops from one location to another, without forced marches. The dwarven troops arrive well-rested and ready for action and have recently turned the tables on their ancient enemies. Of course, orcish shaman are petitioning their gods to learn the secrets of the dwarves recent success.
  • The Wizard's Guild of the Foozle Empire has always kept a tight rein on the manufacture and sale of magic items as a way to prevent "unauthorized use" and fatten their own purses. Now, the Dwarves of Kwor are producing and selling items that mimic magic effects...except even untrained serfs and other rabble can use them! Outraged, the Guild begins to marshall their forces for an all-out assault on this affront to their power and prestige.

Lots of potential possibilities (and problems)...

~ OO
 

Wow, I really like this idea.

What sort of "hard stats" does Greystones have? What's the life of it? Market Price? etc.

I can see all sorts of uses, from mundane to war to travel.

Peterson
 

Actually, there is evidence that batteries are a lot older than most people think...

Some artifacts (like the 2000 year old, so-called "Baghdad Battery") have been found that had the same internal structure (albeit on a much, much larger scale) as a regular battery.

However, given the materials making up these artifacts, it is likely they were so weak, they were only usable for things like electroplating.
 

Remove ads

Top