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Batteries in a fantasy world
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<blockquote data-quote="Old One" data-source="post: 2811087" data-attributes="member: 83"><p>Hmmm...</p><p></p><p>100 years is actually a fairly long time...given the potential pace of invention. Check out the Steam Engine Wiki for ideas: <a href="http://en.wikipedia.org/wiki/Steam_engine" target="_blank">Here</a></p><p></p><p>Depending on the power/weight ratio the graystone provides, you could have all manner of things, including:</p><ul> <li data-xf-list-type="ul"> 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).</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> 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.</li> </ul><p>I think your list of potential items is almost unlimited...it just depends on how much "mundane" you want in your "fantasy" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />!</p><p></p><p>One thing to think through would be the "impact" of such a development. For instance:</p><ul> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> 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.</li> <li data-xf-list-type="ul"> 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.</li> </ul><p></p><p>Lots of potential possibilities (and problems)...</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2811087, member: 83"] Hmmm... 100 years is actually a fairly long time...given the potential pace of invention. Check out the Steam Engine Wiki for ideas: [url=http://en.wikipedia.org/wiki/Steam_engine]Here[/url] Depending on the power/weight ratio the graystone provides, you could have all manner of things, including: [list] [*] 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. [/list] 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: [list] [*] 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. [/list] Lots of potential possibilities (and problems)... ~ OO [/QUOTE]
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