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Low Tech Biotech

well this is what I have from the Aquatic Tech Level end of things which I think would be one path that would stay with the biotech side of things.

Corral Age - Just use things as they are
Net Age - Starting to create containers/early domestication
Bubble Age - Isolating materials/chemicals
Amphibious Age - Exploring coastlines with aerator packs
Coastal Age - creating cities along the coastal shelf, making use of land animals as well
Exploration Age - explore the interior of islands and continents.
Genetic Revolution - understanding of DNA, chemistry, biochemistry, physics, ecology, etc.
Surgical Age - able to do major surgery, more scientific developments, Modern Age equivalent
Uplift Age - able to greatly alter animals into various tools and weapons, includes their version of cyberware, cloning, etc.
Neogenesis Revolution - Able to create entirely new lifeforms, biovehicles, etc.

Okay... It's been bugging me. Coral age, not Corral :).

In an aquatic environment heavy amounts of poisons, bioluminescence, coral shaping, and the use of clams to produce baroque pearls would be common. Aquatic creatures can 'fly' in water, as they live in a three dimensional environment where they can actually move above 'ground level' without having to build machinery. Most creatures that live at twilight depth will have difficulty dwelling nearer the surface, and their progenitors probably don't need to worry about much.

Technology pretty much comes up when you want to expand a population or improve quality of life. Simple biotech (efficient poison production through cultivation/selective breeding) would be much more useful to most aquatics than high level biotech (full-on genetic engineering).

____
Benefits of Aquaculture:

a.) Extended 'listening'. If a creature can detect and interpret noise in the water through sonar or other means of echolocation they can travel in deeper, darker waters, and rely less on visual acuity.

b.) Three dimensional movement: The Enemy's Gate is Down! Your cultures can fight in formations unheard of in the Topside. Phalanx is nice, but there are plenty of fantastic three dimensional solutions to combat, and preventing attacks. An army of Topsiders coming down into the Depths is going to be surprised by the use of schools of vicious fish, harriers coming from below and above, squads of 10 or more soldiers who fight in a protective sphere protecting a central caster...

And their spells don't work down here in the same way :D.

c.) Magic works differently: Topsiders get targeted by spells to destroy their air supply. Electrical attacks are common, but smart casters learn to boil the water around their opponents, encase in spheres of ice (Transmute Mud to Rock ~ Transmute Water to Ice), and really just wreck your day.
___________
An aquatic group doesn't need to have a bunch of Topsider tech... They work on a whole different level. They have moving fortresses powered by ballast and decanters of endless seawater. They terraform their world in three dimensions, building in spheres of influence.



Your culture needs to establish a few things to really move forward:

a.) An ability to store knowledge through efficient means. Going from the Spoken to Written word is a HUGE step in building a society.

b.) Ability to accept current limits: If you don't believe that lava or volcanic vents can forge steel (they can smelt it as a low-oxygen, high-heat environment... but it could be risky) then you're working in Cold Tech. Nothing wrong with it... Just a different feel.


What I personally picture? 'Underground' cities with 'wall' caps.

The sea floor opens to an area in the depths. A hemisphere of glowing lights blinks ghostly in the depths. As you move close you see thousands of jellyfish suspended in the water, with patrols of brightly-colored glowfish led by a swiftly-moving merfolk in simple leathers smeared in the same luminescence.

You may pass through the jellyfish.. But doing so causes you to suffer poison damage and harms the jellyfish. This may also raise an Alarm as spotters sitting at posts notice the change in luminescence from the wall (spot checks) or 'hear' the breaching of the wall (listen). Handle Animal check with appropriate understanding of the biome could allow you to pass.

The sphere is centered around a deep chasm 20' in radius, that has been worked through. The depths contain numerous channels through which you can float, and biologic alarms exist throughout the tunnels. The whole place takes a curving shape, as natural branches of an underlying cave complex, and sleeping quarters are more 'storage places where you can float' than actual sleeping quarters.

Life in the underwater city is pretty basic. If needs must for certain items that make life easier through Topside tech the denizens will stalk a ship, bore into its bottom (wood has a weak HP/section and toughness)) and then steal whatever is in the hold. Metal items that could be damaged/rusted by exposure to the sea are greased, and many a reaver's spellcaster makes their grade by casting Sea's Reprieve on their items.


Made Up Spell! said:
Sea's Reprieve
Abjuration
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: 1 metal item touched/level, volume of 5 cubic feet/lvl.
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You preserve a metal item from the ravages of sea exposure. Doing so effectively extends the time limit before rust sets in. If an item with Sea's Reprieve cast upon it is targeted by a extraordinary or supernatural corrosive effect (rust, acid) it gains a +4 bonus to its saving throw.

There's a reason why merfolk have what they have. I spent several hours ruminating over possible instances... And while the Aquatic culture has a lot of useful and interesting takes, it is difficult to really reproduce a lot of 'tech' in the way we see it. Even biological tech requires an ability to break the skin barrier if you wish to go into full-on genetic engineering. It is so much more useful to go with what you have, and take what you need, for a society that will have difficulty growing into the size of a Metropolis.

Slainte,

-Loonook.
 

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I have GURPS Biotech. It starts with modern and later tech levels.

Biotech second edition (for GURPS 4th edition) has magic, steampunk and horror as well as science fiction. Of the two sample settings, one is set in the Med. Sea during the first century (about 20 AD). Most of the biotech for it is cloning and species chimeras (human/chimp).

It also has symbionts as implants*, something you may want to consider as engineering parasites may be easier than larger creatures and they would provide the same kinds of benefits but without be heritable.

*It is a small box sadly. But the ideas within that box can apply to 3 chapters in the book.

Edit, here is a partial listing of many biotech sources for d20/D&D http://forum.rpg.net/showthread.php?553878-Sources-for-making-monsters-(wizard-edition)
 

Yeah, breeding/bioengineering parasites into beneficial symbiotes would be, at the very least, a heavily pursued line of technological research in an aquatic society.
 

[MENTION=1861]Loonook[/MENTION] a lot of cool stuff. I'm still working on it but I think that access to the surface would still be a necessity at some point, not to follow the land tech levels, but in order to explore certain kinds of chemistry.

One thing I can't include is magic until I get all the tech levels worked out. Otherwise they would solve their problems with magic and not develop any technology past the point that magic becomes common. Besides I want these tech levels for a scifi game too.
 



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