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Infraflux IconInfraflux Technology (WIP)

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VERY WIP DON'T LOOK


is it any wonder people are afraid of technology?

TECHNOLOGY! - ohh my godd..

General Tech Level

Although technology and infrastructure on Earth took a big hit in the late 2000's when the Cataclysm struck, the following 400 years were enough to bring it back to the level of previous civilisations and beyond. Alien tech (from the visiting Geometrids), otherworldly influence, and individuals of above human intellect have advanced March Earth into a technological era that would seem like science fiction to any pre-Cataclysm human.

Modern day technological levels on March Earth vary wildly from place to place based on a location's unique attributes and the availability of resources, but in addition to technology that was around in the late 2000's, all places theoretically have access to the following:

  • advanced internet
  • advanced server/data storage capabilities
  • advanced water, waste, and air purification
  • hydrogen/water-based power
  • advanced nuclear power
  • advanced power storage
  • simple NAI and automation for both major and minor tasks (drones, farm equipment, household devices etc.)
  • basic multi-material utility 3D printing (clothes, food, tools, etc)
  • medical science advanced enough to adapt to a huge variety of body types
  • basic cybernetic/augmentation options (mostly advanced speech translation, vision, mobility, etc. devices and other communication/daily living aids)
  • both simple and advanced genetic engineering (ranging from readily-available but expensive cosmetic alterations, to heavily regulated physical alteration and cloned GM livestock/crops)
  • advanced underwater/extreme environment tech
  • technology that integrates magic
  • technology that integrates mutable/liquid crystal material (shapeshifting tech)
  • minor hologram projections of limited size
  • neurotech (technology that responds to an individual's nerve signals directly)
  • VR and AR, often integrated with the local area
  • technology that nobody understands (usually one-off devices, things made by planar entities, or the results of spontaneous generation)

Wild Tech

One particularly complex aspect of March Earth technology levels is the fact that fully-formed technology can manifest by itself, usually as part of Synth entities or as part of localised environmental phenomena, such as the Chimewilds. The level and advancement of this tech is entirely random but seems to draw mainly from existing past and present devices. These manifestations make it possible to obtain extinct, ready-made, or entirely unique technology by "hunting" it, though this is often a dangerous endeavour. In some cases wild technology can also be utilised or tamed for ones own benefit, such as the network of wild-yet-rideable steam trains that lay their tracks across the March UK, but always an element of danger remains with this, as with anything from the Wilds.

Communication

Since the advent of the Teleost Broadcasts at the turn of the 24th century, radio has been a vital part of communication between the Earth's scattered settlements. Even places too remote and disconnected to have internet will still be able to tap into radio communication. Radio relays can be found in the wildest places; many being built as part of a global initiative by the supercountry of Infraflux to connect its inhabitants, but the older ones are built by unknown hands and a few have grown or manifested by themselves.

For places less remote, the internet is the key means of communication, serving myriad roles from entertainment to politics, and allowing long-distance communication across the globe. Servers are generally placed in larger cities, or heavily reinforced outposts of their own. Cable-laying is a massive and well-supplied initiative propagated by daring and well-defended teams riding massive burrowing machines that slowly cross the Wilds, laying high-speed cables or offshoots from a domesticated network organism known as the Copperworm. The Copperworm network existed dormant for at least 100 years before being discovered and harnessed. The cable-like synth organism slowly grows towards settlements that have electronic activity, seeking connection. The bandwidth of the copper-based lines is not very good but they are self-repairing and spread almost throughout the entire globe, including on the seafloor. Major connections, such as between nearby cities, may be reinforced with mechanically or magically boosted wireless signals, making a corridor between them that has perpetual wi-fi. Connectivity in rural areas tends to be spottier but the internet is still usually the main means of communication worldwide. The supercountry of Infraflux considers internet a personal right, one that is crucial for their governmental and social systems, and heavily prioritises the upkeep of their connectivity.

Physical communication in the form of letters and personal packages is rare and goes through courier services and individuals, who charge accordingly high amounts for their risky journeys and hard-won knowledge of the Wilds.

Transportation

Massive trade circuits as we know them struggle to exist in Infraflux thanks to the hostile nature of the wilds between settlements. Instead, settlements produce most of what they need themselves, or in close proximity. Trade is still active, but happens mainly via motorised convoys or lower speed caravans that carry at least some form of defense against the wilds. Frequency and bulk of trade depend on the route's safety, and some places may have developed unique methods of route protection such as tunnels or magic defenses.

Paying a convoy to travel with them is one of the best way for individuals to get from place to place, and convoys usually have a dedicated passenger vehicle for just that. Being hired by the convoy is also a popular way to get where you need to go, though may require a certain level of trust and/or connections. "Charters" are a more expensive but much faster option, referring to any personal taxi service that travels outside of settlements. Charters can be anything from aircraft pilots to speedy individuals who will let you ride them. Travelling without an experienced convoy or charter is usually only attempted by those confident in their ability to repel possible danger, and travelling alone is regarded as something only done by the very skilled or the deeply foolhardy. Regardless, there are always a few pathfinders and guides to be found at major cities, ready to lead brave souls where they need to go.

In the vast expanses of March Earth's oceans, travel proceeds much the same, but additionally trade often happens via sailing or submersible "trade cities" that migrate seasonally on the major currents and make stops at larger settlements. Trade cities are like vast burgeoning ships filled with cargo storage and people looking to buy and sell, and the arrival of one is always a major event.

Daily Life

Personal Tech

cards
scrolls
niceopods
jaw pins/tympanic implants

Augmentation

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