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Very quick doodle of me trying to slowly get into drawing boats and i figured I would draw a simple one, a very vague doodle of a bark canoe and two early concepts of Isla Vistas sailing along the far coasts spear fishing. A simple canoe with an Outrigger can 100% handle relatively deep waters both in terms of not flipping and navigating. This is a smaller canoe that is really meant to barely hold two drekir in it, smaller is easier to make
And there are many cultures that would probably have some form of outrigged canoe for traversing deeper coastal waters and lake waters and it would likely be the same for the Californian Islands
Of course the idea there is that California is now an Archipelago off the coasts of Washington and is home to a series of Islander groups. Some of the islands are forested and others are temperate plains and there generally isn't a lot of larger game. So most of the peoples of these islands have turned to the coasts
I am not entirely sure if I want a series of smaller tribes or a larger united Chiefdom or somewhere between but regardless. Most of the californian drekir would probably be subsisting mostly off of sealife of one form or another and deepwater atlatl fishing would probably just be one of dozens of methods for getting food.
It would probably be similar to PNW peoples prior to colonization, chum the waters to attract fish and then spear them with a harpoon in this case
These boats wouldn't be for the open sea but rather for traveling between islands where the conditions would be more favourable. So while good sea travelers the californians probably won't be able to navigate east onto the Mainland that easily, at least for a while until they start making more seaworthy vessels
So yeah there you go, boat
still loose on the lore in regards to california so these guys are not final
And there are many cultures that would probably have some form of outrigged canoe for traversing deeper coastal waters and lake waters and it would likely be the same for the Californian Islands
Of course the idea there is that California is now an Archipelago off the coasts of Washington and is home to a series of Islander groups. Some of the islands are forested and others are temperate plains and there generally isn't a lot of larger game. So most of the peoples of these islands have turned to the coasts
I am not entirely sure if I want a series of smaller tribes or a larger united Chiefdom or somewhere between but regardless. Most of the californian drekir would probably be subsisting mostly off of sealife of one form or another and deepwater atlatl fishing would probably just be one of dozens of methods for getting food.
It would probably be similar to PNW peoples prior to colonization, chum the waters to attract fish and then spear them with a harpoon in this case
These boats wouldn't be for the open sea but rather for traveling between islands where the conditions would be more favourable. So while good sea travelers the californians probably won't be able to navigate east onto the Mainland that easily, at least for a while until they start making more seaworthy vessels
So yeah there you go, boat
still loose on the lore in regards to california so these guys are not final
Category Artwork (Digital) / Doodle
Species Unspecified / Any
Size 1280 x 638px
File Size 168.2 kB
Scavenger rafts have been made in the comic (the first chapter) so that isn't at all off base for the drekir. Though larger boats tend to incorporate more natural materials just due to the limitations of amount of scavenged materials.. For larger boats the most common you would likely see would probably be bundled reed boats. Or they might simply be longer canoes made from larger fallen trees
Sail boats do exist of course first and in theory this is absolutely possible
In theory you could use wind mana or an alchemical known as Aether, the same principles behind an Aethergun (Manatech high powered air gun basically). The in this early period there are problems and there are problems in relation to both technological limitations and the nature of wind based mana products and magic.
Generally for starters wind mana iteslf produces a lot of pressure that requires at least a relatively strong vessel to withstand. While this can be made out of a lot of things (scaleather or hide, thick ceramics, mana metals, etc.) It's hard to make a vessel that is both airtight and strong enough with the current situations that most drekir face.
Moreover wind mana is highly temporal, lasting only a very short time and its one of the shortest lasting forms of magic, with wind mana existing sometimes for less than 10 seconds before it sublimates out of reality. So you wouldn't be able to make a consistent stream of wind without an absurd amount of mana or aether. Both of which are also hard to make in a way that can be contained.
So stored wind mana, should it exist in the current period of the DragonScape shown (0PA-200PA, the "Awakening period") It would likely just be used for short bursts to quickly correct a sailboats path or to fight against unfavorable winds for short moments rather than as a sort of magical sail motor.
A Wind mage could possibly do more consistent work as of course they can continuously intake mana and output wind mana. Though that would require an immense amount of skill and danger in doing so, especially for a prolonged amount of time. And any failure on the mages part can incur a lot of painful and lethal consequences from meltdowns to rupturing organs. So doable but not really practical or safe.
Though in later periods as manatechnology improves I could 100% imagine the use of aether canisters for steering about sailboats, particularly smaller ones for short bursts. Its a great idea
In theory you could use wind mana or an alchemical known as Aether, the same principles behind an Aethergun (Manatech high powered air gun basically). The in this early period there are problems and there are problems in relation to both technological limitations and the nature of wind based mana products and magic.
Generally for starters wind mana iteslf produces a lot of pressure that requires at least a relatively strong vessel to withstand. While this can be made out of a lot of things (scaleather or hide, thick ceramics, mana metals, etc.) It's hard to make a vessel that is both airtight and strong enough with the current situations that most drekir face.
Moreover wind mana is highly temporal, lasting only a very short time and its one of the shortest lasting forms of magic, with wind mana existing sometimes for less than 10 seconds before it sublimates out of reality. So you wouldn't be able to make a consistent stream of wind without an absurd amount of mana or aether. Both of which are also hard to make in a way that can be contained.
So stored wind mana, should it exist in the current period of the DragonScape shown (0PA-200PA, the "Awakening period") It would likely just be used for short bursts to quickly correct a sailboats path or to fight against unfavorable winds for short moments rather than as a sort of magical sail motor.
A Wind mage could possibly do more consistent work as of course they can continuously intake mana and output wind mana. Though that would require an immense amount of skill and danger in doing so, especially for a prolonged amount of time. And any failure on the mages part can incur a lot of painful and lethal consequences from meltdowns to rupturing organs. So doable but not really practical or safe.
Though in later periods as manatechnology improves I could 100% imagine the use of aether canisters for steering about sailboats, particularly smaller ones for short bursts. Its a great idea
So look like Aetherguns is going be a main stay seeing as it safer (for drekir at least) and a-lot easier make than actual guns seeing as main principle behind gun is creating a pressure vacuum behind projectile you trying launch to project it forward with main problem being ammunition.
Well they don't occur for quite some time in the DragonScape timeline, they used to be canon in the Awakening but that has changed and has been changed for a bit. The Earliest Aetherguns don't start appearing until about 4000PA and they don't become a more dominant presence until the 7000sPA (over 7000 years after The arrival of a long tailed hiker)
the main problems are mechanical. It's difficult to make the valve, tank, and parts from the level of metallurgy and manufacture of other materials in the dragonscape of the Awakening period and most natural materials are gonna struggle with handling the pressure of an aethergun. There is also the questions of making a pump that would 100% be needed for such a process. Even if drekir were to have the materials making these things is notably difficult
Firearms have chemical complexity, Air guns have mechanical complexity and there is a reason that while Airguns in our history have been respectably powerful and even competed with conventional firearms at some points, they never caught on fully.
Munition could be a lot easier, any sort of dart, pellet, bullet, shot, arrow, etc. can be propelled with compressed air. The hard part is definitely in making the gun and making the gun function which is a difficult bar to get past for groups of drekir that are mostly engaged in subsistence economies. As investing a lot of time, practice, research or study into aetherguns is kinda moot compared to other hunting weapons that are easier to make for the time.
Generally the closest functioning analogue to a "gun" in the Awakening DragonScape are the powerful alchemical slingshot "rifles" that some cultures have. Using heated milkweed, dogweed, dandelion or rubber tree sap that is braided into thick ropes that are pulled a great draw length to the back of a wooden frame, loaded with stone, clay, lead, or copper projectiles that are launched with a relatively high velocity. Not the same punch of a high powered airgun but definitely simpler to make and will kill things at relatively long distances if built to a sufficient power level.
Even by 10,000PA during the Thalmvar era there are many still existing and mechanized varieties of slingshot rifle that use mechanical and artifice machines to crank absurd draw weights. Though of course Aetherguns and Hex cannons are far more common by that period as well
the main problems are mechanical. It's difficult to make the valve, tank, and parts from the level of metallurgy and manufacture of other materials in the dragonscape of the Awakening period and most natural materials are gonna struggle with handling the pressure of an aethergun. There is also the questions of making a pump that would 100% be needed for such a process. Even if drekir were to have the materials making these things is notably difficult
Firearms have chemical complexity, Air guns have mechanical complexity and there is a reason that while Airguns in our history have been respectably powerful and even competed with conventional firearms at some points, they never caught on fully.
Munition could be a lot easier, any sort of dart, pellet, bullet, shot, arrow, etc. can be propelled with compressed air. The hard part is definitely in making the gun and making the gun function which is a difficult bar to get past for groups of drekir that are mostly engaged in subsistence economies. As investing a lot of time, practice, research or study into aetherguns is kinda moot compared to other hunting weapons that are easier to make for the time.
Generally the closest functioning analogue to a "gun" in the Awakening DragonScape are the powerful alchemical slingshot "rifles" that some cultures have. Using heated milkweed, dogweed, dandelion or rubber tree sap that is braided into thick ropes that are pulled a great draw length to the back of a wooden frame, loaded with stone, clay, lead, or copper projectiles that are launched with a relatively high velocity. Not the same punch of a high powered airgun but definitely simpler to make and will kill things at relatively long distances if built to a sufficient power level.
Even by 10,000PA during the Thalmvar era there are many still existing and mechanized varieties of slingshot rifle that use mechanical and artifice machines to crank absurd draw weights. Though of course Aetherguns and Hex cannons are far more common by that period as well
The timeline gets a lot foggier but the broad strokes are definitely there. Not really deep lore at this time just a lot of broad strokes about manatech innovations, societal changes, and broader geographic shifts.
The short version of this whole thing is the human world more or less fell apart. As the unprecidented, irreversable trade disruption caused by knocking a full 3rd of the world into an effectively impassible void for over a century caused a series of dramatic and catastrophic waves of economic collapse, social collapse, and some cases devasting (including two cases of nuclear) war.
The additional environmental collapse caused by climate change, resource exhaustion, nuclear and radiactive fallout, and environmental damage caused by the collapses of the early to mid 21st century hurt a lot. Societies were able to scrape themselves back together in the latter half of the 21st and early 22nd centuries, generally around the newer global trade routes through East Africa and Southern India.
The Human world went through it's own apocalypse of gradual collapses that have essentially reshuffled the hegemonies of the world. Really every aspect of the DragonScape got their own apocaylpse in one way or another
The short version of this whole thing is the human world more or less fell apart. As the unprecidented, irreversable trade disruption caused by knocking a full 3rd of the world into an effectively impassible void for over a century caused a series of dramatic and catastrophic waves of economic collapse, social collapse, and some cases devasting (including two cases of nuclear) war.
The additional environmental collapse caused by climate change, resource exhaustion, nuclear and radiactive fallout, and environmental damage caused by the collapses of the early to mid 21st century hurt a lot. Societies were able to scrape themselves back together in the latter half of the 21st and early 22nd centuries, generally around the newer global trade routes through East Africa and Southern India.
The Human world went through it's own apocalypse of gradual collapses that have essentially reshuffled the hegemonies of the world. Really every aspect of the DragonScape got their own apocaylpse in one way or another
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