The history of Istaria is fractious and fulled with conflict and calamity; though most of the races emerged at roughly similar times, a wide and stilted range of technological development is observed between their societies.
Istaria has many factors affecting the prevalence of research and develiopment. Firstly, is isolation; it is only in recent history that cooperation between the Living Races has been fostered. Previously, there was little opportunity to share discoveries.
Cultural and environmental factors are at play too. Sslik and Half-Giants notably eschew technology, because of their nomadic lifestyle and agrarian nature respectively. fiendish society also contributes little in the way of cogs and gears, but this stems from the prevalence instead of arcane arts in their ranks. Similarly, Dryads tend to have taboos with regards to technology, seeing the harm it can bring to the natural world.
Gnomes are the obvious major players in the Empire’s technological development. Their society was until recently almost entirely dedicated to the pursuit of scientific endevour- unique amongst the bipedal races. The hyperactive gnomish mind is a maelstrom of invention, though notably little of it is actually useful- Gnomish inventions are known to include the extendable nose picker, steam powered toothbrush and mechanical olive de-pitter. It is very true to say that Gnomes are much more likely to be tinkerers than actual inventors.
Nevertheless, the sheer productivity and creativity of the Gnomish race throws up many extremely talented inventors. Inventions are known to include the interlocking gears, pistons and flintlock.
Earth equivalent: Early industrial revolution
Human and Elf:
Humans and Elves were quick to pick up the potential advantages that high technology could give them and embraced the subject whole-heartedly. Though their inventions are perhaps not as prolific or spectacularly advanced as those of Gnome-kind, they are regarded as somewhat more ordered and less likely to suffer catastrophic failure.
With the advent of the Empire, their inventors have found a new role in improving upon and stabilising tempermental Gnomish technology, usually by stripping out non-essential systems, much to the consternation of their original manufacturers. Human inventions are known to include the windmill, the clock and barrel rifling. Elvish inventions are known to include the vaccum pump, repeating crossbow and sliding pin lock.
Earth equivalent: Rennaisence
Dwarven technology is a somewhat mixed bag; on one hand, they have never seen fit to master the subtlties of high technology, but on the other they were aware of mass production manufacturing and forging techniques when the other races were still banging rocks together. Dwarves have always favoured masting their known skills over adopting new ones, and so have been slow to catch up to the technologically inclined races following the formation of the Empire. Instead, they are known to produce components ofthe highest quality.
Dwarven inventions include the sequential production line, lost wax casting and differential tempering.
Earth equivalent: Wootz society.
Half giants have always been a largly agrarian society; as such they required little in the way of technology, and fostered little in the way of development. Their raiding culture usually menat that they could always aquire working specimines, or kidnap inventors to serve them should the need arise. They were however known for their love of steel: large Trelandian deposits of iron existed, and prior to the eruption of the nameless mountain and founding of Mahgra were known to be adept at working the metal.
Their seafaring culture meant that most of their true innovations were naval in nature: Half giants invented the compass, the sextant and most types of ship rigging.
Earth equivalent: Early Middle-Ages.
When Fiendish society split from human society, those who travelled deep into the burning iciness of Kirasanct were predominantly the magically inclined of their race: ranging from healers to necromancers, the society they founded there had little need for high technology, replacing it instead almost entirely with magical dependency.
Despite their skills in magical manufacture, there are some things which simply cannot be created using the arcane. Fiends have adapted to their environment: inventions include hydroponic agriculture, hypocaust systems and hot/cold running water.
The feline folk of the coasts too had little use of high technology; the vast forests of Lesser Aradoth and mineral-rich mountains of the same provided all they could wish for. They were however known for very early advances in the arts of architecture and precious metals, becoming the first race to truly master building with stone and decorative jewlewry. They are also able sailors and astronomers: Saris inventions include lateen rigging, the telescope and arsenic gold smelting process.
Earth equivalent: Early ottoman Empire
Draconic technology is nearly alien in comparison to that of other races, seeming to blend seamlessly from mechanical to arcane and back again. To those well studies of the processes however, the relationships become obvious: Dragons are masters of transmuting the state of energy to serve their needs. To do this, they make extensive use of Azulyte, an intensely magical crystalline entity.
The Sslic race has only recently established permenant settlements; previously, they were an entirely nomadic and heavily persecuted society. Locating themselves in the deep forests of Lesser Aradoth, the only plentiful resource they have is stone. With the help of the Saris, they have become quite adept at working this; developing a distinct architecture and seeking to improve upon ther teacher’s creations with a startling alacrity. Sslic engineers contributed heavily towards the construction of Tazoon. Sslic inventions include the plumb weight, spirit level and load bearing archway.
Earth Equivalent: Mycenaeian Greece.
The Satyr race was an inherently inventive one; driven by their nature, they always sought ever more elaborate ways of easing their workload so that they might pursue their hedonistic impulses. Inherently skilled craftsmen, they were well known throughout the world for their art and architecture. Satyr inventions include the aquaduct, the fermentation still and most pottery production techniques.
Typically, Dryads abhor technology. In the past they have relied upon their mastery of nature magics and relationship with the wilds to provide for their needs. As such, technological development for them never advanced past the stone age- and never needed to. However, with the advent of the war againt the Withered Aegis displaced Dryads have made their way into technologically dependent societies and are slowly beginning to embrace it. their efforts usually move towards using less destructive and wasteful manufacturing techniques, and showing the Living Races how to gather resources with minimal damage to the environment. They are particuarly valued in the agricultural industry: Tazoon’s agricultural council is made up almost entirely of Dryads.