History and Events

Golden Age of Adventure

Analogous Era: Medieval Islamic Golden Age, Hundred Schools of Thought
Setting/Sub-genre: Heroic Fantasy/Clock Punk


Power: wind mills, clockwork, gunpowder for vehicles, consecrated gemstones, dry-cell battery in small quantities

Transportation: compass, chariot, horse drawn carriage, dandyhorse, penny-farthing, unicycle, bicycle, tricycle, quadracycle, monowheel, sailing ships, liquid fuel rocket, submarine with oars, hot air balloons, airships

Communication: paper writing, printing press, postal system, radio transmission

Medicine: herbalism, Ayurveda, Zhongyi, aromatherapy, poultice, surgery, qigong, bloodletting, cupping, acupuncture, apothecary, anesthetics, wooden/ceramic prosthetics

Cooking: large hearth ovens, spit roasting, steaming, rotisserie

Food storage: Still houses, pantry rooms, ice houses, fermentation

Weaponry: Clubs, slingshots, metal daggers, blowguns, spears, war hammer, staves, broadswords, poleaxes, greatswords, katana, scimitar, bull whip, crossbows, morning stars, flails, quarterstaff, lance, pike, glaive, poleaxe, longbow, crossbow, recurve bow, yumi, fire lance, hand cannon

Siege Engines: Catapults, Ballista, Trebuchets, Battering Rams and Screws, Seige Towers, Mantlets, Galleries, Incendiary rocket


Active Civilizations:
Djinn Kingdoms- Marid, Ifrit, Si’lat
Obake and Henge Khanates
Alfheim (Elves)
Svartalf (Dwarves)
Bhagavad (Gnomes)
Quipu (Hobbits)
Seelie Court

Unseelie Court

Significant Events

  • Purposely built “still houses” were created to dry fruits, vegetables and herbs in areas that did not have enough strong sunlight for drying.
  • Solar distillation can be used to make saline or brackish water into drinkable water.
  • Discovered how to distill kerosene from petroleum, leading to the spread of kerosene lamps.
  • Seelie Court states invent a horse-drawn public bus which had a regular route, schedule, and fare system which spreads to Alfheim, Bhagavad, the Khanates, and the Marid Kingdom.
  • Tools of stone, bone, and wood become commonplace.
  • Ascetic monasteries begin to teach their followers fighting styles as form of physical exercise.
  • Large humanoid faye later called giants found on the Jotun island chain off Svartalf.
  • The Faeire Courts lead to the commingling and cultural exchange of various faye species.
Arcane Study & Rise of Alchemy
  • The essence of alchemy becomes that all substances have magic power within it that allows it to be transmuted into another substance.
  • Alchemists aim to make a standard for the emerging discipline. Common aims was the purify “base metals” into “noble metals”, develop a universal solvent, create panacea to cure any disease, and create an elixir of immortality like the ambrosia of the deities.
  • Alchemists developed a structure of basic laboratory techniques, theory, terminology, and experimental method, and although their work was guided by Hermetic principles related to magicmythology, and religion.
  • Alchemists believed that the world was composed of a handful of elements that generated the world by moving according to their own natures, animated by the great Source from which all life sprung. Western alchemists generally divided the elements into fire, water, wind, earth, and quintessence (star-matter). Eastern alchemists had a different worldview, and saw fire, water, earth, wood, and metal.
  • Alchemy influences traditional medicine systems, who often incorporate pharmaceutical and spiritual techniques in a claim to purify and remove the toxicity from herbs and metals.
  • Alchemic reactions lead to the discovery of gunpowder.
  • It is believed by Kaf races (but known to ancestral djinn) that the source of magic is the world itself. Hypothesis develops that magic power is an ambient invisible force referred to as mana.
  • The crystal lattice of gemstones are found to be able to store magic power that can be readily available.
  • Continuing experiments with batteries lead to discovery that specific gemstones can be charged with large amounts of specific magic or consecrated; both are modified to store the magical energy for various projects.
  • Studies into the various actions of nature spirits believed to be through the work of thought alone. This so called mental force is the explanation for how spirits worked and how to summon them.
  • The work of isolated ascetics and monasteries that focus on the use of martial arts are believed to interpret alchemy in a way to purify their bodies. This through the use of a vital life force that is believed to be cultivated in order to perform superhuman feats.
Metal and Clockwork Development
  • Gold despite the rarity was the most commonly used metal due to it being found in naturally occurring pure nuggets and was workable with stone tools.
  • Alchemists work with metal substances lead to discovery of metals that were only found in mineral ore.
  • Smelting in ovens to extract the metal produces malleable and ductile metal useful for tools and adornments.
  • Rocks rich in tin, copper, and lead came into high demand of the Seelie courts and the Dwarves of Svartalf became the main miners of ore due to living in the mountains.
  • Alchemists, blacksmiths, and metalworkers recorded the seven metals from the hardest to easiest to extract from ore: iron, tin, lead, copper, mercury, silver, and gold.
  • Copper was popular for jewelry and simple tools but it was too soft for tools and weapons that required edges and stiffness.
  • During Alchemic experiments, tin is added to molten copper leading to Bronze, the first metal alloy. Bronze had the edge-durability and stiffness that pure copper lacked and was more available than iron.
  • Scrap metal and ribbons were used in the creation of spiral torsion springs.
  • The increase of available metal and the discovery of the potential energy in springs and cogs led to the an increase in tinkering projects involving various forms of clockwork by hobgoblins.
  • Windup clockwork devices like watches and musical boxes become a fun novelty for djinn, faye, and hominins.
  • Smaller races like the Gnomes and Kobolds further developed further advanced mechanisms using mainsprings and metallic gears. An astrolabe to calculate star positions was constructed based on the mechanism.
Velocipede Construction
  • With the creation of more paved roads, a personal two-wheeled vehicle was created called the dandyhorse.
  • The success of the dandyhorse lead to more models of velocipedes (hand powered land vehicles with one or ) like the penny-farthing, unicycle, the bicycle, the tricycle, the quadracycle, and the monowheel.
  • Personal manpower vehicles compete with animal drawn vehicles like carriages. While animal drawn can carry multiple people vast distances, cycles can carry individuals without the need to maintain work animals.
  • The issues with early monowheel steering and balance led to improvements in gyroscopes.
Divine Adventuring Quests
  • Quests for the purpose of finding treasures, defeating evil creatures or beings, saving the innocent, fighting for causes in the example of legends detailing people of great moral character who display their strong skill, courage and bravery in the face of danger and adversity reach their peak in popularity among the sapient races and species.
  • More gods and goddesses empower special devout mortals (hominins, faye, certain henge) followers to carry out their work in Kaf. They typically grant them exaggerated versions of their natural abilities, provide them with an exclusive set of magic as long as they follow the deity’s teaching, or a weapon blessed with the deity’s essence.
  • The pantheons create new forms of spirit realms known as Afterlives. These serve as receptacles for their followers deceased souls whose prayers (and residual life force) maintain their power with the unintended side effect of reducing most of their dependence on their immortality giving foods to sustain themselves.
  • Deities also create new forms of divine spirits, Angels. These life forms are made to serve as messengers for the gods and help carry out forms of divine quest in Kaf. Some even provide travel to the afterlife or godrealms for the devotees or provide them immortality elixirs.
  • On occasion, certain deities create offspring with mortal beings (usually hominins) creating demigods. Generally those offspring find out about this, often set out to do something big, like become a hero or heroine. A few are even rewarded with an immortal food or drink and/or living among the gods.
  • Questing occupations diversify within the 4 archetypes to create new combat classes; special roles for those who take on new niches due to advancing technologies, new forms of magic, and newly developed fighting styles.
  • Warrior classes are based on those who excel in martial combat, armor, and weaponry while Magician classes use various forms of magic. The thief class describes those that rely on speed and stealth while the ranger class focuses on the use of projectiles like a bow and arrow.
  • City-states, towns and villages became places where tasks were posted for traveling adventurers to take on quests for hire. With more and more individuals and groups of varying quality taking on these tasks, civilizations had to calculate how well they would do at various different tasks. They established the base attributes that adventurers are judged by for particular skills: Strength, Vitality, Dexterity, Intelligence, Wisdom, Agility and Charisma. Soon even non-combat related jobs, would be held to similar parameters to determine relative skill.
  • New world maps are drawn and bestiaries detailing fauna and flora are made by explorers.
  • Strong summoners call upon spirits to create a spirit realm called Transylvania to banish hostile magical beasts and races from Kaf. Many beings like goblins, orcs, harpies, certain naga species, harpy species and evil spirits are banished their by various heroes and heroines.
Medical Advances
  • Places that collect and supply medicinal ingredients known as apothecary, become a staple of large scale societies.
  • Surgeons used drainage tubes, anesthetics like opium and cauterization. They amputated diseased arms and legs (and discovered the universal trait of faye to regrow limbs) and operated on cataracts of the eyes. Anesthesia was administered by holding a drug soaked sponge underneath the patient’s nose.
  • Sinew becomes the standard way of stitching cloth and the deep wounds of natural humanoids and animals after surgical procedures.
  • Even before germs were identified, Islamic doctors believed that sick people should be kept in clean environment. Also wrote about how immobilizing broken bones with plaster to heal them.
  • The miasma theory of disease transmission held that diseases such as cholera, chlamydia or the plagues were caused by a miasma a noxious form of “bad air”. The theory held that the origin of these epidemic diseases was a miasma, emanating from rotting organic matter. This called for creation of services charged with cleaning the cities of rotting and bad smelling garbage.
  • With creation of the microscope, Alchemists could plainly observe the building blocks of life, cells, and the interactions taking place. This discovery lead to the idea that cellular interactions generate all living things and debunked the then popular notion of spontaneous generation from non-living material.

Late Age

  • Gunpowder becomes useful in warfare as it is used to arm ballistic cannons.
  • The Seelie and Unseelie Court split occurs to fundamental differences among various faye species philosophy on life.
  • A philosophical split arises among the elves: those who focus on intense study of magic spellcraft and build their entire culture around academia and research to wield these forces become the High Elves. Those who would rather live in harmony with the natural world and find spirituality are the Wood Elves.
  • Stored magic in both gems and batteries as power sources led to the creation of various new creations such as artificial satellites, and golems of wood, clay, or metal.

Shift to iron and steel

  • Lodestone is discovered in Quipu among lightning struck magnetite deposits. Soon it is mined and collected for its unexplained magnetic properties and developed to make a compass.
  • Development of iron technology was driven by the disruption of the copper and tin trade routes, due to the collapse of the Obake Khanate in the north.
  • Iron smelting was a laborious process that produced wrought iron, a malleable but fairly soft alloy. It was until the Dwarves experimented with carburization, the process of adding carbon to wrought iron in order to develop into steel, an alloy of iron and iron carbides, which was harder and less brittle than the bronze it began to replace.
  • High quality wootz steel was being produced by Gnomes by the crucible technique, famous for its durability and ability to hold an edge.
  • Special techniques for metallurgy began with the secret process of Ifrit steel, used for swordmaking. It allowed carbides to precipitate out as micro particles arranged in sheets or bands within the body of a blade. Carbides are far harder than the surrounding low carbon steel, so swordsmiths could produce an edge that cut hard materials with the precipitated carbides, while the bands of softer steel let the sword as a whole remain tough and flexible.

Aerial Craft

  • Designs for aerial craft are implemented and tested; spells with the purpose of maintaining the conditions for flight are made.
  • Bronze, Iron and more recent steel are used to build and reinforce ships.
  • The first airship flew as a tiny 113,000 cubic foot blimp powered by a 3-horsepower clockwork mechanism which weighed several hundred pounds. It had a less-than-impressive top speed of six miles per hour.
  • The first few rigid, metalclad airship were used by the Svartalf military for surveillance purposes for a limited time, until Sil’at Kingdom company Zeppelin founded the world’s first passenger airline being the only way for widespread trade into mountainous countries  like Quipu.

Lunar Terraformation Collaboration

  • Rare metals are discovered to come from asteroids from outer space. They’re usefulness gathers interest when it hypothesized that they originated from the moon.
  • Burst of scientific interest and investigation into interplanetary travel and terraforming planets; fictional stories speculate about the implications of space flight.
  • Experiment involving a series of pumps are used to create the first artificial air-less vacuum; soon mages create spells which can duplicate the effect.
  • Radio waves are discovered to be able to carry information through vacuum.
  • Plans for asteroid mineral collection leads to realistic proposals for spaceflight; a secondary plan developed by Seelie Court’s High Elves around bringing livable conditions to lunar surface for vacation homes is also proposed.
  • Interest in the project is enough that the Djinn and deities with power over the moon get involved. The djinn share their ancestors process of terraforming a world with the main producers of the space program.
  • Nature spirits are tasked by the space program to carry large amounts of material from Kaf’s ethereal plane to form one on the moon.
  • As the ethereal plane and background mana field are built for the moon by spirits; the space program on Kaf attempts to build spacecraft that physical beings can on ride on to the moon.
  • The first unmanned spacecraft built to test if they maintain spaceflight fails. They reports show that their is a link between mana and its distance from Kaf. Once something powered by Kaf’s mana leaves the atmosphere, it loses magic power and thus falls back into the planet completely drained.
  • Without magic, the space program is forced to develop other means and employs many blacksmiths, engineers and alchemists. Although solid fuels like gunpowder were found to be inefficient for space travel, and were replaced by newly made liquid fuels. The first satellites and spacecraft thereafter required huge fuel tanks to and from the lunar surface.
  • High altitude suits for aviation are pressurized to maintain humanoid faye astronauts; due to the limit of materials, most protection from temperatures had to be done via single use magical gemstones.
  • Spacecraft rockets based on air sealed modifications to airships are built for space travel.
Sudden Human Arrival
  • A portal from Earth leaves approximately 7000 Earth humans from various cultures in the medieval age of our history to Wood Elf territory. The response is Alfheim holding them in magically reinforced camps to prevent them from attacking or escaping.
  • Only an extremely small margin escape from the camps with nowhere to go except becoming a part of the equally strange society of the humans of Kaf. Within the tropical forest, they are forced to develop their own society to combat the harsh wilderness.
  • The space program seizes the opportunity to further develop the program. After testing how long they send they can send animals into space, they plan to next test if the humans can be send to the moon and see if they can survive on it.
Qarin“- Kaf’s Moon


  • As the ethereal plane, mana field and plants introduced provide an atmosphere begin to terraform the moon, the Faerie space program begins to develop artificial golems to test how long it takes to reach there.
  • Knowing how long it takes, rabbits are sent on the first successful mission sending a corporeal lifeform to the moon.
  • Faerie space program decides to use the displaced humans as a test to see if humanoid beings can survive the trip. They get spirits with telepathy to tell them that this is the only way for them to return home, even though in actuality it is a one way trip to Kaf’s Moon.
  • Over a decade the humans are sent to the moon in the updating models of the spaceships with only a few causalities in the beginning. After another decade of the moon bound humans surviving on the moon, a crew of the program’s trained elves journey there as well.
  • Humans have to adapt to the moon with the absence of any interaction with the space program for a decade. A few fights between human clans go on due to differing cultures and languages from Earth. Other groups get together to thrive on the strange new world.
  • The astronaut elves arrive on Kaf’s moon and name it Qarin. They monitor the status of Qarin’s background magic field, the atmosphere, introduced nature spirits, plant and animal life, as well as the humans they brought here.
  • With the backlash from groups of human tribes angered by being deceived. The elves cleared the memories of any humans they deemed hostile (which was a lot!). The humans of Qarin are referred to as Lunarians, to differentiate them from escapee humans on Kaf.
  • More elves of both backgrounds are employed by the space program to be candidates to live on Qarin. Those there attempt to keep the human under control by making more of them forget how they got there. A few unregulated factions with the Qarin elves attempt to manipulate the humans directly, like making them think elves are an object of worship for example.

2 thoughts on “Golden Age of Adventure

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s