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Medieval Stasis: Difference between revisions

Expanded some stuff, rescued non-timeless example
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(Expanded some stuff, rescued non-timeless example)
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** There's an interesting case with the Lizardmen - they're the oldest inhabitants of the Warhammer world, and apparently haven't invented the wheel yet, something even the Orcs have got around to. However, when some of them tried to colonise a new area, they were cut off from their froggy leaders and regressed to a less advanced society, with less magic and overall co-ordination. Those that tried to colonise a nearby island had no contact whatsoever, and pretty much became beasts. This seems to suggest that not only are the Lizardmen locked in Medieval Stasis, but that it's only due to the Slann that they're not going backwards.
** History of Empire and Westerland shows the progress from the barely-united barbaric tribes (think 1st-2nd century AD) to medieval feudalism, to early Rennaissance and, in case of Westerland, to the equivalent of early XVII century (Marienburgers introduced, among others limited democracy and early stockmarket). Kislev is locked in medieval stasis though (what may be justified by unnatural cataclysms and rather barren lands, also Kislev is an [[Expy]] of Russia with dashes of Poland, both known for having been somewhat behind Western and Southern Europe).
* Practically each and every ''[[Dungeons & Dragons]]'' RPG fantasy game world; perhaps with the exceptions of the bizarre ''[[Planescape]]'' setting and [[Wizards3rd of the Coast]]edition's latest world setting, ''[[Eberron]]'' (which features a Pulp Adventure setting influenced by ''[[Indiana Jones]]'' movies, mixed with [[Dungeon Punk]], in a faux-19th century world heavily influenced by arcane technology and magic that is radically different from what the world had a mere hundred years ago).
* [[Pathfinder]] has Alkenstar, a duchy where magic does not work anymore. They have rifled guns, experimental revolvers, and a gun factory. Taldor also uses cannons for artillery, and most of the nations seem to be at a more Renaissance level. Most countries have printing presses. However, most tech is expensive as hell. If I remember correctly,and a gun costs as much as magic weapons.
* The ''[[Forgotten Realms]]'' setting generally falls under this, with a few notable exceptions. Countries come and go, several fallen kingdoms/empires may have been built on the same spot, and politics has dramatically changed. To the extent there's enough ancient-to-modern history to have a [[Sourcebook|splatbook]] (''Lost Empires of Faerun'') devoted to it. And while swords-and-bow technology hasn't changed all that much, humans have advanced out of the Bronze Age and into the Iron Age, new spells and fighting styles are constantly being developed, and one church (Gond) has the invention and development of technology as one of its primary goals, thus leading to things like the printing press and the [[Magitek|alchemy]] equivalent of gunpowder.
** The Lantanese inventors also avert this trope a bit in Forgotten Realms.
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** The lack of technological progress and continuous state of warfare are [[Justified Trope|Justified]] within the setting by the [http://www.sorcerers.net/Worlds/FR/17.php legend of The Sea of Fallen Stars' creation], which supposes that the gods made it so that the peoples of the world would never become too curious or cooperate too much, as punishment for [[And Man Grew Proud|the titans' hubris]].
* Justified in the Hollow World, where the Spell of Preservation acts to inhibit cultural and technological change, thus maintaining what amounts to a planet-sized anthropological museum. Elsewhere in [[Mystara]], technical and social progress is much faster in some regions (Darokin, the Savage Coast) than others.
* Averted in [[Ravenloft]], where the northwestern Core has undergone significant (Clockpunk-level) technical and scientific progress in recent decades. The fact that most domains in the Land of Mists are less than 200 years old also helps spare it from accusations of Medieval Stasis; Barovia is over twice that old, but is openly derided as an archaic backwater by its neighbors. Instances may be justified if a Dungeon Master uses the interpretation<ref>Between [[Depending on the Writer|the many authors]], many ''deliberately'' vague to maximize options for the Gamemaster, a few world changing events, pseudo-reboots in edition changes, and three companies working on the setting, there's a lot of ways to run ''Ravenloft''.</ref> that the demiplane's domains are not actually real and everything within, including native people, is just created for the eternal torment of the darklord imprisoned within and thus ''unable'' to advance.
* Averted in ''[[Dragonlance]]'' if the tinker gnomes have anything to say about it. Societies have come and gone, especially with [[The End of the World as We Know It|The Cataclysm]] wiping out the most advanced empire on the planet and sending the rest into a downward spiral. But through it all, the tinker gnomes continue to plug away at their inventions ([[Failure Is the Only Option|doomed by the gods to fail, however]]). Despite their handicap, gnome ships sail the seas and rivers powered by steam (occasionally exploding); labor-saving devices process wheat (usually exploding); and other gnomish inventions milk cows, shear sheep, walk dogs, groom horses, and collect eggs (at the same time. While exploding. If you're lucky).
** One short story features an insanely evil tinker gnome whose latest invention, while complete, is still theoretical. His loving, if sociopathic, description of how it works place it squarely in the category of an atomic bomb.
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