Technology

Technology on Izarn resembles neither present-day Earth or it's mother planet Zar. As the majority of its inhabitants were taken from either Victorian Era England or North America, technology has no advanced to 21st century earth. There are no cars, no telephones, no television, no portable music devices. On the other hand, Izarn does have telegraphs, phonographs, live theater, and steam-powered vehicles. But, having the close companionship of the far advanced Murdons and ideas and needs of their own, the residents of Izarn have created technologies unique to the moon.

Click here for a list of earth technology available on Izarn

Communication

Clappers: Clappers are a sort of long-distance morse code. Each city only has one clappers tower. An appointment can be made to use the tower, or you may stand in line in attempt to get a chance to send your message. Clappers aren't that reliable, as you have to spell out the name of the person who is to receive the message, and that person has to be listening. Clapper messages are not private (unless you've come up with your own code), and must be short and to the point. No one is allowed to hog the clappers tower for more than 10 minutes at a time. Clapper loudness can be adjusted to send messages to other cities, and even other provinces if there are no obstacles (eg. mountains) in the way.

Wires: These are made in sets of two, and can only be used to communicate with its pair, similar to "walky-talkies." Wires have a resonating signature that reads between the pair. These are cone-shaped metal objects, with a wide opening, and an intricate insides unique to each pair. One would speak into the larger end, and the message would be transformed into unique resonating signatures, traveling long distances to arrive at its pair. Wires only work between a maximum of 20 km.

Enhancements

Hearing Aids: Going deaf? Had an accident that caused you to lose the ability to hear? You're a species that doesn't hear? Look no further! These mechanical hearing aids attach right to the hearing centers of your brain, allowing you to pick up even the faintest sounds! They stick out like a sore thumb, though. On average, they're 4-5 inches long, and are attached to the side of the head, or placed in the ear. Tiny feelers are sent through the canal (or holes are drilled, yikes!) to give them access to temporal lobe. Hearing aids are all equipped with teeny, tiny "hairs" that pick up even the slightest vibrations in the air. Some say that these artificial hearing aids are twice as good as a real set of ears!

Artificial Limbs: Have you lost a limb, or have one that is paralyzed or damaged? Not to worry. Steam Smiths have invented artificial metal limbs, operated by gears, tiny boilers, and accordion like "muscles." These aren't a flexible as a real organic limb, but have the added bonus of being much stronger. They are occasionally prone to jam, so it's a good idea to have some oil on hand to grease up those stiff metal joints. Artificial limbs are also noisy and give off puffs of steam as they're being moved. Don't expect to sneak up on anybody with one of these attached.

Transportation

Airships: Similar to small blimps or hot air balloons in appearance, these airships are controlled by steam powered motors and filled with helium gases to make them float. The main balloon is attached to a large deck, where crew and visitors reside. Airships can travel at significant speeds, but require heat and water in order to do so. Direction is controlled by the motors. Airships are the main form of long-distance travel available to Izarn-residents.

Crawlers: Mechanical vehicles that are vaguely reminiscent of a big cat in appearance. These long, slinky vehicles are built in various sizes to accommodate from two people, to up to twenty. They run entirely on steam, which works a system of cogs and levers that pull its joints. Its four 'limbs' rotate 180%, moving in a fashion similar to swimming. Its 'legs' are short and triangular in build, with ridged sides that allow it to grip any terrain. Crawlers can travel across ice, sand, snow, and even scale extreme altitudes with no problem. To accommodate rides, its back is flat, and sports rails on either side of it to keep passengers in. The most expensive crawlers have an optional glass dome that rises up over the seating area to protect its riders from poor weather.

Mobile Homes: No, not "trailers", mobile homes are actually quite rare and expensive, often commissioned as unique, custom ordered abodes. Mobile homes are, literally, a house built on a frame with a steam engine. They can be steered from within the actual house, but are quite slow, reaching only 10-15mph. But they're safe and comfortable, one of the favorite forms of transportation for those not in a hurry. Mobile homes can be a maximum of 20 x 30 square feet, and can have up to two storeys. Several traveling merchants live in smaller mobile homes, with their "stores" located on the lower level.

Steam-Powered Carriages: Only for the wealthy, this carriages offer privacy and a smooth ride for those who can afford to own one. Their power is generated by steam, but a driver is still required for steering. An ornate (unprotected) seat makes the forefront of the carriage, with a simple steering column the driver can use to control the front wheels. Riders will sit in the center of the carriage, which has two well cushioned benches. The back of the carriage is where the boiler is connected. Carriages can reach a maximum of 20 mph, and need to be rewatered about every 100m or so.

Steam Trikes: This three wheeled, steam-powered vehicle is one of the smallest forms of transportation, mainly used for getting around well-traveled routes, and reaching various destinations around the city. The steam trike only has room for one sitter, in the form of a nice, velvet cushion with high backed seat. Steering is done by hand, with a pole that connects to the front wheel. Steam trikes can only reach speeds of 30mph, but they can do so for up to 48 hours without being recharged. Saving you time and energy! The trike has no covering, though, so cannot protect its rider from the elements.

Miscellaneous

Solar Glows: These round orbs are a more reliable source of lighting than candles or torches. Glows must be left out in the sunlight during the day to recharge, but once fully powered can last for 72 hours before requiring another recharge. Solar glows can be dimmed or turned off by turning a nob at their base, but they will still only be able to light up for a max of 72 hours - turned on or not.