When most people think about fantasy and technology, they picture windmills, waterwheels and trebuchets. There's nothing wrong with medieval fantasy settings—they've given us some incredible stories. But defaulting to that technological era—without thinking about why—can make your fantasy world feel generic and uninspiring.
Your world’s technology level shapes everything from how characters can travel and communicate to what conflicts can happen. It affects how your world feels. Let's explore how to choose the right tech era for your fantasy game or novel—and why that choice might not be as simple as you think.
Real history is a good starting place for fantasy writers and gamemasters to consider when worldbuilding a new setting. Here are some technological periods to draw from, each with distinct characteristics:
Stone Age/Bronze Age (Pre-1200 BCE) consisted of tribal societies, basic agriculture, and early metalworking. Warfare was personal and brutal, communication was local, and the natural world dominated human life.
Iron Age/Classical (1200 BCE - 500 CE) brought empires, organized armies, and monumental architecture. Think Rome, Greece, and Persia—societies that could project power across vast distances and build infrastructure that lasted millennia.
Early Medieval (500 - 1000 CE) saw fragmented kingdoms, limited trade networks, and localized power. Technology regressed in many areas as centralized authority collapsed, but cultural innovation continued.
High Medieval (1000 - 1300 CE) is the classic fantasy era: stone castles, mounted knights, feudal hierarchies, and the height of medieval culture. This is what most people picture when they think "fantasy setting."
Late Medieval/Early Renaissance (1300 - 1500 CE) introduced gunpowder weapons, the printing press, and growing cities. Social mobility increased, and the rigid medieval order began to crack.
Renaissance/Early Modern (1500 - 1800 CE) brought global exploration, the scientific revolution, and reliable firearms. Nation-states replaced feudal kingdoms, and knowledge spread faster than ever.
Industrial and Beyond (1800+) gave us mechanization, mass production, railroads, and eventually electricity. Societies urbanized rapidly, and technology began advancing at an exponential pace.

Different fantasy subgenres tend to cluster around specific tech levels, and for good reason:
Mythic/Primordial Fantasy draws from Stone to Bronze Age settings. These stories—like parts of The Earthsea Cycle—emphasize humanity's relationship with nature and the rawness of early civilization. Magic often feels elemental and dangerous.
Sword and Sorcery typically uses Iron Age to Early Medieval tech. Conan the Barbarian exemplifies this: small kingdoms, personal combat, and a gritty, survivalist tone. The focus stays on individual heroes rather than grand political machinations.
Epic/High Fantasy lives in the High to Late Medieval period. The Lord of the Rings, A Song of Ice and Fire, and countless others use this era because it offers familiar touchstones—castles, swords, horses—while maintaining a sense of wonder and distance from our modern world.
Flintlock/Gunpowder Fantasy occupies the Renaissance to Early Modern era. Works like The Powder Mage trilogy and parts of Mistborn use this period to explore themes of revolution, social change, and the collision between old and new ways of thinking.
Gaslamp/Steampunk embraces Industrial era technology. The Lies of Locke Lamora and Gail Carriger’s Parasol Protectorate settings use this tech level to create urban, class-conscious worlds where innovation and tradition clash.
Magepunk/Magitech can exist at any tech level but usually features Industrial or modern advancement with magic integrated as a power source or scientific discipline. Arcane and The Dragon Prince showcase magic functioning like technology, with all the implications that brings.
Science Fantasy blends futuristic or space-age technology with fantasy elements. Star Wars is the quintessential example, mixing laser swords and spaceships with mystical Force powers. This subgenre can include everything from post-apocalyptic settings with lost high-tech to full-on space opera with magic.
(And if you want to really dial in your futuristic fantasy technology levels, you should consider the Kardashev Scale, which is based on how much of a planet or star system's energy is being harnessed).
Your tech level contributes heavily to your story's atmosphere. Low-tech settings naturally create isolation—news travels slowly, help is far away, and the wilderness feels genuinely dangerous. There's room for mystery and the unknown, because characters can't just look things up or call for backup.
Medieval settings offer clear conflicts and romantic heroism. The social hierarchy is visible and understood. A knight is a knight, a peasant is a peasant, and the stakes of battle feel epic and legendary.
Early modern settings bring change and upheaval. The old order is breaking down, new ideas spread rapidly, and exploration opens new frontiers. These periods work beautifully for stories about progress, revolution, or the costs of advancement.
Industrial settings amplify themes of progress versus tradition, individual versus system, and class struggle. The scope widens from local to national or global, and the pace of life accelerates.
Your tech level also serves as worldbuilding shorthand. Readers bring assumptions about different eras that you can either fulfill or subvert, but you need to know what those expectations are first.
How magic and technology interact in your world is crucial, and there are several approaches:
Your choice here has cascading effects. If healing magic is common, medical technology stagnates. If magic can't affect certain materials, those materials become strategically important. Think through the implications to build a more believable fantasy world.
A lot of worldbuilders get tripped up over an inconvenient fact—real world technological progress didn't advance in a neat, uniform way. Flush toilets and indoor plumbing existed in the Bronze age. Abraham Lincoln could have theoretically sent a fax to a samurai. China had gunpowder while Europe was still in the Early Medieval period.
Individual technologies also spread at different rates. Stirrups reached Europe centuries after being invented in Asia. The printing press revolutionized Europe in decades but took much longer to impact other regions.
You can use this variation purposefully. Maybe your island nation has advanced naval technology but lacks medicines derived from plants that are common on the mainland. Perhaps one empire discovered gunpowder while their neighbors still use longbows. This creates interesting dynamics and conflicts.
But there's a danger here too: perceived anachronism. If you just grab whatever technologies seem cool without considering how they relate, you break immersion. Readers and players might not know whether plate armor, longbows, and cannons existed in different periods, but mixing too many divergent elements creates a vague sense that something's off.
Historical accuracy matters less than you might think—this is fantasy, after all. But internal consistency matters enormously.
Readers bring certain expectations based on genre conventions. If your world feels medieval, they expect swords and castles. You can violate those expectations, but do it deliberately. When readers encounter something that doesn't fit the pattern you've established, it should be because you want them to notice, not because you forgot.
The "one weird thing" principle helps here. If your world has one major deviation from historical tech progression—magic disrupts metallurgy, or dragons made fortification obsolete—you can build consistently around that change. But each additional deviation makes your world harder to keep track of and harder for readers to understand.
Common immersion-breaking mistakes include cherry-picking technologies without prerequisites (advanced medicine but no microscopes or germ theory), ignoring social and economic implications (widespread literacy without printing presses or schools), and being inconsistent within your own world (characters using crossbows in chapter three and flintlocks in chapter seven without explanation).
Start with what your story needs, not the technology. What themes are you exploring? What kind of conflicts drive your plot? What pace and scope does your narrative require? Let those answers guide your technology level.
Consider your magic system's role. Is magic common or rare? Does it replace certain technologies? Does it enable others? How accessible is it to ordinary people versus elites?
Pick a baseline era that fits your story, then adjust deliberately. Maybe you want a mostly High Medieval setting but with printing presses because your plot involves spreading information. That's fine—just think through why printing exists and what impact it has.
Document your technology level decisions. Write down what exists in your world and what doesn't. Note any unusual combinations and why they make sense. This reference will keep you consistent and help you spot implications you might have missed.
Run through a consistency checklist: Does the technology available match your society's social structure? Can your economy support the tech level you've chosen? Do communication and transportation technologies match? Are your military tactics appropriate for available weapons? Do everyday life details (food preservation, lighting, heating) fit the tech level?
Your fantasy setting technology level is a creative choice, not a default. Medieval fantasy is popular because it works, but so do many other options. Bronze Age epics, flintlock revolutions, industrial magepunk, space-faring science fantasy—they're all valid, and they all create different storytelling possibilities.
The key is making deliberate choices and following through on their implications. Pick a tech era that serves your story. Understand how magic fits into that technological landscape. And stay consistent with the world you've built. Using a worldbuilding software like World Anvil can help with this.
Your readers don't need a history degree to enjoy your work. They just need a world that feels coherent and purposeful, where the technology—whether it's stone tools or starships—makes sense for the story you're telling. So don't just default to castles and swords because that's what fantasy "should" be. Pick the tech era that makes your world sing.

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