As this is an actual design with a roll, i would like to have the main "tech" be clearly defined.
On that argument, my probably flawed most definitely not MoP-approved thoughts on the listed designs.
Lunar Madness (3): Doomblade, m1895, Rockeater
The Leviathan Fishers (7): Powder Miner, UristMcRiley, Kashyyk, TricMagic, TFF, FallacyofUrist,Jerick
Hydrodruidism ():
Living With the Rain ():
Stone Shapers ():
Beast Keepers ():
Fire in the Sky (4): Kot, Maxim, Quarque, Taricus
Lunar Madness. Knowledge from the moon, Moon Logic. Here's your monkey, put it atop the nearest [blank].
It's a very wide pool of knowledge it claims. At it's core, it claims to transcend humanity.
It doesn't really have much solid tech clarified behind it.The Leviathan Fishers. We come in, hunt and gather, and find our crops failing to work in the rain. Find a village of people who have taken to baiting monster(fishe)s to an artform, but are not well equipped towards keeping themselves healthy. While it worked, they were only sustaining themselves.
To address the broken pride of Kot, of us coming in for "handouts", our people offer gathering knowledge from our time wandering. The fisherfolk, (if PM doen't mind me saying), have never been able to leave their lands. At one point in the distant past, they settled in a place where the waters make actually leaving difficult, and to do so would deprive them of their main source of food, when they had no time to truly preserve large amounts it for long journeys.
In addition, we bring medicine, to help mend those injured during their fishing, helping dress catches.
Thus, we have 3 parts to this. The fishers, who are skilled at baiting and fighting their catch. The gatherers, whose knowledge foraging and medicine proved a boon in the ancient past. And the fish themselves, massive and different to each other, through some unknown catalyst. It's not defined as it's mostly a lore piece we can build on in what way we wish.
Hydrodruidism. Essentially a mix of nature speaking, water speaking, and maintaining ones reasoning from speaking to that without human sensibilities.
[Druids who draw power from water to understand/control nature. Melds biopunk, hydropunk, and, uh, insanitypunk (a Druid who goes too deep into the other two rites without corresponding practice at the Rite of the Word will be rendered (from an outside perspective) a raving madman)]
This is a good enough explanation from Nuke. It's very much into the magic, and I like it cause hydropunk.
Living with the Rain. Aquaculture and terraforming based, making use of the land and knowledge of water to act as protection, shield, and potentially a a weapon. Not much more to say other than it's mine. Build around trees within the forest, dig itches to help direct water flow away.
Stone Shapers. I won't say dwarves, but it is sort dwarves. Ignore the rain to dig out a home beneath the earth, filled with riches.. (Will find it funny if other side goes digging into the caves.) Very much a wealth and trade focus. Diggy Diggy Hole.
Beast Keepers. Domestication, but not just wolves this time. Any number of ways to do so, I'm leaning 'medicine' to calm and make suggestable. And beatings occasional. Carrot and sticks.
Fire in the Sky.
Brave. That's the keyword. Lot of fluff, challenging nature directly when others hid. Foolish is another word, or Pirde. They who mastered the endless lightning and leased the storms to their will. (Kot, add copper. Easy to work and way to redirect the fire in the sky.)
I have no clue what floatplanes have to do with this. The people have Pride to never back down, and that can be their downfall. Likely to go to electricpunk and fire/steampunk. Or, as maxim probably wants, normal technology. Nothing stopping us from leaning into harnessing lightning via rudimentary magical capacitors.
As for the any clear tech? There isn't any. Just a bunch of people playing king of the hill with nature, and gaining Understanding. (And Zealotry as the Gifted.)