Browsed by
Month: November 2023

Review: House Aretoli, by K. M. Butler

Review: House Aretoli, by K. M. Butler

House Aretoli by K. M. Butler

Overall Rating: ***** (5 stars)

House Aretoli is an historical novel which paints a vivid picture of the early Italian Renaissance. Our scene is the Venetian Republic, a city where merchant families rather than warrior-aristocrats rule, yet the schemes for power and influence are no less deadly.

In the summer of 1363, Niccolo Aretoli is a young man serving on the military staff of Leonardo Dandolo, the Venetian governor of Crete. When a sudden rebellion takes place among the native population, Niccolo soon earns a reputation as a military hero. He saves the governor’s life, and assists in the evolution of Venetian citizens from the island.

Alas, when the Venetian exiles return home, Niccolo soon finds his new reputation small consolation. His beloved fiancé has married in his absence – to his own brother, no less – and the family soon suffers a terrible loss at the hands of a rival house’s schemes. Niccolo is forced to plot and struggle for his rights, opposing even members of his own family. In the process, he uncovers a plot against the Venetian state itself.

In Mr. Butler’s previous historical novels, he’s shown a gift for writing stories that fit into the interstices of what little is known today about a given period. House Aretoli is a particularly good example. The titular family and its struggles are fictional, but utterly plausible for the late medieval world. Documented events from the period are woven into the narrative. On the other hand, the resolution of the story is tied up in one of the era’s minor mysteries; the events of the climax aren’t documented, but are surprisingly credible given what little we do know.

Once again, Mr. Butler brings history to vivid life, including the differences between the cultural values of the past era and our own. Character motivations make sense, even when they feel very alien to a modern audience.

The flow of the narrative here is smooth and easy to follow. The story occasionally leaves Niccolo’s viewpoint, but sections told from other perspectives are cleanly labeled and never confusing. Necessary exposition is delivered through character dialogue or internal reflection, and it’s never a distraction. The story’s political intrigues are easy to grasp, even when they become a little convoluted.

The only serious complaint I had about House Aretoli was in the mechanics of prose style. Mr. Butler’s past novels have been quite clean, but this one had enough copy- and line-editing stumbles that I found myself distracted more than once. This was never quite enough to overcome my commitment to Niccolo’s tale, but a less engaging story might have lost me.

As with Mr. Butler’s previous efforts, I thoroughly enjoyed House Aretoli, and I’m certainly looking forward to his further work. Very highly recommended.

The Final Burst of “Architect of Worlds” Research

The Final Burst of “Architect of Worlds” Research

I’m currently in the process of a final editorial and layout pass on Architect of Worlds before the book gets released. For an idea of how that’s going, I’m up to page 62 out of 188, and as long as I can wrangle an hour or two in a given evening, that usually gets pushed another 10-12 pages forward.

I hadn’t planned on doing extensive rewrites of any of the existing text as part of this final pass – just polishing typos and stylistic inconsistencies, and preparing the layout for both e-book and print releases. However, I’ve recently come across some research that really asks for some revisions of the current model. (Thanks to patron Thanasias Kinias for putting me on this particular trail.)

The subject is what Architect calls Class 2 or “Dulcinea-type” worlds. These are super-Earths that have thick atmospheres dominated by primordial hydrogen and helium, and in the Architect model they almost invariably have lots of water as well. In astronomical circles, these are starting to be called hycean worlds (“hycean” coming from “HYdrogen” and “oCEAN”). It’s been one of my secret pleasures that the models used in Architect allowed for such worlds before they became a common hypothesis in real-world astronomy.

Some of my recent reading, though, tells me that Architect is probably dead wrong about some of the surface conditions of such worlds.

For one thing, astronomers modeling such worlds have suggested that they need more than just plenty of mass to hold onto that primordial hydrogen and helium. The issue isn’t simple Jeans or thermal escape (which Architect does model), but the fact that a world too close to its primary star will likely have that primordial envelope blasted away by its ultraviolet and X-ray output and stellar wind. Once the primordial atmosphere is gone, it’s not likely to be replaced by vulcanism and outgassing, so the eventual atmosphere will more closely resemble the nitrogen-carbon dioxide mix typical of a smaller world.

On the other hand, I’ve assumed all along that the primordial hydrogen and helium in the dense atmosphere of such a world wouldn’t generate any greenhouse effect. Molecular hydrogen and helium aren’t polar, so by themselves they don’t tend to be opaque to infrared light the way (e.g.) carbon dioxide or water vapor can be. Unfortunately, there is a way that a dense hydrogen atmosphere can generate a pretty significant greenhouse effect – I don’t entirely understand the physics of it yet, but in the papers I’ve been reading the effect is described as pretty pronounced.

Normally I wouldn’t be too worried about any of this, but both Architect and real-world astronomy suggest there there are a lot of super-Earths out there. Any plausibly realistic interstellar setting is going to have to contend with them. So I think I need to make some adjustments to the final release version of the text. I think the relevant steps in the design sequence are Twenty-Six, possibly Twenty-Eight, and Thirty.

One interesting thing about this change: not only should it model these hycean (Dulcinea-type) worlds more accurately, it may open the window to a wider variety of Earth-like planets. At the moment, Architect says that a world doesn’t have to be very much bigger than Earth before it starts retaining (at least) primordial helium. If I make the conditions for that a bit more restrictive, we may end up seeing more “just-a-little-bit-super-Earths” that have a fully Earthlike atmosphere. At least you’ll be able to land and walk around on them without sounding like Alvin and the Chipmunks.

So yeah, this is probably the last set of changes to the Architect design sequence before release. Which implies you’re all going to have to wait for said release to see the results, but at least that event is getting closer by the day.

Some links to useful references:

Innes, H. et al. (2023). “The runaway greenhouse effect on hycean worlds.” The Astrophysical Journal, 953:2.

Pierrehumbert, P. and E. Gaidos (2011). “Hydrogen greenhouse planets beyond the habitable zone.” The Astrophysical Letters, 734:L13.

Rethinking the Human Destiny

Rethinking the Human Destiny

A big part of my creative process involves all the work that happens entirely in my head, usually while the “active” work is happening on a completely different project. Some of that has been happening over the past couple of months, while the bulk of my time was devoted to Architect of Worlds. The target has been my Human Destiny universe.

The Human Destiny is an extended meditation on what our future might look like in a universe that is very much not designed for human pre-eminence. Humans reach the stars, but only as clients of a far older, far larger, and far more powerful extraterrestrial society. Stories written so far in this setting seem to fall into two categories:

  • Stories set right around “the Conquest,” the time (currently set about twenty years from now) when the aliens arrive and very quickly reduce Earth to a client state. Published stories in this set include “Guanahani” and “Roanoke.”
  • Stories set about two hundred years after the Conquest, at a time when human beings are first being permitted to explore and settle worlds outside our own planetary system. Most of these center around the character of Aminata Ndoye, a young woman from what we now know as Senegal, who is one of the first humans to earn an officer’s position in the alien “interstellar service.” If and when I write a Human Destiny game sourcebook, it will probably be set in this era. Published stories in this set include “Pilgrimage” and In the House of War.

So far, the Human Destiny setting has been best described as “Star Trek meets David Brin’s Uplift novels.” The “Hegemony” that conquers Earth is non-human and rather paternalistic, but it’s also generally benign. Kind of like a Trek Federation that means well to its citizens but decidedly does not have a non-interference directive.

What I’ve been wrestling with is the technological assumptions of the setting.

To put the problem shortly: I think the technologies I’ve assumed so far have turned out to be at odds with the core themes of the setting, and I’m moving toward the decision to re-think that technological base from scratch. Which may mean rewriting a lot of the existing fiction, but may also give me good hooks for new stories in the future, so on that basis it may be a wash.

The executive summary is that I’ve been assuming a very Star Trek-like technological base. Magical normal-space and FTL drives, technical control of gravitational forces, the sort of tech that allows for cheap and easy space travel. Yet the themes I want to build into the setting are that the universe is vast, that intelligent beings on the human scale can easily get lost in it, that thriving on that stage requires a mindset that thinks into the distance in both space and time. Star Trek, for all its virtues, rarely offered that kind of perspective. It’s the Age of Sail in space, with exotic but fundamentally human cultures in every port. Jim Kirk needed to be cosmopolitan, but he rarely had to think far above the human level to succeed.

One oeuvre that I really appreciate, that I think hits some of the same themes I’m looking for, can be found in the late works of Poul Anderson. I’m thinking here of some of the novels he wrote in the last decade of his life, starting with The Boat of a Million Years, moving through his Harvest of Stars tetralogy, and ending with the magnificent Starfarers.

All these novels lean toward “hard” SF, mostly sticking to space travel that’s still tied to the rocket equation even if the engines are really advanced, avoiding FTL travel entirely. The stars are hard to reach in these stories, and it’s never clear that human beings are at all suited for life on that stage. Some humans decide not to try, huddling at home on Earth and rarely looking up. Others worry that humans are going to be eclipsed by other forms of life – mechanical or alien – that can thrive on the cosmic scale. Yet in these stories, some humans do manage to keep themselves relevant, finding ways to seek out free and worthwhile lives even out among the stars.

Yeah. I don’t know if it’s the undeniable influence that Anderson has had on my creative work all along, but those are very nearly the same themes I want to build into the Human Destiny. So the worldbuilding needs to match.

So I’ve been thinking about turning the “hard SF” dial up quite a bit, and working out what the implications might be for the setting as a whole. In particular, what will the vast, old, alien Hegemony look like if they don’t fly Star Trek-style starships? What will their conquest of Earth look like? How will Aminata Ndoye’s career be different, if she can’t fly a few hundred parsecs and back and still find her family and her home town more or less as she left them?

Lots to think about here, and I don’t pretend to have everything worked out yet, but once Architect of Worlds is out the door this may be where I’ll be spending some worldbuilding time.

Planning for November 2023

Planning for November 2023

A little different format this time. Now that the initial layout for Architect of Worlds is complete, I’m in the final push to finish the book for actual release. There are still a number of tasks that need to be done before we get to that point, though. That’s the list that’s going to take center stage for November – and probably for December as well.

The objective is to have Architect of Worlds ready for release by the end of the calendar year. At this moment, it’s looking as if the actual release will not be via self-publication, as I had originally considered. Instead, as I’ve mentioned, there’s a good chance I’ll be working an established small-press publisher to release the book through their own imprint. We haven’t agreed to a deal just yet, and until that happens I’m not going to say who it is. Watch this space for further news – it probably won’t be long before I know what’s going to happen.

Either way, I suspect I/we will be setting the release date at no later than March 2024. I had originally hoped for earlier, but given all the life disasters I’ve been dealing with since July, I’m actually pleased the book won’t be further delayed. Fingers crossed, knock on wood, prayers to whatever deity or luck-granting spirit you subscribe to . . .

So here’s the current list of outstanding tasks:

Editorial Work:

  • Make final alterations to the design sequence or other rules for this edition, based on recent patron and reader feedback.
  • Perform a final editorial pass through the complete text, correcting typos, style inconsistencies, errors in tables or mathematical formulae, and “page XX” references.
  • Generate and lay out the copyright & acknowledgements page.
  • Generate and lay out the Table of Contents.

Art Direction:

  • Create separate “print on demand” (almost entirely greyscale) and “e-book” (full color) layers in the InDesign layout, supporting the production of two release PDFs.
  • Correct all cases where space for filler art was allocated by changing the size of the page’s main text frame, as opposed to placing an explicit object frame.
  • Create greyscale versions of (some) existing full-color images and place those in the layout on the appropriate layer.
  • Generate additional filler art throughout the book, placing both full-color and greyscale versions on the appropriate layers.
  • Create (or receive from publisher) new front and back cover images, and integrate these into the release PDFs.

I’m probably going to work on all of these concurrently, aside from those last-minute changes to the text at the top of the list (that’s the only item that might significantly change the layout). So a clean progress bar is probably not going to work – I’ll just leave the occasional Status Report post here to let everyone know how it’s going.

It should be clear that the window is just about closed for any recommendations for altered “rules” mechanics. If you have anything you’d like to suggest, I suspect that has to be in my hands before, say, 10 November. After that, the major structure of the text is going to be set in stone for this edition. Speak up, or it will have to wait for after-publication articles, or the second edition in a few years.

In the meantime, to the extent I have any unclaimed time (or I need another task for variety) I think I’m going to get back to writing some fiction. Most likely this will be more chapters of Twice-Crowned. If I make enough progress with that between now and the end of the calendar year, I’ll publish a new partial draft as a charged release for my patrons. No predictions – a lot depends on how Architect and some other tasks are doing in the meantime.

We’re on the home stretch!