For a while, I was afraid that March would be yet another month without any big block of new material to share, but then I had a remarkably productive week and was able to produce a first interim draft for the “special cases” section of Architect of Worlds. So March ended on a good note, and now I need to think about April.
I think I’m going to restructure my priority list, starting this month. Instead of listing several projects as all being “Top Priority,” I’m going to restrict myself to one project that’s going to get the lion’s share of my time in the coming month. That’s the project that seems to me most likely to produce a block of new material suitable for sharing with patrons and other readers. Everything else is going to get pushed down to “Second Priority” (projects that may get some time, but probably won’t lead to a big block of new material) or “Back Burner” (projects that I’m keeping on the docket but don’t expect to work on at all during the coming month).
For the month of April, I think the Top Priority item is going to be to work on a rough draft of the Atlas of the Human Protectorate, a new tabletop-oriented book that describes the late-23rd-Century universe of the Human Destiny setting. Working on that project for the first time is also going to help me make progress on several items on this month’s Second Priority list:
Give the current (v0.8) draft of the Architect of Worlds design sequence a thorough workout, looking for possible ambiguities and bugs to be corrected, possibly leading to a v0.9 release.
Similarly, test and improve on the “working with astronomical data” (v0.1) and “special cases in worldbuilding” (v0.1) sections of Architect, possibly leading to v0.2 releases for those.
Also, work out how my particular take on the Cepheus Engine system is going to represent this kind of setting, which is kind of different from the usual representation (3D space, more detailed world writeups, and so on). If I come up with some results here, those may go into the interim draft of the Player’s Guide, leading toward a v0.5 release for that.
So, without further ado, here’s the formal planning list for April:
Top Priority:
Human Destiny: Start compiling material for the eventual Atlas of the Human Protectorate, meanwhile giving the Architect of Worlds material a good workout. Produce a v0.1 interim draft (at least 10,000 words) by the end of the month as a charged release.
Second Priority:
Architect of Worlds: Start work on a section describing the structure of the galaxy and of interstellar space, and providing guidelines on how to make maps for interstellar settings.
Architect of Worlds: Further additions and revisions to the “special cases in worldbuilding” section, possibly leading to a free v0.2 update.
Architect of Worlds: Further additions and revisions to the “working with astronomical data” section, possibly leading to a free v0.2 update.
Human Destiny: Design additional new rules systems for the Player’s Guide and add these to the interim draft.
Krava’s Legend: Review and possibly rewrite the existing partial draft of The Sunlit Lands, and write a few new chapters.
Back Burner:
Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
Krava’s Legend:Write the second short story for the “reader magnet” collection.
Scorpius Reach: Write a few new chapters of Second Dawn.
Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller (or Cepheus Engine).
Well, I was beginning to think March would be another month of not reaching my main goals, but the last few days have been more productive than I might have expected.
My primary project this month was to produce the initial partial draft of the “special and unusual cases” section for Architect of Worlds. At the moment, that section isn’t complete, and it probably won’t be complete before the end of the month. On the other hand, I expect it will have about 8000-9000 words of new material, which is right on the threshold of what I would consider worth sending to my patrons as a charged release.
I’m therefore about 90% certain that there will be a charged release for this month, probably appearing on 31 March, consisting of the first interim partial draft of this section of Architect. As with the other sections that I’ve been working on, especially the main design sequence, this is the only draft for which my patrons will be charged. Later additions and updates to that section will be free releases.
I should point out that this is very nearly the last section that needs to be written for Architect of Worlds. There’s still one section outstanding – the one describing how to design maps of interstellar space for a science-fiction setting – but I’m anticipating that section may be fairly short on word count. I may take a crack at that section next month . . . depending, of course, on what else might present itself as ready to spring from my brow, fully armed and with a mighty shout.
What’s really encouraging is that if that last section does get down on paper, virtually speaking, it means the book will actually be finished, at least in a rough draft. The very next step I would take at that point is to integrate all of the sections into a single coherent draft, after which my patrons and readers would be getting updates to the whole book at once. I anticipate a few months of further editing and polishing before the text gets finalized, and I move to actual layout and production.
There seems to be a reasonable chance that Architect of Worlds will actually be published before the end of calendar year 2022. After which I suspect I will be heaving an enormous sigh of relief.
The Raven and the Dove is a historical romance, telling the story of an unlikely couple amid turbulent times in the early medieval period. The story covers a little less than two years in the late ninth century, in the northern lands of the Frankish empire, a region that will one day be called Normandy.
At the beginning of the story, the Norse chieftain Rollo has established himself as the jarl of Rouen, wealthy from years of raiding deep into Frankish territory. Rollo’s raids, and those of his fellow Norsemen, have driven many of the region’s Frankish nobles into exile. Rollo sees the resulting power vacuum as an opportunity, which might enable him to create a new kingdom of his own. For now, he is still working to establish and defend his power.
One of Rollo’s officers is a shield-maiden named Halla: a fiercely independent woman, who lives by the Norse code of courage and honor. When we first meet her, she has just taken part in a raid, and fights to defend her people against a Frankish counterattack. Rollo soon sets Halla to lead an expedition toward the Frankish town of Lillebonne, which he hopes to integrate into his growing demesne.
When she reaches her destination, Halla meets Taurin, a Frankish landowner who is one of the leaders of the community. Lillebonne has been abandoned by the Frankish nobility, and Taurin fears that the town is doomed if it doesn’t make an agreement with Rollo and his Norsemen. He therefore accepts an invitation to return to Rouen with Halla, to meet Rollo and negotiate for the town’s fate. When Halla is made a chieftain in her own right, and the jarl’s representative in Lillebonne, she makes the fateful decision to marry Taurin and work with him to govern the town.
Halla and Taurin marry for pragmatic reasons rather than for love. Although they have a frank and vigorous sexual relationship, it takes a lot of time and work for them to become true partners. The obstacles in their path are considerable. Halla is a pagan, a warrior whose fortune was built on raiding and violence. Taurin is a Christian who inherited his wealth and station, a man of peace. Halla takes a pragmatic view of the world, whereas Taurin is an idealist. Norse and Frankish customs are starkly different; the two peoples regard each other as heathens and barbarians, and there is little love or trust between them. Halla and Taurin have a difficult time learning to understand one another. Yet somehow, despite external threats and the constant risk of violent rebellion, they need to find a way for two peoples to live together.
If you know the history of this period, you know the result is a foregone conclusion. In the following generations, the blended folk of Normandy will become one of the most dynamic and powerful peoples of medieval Europe. Yet here we’re seeing the very beginning of that process, at a time when Halla and Taurin could not count on success. The two of them will have to think fast, take risks, and learn to trust each other despite all the obstacles they face. The story that follows is a deeply engrossing visit to a historical period few modern readers will find familiar.
K. M. Butler has a very clean prose style, and the editing here is superb; I noticed one or two copy- or line-editing problems, but they never posed any risk of fatally distracting me. The story alternates between two viewpoint characters, but each section is labeled, and viewpoint discipline is otherwise strict. The story sometimes risks falling too deep into expository passages, but these are usually placed in the voice of one of the viewpoint characters, avoiding pulling the reader out of the story. In all, a very workmanlike novel.
The historical elements of the story are well researched. Early medieval and Norse history are not my specialties, but I found the setting and the behavior of characters quite plausible. The only quibble I had was the prominent role of “shield-maidens” in the Norse forces. The archeological evidence for Norse women warriors is patchy at best. Still, shield-maidens are prominent in the Norse sagas, and they have captured the modern imagination in creations like the Vikings TV show. It’s a perfectly viable move to center this story around one of them, especially if the objective is to tell the tale of the foundation of Normandy through a love story. In the end, I had no quarrel with the result!
I thoroughly enjoyed The Raven and the Dove, and it left me wanting more. Very highly recommended if you enjoy well-done historical fiction with a strong dash of earthy romance.
A quick taste for what I’ll be working on this month. This is a section of the eventual book that will cover “special cases” in the design process, things that stand as exceptions or as extra details outside the main body of the world design sequence.
Hopefully this will end up being enough material (10-15 thousand words or more) to justify a new release for my patrons this month. Actually, now would also be a good time for any of my readers to suggest anything else that might fit into this section. Drop me a line if there’s some special topic that you want to see addressed that isn’t in this sketch outline.
Well, February was at least somewhat successful – I managed a major rewrite of sections of the Architect of Worlds design sequence, and released a new interim draft of that for a wide audience. I think in March I’m going to try to keep up my momentum there, and work on some new sections of the book. It would be nice if I could have the whole rough draft finished before summer, so I could work on final polish and layout and actually get the book out at last.
There’s one new development in how I’m planning to structure these projects. I’m going to break the Human Destiny setting bible into two distinct books for eventual publication under the Cepheus Engine game rules. The core setting bible itself will get the working title of the Human Destiny Player’s Guide, and then there’s going to be a separate Atlas of the Human Protectorate that provides location data and adventure seeds. My patrons will get free updates to the Player’s Guide, since I’ve already charged them for that once, but the Atlas will likely be a charged release once there’s enough material there to justify one.
Meanwhile, I really need to get unblocked on Krava’s Legend again if I can. it’s been well over a year since The Curse of Steel was published, and it needs to start getting sequels if the series is ever going to attract an audience.
Here’s the list for March:
Top Priority (“this is how I’ll judge whether the month has been successful”)
Architect of Worlds: Start work on a section describing the structure of the galaxy and of interstellar space, and providing guidelines on how to make maps for interstellar settings.
Architect of Worlds: Start work on a section of special cases and additional worldbuilding material that doesn’t fit into the design sequence.
Human Destiny: Start compiling material for the eventual Atlas of the Human Protectorate, meanwhile giving the Architect of Worlds material a good workout.
Krava’s Legend: Review and possibly rewrite the existing partial draft of The Sunlit Lands, and write a few new chapters.
Second Priority (“work on this as time permits”):
Human Destiny: Design additional new rules systems for the Player’s Guide and add these to the interim draft.
Krava’s Legend:Write the second short story for the “reader magnet” collection.
Back Burner (“work on this only if everything else gets blocked”):
Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
Scorpius Reach: Write a few new chapters of Second Dawn.
Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller (or Cepheus Engine)
I think the top priority for a charged release will be to get the initial draft of the “special cases and additional worldbuilding topics” material finished. The other items are more likely to give rise to free updates for my patrons.
Review: Lurkers at the Threshold, by Jürgen Hubert
Lurkers at the Threshold is a compilation of ghost stories from German folklore, translated into English from German collections, many of which have never been translated before. It’s an interesting collection, covering a branch of European folk tales that will be both strange and hauntingly familiar to an American audience.
Full disclosure: The compiler and translator of these stories, Jürgen Hubert, is a long-time acquaintance, although he and I have no professional relationship and I have received no compensation for this review.
Dr. Hubert published his first collection of translated German folklore (Sunken Castles, Evil Poodles) in 2020. That effort was apparently so successful that he plans to release a series of similar books, each tied to a specific theme. Lurkers at the Threshold is the first of these, devoted to ghost stories. The book contains exactly 100 narratives, most of them rather short, each of them accompanied by translator’s notes and commentary. Just reading the stories themselves is likely the task of a single afternoon, but the supporting material is very rich and will reward closer study. Each entry is thoroughly footnoted, and the book also contains extensive contextual material on German geography and history.
Since this collection is centered on a theme, it calls some repeated tropes into sharp focus. German ghost stories are different than a modern American reader might expect. Ghosts are not translucent and immaterial; usually they are frighteningly tangible. Many ghosts are evil, others are simply unpleasant, a few are benevolent, but they’re all dangerous to encounter. They sometimes need the help of the living to escape their condition, but they’re often bad at making it clear what needs to be done to help them. You probably don’t want to attend church with a bunch of ghosts . . . and whatever you do, don’t shake a ghost’s hand!
I was surprised to find several headless ghosts, including a few Headless Horsemen. I suspect Washington Irving must have done his own reading in German folklore back in the day.
As with Dr. Hubert’s previous work, this collection has plenty of entertainment value, but it’s also valuable as a scholarly resource. Authors and game designers will find the series useful as inspiration for their own fantastic literature. Dr. Hubert continues to support such uses by placing his translations under a Creative Commons license.
I thoroughly enjoyed Lurkers at the Threshold, and I’m looking forward to further volumes in the series. Highly recommended for anyone interested in folklore and ghost stories.
The best-laid plans of mice and men, and all that.
My plan for February was to get a major update of the world-design sequence for Architect of Worlds out the door, and then pivot to finishing the Human Destiny novelette “Remnants” before the end of the month. Okay, one out of two isn’t bad.
It turns out that writing a murder mystery is hard. I’ve rewritten “Remnants” three times in the past couple of weeks, and I keep finding plot holes that mean the story still won’t work. I don’t think there’s any way the story will be finished to my satisfaction before the end of February. I’m honestly not sure how long it will take me to get it straightened out, even if I stay focused on it to the exclusion of other projects.
It appears to be time to throw in the towel and move to something else, while the back of my brain works on “Remnants” on its own schedule. That means there will be no charged release for February for my patrons. I’m going to concentrate on getting started on a new project for next month, and in the meantime pushing a book review out with what’s left of this month. I’ll post a planning message early in March as usual.
Just a very quick note, for folks who aren’t my patrons and don’t follow me on Facebook. Earlier today, I released a new interim draft of the world-design sequence document from Architect of Worlds. It’s available for free on the Architect of Worlds page on this site.
This is probably the last version of this material I’ll be releasing for free – other sections of the book are exclusive for my patrons, and the book itself is slowly moving toward being ready for final draft and release. I’m kind of hoping that 2022 is the year I finally finish this project.
Still, if you’re interested in this kind of scientific geekery, feel free to have a look.
I’ve been rather badly under the weather for the past few days, and not inclined to work too hard. Today, to take a break from outstanding projects, I decided to sit down and tinker with a recent purchase: the second edition of The One Ring, possibly the best tabletop RPG ever published set in Tolkien’s Middle-earth.
The four starting heroes I drew up this afternoon are based on characters I ran in the Lord of the Rings Online MMO years ago. Leonore and Morlindiel are taken almost directly from the online game, Reinald is a looser adaptation of another online character, whereas Náli is more or less original to today’s effort. In any case, I think this group would make a pretty decent starting party for the tabletop game.
I don’t know what, if anything, I’m going to do with these characters. I’ve been known to write some Tolkien fan-fiction in the past, but in recent years I’ve been trying to get away from fan-fic in favor of original work. Still, the new edition of The One Ring has certainly attracted my interest. I may even go looking for a group to play the new game with . . . in my copious free time.
Anyway, without further ado, here’s a small band of adventurers, ready to set out into the wilds of Eriador in the decades leading up to the War of the Ring.
Leonore Rushlight
Leonore is the daughter and only child of an alderman of Bree. Her parents took the unusual step of educating her as best they could, even acquiring books for her to read. She grew up rather quiet and thoughtful, and the other Bree-folk think her a bit strange, but she has already learned as much about the true history of Middle-earth as any of her people. Recently she met Gandalf the Grey at the Prancing Pony. Her long conversations with the wizard have encouraged her to seek out knowledge wherever she can find it, even if it means leaving the safety of Bree far behind.
Culture – Men of Bree
Blessing – Bree-blood (+1 Fellowship Rating)
Calling – Scholar
Standard of Living – Common
Distinctive Features – Fair-spoken, Subtle, and Rhymes of Lore
Travelling Gear, balm to soothe pain (Healing), book of history (Lore)
Pony (Vigour 1)
Morlindiel
Morlindiel is a latter-day Elf, descended from Sindar who survived the fall of Thingol’s kingdom in the Elder Days. She has many years of experience as a ranger in the wilderness, protecting the Grey Havens and the borders of the dwindling Elf-realm of Lindon. In recent years she has taken to wandering far and wide across the lands of Eriador, sensing that great events are stirring and there may yet be a part for Elves to play. She has just arrived in Bree, only to meet Gandalf the Grey and a young woman named Leonore, soon becoming snarled in an adventure.
Culture – Elves of Lindon
Blessing – Elven-skill (Spend 1 Hope to gain a Magical success on a skill roll)
Calling – Champion
Standard of Living – Frugal
Distinctive Features – Keen-eyed, Swift, and Orc-lore
Shadow Path – Curse of Vengeance
Flaws – The Long Defeat (Lose maximum 1 Shadow during Fellowship Phase)
Travelling Gear, knife for skinning and cleaning game (Hunting)
Náli Silvertongue
Náli was born in the Iron Hills, moving to the renewed kingdom of Erebor after the death of the Dragon. There he has prospered, serving as an envoy and trade representative for King Dáin Ironfoot. Náli left Erebor early this year, traveling with a company of Dwarves on their way to the old mines in the Blue Mountains. On the journey, he met and befriended Reinald of Dale. Now that the Dwarf-caravan has reached Bree safely, Náli seems prepared to join Reinald on any adventures he might find.
Culture – Dwarves of Durin’s Folk
Blessing – Redoubtable (Halve the Load of any armor or helm, rounded up)
Calling – Messenger
Standard of Living – Prosperous
Distinctive Features – Fierce, Proud, and Folk-lore
Shadow Path – Wandering-madness
Flaws – Naugrim (Cannot use great bow, great spear, or great shield)
Rewards – Grievous (Great Axe)
Virtues – Hardiness
Strength 7 (TN 13)
Endurance 31
Valour 1
Heart 3 (TN 17)
Hope 11
Wisdom 1
Wits 4 (TN 16)
Parry 14
Skills
Awe 2
Enhearten 1
Persuade 1
Athletics 1
Travel 3 (Favored)
Stealth 1
Awareness 0
Insight 0
Scan 3
Hunting 0
Healing 0
Explore 2
Song 1 (Favored)
Courtesy 3 (Favored)
Riddle 2
Craft 2
Battle 2
Lore 1
Combat Proficiencies
Axes 2
Bows 0
Spears 1
Swords 0
Gear
Treasure – 90
Great Axe (Damage 8, Injury 20, 4 Load, Grievous)
Short Spear (Damage 3, Injury 14, 2 Load, can be thrown)
Coat of Mail (Protection 4d, 6 Load)
Helm (Protection +1d, 2 Load)
Travelling Gear, fiddle (Song), fine tools for personal grooming (Courtesy), magnifying glass (Scan)
Pony (Vigour 2)
Reinald of Dale
Reinald comes from a prosperous trading family in Dale. As a younger son, he was never likely to inherit a big share in the family trade, so he sought out a position as one of King Bard’s huscarls instead. He served the king for several years, earning experience as a warrior and war-captain. Early this year, he (apparently) left the king’s service to join a band of Dwarves traveling to their old dwellings in the far-off Blue Mountains. During the journey, he met and befriended Náli Silvertongue. Now that the Dwarves have arrived safely in Bree, Reinald has left their company, and intends to seek adventure in the lands of Eriador.
Culture – Bardings
Blessing – Stout-hearted (Valour rolls are Favored)
Calling – Captain
Standard of Living – Prosperous
Distinctive Features – Bold, Generous, and Leadership
Shadow Path – Lure of Power
Flaws –
Rewards – Fell (Sword)
Virtues – Dour-handed (+1 damage on a Heavy Blow)
Strength 6 (TN 14)
Endurance 26
Valour 1
Heart 6 (TN 14)
Hope 14
Wisdom 1
Wits 2 (TN 18)
Parry 14
Skills
Awe 1
Enhearten 2 (Favored)
Persuade 3
Athletics 1 (Favored)
Travel 1
Stealth 0
Awareness 1
Insight 2
Scan 1
Hunting 2
Healing 0
Explore 1
Song 1
Courtesy 2
Riddle 0
Craft 1
Battle 3 (Favored)
Lore 1
Combat Proficiencies
Axes 0
Bows 1
Spears 0
Swords 3
Gear
Treasure – 90
Sword (Damage 4, Injury 18, 2 Load, Fell)
Bow (Damage 3, Injury 14, 2 Load)
Mail-shirt (Protection 3d, 9 Load)
Shield (Parry +2, 4 Load)
Travelling Gear, coil of rope for climbing (Athletics), lodestone (Travel), fine pipe for relaxation (Insight)
Time for a quick taste of how the new Architect of Worlds version is turning out.
Long-time followers of this project will remember the two running examples in the draft: planetary systems named Arcadia and Beta Nine that are intended to demonstrate how the system works in practice. I’m in the process of re-working all of the examples, which should be the last step before I share the current draft with my patrons and my readers here.
Here are a couple of tables to suggest some of the results of the revised system.
Arcadia Planetary System
Orbital Radius
Planet Type
Planet Mass
Density
Radius
Surface Gravity
0.254 AU
Terrestrial Planet
0.26
0.75
4470 km
0.53 g
0.380 AU
Terrestrial Planet
1.75
1.09
7460 km
1.28 g
0.580 AU
Terrestrial Planet
1.34
1.10
6800 km
1.17 g
1.00 AU
Terrestrial Planet
0.22
0.74
4250 km
0.49 g
2.12 AU
Planetoid Belt
N/A
N/A
N/A
N/A
4.08 AU
Large Gas Giant
460
0.20
84100 km
2.64 g
8.12 AU
Medium Gas Giant
180
0.075
85300 km
1.00 g
12.0 AU
Small Gas Giant
52.0
0.14
45800 km
1.00 g
17.6 AU
Failed Core
2.80
1.13
8620 km
1.53 g
Not too many surprises here – this resembles the previous version’s Arcadia system fairly strongly. For some context, the primary star here is a singleton K2V, with about four-fifths the mass and one-third the luminosity of Sol. The third planet (at 0.58 AU) is the Earthlike candidate that I intend to use as an example for the last portion of the design sequence.
Beta Nine Planetary System
Orbital Radius
Planet Type
Planet Mass
Density
Radius
Surface Gravity
0.027 AU
Terrestrial Planet
1.22
1.09
6610 km
1.13 g
0.038 AU
Terrestrial Planet
0.94
1.01
6220 km
0.99 g
0.062 AU
Planetoid Belt
N/A
N/A
N/A
N/A
0.135 AU
Small Gas Giant
12.0
0.29
22000 km
1.00 g
0.390 AU
Failed Core
2.80
1.16
8540 km
1.56 g
The Beta Nine primary is an M4V red dwarf, with about 0.18 solar masses and less than 1% of Sol’s luminosity. It also has a brown-dwarf companion that cuts off planetary formation too far away from the primary. This planetary system is actually quite a bit different from the previous draft’s Beta Nine. The new model I’m using provides enough planetesimal mass for at least a small gas giant world, and it also allows for the possibility that some of that planetesimal mass “migrates” into the inner system to help form rocky worlds. So we end up with more planets this time, and the terrestrial worlds are considerably bigger.
One inspiration here is the TRAPPIST-1 planetary system. My old model didn’t have much trouble generating a planetary system like that for a small red dwarf, but it needed a pretty massive protoplanetary disk to do it. Under the new model, a red dwarf star doesn’t need an improbably big disk mass to have a chance at Earth-sized worlds. Given how many red dwarfs we’ve found with planets of significant size, I suspect the new model fits the facts better.
I’m hoping to have the new draft out as a free update for my patrons, and as an update to the version posted on this site, within a few days.