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Status Report (31 May 2019)

Status Report (31 May 2019)

My main project at present continues to be the development of plot for the novel The Curse of Steel. That’s moving along at a reasonable pace. Off to the side of that task, though, I recently found myself struggling with a different obstacle.

The Curse of Steel is going to be a bit of pseudo-historical fantasy, set in an alternate Iron Age world rather like Tolkien’s Middle-earth or Robert Howard’s Hyborian Era. Part of the project has involved the development of a small set of partial “constructed languages,” mostly for the derivation of names and a few scraps of vocabulary to act as cultural markers.

The process I’ve been using has been to develop an ur-language that somewhat resembles a simplified version of Proto-Indo-European (PIE). I then apply sets of sound-change rules to develop words in my planned collection of daughter languages. The result should be consistent and pleasing to the ear, even if it doesn’t work as a complete conversational language. All of this is fairly routine.

The problem has been that I’ve been doing all of this by hand, and the project has gotten large enough that I can’t keep it all straight in my head. I can’t always remember which word-roots I’ve already used, and the documents I’m using to record them aren’t exactly user-friendly. Meanwhile, whenever I tweak the rules for word formation or sound-changes, I find I’m not applying the tweaks consistently. I’m getting snarled up.

Okay, I realized a while ago, a lot of this would really be better done by a computer. Computers are great at tedious tasks that involve applying procedures consistently across a lot of data. Couldn’t I find a tool that I could use to keep track of my word-roots, record my expanding vocabulary, apply inflectional rules and sound changes, all of that?

So I went looking for software tools that other people had used for language construction. Unfortunately, I didn’t find anything I thought would be useful . . . but earlier this week I realized I had all the tools I needed to build my own.

Years ago I was a professional coder. I did most of my work in the C language and a UNIX environment, but I also taught myself a language called Perl, which is ideal for processing text strings and applying well-defined procedures to them. Couldn’t I build Perl scripts to generate all the possible word roots, apply inflectional rules to them, develop daughter-language vocabulary?

Okay, it’s probably been almost twenty years since I wrote a lot of Perl, but I still have my books, and coding is a little like riding a bicycle. You never entirely forget the skill once you have it. Meanwhile, there exists a nice free implementation of Perl for the Windows environment (Strawberry Perl). So over the last few days, I’ve been starting to build a Perl library that I can use to manage the language construction task – at least well enough to get past the immediate obstacle.

Early results are promising. I’ve just about got a script written and debugged, which will generate all the word roots in my ur-language, according to the PIE-like structure I’ve designed. Once that’s finished and I pull the output, I’ll dump that into an Excel spreadsheet where I can record the meanings I select for different roots. Then I should be able to put together another script that will apply the sound-change rules I’ve designed.

I may show off some of the results of this work over the next few days. Once this side project is done, the conlang process shouldn’t get in the way so badly. If I need a name or a piece of vocabulary, I will be able to generate it quickly, record it, and get right back to writing story.

Not to mention, it’s kind of neat to be writing code again. It’s been a while.

Status Report (21 May 2019)

Status Report (21 May 2019)

Just a short note this evening. I think my writer’s block of the last couple of months is finally starting to come unstuck, all thanks to the Muses.

Over the weekend I managed to finish a chapter of the Silmarillion fan-fiction novel I’ve been poking at for a long time. Might be able to push that forward a bit more smoothly in the next couple of weeks.

Meanwhile, I’ve also been fairly successful in using FATE to rework the plot of The Curse of Steel. I’m using the game as a structure to work out setting, characters, and plot, and it seems to be effective. It’s unabashedly a brain-hack, something to keep my creative mind focused on actually producing story rather than slipping back down the rabbit-hole of purposeless speculation and world-building. A little more work on that project and I may be able to re-write the first quarter or so of the draft novel without pause.

Every evening I try to set aside an hour or two before bedtime to make some forward progress. Cross my fingers that it keeps coming together.

The Curse of Steel: Characters

The Curse of Steel: Characters

Here are some first-fruits of the work I’ve been doing with the FATE tabletop game, trying to find a new way to discipline my world-building and story-planning work.

The idea was for me to work through character design for the leads of my partial-draft novel The Curse of Steel, and use that process (as the FATE game suggests) to do some of the world-building for the setting. So far the exercise seems to have worked out well. I know a lot more about these characters than I did before, and I have a bunch of fresh ideas about the world they live in.


Kráva the Swift

A tall, athletic young woman, well-muscled, slim of figure, trained as a warrior. Carries a number of small scars, the worst being a set of bear-claw marks on her left shoulder. Tawny brown skin, black hair with violet highlights, cobalt-blue eyes. Usually wears leather combat gear, topped off with a bear-skin cloak, with one or two pieces of jewelry to show off her wealth.

Aspects

  • Headstrong Warrior Woman
  • Wielder of the Lightning Blade
  • Always Have Something to Prove
  • Everyone Deserves a Fair Chance
  • Talk to the Fist

Skills

  • Great (+4): Shoot
  • Good (+3): Athletics, Horses
  • Fair (+2): Fight, Physique, Resources
  • Average (+1): Crafts, Notice, Provoke, Will

Extras & Stunts

  • Tarankláva, the Lightning Blade: This ancient sword, made of what in another world would be called the finest Damascus steel, is the primary reason the setting is called “The Curse of Steel.”
    • To use Tarankláva to its full potential, you must have the aspect Wielder of the Lightning Blade, indicating that the sword has accepted you as its owner (and as the current instrument of its revenge). The sword also costs 1 point of refresh.
    • At all times, the sword grants +2 to Fight while you use it in battle.
    • The sword also has two aspects of its own: See into the Hearts of Men and Slayer of Corrupt Kings. As the possessor of Tarankláva, you can invoke these aspects yourself, but they can also be compelled. The sword will “tell” you about the dishonesty and sins of the people around you, even (or especially) when you would rather not know. The sword will also push you into destroying corrupt people, especially in positions of power, the higher the position the better.
  • Charioteer: +2 to overcome or create-an-advantage actions with Horses if you are driving a chariot.
  • Legendary Archer: When wielding a bow, you may use Shoot to make attacks with it up to four zones away.
  • Swift and Certain of Foot: +2 to overcome or create-an-advantage actions with Athletics if you are running across broken or built-up ground.

Refresh: 2.

Consequences

  • Physical Stress Track: 3 boxes
  • Mental Stress Track: 3 boxes
  • Standard consequence slots

Elements of Backstory

  • As a young woman, Kráva always felt that she had to prove herself to her father and their clan. On one occasion she went out hunting, alone and without backup. She encountered an angry bear, and although she managed to kill the beast, she was badly injured and had to spend weeks recovering. Her father rebuked her, but he also made sure she was given the bear’s pelt to keep.
    Aspect: Always Have Something to Prove
  • Kráva and her father were in Verkanta when Lóka ran away from his master. Degra was put in charge of finding the runaway slave, responsible for tracking him down. Kráva spoke up for Lóka, and delayed events long enough for Kúnadan to intervene.
    Aspect: Everyone Deserves a Fair Chance
  • Kráva and her father were in Verkanta again when Drotháno ruined the foreign trader’s schemes. When the trader tried to run to King Módran for help, Kráva and Drotháno were the ones who cornered him and beat him within an inch of his life, running him out of town.
    Aspect: Talk to the Fist

Drotháno the Silent

A powerfully built young man, tall and heavily muscled. Tawny brown skin, dark brown hair, crystal blue eyes. Always dressed in simple but well-kept clothing, or in well-maintained combat gear. Very quiet, almost never speaks around strangers.

Aspects

  • Loyal Warrior of the Wolf Clan
  • Uncomfortable Around Strangers
  • A Lot Smarter Than I Look
  • Woods-Wise
  • Always Listens to a Tale of Woe

Skills

  • Great (+4): Physique
  • Good (+3): Fight, Stealth
  • Fair (+2): Empathy, Horses, Will
  • Average (+1): Athletics, Crafts, Investigate, Notice

Extras & Stunts

  • Brawler: When fighting a mob of nameless characters, you deal one additional stress on a physical hit.
  • Tough as Nails: Once per session, at the cost of a fate point, you can reduce the severity of a moderate physical consequence to a mild consequence (if the mild consequence slot is free), or erase a mild physical consequence altogether.
  • I Can See Through You: +2 to overcome or defend against lies with Empathy.

Refresh: 3.

Consequences

  • Physical Stress Track: 4 boxes
  • Mental Stress Track: 3 boxes
  • Standard consequence slots

Elements of Backstory

  • A foreign trader from civilized lands came to visit Sudavai territory, and tried to swindle the Wolf-clan out of its gold and silver in exchange for worthless trinkets. Fortunately, the trader paid Drotháno no attention, thinking him simple, and he was able to uncover the plot. He and his father tricked the trader into revealing his intentions, and the man was driven away with a fine and a beating.
    Aspect: A Lot Smarter Than I Look
  • When Kráva went out hunting alone and didn’t come back right away, her father sent out warriors to search for her in the wilderness. Even though he was only a guest, Drotháno was one of the ones who volunteered to help. He tracked her, found her after she fought the bear, bandaged her wounds, and helped her get safely home.
    Aspect: Woods-Wise
  • When Lóka ran away from his master, it was Drotháno who found him naked and injured in a back alley of Verkanta. He helped the older boy hide, cleaned him up, disguised him, and helped him get to Kúnadan’s hall. Lóka has been grateful ever since.
    Aspect: Always Listens to a Tale of Woe

Lóka the Clever

Handsome man of average height and build. His olive-skinned coloring is several shades lighter than usual, betraying his mixed heritage. Has dark brown eyes and black hair. Always wearing fine clothes, often in white or in bright colors, along with the iron torc of a low-ranking vaita. Usually carries a small harp slung in its case on his back.

Aspects

  • Ambitious Scholar and Magician
  • Too Clever for My Own Good
  • I Owe Kúnadan Everything
  • Drotháno is My Blood Brother
  • Reading the Book of Fate

Skills

  • Great (+4): Lore
  • Good (+3): Magic, Rapport
  • Fair (+2): Contacts, Notice, Will
  • Average (+1): Deceive, Empathy, Investigate, Provoke

Extras & Stunts

  • Demagogue: +2 to Rapport when you are speaking in front of a mob or crowd and trying to sway them to act as you wish.
  • Linguist: +2 to Lore when you are reading, writing, speaking, or translating an unusual language.
  • Trained Physician: You can make physical recovery attempts, for yourself or others, with Lore.

Refresh: 3.

Consequences

  • Physical Stress Track: 2 boxes
  • Mental Stress Track: 3 boxes
  • Standard consequence slots

Elements of Backstory

  • Lóka was born the son of a slave in Verkanta, and would normally never have been considered for initiation as a vaita. As a young man, he ran away from home to present himself at the hall of the chief vaita, Kúnadan, hoping to demonstrate his determination to learn. His former master tracked him down there and threatened to kill him, but in front of Kúnadan he challenged the man to a contest of poetry and won. The vaita took him under his wing, trained him, and initiated him.
    Aspect: I Owe Kúnadan Everything
  • Lóka was present in Verkanta when the foreign trader tried to swindle the Wolf-clan. At first, he offered to help the trader in exchange for a cut of the profits. Later, he decided to help the Wolf-clan instead, advising Drotháno and helping him to trick the trader.
    Aspect: Drotháno is My Blood Brother
  • Kúnadan and Lóka were visiting the Lion-clan when Kráva went hunting alone and returned badly injured. Lóka was assigned to provide medicine and healing magic. He was impressed by the young woman’s courage and had a sudden strong foresight of her destiny. He persuaded Kúnadan to arrange for Kráva to be recognized as a warrior-woman of the tribe. Kúnadan began to train Lóka as a seer and prophet.
    Aspect: Reading the Book of Fate

Worldbuilding Notes

The setting for The Curse of Steel is a gritty swords-and-sorcery world, set at an early Iron Age level, reminiscent of pre-Roman Europe, Middle-earth in the Second Age, or the Hyborian Era. The initial set of characters will all be members of a barbarian culture, technically sophisticated but organized along tribal lines, on the fringes of the civilized world.

The Setting’s Big Issues

Corruption in the King’s Hall – The Sudavai tribe has a new king, and he is already showing signs of being a very bad king indeed. He favors his own family and clan at the expense of others, he breaks the law and steps all over people to grab wealth and power, and he’s starting to imitate the hypocritical manners of civilized kingdoms.

A God of Iron and Fire – Far away, several of the civilized kingdoms have come under the sway of a dark and terrible god. This god seeks to conquer and rule the world, eradicating all his ancient enemies and stamping out every vestige of freedom. Although this threat to the Sudavai people isn’t immediate, it’s already influencing events.

Faces & Places

King Módran – The new king of the Sudavai, a relatively young man who fits the tribe’s image of the “good king” (handsome, brave, a good fighter). Has the aspects Gold Sticks to My Fingers and Smooth-Talking Liar.

The Dark God’s Envoy – A mysterious figure who acts as the Dark God’s agent among the Sudavai tribe. At the beginning of the story, no one knows who this is, or even that he or she exists.

Kúnadan – The old chief vaita of the kingdom, the king’s advisor and one of the few men in his hall who hasn’t been corrupted yet.

“The Foreign Trader” – A traveling merchant from civilized countries, who sometimes tries to make a profit by swindling the tribesmen. Carries a very bitter grudge against our heroes. I don’t have a name for this individual yet, and may need to do a bit of constructed-language work to derive one.

Verkanta – The settlement (basically a small fortified town) where King Módran keeps his hall, the largest owned by the Sudavai tribe and the effective capital.

Some Timeline Notes

  • 23 years ago – Lóka is born.
  • 22 years ago – Drotháno is born.
  • 20 years ago – Kráva is born.
  • 7 years ago – Lóka runs away from his master and is taken in by Kúnadan.
  • 4 years ago – Kráva goes hunting alone and is badly injured by a bear.
  • 1 year ago – Drotháno prevents a foreign trader from swindling the Wolf-clan.

Skills

The Drive skill is replaced by a Horses skill, which covers both horseback riding and driving a chariot. All other skills are as in the default list.

There is a separate Magic skill, used by everyone in the setting who might have magical powers.

Magic

Several magical styles may appear in the course of the story, some of them quite flashy. For now, there’s a common “hedge magic” style shared by almost every human culture in one form or another. In the tribal culture where Kráva and her friends live, this low-key style is practiced by the vaitai or “wise ones,” a professional class who provide a variety of services.

Extra: Common Magic

  • Permissions: One aspect indicating that you’ve been trained as a magician.
  • Costs: Skill ranks invested in the Magic skill. This form of magic costs no points of refresh, as it’s largely a matter of flavor.
  • Characters trained in Common Magic can use their knowledge to perform supernatural effects, including the following actions:
    • Overcome: Use Magic to prepare and perform magical rituals properly, or to answer questions about arcane phenomena.
    • Create an Advantage: Use Magic to alter the environment with magic, or to place mental or physical impediments on a target. Characters can defend against this with Will.
    • Attack: Use Magic to directly harm someone with magic, either through conjuring of physical force or through mental assault. These attacks can be made up to one zone away. Targets can defend with Athletics or Will, depending on the nature of the attack, or Magic if the target also has magical training.
    • Defend: Use Magic to defend against hostile magic or other supernatural effects.

A note about vaitai: membership in the college is ranked, so that a vaita can be referred to as having a specific “degree.” First degree vaitai are the most advanced and powerful, whereas seventh degree vaitai are just starting out. To estimate the degree of a vaita, add up their ranks in the Lore, Magic, and Will skills, and subtract the total from 16. It’s not possible to be higher than first degree, and anyone who is below seventh degree is simply considered a “novice.” So for example, Lóka the Clever is a seventh-degree vaita, still apprenticed to a more experienced professional.

Status Report (11 May 2019)

Status Report (11 May 2019)

There have been some recent developments. In particular, I’ve finally come out the far side of a roughly six-week period of really busy time at the office. Next week I’m helping to teach one of my own courses, and then there’s not much on my calendar for the rest of the summer. While I will still have plenty of other projects to occupy my day-job time, I won’t be putting in so many long days, weekend hours, or business trips for a while.

Meanwhile, the creative juices seem to be flowing again at home, so I’m starting to get some world-building and writing work done again.

In particular, I’ve been experimenting with a new approach to world-building for the literary projects I have on the docket. My preferred tabletop game for many years has been GURPS, flagship RPG from Steve Jackson Games. That’s not likely to change, but recently I’ve turned to another “generic, universal” game to do basic world-building. That game is FATE, published by Evil Hat Productions, a sophisticated and highly polished version of the venerable FUDGE system.

GURPS is deeply simulation-driven, largely derived from the tabletop wargaming thread of the origins of roleplaying games. FATE, on the other hand, is deeply narrative-driven, encouraging its users to do only as much world-building as they need to generate cool characters and drive their stories forward. Definitely worth considering for someone like me, who tends to fling himself down the world-building rabbit-hole to the exclusion of actually writing and publishing stories.

Unfortunately, while I understand GURPS inside and out, FATE is a pretty different approach to the problem of world-building and story prep. I’ve had trouble in the past wrapping my head around how it works. In the last few weeks, though, I’ve made a concerted effort to force myself to go through FATE‘s world-building and character-creation processes, with one of my literary projects in mind (the gritty-fantasy setting I’m calling The Curse of Steel). The results are starting to feel fairly promising. More about that over the next few days, I think.

None of which is to say that you won’t be seeing anything more from me about GURPS in the future. Still, if this experiment pans out, I may end up doing a lot of literary prep work with FATE instead. I might then come back and write things up in GURPS terms, but only after I’ve made good progress with a story that’s on track for publication.

It has also not escaped my notice that it would be a lot easier for me to self-publish material for FATE than to do the same for GURPS. Self-publishing GURPS-based material for profit certainly isn’t impossible, and I do have a long (if rather stale) history as a published GURPS author if I wanted to make a proposal to Steve Jackson Games. On the other hand, the FATE system is available under an Open Gaming License or a Creative Commons license. To be explored if and when I have something that might be worth publishing.

The Curse of Steel: Rough Timeline

The Curse of Steel: Rough Timeline

To review the bidding: I’m working up some background notes for a novel I’ve started but gotten stuck on, with the working title of The Curse of Steel. Last time I set down some ideas for specific peoples and ethnic groups to be found in the setting – rather Tolkienesque, with quite a bit of input from the paleontological fantasy of Michael Scott Rohan. Today, here are some notes about a rough-draft timeline that can serve as a high-level framework.

  • Age of Myth (until about 9000 years before present):
    • The world spends many thousands of years in a deep glacial age. Gods hostile to human life dominate the world, led by a powerful and malevolent deity (the first Great Enemy). Benevolent gods come to the mortal world to battle the hostile deities, eventually killing them or driving them into the outer darkness.
    • During the wars, the benevolent gods ally with Elders and Smith-folk, helping them to create the first sophisticated kingdoms (but not civilizations, since they don’t involve cities) in the world. In response, the malevolent gods create the Beast-folk to serve as shock troops. Humans and the Sea-folk remain primitive, barely surviving in small refugia and taking little or no part in the wars of the gods.
    • Once the malevolent gods are finally defeated and the world begins to warm, the Elders withdraw to the divine plane to live with the benevolent gods. The Smith-folk remain behind, some of them reverting to primitive hunter-gatherer lifestyles, others looking for opportunities to practice their crafts now that the wars of the gods are over.
  • About 8700 years before the present: Several groups of Smith-folk settle in a region analogous to the Fertile Crescent, striking up a mutually beneficial relationship with the human hunter-gatherers of the region. The Smith-folk teach humans primitive agriculture and Neolithic-level technologies, helping to build large cult-centers (megalithic architecture).
  • About 8200 years before the present: Rising sea levels encroach upon a low-lying region in the far northwest, undermining the connection between the continental mainland and a “Northern Isles” region that will eventually become analogous to the British Isles.
  • About 6700 years before the present:
    • Foundation of the world’s first pseudo-city, a Neolithic population center on the edges of the “Fertile Crescent” region which grows to about ten thousand inhabitants. The settlement remains organized along hunter-gatherer lines, with no social stratification, civic cult, or record-keeping.
    • A malevolent goddess, the second Great Enemy, enters the mortal world, remaining hidden, spying out the state of the world. She becomes disgusted with the “crowding and swarming” of humans, and seeks out ways to eradicate them through infectious disease.
  • About 5700 years before the present: Farming communities begin to spread slowly in all directions from the agricultural urheimat, possibly driven by the need to avoid crowding and disease. While they migrate across the Great Lands, these farmers intermarry with and displace the original hunter-gatherer peoples.
  • About 5400 years before the present: A large landslide takes place adjacent to the northern seas, causing a massive tsunami. The last remnants of the “low country” are overwhelmed, and the Northern Islands are cut off from the continental mainland.
  • About 4900 years before the present: The first great pseudo-city collapses, wracked by disease and social upheaval. The collapse accelerates the spread of Neolithic technologies and society across the Great Lands, as farmers seek to spread out and bring more land under intensive cultivation.
  • About 4200 years before the present: Neolithic peoples have reached the far northwest of the Great Lands, and the coasts of the western sea. Farming expansion pauses for about a thousand years.
  • About 3700 years before the present: With the aid of the Smith-folk, a small population of Neolithic farmers in the central Great Lands develops bronze metallurgy. The technology is jealously guarded and fails to spread.
  • About 3200 years before the present:
    • Human farming societies cross the strait to settle in the Northern Islands, also spreading into far northern regions. The Great Lands are now dominated by farming communities, although the older hunter-gatherer populations still survive in reclusive enclaves. The Smith-folk thrive in this environment, setting up small communities and bands of itinerant craftsmen, offering technical services and maintaining long-distance trade networks.
    • Just as farmers come to dominate the Great Lands, the second Great Enemy reveals herself, openly seeking to do away with humans and return to the world to its “natural” state. Her first gambit is to encourage a series of plagues in the Neolithic populations, decimating many communities. Human populations throughout the Great Lands remain depressed for centuries afterward.
    • The incipient Bronze Age society in the central Great Lands is a victim of the Great Enemy’s activity. Bronze metallurgy is lost for several centuries before being reinvented in the “Fertile Crescent” region.
    • A large contingent of the Elders departs the divine plane to pursue the malevolent goddess, resulting in several centuries of warfare in the northwestern region of the Great Lands. The Elders recruit Neolithic-level humans as adjuncts in their war, sometimes as soldiers, more often as serfs who can raise food and supplies for the war effort. Humans still benefit from the relationship, learning a great deal from the Elders and coming to speak a pidgin version of their language.
  • About 2700 years before the present: Humans in the Fertile Crescent analog develop Bronze Age metallurgy, with some help from local Smith-folk communities. First development of true civilization (intensive agriculture, record-keeping, social stratification, organized religious cult, cities). Bronze Age technologies begin to spread across the Great Lands.
  • About 2600 years before the present:
    • The war ends with another intervention of the benevolent gods, who deliver a final defeat to the second Great Enemy. Some of the Enemy’s lieutenants (minor gods and demigods) escape the defeat and hide in the mortal world for centuries to come. One comes to lurk among the nascent civilizations of the Fertile Crescent analog.
    • With the enemy defeated, most of the surviving Elders return to the divine plane, although a small remnant population remains in the Great Lands for many centuries.
    • The human societies who directly aided the Elders in their war are rewarded with the opportunity to migrate to a very hospitable minor continent amid the western sea. There, they develop their own civilization based upon all they have learned from the Elders and the benevolent gods.
  • About 2500 years before the present: In the wide plains east of the Great Lands, a human pastoral culture domesticates the horse. This development gives these humans an advantage over their neighbors, and they begin to spread more widely.
  • About 1600 years before the present: Another of the malevolent gods (the third Great Enemy) begins to actively interfere in the development of human civilizations in the “Fertile Crescent” region. This deity is more subtle than his predecessors, seeking to manipulate humans and rule them rather than eradicate them. His activities provoke no obvious response from the divine plane for many centuries.
  • About 1500 years before the present:
    • First Bronze Age societies appear in the northwestern region of the Great Lands, and in the Northern Isles.
    • The first ships from the mid-ocean civilization begin to visit the Great Lands, although they make no permanent settlements and never remain for long. Contact with the Bronze Age tribes of the region is friendly and mutually beneficial.
    • The first human empire is established in the “Fertile Crescent” region, with the third Great Enemy lurking in the shadows behind the human kings.
  • About 1200 years before the present: The horse-breeding people in the plains east of the Great Lands develop a new set of technologies, including the spoke-wheel chariot and the composite bow. These Chariot People discover they have an immense military advantage over their neighbors, and their society becomes structured to exploit that advantage. They begin a centuries-long process of moving into new regions, taking over as a warrior elite, then imposing their language and customs on the prior farming societies they have conquered.
  • Present Day:
    • The peoples of the Great Lands, especially those in the “cradle of civilization” regions, have made the transition to an Iron Age technology. Only in a few very peripheral areas are some people still lingering at a Bronze Age (or Neolithic) level.
    • The Chariot People have invaded and infiltrated as far as the Northern Isles, and have come to dominate the Great Lands. Krava’s people are among these later arrivals, resembling early Celts (Halstatt culture).
    • The third Great Enemy remains hidden, slowly building up the power of the human empires under his sway.
    • The mid-ocean civilization is the great power of the world, sailing all around the planet, trading with everyone they find. In recent centuries they have contacted the Sea-folk and have done much to spread the “little people” all over the planet. Unfortunately, they have also gotten a taste for power, and their relationships with other cultures are becoming less gentle or benevolent.

Okay, with that I’m ready to start working on a revised version of the map, focusing on the “Great Lands” regions. If get really ambitious, I may use that map to construct a variant board for a tabletop game that I can use to generate the history in a bit more fine-grained detail. With any luck, that will help me envision Krava’s world more fully, so I can get that novel unblocked. More to come.

The Curse of Steel: Some Background Notes

The Curse of Steel: Some Background Notes

The setting for The Curse of Steel is a region whose name will translate as The Great Lands (the constructed-language word is probably something like Mortalani). This is a region roughly analogous to western Europe (or north-western Middle-earth, if I’m being honest) which has just about completed its transition to the Iron Age.

The primary inspirations here are Tolkien’s legendarium, and the fantasy of another British author: Michael Scott Rohan. From Tolkien will come the general shape of the world map, and a few pieces of back story. From Rohan will come a more Darwinian approach, in which the divine powers aren’t all so benevolent to humans, and societies are rooted in the long prehistory of a world that wasn’t created for their benefit.

The Peoples

At present I have five “races” (more accurately, hominid subspecies) in mind for this setting.

Elders

The Elders are a very ancient population, ancestral to all the others. Think of these as highly evolved and sophisticated homo erectus.

Elders tend to be shorter and more gracile than humans, but they are strong and quick for their size, and are immune to aging or disease. They are not by nature more intelligent than humans, but they have many ages of traditional wisdom to draw upon, and they have considerable natural talent with magic. Their natural lifestyle is that of intensive hunter-gatherers. When they have the opportunity, they will sometimes maintain small sedentary communities in order to practice more advanced arts and crafts.

The Elders are almost extinct in the mortal world. Most of them departed from the world long ago, to live in the divine sphere with the benevolent gods. Some return from time to time on specific errands, always apparently arriving by sea, so individual Elders and even small groups are sometimes seen.

Smith-folk

The Smith-folk are about as tall as humans, but they are stocky and extremely strong. Think of these as resembling homo neanderthalensis, although with better manual dexterity and more advanced material culture.

The Smith-folk learned advanced crafts from the Elders in ages past and are now known as the best stone-workers, wood-workers, and metal-smiths in the world. They are very clannish and insular. They tend to live in small communities within reach of agricultural society, where they can trade their craft-work for food. When that doesn’t work out, they will often revert to a hunter-gatherer lifestyle (or turn to brigandage).

Sea-folk

The Sea-folk are small hominids, about half the size of humans, not very strong but quick and nimble.  Think of them as homo floriensis who have taken to more advanced tools.

Sea-folk originally evolved on a chain of islands far away on the other side of the world, where they followed an intensive hunter-gatherer lifestyle. Centuries ago they encountered human sea-farers, and took to that life with great enthusiasm, making themselves so useful that every sea-captain sought them out. Today, they can be found in coastal communities everywhere.

Sea-folk are very gregarious, curious and imitative, good at picking up languages and mimicking local customs. They are superb sailors and fishermen, but are also known as thieves and rogues.

Humans

Humans are the default population from which my protagonist and most of her peers and rivals come. They are biologically and sociologically identical to homo sapiens sapiens, modern humans from Earth. They are the most diverse of the peoples of the world, following many lifestyles and living at a wide range of levels of technology.

In ages past, some human populations interacted with the Elders and learned a great deal from them. Transplanted to a minor continent amid the Western Sea, these were among the first to develop an advanced civilization. Today they are great sea-farers, traveling all over the world to trade with the peoples they find. In the Great Lands, they have begun to establish permanent settlements on the coasts, and their relationship with the indigenous peoples is turning greedy and exploitative.

Other humans developed civilization independently and are beginning to establish large empires of their own, but these have generally fallen under the domination of cruel and greedy gods. My protagonist is from a more “barbarian” culture, technically advanced but still at a tribal level of organization. Most human societies in the area where the story takes place are blended from ancient hunter-gathers, farmers who moved into the area in more recent millennia, and a warrior elite who arrived even more recently with their distinctive customs, language, and military technology.

Beast-folk

Beast-folk are the “youngest” of the major hominid subspecies, bred by malevolent gods in the last few thousand years. They have no close analogue in our own prehistory.

Beast-folk were bred to be carnivorous pastoralists, living on herds of horses and cattle on the broad plains east of the Great Lands. They’re also not above eating members of the other four subspecies when opportunity arises. They are larger and stronger than the other peoples, and raised from birth as warriors. They don’t make particularly good soldiers, since their logistical requirements don’t allow them to form large armies. On the other hand, they make excellent raiders and shock troopers.

Beast-folk were created to be destroyers of civilizations, and many of them remain hostile to all outsiders, feared and hated. They are somewhat variable, however; some beast-folk are less necessarily hostile, and a few have even assimilated into human societies.

Final Notes on “Races”

Yes, if you tilt your head and squint, you end up with “elves,” “dwarves,” “hobbits,” “men,” and “orcs,” but I’m hoping to play those themes in a different key, as it were.

One note: when it comes to who can interbreed with whom, humans and the Smith-folk are the ones who have been known to intermarry, while the Elders and the Sea-folk are more biologically distinctive. No one is quite sure whether the Beast-folk can interbreed with any of the others; no one really wants to make the experiment.

Villains

The stories I have in mind are likely to have a variety of villains and conflict-sources. Given that I’m aiming for a pulpy, Conanesque feel, there should be plenty of corrupt kings and evil wizards to go around. On the other hand, the big, world-shaking villains are all going to be gods.

Most spirits and gods are benevolent – or at least not interested in interfering with the mortal world. Occasionally one of the gods decides to be malevolent, emerging onto the mortal plane to pursue their own goals, actively interested in killing, tormenting, or just ruling mortals. The Elders call these malevolent beings the Great Enemies. So far in history there have been three of these:

  • The most powerful of the Great Enemies, a god of deep cold and ice. He fought to preserve the mortal world as a place of quiet, austere beauty, free of the “corruption” of sentient life. Held sway for many thousands, if not millions of years, and was only defeated by the direct engagement of more benevolent gods.
  • A goddess of disease and pestilence, who thought of herself as a champion of the natural world. She sought to protect forests and animal life around the world by using virulent plagues to eradicate sentient life. Opposed by the Elders, and eventually by a brief period of divine intervention.
  • A god of fire, iron, and warfare, who seeks not to eliminate sentient life, but to rule it “for its own good.” Currently active in the world in the present day, not apparently opposed by the Elders or by the benevolent gods.

Okay, that’s a taste of the backdrop. Next time, some notes on the initial draft timeline for the setting. Then I’m going to start working on a new version of the map, which I may also use to set up a worldbuilding-by-simulation exercise to develop the timeline in more detail. More to come over the next few days.

Reviving an Old Project

Reviving an Old Project

I’ve been rather blocked for the past month or so, as witness the lack of updates in this space for about that long. So I’m going to try something that often works for me: turn to one of the other projects that’s currently on the back burner, and see if I can push it forward for a while. By the time I run out of steam on that, I usually find I can turn back to the first project and make progress with it once more.

One of the items I’ve had on the back burner for a while is a novel, possibly first in a series, with the working title of The Curse of Steel. This is a foray into writing Robert E. Howard-style pulp, set in an Iron Age world that’s reminiscent of our own prehistory without being tied to it.

The protagonist is Krava, “the Raven,” a female warrior from a pseudo-Celtic society, kind of a younger Boudica. After a battle against orc-like raiders, in which her father is slain, Krava comes into possession of a magic sword. She soon finds it an uncomfortable weapon to own, one which pulls her into a struggle of ancient magic and foreign gods. Eventually she leads her people in a fight for their freedom and independence, against several more “civilized” nations.

I have maybe 25 kilowords of the first novel down, including a first chapter that I posted here a while back. Unfortunately, I got blocked on that because I couldn’t converge on a consistent picture for Krava’s world beyond her immediate homeland. Back in 2017-2018 I tinkered with several concepts, including a late Stone Age Europe in our own world, and a completely new world map, but none of those quite came together to my satisfaction. I also did some language construction, which will probably be useful eventually.

Yet as often happens, since I’ve left that set of ideas on the back burner for a while, now I think I can clarify and push them forward a bit. I’ve got a plan to develop some back story and a more focused map, enough that I can move ahead with the first novel when time permits. The plan involves some research, and a little worldbuilding-by-simulation, and I’ll be working on that and making posts about it over the next two or three weeks.

Status Report (3 June 2018)

Status Report (3 June 2018)

Some more work on the world map over the weekend, rather painstaking. I’m flipping back and forth between continuing to paint in elevation contours at lower and lower levels, and adding ocean currents. Neither of these is finished, but another day or two of effort should have me there. Then the fun part begins – actually mapping out climate zones.

Here’s the current map:

Status Report (31 May 2018)

Status Report (31 May 2018)

Not a lot of time over the past couple of days to work on this, but I’ve managed to tweak some of the landforms a little. The planet resembles a mirrored Earth a bit less now. I’ve also started painting altitude contours on the map. So far, just the very highest peaks, the Andes- or Himalayas-equivalents, but the next few layers should cover all of the land areas with colored zones to indicate altitude.

Status Report (28 May 2018)

Status Report (28 May 2018)

A few hours of work this evening, while I had Wonder Woman playing in the background, and I ended up with a decent set of land-masses for my world map.

I seem to have reinvented an Earth, although flipped east-to-west. That not-North-America stands out in particular, and all those island arcs in the far western not-Asia are kind of reminiscent too. It makes sense, I suppose, since plausible plate tectonics aren’t going to generate completely arbitrary shapes.

There are differences too, of course. The pseudo-Atlantic ocean is a bit wider, and the continents are in general separated by stretches of sea. There’s a narrow gap between the not-Americas, and instead of a Mediterranean Sea there’s an open ocean between the not-Africa and the not-Asia. That’s going to do some interesting things to ocean currents, I think.

No matter. The actual stories I intend to write are going to be on a much smaller scale, so if the layout of the continents looks a little derivative, that won’t be obvious to my eventual audience. What’s important right now is that I’m reasonably satisfied with this layout, so I can move on to the next steps again.