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EIDOLON: Examples of the Extended Character (I)

EIDOLON: Examples of the Extended Character (I)

My employer has sent me home for what may be the next couple of months, since I’m in a “high-risk” category for COVID-19 (over 50 and with a chronic health condition that might complicate if I come down with the disease). So here’s a great opportunity to work on EIDOLON and some of the world-building for The Curse of Steel. I may be posting a lot more frequently for a while . . .

For today, here are some notes I’ve put together over the past few days. Here I’m starting to puzzle out how the EIDOLON “extended character” will work in practice. I’m working with the home society for The Curse of Steel here – the Tremara or “Mighty Folk,” a tribal Iron Age culture somewhat reminiscent of pre-Roman Celts. These notes aren’t polished rules material, but if you refer to last week’s post you may get some insight into what I’m working on here.


In Tremara society, the smallest monetary unit is the copper penny (cp). A copper penny is roughly the value of a pound of barley.

As a practical matter, most Tremara tribes don’t coin copper pennies. Most transactions at that level are handled through barter or exchange of favors. The most common coin in circulation is the silver penny (sp), which is worth 12 cp. Very wealthy Tremara sometimes use gold coins for big transactions; these are either obtained in foreign trade or minted by the richest tribes. The gold piece (gp) is worth 20 sp or 240 cp.

Tremara agriculture is based largely upon barley. A bushel of barley weighs about 48 pounds, and so is worth about 4 sp.

Assume an average person requires 600 pounds of barley per year. This constitutes a subsistence diet, without much variety or luxury, but enough to support a healthy life. This comes to 600 cp per year or 50 cp per month. Assume another 10 cp per month for other expenses (clothing, tools, maintenance of housing, and so on). Hence the bare minimum for subsistence living will be 60 cp (5 sp) per month, or 720 cp (60 sp) per year.


Proposed rule for Social Standing in EIDOLON:

In any EIDOLON setting, the benchmark figure for Social Standing is a cost-of-living equal to the bare minimum for subsistence living in that setting. Social Standing for any individual equals log-2 of (his personal cost-of-living expenses, divided by the benchmark figure), rounded to the nearest integer.

Social Standing can be modified by conditions of legal or social privilege, although these modifiers will not normally amount to more than plus or minus 1.


Farming in the Iron Age

Tremara Agriculture

Tremara characters can own several Assets related to agriculture:

  • Crop Land (measured in acres) – cleared flat land of good quality that can be used to raise barley. Only half of the Crop Land is planted each year, the other half being left fallow.
  • Pasture (measured in acres) – cleared land that doesn’t have to be flat or of the best quality, which is set aside for grazing. Can also include land left forested for pigs to forage.
  • Horses
  • Cattle
  • Small Animals – some combination of sheep, goats, and pigs.

These Assets are operated by three classes of Workers:

  • Farmers – a character serving as a Farmer must have the Professional Skill Farmer at +2 or better.
  • Herdsmen – a character serving as a Herdsman must have the Professional Skill Herdsman at +2 or better. Each Herdsman is assumed to work with a pair of dogs trained for animal handling.
  • Farm Laborers – a character serving as a Farm Laborer needs no specific Professional Skill, but must have Strength, Dexterity, Vitality, and Intelligence at +0 or better. A Farm Laborer provides unskilled labor, which is often seasonal in nature (grain harvest, shearing, milking, herding pigs, and so on). Farm Laborers may be slaves.

Agricultural Assets must be supported as follows, or else they can produce no profits:

  • One Farmer for every 24 acres of Crop Land (round up)
  • One Farm Laborer for every 12 acres of Crop Land (round up)
  • One Cattle for every 6 acres of Crop Land (round up)
  • One Herdsman for every 80 Horses or Cattle, or for every 120 Small Animals (combine fractions and then round up)

Farm animals must be supported by Pasture: 0.5 acres of Pasture for every Small Animal, and 4 acres of Pasture for every Horse or Cattle. Any animals not supported by Pasture are lost.

Each year, Agricultural Assets will produce profits:

  • Per acre of Crop Land: 210 cp (350 pounds of barley, of which 140 pounds must be set aside for next year’s planting)
  • Per Horse: 150 cp (loan or sale of animals, possibly stud fees)
  • Per Cattle: 100 cp (milk, leather, meat)
  • Per Small Animal: 20 cp (milk, wool, leather, meat)

Each year, the farm workers must be paid:

  • Per Farmer: 2,700 cp
  • Per Herdsman: 1,800 cp
  • Per Farm Laborer: 900 cp

Example: A Prosperous Farmer

An independent Tremara land-holder maintains his own small farming settlement:

  • 48 acres of Crop Land
  • 60 acres of Pasture
  • 12 Cattle
  • 24 Small Animals

The land-holder himself is a Farmer. His wife and eldest son serve as Farm Laborers, without needing to be paid (they are supported by his profits). He has also hired a second Farmer and a Herdsman as farm-hands, and he owns two slaves who serve as additional Farm Laborers. All his labor requirements are met. He has enough Cattle to support his Crop Land.

The land-holder’s farm produces 11,760 cp per year (10,080 cp in profit from the barley harvest, 1,200 cp from the Cattle, and 480 cp from the Small Animals). He must pay his labor 6,300 cp per year (2,700 cp for the Farmer, 1,800 cp for the Herdsman, and 1,800 cp for the two Farm Laborers). He makes a clear profit of 5,460 cp per year. Divided among himself and his four dependents (including his elderly mother and a daughter too young to work), this comes to 1,092 cp per year per person. His Social Standing rounds up to +1.

Example: A Chariot-Lord

A Tremara chariot-lord owns three small farming villages, scattered across several miles of countryside. These amount to the following Assets:

  • 1,000 acres of Crop Land
  • 1,400 acres of Pasture
  • 40 Horses
  • 260 Cattle
  • 400 Small Animals

None of the chariot-lord’s personal Company (his household) are working as Farmers, Herdsmen, or Farm Laborers. He needs 42 Farmers, 84 Farm Laborers, and 8 Herdsmen to maintain his lands. He has more than enough Cattle to support his Crop Land.

The chariot-lord’s lands produce 250,000 cp per year (210,000 cp in the barley harvest, 6,000 cp from his Horses, 26,000 cp from his Cattle, and 8,000 cp from his Small Animals). He must pay 203,400 cp per year for labor (113,400 cp for his Farmers, 75,600 cp for his Farm Laborers, and 14,400 cp for his Herdsmen). His annual profits are 46,600 cp. Divided among himself and three dependents (wife and two children), this comes to 11,650 cp per year per person. This chariot-lord’s Social Standing rounds off to +4.


Some final comments:

So far, I’ve been working mostly on the left-hand side of the diagram in last week’s post: the income and profits generated by a character’s Assets and Workers. I haven’t done too much yet on the right-hand side: the hirelings and support staff that can make a wealthy character’s life better. I’ll need to develop both sides before I can lay out what a wealthy Tremara chariot-lord’s household really looks like! More on that as my enforced vacation continues.

EIDOLON: The Extended Character, Revisited

EIDOLON: The Extended Character, Revisited

As I mentioned in my last entry, I’ve been working on a way to not just model individual characters in the EIDOLON ruleset, but to model their social connections. The idea is to have a simple set of rules that I can use to describe the intricate web of relationships that any character will have, as a member of a complex society.

I think I may be getting close to what I want. Consider the following diagram:

A model for the extended character in EIDOLON

You’ll notice a certain confusion of vocabulary here; I’m not sure yet what words would be best to describe the various components of this model. Here’s the idea, though.

At the top, we have the extended character itself. Perhaps this is a single individual, perhaps it includes that person and some of her partners and dependents. Or perhaps it’s a group of unrelated characters who have agreed to throw in their fortunes together: an adventuring party, the officers of a mercenary band, the crew of a privately held starship, und so weiter. In any case, all the Members (or Household, or Company, or whatever term makes sense in the setting) will share their finances equally, sharing the same social standing score once the model is complete.

On the left, we have various forms of Income. Some of this may be External Income – simple pay for the professional occupations of the Members, say. On the other hand, the Members may also own certain Assets, pieces of wealth-producing property. Most likely these Assets will require some kind of labor to actually produce their own Income. A medieval lord will need peasants to farm his land, an ancient tycoon needs slaves to operate his mines, a starship captain needs crewmen to run his ship. These workers, employees, or vassals will be paid for their labor, but by working on the Assets they produce Income for the owners, in the form of profit.

Income is on the left, outgo on the right. The Members will probably spend some of their resources on simple consumption – food, clothing, housing, luxury goods, entertainment, all at whatever level they can afford. They may also have people hired to provide them with personal service: a wealthy woman’s impeccable butler, a warlord’s kept courtesan, a personal clerk or physician, whatever might be available and appropriate in the setting. These hirelings or henchmen are also paid, but they produce no Income or Profit, they simply work to improve the quality of life for the Members.

The Members have to make sure the books balance – they can’t spend more on luxuries and personal service than they bring in! Any given setting book written under EIDOLON would lay out various structures like this, with rules for various Assets and how they would have to be worked, and lists of available workers and henchmen.

Here’s one simple result of this system: the Social Standing score of all the Members depends solely on the amount spent on Consumption and Staff. I’m taking an almost Veblenist approach here, claiming that status in almost any society is strongly correlated to the level of conspicuous consumption. Not a bad assumption, I think, for most RPG worlds and fictional universes.

There’s one more neat feature of this model: it’s possible to nest it. The character(s) who make up one set of Members may be getting paid for their services by someone higher up. Likewise, each of the workers or henchmen that one character pays may be keeping her own Household at a lower level.

For example, I’ve started to work out the details here using features of Tremara society, the setting of The Curse of Steel. A given Tremara chariot-warrior will own many hundreds of acres of cleared land, with peasants to manage his herds of cattle and horses and raise an annual crop of barley. If we wanted to zoom in on those peasants, then each peasant household could be described at finer detail using this same model. Meanwhile, the spearmen, bards, and other specialists who live in the lord’s hall and provide service for him could also have families, dependents, or property of their own.

This is a model I think I can use extensively in worldbuilding work, in a variety of settings; it should make an interesting innovation for the EIDOLON ruleset. Progress!

2019 in Review

2019 in Review

Well, this has been a year. Twelve months of doing my best to pass by the madness that seems to be sweeping the world, keep my family prospering, excel at my day job, and keep making progress on my creative projects. With some success, as it turned out.

Let’s be honest, this is the year a lot of things seemed to come together, as I built workflows I could use to set up and finish creative projects. I designed my first full constructed language, one which is actually usable for literary work. I drew up several maps. I hacked my brain in such a way that I could do world-building work in service to an actual story for a change.

I managed to write (at least in the first draft) my first mature, full-length, original, publishable novel: The Curse of Steel. That’s a pretty big deal.

So while 2019 wasn’t altogether sunshine and roses, I do feel as if I’m in a reasonably good place in my creative life. Still more work to be done, to be sure, but I’m more confident that I once was.

This blog seems to have reflected that. I’m still not sure who is reading this thing regularly – most of you don’t have a lot to say – but traffic keeps growing, slowly by steadily. The top ten (new) posts for this year were:

  1. Architect of Worlds: Reality Ensues
  2. 2018 in Review
  3. Game Design Prospectus: The Wars of the Jewels
  4. “Architect of Worlds” Page Now Active
  5. An Interesting Result
  6. Status Report (11 May 2019)
  7. 2019: Looking Forward
  8. Reviving an Old Project
  9. Status Report (24 April 2019)
  10. New Creative Directions

As usual, about 40% of the hits on the blog just start at the home page and go from there. There’s also a lot of perennial interest in some of my old Architect of Worlds posts from 2018, as well as that extended exercise in world-building I carried out based on the Bios: Genesis and Bios: Megafauna games. That’s always in the back of my mind as I consider what to work on next.

As always, let’s hope that the coming year is prosperous and productive for all of us . . . and that the world manages to hang onto sanity in the coming months.

Two Demigods

Two Demigods

I’m taking a bit of a break from working on The Curse of Steel directly. One of the things I’ve done is to tinker a bit with representing some of my characters in GURPS terms. A bit of a challenge, since these are clearly superhuman characters (they’re the descendants of gods, in a setting where that basically makes you a superhero). As a sample, here are what are shaping up to be my two lead characters, at least so far:

Kráva the Swift (400 points)

Age 20; Human; 6′ even; 160 lbs.; Strong, athletic warrior-woman, usually wearing fine-quality clothes decorated with raven feathers.

ST 22 [120]; DX 14 [80]; IQ 12 [40]; HT 14 [40].

Damage 2d/4d; BL 97 lbs.; HP 18 [-8]; Will 14 [10]; Per 12 [0]; FP 14 [0].

Basic Speed 7 [0]; Basic Move 7 [0]; Block 9 (DX); Dodge 11; Parry 11 (DX).

Social Background

TL: 2 [0]. CF: Tremára (Native) [0]. Languages: Tremára (Native) [0].

Advantages

Ally (Raven sent by Sky Father) (25% of starting points) (12 or less) [2]; Ally (Raven sent by Sky Father) (25% of starting points) (12 or less) [2]; Ally (Tarankláva) (150% of starting points) (15 or less) [30]; Appearance (Attractive) [4]; Blessed (Heroic Feats of ST) [10]; Charisma 2 [10]; Combat Reflexes [15]; Enhanced Move (Ground) (1/2) [10]; Fearlessness 2 [4]; Patron (Sky Father) (6 or less; Highly Accessible; Minimal Intervention) [15]; Status (+2) [5]; Super Jump 1 [10]; Wealth (Wealthy) [20].

Disadvantages

Bad Temper (12 or less) [-10]; Code of Honor (Tremára) [-5]; Enemy (Servants of the Dark God) (medium-sized group, some formidable or super-human) (9 or less) [-30]; Vow (Hold and defend the Thunder Blade unless its rightful owner should appear) (Minor) [-5].

Quirks: Chauvinistic; Headstrong; Proud; Vow (Shield-woman’s oath) [-4].

Skills

Animal Handling (Equines)-11 (IQ-1) [1]; Area Knowledge (Ravatheni Lands)-12 (IQ+0) [1]; Bow-15 (DX+1) [4]; Broadsword-14 (DX+0) [2]; Climbing-13 (DX-1) [1]; Current Affairs/TL2 (Ravatheni Lands)-12 (IQ+0) [1]; Hiking-13 (HT-1) [1]; Intimidation-13 (Will-1) [1]; Knife-14 (DX+0) [1]; Leadership-14 (IQ+2) [2]; Navigation/TL2 (Land)-12 (IQ+0) [2]; Politics-11 (IQ-1) [1]; Public Speaking (Oratory)-14 (IQ+2) [1]; Riding (Equines)-15 (DX+1) [4]; Running-13 (HT-1) [1]; Savoir-Faire (Tremára)-12 (IQ+0) [1]; Shield (Shield)-15 (DX+1) [2]; Spear-13 (DX-1) [1]; Stealth-13 (DX-1) [1]; Survival (Plains)-12 (Per+0) [2]; Swimming-14 (HT+0) [1]; Teamster (Equines)-14 (IQ+2) [4]; Throwing-13 (DX-1) [1]; Tracking-12 (Per+0) [2]; Wrestling-13 (DX-1) [1].

Kráva is very much a physical hero – very strong and fast, with a bit of Extended Move (Ground) and Super Jump to make her very mobile. She’s by no means stupid, but her talents mostly involve punching (or cutting) her way through problems.

A couple of notes about her Allies: I’ve drawn up her raven familiars as characters, and they both come in well under 0-point characters, so they’re fairly cheap.

I’ve also drawn up Tarankláva, her sword, as a character. As a practical matter, it works as a fine-quality broadsword with a bonus to skill rolls, but it also has certain powers of its own, which it uses to feed her information. The “curse of steel” has to do with the fact that it doesn’t feed her all the information it could in theory gather for her. On the sword’s character sheet, that’s set down as Reprogrammable and Slave Mentality, with a Divine Curse that prevents the sword from telling its bearer everything it sees.

Lóka the Clever (400 points)

Age 25; Human; 5′ 7″; 150 lbs.; Well-built man in a white vaita‘s robe.

ST 11 [10]; DX 13 [60]; IQ 15 [100]; HT 12 [20].

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 15 [0]; Per 15 [0]; FP 12 [0].

Basic Speed 6.25 [0]; Basic Move 6 [0]; Block 7 (DX); Dodge 9; Parry 9 (DX).

Social Background

TL: 2 [0]. CF: Tremára (Native) [0]. Languages: Lake Country (Native) [6]; Sea Kingdom (Native) [6]; Tremára (Native) [0]; Vaita Script (None/Native) [3].

Advantages

Appearance (Attractive) [4]; Blessed [10]; Cultural Adaptability [10]; Detect (Divine presence and children of the gods) (Rare) [5]; Eidetic Memory [5]; Magery 2 [25]; Modular Abilities (Cosmic Power) (Per point of abilities (+6); Trait Limited: One specific trait (Languages Only)) [30]; Musical Ability 2 [10]; Patron (Kórsata) (6 or less; Highly Accessible; Minimal Intervention) [15]; Social Regard (Respected) 1 [5]; Vaita Rank 1 [5]; Voice [10].

Disadvantages

Secret (Child of a god) (Utter Rejection) [-10]; Sense of Duty (Friends and companions) (Small Group) [-5]; Social Stigma (Second-Class Citizen) [-5]; Vow (Never admit his divine ancestry or the name of his divine parent) (Minor) [-5]; Xenophilia (12 or less) [-10].

Quirks: Congenial; Despises slave-owners and slavers; Likes to show off his cleverness; Proud [-4].

Skills

Current Affairs/TL2 (Ravatheni Lands)-15 (IQ+0) [1]; Diplomacy-15 (IQ+0) [1]; Esoteric Medicine-14 (Per-1) [2]; Fast-Talk-16 (IQ+1) [1]; History (Tremára Lands)-15 (IQ+0) [4]; Knife-13 (DX+0) [1]; Law (Tremára)-15 (IQ+0) [4]; Literature-15 (IQ+0) [4]; Musical Influence-15 (IQ+0) [2]; Musical Instrument (Harp)-16 (IQ+1) [2]; Occultism-15 (IQ+0) [2]; Performance-18 (IQ+3) [4]; Poetry-16 (IQ+1) [4]; Politics-16 (IQ+1) [1]; Public Speaking-18 (IQ+3) [3]; Religious Ritual (Tremára)-14 (IQ-1) [2]; Riding (Equines)-12 (DX-1) [1]; Savoir-Faire (Tremára)-15 (IQ+0) [1]; Singing-18 (HT+6) [4]; Staff-12 (DX-1) [1]; Swimming-12 (HT+0) [1]; Teaching-14 (IQ-1) [1]; Theology (Tremára)-14 (IQ-1) [2]; Writing-14 (IQ-1) [1].

Spells

Analyze Magic-15 [1]; Apportation-15 [1]; Counterspell-15 [1]; Create Fire-15 [1]; Cure Disease-15 [1]; Detect Magic-15 [1]; Detect Poison-15 [1]; Dispel Magic-15 [1]; Divination (Oneiromancy)-15 [1]; Enchant-15 [2]; Extinguish Fire-15 [1]; Find Weakness-15 [1]; Great Voice-15 [1]; History-15 [1]; Identify Spell-15 [1]; Ignite Fire-15 [1]; Know Illusion-15 [1]; Lend Energy-15 [1]; Lend Vitality-15 [1]; Light-15 [1]; Loyal Sword-15 [1]; Major Healing-15 [2]; Minor Healing-16 [2]; Rejoin-15 [1]; Relieve Sickness-16 [2]; Repair-15 [1]; Restore-15 [1]; Seek Air-15 [1]; Seek Earth-15 [1]; Seek Fire-15 [1]; Seek Magic-15 [1]; Seek Water-15 [1]; Seeker-15 [1]; Sense Danger-15 [1]; Sense Emotion-15 [1]; Sense Foes-15 [1]; Sense Life-15 [1]; Shape Fire-15 [1]; Simple Illusion-15 [1]; Sound-15 [1]; Thunderclap-15 [1]; Trace-15 [1]; Truthsayer-15 [1]; Voices-15 [1]; Ward-15 [1]; Weaken-15 [1].

When I was developing this story, and considering how to represent magic, I messed around with a bunch of different models. In the end, I decided to go with bog-standard GURPS, at least for now. Some characters will have superhuman powers that are innate to them, represented by very high Attribute scores and Advantages. Other characters will be able to use “charms” or “spells” that are learned, powered by personal resources – hence, standard GURPS magic. So far, that seems to be matching the story I want to tell pretty well.

One note about Lóka: in the story, it’s a plot point that he seems to be able to understand, speak, read, and write any language he encounters. That’s kind of difficult to represent in GURPS, but the Modular Abilities trait used here seems to be the best way to proceed. As it stands, Lóka knows two or three languages by natural means. He can also “miraculously” use other languages that he’s never encountered before, although it takes him a few seconds to switch to the new script or tongue (he has to “get the trick of it”). At the moment he could get native-level fluency and literacy in one language at a time, or speak two strange languages like a native and act as a translator (without being able to read either of them), and so on. Useful!

More characters to come, I think, and I may make a post or two about world-building assumptions. This setting wouldn’t make a bad GURPS world-book, actually.

Status Report (29 August 2019)

Status Report (29 August 2019)

Since last Friday evening, I’ve been able to put down something like 5,600 words on The Curse of Steel.

This is a pretty good rate of work for me. My personal best was probably the time I produced the last seven chapters of a Mass Effect fan-fiction novel in a single three-day weekend – over 24,000 words in those three days. Usually, I’m lucky to get more than a thousand words down in a day, and that’s assuming it’s a weekend day when I don’t have to worry about the office.

But then, this is why I do a lot of world-building.

As a writer, I seem to be able to produce very short pieces off the top of my head, doing all the scene-setting and character development in the back of my mind and just pouring the vignette down on the page. Most of the vignettes I wrote as flavor text for various GURPS books were done this way.

As soon as I get into the longer forms, though – pretty much anything above the level of the short story – I always get bogged down in setting detail and have a hard time proceeding. Unless I spend the time and effort to build those details in advance: constructed language and culture to help me get into characters’ heads, maps to help me see how places and people are related to each other, astrophysics for SF stories, and so on.

One reason fan-fiction always seems easier for me is that most of the work of setting up the story has already been done. Any original details I want to add, I can just graft them onto the existing structure and keep moving. I can concentrate on just writing story, and the words just flow. As witness that amazing, enormously satisfying weekend of something like 8,000 words per day.

I spent months wrestling with backdrop for The Curse of Steel, never writing more than the one chapter that started the story (which, by no coincidence, worked pretty well as a short story on its own). I tried several times to move forward, but every attempt failed until I had the setting worked out to my satisfaction.

Now the investment pays off. There’s a good chance – knock on wood and hope I don’t jinx it – that I’ll be able to put down about half the novel, a total of 80,000 words or so, without a pause. If the current rate of progress keeps up, that sounds like it should be doable by the end of the calendar year.

Feels good. I will admit to kicking myself sometimes, for being the writer of stories who never seems to actually write a story. If I’m starting to find ways to hack my creative mind and get actual stories written, that can’t hurt.

Status Report (22 August 2019)

Status Report (22 August 2019)

Meanwhile, I think I’ve done enough work on constructed language, development of names for tribes and places, and filling in details on my overview map. At least for the moment. Now I can get back to the story and write . . . probably about half of the planned length for The Curse of Steel.

Here’s the result: a clipped piece of the overview map, still missing some details around the edges but more than enough to help me keep all the pertinent features in mind.

Ravatheni tribal lands, and their neighbors

The first part of the plot has Kráva and her companions traveling from Taimar Velkari (“hill-fort of the wolves”) across Ravatheni territory, into and through the Silent Forest, and over a mountain pass into the western lands by the sea. With plenty of detours and adventures along the way, of course. As the raven flies, it’s a distance of about 220 miles, maybe eight or nine days’ journey if everything goes well. Everything is not going to go well.

An Interesting Result

An Interesting Result

Just a short note, to call your attention to an interesting result in recent astrophysics that’s quite relevant to the Architect of Worlds project.

It’s well known that we’ve discovered thousands of exoplanets in the last couple of decades. Now the state of the art is approaching the point where we can get clues about the environment on those planets. For example, one recent result (here’s an article in Scientific American) is the first indication we have of the kind of atmosphere that exists around an Earth-sized rocky exoplanet. In this case, the planet is in its primary star’s habitable zone, and it’s more than large enough to retain a significant atmosphere against thermal or Jeans escape. Yet there doesn’t seem to be much if any atmosphere there.

I’ve long since worked out a model for Jeans escape; that much was in the world-design system I wrote for GURPS Space back in the day. (If you’ve used that system, you may recall a “minimum molecular weight retained” or MMWR calculation. That’s specifically relevant to Jeans escape.)

The problem is that thermal loss isn’t the only way a planet’s atmosphere can get stripped off. If the primary star is prone to flares and has an energetic stellar wind, that will do the trick too. This is specifically relevant to red dwarfs, like the star LHS 3844 which has the planet mentioned above. Red dwarf stars punch well over their weight in the stellar-wind and flare department, especially early in their lives. Thus, any rocky planet close enough to be in the liquid-water zone will probably get a serious sandblasting early on.

This is kind of a new area in astrophysics, and there are a lot of competing models out there. Some scientists are predicting that Earth-sized planets should be able to retain their atmospheres in at least some cases, others are much less sanguine. The LHS 3844 result certainly seems to support the pessimistic case.

For Architect of Worlds, I’ve been thinking in terms of assigning each planet a “volatiles budget” from its formation and early years, modified by things like the planet’s MMWR, whether it formed inside the snow line, whether there’s a dominant gas giant to fling comets in-system, and so on. A big random factor as well, since it looks as if this feature is strongly subject to chance. Then we would reduce that volatiles budget to reflect non-thermal processes of atmospheric escape, photodissasociation of water molecules, and so on. (Hmm. Maybe have a separate budget just for water, since that goes through some significantly different processes and might not be correlated with atmospheric volatiles.)

The devil’s in the details, of course, and for all my tinkering I have yet to come up with a model that satisfies me (or even fits all the cases we know about). This might actually be the biggest obstacle to getting the third section of the design sequence hammered out.

Status Report (16 August 2019)

Status Report (16 August 2019)

Busy week at the office – I’ve been teaching a course most of the week – so not much time or energy left over for writing or world-building work. I’ve been plugging away at my regional map, at least.

As time permits, one thing I’ve been tinkering with is an application of the draft Architect of Worlds material to design an alternate Solar System for the world where The Curse of Steel takes place. I want the setting to be just a little exotic; just as this alternate Earth has different geography, different landforms and seas than ours, I also want it to have a different sky. To this end, I’ve designed a primary star almost identical to Sol, and a habitable world almost identical to Earth, so that the day-to-day environment isn’t clearly alien – but the system is otherwise different in a lot of details.

More detail on that design later. For today, I’ll note that in conjunction with this work, I’ve been using a virtual-planetarium application that I highly recommend: Space Engine.

Space Engine has been in development for several years, almost entirely by the Russian astronomer Vladimir Romanyuk, although he recently released a beta of the application on Steam to raise money for further development. It’s unique in that the entire universe notionally resides in the engine – while the vast majority of it is procedurally generated, known stars, exoplanets, and so on are also in the engine’s catalogs. It’s a great toy for exploring the universe from the comfort of your desktop.

It’s also not all that difficult to insert your created star systems and worlds into the Space Engine catalogs, and have the engine render them in place in the virtual universe. Space Engine uses somewhat different world-building assumptions than I do, but the differences are pretty minimal. It’s not at all difficult to take the results of work with Architect of Worlds and drop them into the Space Engine universe. So I’ve done that, with the intention that I’ll be able to use the simulation to determine what the sky looks like at any given point of the story.

For example, here’s a rough-draft render of the alternate Earth where Kráva lives and will have her adventures. Really astute observers might be able to figure out about where I’ve placed her world in the real galaxy:

An alternate Earth, hanging in space.

I think it’s possible to create new planetary textures and bump-maps for created worlds in the engine, but that’s beyond me so far, so the landforms you see here are not definitive. Still, I can “land” the viewpoint on the planet at any given point in latitude, longitude, and time, and see what a character standing at that spot would see in the sky. For example, here’s an early-evening image from a latitude roughly equivalent to where the story begins:

The bright object low on the horizon is the system’s secondary star, a red dwarf orbiting at a comfortable distance of 100 AU or so. Brighter than our own Moon, it doesn’t wax and wane, and I think it may even be circumpolar so it’s always visible in the northern hemisphere. Handy for characters who need to move around at night!

Space Engine can do a lot of things for me – model an alien sky consistently and in great detail, tell me with a mouse click what apparent magnitude objects might have, and so on. For a few hours of investment, I can include the kind of exotic but consistent astronomical perspectives that (e.g.) Tolkien needed endless painstaking pencil-and-paper work to provide.

More about all this later, if and when it seems appropriate while I work on the story. I must say, though, it’s nice to find tools that can make the obsessive world-builder’s attention-to-detail easier.

Status Report (10 August 2019)

Status Report (10 August 2019)

I’ve got a weekend more or less to myself here – no need to go into the office, and my wife and our daughter are out-of-state visiting family, so it’s just me and my son doing the bachelor thing. Good time to get some work done on The Curse of Steel.

The major project right now is a map of the main area of action for this first novel. Decent progress thus far:

Work in progress . . .

Still need to finish marking in terrain features, although the main line of the Blue Mountains is in place. Then it will be time to put down forest icons to mark wilderness areas. I think I’m going to be sparing with that, since almost the entire map is wilderness to some degree! Then a few settlements and place names, and I’ll have enough to push forward with the novel. I imagine the map will get filled in further as I write this (and hopefully future) stories.

Meanwhile, I’ve posted the first chapter of the draft novel – a short story titled “Kráva and the Skátoi” – to the “Free Articles and Fiction” section in the sidebar. Here’s a link to the page as well.

I think tomorrow I’ll continue to work on the map, and I might start looking for art assets I can use to create images of Kráva and her world.

Status Report (7 August 2019)

Status Report (7 August 2019)

Work proceeds apace on The Curse of Steel – I’m making unusually good progress on it for the moment. I’m very happy with the divine pantheon I’ve developed for my protagonist’s home culture. I’m also continuing to build a more detailed map of the field of action for most of this first novel. Most importantly, I’ve knocked out two more chapters of the first draft, and as soon as I resolve a couple of questions about the future plot I should be able to keep going.

I think the critical step was to embrace the notion of having activist gods and divine-blooded heroes in the setting. You’d think this would be obvious; after all, those concepts were universal among the Indo-European peoples I’ve taken as a model for the world-building here. Yet I’ve tended to avoid the trope in my own work thus far. I’m not sure why. Possibly it’s because of my background in tabletop roleplaying games. I tend to think in terms of well-defined and limited mechanics for character power, and “he’s the son of a god” is a bit too free-form for my taste.

I will admit to taking some inspiration from the Scion roleplaying game that I recently picked up to read. That game is kind of a hot mess when it comes to rules organization and mechanics, but it does provide a nice framework to clearly define the powers of heroes and demigods. I still haven’t decided to use Scion as a tool for actual plotting, but I think I’m coming around to the idea.

Besides, if my protagonist is the child (or grandchild, actually) of a god, that fits in very nicely with the themes I’m working with for this first novel. Part of what I’m trying to do here is to examine some of the consequences of the power fantasy that’s common in genre fiction. Okay, so Kráva acquires a magical weapon that makes her an immensely powerful warrior, and almost in the same breath, she learns that she’s of immediate divine descent. Great! Except “with great power comes great responsibility,” the weapon comes with a rather nasty curse, and the lives of the gods’ children tend to be glorious and very short.

Lots of potential here. I’m almost eager to see what happens next.

Meanwhile, I think I may push a couple of chapters of the draft over to the “Free Articles and Fiction” section of the sidebar. Look for that as soon as I have a little time to spare.