One of my favorite parts of science fiction is the mundane. I’ve always loved the array of municipal freighters and sky buses that can be found in Star Wars. I’ve not quite reached that level of depth with Red Suns, but I hope to get there eventually.
A few weeks ago I made a post about Flicker Lamps. Magical communication devices used in the early days of exploration in my Sprawling Iron series. While they became an essential part of managing large empires they were hard to mass produce and had several properties that made security difficult. Furthermore, the could only be given to specific individuals and could not be distributed by governors as needed.
This limitation proved to be especially inconvienient when it became more important to be able to communicate with agents sent to unexplored lands or diplomats dispatched to negotiate with local governments. Eventually, sorcerers devised a new means to rapidly communicate over long distances. Sparrows.
These ceramic birds are small enough to fit in the palm of a person’s hand and infused with a minor air spirit capable of animating the clay and providing it the power of flight. A person wishing to send a message via sparrow must first hold an image of the intended recipient in their mind as well as their general location. Once they do this the sparrow will animate and the user can speak their message allowed. After the sparrow hears the message it will take flight and attempt to find the intended recipient, once it does it will repeat the spoken message and be ready to used again. In some cases, written messages and maps may also be tied to small loops on the bottom of the construct.
Sparrows are small enough that ships, armies, and individuals can carry many of them and allow regular reports to made. But they do come with some limitations.
- Distance – sparrows have a limited range, typically not more than a few hundred kilometers. For longer messages they are typically sent to a central administrative hub the possess a flicker lamp or telegraph office capable of passing on the message.
- Recipient Identity and Location – the sender must know the recipient and their general location. If either of these are incorrect the sparrow will not be able to deliver its message and will not give its message to anyone else.
- Message Erasure – once the message has been repeated there is no way to get the sparrow to repeat it. Recipients must be sure that they are paying attention and hope that they are in a quiet place.
To get around these limitations, many governors and administrators have at least one person on staff tasked with receiving sparrows and accurately transcribing these messages. Oftentimes they are given special quarters and offices in secluded areas to ensure that they have access to a quiet environment and are relatively free from intrusion. These sparrow handlers are often targets of bribes and even assassinations as eliminating or compromising them can disable an enemy’s communication network.
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I have always wanted to draw. When I was little I thought I wanted to be an artist. Since then I’ve turned to science and writing, but art has long been an aspiration. I can draw some exquisite cartoon monsters but when I’m trying to worldbuild I struggle to draw the images that are in my head.
Why does this matter? Why can’t I just put the images in my head into words? Despite the cliche, a picture really is worth a thousand words, and a picture can immediately capture feelings that would take pages to describe. When I’m making notes for myself I often make quick sketches for own use that are not at all worthy of being shared publicly. So what is a writer to do?
Recently, I’ve discovered vector art, and it has been a godsend.
Rather than drawing every line with a stylus, you work with a series of pre-made shapes than can be combined and contorted to your liking. Your computer treats these shapes as a series of mathematical functions, which allows you to resize your work as much as you want without any pixelation. At first this doesn’t seem any more useful than PowerPoint’s shape tools. With time and a bit of imagination you’ll see what possibilities the medium offers.
For my vector art I went with Affinity Designer, a low-cost alternative to the Adobe Suite.
My first impressions of the software were a little underwhelming. What was I supposed to do with a bunch of rectangles? This simplicity is the beauty of vector art. You start with a selection of basic shapes, but you can endlessly manipulate these shapes to get whatever design you want. This makes it great for making diagrams or for people with shaky hands like me.
More than anything else, the great thing about this software and this medium, is that it makes it easy for writers and worldbuilders like me to put the images in their head on the screen in a way that you can feel comfortable sharing. You might have seen a few of my recent worldbuilding posts featuring artwork I made with Affinity Designer. Sure, they aren’t going to win any awards, but they’re clean and presentable and that’s really all I’m looking for.
Beyond the few beginner-friendly tools, Affinity Designer has a plethora of tools that are a complete mystery to me. Someone with more artistic ability and the time to tinker can make some really amazing pieces of art as evidenced by countless reddit posts.
So should you try Affinity Designer? For only $50 it’s an attractive option for more casual creators who don’t want to commit to an Adobe subscription. But if that’s too much for you, there are free vector programs like Inkscape that may be worth a look. But if you have the $50, or if the software is on sale, I’d say go for it. Affinity Designer finds a good balance between price, polish, and usability. Plus it’s a lot of fun.
When the nations of Oliad and Danacia began to realize their imperial ambitions they were faced with a challenge that they had never confronted before. As their colonial holdings expanded they were faced with the question of how their central authorities could quickly send directives to their scattered generals, admirals, and imperial governors. This was in the time before the invention of Sparrows and the telegraph, and neither kingdom had access to the Soul Stones used by older empires.
The solution that both nations settled on were the Flicker Lamps. These devices were made by taking a fire spirit and splitting it into many parts. Each part could then be sealed in a glass lamp and sent overseas to important governors and military commanders with at least one remaining in the homeland.
An individual with the proper training could then operate the lamp by causing it to flicker in coded patterns that would then be repeated by every other lamp in the set. This allowed messages to be quickly sent across great distances.
There were drawbacks however. The first being that they were expensive to make and required at least some sorcerous training to operate. Because of this they were typically only issues to important governors and high ranking military commanders who were responsible for passing messages on through more conventional channels.
There was also no way to send a message to just one lantern in a set. A message intended for just one person would be sent to all connected lanterns. Every set of lanterns was expensive to make and traveling with multiple lanterns, especially while on campaign was difficult. To address this most nations using these lamps created special codes that would be known only to certain lamp holders. This was not a perfect system and often led to information leaks when outdated codes were used, but it worked well enough for most communications.
With the later invention of the telegraph and Sparrows these lanterns fell out of use. But they are still kept as museum pieces and curiosities, and sometimes still employed by enthusiasts and secret societies.
This is the first bit of worldbuilding that I’ve posted in awhile. Don’t worry! I plan to post more in the coming weeks. Check out this link here if you want to see what else I’m up to. You can also follow me on twitter @expyblog!
Confession time. I LOVE fidget toys. When I was a kid my mom used to to put all sorts of knick knacks in our stockings for Christmas. To this day I seem to be the only one who actually liked getting them and this minor obsession has continued to this day. For this post I searched my desk for my three most used fidget toys to try and decide which one is the best.
Our fist contender is admittedly underwhelming at first glance, but it’s simplicity is part of its charm. It’s a simple, repeated motion that is perfect for fidgeting when you’re on edge (if you look closely you’ll see that I broke one of the orange rubber bands during my qualifying exam). My only complaint is that sometimes the two rings get stuck and it takes a few seconds to get them back into working order. If it weren’t for this occasional stumble I’d say this chain is the perfect fidget toy.
Our second contender should look familiar to many. Fidget cubes got very popular for awhile and for good reason. If you need to keep your hands busy they’re a great option. Each side has a different option so if you’re only allowed to own one fidget toy, this is one.
That said, there is one very important thing to remember; price matters. There’s a surprisingly large difference in quality between the $20 and $5 options. The $5 knock offs you find at walmart? They can be good, but if your first one was maybe $15 like mine was then the difference is clear. That $15 might seem like a lot but when you’re buying something with so many moving parts that quality difference matters a lot.
This one is simple. You have a cube, made from smaller cubes, and you break apart the big cube and continuously refold the smaller cubes back into the bigger cube. Like the Flippy Chain the movements involved are relatively simple but perfect for idle fidgeting. The only real complaint I have with this toy is how quickly the paint wears off. Admittedly the color doesn’t matter much for something like this, but it’s still nice to have a set of desk toys with the paint still attached.
So which toy wins?
It’s a tough answer for such a simple question. If I had to choose I would say the Ligidea Alumnium toy. It has a nice repeated motion that doesn’t get fouled up like the chain does, and any shortcomings in quality are not as obvious as they might be in knock off fidget cubes.
So if you just have to buy one, buy either the Lifidea Alumnium toy or the authentic fidget cube. Or buy all of them. The more people who are buying these things the more options will be available for anxious graduate students like me.
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Zero play testing has gone into thing one page rpg but I would love if you took a look at it.
I am always looking for new worldbuilding tools. Am I substituting more tools for actually working on things? Probably, but it is fun.
There are a lot of worldbuilding tools out there, and figuring our which will best suit your workflow is tough. Personally I seem to just buy all of them, but that doesn’t mean you should have to. So, is Campaign Cartographer worth it?
I’ll be honest I had no idea what it was until ProFantasy started advertising their stay at home bundle. Now, compared to Wonderdraft these programs are expensive. But I got their map maker, city maker, and dungeon maker for about $60 on sale. Still not terrible considering all the included art assets.
I poked around online for some reviews. I wasn’t entirely thrilled by what I found but looking at the screenshots I really liked the art. A lot of it conjures up images of classic fantasy maps. That said, there’s still a lot to learn about making them.
On first glance the UI is anything buy modern. It’s not like wonderdraft were the icons immediately hint at what they might do. It takes some tinkering and a few checks of the manual to figure out. I don’t know about you, but as dated as this UI looks, to me it just oozes functionality.
But that doesn’t mean it’s easy to use. After a few minutes I was able to figure out how to draw land masses and to add rivers. I wouldn’t say that they look any good, but I’m getting the hang of it.
While the UI is very different there do seem to be a lot of similarities when compared to Wonderdraft.
The most important shared advantage of the two are the art assets. Having premade icons for towns, houses, bridges, and what not are a huge timesaver. And just like wonderdraft it’s hard at first to figure out how to best use these assets and still seem original.
Just like with Wonderdraft, the key is to experiment. After a few tries I think you’ll find that it’s easy to combine these assets to create something original. The trick is to be patient and not be afraid to start over. I know always want my first attempt to be the last but I don’t know of any project that doesn’t need a few edits.
So is campaign cartographer worth it? Is it better than Wonderdraft? To be honest with you, I don’t know. I can see already that both have a lot of potential, and Campaign Cartographer wouldn’t have lasted this long if it didn’t have potential. For me personally, I’m already enjoying Campaign Cartographer simply because it’s easier for my computer to run.
I’ll post a full review once I’ve had time to fully explore its features. For now it seems clear to me that Campaign cartographer has a lot to offer. Picking it up on sale and seeing if it’s right for you might not be the worst idea in the world, but be warned that it will take some getting used too. And right now they’re even featured on Humble Bundle!
Have you used Campaign Cartographer or Wonderdraft in the past? If so, do you have any advice you could give me? I’m always looking to learn. You can find me on twitter @expyblog.
I’m always tempted to design every single ship and vehicle that I plan to have appear or even not appear in a setting. What this really means is that I just end up not designing any of them. So instead this time I’m trying to focus on making a few representative ships instead.
This one in particular is what I’m going to call the Swiss Army Space Ship for now, as ships like it were vital to the settling of other planets in the early days of Red Suns.
The design is modular and generic in appearance by design. It does most things well enough to get by, but will always be outperformed by a purpose built ship. These ships are suitable for exploration, carrying cargo and passengers, mining operations, and even some light patrol duties if absolutely necessary. This image in particular shows a ship with enough habitat space in the ring for about a hundred people and a compliment of orange shipping pods held to the hull by latches. When “stationary” the ring spins to simulate gravity. However, under high acceleration the sections of ring can rotate so that the sensation of gravity is provide by the motion of the ship instead.
In place of these pods, other ships might have small hanger bays, manufacturing equipment, enhanced sensor suites, added weapons, or even another ring. The ships also come standard with a compliment of eight auxillary pods suitable for moving people and cargo to other ships as well as a pair of shuttles for landing on a planet surface. In practice though it would be more practical to dock with a local space elevator.
An important this to note is that these ships are not at all dedicated warships. Their light armament is enough to intercept missiles and may scare of pirates, but the ring in my mind is far to vulnrable to attack for the ship to safely fulfill any sort of combat role. That said, the ship’s owner would find it easy to modify the cargo pods with a few nasty surprised for any would-be attacks.
The cost of the ship is the hardest part to figure out. I haven’t given currency in this setting much thought and honestly I am trying no to. The trouble with mentioning specific numbers is that you’re just setting yourself up to forget them later. I do however want a ship like this to be affordable enough that they can be owned by private citizens. Maybe not a new one though, there are enough of these ships in circulation that finding and buying a used one shouldn’t be too hard.
There are a lot of ways to design a magic system, but to me the biggest decision to make has been Hard vs Soft. Should it have clearly defined rules and spells, or should everything be a little looser?
In general I’ve gone with the later, influenced by books the the Farsala Trilogy and the Sea of Trolls that I read while I was in middle school. I really like the idea of magic that consisted of some sort of hyperawareness of the environment and an ability to tell it what to do.
Because of this most of the settings I’ve made over the years have some sort of soft magic system with some animistic qualities thrown in. The problem? I’ve made them all the same. I’ve set aside a lot of projects over the years and I think it’s because I lost interest in them, because I kept making worlds with the same elements over and over again.
I also think that the stories I intend to tell in these settings end up suffering because of this. Too often the only cost to magic that I impose is feeling tired. That’s not really much of a cost. Why don’t I make it first born children or lost limbs, or beetles? There are a lot of possibilities that I have been largely ignoring.
So it’s time to switch to making systems that are a bit harder, something with more rules. As I’ve thought about it more I have realized that part of the problem is laziness on my part. The magic should make sense in the setting and add something to the story, and I’ve honestly run out of things to impose on the system I keep using again and again, but I also don’t want to take the time to define the costs and limits of the system. So I am making a very late news years resolution and I’m going to try some new things with my worldbuilding.
I’m thinking of starting with a little vancian magic first.