Dan Simmons’ Mystery Box

Mystery can be a great driver of plot and a trap at the same time. J.J Abrams is notorious for using this strategy in Lost and blowing it at the end. The problem is if you set up some huge mystery at the beginning of a narrative you better have a satisfying answer to the mystery by the end. Or do you?

I would argue that you don’t. If you do it right.

Hyperion (Hyperion Cantos, Book 1) by [Dan Simmons]

If you have a great answer to the mystery you present to your audience at the beginning then by all means share it, but if you do you better make sure you are very confident in the answer. Your audience will not thank you if your answer fails to live up to their expectations. Remember how disappointed Spongebob was to find out Patrick has just spent the entire episode hiding the string in his secret box?

I am here to argue that sometimes it’s best to leave mysteries unsolved. There is both terror and wonder in the unknown, that’s part of being human, there’s no reason the stories we tell shouldn’t reflect that.

I am using Dan Simmons as an example here because his 1989 science fiction novel “Hyperion” is fantastic. It’s the kind of “genre fiction” that gets literature snobs to lower their barriers. But I think it would have been better if Simmons had never written a sequel. Let me explain.

Hyperion, unsurprisingly, centers around the planet Hyperion. A planet at the edge of known space, one that is not incorporated into the network of gates that allow instantaneous travel between worlds.

Traveling to Hyperion means sacrificing a great deal of time and accepting a certain amount of risk. Many accept this because Hyperion is a planet of mysteries. It is one of the labyrinthine worlds, worlds with great labyrinths constructed by unknown aliens. It is also home to the Shrike and the Time Tombs. Both have been sent back in time for an unknown purpose.

shallow focus photography of gray concrete building
Photo by Sebastian Palomino on Pexels.com

One group of humans, the Shrike Church, believe that the Shrike is a punishment for humanity’s sins and traveling willingly on pilgrimages to Hyperion where most of them will be killed in various horrible ways by the Shrike. It’s strange how the bishops never go themselves, isn’t it?

The protagonists of Hyperion have all been selected for what will probably be the last Shrike pilgrimage. At the start of the book, it is stated that the Time Tombs are opening and that a group of transhumans called Ousters are about to attack the planet. There’s not much hope that the planet will hold out either. None of them are members of the Shrike Church, none of them know exactly why they were selected, all of them have their own reasons for accepting the missions.

The book is a futuristic retelling of the Canterbury Tales. In between chapters that narrate their journey to the planet and their attempts to determine who among them might be a spy, they each share their stories about what led them to accept their place on the pilgrimage.

Through their stories and their motivations, Simmons explores imperialism, artistic integrity, betrayal, love, artificial intelligence, technological reincarnation, fatherhood, and many more themes. In some ways, the book is also a love letter to John Keats.

In the end, despite their differences, they joined hands and walked to their fate. Then the book ends. The series should have ended there too.

photo of people near wooden table
Photo by fauxels on Pexels.com

Instead, Simmons continued to write in this universe, which eventually became the Hyperion Cantos. The second book, The Fall of Hyperion, wasn’t that bad. It largely follows an artificial reincarnation of John Keats and much of the book’s events are told through his experiences. But we also see the POVs of the characters from the first novel. This is where the problem arises.

In writing the second novel Simmons had to explain all of the questions that arose in the first. In doing so he brings up a lot of interesting ideas that were totally unprecedented in the first novel. So instead of leaving the mysteries of the first book as mysteries, he chose to answer them with time-traveling agents from the future and messianic powers that came out of nowhere.

The first book was an amazing opportunity to explore multiple stories at once, to get close to deeply flawed characters with mixed motivations for being where they are, and to see them accept the uncertain future in front of them. I think the series would have ended beautifully with just one book. Instead, Simmons decided to keep writing.

That’s not to say that I hated the second book. I enjoyed most of it. Just not as much. I think I would have enjoyed it more if some of the concepts introduced in the first actually mattered in the second. Powers that destroy the Shrike don’t bother me as long as we the readers were given reason to think they might be possible beforehand.

But we weren’t.

I keep looking at the third book on my shelf and I don’t know if I can convince myself to read it. Hyperion is a great book and if it was the only book of the Hyperion Cantos that you read it will likely remain a great book in your eyes. Because the answers provided in the later books simply don’t hold up to the questions posed by the first. If you haven’t read Hyperion yet then you definitely should, but consider skipping the books that follow.

Zima Blue by Alastair Reynolds versus Zima Blue from Love, Death & Robots

I’ve been on a bit of an Alastair Reynolds kick lately, mainly centered on the author’s revelation space books. As usual, whenever I get invested in a new series, I seek out more in search of more doses of dopamine, which led me to purchase a collection of short stories that Reynolds has written over the years. This endless search for dopamine brought me back to one of my favorite Netflix originals; Love, Death & Robots.

Love, Death & Robots is a Netflix original series consisting of short episodes that bring science fiction short stories to life. Alistair Reynolds had two stories featured in the first season, one of them being Zima Blue.

The story is about a cyborg artist in the far future named Zima. It is told from the perspective of a journalist who has finally been granted an interview with the reclusive artist on the eve of the unveiling of his final work. Zima, we are told, began his work in painting portraits of the cosmos before graduating to increasingly abstract works featuring his trademark blue color, works so large that a single mural could encapsulate a planet. But the story is not so much about Zima’s art as it is Zima’s search for his truth, and in the written version, it is also about how Zima inspires the journalist to search for her own truth.

Both versions of the story are good. Netflix’s version portrays Zima’s story in a much clearer fashion than Reynolds did. However, I can’t help but feel that the story’s message is lost in the retelling. The story is not just about Zima’s search for truth; it is also about his interviewing coming to grapple with what the truth is. Zima, for example, asserts that the falsehoods created by our imperfect memories are what allow truth to come about. Truth in art anyway.

Both versions of the story are great, and I recommend both. Both make the audience ask questions, but I recommend reading the original for a complete formulation of that question.

Revelation Space by Alastair Reynolds

Revelation Space (The Inhibitor Trilogy Book 1) by [Alastair Reynolds]
Book One of the Inhibitor Trilogy

Lately, I have been listening to a lot of audiobooks. It’s helped to make tedious tasks more enjoyable, and it has helped me cross A LOT of books off of my to-be-read list. A few of these books have been Alastair Reynolds’ Inhibitor Trilogy. These books have me obsessed.

For those who don’t know, Alastair Reynolds is a prolific science fiction author who studied astrophysics with the European Space Agency. He holds a doctorate in astronomy and his experience shines through in his writing.

He has an incredibly engaging style that he peppers with just the right amount of scientific jargon to make his settings convincing. He also does an amazing job of bringing seemingly disparate story threads together at the end in ways so obvious in retrospect.

I could go on and on about why I like these books. Instead, I want to talk about one thing that Reynolds does very well. Conflict. Or should I call it fluff? You know those fight scenes that drag on too long or the infiltrations that seem a little too contrived? I know I can’t be the only one, which is why I was so happy when Reynolds chose to fade to black for those scenes that another author might instead drag along for a chapter or two.

That’s not to say that these books don’t have fight scenes or are free of violence, but Reynolds seems to know exactly how much of the fight we need to be shown, and much of the violence in the series takes place between starships. Starships so far apart that a commander will not know if their attack was successful for several hours. In a book like this, conflict is best shown through the thoughts and worries of the commanders rather than the minutia that many authors get stuck in.

Fantastic books. 5/5. Go read.

Animals That Should Have Been Domesticated

Creating fictional animals is hard, but there is another way. Instead of inventing your own animals, just use animals that are dead.

And no, I don’t mean the dead cat that you saw run over in the road. I’m talking about the world’s megafauna. The massive animals that once roamed this world and are now long gone. I know I’m not the only one who has ever looked at a picture of one of those beasts and thought “I wish I could pet that.”

When I see one of those pictures I see a lost opportunity. I see a creature that could have lived alongside humans. Horses and dogs and cats are great, I love them. They have their place in fantasy and I don’t think that they can be replaces. At the same time, why create new fantastic creatures when we can draw on Earth’s past? So here are three extinct animals that I think would have been really cool to have as pets.

Ground Sloths

Modern sloths are cool but I am not sure what they could be used for

Listen, I know that sloths seem useless now. Cute, but useless. But I really think that they are capable of great things. Imagine those claws! Imagine that size! I’m not imagining these things as a mount (but they could be) but imagine how useful those claws would be for diggin or pulling our tree stumps, or how the giant sloths could help to carry heavy loads. A traveling merchant with a ground sloth would be really cool.

Saber Tooth Tigers

I wonder if those teeth could be turned into knives…. Photo from Wikipedia

The decline of megafauna is often linked to the spread of humanity because we tend to kill everything. One thing that may have suffered from the decline of megafauna is the the saber tooth tiger that hunted them.

Now I know, a big cat with teeth that big can be scary, but imagine if we befriended them. They were suited to hunting big things, we were (are) suited to hunting everything. That doesn’t mean we don’t need help. Sure, dogs are great, maybe the greatest, but imagine a giant house cat with giant fangs charging towards your enemy. That beats any dog.

Woolly Rhinos

I’m just saying, one of these would be way scarier than a horse.

Everyone loves a rhino. If you’re like me as a child you only got to learn about the rhinoceroses that are native to far off lands. You might also have been upset to learn that we used to have an animal as ubiquitous as the woolly rhino right here in North America.

If bread in sufficient numbers these animals would have been so much better than horses. They come with horns! Just imagine for a second the rohirrim mounted on rhinos charging into ranks of unprepared orcs.

What extinct animals do you wish were still around today? Let me know in the comments!

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Twenty Questions to Ask About Your Fictional Country

Okay so maybe it’s more like forty-ish. It’s hard to design a country from scratch. Many authors have to design at least several. If you’re sitting in front of a blank page scratching your head, this list is for you.

1. What is the climate like?

Us humans are pretty adaptable. We make otherwise hostile environments work for us by tailoring our clothes, our diet, and our homes to the local climate. Even ceremonial or luxury objects are descended from very practical pieces of technology.

2. Is it landlocked, coastal, or an island?

There’s a reason that most population centers are near a body of water. Water is literally life. It hydrates us, harbors fish and seaweed, and lets us move faster and easier than we can on land.

3. What resources are present?

Natural resources provide the foundation for an advanced economy. Without a strong foundation, the people of this country might be dependent on foreign supply lines.

4. What is the terrain like?

Is it wide and flat? Or rugged and mountainous? The easier it is to travel and communicate the easier it will be for a central government to exert control.

5. Are there any natural barriers that would impede movement?

Does an ocean or mountain range protect the country from invasion? Do its rocky shores make a harbor difficult to build?

6. Where are the sources of water?

Is it everywhere or nowhere? Who controls the potable water?

7. How many languages and ethnic groups are present?

Do the people see themselves as part of a single whole or are they just temporarily united for the next few decades or the next century?

8. Have any of these people been recently displaced?

Have these displaced persons been accepted by their new community?

9. How is society organized?

Who has all the money? Who does the populace listen to?

10. What form of government is there?

Is it a new democracy? An ancient autocracy? Something in between?

11. Do the people look favorably on the government?

If someone were to start a revolt how many would be likely to support them?

12. What religions are practiced?

Possible flavors include monotheistic, polytheistic, animistic, ancestor worship.

13. Is there a state religion?

Does that state religion tolerate competitors?

14. Who are the country’s neighbors?

And if there are neighbors, do they get along? Are they part of a regional coalition or trade zone?

15. Is this country more powerful than its neighbors?

Is someone preparing for a war of aggression? Does the populace fear an invasion in the near future? Has revolution in a neighboring country put the ruling class on edge?

16. What are the country’s major industries?

Does the government feel that it needs to prop up these industries? Are any of these industries owned by the state?

17. Is the country dependent on its neighbors for any important resources?

Can these resources be used as a form of indirect control? Do the people feel that they are paying fair prices for these imports?

18. Does the country have any colonies abroad?

Who owns these colonies? Are they ruled directly? Are people born in the colonies citizens? What languages do they speak?

19. Are any parts of the country’s territory contested by its neighbors?

How long has this territory been contested? Do the people living there have family on both sides of the border?

20. Does this country have any historic rivalries?

Populations can have rivals just like people. Is the rivalry over religious differences? An ancient betrayal? Are the royal houses related?

Campaign Cartographer: First Impressions

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.

I know it seems old but just look at how functional it is!

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.

As long as you’re careful about what order you add assets in there is a lot you can make with just a small set.

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. If you liked this review you can help support this site at the cost of a cup of coffee.

Subreddits For Creatives

Reddit is one of the biggest sites online these days with so many subreddits available that you are almost guaranteed to one tailored to your interests. Think of any hobby or weirdly specific meme format and there is probably a subreddit for it. So what if you’re a writer or worldbuilder, what are the best subreddits for you?

Worldbuilding

It should really be no surprise that r/worldbuilding ranks among my favorites. The subreddit has grown significantly in the past few years and welcomes worldbuilders of all levels of talent. New artwork, discussion posts, and resources are posted daily. If you stay on long enough you’ll begin to see who the regular posters are and get to watch their work grow and develop over time. My preferred way of browsing this subreddit is to sort by new and look for discussion posts. Participating in brain-storming sessions or answering questions about your own world is a great practice and a good way to finally flesh out parts of your setting you may have overlooked and been putting off for later.

Imaginary Network Expanded

The Imaginary Network is a cluster of related subreddits dedicated to posting all sorts of art with credit to original artists. I like to browse through it when I’m facing off with writers block. My personal favorites are r/ImaginaryBeasts for making up new flora and fauna, r/ImaginaryBattlefields for thinking up climatic showdowns, and r/ImaginaryStaships for when I need my daily dose of SciFi.

Writing Prompts

When you feel like writing but don’t know what or you’re just looking for a challenge, r/WritingPrompts is sure to help with its long list of user-submitted starting points that range from established fandom to completely originial premises. The subreddit also hosts contests from time to time and has been the route through which many users have gotten their writing noticed. Writing a response to a popular post it can be a good way to get your writing more exposure online. Several frequent posters maintain personal subreddits to showcase their writing. Unfortunately, popular promts are often highly specific or tied to a certain fandom. If this is a deal breaker to you prefer something with a little more freedom then try the less popular r/SimplePrompts.

Map Making

If you’ve made a battle map for your D&D campaign, a fantasy island, a political map of your alternate history scenario, or you just like making maps then r/mapmaking might be the place for you. Like r/Worldbuilding it’s welcoming of all skill levels and is a great place to post if you’re in need of advice or feedback. Just make sure you have all your rivers drawn right before you post.

Worldbuilding: Getting Started

Spend some time of r/worldbuiling and you will see that many posts are from new users asking how to start worldbuilding. The short answer to this is simple-however you want! But since it seems to be such a common question I decided that I would outline my worldbuilding process here for anyone who wants to start but isn’t sure how.

1. Pick a Medium

There are a lot of ways to organize your worldbuilding. For most of my projects I like to start with a nice notebook. This comes with a few limitations, it can be hard to keep topics organized and it can be hard to go back and change major details and keep everything looking neat, but if you are as fanatical about writing implements as I am then it’s a fun way to worldbuild and use your favorite pens at the same time.

Other people use OneNote, word documents, personal wikis, or services like WorldAnvil. In the end it doesn’t matter what medium you use as long as it suits your needs or preferences.

2. Have an Idea

A lot of career advice talks about having an “elevator pitch” ready and you should have the same for your setting. If you’re making a world to run a table top campaign then this pitch might come from your players. Maybe your players want to run a wizard mafia, or find an abandoned city in the far north surrounded by frozen tundra. If you’re worldbuilding for fun or for a story you plan to write you might ask yourself what would happen in a world where the industrial revolution happened a few centuries early or Rome never fell. Once you have a theme to explore or a specific scene in mind you’ll find it much easier to make a setting where those themes or scenes are possible.

3. Pick an Era

Deciding on the level of technology found in your setting is important. It establishes the tools available to your characters, the capabilities of governments, and the resources that countries are willing to go to war over. In a world where everything runs on steam coal will be a much more valuable resource than oil, but if you’re writing diesel-punk this dynamic will be reversed.

When I pick a technology level for a setting I tend to think in terms of centuries. This is just to help visualize the kind of technology and tools available in your setting and should not feel like a limitation. In the end this is your world, if you want to introduce a new technology or put a new spin on historical inventions then do it!

4. Magic

Easily accessible magic will drastically change the dynamics of your world, so deciding if magic is common, or if it exists at all, should happen early on. You should also consider outlining the limits of your world’s magic and whether it can be classified as “hard” or “soft” magic.

If you are considering a world in which divine intervention is a regular occurrence, this would be the time to do it.

5. Make a Map

Our culture is shaped by our environment and who we come in contact with, our economies are shaped by the resources available to us, and these along with other considerations shape the conflicts we engage in. Since you are probably not going to start from the creation of your world and move forward, you’re going to need to picture the “current” state of your world and work backwards to decide what geographic features might have contributed to its current predicament. Mountains, rivers, and oceans can form natural barriers and help explain why a certain culture has stayed relatively isolated, the positions of trade routes, harbors, and rivers will decide where your major cities go.

Scale is important to think about here. You might be tempted to create an entire world map on your first go, but you should consider how much of the world you need to show for your story. Mapping an entire world is fun, but you might find yourself biting off more than you can chew. To combat this I now only map out the region that I plan to focus on and wait to flesh out others areas until I need them.

6. Fill in the Rest

This is the part where you let your imagination run wild. Outline character bios, write the histories of obscure locations or the stories of empires. There’s not really any wrong way to do this. It’s your setting, do what you want with it.