- What is the climate like?
- Is it landlocked, coastal, or an island?
- What resources are present?
- What is the terrain like?
- Are their any natural barriers that would impede movement?
- Where are the sources of water?
- How many languages and ethnic groups are present?
- Have any of these people been recently displaced?
- How is society organized?
- What form of government is there?
- Do the people look favorably on the government?
- What religions are practice?
- Is there a state religion?
- Who are the country’s neighbors?
- Is this country more powerful than its neighbors?
- What are the country’s major industries?
- Is the country dependent on its neighbors for any important resources?
- Does the country have any colonies abroad?
- Are any parts of the country’s territory contested by its neighbors?
- Does this country have any historic rivalries?
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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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!
I’ve often said that scale is an important thing to think about, especially in science fiction settings. It should be no surprise then that I spent a lot of time thinking about how I wanted faster than light travel to work in Red Suns.
For this setting I was aiming for a similar feel to the Forever War, where ships might be dozens or hundreds of light years from home and far from support. At the same time, I wanted star systems to be interconnected enough for interstellar trade and diplomacy to be practical.
Eventually I decided that ships in this universe will move between stars with something called the Bulgarin Drive. These drives work by warping space around a ship in such a way that the ship can move faster than light. Travel still takes time however, and in order to save myself from making any embarasing mistakes about distance I’ve decided that distances will be thought of mainly in the time it takes for a ship to reach its destination and that these travel times are partially determined by the skill of the ship’s navigator.
The effectiveness of Bulgarin Drives are strong affected by nearby gravity wells. Massive objects disrupt the bubble of warped space around a ship and so this determines what routes are possible. Before departure a ship may have to maneuver at sublight speeds for a signifigant amout of time before it reaches an adequate departure point, then it activated it’s Bulgarin Drive. Then months or even years later it arrives as close to it’s destination as local gravity conditions will allow.
This gravity-dependent behavior leads to three points that I am eager to exploit in worldbuilding and in story telling.
- The limited number of acceptable arrival points in a star system creates opportunities to ambush ships as they drop out of FTL.
- Smugglers and infiltrators can choose to take a longer route into a system if it means avoiding more well traveled areas of space.
- In certain regions of space local gravity conditions align in just the right way to allow even faster FTL travel.
This third point is especially important for what I have planned in this setting and I’ve made a quick map of one of these Gravity Hyperlanes below.
Under normal conditions travelling from one end of this lane to the other might take a year for example, but because local conditions are just right the voyage can be accomplished in just six months.
My intention is for patterns of human settlement to be based around these hyperlanes. Easy travel will mean that colonies cluster around these lanes even if the systems are not ideal settlement sites, while the rare handful of Earth-like planets will be able to develop into self-sufficient units even if separated from these lanes.
After reading all that you might wonder how messages are transmitted. If a ship may take years to reach its destination then what about an email? Large amounts of data will still need to be carried by special courier ships, but short messages can be transmitted without needing to wait.
Bulgarin Transmitters, which work according to similar principles as the aformentioned FTL drive, are able to transmit short text-based messages nearly instantaneously with just two main limitations.
- Messages have to be short. The transmitters require a lot of energy to work, so ships will have only have their transmitters active for short times. Receives can be kept on continuously however.
- Messages need to be encoded. These transmitters suffer from a large amount interference so in order to receive messages intact they are transmitted in short bursts resembling old telegraph signals.
There are likely some flaws with this FTL concept that I’m not seeing, and it wouldn’t work for all settings, but I think it fits my rather well. It gives characters a way to communicate with some limitations, allows them ships to travel with reasonable speed. And most interesting to me, it will make spacers into a separate subculture of their own. Being gone from home for years and aging at different rates due to relativistic effects will quickly set them apart from their friends and family back home and I’m excited to explore this as I continue to build the setting.
Who doesn’t love a good brigand? Whether they are a robinhoodesque crusader or someone who is only looking out for number one, we seem to love pirates. So what about pirates in space? A lot of science fiction seems to treat space like an ocean. There are plenty of reasons to love these tropes, but they do present a challenge for worldbuilding. There is no reason why your science fiction can’t have hordes of swashbuckling brigands, but you should still attempt design your world in such a way that allows their escapades to make sense.
For piracy to exist there needs to be something that is worth moving before star systems. Travel between planets, or even star systems, would be horrendously expensive, dangerous, and may take years depending on what kind of FTL your universe has. With so many risks inherent in moving goods from one place to another there has to be some reward.
In order for piracy to work there need to be reasons for a ship to stop. False distress calls are one way to do this, but might quickly reach its limit. The other way is to create a universe where FLT is accessible but still has logical choke points. There are a few ways to make this work. Portals are the easiest.
Portals provide natural choke point. Areas where ships have to pass through in order to get from on planet to then other. In the case of The Protectorate or Star Gate this is somewhat artificial. But in a setting like the one we see in The Interdependency naturally occurring portals can be found. Here Scalzi presents a universe where ships are able to travel between stars thanks to what amounts to a series of interstellar tunnels that still require large chunks of travel time between portal and planet. While traveling between portal and planet, a ship may fall victim to pirates or to mutiny, but one would hope that designated exit points would allow the navy to keep a close eye on affairs.
Another option for navigation to be difficult enough that everyone uses the same well mapped trade routes. Star Wars works this way. In Star Wars, or at least in Legends, trade is focused on a series of major hyperspace lanes. This means that finding new hyperspace lanes or knowing of secret ones has incredible value, and that a blockade of a given lane or the ability to intercept ships in transit can wreak havoc with the local or even galactic economy. While pirates are not likely to have the ability to stop ships in transit, common and well traveled routes makes travel predictable and gives pirates the opportunity to intercept ships as they drop out of FTL.
Now that we’ve covered how goods might be moved between planets, let’s talk about the why. What could be worth flying between stars?
Information can be transmitted between stars, and even if data needs to be moved on some physical media there is not really a reason to send a person instead of a drone. A story about software pirates would be hard to pull off, so we need a universe where moving physical goods between stars is worth the immense costs and risks that come with it.
Ideally, every new colony will be founded with the goal of one day being self-sufficient. Over time the settle core of systems should become major producers of food, finished goods, and raw materials, and this settled core should then be connected to the newer colonies by a network of trade routes designed to prop these new colonies up until they can support themselves. This begs the question of why the core planets care about founding and propping up these new colonies. For this reason I think for most pirate settings it helps to assume that trade occurs between a mix of developed worlds and struggling colonies, that colonies are set up with the goal of producing a specific resource, and that monopolies prevent many colonies from becoming fully self-sufficient.
Now let’s go through some good space piracy tactics. Assuming that colonies are dependent on their home worlds for support.
- Distress Calls – space is huge, and dangerous. If a ship malfunctions in transit there might be little chance of rescue or of witnesses. A distress cal would not be out of place, and might even be seen by less than scrupulous captains as an opportunity for some illicit sabotage. All our pirates need for the ruse to be convincing is a an appropriately derelict ship. Once within range the pirates will be free to disable the approaching ship, or wait until a salvage team boards and can be taken hostage.
- Sabotage – the easiest and safest way for pirates to operate would be to have contacts back on the home world. A few port workers on the payroll could ensure that incoming freighters come loaded with all manner of malfunction. Then when a freighter’s engines fail and its left drifting in space our favorites brigands will approach ready to “help.”
- Mutiny – a mutiny could happen for a variety of reasons. The crew could be under paid and overworked, or could have cut a deal to steal their ship’s munitions cargo and sell them to local rebels, or might be trying to steal the ship’s load of vital pharmaceuticals to help their families instead of the local oligarchs. Mixing motives here offers opportunities to put a mix of corrupt and sympathetic characters in the ranks of the mutineers and play their conflicting personalties against each other.
- Ambush – many flavors of FTL result in natural choke points. This is especially true if portals are involved. Incoming ships would have little idea of what is actually waiting for them just beyond the portal’s exit, and would have to trust in local security. In developed systems the jumping off point will likely be well policed, but worlds that exist on the periphery are much more likely to experience gaps in protection. FTL systems that require cool down times will result in similar, but likely more dispersed choke points. This gives pirates an opportunity to ply their craft with less threat of detection. Although locating targets would be more difficult in this situation.
- Privateers – people love to make money and governments love to save costs if they can. Disrupting an enemy’s supply lines can be hugely advantageous, but in the vast expanse of space no force will be able to be everywhere at once. Privateers offer a low cost option to hinder the enemy’s activities without putting a faction’s own ships at risk. There are other advantages as well. In a setting where spaces are vast and travel times long, armed conflicts could go on for decades. Employing privateers allows governments to put distance between themselves and the actions they take against rival factions.
There are almost certainly other strategies for our space pirates that I have over looked. Technological advancements would surely create new opportunities for our brigands. If you have any ideas for how pirates could work in the far future I would love to hear about them on twitter @expyblog.
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1. Mind the Rivers
Some worldbuilders spend years getting their plate tectonics and ocean currents just right. All of this can be fun, but you can make a convincing fantasy map without it. The thing you should really focus on is rivers. No one really cares if your ocean currents are off or your mountains aren’t in the right place. Rivers have an intuitive aspect to them that no other geological feature can match and because of this mistakes are easy to notice. To put it simply, rivers flow from higher elevations to lower ones. Most often rivers will flow into lakes, oceans, or other rivers. Rivers do not flow into a lake, wait around awhile, and then flow into a different river.
This is important because an incorrectly drawn river is jarring to look at even if you don’t know why, and because rivers are hugely important to civilization. Most major cities are built on rivers in order to take advantage of the farmland and transportation that they provide. This means that rivers can serve as a vital plot device, and as such their portrayal should not be ignored. Of course all of this can be ignored, it is your world after all, but I would advise making sure that you have a good reason for doing so.
2. Make Your Map Fit Your Story
People grow to fit their environment. You wont find horse-mounted nomads living in the mountains or naval powers in the middle of the desert. People do the best they can with the hand they are dealt. In fiction, we can decide what that best is and determine a hand that will enable it. There is of course fun to be had in drawing a map and simulating the evolution of civilization from the stone age to now, but that is not what most of us are doing. Most of us have a story we want to tell or an idea for a world we want to depict. There is no reason then to design a landscape that does anything other than to enable the story you want to tell. If you want your countries to be fighting for control of a major sea lane they there better be access to water and natural choke points. If you want your characters to venture to a distant mountain and fight a dragon then you better include a mountain or two within reach.
3. Choose a Realistic Scope
A lot of us like to think big. We draw a map of an entire world, solar system, or even galaxy and then set about filling all of it in. The problem here is that you probably wont use most of what end up writing. Trying to fill every corner of a world with detailed is fun, but ultimately futile. Above all remember that map is meant to be a reference for your players or readers, and the focus of the story is likely to only concern a small corner of the world.
Lately I have preferred to start with a single region or country that is going to be the focus of the setting. Once I have a solid idea of what that country will be I start to fill in its neighbors. Unless I have good reason to, I try to avoid writing detailed histories of these neighbors. I make a brief summary of their current state and history, and after that I try to only flesh out the aspects of this neighbor in areas where they intersect with the story I want to tell.
4. Pay Attention to Natural Barriers
Rivers aren’t the only feature on the map that shape a civilization’s development. What hinders movement in your setting can be just as important. Swamps, mountains, deserts, and seas are all important in imposing limits on an empire’s expansion, providing shelter for smaller groups, and providing places to hide all sorts of interesting dungeons.
Once barriers are in place, routes to circumvent them gain immense strategic and economic importance. Mountains, swamps, and other remote areas might also be where your world’s exiles and hermits choose to live away from society. Both of these provide opportunities for interesting conflicts or quests in a story or campaign. Characters and armies can be sent to secure and defend mountain passes, or might discover that the old hermit living in the swamp has the answer to all of their problems, but reaching him can be an entire adventure in itself.
5. Don’t Be Afraid to Change Things
Getting wrapped up in the worldbuilding is easy. It’s also easy to be disappointed. The finished product rarely resembles the initial concept and there is nothing wrong with that, except of course if you are not happy with it. If you getting into your worldbuilding and you realize that you put a mountain in the wrong place or your cities are too far apart. If you begin to get the feeling that your map is keeping you from writing the conflicts and plot lines that you want then by all means change it. Starting a new project by drawing a map can be a great way to start, but that map should not be a cage. Sometimes we need to make revisions, and it doesn’t do any good to get too attached to a map you have drawn. Keep it of course, even discarded ideas can be useful later on. Don’t be afraid to retcon the entire map if it no longer serves its intended purpose.
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?
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.
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.
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.
A lot of us like to bang our heads against the wall trying to design sprawling worlds to rival settings like Forgotten Realms or Middle Earth, but attempting a project with such a large scope takes time and may very well lead to disappointment when progress doesn’t come as quickly as hoped.
The good news is that you don’t need to design and entire world. Plenty of interesting stories can be told that take place only in a single valley, forest, city, forest, or even house. If you are designing a setting for your stories to take place in the you need to be honest with yourself about the story’s scope. Figure how much space your characters need and stick to it, make a few one-line summaries about far off lands that you can expand on if needed. Doing this will help you keep your goals in mind and prevent your worldbuilding process from taking over your writing process.
When it comes to worldbuilding there are two basic methods; Top Down and Bottom Up. The process I am describing here is called Bottom Up, where you start by building up a small corner of the world and then expand in scale to fill in the rest of the map. If you have a story to tell and don’t need an entire world to do it, this is where you would start.
For me, if I am going to build a world Bottom Up then I prefer to start at the national level. Even if I only have need of one or two locations in it, I like to have an idea of where my characters might be from and a general idea of events elsewhere that may have an influence on the course of their lives. This approach also makes it easier to focus on a world’s minutia, if that’s what you’re into, rather than getting distracted by what might be hiding in distant lands.
This list of questions is meant to help focus the scope of a worldbuilding project, and help you to decide on what matters in your setting and what does not.
Where is the country located?
Where a nation is plays a huge role in its success and failure. Just as it is hard to become a major naval power without easy access to the sea, it is also hard to build significant influence abroad if your tiny kingdom is sandwiched between two giant superpowers.
Rivers create avenues for trade and enable farming, mountains provide natural barriers and refuges for outcasts, forests and swamps provide a ready source of timber and place to hide all the things that go bump in the night.
Once you know what stories you want to tell, you can design your geography to create the setup to make it possible.
Where are the people from?
Mass migrations and invasions are hugely influential in our own history and can create divides within a populace that can last for centuries. A small group that speaks one language ruling over a much larger population is a situation that is almost guaranteed to spark conflict. Migrations can also explain why certain languages are spoken, or why your country has five different holidays on the same calendar day.
Going back further, these migrations can play a vital role to constructing the country’s mythos. Perhaps these people were once nomads and settled down after receiving the sign from the gods. Or maybe some of your characters are refugees that have been taken in and are trying to survive in an unfamiliar and possibly even hostile land.
Where are the major cities?
When your farmers go to market, where do they go? Where are the train junctions? Where do people send their children off to school? Where do they go on pilgrimage? What are their industries?
Besides the obvious points that major cities are home to centers of military and political power, they may also be the centers of regional rivalries or home to minority ethnic groups. People from different cities might speak different dialects, wear different cloths, celebrate different holidays, or speak with different accents.
Regionalism is an important part of this. No country is truly homogenous. The monolithic nation states today only seem that way because of decades if not centuries of effort expended to create a sense of national identity. In reality separate regions within a larger country may be fierce rivals, and may even hate each other. Or may compete for lucrative contracts and trading partners. In a nation with less centralized authority, these cities may even enter into their own treaties with foreign powers.
What do the people believe?
Religion can serve to unit a populace around a core of shared goals and values, or it can serve to drive a wedge between different segments of the population. Deciding what people believe goes a long way towards explaining their motivations and their biases.
Similarly, consider whether this country as some sort of national mythos around its creation. Does it see its history as a long and drawn out struggle for freedom, or do its leaders preach a vision of the future in which they dominate the continent? Just like religion, founding mythis can act as powerful motivators.
Who is the government?
Few things tell you as much about a country as who gets to participate in government and there are lots of interesting spins that can be put to make an established system of government unique.
First decide who has the power, the people, hereditary nobles, the king, the church, the rich. The possibilities are nearly endless here and you are free to imagine all sorts of checks and balances, traditions and laws surrounding voting, and even past civil wars that have shaped politics in the country’s “present.”
Once you know who calls the shots, you can start to imagine who might be demanding a larger voice in government.
Who are the country’s neighbors?
I warned before against trying to create an entire world when you only need a small corner of it. That said, it’s important to know where the nation stands. A quick list of what countries border this one, who its allies and enemies are, and who buys what from who will help you get a clearer picture of that larger world.
If the country’s neighbors are likely to play a larger role in your story you might spend a few more paragraphs on past conflicts, customs, and clothing so that you can quickly create foreign characters for your protagonists or player characters to interact with.
Armed with this brief outlining you’ll be able to quickly incorporate one line references to far off places. Small details like this are a huge part of what gives a setting sense of size and depth.
Do you prefer this approach, or would you rather build your worlds from the top down?
There are many more questions that can be asked to facilitate this Bottom Up approach. Find me on twitter if there is one that you’re especially fond of or wish I had included.
Almost all space opera depends on relatively easy travel between the stars. Deciding on just how characters are able to do this has massive implications for the story being told and the society in which your characters live. FTL travel enables all of the other stories that happen in a setting, so it should be no surprise that deciding on how FTL is achieved is one of the hardest parts of scifi worldbuilding.
Disregarding portals, let’s look at four basic flavors of FTL.
- FTL is Impossible: Travel between stars takes a long time. If travel beyond the solar system is possible then it will be primarily through generational ships. Contact between solar systems will be rare if it occurs at all.
- FTL is Possible But Slow: As it turns out the speed of light is just a suggestion but spacers can still expect to find that many years have passed since they left. Relativistic effects may come into play.
- FTL is Possible and Fast: Travel between worlds still takes time but is not a life sentence.
- FTL is Instant: A ship disappears in one place and reappears in another. There may still be limits in how much distance can be covered in a single jump or how long the engines need to cool down.
The in-universe explanations will vary but the results are essentially the same. Some use extra dimensional spaces, others use alternate universes. Whatever the explanation is it will have huge repercussions for the story being told.
Two of my favorite examples in established fiction are John Scalzi’s Old Man’s War and Joe Haldeman’s The Forever War. In both of these series the methods of FTL travel can be seen to shape the story. In Old Man’s War FTL is accomplished via Skip Drives that resemble Method 4 and we are treated to dialogue in which we see that they are limited by distance with fleets taking time to assemble as ships must first maneuver to systems within a more favorable range.
The Forever War takes a very different approach to FTL travel. For the most part travel between the stars is very, very slow. Soldiers sent off to fight the Taurans might return to Earth to find that while they might have only aged a few months or years, decades or even centuries have passed for everything. Something similar but less extreme is seen in Dan Simon’s Hyperion and we can see how this difference in how spacers experience time might create a group separate from the rest of civilization.
In the first example the limitations of space travel are a strategic challenged while in the second space travel is a societal issue. Although this would still be a massive advancement compared to what we have today it would mean that society would need to figure out how to deal with the spacers and soldiers who find themselves outside of their own time period.
Both of these methods and the rest of the four have their own implications and should explored at least in the world building stages so that a consistent and reasonable narrative can be presented to your audience. Science fiction is just that, fiction, but failing to be consistent about something as integral as travel times can quickly cause the audience to lose interest as the contradictions mount.
So which flavor of FTL is your favorite? Let me know on twitter @expedition_blog.
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Asking “what if?” is an essential part of world building. What if Germany won the war? What if John Wilkes Booth had failed? What if bagels had never been invented? Single and sometimes insignificant events can have huge implications if you explore the lines of possibility. So the other day on reddit a user was asking for thoughts on a world where the Church dominated and it got me thinking about what such a world would look like. Before I begin I should say that this is not an especially detailed outline, you’ll notice that I also did not pick a point of divergence from our own timeline. This is because I wanted to focus more on the “big picture” concerns. Now, with that out of the way, let’s get into it.
First, could it actually have happened? Well, maybe, and that is a big maybe in my non-expert opinion. to start, the Church would had to come out of the Protestant Reformation mostly unscathed, and then it would have had to achieve at least the appearance of control over government. Then it would have had to greatly expand its influence outside of Europe which comes with its own set of challenges. Of course, in this timeline the Reformation might never had happened leaving the Catholic Church relatively unopposed in western Europe with Orthodox Christianity in the east left as the
If we take the view that world-spanning theocracy would have been possible then we will have to be a little loose in what we describe as “world spanning.”
Image medieval Europe. Do you picture devout citizens attending witch burnings and risking punishment for minor sins? Historically this was not the case and it would be unlikely to be true in our imagined theocracy. There were of course many instances of religious violence and punishment but that does not mean the church was all seeing or enjoyed universal jurisdiction. Making laws to regulate morality are one thing, enforcing them are another.
Next, let’s look at the medieval Catholic Church. In many places the Church owned a great deal of land and Bishops would rule over estates much like the rest of the aristocracy. Even up until the later half of the nineteenth century the Pope ruled a small area of Italy referred to as the Papal States. So from these examples we do have some idea of what it would look like if the Church ruled the world. It even caused some issues in 1848 when the Pope was forced to balance the popular pressure for a unified Italy with a reluctance to be seen to oppose the interests of the catholic Austrians.
We also see what it is like when the Church becomes a path to power. When joining the priesthood became a viable career path for younger sons of the nobility the Church found itself having to compensate for the tastes of these upper class acolytes and wound up declaring that beavers are fish so that they could be consumed on fast days. Changes like this allow the letter of Church law to be followed while forsaking the spirit of them and I think we would see a lot of this in a world-spanning theocracy.
Finally, we should look at the many smaller schisms, aberrations, and the “pagan” practices that were absorbed into Christian tradition. No matter how wide spread the Church became it was always difficult to completely erase pre-existing traditions.
From these three things we can draw a few conclusions.
- Religion and politics rarely coincide.
- When religious service becomes a pathway to power compromises will be made.
- Uniformity is hard.
If we assume that it would be possible for the Church to have gained control of Europe before moving on to the rest of the world that control would be far from uniform. It is unlikely that the Church would be able to supplant all rulers and instead we might expect to see a Church-led coalition where direct Church power in strong in some places and weak in others and Church decrees are rarely carried out in full.
Now, if we them assume that the Church expands outwards from Europe and conquers the rest of the world how will that go? We will have to assume that it occurs in piecemeal. In some cases European rulers will likely embark on wars of conquest in the name of the Church as a way to settle old scores and achieve personal goals. Especially in North Africa and the Middle East. Elsewhere, Church sponsored missionaries and trading expeditions will spread economic and religious influence to the rest of the world. The challenge here is really to figure out how long it takes and how tightly this Christianization of the world takes hold.
It should be safe to assume that the first few expeditions to the Americas will bring the same mix of old world diseases as they did in our timeline. Establishing both Catholicism and control in these lands were most of the prior inhabitants are dead or greatly weakened should not be terribly difficult, although it may take a few wars and centuries to see through to the end.
It’s the rest of the world that is the major stumbling block in my mind. Regions that have established powers, their own religions, and some measure of immunity to the diseases that follow the Europeans. Of course in our history the European powers managed to conquer or establish spheres of interest nearly everywhere they went so I think it is safe to assume that things would turn out the same way in this alternate timeline.
Remember though, in this scenario we’re not just looking at political or economic control of the region, but spiritual as well.
Religious domination will take considerably longer than other processes. In all regions there are bound to be missionaries and converts. In this scenario we are assuming that a Church-led coalition dominates Europe and the rest of the world. The Church’s claim to authority will rest on their ability to claim the majority of their allies’ subjects as members of the Church. As long as there are sizable populations of non-believers a ruler who wants to split with the Church can claim to be acting in the interest of these subjects when they do so. If this is the case then it might be in the Church’s best interest to settle for imagined rather than actual conversion. Getting subjects to play the part of good Catholics in public would give the Church the numbers it needs to keep bargaining with secular authorities.
What I think this will end up creating is a world where the Church cares more about the appearance of faith rather than actual piety. We have already established that making the Church into a political power will mean that the clergy will be split between those who joined out of faith and those who want power for themselves. We also see that mixing religion and politics will force one half to compromise at times to appease the other.
In this scenario I believe that political convenience and the inherent challenges that come with attempting to replace all native religions would lead to a world dominated by the Church and its allies where practicing one religion in public and another at home is normal and maybe even expect in some places. Even in areas where large segments of the population converts the new christians are likely to bring many of their former religious practices and customs with them.
We now have a world that began much like our own, where the Catholic Church was able to place itself at the head of a coalition of European powers before these same powers began colonizing the rest of the world in earnest. This marriage of religion and the state will force compromises on the Church.
Finally, let’s imagine what living in this world would look like.
If you live in this world, your town will either be under the direct control of the Church or controlled by a ruler who has some sort of allegiance to them. Church attendance will likely be expected and if not required by law there will certainly be a great deal of social pressure to attend. That said, how seriously the priests take their sermons may vary. Some are bound to be truly pious, but once priesthood is bound to politic authority there will be no shortage of those who join for the sake of social advancement.
The Church will claim universal authority and try to appear as if the clergy is completely unified, but there will always be areas where control is weaker than others. There might even be countries which do not fall under the Church’s direct influence and survive this way through political arrangements or simple geographic isolation. Island nations like Britain, Iceland, and Japan come to mind as ideal candidates for independent entities.
Competing factions within the Church, each with their own interpretation of scripture, are also likely. Human and civil rights, ethnic and national concerns, and alternate modes of worship might all come into play as this Church-led world advances in the modern age. Isolated Bishops may begin to run their diocese as miniature kingdoms if left alone or may start to prioritize local concerns over the greater needs and goals of the Church.
How will the Church handle dissent? The larger it grows the more likely a schism will occur. New believers and new discoveries will bring no shortage of new ideas to the Church. If the Church is willing to allow changes or accommodate different sects under the Catholic umbrella then I think the status quo could be preserved for some time in this scenario.
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