The other day I decided to try watching a movie that I had forgot exist and I would strongly argue should not exist; Seventh Son. It’s a movie starring Jeff Bridges and others loosely based on The Spook’s Apprentice by Joseph Delaney. Also called The Last Apprentice by us Americans. The books series holds a special place in my heart, I devoured the books in middle and high school and remain a fan to this day. The world of The Last Apprentice is wonderfully constructed. And after all these years I finally read the final book in the series, Furry of the Seventh Son.
That’s not to say it’s perfect. Ten years later I don’t find the books anywhere near as scary as I used to, which is to be expected. But the plot and the worldbuilding are still exemplary.
The best-written part of the series is the protagonist, Tom Ward, he is so incredibly annoying. He is stupid at times, he makes the wrong decisions all the time, but he still does his best. That’s probably the best part of the series. Because at many times throughout the series he keeps things from his master, The Spook, for various reasons, in nearly every instance it turns out that he should have been honest from the beginning. Yes, The Spook doesn’t want to compromise his morals for the greater good, but also Tom never tried to make the case for that option. Because as much as this series highlights the difference between light and dark, but when it comes down to individuals there are a lot of shades of grey.
The Spook, over the course of the series, eventually makes compromises for the greater good. But I think he could have reached that point and a lot of evil could have been averted if Tom had just spoken up and shared what he knows.
But’s that’s one of the great things about this series. Tom was doing the same thing that you or I probably would have done. It’s very easy to say what the right thing to do is, it’s another to actually do it. You and I would probably not do the smart thing if we were in Tom’s shoes.
But I will tell you what the right thing to do is. Read the books. Don’t see the movie. It’s bad. Read the books, you will be glad that you did. While this is certainly a YA series, the story and worldbuilding are hard to beat.
Page Break is an interview-style podcast where Brian sits down with other creatives and talks to them about their work. But don’t worry, you won’t need to be familiar with the person’s work to understand the conversation. Instead of focusing on any specific work by that episode’s guest, Brian talks to them about their career path, their creative styles, what their segment of the industry is like, and their recent meals.
The best part of all this is how relatable it all is, and affirming too.
It’s easy to see a name on a book cover or in end credits and forget that there is a real person behind the name. It’s also hard to convince yourself that you might be able to be the person behind the name one day. Page Break brings the people behind the names into the light in an incredibly relatable way. A way that makes you think that you could do it too.
Each of them has a different path that brought them to where they are. A great reminder that there is no one right way to create, you just have to keep working at it.
I admit I have never read a book by Naomi Novik until about a week ago. I didn’t even realize that she was the author of Temeraire, a series that has been on my radar for a while, but I just hadn’t gotten around to picking up yet. That will be changing shortly because I was blown away by how well done A Deadly Education is. Stop reading this review now and come back after you’ve bought a copy.
Done? Good. On with the review.
Like I said, I have never read a book by Naomi Novik until a week ago. I had seen A Deadly Education in bookstores several times and read reviews about it, but the tipping point for me was when I saw a Twitter mutual (Bryanna Gary go follow her) post about how great the book is. So I bought it during one of my monthly therapy shopping sessions at the local book store.
The premise of the book is that it takes place in a somewhat evil magical school. A place with no teachers where students are left on their own for four years, forced to fend for themselves and survive near-constant attacks from monsters intent on devouring them in a myriad of horrific ways. The moment that everyone dreads is graduation when the senior class will be forced to fight their way through the worst of the monsters that couldn’t squeeze their way into the cracks in the school’s wards.
And all that is the best solution the magical community could come up with to protect their children from being preyed upon by the monsters in their closest.
At first glance, the book seems to promise a grimdark setting with a protagonist who is something of an antihero. Don’t get me wrong; this school seems to be a terrible place to live. But the protagonist Galadriel, rather than being an antihero, is someone who has been given every reason to believe that she will become one. Everyone around her seems to dislike her instantly, and she has an unwanted gift for casting spells of mass destruction.
All this has made her bitter and angry, and she tends to lash out at those around her, even on the rare occasions that they do try to be friends. The book is also written in first person, so we get to see that she is fully aware that she is making these mistakes as she makes them. By the end of the book, she finally begins to make friends and even seems to force some of her classmates to become better people in the process or at least try. We also get a look into a deeply fascinating new fantasy setting that includes a school that seems determined to torture its students in an almost loving way.
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.
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
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.
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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Everyone wants to be a wizard, right? You know, the squishy caster who cowers at the back of the party and throws fireballs through every open door?
Magic is at the heart of the fantasy genre, so it’s no surprise that writers and worldbuilders spent a lot of time designing their magic systems. It’s hard.
Designing a magic system is all about finding a balance between power and plot. The magic should empower characters and in some cases it may even resolve conflicts, or cause them.
The hardest part of designing a magic system is making it feel like it’s an integral part of the world. Magic is more than just a tool, in a world where magic exists it would become an integral part of religion, culture, maybe even science.
There are many, many varieties of magic you could make for your world. But one of the first things you should decide is whether you want a soft magic system or a hard magic system.
Soft Magic Systems
Soft magic is, well, magical. Soft magic systems have few defined rules and may not have formal spells. A practitioner of soft magic might be Gandalf for example. We know Gandalf is incredibly powerful, but we don’t really know what his limits are. Much of this is because he uses magic rarely, but you get the idea.
A soft magic system might draw power from creativity, psychic energy, or feelings. The limits of the caster may be defined by their physical or mental stamina. Soft magic systems are best for settings where the magic may be rare. In order to preserve the suspension of disbelief, a small number of practitioners who appear rarely or use their power sparingly. Otherwise the magic becomes a crutch and the audience will begin to lose interest.
Hard Magic Systems
Hard magic is hard because it has hard, defined rules. You could think of these magic systems as a bunch of “if then statements.” For example, Brandon Sanderson’s Mistborn features practitioners who know that if they consume x metal they will gain y power.
Hard magic systems are great for settings where magic is common and will be used frequently. Set rules let your audience know what to expect, but they don’t have to be boring. Let’s say you magic has five core rules and each of these rules is used by most characters in just one way. This doesn’t mean your characters are limited to just five spells. New uses for magic can be interest by new combinations or applications of these five rules.
Which One Is Better?
I tend to prefer soft magic systems myself. I’m a big fan of The Force and of the magic of the Farsala Trilogy. But that doesn’t mean soft magic systems are the best. Hard magic can also be incredibly interesting. Just because magic has defined rules does not mean that it can’t be “mystical.” Rules don’t have to be explicitely shown to your audience. If your magic is consistent your audience will begin to pickup on what the rules are. In this case the rules are more for your own use to make sure that you do not get carried out.
In the end, whether you should go with a hard or soft system depends on your story and your story’s needs. How common do you want magic to be? How powerful? Who uses it? What is it good for?
What’s the best magic system you’ve seen? What was so great about it? Let me know in the comments below!
We’ve been friends for awhile and I want you to know that I don’t want to do this. I know it isn’t ideal, but I want you to know that it isn’t what I want. Honestly, it’s a little bit your fault. It’s my fault too. We share the blame really.
I should have hidden this better and you should have listened when I told you not to go snooping around. I told you not to look in the trunk ages ago, didn’t I? And you just went and looked in it anyway. I suppose it’s really all my fault. I’m the one who tried to hide it in plain sight. I should have warded it when I saw you express interest.
I know far too well the draw that the trunk’s contents can have. The effect that they have on people. I’m used to it, I’ve learned to resist. It wasn’t fair to expect you to as well, not when you had no idea what is inside.
But that’s all in the past. Water under the bridge.
I really wish I didn’t have to do this.
Dying from a knife wound isn’t so bad though. It’s definitely one of the better ways to go. I’ll just slide this blade through your ribs quick and then you’ll be gone. Poof. Quick.
If anything, this is going to be worse for me than it will be for you. I’m the one who has to hide your body afterwards. It will probably eat up my entire weekend. Before I do that, I need to make sure that what’s in the trunk wasn’t trying to hitch a ride on your psyche. I’ll have to perform some particularly tricky incantations to make sure it doesn’t gobble up your soul.
Actually, you know what? We’ll do those first, it’s safer that way. I may have to kill you, but that doesn’t mean I want to send you off to eternal damnation. We’ll send you off the right way.
Let’s get started…
What? Look. I don’t know what you want me to do. Neither of us have a choice here. The thing in the trunk is just too dangerous. You’ve seen it and now you’re vulnerable. As long as you know it’s in there it could use you to help it escape.
There. Is. No. Other. Way.
You are my friend; I don’t want to have to gag you, but I will if you make me. If you keep talking like this you will mess up my spell casting. If I get distracted it won’t be good for either of us. So be quiet, please.
Like I said. Knife is hardly the worst way to go. I’ll make it quick. And for what it’s worth, this isn’t personal. It’s just something I have to do.
I’ve made a few posts about a one-page roleplaying game that I’ve been working on called The Final Frontier. It’s a simple tabletop roleplaying game perfect for any tired game master who just wants to run a quick oneshot with their players.
While I was designing the game I tried very hard to imagine scenarios that could be solved without violence. The game is meant to put players in control of characters not used to daring adventures and life threatening situations. Instead, players are challenged to use mundane skills to solve the problems before them.
I like to think that I succeeded. In the past few weeks I played several encounters with my players.
In the first one, players encountered a cult worshipping an alien hiding under the ice of Europa. The alien was infecting members of its cult with a psychic virus that allowed it to control them. Its goal was to get enough cult members to build a ship capable to taking it back home. My players didn’t care about any of this. They got back on their ship and left the inhabitants of the Europa colony to their fate.
In the second, my players encountered a strange alien object passing through the solar system. Though they didn’t know it at first, the object was an alien probe designed to test any species it encountered. After years of intercepting transmissions from Earth the object used the harvested data to present puzzles to the characters to help its algorithms ensure that it has been interpreting the data correctly. By the end of it only player character achieved their desired surge in internet popularity and another experienced what he believed to be a revelation and left ready to found a whole new religion.
Why am I telling you all this? Because the game is finally posted on itch.io! You are free to name your own price for the game so please, go check it out be sure to tell your friends about it.
“Stupid,” Sarah mumbled to herself as she trudged along. “That was stupid.”
She shouldn’t have gotten involved, should have done a better job of hiding those papers. Now all her accounts were gone, and she was alone and cold. She touched her hand gingerly to the side of her face. It was still tender. Would it bruise? Probably.
Where was she?
She looked around. She had taken off running from her apartment and how she was on a street she didn’t recognize, and she was severely underdressed for the weather. Her watch said it was nearly midnight…
This is the first story in a series set in The Golden Fleece Inn, an ancient establishment located outside of the material plane. Continue reading on Wattpad.
The best thing about Star Wars is that there is a backstory for every background character, every ship, practically every grain of sand. In the movies, books, and comics we get to see so much more than the lightsabers and the big shiny battleships, and its the inclusion of all these mundane elements that helps make the Star Wars universe feel so lived in. So here in no particular order are the five best mundane pieces of Star Wars lore.
1. GR-75 Medium Transport
I just love these ships. Science fiction needs more purpose-built ships that do just one thing well. The GR-75 has a simple design that suits its purpose well, and the visible cargo pods inside its hull are a great feature that draws comparisons to the container ships of Earth while also giving it some measure of modularity. I especially like their use by the rebel alliance as troop transports and support ships. It helps to show how desperate their situation is. I can’t help but think the modularity afforded by the GR-75’s cargo pods could lead to one being made into a capable commerce raider.
Broken down and malfunctioning technology is a common feature of all science fiction. No point in having all those big shiny ships in your setting if they don’t break. The Hydrospanner is a small but vital bit of fluff included in both Star Wars Legends and Canon to explain how spacers manage to loosen and tighten bolts on their ships. Why? Because bringing a wrench into space would just be silly! But seriously, I love that so much detail has been provided on such a tiny tool, so much so that besides an article on Hydrospanners, Wookiepedia has an entire article on a specific model of Hydrospanner. Because of course we need to know the entire history of the tool in the hero’s hand.
3. Moisture Vaporators
Not only do they explain how humans and other species are able to survive on Tatooine, moisture vaporators explains why anyone would bother to try farming in the first place. With all the sand people, sarlacs, and krayt dragons about there needs to be something valuable in the desert to make people live so far away from the cities and it turns that thing is water.
The iconic mounts of the Tusken Raiders are such a great part of the Star Wars universe. In Legends the Banthas were found throughout the galaxy. In the current canon (at least as far as I know) Bathas are found only on Tatooine. They’re a wonderfully mundane way to explain how the planet’s natives get from one place to the other and they’re so believable in their design.
Myself and probably everyone else who is going to be browsing Wookiepedia already knows what pajamas are, but I love that the good folks who update the site included a page on them just in case.
Like these listicles? Want to see more in-depth worldbuilding content? Come yell at me on twitter @expyblg or drop a comment. You can also buy me a coffee to help keep the content coming.
First established in Rome during the reign of Augustus. For nearly two thousands years the Golden Fleece Inn has been a nexus of the supernatural community.
Located deep within the Infinite Staircase, the Inn does not actually exist on Earth, allowing Patrius to remodel every few centuries without regard for building codes or the laws of physics. There are six locations where the Inn can be accessed directly from Earth. Each of these appears as a rundown establishment at the end of an alleyway or a dilapidated part of town and is heavily warded by Patrius to make accidental discovery by mortals unlikely.
The six cities on Earth from which the Inn can be located are Rome, Istanbul, London, Kyoto, New York City, and Jerusalem. No matter which door a visitor enters through they all find themselves at the front door to the Inn next to the bouncer. Each city then has its own exit door somewhere in the Inn, while the front door also serves as the exit to the Impossible Staircase. The Inn is also accessible via a short journey through the Impossible Staircase from St. Petersburg, Baghdad, Chicago, Cairo, and Mexico City.
Some guests would prefer that the Inn accept currency other than silver denarius. The Stiltskin Trust Co moneylender in the corner is normally happy to exchange currencies, but often attempts to trick customers into making other bargains.
Both the owner of the Inn and its staff are notably eccentric and have a strong desire to look after the wellbeing of the Inn’s guests.
Patrius – a human sorcerer of indeterminant age. Patrius appears as a middle aged man with slightly greying hair and is usually wearing a purple button-down shirt. He is an extremely powerful sorcerer who uses earth magic to extend his own life. Most of his time is spent sitting in his alcove where he can listen in on conversations. If a guest attracts his interest he will normally invite them to sit with him where he will ask about them about themselves and make occasional notes in his guest book. In the early days of the Inn he was known to disappear for years at a time without explanation. Nowadays his absences have grown much rarer and last for a few days at most.
Ted – the hulky, shirtless, tattooed bouncer sitting in the broken recliner is a troll named Ted. He takes the Inn’s no fighting rule very seriously and doesn’t care about much else. A few years ago someone introduced him to Chinese food and became addicted. Now regulars often bring him offerings of egg rolls and lo mein. Ted is almost never seen without his trusty silver battle axe which stands almost as tall as he does.
Gib and Gob – the kitchens are run by a pair of scaly green imps named Gib and Gob. No one actually knows which one is which. Regulars insist that their cooking is second to none, and they are right as long as the two have had a few years to practice their new recipes.
Dan – A tall and skinny young demon with four arms and horns growing from his forehead. Dan tends the bar and is an amazingly talented mixologist. His true passion however is for coffee and he has several customs blends that he makes for guests.
Bog/Boggie – the Inn’s resident boggart who takes care of the housekeeping and serves as a messenger for Patrius. It takes the shape of a large cat with a silver collar around its neck and a chain that drags along the floor. When it’s not busy it can be found sleeping in front of the fire in Patrius’s alcove.
The staff are exceptionally loyal to Patrius and the Inn, but the place wouldn’t be the same without its regulars.
Nathan – an NYU graduate student studying creative writing and folklore. Nathan is not magical in least but wandered in by accident on day. He’s been coming to the Inn ever since and it has become his favorite study spot.
The Captain – an old mariner who always smells like fish and wont stop talking about the time he wrestled a polar bear. He appears to be some kind of ocean demigod but has never revealed who his parents are.
Doug – the president of the NYC chapter of the Black Dog Motercycle Club. He and his pack come nearly every night.
Arito Taisho – a shinto priest and talented psychic. He comes to the Inn regularly to play cards with Doug and the rest of the pack.
Belesunnu – a middle eastern woman of few words. She has a talent for wind and earth magic and mostly likes to challenge over-confident men to games of darts or archery contests.
Gerark – an elderly bugbear who works for Stiltskin Trust Co. He sits in the corner most days with his magic circle, ready to exchange currencies and seal magical contracts.
Jasmine/James – a shapeshifting succubus/inccubus who runs a small escort business. They have helped people hide more than a few skeletons and is generally the one to go to for information about the current state of the supernatural. They are often seen smoking with Patrius in his alcove, drinking with Nathan, or giving Dan feedback on his newest coffee blend.