- 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?
Writing prompts are a great way to get the creative juices flowing. Unfortunately, it’s been quite awhile since I found one that really inspired me. Instead of scouring the internet in hopes of finding one I decided I would make a few of my own with the help of Dungeons and Dragons.
You should be able to use a standard dice set to go through these. Let’s see what we create!
Genre – d6
- Space Opera
- Sword & Sandal
- Science Fantasy
- Urban Fantasy
Place – d10
- Large Crowd
- Ancient Forest
Main Character – d8
Objective – d20
- Save the Prince
- Get rid of a cursed necklace
- Hold them off
- Escape from the guards
- Get rich quick or die trying
- Go unnoticed
- Find the missing children
- Break through the walls
- Track the goblins back to their lair
- Sell the stolen cargo before the guards find it
- Make it through the tunnel alive
- Track down a band of thieves
- Find the hunter Bolland, he never came back from his trip last week.
- Save the Corish Ambassador from a mysterious assassin
- Get your friend to a doctor
- Evade the pirates, no way can your ship take them on alone
- Escape from your captors
- Steal the King’s crown
- Blackmail an important official
- Stage a coup
Now, if you’ll excuse me, I have to figure out how to write a story about a science fantasy temple healer who wants to get rich more than anything else. If I complain just remind me that I brought this on myself.
Lately I’ve been having fun designing ships for my Red Suns setting in Affinity Designer. I admit this artwork isn’t going to win any awards, but I really love how easily vector art allows me to communicate the images I have in my head.
Lately I’ve been focusing on more mundane designs produced by the designers and engineers working at the Cheng Ho Shipyards. In a universe where humanity still largely orients itself along the old NATO vs. Soviet Lines, Cheng Ho operates its shipyards exclusively within neutral systems and will license their designs to just about anyone.
Their design philosophy is simple: affordable, robust, reliable. Cheng Ho ships are solidly built with an emphasis on minimizing both expense and crew requirements. This philosophy has led to them becoming one of the largest design firms in the settled worlds.
The six ships here are their most popular designs and can be found operating in every major star system.
One of my favorite parts of science fiction is the mundane. I’ve always loved the array of municipal freighters and sky buses that can be found in Star Wars. I’ve not quite reached that level of depth with Red Suns, but I hope to get there eventually.
I am always looking for new worldbuilding tools. Am I substituting more tools for actually working on things? Probably, but it is fun.
There are a lot of worldbuilding tools out there, and figuring our which will best suit your workflow is tough. Personally I seem to just buy all of them, but that doesn’t mean you should have to. So, is Campaign Cartographer worth it?
I’ll be honest I had no idea what it was until ProFantasy started advertising their stay at home bundle. Now, compared to Wonderdraft these programs are expensive. But I got their map maker, city maker, and dungeon maker for about $60 on sale. Still not terrible considering all the included art assets.
I poked around online for some reviews. I wasn’t entirely thrilled by what I found but looking at the screenshots I really liked the art. A lot of it conjures up images of classic fantasy maps. That said, there’s still a lot to learn about making them.
On first glance the UI is anything buy modern. It’s not like wonderdraft were the icons immediately hint at what they might do. It takes some tinkering and a few checks of the manual to figure out. I don’t know about you, but as dated as this UI looks, to me it just oozes functionality.
But that doesn’t mean it’s easy to use. After a few minutes I was able to figure out how to draw land masses and to add rivers. I wouldn’t say that they look any good, but I’m getting the hang of it.
While the UI is very different there do seem to be a lot of similarities when compared to Wonderdraft.
The most important shared advantage of the two are the art assets. Having premade icons for towns, houses, bridges, and what not are a huge timesaver. And just like wonderdraft it’s hard at first to figure out how to best use these assets and still seem original.
Just like with Wonderdraft, the key is to experiment. After a few tries I think you’ll find that it’s easy to combine these assets to create something original. The trick is to be patient and not be afraid to start over. I know always want my first attempt to be the last but I don’t know of any project that doesn’t need a few edits.
So is campaign cartographer worth it? Is it better than Wonderdraft? To be honest with you, I don’t know. I can see already that both have a lot of potential, and Campaign Cartographer wouldn’t have lasted this long if it didn’t have potential. For me personally, I’m already enjoying Campaign Cartographer simply because it’s easier for my computer to run.
I’ll post a full review once I’ve had time to fully explore its features. For now it seems clear to me that Campaign cartographer has a lot to offer. Picking it up on sale and seeing if it’s right for you might not be the worst idea in the world, but be warned that it will take some getting used too. And right now they’re even featured on Humble Bundle!
Have you used Campaign Cartographer or Wonderdraft in the past? If so, do you have any advice you could give me? I’m always looking to learn. You can find me on twitter @expyblog. If you liked this review you can help support this site at the cost of a cup of coffee.
I’m always tempted to design every single ship and vehicle that I plan to have appear or even not appear in a setting. What this really means is that I just end up not designing any of them. So instead this time I’m trying to focus on making a few representative ships instead.
This one in particular is what I’m going to call the Swiss Army Space Ship for now, as ships like it were vital to the settling of other planets in the early days of Red Suns.
The design is modular and generic in appearance by design. It does most things well enough to get by, but will always be outperformed by a purpose built ship. These ships are suitable for exploration, carrying cargo and passengers, mining operations, and even some light patrol duties if absolutely necessary. This image in particular shows a ship with enough habitat space in the ring for about a hundred people and a compliment of orange shipping pods held to the hull by latches. When “stationary” the ring spins to simulate gravity. However, under high acceleration the sections of ring can rotate so that the sensation of gravity is provide by the motion of the ship instead.
In place of these pods, other ships might have small hanger bays, manufacturing equipment, enhanced sensor suites, added weapons, or even another ring. The ships also come standard with a compliment of eight auxillary pods suitable for moving people and cargo to other ships as well as a pair of shuttles for landing on a planet surface. In practice though it would be more practical to dock with a local space elevator.
An important this to note is that these ships are not at all dedicated warships. Their light armament is enough to intercept missiles and may scare of pirates, but the ring in my mind is far to vulnrable to attack for the ship to safely fulfill any sort of combat role. That said, the ship’s owner would find it easy to modify the cargo pods with a few nasty surprised for any would-be attacks.
The cost of the ship is the hardest part to figure out. I haven’t given currency in this setting much thought and honestly I am trying no to. The trouble with mentioning specific numbers is that you’re just setting yourself up to forget them later. I do however want a ship like this to be affordable enough that they can be owned by private citizens. Maybe not a new one though, there are enough of these ships in circulation that finding and buying a used one shouldn’t be too hard.
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.
In my last post I shared the design for my Lunar Cold War bunker built just before the beginning of world war three. This time, I thought I’d share my vision for some of the space craft that would have existed around the same time period.
The image above is meant to be applicable to both NATO and Soviet spacecraft designs. The specifics might be different but the general idea is the same.
My thinking with this design is that the vessel would carry five crew members; one pilot, three gunners, and one radio operator. The craft has two rotary cannons that make up its primary armament and also has a pair of missile pods that could be used for attacking space stations and other relatively immobile targets.
Also, you’ll notice that this vessel doesn’t seem to be designed with landing in mind. For the most part, this should would have operated from space stations or been reached by small cargo modules launched from Earth bring fresh crew and supplies.
For the most part this ship would operate in Earth’s orbit. The insides are cramped and the engines slightly under-powered, by that’s alright for a ship that will rarely go past the moon. Ships of this type might find themselves going on patrol, escorting larger ships, repairing satellites, disabling enemy satellites, and attacking orbital launch platforms.
I think it’s really interesting to envision the types of craft that would exist if we imagine the space race continuing beyond the moon landings. I have a few more ideas for these early ship designs, and I’ll be posting the setting’s FTL mechanics soon. So stay tuned for more updates!
What do you think about these worldbuilding ideas? What would you do differently? Let me know on twitter @expyblog.
Lately I’ve been working on a little side project titled Red Suns. It’s a retroscifi setting where the Cold War turns hot following a malfunction in one side’s early warning systems. By the time anyone realizes what happened it’s too late. Earth has been devastated by nuclear war and the conflict continues in orbit and on the moon’s surface.
Before the war began both the Americans and Soviets had been building an extensive infrastructure in space and on the moons surface. This included defensive lines on both sides of an agreed upon Lunar Demilitarized Zone. On the American side a large number and variety of defensive installations were built before the war started, the Soviets on the other hand were still in the process of building their fortifications when the war broke out.
After the war Earth ceased to be a viable home for the human race and efforts to explore space were quickly accelerated. As humanity spread throughout and beyond the solar system it continued to be divided along the old NATO/Pact line, with a handful of neutral and independent parties caught in between.
This particular bunker was designed with anti-vehicle operations in mind. A 20 mm auto-cannon and a trio of surface-to-orbit missiles make up its main armament. It had a crew of just four, who were rotated out regularly using the train seen in the bottom left.
Power was supplied by a small nuclear reactor that runs off of easy to handle uranium cartridges that can be switched out as needed by the crew. This reactor was capable of powering both this bunker and it’s neighbors in the even that the larger grid is disrupted. The bunker was also home to fairly powerful computer that provide’s guidance to the bunker’s missiles.
There were a few but not many options for crew comfort, you will notice a small kitchenette in the habitat section, and if you zoom in far enough you’ll see some personal items in some of the bunks.
This design did come with several issues however. While most supplied could be brought to the bunker by train, the missiles could only be reloaded by crews working on the surface. Similarly, while the turret could be operated and reloaded internally, most maintenance could only be conducted from the outside. In this timeline, these bunkers did their job until they eventually fell victim to orbital bombardment.
I’m still ironing out some of the basic ideas of this setting and I am interested in hearing you ideas. For example, the specifics of FTL have yet to be worked out, but I am currently mulling over slow(ish) modes of travel with a handful of faster “express” lanes. If you have comments or suggestions feel free to get in touch on twitter @expyblog.