roseembolism: (Under the Green Moon)
My apologies for posting this a little bit late, but I had a delay n getting to work. In any case, I hope you like this.

This piece is actually part of a larger story set in my Under the Green Moon world, which is a "hard fantasy" set 30,000 years in the future, after multiple civilizations have risen and fallen. I wanted to put more setting flavor in here, but I was unfortunately rushed for time and space. I also wanted to do this story in a YA style, in the manner of authors I liked in my youth, such As Andre Norton and Anne McCaffery. I also consider this story very unpolished, and would ideally put a few more edits in. Oh well.

Anyway, here it is.



The Priestess and the Cat )
roseembolism: (Default)
Biology in Science Fiction: a website and blog about the red-headed stepchild of the Science Fiction Science set (seriously, it's terribly common to have some geek go to pains to work out the engineering and physics in his book...and then do really basic biology gaffes.  


How the Sahara dried up: an article that not only talks about the long-term drying up of the Sahara region, but also notes that global warming may affect rainfall patterns and make it a lush savannah again.  Useful, in that I've been looking at locations to put civilizations in UTGM, and a green Sahara.


Empires in the Dust: an article speculating that a major climactic shift caused the general collapse and troubles for late-bronze age cultues 4000 years ago.  This article is a more general survey of the Bronze age collapse.  A reminder that even highly accomplished cultures over a region are subject to the climate.

roseembolism: (Under the Green Moon)
Well, it's about time.

I've started a website/wiki for my Under the green Moon material, and pretty much spent most of last night putting things up. So far, the extend of the organization is that I've put everything I've written on LJ in the Rough Notes section. Once I get arouund to doing second drafts of my material, I'll put it in the main section of the website, where it will be easy to access.

One nice thing about putting my UTGM material on the website was a chance to read it again, especially the notes for what I want to accomplish. It was invigorating, and reminded me of the areas I want to work on. So this weekend, I'll be doing the next section: a brief rundown on the current major empires in UTGM.
roseembolism: (Under the Green Moon)
Now that we've touched on Cosmology, let's take a look at history. One of the concepts I want to deal with in UTGM is the layers of history: once someone finds a nice spot to build, civilizations will be built on the runs of earlier civilizations. Civilizations will wax and wane, be conquered or simply disappear outright, but people will tend to stay in the same places. In UTGM this is not only due to geography, but to the necessity to scavenge materials from ruins. Quite a few resources are either exhausted or in hard to work states so scavenging has long been a respected and highly technical occupation.

Also, please remember these are still rough notes, so comments and criticisms are very welcome.


THE GREAT CIVILIZATIONS: )
roseembolism: (Under the Green Moon)
(Since my writing on the major political powers in the setting is still giving me fits, I'll discuss the cosmology of the world.   This is really just a rough description of what you'll see in the night sky: but that's important enough, as the night sky of UTGM is different.)


THE NIGHT SKY :

Over the last couple millenia of the current age, hundreds of cultures have watched and defined the night sky in their own terms, from the poetic, to the mythical, to the nascent scientific.  All agree on what the major features appear to be, even if they disagree on the meaning.  So rather than reciting any of the hundreds of mythologies and religions, let's simply describe what your average inhabitant may see at night.

From nearest to furthest:

The Great Arc/Heaven's Arc/Heaven's Stream: There is a swiftly moving around the earth, one most visible at sunrise and sunset as a giant gold band, and at night as a stream thousands of swiftly moving stars. As the names suggest, this stream of planets has held an important place in many mythologies, often as a pathway between the heavens and the earth.  Those with the best vision or seeing magics who observe during twilight say that many of the brightest wandering stars in the Great Arc actually have shapes of circles, rods, and rings, but the rest are simply bright particles, like the planets, except closer and swifter moving.

The Moon: Beyond the ring is the Moon, which is indeed green, though it also has a band of blue around it..  It's continents and oceans are well charted, as well as the lights that are visible on the darkened parts.  Even the  lights that slowly move have their winding paths mapped.

The Wandering Stars: There are thousands, perhaps millions of wandering stars, filling the night sky  in a luminous cloud that keeps even the moonless nights from being completely dark.  Notable among these countless wanderers are Venus, Jupiter, Saturn, and the bright blue Mars, but there are hundreds of other distinctive planets known. 

The Fixed Stars: A few ancient legends say that once these were the most common inhabitants of the night sky.  But now, only a few fixed stars can occasionally be glimpsed from behind the Wandering Stars, and even they are usually obscured. 


roseembolism: (Under the Green Moon)
Because actually, it is, even though I can't imagine somebody actually creating uplifted sloths. Why the idea itself is fundamentally silly.

Unless of course, someone actually created them to be mobile sensors for the conditions in the jungles they live in. And the moss that grows in their hair could be a symbiotic organic computer matrix that not only records and transmits data, but releases necessary hormones into the sloth, or chemicals into the surrounding area. So these semi-mobile environmental laboratories/jungle guardians would still be creeping around, millenia after their creators are long gone, and...and...I think I need a lie down.


roseembolism: (Under the Green Moon)
This was actually originally a reply to an rpg.net thread on "Hard Fantasy".  I'm putting it here as a nice quick definition of what I mean by "Hard Fantasy".

II've been using the term "Hard Fantasy" to describe my WiP, "under the green Moon". The characteristics of hard fantasy as they apply to this setting are:
  • Set on Earth (really, can you think of anything more fantastical than a different realm with completely different geography...and yet humans are there, and more than that, humans with a pseudo-European background?
  • Set in the Far Future There's no real evidence for massive civilizations in the distant past, so instead, i'm setting it 30,000+ years in the future.
  • All "races" are human descendants: the various "Breeds" (for various reasons I hate to use the term race to define biological differences) were created over the past eaons for various reasons.
  • Magic is an addition to the laws of physics, not a replacement. In fact, given the presence of long-vanished technological civilizations in the past, I'm justified in leaving hints that "magic" isn't necessarily magic.

That said, there's some other characteristics of the world that follow from the above.
  • There have been many vanished civilizations: Our era is almost entirely forgotten, and there's been at least six major world-spanning civilizations, and hundreds of regional ones. This gives plenty of scope for layers of history, cities built in the ruin of greater cities, and mysterious artifacts waiting to be discovered.
  • Humanity is an elder race: in this game, Old Humanity is a race on the wane, ancient, fading, and mostly content to live in peace. Not too surviving, given that the humans alive are the ones that DIDN'T get involved in various calameties, ascensions, singularities and apotheosis. The world is more or less dominated by the "childer breeds" created by mankind in the past.
  • Culture trumps biology. Different Breeds of Humanity may have huge variations in appearance and abilities, and different Breeds may be stereotyped as behaving in certain ways, but there are no "racial personalities". Two members of very different Breeds from the same social class in the same empire, will have much more in common than two members of the same breed from different cultures. Also, cultures will meet, mingle and merge, making things even more complicated.
  • Most artifacts are biological: after tens of thousands of years, metals will oxidize, plastics rot, and silicon chips will decay. Thus nearly all artifacts surviving are biological- either engineered living creatures themselves, or produced by engineered living creatures.
  • Though magic exists, it is more similar to classic psionics; force of will controlling an impersonal force. There are no ghosts, gods, demons or spirits, outside of the ones humanity creates to worship at temples.
  • The cultures and cities may be familiar enough to understand, but they are also exotic. In short, the cultures will not look particularly like Western Europe. Aside from the cultural differences there's the remnants of salvaged knowledge and materials, and the fact that most cities will be built on earlier cities, thousands of years old.
  • People may work on an epic scale, but the are still mortal. People may gain great power, but they do not become demigods. Death is always a certainty at the end of a life's adventure.

There's a bunch of other notes, but these are the main ones for me that define the "hard fantasy" element
roseembolism: (Under the Green Moon)
While the Breeds of Mankind section was large enough, I'm not happy about the slow progress I'm making on this project; I really need to pick up the pace.  So upcoming in the next couple weeks  (hopefully before the convention) I'm hoping to get done:
  •  
  • General description of the major cultural groupings of the setting
  • General descriptions of the three major Daemon empires; the major political players of the setting.
  • Thumbnail descriptions of what's know about the major vanished cultures
  • Some important bioengineered plants and animals of the setting
  • A quick meditation on resources and how people get by.
  • Some designers thoughts, primarily on answering the "But what will the characters DO!?" question.


And after that, I think it will be getting to the point where I can start putting things up on a wiki.  This will be interesting, because I've never done a wiki before.  At that point, any advice I can get on making a wiki will be very valuable.
roseembolism: (Under the Green Moon)
THE BREEDS OF MANKIND Earth of Under the Green Moon is shared by something like 20+ artificially created Breeds of Humanity, some created from the altered Old Humanity, and others from uplifted animals.  The Lifemakers were most famous for this, but other long-dead civilizations made their own contributions in creating breeds for various reasons, such as warriors and bodyguards, as slaves, even as companions.  As such, there is a great diversity in appearances and characteristics.

One important thing to bear in mind though is that culture trumps breed. Examples of nearly all of these races can be found in all the major cultures and environment, and while some physical attributes may restrict the possibilities open to the general members of a race in a given society, there are still exceptions to be found. Two people from different breeds and the same social class in one of the empires will likely have more in common than members of the same breed from different societies.

That said, here's some of the breeds I'm dealing with:

Note, the names are hardly set in stone, since I'm terrible at naming things. In fact, some of these names I actively hate.


Old Humanity: They've risen to the heights of power multiple times, only to have their glorious empires and world-spanning civilizations vanish due to wars, singularities, ascensions and collapses. Now Old Humanity are a largely fading elder race that is fading in importance. Largely considered to have lost much of their drive and vigor, the majority of old humanity has retired to enclaves and rural villages to live quietly. As always though there are exceptions; small populations of humans can be found in any culture, and scattered ambitious humans may strike out on their own for wealth, power or knowledge. Many cultures treat old humans with a mixture of suspicion and superstition, regarding the true descendants of the Lifemakers as a race full of mystical wisdom. Others wonder what secrets they may be hiding in their ancient cities and refuges.


Daemons: One of the dominant breeds or the world, Daemons form the upper class of the three major empires, and are most common there.  They can be found everywhere though.  They are tall but slight and elegant of build, with innate grace and delicate features. Their eyes range from green to violet, and their hair tends to be thick and straight, in bright colors, ranging from golden to blues and greens and even purples and metallic shades. Some scholars theorize these color combinations were deliberate, to designate different work classes or bloodlines.
It is believed that they were designed to be generally attractive, and they definitely have an aptitude for magic: the majority of Daemons have at least one talent.  This is why many Daemon nobles consider themselves the true heirs of the Lifemakers.


(Night People/Beastkin)Very distinctive in that they appear to have a mélange of animal features, such as: hair more like manes, deer-like ears, fangs, goat-like eyes.  Their skin varies from light yellow, to dark brown
They are believed to have been bred for combat, labor, or possibly wilderness work, since they are stronger and tougher than base humans, and naturally athletic.  They also have excellent senses.
They end to be thought as of as direct and unsubtle, with a reputation (only partially deserved) for violence and bad tempers.  Those who hold contempt for this breed say they were unfinished, and are still more animal than human. 
They are also stereotyped as guardians of the great forests the Lifemakers left behind, but many have taken up positions in the lower and middle classes in the empires, usually in positions where their strength is a help.  Still, thee are exceptions.   


(Greenskins): Have chloroplasts in skin, and are able to manufacture part of their food.  Thus they need much less food and drink, and are a particularly healthy and vigorous race.  their skins are green, ranging from light spring green to a deeper evergreen shade, and their hair is universally pure white.  They are commonly found in plains and deserts, and in warm climates wear as little clothing as necessary.  They can be found everywhere though, as they are one of the more populous races.  They are stereotyped as nomads, sailors and other occupations that work outdoors, with some basis in fact; they almost universally love being out in the sun

Brutes They are widely believed to have been created as laborers and shock troopers.  Large (7'-8') and very strong, they are tougher as well, and have irregular horny plates in their skin and fangs that protrude past their lips.  Their bulk tends to make them slower than other breeds, and they have a reputation of being slow of thought and speech as well.  In the Empires they are often discriminated against and stereotyped as mindless brutes, whereas in other societies they are actively sought out for the military or heavy labor.  And again, there are exceptions to these stereotypes.


Wargs  Are uplifted wolves, who seem to have much more of the animal about them than other uplifts. Furred, they can walk either on all fours (quickly)  or on two legs (slowly), and their front paws have been modified to become crude “hand-paws”, that still retain claws . Their senses are almost as sharp as regular wolves, and they are stereotyped as being much more instinct driven that other breeds.  They are known to have a strong pack mentality, and they tend to shy away from other races, in favor of groups their own breed.   Many of them disdain more complicated levels of technology, and they are often found as nomads in rural and wild areas.


Racca Uplifted raccoons. Smaller than humans, they are fully bipedal, have a light covering of fur brown to black fur, and raccoon features.  They are often still nocturnal, and have excellent night vision.  Highly dexterous, they tend to be good with technology and delicate craftsmanship.


(Selkie)
One of the few water tribes, they appear to be a mix between otters and humans, with short legs, a long torso, and webbed hands. They are covered by thick plush fur that acts as insulation, and it is common for them to spend much time grooming, or in civilized areas styling it.  they are excellent swimmers, and can hold their breath for amazingly long times.  They tend to gravitate toward occupations that have water nearby, and are stereotyped as excellent fishermen and undersea resource gatherers.
Legends that are widely believed  have them having knowledge of ancient technologies and mysteries below the sea.

Windwalkers: The only breed that can actually fly!  Appearing as a mix between bat, bird and lizard, they are smaller than humans, with hollow bones, and so are  even lighter than their fragile appearance.
Their arms are very long, reaching almost as long as their legs.  Their hands have extra fingers, and three of them are greatly extended, with leathery webbing between them.  the webbing also stretches down to legs.  They have long necks, and a beaklike face, and excellent eyesight.
They prefer to glide, but can take off from ground.  Only the young fliers or aged need the assistance of a cliff.

Sages: one of the most bizarre of the Breeds, they appear vaguely like humans crossed with insects, made from polished wood and mother of pearl.  A mysterious race, they claim to be the oldest of the created Breeds, seem to subsist only on alcohols and syrups, and no child of theirs has ever been seen.   They are quite durable, precise in movement, and very intelligent. Stereotypes as calm and peaceful, they tend to exist outside of society, acting as traders, scholars and teachers.


Chimps: they also claim to be the oldest race, with some good reason.  Taller than monkeys, and bipedal, they are still squat and hairy, with long arms.  They are stronger and more agile than they look, and can branchiate as fast as they can run.  Their houses and communities tend to be laid out vertically as well as horizontally.  They are stereotyped as pranksters, and many of them seem to have something to prove to humanity at large, though personalities vary as widely as any other breed.


Baboons: it is widely thought that if they were intentionally uplifted to be intelligent at all, and if so, it was a mistake.  Though they can go bipedal, and they have opposable thumbs, baboons are still very animal-like in appearance, disdaining clothes and many weapons in favor of claws and their sharp teeth.  they have an actually well deserved reputation for having a hair-trigger temper and ruthlessness.  They usually congregate in nomadic packs, and engage in raiding as much as trading.   they may not be the mindless savages that the stories say they are, but one should exercise caution in dealing with them.


Fen: The other major water tribe, consisting of uplifted dolphins.  They have redesigned brains for language skill, and lengthened front fins, with hands and webbed fingers. Completely water-born, they primarily live in free-roaming gangs and often have contentious relationships with the other Breeds, particularly sailors or ocean nomads.  Even fen groups that have managed to establish firm trading and cooperative relationships with “two-leggers”  have a reputation for constant testing of boundaries and potentially lethal practical jokes.


Catgirl Ninjas
Because it’s a requirement.  But what fit of insanity would lead to someone uplifiting a cat?

roseembolism: (Under the Green Moon)
I'm taking a break from procrastinating on writing up the "breeds" in UTGM, to think about the cool things I need to have in this project. BEcause while I like the term "hard fantasy" for it, there just has to be outre things in it to excite the interest of the audience, whether game players, or readers. In some situations, coolness has to outweigh reasonability.

So, cool things:

Uplifted Animals: reasonably, it may be easier to genegeneer humans then give animals human intelligence. But intelligent animals are an inherently cool idea, even leaving out the "Ninja Catgirl" factor.

Living Blimps: there's all kinds of problems I'm going to handwave away in dealing with giant, hydrogen-filled flying animals.  But handwave I must, because they have to be in there.

Magic-powered Airships: they are probably stretching the Renaissance-level technology I"m thinking of, and I can only justify it with magic and materials left over from past civilizations (admittedly most likely tree-grown).  But airships are inherently cool.

Spring-wound Dart Guns. Technically crossbows wound by springs, but I quibble.  I've been enchanted by the idea ever since I saw  coiled spring clocks in the Leonardo exhibit.  I can only justify them by saying there's a lot of durable metal strips left over from the past, just waiting to be bent into springs.  Why?  So I can have those dart guns like they had in the Witch World series.

Ceramic or Glassteel or Neodiamond Chitin Swords: Because swords are cool, and swords made of rare materials are cooler.   And it emphasizes that with some materials being hard to refine, substitutes will be found.

Ancient Powerful Technological Artifacts: reasonably, nothing other than simple stone or wood construction should last thousands or tens of thousands of years.  And I'm going to do an end-run for most cases by saying most old artifacts are biologically based, or come from organic "factory" trees.  But there has to be the occasional crystal tower with a doomsday weapon, or ancient self-powered computer, or warbeast in stasis, or other items to get people engaging in dungeon crawls, nations scrambling for ownership, and to illustrate that messing with past knowledge can be dangerous.  
 
And that's it for now.  Any suggestions?

roseembolism: (Default)
Most of this appeared in a reply I posted, but for organizational and access purposes I'm making this a full post.


Magic is largely invisible, though the effects aren't. That is, using magic to summon flame will result in a visible flame, but no magic aura or sparklies (I always hated the requirement in Champions that all powers be visible to three sense groups). Purely mind-affecting powers may or may not be detectable by the recipient, based on subtlety and awareness. I haven't decided whether anyone with magic can detect magic in use, or whether that will require a specific power. Most likely the former.

And oh yes, an inspirational picture:





I am deliberately leaving the source of magic undefined, though various hints will be dropped here and there. Honestly, defining the source of magic too rigorously would be counterproductive to the "hard sword and sorcery" element of the setting. (Though I have to admit to the amusement value of having at least one group calling their powers "Dottexes". "Do the first-aid dottexe, quick! )


Some random notes and ideas on limits. Bear in mind, a lot of the Andre Norton influence is going to be showing through here:

Magic basically moves matter, energy, and information around. It cannot create something from nothing (though it may appear to do so in some cases), and it definitely can't create intelligence. It's limited by visual information, or how well one can visualize the target or process. It also cannot transmute elements.

Lifeshaping breaks those rules a bit: simple healing and encouraging metaboloic processes is fairly easy, curing diseases harder and more time consuming, and regenerating limbs or reshaping the most difficult and time consuming of all. Giving a creature new features quickly runs the risk of serious (and icky) side effects. Genetic manipulation is the slowest of all, mainly works on plants, and is little more than a sped-up version of selective breeding.

I will have to do quie a bit more on Lifeshaping, and the engineered plants that are common in UTGM. The flora is going to have a lot to do with giving UTGM it's alien feel.
roseembolism: (Under the Green Moon)
Here's some notes about magic in UTGM.   this is a huge post, for a huge setting element, and I'd love to hear back from people with their reactions, thoughts, or suggestions.


MAGIC

Magic is a fairly recent art; it is generally believed that it was developed by the Lifemakers, several millenia ago, and may have been what enabled their civilization to reach the heights it did.  There is no good evidence for use of magic before that culture, outside of scattered old legends of dubious providence.  It is also generally recognized that the Lifemaker's grasp of magic was not as refined as currently, and advances in the theory and practise of magic are ongoing (there are of course researchers who dispute any and all of this, and the scholar who proved that say, magic existed before the Lifemakers, or that a new technique was actually a ressurected old one, would havehis reputation made).

In spite of centuries of use and experimentation, there are still any number of theories about what magic actually is. The more religious, philosophies call it a gift of the gods, or a present from the Sky People, or a connection with the great world-mind. Other, more inwardly focused or materialistic philosophies consider it a sign of the next stage of humanity's spiritual evolution, a mental power that's always existed to be tapped, or even the product of invisibly small machines that are omnipresent in the environment. In any case, a great deal of practical knowledge has accumulated regarding the practical parameters and usage of magic

(Note: think of the situation being like Newton-era astronomy. There's a huge amount known, and much that can be done, but still the causative elements are a mystery.)

Magic also has many names, depending on the tradition, many of which are variants of "The Power", ";The Talent", "The Gift", etc.. Common people without magic tend to just call it magic.


Of the nature of magic.

Magic Comes in Discrete Powers: The overall skill of using magic is separate from the actual powers, which are more like individual techniques, disciplines, or katas to be learned. A user who has learned fire shaping for instance, can next learn teleportation about as easily as they could learn fire blast. There are some powers that require other powers as prerequisites, (such as fire shaping for fire blast), but they are fairly rare, and often are combinations of two or more powers.

Overall magical ability is seen as the ability to impress one's force of personality and will on magic, and has both an inborn and a trained component. the strength of all powers are based on this ability, though it is possible to specialize in some powers.

Magic is Unintelligent: There are no spirits, deities, elementals or faeries involved in magic, outside of stories and metaphor. It obeys the users will and intelligence, annd the only factor involved is the effect on the user of using or abusing their power.

Magic Is Personal: Normally it does not requires focuses, rituals or elaborate gestures and incantations to create magic. Usually all that is needed is concentration and a simple gesture at best, though in some cases, rituals can be used as a focusuing element.. The concentration required for magic is also fatiguing; extensive use of magic can exhaust a magic user, and magic users tend to burn food like athletes (there is some speculation that this is one reason why the Daemons rarely get fat).

There are some drugs that enhance concentration, or conversely, make it difficult to use magic. The latter are commonly used as restraints. Otherwise it can be difficult to prevent a magic user from accessing their magic.

Magic is Universal: all races and cultures are able to use magic, even the sentient animals. Of course some races (like the Daemons) and cultures have an aptitude for it, or have developed the study to a more refined level. Magic users will be found in all races, though outside of the highly civilized empires, the users may specialize in magic according to their cultural or environmental needs.

Foci and Devices: Magic requires sentience, and a degree of training. There are no independently functioning magical devices; a user is always required. However, there are foci that either enhance or emulate a power, allowing a user who otherwise not have access to a power to use it. A focus is a complex combination of crystal and metal, and much of the theory behind their creation and usage is still being discovered, but progress is constantly being made. The newer foci can allow a barely trained user to emulate a very powerful ability, with only limited amounts of fatigue.

Magic is part of the world, not separate from it: Magic works along side natural laws, not instead of them, and so knowledge of the natural world is an excellent skill for a magic user. Several of the most advanced kingdoms and empires, particularly the Daemon dominated ones have had great success integrating magic and technology, making up for the difficulty in finding material and energy sources. Magic is used in machines to provide heat or cold, motion or force, and even to separate nd refine materials. The most advanced nations even use magic to create ground and sea vehicles, and even lighter-than-air craft.

 

roseembolism: (Under the Green Moon)
Now, when I talk about major artifacts of bioengineering in Under the Green Moon, one of the concepts I like to play with is the idea of entire buildings, complexes and arcologies made out of bioengineered creatures (one can't really just call them plants.

This green project for Gwanggyo Power Center in South Korea is nowhere near that level yet, but as an example of thoroughly integrating plants and buildings to the points where the buildings look organic, this is clearly inspirational for what I want to do.





It's pretty inspirational for the current day, as these towers are intended to blend in with the landscape around the current lake, making a "landscape on a landscape" that complements, rather than replaces the natural setting. And more then just being decorative, the planted terraces will have a strong benefit in reducing energy consumption and water consumption, while increasing ventilation.

A very nice trick, if they manage it. As I said, inspirational.


roseembolism: (Under the Green Moon)
Here's some of the references and inspirational media I'm using for my Under the Green Moon worldbuilding project.  homnestly, I have a lot of references, from all areas of fiction and nonfiction.  But these just jumped out at me as important.


Books

Jack Vance: really can be considered the godfather of the stories I want to tell. and his picaresque yet ironic descriptions of alien worlds and cultures is a key resource.
The Dying Sun: gave me the first ideas of putting the setting in the far future, and the sophisticated, decadent peoples gave me some culture ideas.  Also, I like the emphasis on personal, rather than epic adventures.

Planet of Adventure:
really more of an influence than The Dying Sun, in that it both gives a feeling of exotic cultures rended in a few precise brush strokes, and of societies stifled by their own antiquity.  this is really the book to read to give the feeling of being on an alien world and culture.  Since part of my goal for UTGM is "the alien world of the far future", this is a perfect reference.

And there's a french comic adaption of it!
 
Andre Norton: another one of my major influences, in that many of her books involve young, expanding cultures dealing with artifacts of forgotten ancient cultures.  Also, the way magic works in many of her novels, as a type of powerful ESP or psychic power is very similar to how I want magic to work in UTGM.  there are a lot of "look and feel" elements in Norton's works.

Witch World Series: A good reference for looking at a matriarchal culture (and not a fluffy new-age "matriarchy is good sweat and nice" one)where magic users are honored. Also for the pseudo-psychic power style of magic.

Ordeal in Otherwhere:
Again, the way  mental powers work is how I want magic to work in UTGM.

No Night without Stars:
It's very much about young cultures exploring for secrets of the Ancients, and finding that maybe they should find their own way instead.  And the depictions of wilderness are good references as well.

The Time Traders Series:
again, mining for ancient secrets bears with it special hazards.

Quest Crosstime:
worth looking at for the  non-european cultures.

Anime:
 
Weathering Continent: a classic movie that's really a lyrical meditation on the passing of civilizations, disguised as a Sword and Sorcery story. 

El Hazard: ignore the characters: the civilization that's more sophisticated than it originally appears, and the dealing with sentient relics of a bygone age are the interesting elements to me.

Laputa: again, it's all about a super-powerful relic of a lost civilization, and the race by ambitious new kingdoms to control it.  Also, somebody will have had to have done "computing by blocks" in the past of UTGM.

Nadia of the Blue Water: in some ways  a rip-of of Laputa, this has it's own take on the misuse of ancient technology.
 

Manga:

Nausicaa: it has it all: fallen civilizations, artifacts threatening all that exists, bioengineering, psychic "magic".  Not to mention huge layered buildings built into mountains, so old the rocks they're made of have melted into each other.  A lot to steal, err "reference".

Yokohama Shopping Trip: a quiet slice of life post-apocalyptic tale.  Deals with the theme of humanity fadingaway and being replaced by younger species.  The resigned yet not despairing attitude of the humans is something I want to borrow for the major human culture in UTGM.
 


Webcomics:

Desert Rocks: a fantasy travelogue, reference for looking at a fantasy culture from the point of view of someone who just wants to get by.

Nahast, Age of Strife: while nothing is a direct resemblance to what I'm doing, particularly the magic, cosmology and the like, the combined Aztec/Chinese design aesthetic is something to drool over, and is a good starting point for looking at clothing.

 
Honestly, there's a ton of other webcomics I'm using as references and inspiration for, but I don't have time or energy to call them out now.  So I'll do another post later.
 

 
roseembolism: (Default)

This Power Point presentation on "Race in D&D" really doesn't present any notions that haven't been brought up before countless times by trolls on websites like rpg.net and rec.games.frp.dnd. However, the discussion on race in fantasy that it spawned on the Atlantic Magazine website is actually quite interesting and wide ranging, including the perspectives from people of color who are fans of fantasy and science fiction, and how they dealt with a field where the characters for the longest time were almost all white males (exceptions noted by Andre Norton and Ursula K. Leguin). The metafilter discussion, while not as intelligent, has some incredibly good points as well., including a good critique by klangklangston.

Incidentally, my comments are here and here, and deal with the reactionary nature of most fantasy, and also a particular failure of suspension of disbelief when dealing with fantasy kingdoms.  Both of these are elements that lead to my current world-building exercise.

From all this, the one bit of excellent advice, one I'm going to remember for my world building efforts is that race should not overshadow culture.  that's going to be important, because Under the Green Moon will have a number of mixed cultures.  There will be culture clashes and mixtures that will only partially deal with race.  I want to avoid the "all dwarves are Scottish" syndrome.
roseembolism: (Under the Green Moon)
When I visited the Leonardo Da Vinci exhibit at the San Jose Tech Museum this last Sunday, one of the major things that stuck with me was how ingenious the Renaissance engineers were as a whole. They had a good practical grasp of physics, and put their knowledge of Euclidean mathematics to incredibly elegant and complex ends, as the designs for cathedrals, hoists, springs and other items in the exhibit hall show. They did not lack for intelligence and learning; they were not crippled by their culture. Indeed, I could see them performing great feats of mechanics, at our level of complexity, if not for two basic limitations.

The first limitation they had to deal with was materials. They were limited to various types of wood, rope, animal skins, and small amounts of wrought iron. As a result, the structures they made were heavy and bulky; consider this model of a crane by Leonardo's mentor Filippo Brunelleschi, to see both their ingenuity and material limitations:



The model points out another limitation that they faced: power. For power sources, they were limited to low-density sources like muscle (human and animal), wind, and water. Again they did highly ingenious things with what they had (as witness to aqueducts and proposals for siphons crossing mountains), but the power limitations combined with the heavy and bulky available materials to limit what they could accomplish. So no flying machines or submarines; many of their sketched out inventions that seem feasible to us, were toys or daydreams, because they lacked proper power sources, and the material scientists of the day were busy trying to turn lead into gold.


So, why does this post have an "Under the Green Moon" tag if it's about Renaissance inventors? Well, I've been trying to set the technological milieu of UTGM, and I'm thinking that for the most advanced Daemon states, the late Renaissance will work for the appearance of a lot of the engineering. This isn't so much a direct parallel, as a result of how I conceive a number of resources to be in short supply; specifically metals.

Since UTGM is set 30,0000 years in the future, nearly all the extractable resources will have been used millennia previously. And while most metals will still be around, many of them will be in a refined state that any low-tech civilization will have a hard time using. Consider how much difficult high-test steel is to smelt compared to pig iron- and now consider having to separate it from high-test concrete, or even higher-tech materials. And a lot of those metals will be in landfills or ruined cities where there's plenty of hazards for enterprising scavengers, ranging from pitfalls, to toxic materials.

So even before the current era, I see civilizations turning more toward natural substances; woods, fibers, ceramics, chitin. Unlike the Renaissance, I can imagine that with genetic engineering and eons of materials science, some of those materials could be very advanced; imagine wood as light as bamboo, yet as strong as steel.

The Daemons and other races have other advantages the Renaissance engineers don't have; they have magic. While the magic is far from all-powerful, and really resembles classic descriptions of psionics more than anything else, it can provide a fairly intense source of heat and motion.  While I don't see industrial level smelting, magic could power vehicles or the like.

All of which is saying that I can still have a more fantastical version of the Renaissance; I can have my zeppelins and other inventions that came about much later in history.
roseembolism: (Under the Green Moon)
A while ago, I came up with the idea of Garbage Turtles; bioengineered critters designed to eat discarded metal and glass, and secret them into neat patterns on their shells, which then would be shed for easy recycling. I did it for a different project, but I was going to adapt it for Under the Green Moon, since one of the concepts of the setting is that easy sources of ores have been used up millennia ago.

It figures nature would get there first: Scaly-foot Snail secrets iron sufides into its skeleton. It just goes to show there's very few concepts that aren't mimicking in some way something that evolution came up with.

And here's the scaly-foot snail, also know as the gold-footed snail. Isn't it cute?







roseembolism: (Under the Green Moon)

As part of my worldbuilding project, I'm wondering what sort of megaengineering projects might be undertaken by people with far more power than common sense.

I'm not talking about "small scale" projects, like flooding the Dead Sea, or a sea-level canal through Panama. I'm thinking of insane projects at the scale of Atlantropa, or even larger.  Like deciding to lower the sea level by 100 meters to get more land area (and facilitate paleolithic archeology), or focusing statites on Antarctica to melt the ice pack. Or both at the same time, leading to a lot of engineers shouting at each other. these are the sort of things done by people who have the ability and attitude to shrug and say "Oh we'll just clone or build robot duplicates of any species that go extinct, and we'll adjust the climate manually if we have to".

Any ideas?

Under the Green Moon Info:
A big part of this exercise is thinking about some of the weird things that the Precursor civilizations may have done in the 30,000 years that separate Now from the time of UTGM.  The world in the game is currently in a low-energy, low-impact mode, but that hasn't always been the case.  The presence of humanity (in the broad sense) is everywhere in UTGM: aside from tons of artifacts (you can't go anywhere without stumbling over some old ruin), large areas of the world have been shaped.

Possibilities:

The World Tree: one entire subcontinent has been overrun by a gigantic plant that is it's own ecosystem.  Aside from having a huge diversity of forms that mimic ecological layers, at periodic intervals immense trees that would make Miyazaki blush have sprung up, growing up to a kilometer high.  The peoples that live in this artificial biome can get all of their needs met by this single uber-plant, and have a surprisingly sophisticated civilization.

The Hex River: on a vast plain, someone took a river and it's tributaries, and altered it into a series of canals that form a hex grid over hundreds of square miles.  the project was one of brute-force engineering, as the canals sheer through hills, escarpments and other river systems to form the grid.  Why?  Nobody knows.

The Desert of Pits:  So exactly why did some Precurser create a grid of 512 holes, each a half kilometer wide, and two kilometers deep, reinforced by super-strong concrete?  It's an immense feat, and there's no sign of why it was done.

The Moon:  There's a reason it's green, and has a blue rim around it.  On clear nights one can even see lights on the unlighted portion. 
roseembolism: (Nakedscience)

Seriously!  According to the article in Discvoer Magazine:

Newly evolved "superworms" that feast on toxic waste could help cleanse polluted industrial land, a new study says.

These hardcore heavy metal fans, unearthed at disused mining sites in England and Wales, devour lead, zinc, arsenic, and copper.

The earthworms excrete a slightly different version of the metals, making them easier for plants to suck up. Harvesting the plants would leave cleaner soil behind.


So all I want now is for them to grow up to 60' long, and be able to eat concrete blocks, houses, cars, small yappy dogs and the like.  Then it would be a wonderful product of lost bioengineering science to have rampaging (well, actually slowly squirming) through my 'Under the Green Moon' setting.
roseembolism: (Default)
Well, Pteradon actually. An article in Azhdarchid Paleobiology suggests that this group of pteradons wasn't actually a shoreline predator as commonly assumed. By studying wing, neck, foot and beak structure and comparig them to modern birds, they came to the conclusion that Azhdarchid actually stalked inland plains, using it's wings as forelegs, and preying upon small dinosaurs.

Well, not THAT small:


 
(image courtesy of Mark Witton/University of Portsmouth)


So why the game tag? I've been considering a flying race for "Under the Green Moon, annd this is a great model for what a realistic large flyer might look like.  I mean, it won't look exactly like that, but it definitely gives me ideas.

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