Blog Archives

Academic Papers as Fantasy

An idea that I’ve had floating around in my congested writer’s head is the idea of using an academic paper as a means of telling stories and world building.

I already have several concepts running around for stories that I could tell with this form of writing but I have run into a couple of issues that I think that this type of writing would run into.

The first, and probably most daunting for me, is the fact that all of the primary and secondary source documentation that these essays would need to cite and use as arguments would have to be written first, which could be a dry and uninteresting process.

One solution for this would be to have someone else write the essays and ask for the primary and secondary sources from the world builder. This would introduce an element of surprise and would also prevent the world builder from slanting their source documents to fit the essay that they want to write.

Of course, this means gathering writers that you trust and like their writing style so that the stories are interesting and stay true to the concept.

Another problem I could see with this approach is that, without a narrative drive for the essay, it might be a bit boring to read and would really only be interesting for people deeply invested in the world you’re trying to write about. I think of this as the long form reddit posts that people write about fan theories. For those invested in the fandom, these essays can be intensely interesting but for those on the outside they’re fairly boring.

I think that overall this is an endgame type of concept, most suitable for once you’ve completed, or nearly completed, the narrative arcs that you’ve set out and are trying to fill out the concepts and ideas that you’ve explored in your books.

So, for now, these ideas will remain on the back burner. But I’d love to hear if anyone would find these interesting, ways to keep readers and invested and other ways to bring this concept to market.

So, I threw out 80,000 Words…

I was reading through Loyalty Betrayed (aka Series 2;Book 1) and I came to a realization.

I had originally conceived of the story as a retelling of Othello, with significant changes to the cast and the overall storyline (its more a political betrayal for the bride of the MC than it is a physical betrayal). But I ended up feeling that I had leaned too heavily on the source materials.

The storyline didn’t flow the way I wanted it to, I shoehorned in certain scenes just because they were in the play.

So, I took the first 2 chapters and threw the rest out. I needed to add a bunch of content anyways because I had removed a secondary plot of about 40,000 words (that’s going to either be a companion novella or Book 2 in the series, not sure which yet).

I spent the last day writing a new chapter-by-chapter summary and just wrapped that up at a little over 7,000 words. Now to get to the actual rewriting process.

Excerpt: The Hydra Offensive

Here’s the first bit of The Hydra Offensive! I’m just about finished with the first draft, so if I work hard, I can have it out by January! Please be advised, this is literally the first draft so it hasn’t been edited.

Read the rest of this entry

Military Impact of the Industrial Age

So far, I’ve covered the Industrial and Commercial effects that an Industrial Revolution would have on a Fantasy World. I’ve also discussed how Gunpowder Fantasy affects Communication, the Arms Race, and gone over the basics of weapons technology in Gunpowder Fantasy.

But weapons weren’t the only aspect of the military the gunpowder changed. Tactics saw a major change during the Industrial Revolution, and especially as a part of the American Civil War.

Often referred to as “Napoleonic” tactics, armies before the American Civil War used basic flintlock and percussion muskets, which were notoriously short-ranged and inaccurate. Soldiers would line up in tight ranks of thousands of soldiers and march at the enemy. Because of the short range and inaccuracy of their weapons, the soldiers could get within a couple of hundred yards before they were in any sort of danger. The soldiers would fix bayonets and charge across the final few yards to fight their enemies in hand-to-hand combat.

During the early civil war, these tactics were still largely used, despite the fact that much improved weapons had been developed. But as technology advanced, and generals began to see that the old tactics were inefficient, strategies and tactics began to change.

Skirmishers became a major part of armies, moving ahead of the main army in small groups stretched across a thin line. Skirmishers screened larger battle elements, harassed enemy skirmishers, and scouted the enemy force for weaknesses.

A major change was the “Strategy of Maneuver” which taught that outmanuevering an enemy was the better way to victory, rather than brute force. Armies began to seek out advantages in the form of natural defenses and position, rather than bringing as many men to the field as possible.

When you’re creating your world, I feel it’s extremely important to consider where in the development of military tactics and strategy you will be placing your conflict. A part of this is the exact technology level you choose (early flintlocks or advanced rifles?) but it’s also important to consider how recently a major war has been waged.

In the example of Napoleon and the American Civil War. There were fifty years between the two major events, and weapons technology had a major leap in that time. If you set your world in a time with new technologies that haven’t seen a major war, your generals and armies are going to be fighting under the paradigm and theory of the last major war, rather than under the realities of the current technology.

The world of the The Cerberus Rebellion, for example, is set in a world very similar to the American Civil War. The last major conflict is more than 100 years old and was fought with an entirely different set of weapons. The generals, therefore, are still using the mass-and-fire tactics of that war. But as the war evolves, will the tactics as well?

But weapons and tactics aren’t the only thing that will change when you put your world through its Industrial Revolution.

It is said that there are two things that drive a nation to war: fuel and food.  And that an army moves on its stomach.

Fuel is rather obvious: if your nation needs a fuel (say, Coal?) but it doesn’t have the necessary amount to sustain itself, it’s going to go elsewhere to find it.

Food, on the other hand, can have various aspects to it. I discussed in a previous post how the Industrial Revolution affected Agriculture and the production of food. In this post, I’ll discuss how changes brought about by the industrial revolution and these changes in agriculture brought about change on the military side of the board.

The biggest issue with marching an army across a nation has always been feeding the soldiers. People eat a lot, and soldiers who have to keep up their physical and mental toughness ate more. According to some reports, the average company from the North needed 125 pounds of pork or beef, 75 pounds of hard bread while in camp (more when on campaign), more than 6 pounds of compressed vegetables, 8 quarts of beans, 10 pounds of rice, 10 pounds of coffee beans, 10 pounds of sugar, and a gallon of vinegar¹.  Well over 250 pounds of food for 100 men per day. All of that in addition to the water that those soldiers needed.

Before the industrial revolution, this food would be hauled by wagons pulled by oxen or mules. But those animals required their own food supplies, cutting into the payload that could be devoted to the soldiers. With the advent and expansion of the railroad system, moving food became far easier. Campaigns could reach further and armies march harder if they didn’t need to carry their supplies on their backs.

But this also led to a dependence on the rail system. Railroad stations became major hubs of activity and the rail lines that criss-crossed the nation became targets for sabotage.

That’s something to keep in mind when you’re writing your world. Remember the importance of the rail system and logistics to your world’s army. Rail stations would need to be protected and would be likely targets for capture. Rail bridges would be strategically invaluable and a retreating army would likely consider burning any bridges they could in order to slow or halt the advance of their enemies.

Gunpowder Fantasy and Commerce

As I mentioned in my post on The Industrial Fantasy Age, coal as a fuel and steam power had a profound effect on our world, and can have the same impact on a Gunpowder Fantasy world. Especially in the area of commerce.

Before the industrial revolution, animal-pulled carts and sail and row-driven ships were the only method of moving goods from one place to the next. This limited the range that trade could be conducted, especially when perishable goods were involved. But as steam-power developed, and railroads expanded, commerce felt the impacts.

Roads

Roads have always been an aspect of trade networks. Roads allow carts to travel through areas that would be difficult otherwise. As the Industrial Revolution developed, especially in England, these roads became an important part of the network. But maintenance had been the responsibility of individual cities and counties. This led to inconsistent maintenance and sometimes poor road conditions.

Early in the Industrial Revolution, turnpike (or toll-way) trusts began to be established, taking responsibility for long stretches of road. Travelers paid a toll to use the road and those tolls were then used to maintain the road.

A more universal level of maintenance meant a more consistent rate of travel and allowed carts to move faster between cities and transport hubs. Merchants could move their goods more efficiently from the smaller towns to the larger cities and beyond.

Railroads

Railroads were likely the most major transport improvement of the Industrial Revolution. What had once taken days and weeks to travel by horse or on foot, was reduced to hours and days. Railroads and steam engines also increased the amount of goods that could be carried from one industrial center to another.

For merchants, not only did this increase the speed with which they could move their goods, but it also gave them access to additional markets for their goods.

Steam-powered Ships

Sea travel before the Industrial revolution relied either on the wind and the weather or on oarsmen. Speeds were limited and ships found themselves immobilized by a lack of wind.

With the invention of the paddle-wheel (and later the steam-powered screw engine) ships gained consistency, speed and an independence from weather. Commercial trading on rivers became easier and allowed merchants to move their goods cheaper (because they don’t need to pay or feed oarsmen).

Summary

Paddle-Boats-On-The-Mississippi-Antique-Illustration

Commerce drives your nations. Not only do merchants move food and supplies from one center to another, but commerce drives the tax revenues that your nations use to fund their exploits and endeavors.

Keeping in mind how commerce will be different in Gunpowder Fantasy will allow you more flexibility in how your nations operate.

In fantasies, merchants are usually important members of society, but don’t have the reach that lords and nobles have. With access to railroads and their improved distribution, merchants become major players as part of your world. You begin to see “railroad barons” develop as they use their power to affect the world around them.

About Zaria

Again, apologies for a lack of posts in the last few weeks. My father passed away recently and I was responsible for a lot of the planning. It was a physically and emotionally draining task that I’m just starting to recover from. Additionally, I moved shifts at UPS from the night sort, to driving trucks during the day so that has taken its toll on me through a serious change in sleep schedule and a major change in the physical output required of me.

But I’m back, and taking a page from fellow Gunpowder Fantasy author A.S. Warwick (author of the Commonwealth Chronicles) I’m going to do a few posts on the people and nations of the world of Zaria.

In addition to posting here, I’ll also be updating the Zaria Wiki to reflect the information.

On a side note, in watching the Game of Thrones series on HBO, and having read the books, I was kind of looking forward to my wife’s reaction to the events of Episode 9 in Season 3. But alas, my wife read a spoiler on a wiki so there wasn’t any fun in that. So, I’m trying to figure out a way to keep the wiki up to date with new information as things change, but without having spoilers for new readers. If anyone is any good at making/updating Wikia entries, please feel free to give me some tips.

Communication In Gunpowder Fantasy

Communications are the foundation of civilization. People need to talk to each other to coordinate.

In Gunpowder Fantasy, your options are much wider than in other forms of Epic Fantasy. But what kinds of communications should you use, what are the pros and cons for your characters, or for your story? What if you want some of the benefits of a particular type of communication, but want to limit them at the same time?

Those are the questions I’ll hope to answer.

Messenger Ships

What is it? How does it work?

A network of swift ships carry messages from harbor to harbor. 

What are the benefits?

Sailing is usually a swift method of travel and can have the advantage of avoiding major land obstructions. Messenger ships can also bypass hostile territory more easily than a land-based solution.

What are the downfalls?

Sailing is not necessarily the most straightforward method of travel, and it’s entirely useless for landlocked territories. Messenger ships can also fall prey to weather and pirates. 

How can you mitigate or moderate these benefits, for the sake of the plot?

The easiest way to mitigate the advantages of messenger ships is to create a world with limited access to water, or where most of the action is going to be inland.

Another option is to create a world where pirates are common and known to harass messenger ships.

Messenger Trains

What is it? How does it work?

 Much like messenger ships, messenger trains are connected on a railroad to convey messages across vast distances.

What are the benefits?

 Messenger trains have the ability to cross vast distances quickly, aren’t reliant on the weather and can reach any place that has a rail depot.

What are the downfalls?

 Trains are reliant on a rail system and on access to a steady supply of fuel.

How can you mitigate or moderate these benefits, for the sake of the plot?

 Messenger trains are relatively easy to mitigate. Limiting the availability of fuel will limit the ability of the messenger trains to carry out their mission. Being that messenger trains are reliant on a network of railroads, you can also have a disjointed network of rail systems.

During the American Civil War, the South’s railroad network didn’t have a unified gauge rail, preventing a smooth transition from one area to another.

Post Riders (aka The Pony Express)

What is it? How does it work?

 Keeping with the network theme, the Pony Express was a messenger service in the United States in the 19th Century. From Wikipedia: “The Pony Express was a mail service delivering messages and mail…by horseback, using a series of relay stations.”

What are the benefits?

 The benefits of the Pony Express was that they were not limited to the rail lines. They were able to travel across rough territory quickly.

What are the downfalls?

 The Pony Express relied on a network of relatively closely spaced relay stations, each stocked with horses and riders. This requires a great deal of investment and planning. Additionally, this system would be less than optimal in a war zone, with skirmisher lines and battlefields.

How can you mitigate or moderate these benefits, for the sake of the plot?

 Mountainous terrain would be a major way to moderate the benefits of the Pony Express. Another is to make mounts rare; without the ability to change horses (or whatever your choice mounted creature is) your riders will be forced to travel slower and be more careful about how they push their steeds.

Telegraph

What is it? How does it work?

A Telegraph uses a network of metal lines and then transmits electrical signals along those lines that are part of a pre-determined code (the Morse Code was originally designed for Telegraph).

What are the benefits?

Near instant communication between stations, as well as the ability to “tap in” to the telegraph line with the right equipment so you aren’t necessarily tied down to transmission stations (the AMC show Hell on Wheels uses this technique).

What are the downfalls?

Like the semaphore line, the telegraph lines can be “tapped”. If you know the code, you can decipher messages and transmit false ones.

Telegraphy is also tied down to transmission stations.

How can you mitigate or moderate these benefits, for the sake of the plot?

Like railway lines above, you can segregate the different regions of your nations or world. In the nation of Ansgar, there are 4 or 5 distinct networks of telegraph lines that are not connected. Instead, messenger riders have to carry messages from “network” to “network”. This allows me to build in a communications delay.

You could also do this with differences in Code. Even if Network A and Network B are connected, if they use entirely different codes, the people at each end of the message will have to take time to decode the message and then recode it to the next network. Not only will this build in a delay, but it will require a typically small number of skilled operators. Remove those operators, and communication between networks becomes much more difficult.

Semaphore Line

What is it? How does it work?

 From Wikipedia: “a Semaphore Line  is a system of conveying information by means of visual signals, using towers with pivoting shutters, also known as blades or paddles.”

What are the benefits?

 They were far faster than post riders for bringing a message over long distances. Messages could be quickly conveyed from one end of the country to the other with relative ease.

What are the downfalls?

 Building an extensive network of towers, especially if they’re stone, could be expensive and take a lot of time to construct.  Additionally, the distance that an optical telegraph can bridge is limited by geography and weather.

A Semaphore line is also subject to having its messages intercepted by a watchful enemy and if an enemy was able to capture one of the towers and decypher the code, they could send false information along the lines.

Magic

What is it? How does it work?

 A magical form of communication is going to be dependent on whether or not you use magic in your worldbuilding and how that magic manifests itself.

Crystal seeing stones, ala The Lord of the Rings Palantir, magical telepathy and magic mirrors are all variants of magical forms of communication.

What are the benefits?

 Depending on your system, magical communications can be instant, allowing for swift communication across long distances. Magical communication could also be private, with only the sender and receiver knowing what was said.

What are the downfalls?

The downfalls of a magical form of communication are also dependent on your magical system. Some downfalls could include a limited number of people capable of engaging in the magical communication, or a limited supply of magical reagents.

How can you mitigate or moderate these benefits, for the sake of the plot?

 The easiest way to limit magical communication is to limit the magical system in your world.

Ravens/Pigeons

What is it? How does it work?

Messenger birds have been used for millenia to convoy notes from one place to another. You just need to train the birds to what is their home, then move them to a different location. When you release them, they return to their home, with your message in tow.

What are the benefits?

Birds are typically fast flyers and can ignore most terrain. Additionally, birds don’t have to worry about artificial fuel or feeding a crew of men.

What are the downfalls?

Birds are subject to predators. Your messenger pigeon will never reach its destination if an eagle eats it midway. Hunters are another concern. George RR Martin made a good example of this in one of his novels when he has one of the armies cut off a city’s means of contact by ringing it with archers.

How can you mitigate or moderate these benefits, for the sake of the plot?

Very aggressive or over-populated predators would be a great way to mitigate the usefulness of carrier birds. If a certain species of eagle or hawk is particularly fond of your messenger birds, they are far less likely to survive the journey.

These are just some of the major methods that you can use to communicate in your Gunpowder Fantasy world. A good series will include some or all of these.

In the Ansgari Rebellion series, the nation of Ansgar uses telegraphs as their major form of communication, but official documents are moved by rail for physical delivery and post riders carry messages both between telegraph networks and to the telegraph stations from the surrounding area.

PS: There’s 30 Days left in my Kickstart The Cerberus Rebellion Into Print Campaign and we’re 24% of the way there! Stop by and pledge if you’d like some awesome rewards!

The Gunpowder Fantasy Review

In an effort to help raise awareness of other Gunpowder Fantasy/Muskets and Magic/Flintlock Fantasy authors, I’ll be reviewing their works and posting them here.

To facilitate the process, I’ll be using the following definition:

Gunpowder Fantasy: an alternate world story set in a world that uses gunpowder firearms (up to and including revolvers, but excluding magazine fed small arms or belt fed weapons), steam power (limited to rail transport and limited sea-going vessels) while also maintaining essential elements including some of the following elements: a fully-alternate world setting,  magic, a feudal or semi-feudal setting, alternate races (including, but not limited to elves, dwarves, orc and other “traditional” fantasy races), and/or a broad-scale conflict.

Alternate History stories may be considered if they are of a sufficiently “alternate” nature and will be considered on a case by case basis.

Steampunk will not be considered for review.

I’m currently working up a list of stories to be featured, so if you have any suggestions please hit up the Contact link.

Marketing From the Niche

When I was in the middle of world-building the Griffins & Gunpowder Universe, I ran into a dilemma. I had a solid idea of what I wanted to do with this universe: I wanted it to be an epic fantasy but I wanted to bring gunpowder technology into it. The problem was that I couldn’t for the life of me find very much in the way of previous examples of how this was best accomplished.

So I was debating dragging the whole universe back to the standard-fare medieval world, or taking it into a full-on Steampunk world. After some internal debate, some twitter chats with other authors and some googling, I decided to go ahead and make the world that I wanted to make in the first place.

Now that I’ve released The Cerberus Rebellion and plowed into the Gunpowder Fantasy subgenre full speed, I find that it’s rather difficult to find marketing venues for it. The Griffins & Gunpowder Universe is between two worlds; not quite Traditional Epic Fantasy but definitely not Steampunk.

So I’ve tried to reach out to the few other authors that write in the sub-genre and build a network of Gunpowder Fantasy authors.

A.S. Warwick’s Commonwealth Chronicles (his website is here) would definitely fall into my definition of Gunpowder Fantasy, though he doesn’t go quite as far down the gunpowder/steam technology path as I do. Where Griffins & Gunpowder is set in the mid-19th century with muskets being phased out, rifles common and the beginning emergence of cartridge-based revolvers, the Commonwealth Chronicles is set in a late 18th-century to early 19th-century setting. Muskets and smoothbore cannon are the dominant firearm in Mr Warwick’s world; rifles are rare, slow to reload and cumbersome.

Another author whose world falls into Gunpowder Fantasy, though again on the earlier stages of the technological tree, is William King. His Terrarch Chronicles make heavy use of muskets and, from what I’ve read so far, very much include heavy magic use.

The last author, and the one that I’ve had the most interaction and cross-promotion with, is Harry Vossen from A Way With Worlds, a world-building how-to. I had the chance to read some of his yet-to-be-released novel, Under a Burning Sky, and I was impressed. His work is definitely the furthest from my own; through the first few chapters (I haven’t had a chance to read through the full novel) Under a Burning Sky uses very little reference to gunpowder. In fact, Harry’s world is probably the closest of these selections to traditional Epic Fantasy. To the point I reached, muskets weren’t used and the only gunpowder weapons seemed to be cannons loaded aboard ships.

The point of this post is to say that no matter how small you think your subgenre is, with the expansive nature of the internet and the booming eBook market, there is likely to be someone else writing something similar enough to your own works that you can draw parallels between the two worlds and help each other through cross-promotion.

The Cerberus Rebellion – Last Free Run

Starting today, The Cerberus Rebellion will be starting it’s last KDP Select Free Run. It will be free until 10/10 (Wednesday) so if you’ve been looking to pick it up, now is your last chance. Download it here or click the cover below!

For those of you who don’t have a Kindle, I’ll be putting Cerberus up to the other major eBook vendors!

The Cerebrus Rebellion

One hundred years of peace and prosperity. War changes everything.

On the world of Zaria, Elves, magic and mythical beasts coexist beside rifles and railroads. The futures of two nations hang in the balance as rebels and revolutionaries trade gunfire with loyalists and tyrants.

Eadric Garrard was raised to believe that as the rightful King of Ansgar, his loyal nobles and fearful subjects answered to his every whim, no matter the cost or consequence. His decision to send his troops thousands of miles away will test that fear, and loyalty.

Raedan Clyve was ordinary until an Elven ritual involving a griffin’s heart turned him into something more. Twenty years later, he still struggles with the magics that rage through his body. His mentor holds him back from his full potential and he faces pressure to find a suitable wife and father an heir.

Hadrian Clyve has picked up where his father left off and works to expand his family’s influence amongst the Ansgari nobility. His aggressive negotiation of alliances and shrewd choice of marriage agreements has earned him respect, and resentment. When his King calls his troops to arms, Hadrian has other things in mind.

After a century of scheming and decades of preparation, Magnus Jarmann is ready to bring his family’s plans to fruition by launching a war of independence that will free his people and return his country to its rightful place among the nations of Zaria. The King’s call to arms creates an opportunity that Magnus cannot afford to miss.

In a war, little is held back; in a revolution, nothing is safe.

A Novel of approximately 90,000 words.