A Bridge To The Quiet Planet: The Twelve Great Cities

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Let’s get to know more about the setting of my upcoming novel, A Bridge To The Quiet Planet.

The Twelve Great Cities

The Twelve Great Cities are the major regional, political, cultural, and economic powerhouses of Telvaren. They are the result of the decline and death of the Nations during the War, where major regional powers banded together to stop the War, band people together, and try to recover from the conflict that killed 3/4 of the planet’s population. The fall of the South is regarded by many as “the final straw” that caused the formation of the Alliance of Cities.

Each City controls a large region known as a Province. Outside of the Province are the Unaffiliated Territories, which include everything from small Nations to wastelands to toxic remnants of the War. Thus each City (though they’d never admit it) is essentially a small nation.

Each City controls it’s Province with a Guard, made up of citizens, many of which are actually reservists who serve occasionally or in emergencies. The Guard acts as a military within the Province and is equipped as such, though most Cities have a limited amount of Air power and, except for Vasikon Zek and Olanau-Kao, very little sea power.

The Cities are bound by the laws of the Government and in theory will assist The Military when called upon.

Occasionally the Cities refer to themselves as part of the Alliance, but that term has fallen out of usage. Now there’s just the Cities, The Government, and The Military.

There is some debate as to what adding other Great Cities would constitute. The other colonized worlds, Gellitar and Lindhaem, each “count” as one City for purposes of representation, but there is some discontent over this. Lindhaem, which bosts two large cities similar to Great Cities, is especially annoyed by this.

The Twelve Great Cities Are:

Allanax – The capital of the Great Cities where Parliament meets (in a nearby smaller city), and former capital of one of the Nations of the West. Allanax is noted for its history, libraries, and it’s legal scholarship. It’s a city steeped in politics for centuries and perhaps aeons, but also has a strong hand in publishing and news (and muckraking news at that). The city is very vertically oriented, with great skyscrapers with above-ground traps, and the famous Spiderguard, exoskeleton-using Constables that walk up buildings. It is also considered an extremely clean city and it takes its health and garbage collection very seriously.

Brightguard – Brightguard is home of the premier schools of magic, collectively known as the Universities of Brightguard, of which the High University is the most known school of magic. Brightguard is infamous for high rent prices, which is sometimes accurately blamed on the fact there’s an enormous wasteland to the east from the last battle against the Demons. Home to many bookstores, magic shops, and similar establishment, some of which even engage in legal commerce. Brightguard has suffered gentrification in the last few decades as a desirable place for high-level technical, magical, and scientific commerce.

Grand Ivar – A diverse city that was an early member of the Alliance, Grand Ivar is known for its many cuisines, subcultures, and impressive architecture. Often feeling in the shadow of its nearby Cities Allanax and Brightguard, and having no one thing that makes it distinct, there’s a peculiar insecurity to the city’s culture – it wasn’t to stand out for One Big Thing. Grand Ivarans often pick odd rivalries with other cities. Despite the insecurity, the city is well-respected for its architectural schools, Polestar University, emphasis on frugality, and its liveability and reasonable rent and home prices. Grand Ivar is actively expanding its Province as of 253 AR.

Highpoint – The remnant of the old Confederacy of the East, Highpoint basically cheated its way into the Alliance (and rebuked its own government) by renaming a cluster of several cities as a single Great City. This cheeky action led to some bad feelings among traditionalists that persists, but many respect both their gumption, their decision, and their aid in ending the War. Highpoint arguably has the largest Province, as it “city” is still widely distributed. Highpoint is known for its mineral wealth and its cooperation with the Alliance – almost to the point where they’re obviously seeking more influence. There is occasional rivalry between Highpoint and Grand Ivar for no other reason that they’re trying to stand out, but Highpoint’s culture is FAR more relaxed about it.

Kalstaff – An old city that has wielded financial and cultural power for over an aeon, Kalstaff was the last addition to the Alliance, and helped end the War by undermining the militarized government of the North. Kalstaff is home to the only Bank on Telvaren not run by a City and several major financial interests, provides a place for information exchange, and is known as a very cultured and intelligent city. There is occasional mistrust of Kalstaff due to its financial influence and the fact it turned on its own nation (even though the mistrustful ignore that Kalstaff risked all to do so).

Mindarion – Midnarion is the undisputed mistress of manufacturing and fabrication, both in what it produces, but also as a site for innovation and research – and has a growing media industry. Mindarion produces many vehicles, pieces of equipment, enormous aerobarges, and even some of the trains for Zafrel. Mindarion is very valuable to the Government and the Military as it supplies a great deal of military equipment. The city is quite livable and has worked to control any pollution and industrial waste, and is considered amazing to fly over if one’s prone to air travel – the factories and fabs and roadways are almost artistic in their own way.

Nasharex – Nasharex is more of a high-tech and high-magic city that creates personal and smaller technology, computers, information tech, and magictech. Nasharex and Mindarion have a semi-friendly rivalry as they clash over who is best at what – and who provides what. Nasharex’s culture is an unusual mix, having formed from a mix of Refugees from the South, the old Eastern Confederacy, and Central region magic. There’s a vague distrust of Nasharex among some of the older cities due to its experimentation and some of its founders came from a fallen Nation that maniuplated their rival in the South, the King of Green, before his breakdown and devastation of his people.

Olanau-Kau – A coastal city and the only city of the South, Olanau-Kau survived the techno-magical biological weapons unleashed by the King Of Green when he felt he’d be deposed and turned on both allies and enemies. Olanau-Kau has had to evolve, at times unhappily, first being a major techo-magical center, then a high-walled refuge, and now has become a major location for research into agriculture and botanomancy – albeit involuntarily. The inhabits of Olanau-Kau push out into the South every year, reclaiming territory from the plague-twisted and verdant horrors unleashed – this does not always go well. The city’s personality is a strange mixture of grim practicality and enthusiasm. They are a site of a recent expanded space program.

Sabillon – The undisputed media capital of the Alliance, Sabillion is also arguably the last major center of Central culture after the Dragon Kingdoms fell during the War. Allied with Nasharex, Minadrion, and Triad True, Sabillion’s major industries are publishing, television, and art. Fashion tends to take off from Sabillon, though depending on how elaborate it is, it may not go that far.

Triad True – The Theopolis of Triad True (the name is actually a mistranslation but no one admits it) evolved during the War and then exploded as the gods tried to reconcile with each other and with humanity. Though there are strict zoning laws, it has exploded into a mass of churches, seminaries, libraries, museums, and vacation spots for the religiously inclined. Many clerics train at Triad True, and the universities of all Cities visit to go through the voluminous libraries. Triad True tries to be an authoritative cultura center, and sometimes that even works when the hundreds of gods can agree on things.

Vasikon Zek – The only city built upon the Ocean, Vasikon Zek is a pinnacle of techno-magical engineering, having gradually been raised over the centuries out of the sea or by merging small islands with geomancy. A joint experiment of several fallen Nations, the city declared its independence early, though it earned a stingy reputation when it had to stop taking refugees. The City is known for its efficiency and engineering, and there’s a rivalry between its premier arcitectural academy, Pyram’s Academy, with the Grand Ivar academy the Parabolan Academy.

Zafrel – Zafrel is a major central transportation hub, though in origins it owes more to the North than it does to the Central regions. Zafrel is a hub for the trains that cut across the main continent, the old canals still in use, and major Skyports. Zafrel is a place of shipping, storage, some vehicle manufacturing, and commerce – and politics. The inhabitants are considered practical, straightforward, and usually welcoming – hard work and an honest word goes far in Zafrel.

– Steve

Agile Creativity – Principle #12: Review

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

And here we are, the last Agile principle. Appropriately, it’s about review

At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

It’s another piece of simplicity – the team regularly reviews on how to become more effective then adjusts. It’s one of those things that should have gone without saying, which is why a bunch of people had to say it.

This is one that doesn’t have to be changed or altered for creative teams. But let’s take a look at what it means for creatives by breaking it down.

At regular intervals . . .

Reviewing is done at regular intervals – happening every x days or y weeks, or z months. Not “whenever” or “when we have time.” Reguarly.  This is important.

First, this regularity means that the review is guaranteed – you know it’s coming and when so you can prepare for it. If you’ve got a hectic or unpredictable schedule, this provides an anchor so you’re ready.

Secondly, this regular review means you hold it no matter what. There’s no saying “we didn’t learn anything” or ‘we can’t improve.” It’s a great way to break people’s habits and challenge any assumptions there’s “nothing to learn.” – and can get things out into the open and stimulate conversation. In creative works this is vital, since the unpredictable nature of the work may mean lessons are not immediately obvious – besides we know creative folks can build who ideas that they know something and be wrong (I’ve certainly done that).

Third, it gets people into an improvement mindset. In my experience the more you do these reviews, the more you learn, but also the more people improve outside of the reviews. Self-review and self-improvement is a skillset, and doing this develops it. There’s nothing like turning an imaginative team loose on self-improvement.

Fourth, it encourages applying lessons that can be used. In creative works, projects may differ wildly, so a regular review will in general lead to developing improvements that apply well into the future. Yes, short temporary changes may come up and be made, but in time you’ll improve longer and longer term as repeating issues come up and new insights get put into long-term practice.

Fifth, people don’t have to worry about missing opportunities or remembering everything they want to improve. Their work, especially creative works, may be seen differently in retrospect or with a marketing change. A person may have a hundred ideas but only remember five. Regular reviews mean you’ll be able to get back to forgotten ideas later or incorporate new views of old work. You can relax – you’re less likely to miss something.

. . . the team reflects on how to become more effective . . .

There’s two parts to this section.

The Team

The team is who does these regular reviews so they can improve – not just as individuals but a team. Now we have to ask who is the team?

To me the team is usually the folks doing the work – in the case of creatives those doing said work and their support team. But does that include consultants? The client? Beta testers? The legal team?   Asking this question is probably going to lead to unexpected and important answers:

By the way, no I can’t give you an obvious answer. But I can say in creative teams that it gets a bit hairy because that’s a place “things come together.” So your “team” may not just be people doing what you think is the work, but:

  • The legal team reviewing copyrights.
  • Proofreaders for documents who provide “testing.”
  • Marketers testing your ideas.
  • Support teams who provide software, hardware, maintenance on things like cameras, etc.
  • Administrative teams scheduling events.

Ask who the team is. The answer may surprise you.

Being More Effective:

Reflecting on being more effective sounds great, but there’s  an issue.  What does it mean for your team to be “more effective.”

It’s not an obvious question, which is why the importance is in how we answer it! How do you measure effectiveness so you know you’re getting better.

I often solve this by asking the team how they want to measure effectiveness and then going around until we have an agreement and a way to do it. For many it’s a simple general gut check of “did we get the work done and signed off on” but you may find a few additional factors come in. You may also find that it changes over time.

The best way, of course, is to focus on Value – did you deliver what people valued. But the way there, that may take some consideration, analysis, and arguments.

In creative teams, where metrics may be hard to come by and subjectivity is an issue, this question is very important. It may help to ask now and then just what effectiveness is and how you measure it.

. . . then tunes and adjusts its behavior accordingly.

Ah, yes the end goal of these regular reviews with the team – you review how you did and then figure how to tune and adjust what you do accordingly. In short, you decide how to improve your behavior, approach, actions, tools, and methods. you hold these reviews and then create *takeaways.*

I can’t emphasize this enough. Make sure that these reviews lead to concrete goals for the team that you can measure, and tasks for the team or individuals so you can say “it’s done.” I’ve seen people who do reviews insist everything be something that can be tracked as simple as a piece of work – and I have to say it’s effective.

Make sure your team comes up with concrete suggestions that you can move on. In fact, when I do this I review them reguarly, often during other meetings and definitely at the start of the next review.

This is needed in creative works because of the many variables, obvious, but also for another reason. Creative works, with their infinite options, also provide us many ways to improve. Having solid choices is a nice way to narrow things down to workable selections.

Having definite choices also keeps people from overloading themselves. After all, you can’t improve if all you’re doing for a few weeks is doing things better – so you have no time to DO the things you want to do better.

A final important note – improvements for individuals should be called out by the individuals themselves. The team’s goals are to improve as a team, and blame-slinging (even if true) is pretty disruptive at these meetings. I found a way to make this easier is to see if people have any personal improvement goals they want to call out to encourage personal improvement – but note the team has to support these people.

Note: If your team has too many improvements to make, have them force-rank them in order and pick what they think they can do in the next time period. That helps them prioritize (and deprioritize) and focus.

Do I Do This As A Solo Creative?

Yes.  You should do your own reviews even if it’s just you.  Even if you don’t review with a client.  Even if it’s just personal work. Sit down and go over what you did, how you’re doing and how to improve.

Remember, never assume there’s no way to get better . . .  even if you’re awesome on your own.

Roundup At The End

So there it is, the Twelfth Agile principle – go and review sutff regularly with the right people and make concrete improvements.

I find these reviews are almost comforting in any practice. In creative practices you’ll always be focused on going forwards, on lessons learned, on getting better. it adds a structure where needed – while also breaking you out of any assumptions or mental straightjackets.

Besides, creative people asked to “make something better” can often take off when given a chance . . .

A few quick roundups:

  • A regular review puts people into an improvement mindset, reduces the chance and fear of missing opportunities, and makes it predictable.
  • The team should be involved – but you have to ask who “the team” really is.
  • Reviews should focus on being effective, but you need to determine how “effective” is defined.
  • Concrete goals should be the end result of the review so you can move forward.

And that’s it folks!  The Twelve Agile Principles for creatives.  Now you’ll be pleased to know this isn’t the end – I’m using this as raw material for a book. So in a few months get ready for something even more awesome . . . and probably better edited.

– Steve

A Bridge To The Quiet Planet: Avenoth

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Let’s get to know more about the setting of my upcoming novel, A Bridge To The Quiet Planet.

Avenoth
Avenoth is the star around which Telvaren and its sister worlds orbit. It’s a g-class star, analogous to our own sun, if slightly larger. It is orbited by the following planets, from closest to furthest from the sun:

  • Maladon – A rapidly spinning rocky world close to the sun. There was a failed attempt to visit it out of geologic curiosity, but the voidship was lost.
  • Gellitar – A semi-arid world first reached in 200 BR. Gellitar was arguably the site of the first Bridge, as primitive as it was. Initially a curiosity, it was colonized officially pre-war, forming the major city of The Barrow.
  • Telvaren – Homeworld of humanity and arguably the gods of Avenoth. Telvaren sports one major continent and one (previously two) minor continents. It is the most technically, magical, and theologically advanced of humanity’s worlds and the most populous of the worlds. It survived the great War, where power consolidated – and was wrestled away – by the Twelve Great Cities. It has one moon.
  • Godsrest – Godsrest has an orbit at a different angle than most of the worlds around Avenoth. it is the grave-world of the gods, where they go to die to avoid affecting the minds of their followers and the world. Godsrest was “theoformed” aeons ago.
  • Lindhaem – The second world reached by humanity. Lindhaem is a world known for its hospitable environment – nearly equal to Telvaren if slightly colder – but hostile life forms and diseases. It was rapidly colonized during the War, but this led to a variety of factions, minor nations, and political chaos. The planet’s government is in Dawn’s Approach, but it’s sister city of Corvallion wields considerable economic power. It has one moon, Roshnak, which appears to be a separate planet captured ages past.
  • Pandemonium – Formerly a world known as The Eye, it’s a world of extremes, with areas of cold, heat, and unusual geologic activities. Near the end of the War the majority of Demon Royalty and the Emperor were exiled here as an easier solution to mass battles against the poisonous creatures.
  • Iskomal – A gas giant with multiple moons, some of which are colonized. However no moon is habitable without technology, sorcery, or divine intervention.
  • Final Gleam – The last known planet in the solar system, it’s a frozen world of strange crystals.

There are various rumored other worlds, including lost planets, hidden ones, or even a complete parallel Telvaren on the other side of Avenoth.

– Steve