A Bridge To The Quiet Planet: Technology

(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.

Technology

The humans of the worlds of Avenoth find the division between Technology and magic to be very clear.  This is probably why some people talk about it too much.

Magic is defined as that requiring direct human involvement to exist, calling upon the magic in the world.  Items created using magic (enchantment or alchemy) are also considered magical if they rely on magical sources or power or magic to channel power.

Technology is defined as that which does not require a human to invoke and rely on the magic in the world or magic to power an item.  If magic doesn’t touch it it’s probably technology.

Of course, this area leads to assorted debates.  Is piece of equipment incorporating an enchanted component magic (most say no).  Is something manufactued via magic as many things are magical (most say no).  Does it mess up other enchantments or screw up hard-cast spells (it better not).

Thus the debates continue, though the larger population probably doesn’t care, and wishes the debates would slow down.

Magic and Technology are unavoidably intertwined.  Much technology originated by scholars studying items created or altered by magic.  Technology has helped created testing devices and training tools for magic.  Enchanted components are common in exotic technologies – or in some cases cheaper.

The supposed separation remains an area of debate.

The Involvement Of Magic And Manufacturing

Magic has been involved in manufacturing for centuries or perhaps aeons.  Trained mages can easily shape stone or metal, lift objects, and stoke fires.  There are mages and magical practices that focus only on practical applications – mages that do this often practice only a single element, and are often called “Fab mages.”

Over time, manufacturing has become more and more automated and less and less magical.  Science has figured out how to duplicate magical creations – without the issues of creating enchantments sensitive mages may feel.  This has accelerated in the last century or two, and is producing disruptions in both the manufacturing and magical communities.

Magic is still very prominent in construction, where Lithomancers shape and mold stone and stone derivatives like concrete.  They can very quickly raise buildings with the help of others.  Such shaped stone is called magestone.  The guild Crimson Cornerstone is the largest Guild of construction mages.

More exotic technologies may use enchanted or specialized mage-manufactured components, such as unusual weapons or special slate components.

Common Technologies

Aerobarges – Extremely large Flyers relying on anti-gravity technology – large, aerial platforms akin to ships of the air.  They are slower than Flyers, but their stability, safety, capacity for cargo, and ability to offer a less confined experience.

Autocoaches – Powered vehicles for transport – what we would call cars, trucks, and buses.  The term is used for  any powered human transport, but terms like “bus” or “hauler” may also be used.

Bridges – Bridges are teleporation devices used to travel between planets, large platforms powered by techno-magical creations to instantly send people and cargo between worlds.  This requires two Bridges to syncronize – and between orbits, timing, breakdowns, and planetary rotations, schedules can be notoriously unreliable or strange.  Bridges are run by an organization called The Bridgers, a non-religious but very philosophical organization that takes their job as serious as any creed.

Clackers – Flashminds bonded to mechanical bodies, usually used in combat during the War and at times for executions.  Clackers are, like AI, forbidden technology.  As many were designed for hardships, however, they can last for centuries – and recovering them is a sure insight into past technologies if one doesn’t accidentally reactivate one . . .

Flashminds – Artificial intelligence, often ones made by magically copying a human mind. All AI is forbidden on Telvaren due to past experiences and disasters.  Attempting to use or create them is met with stiff penalties – often fatal (if unproveably fatal)

Flyers – Aerial transport devices – what we would consider airplanes.  Many use anti-gravity technology for takeoffs, landings, and stabilizing the passenger.

Slates – Slates are portable, flat screen devices used to access the Network.  They are used most commonly for email, video calls, and research.  They are similar to cell phones and tablets in our world.

The Network – The Network is a world(s) spanning communication tool for transmission of information.  It had existed in several incarnations, and is now on version 3 – the former versions having fallen to magical problems and strange technical problems like Flashminds.  It is usually used for email, video calls, and visiting “sites” of information.  It’s obviously similar to the internet, though the heavy need for security and caution over technology mean it tends to be used more practically and cautiously.

Variable Weapon – A term for customized weaponry, often weaponry that transforms between multiple states, at times in ways that seem to violate the laws of physics.  This functionality is due to magical components that many contain – or components based upon magically created templates.  Variable weapons are carried by technics, members of Warrior Lodges, and some military specialists – but are looked down on as flashy and hard to maintain by many Constables and members of the Military.

 

The god of technology and engineers is Xomanthu, who is the arguable head of a large gaggle of gods and goddesses involved in the spheres of technology.  He is not the oldest of the gods, but seems to be the most forward thinking and social of his company of deities.  He’s usally portrayed as male or gender-ambiguous, with multiple arms – “Xomanthu’s many hands” is a common invocation, oath, or curse.  Xomanthu likes to be involved in people’s lives, though at times his involvement can be complicating.

– Steve

A Bridge To The Quiet Planet: Magic

(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.

Magic

Magic has three definitions to the humans whose worlds orbit the star Avenoth:

  1. Magic is the potential for a person or being to alter beyond its nature and/or the liklihood of probability.
  2. The alteration of something by a person whose mind is able to, via various disciplines, call upon the potential in themselves or a target to alter it’s nature and/or bring about an otherwise improbably event.
  3. The results of the alteration in #2.

When mages don’t want to mess around with semantics they usually put it simply “people can both instinctively and in practice change reality because people and reality are malleable.”  However, as magic is common (and indeed, everyday), most of humanity gives it little thought.

Reality has the potential to be altered, it is alive with probabilities.  Humans have over the aeons developed disciplines to allow them to use their own mental effort to “align” with new potentials and bring them about.  This is akin to a conversation, a dialogue where reality is rewritten, though in modern magic it happens extremely quickly.

It is akin to a dialogue as this change is created by visualizing various symbols in one’s mind that align a person’s mind with the potential in reality.  These symbols and methods have been hard-won over the ages, crafted and improved to create the most efficient ways to invoke magic, and to do so in the most efficient and least painful way possible.  Combined with practiced meditations, the understanding of other relevant sciences such as chemistry and physics, and guiding physical actions, mages can create powerful changes in their environment.

There are still disciplines and individuals that require such things as magical circles, runes, and diagrams created to help visualization.  These may be used by less practiced mages, but also by those who have to invoke complex forces such as Necromancers or those creating powerful warding magics.  Sometimes having a map is just easier.

Many mages discover an aptitude for magic without training, and there are some disciplines (such as Shadowing and Divination) that develop instinctively during a person’s life and experiences.  A surprisingly large amount of people do low-level magic instinctively with no training or detection, such as luck manipulation.

Modern mages tend to train in specific disciplines and elements, such as manipulating stone or calling upon fire.  Specializing in a few forms of magic means they learn quicker as similar lessons play into each other – to try and manipulate many elements or forms over time requires extensive learning and practice, as well as unpleasant potential accidents.  The more elements or forms one can master, the higher ranked a mage is considered by their various Guilds and organizations, though certain complex specializations (Necromancy, Illusionism, and some forms of Divination) have their own ranking systems.

Magic is taught in large schools and universities, and is carefully regulated because of it’s nature.  A mage, as respected as they are, as much as they are a part of society, is powerful – and with all the unpredictability of a human.  Responsibility is emphasized by schools, parents, clerics, and society.

All mages are required to either join one of the many Guilds (which provide services and employment) or register with appropriate Universities in whatever Great City they live in (which is very rare).  All mages must wear Guild colors and badges or logos at all times to identify themselves, no matter how poor the Guild’s fashion sense is.  This policy, enforced over the centuries, goes virtually unquestioned – and has helped people trust mages.

The god of magic is Ivonau, The Spellshaper, The Eye of Magic.  Ivonau is a thoughtful god who focuses on knowledge, education, responsibility.  A bit of a “wet blanket” among the gods, Ivonau isn’t exactly exciting at parties, though occasionally they get off on a tear or an odd experiment or impart some new idea to a sorcerer that is world-shaking (and probably the other gods would have wanted to know).  Ivonau as of the 250’s has decided it’s time for them to “rethink” this whole god of magic thing and has been conducting research and polling.

 

– Steve

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