Writing with dice, again

Screenshot anime DanMachi / Dungeon ni Deai

The status of my white-haired main character has grown a lot! That’s because I roll dice every Sunday morning. It also makes for very fast writing, as it turns out.

Since April 18th, I’ve had fun writing a fiction story. Around the end of April 26 (that would be 8 days later) I reached 50 000 words. It’s slowed down a bit since (65 000 by the end of the month), which is good because I have other things to do as well. Also to avoid repetitive stress injury from insane amounts of typing, I could not do this all year round. But it is a pretty awesome feeling when the writing just runs through the brain onto the screen.

The fiction is a coming-of-age psychic mini-superhero story using dice. The scope is similar to that of Smallville (the TV and book series) in that it follows a boy with unusual abilities from he discovers them until he is fully grown. But the tone is very different. The powers are different, and they start out very weak, so much so that at first they are indistinguishable from coincidence. There are also no truly superpowered enemies or allies – for the duration of this story at least, it is assumed that the Main Character is the only of his kind on Earth.

(There may be sequels, or maybe not. The story as first draft is extremely bare-bones and I might easily expand it not only by adding detail but also by writing scenes in between existing scenes. In the hands of a better writer, this story could easily be as long as Smallville. Then again, in the hands of a better writer, Smallville might have been worth watching more than halfway through.)

(When I say these 65 000 words are “bare-bones”, I mean as in “we only know the hair and eye color of the main character and his best friend”, “we don’t know the layout of any buildings”, “we don’t know the local plant life but the setting is said to be in northern Europe” (it is actually in Denmark, to the best of my knowledge, with a brief vacation in southern Norway which is mentioned in one of the first chapters.) It is the complete antithesis of filler. Pretty much all except the action and dialog is left to imagination, at least as of today.)

***

Now about the dice. The psychic powers are very closely based on GURPS third edition, the Psionics chapter with a little extra detail from the Psionics extended rulebook. This is a robust, realistically scaling role playing system that lets you transition seamlessly from the everyday to the fantastical given enough time. In my case, I roll the dice every Sunday morning (story time, not my time!) and increase one stat each time.

For those who want to try this approach but not for psychic powers, they may want a different time scale and a different skill set. But I particularly like psionics, so.

At the start of the story, as the Main Character enters high school, he is noticeably weaker, slower, clumsier and (barely noticeably) stupider than the rest of his class. The only stat that is above average is Longevity, which is one I added as a vital stat, which it is not in GURPS. (In GURPS there is a life extension subpower of healing, I am skipping that in return.) Because longevity has already kicked in, the character is aging more slowly than his classmates, so that at the onset of high school he is only just past puberty. This delay explains most of his weakness, which also makes him a victim of relentless bullying ever since his childhood.

Each Sunday morning (story time) I roll 1 ordinary 6-sided die first to determine the type of stat to increase. In my setup, there are two groups of psionic powers plus vital stats. The first group is variations of telekinesis and telepathy. The second group is miscellaneous psychic powers such as teleportation, ESP and healing. Each of these have a power component (the strength of the psychic power) and a skill component (the chance of success and level of precision, if applicable). The eyes of the die translate as follows:
1 = basic psychic power group
2 = misc psychic power group
3 = vital stat
4 = basic psychic skill group
5 = misc psychic skill group
6 = vital stat up to 15, after that reroll

After determining the group, a new single-die roll determines the exact power or stat to increase by 1. For example: Roll 1 = 2, which means we will increase the raw strength of a miscellaneous psychic power. Roll 2 = 6, which takes us to the specific power of healing. (As it happens, in the actual story this power got a higher than average number of rolls throughout the story, to the point where I tried to vary the way I threw my dice, including using two different dice for the two rolls, but the phenomenon continued. Make of that what you will.)

As for skills, they start at IQ-3. This is not really useful information unless you know GURPS. But it means that when the vital stat of Intelligence rises, the skill stats increase along with it but the power level does not – only the chance of success and degree of control.  So with starting INT= 9 (IQ 90) an accumulated skill roll of 1 would give an actual skill of 6, or a chance of success of 9.3%. For the first chapters, I added a beginner’s luck to the narrative to introduce some of the powers into the story, but then the Main Character naturally finds that it is almost impossible to make it happen again until months later when his skill has improved again. His powers start out almost useless and stay that way for his first year in school, where he continues to be bullied mercilessly but increasingly often get premonitions that warn him, or miraculously escapes before getting too badly beaten up. At this point he has really no offensive or defensive powers beyond running away.

The dice only determine what is possible, they do not decide the story as such. But they do push on it. Due to the early and relatively rapid growth of his healing and telepathy, it was natural to develop him into more of a healer type. Certainly his mother  sees him as such. As a result, at the end of high school he decides to become a nurse, and after a year changes studies to doctor (physician) as his intelligence continues to increase. This means that for the most part, detective or combat abilities are downplayed even when his powers reach a level where such a role would become possible. If the dice had caused a rapid increase in strength and telekinesis early on, he might have become a more classical combat-oriented hero.

***

Obviously this approach will not work for all genres, but perhaps it can help someone else escape from writer’s block. There are also many other ways in which dice can be used for fiction. In my Sims 2 blog, for instance, my simulated neighborhood Micropolis was exposed to random events from year 40 onward, such as climate change or the outbreak of a genetically modified disease. I had a list of possible events and used dice to determine which of them actually happened, if any, and in which order. I hope this can give blocked writers some new ideas. Good luck!

NaNoWriMo and a half

Screenshot anime Inou-Battle

Right now, writing stories is fun! I love writing books about Books of the Truth. ^_^

I wrote earlier in the month about my “winning” NaNoWriMo – it is not actually a competition except with ourselves and with time, admittedly worthy adversaries – and how my victory felt hollow because I had taken to heart the National Novel Writing Month’s slogan of “quantity over quality”. It is not like I was writing gibberish or random sentences, but my 50 000 words were basically an exploration of wish fulfillment and the price thereof. It was, I now think, aiming downward, digging into a lower world. My favorite writing goes in the opposite direction: Aiming upward, toward higher goals, higher worlds that humble and amaze those who are found worthy to see them. But of course that is hard to write.

Even so, after a few days of well deserved rest, I started on a second story which was more satisfying. It may even grow to something publishable one day if I get to live.

***

The basic worldbuilding is actually one I have used before: Parallel to the mundane world (to several mundane worlds, actually) lies a magical world dominated by wizards. They are not the formal rulers of the realm; there are kings for that. But they rule by majesty and lead through awe, for their power is not inherited by blood nor is it bestowed by ritual, but is the power of wisdom won by learning the Truth. They are Hermetic mages, although that name would not be familiar in their world. When a teenager has read a thousand books in his or her lifetime, the Wizard Guild will know, and a representative is sent to induct them into the knowledge of the Truth. They are given access to the hidden libraries that contain the 20 000 Books of Truth, also called the Books of Thoth  (or Thothe in the local language, which is more fond of vowels than ours.)

Thothe was the legendary divine king of Atalan. In his lifetime he achieved all knowledge, insight and wisdom that one can bear and still remain in a human body. He invented a new and better system of writing, and wrote his wisdom down in the legendary 20 000 Books of Truth. After giving his books to the world, Thothe laid off his human body and ascended to the heights of the spirit world, but before this he  promised to return in the world’s greatest hour of need to save human civilization once again. It is said that whoever reads and understands all the Books of Truth will be the reincarnation of Thothe.

Reading 20 000 heavy tomes of concentrated wisdom seems too much for a single lifetime, but this is where the Gift of Thothe comes in. Each of the Books gives a magical ability to those who have read it, and the first book, named simply the Book of Truth, bestows upon its reader the Gift of Thothe, that every moment spent reading the Truth, thinking of the Truth, meditating on the Truth, practicing the Truth and dreaming of the Truth will not age their physical body. Therefore, wizards who are ardent in their pursuit of the Truth can live for hundreds of years. They can become immensely powerful, to the point where the people of their world refers to them as gods (roughly translated – it is known by all that they are not the Creator, but they are thought to be His servants and representatives.) But there is yet another limit.

Thothe describes the Truth as a tree whose root is in Heaven and its branches here below. Its trunk is one, but in order to reach us down here, it has many boughs and branches. After reading the Book of Truth, you can choose one of various branches to follow. Each of the books that represents a main branch can be read directly after you have understood the Book of Truth, while others require you to first read the book that is the “trunk of the branch”, which then opens the way for one or more other books and so on. Some of these branches are open for all wizards. But there are seven pairs of branches that are complementary, and to most they appear opposite. If you have begun to study one of them, the opposite branch will make no sense at all. The words and sentences will be readable, but you will not be able to get the message, because it will seem opposite to the Truth you already know. Only people with a particularly great inner capacity for the Truth will be able to grasp one such pair, and any who does so is sure to be known as a god and nominated to the High Council. Only legendary gods, appearing rarely through history, have been known to learn as many as three of the pairs. And it is said that only Thothe, on his return, will know them all.

Well, Thothe may have to hurry up, for a new challenge is upon the world. But to understand this, we have to return to the mundane worlds, worlds such as our own.

When a teenager in our world has read a thousand books in his or her lifetime, a librarian will give them the 1001st Book, which seems to be a fantasy novel about a young boy who has read a thousand books and gains the ability to spend his dreams in the magical world. It gives some details about this world and the kind of things one may expect there, and also an introduction to the writing system, the Runes of Thothe, which is one in which each rune represents one syllable. They are constructed in a logical way, so that syllables that have a sound in common will also have some features in common. If the teenager goes on to actually learn this syllabic script, they will wake up one night in the Magic World, in a body that is a copy of the one they had in the mundane world. There a wizard or group of wizards will take them under wing and provide for them as they begin to learn the Truth and become a wizard in their own right.

One night in the mundane world corresponds to eight days in the magic world; time flows differently there. The world is very similar to ours (except much of the polar caps have melted and the sea level is about 30 meteres higher) but for some reason the moon is much closer to Earth, with a month lasting only 8 days. (The tides are also higher, obviously.) It is only on the Moonday night, when the moon is new, that a wizard may cross over between the worlds. Normally only the mind crosses over, and the body in the Magic World will age 8 times as fast, if not for the Gift of Thothe. This causes some interesting side effects for the teenagers who, at least until they have fully understood the Book of Truth, will be gradually older in one world than the other. (This plays a role in this year’s story, as the main character’s cousin is a middle school senior in Mundania but two years older in the Magic World. That’s incidentally the same age as the main character, just saying.)

Now, the civilization of Atalan has survived the disastrous flooding that covered its homeland in water nearly 10 000 years ago, 2 000 years after the reign of Thothe. It lives in balance with nature, growing food organically, its population in balance due to the advanced health care provided by the wizards, and high standards of hygiene. Although the civilization is pre-industrial, literacy is universal and people live simple but healthy lives, enjoying good food and cultural activities. Those who do not want to have children (or not have more children) get their fertility turned off by a wizard who has the necessary magical knowledge. Likewise those who want children can have their fertility increased. Various forms of fertility magic are at the core of the Atalan civilization, boosting both agriculture and animal husbandry, as well as voluntarily regulating population.

But lately, civilization is under threat. Someone has introduced steam age industry on the continent west of the ocean (presumably North America), along with ironclad ships and gunpowder. Most likely it is a crossover wizard that has turned against the traditions of his new world and taught them as much of our science as their society was able to duplicate. Traders protected by powerful warships and soldiers have arrived on the coast, forcing the local towns to let them set up their trading bases. From here they have begun flooding the land with cheap mass produced goods, disturbing the delicate balance of society. But this is just the beginning: The invaders are also marketing a different philosophy, one that says that wizardry is just tricks and psychology, that there is no Truth, no gods and no spirit world. The people, they say, are being suppressed by a ruling class of tricksters holding them down in a primitive agrarian society and a sparse population, whereas industry could provide them with unlimited luxuries and fill booming cities with their happy offspring.

While a culture war is taking place on the coasts of Europe, the invading army from the west has already taken control of the British Isles (which are somewhat smaller due to the flooding) and deposed the local kings, killed any wizards they could find, and outlawed religion under threat of capital punishment. The rest of Europe is likely to follow … unless the wizards can hold the invading barbarians off until Thothe returns.

Sounds like something that could become publishable one day, doesn’t it? If I manage to keep my teens reasonably chaste, at least. You know how they can be, it can be hard to make them concentrate on the Truth for long.

Won NaNoWriMo

Screenshot anime Inou-Battle

“You shouldn’t be embarrassed about writing a novel.” Well, unless it is as bad as mine.

I totally won NaNoWriMo this year. I wrote over 50 000 words of one continuous story. That’s all it takes, and I did it in less than two weeks. Mission accomplished with margin, as we had one month to do it. I am a master of quantity, woo.

The quality was terrible. I think a decent editor would have killed about 90% of it. There was all kind of irrelevant stuff, only one character worth mentioning, very little plot and virtually no drama. It was basically a mix of wish fulfillment and midlife angst. But no one is asking about that on NaNoWriMo.org. Quantity is king. At least I got verified that I still have that. Also I dispensed with some of my signature writing traits, like the long dialogs, often humorous, and barely worksafe humorous references to human sexuality. This year’s story would probably have passed a Republican party convention without any critical remarks, except that it was repetitive and lacked direction.

So yeah, it was an OK practice, but nothing more than that. It is not something that could be salvaged and made into a publishable work without a complete reboot.

I am not sure whether I am going to continue doing NaNoWriMo, even if I live for more years, which I sincerely hope. I feel that I have mastered quantitative writing now. I hope there will never be a time when I need to write for a living. And if there was, I would rather write fact than fiction, these days. There is so much beauty in truth. Just before NaNoWriMo started, I signed up for an edX MOOC about exoplanets. It is somewhat heavy on math, but, exoplanets! Planets around other stars! Alien worlds! Thousands of them! Isn’t that much more interesting that the petty power plays of insignificant humans? Let alone insignificant imaginary humans.

Lost NaNoWriMo

“It is the test’s fault for being too hard.” That is a normal human reaction, but let us be honest. It was my own fault and I could have avoided it if I had taken the project more seriously. Luckily it is not my living at stake, much less my life.

I failed to write 50 000 words on my novel in November, which is the challenge of the National Novel Writing Month (which is, by the way, international). Actually I lacked less than 3500 words, which I sometimes write in a day. Perhaps I did underestimate the Big (Secret) Event at work, which happened to fall on the last weekend of the month. But I had plenty of time to write before that.

The truth is that the characters did not really engage me, and probably would engage any other readers even less. The premise of the story was great, I think. I may reboot it if I live long enough. But for some reason, most of the characters did not click with me or each other. The most interesting was the weird cousin, who was not even meant to be in the story, I just roped her in because nothing would happen with the existing characters. Pretty much every major character was lacking basic social skills, and unfortunately they did not have other engaging traits to make up for it. I had some plot, but moving forward along it was like constipation.

Instead of writing about an augmented reality game combining the best elements of Ingress and Magic: The Gathering, I spent much of the month playing the actual Ingress, and had rather more fun. Although I think the game would have been better if it had been like the game in my novel, it was still more engaging than my novel.

Better luck another time, if there is another time.

NaNoWriMo is coming!

Screenshot Sims 3 Supernatural+University

Calling on the Blue magic of Aquarius, the power over water and air! If this doesn’t clean out the sink, I don’t know what will! (Screenshot Sims 3.)

I have been surprisingly relaxed about NaNoWriMo this year. I even started my vacation a week earlier, meaning I will have to be at the office during the last week of November. That was unthinkable before. Well, there are two reasons for that, the most important being that the office will relocate from one somewhat secret location to another, and this strongly suggests my presence. ^_^ The other reason is of course The Sims 3: Into the Future, which came out this past week, the next to last week of October. I just wrote about how ridiculously excited I was about that game, remember? It was actually very enjoyable too. But NaNoWriMo is like a pilgrimage, a holy near-obligation of the writing soul.

With that out of the way, let us look at the worldbuilding for this years novel, as we usually do.

***

The working title is “Hobby mages” and the pre-production blurb is: “High school boys are easily bored, and Andreas is no exception. Having nothing better to do, he joins a game where players use their smartphones to locate ‘magic nodes’ in the real world and harness a magic that is only visible on the screen. It doesn’t hurt that he can watch the girl from his parallel class from behind as she leads them from one location to the next. But what if she is right and this is not just a game? What if a sinister conspiracy has been draining our world of magic for centuries? And what if the only thing that can prevent them from making Earth a barren wasteland forever is a bunch of squabbling, selfish and mostly juvenile gamers?”

Originally the working title was “Ingress of Magic”, because the basic idea was a kind of love child of the outdoors game Ingress and the computer game Master of Magic, both of which have been in my “Top 10 Lifetime Favorites”. If you know them, the rest of the worldbuilding very nearly writes itself. But fear not, I’ll spell it out anyway.

The world in which the story takes place is very similar to our own, although some place names are different and some towns are found in different locations. One notable difference is that smartphones / phablets are called “POC” (or PoC for the purists), meaning both “Pocket Computer” and “Point of Contact”, as they originally included telephone, text messaging and email. The name was coined by founder Gil Bates of MicroSystems Inc, a driving force in personal computing for many years. The new invention did not take off until years later, however, when the charismatic genius Joe Stubs presented the MyPOC, with a larger screen, full Interweb access and an easy-to-use interface. However, today most POCs are powered by the Robo operating system from rival GIIGA, a many-tentacled software company with the curiously pious slogan “Deliver us from evil”. Nobody has quite found out why they picked that. But it is only RoboPOCs which can run the new game, which insists it is not a game, named “Influx”.

The game (or not a game) is so named because it consists of locating and harnessing magic that supposedly flows into our world from four other worlds, each in an alternate dimension, and each magic with a different color and properties.

Celestia is the origin of the White magic of light, knowledge and protection. It mostly leaks into the world from white magic nodes that coincide in our world with places of worship and religiously themed monuments. Small scattered amounts are found around town, presumably where religious people often pass through.

Nurtura is the world from which comes the Green magic of nature, healing and fertility. It is found in small amounts in forests, park and farms, but with particular nodes in forest groves, old large trees and moss-shrouded boulders.

Aquarius is the world of Blue magic, which controls water, air and the mist of illusion. It is scattered on rivers, lakes and the sea, but its nodes are in springs, fountains and where streams or rivers join.

Energaia is the home of Red magic, the magic of raw power, heat and speed. It is associated with fire and scattered around inhabited areas, but nodes are usual power plants, smelting industries and some other factories where intense heat has been employed.

There is yet another world, Exon, which is associated with black magic. Its nodes are typically cemeteries and disaster sites. But this is not a magic that flows into our world – rather, black magic is a twisting of the four other magics and of life itself into a different force, which is then drawn into Exon, a vampiric world or black hole of magic. While using the other four colors of magic increases their presence in our world, the use of black magic reduces all forms of magic and eventually, once they are drained, life itself.

One drawback to the four “bright” magics is that the nodes can only be unlocked by a pair, two players being present together and performing certain actions in sync. After a node is unlocked, the same pair of players will need to revisit it – not necessarily together, but within 12 hours of each other in either direction – in order for the magic to flow freely. Black magic can be unlocked and drawn by a single player, as it is fundamentally different.

When a gate is locked, there is only a tiny trickle of magic. Once it is unlocked, the influx of magic quickly increases to its maximum. A pool of magic gradually forms around the node, although this is only visible on the screen of the POC, which serves as a combined map, grimoire and talisman. The pool is “full” after about 4 hours, but you can absorb it into your talisman at any point, resetting it to empty. If a pool is left full for a full week, the magic flow will begin to dwindle, and after another week the node is locked again.

To further complicate things, a pair of mages can only unlock and maintain one color of magic. This can only be reset by an elaborate procedure performed by the Head Mages which administer the e-grimoires. When reset, they lose all connection to their previous color.

Other mages of the same color can poach on each other’s nodes, as they are supposed to be allies. It is not necessarily welcome, though. It is also possible to drain the pools of other colors, but this is considered very bad form without permission, as you only receive 1/4 of the magic charge due to loss during conversion. Black mages also receive 1/4 charge, but bright mages visiting a Black site will lose charge, another oddity tilting the player field in favor of the Black.

Invisible lines connect all magic nodes in the world, known and unknown, to others of the same color. These so-called Ley lines are the only known way to increase the output from nodes above the usual 1-week maximum. A ritual is required to activate a Ley line: A pair of mages on each end must perform the ritual simultaneously, or very nearly so. It is a matter of seconds rather than minutes, so that it is impossible for the same pair to run over and perform the ritual at the other end. You need friends to work with you. The result causes a small amount of magic to leak out along the entire line, which can be harvested in a pinch. More importantly, it doubles the output of each node, including the size of its magic pool. You can even triple the output by connecting a third node, and so on. This is however rare, because a line of one color cannot cross a line of another color.

Because magic is so weak now, the effects of spells on the physical world are very subtle and indirect. Users of White magic may gradually become smarter, luckier and with sharper senses. Users of Red magic may become stronger and faster. Users of Green magic may become healthier and sexier, although our main character would not have any problems with that for quite a while! Yes, I intend to make Andreas and Malin (his magic-only partner) Green mages, with all the potential for misunderstanding that follows from this.

So yeah, that’s pretty much the worldbuilding. I intend to explain the basic principles during discussions early in the story, so they don’t appear as Deus Ex Machina later when we run into them in practice. Maybe not every detail: Magic should be somewhat mysterious and subjective, otherwise it would be science, right? ^_^

“The Book of Hell”

Screenshot anime Sukunai NEXT

“Hell is going a bit too far” is how most of us feel, I am sure. But it still fascinates people, for some reason.

The other day while I was writing on my JulNoWriMo story (which seems about to become an AugNoWriMo story now…) the viewpoint character was browsing his uncle’s library of Master Ljoset’s 1000 books. He was actually looking for the Book of Learning, but his eyes fell on something called the Book of Hell and his curiosity got the better of him, as it probably would with quite a few of us.

Ironically, the book begins with the question: “Why is there so much interest in Hell, when no one intends to go there?” I think that is a pretty good question. The Christian Bible, for instance, has very little information about Hell. And yet the Christian west has developed elaborate traditions, and Hell has become one of the facets of the religion that has spread over in popular culture. Nor is this a specifically Christian thing: Buddhism has also developed similar elaborate descriptions of Hell, and even paintings including the mandatory naked sinners. Because, it’s not Hell unless there are naked people? Well, that’s a story in itself, but Hell has captivated the minds of many from China to Europe, despite the sparse source material.

The author of the imaginary book continues to posit two kinds of readers. The soft-hearted ones vaguely fear that their flaws will yet condemn them, despite their fervent wish for this to not happen. So they want to be prepared, or better yet, warned away. Meanwhile the cold-hearted may imagine their enemies in Hell, or just feel a thrill of excitement from thinking about human suffering.

The book presents the view that Hell is not a punishment, but a necessary mercy. He compares it to a grisly surgery where a mother dies shortly before she was due to give birth. In order to free the living child, it is necessary to cut open the dead mother, no matter how sickening the process may seem. The living child in this case is the spirit, also known as spirit-soul or “immortal soul”, whereas the dead mother is the body-soul or the personality acquired in this lifetime. This “soul” is mortal, albeit less so than the body, and its annihilation is the second death. Through the destruction of the lost “soul”, the “spirit” is set free and can return to the higher realms where it has its home.

Ideally, it would not have been necessary to destroy the personality. It could have been influenced and reshaped into a being that could live in the light-filled realms. In this case, there is no need for a hell. Both mother and child are well. The personality goes on to a blessed afterlife. The spirit may eventually return to Earth again to power another body and soul, a process known as reincarnation. This does not negatively affect the first personality, which remains “saved” in its appropriate Heaven.

The book goes into some detail on the process of destruction and why the specific procedures are necessary. Basically they are an “unwinding” of the personality, based on facing the consequences of its choices. Because they were not able to reflect on themselves in life, they are drawn to situation where they meet their own reflection and get to see themselves when it is too late to change. This is what causes them to unravel and eventually give up the ghost, or spirit, which returns to its origin, presumably to try again at a later time.

Well, that’s how my utterly imaginary character understands this utterly imaginary book written by another of my utterly imaginary characters. I find it interesting, but who knows whether there is any truth in it.

JulNoWriMo reflections

Screenshot Sims 3

Helge-Dag Ljoset, the Sims 3 character I am currently playing, and the spiritual leader and would-be savior in my JulNoWriMo story. Green light of nature and harmony!

The month draws to a close, and as expected I have not written 50 000 words of novel. Actually it is more like 17 000. “A lot of things happened” as the Japanese use to say when they can’t explain something without creating even more misunderstandings. Or perhaps they only say that in anime.

Speaking of anime, excessively faithful readers may remember that I have made several attempts to write novels inspired by the animated movie “Rebirth of Buddha”, based on a book by Ryuho Okawa, founder of the unusually cheerful new religion “Happy Science”, who also produced the movie. The movie takes place in an alternate universe where the Buddha reborn is not Ryuho Okawa but Sorano Tayou – a name that just happens to be pronounced exactly like the Japanese phrase for “the sun in the sky”. His family name, Sorano, would translate as “of the sky”. It is used throughout the movie without the slightest hint of irony. Makes you wonder what Okawa Ryuho means. But as a master punsman, I am pleased to see this particular feature.

Anyway. While my first writings inspired by this movie were pretty close to fanfic, I have gradually moved further away from the Rebirth of Buddha universe; this year, the story has the working title Green Light. As the name implies, in this alternate world it is not Buddha who incarnates to save the world in its hour of need: Buddha’s light is golden, after all, not green. Instead of Buddha, the reborn savior is our old friend Lao-Tzu, author of Tao Te Ching and all round cool dude from the Axial Age in China. He is wielding the Green Light of Nature and Harmony.

In Happy Science, the organization that exists in our world, there is a substantial focus on Master’s earlier incarnation as the Greek god Hermes. He also lists a couple other, less famous or totally unknown, incarnations before Hermes and Buddha. I don’t remember any mention of this in the fictional universe of the movie, but I have a parallel in my story. The would-be savior of the world reveals himself as a reincarnation of the Norse god Freyr, the god of prosperity and pleasure. (And fertility in its most physical aspects, but I’m keeping this family-friendly.)

Unsurprisingly then, the Master of the Green Light has chosen to reincarnate in Norway, rather than another northern temperate country consisting mostly of islands and coastline. When he consecrates his life to saving the world, he changes his name to Helge Dag Ljoset, a perfectly normal-looking Norwegian name unless you are fluent in New Norwegian. Helge and Dag are common Norwegian male names, and surnames ending in -set are quite common (it may be related to the English word to settle, and is a common name for farms from a certain period in Norwegian history). But when read as words rather than names, “helge” means sanctify, “dag” means day, and “Ljoset” means the Light. So basically his name means sanctify the day to the Light, or the Light that sanctifies the day. I am pretty happy with this one. ^_^

Due to the different colors of the lights, the fourfold path of Love, Wisdom, Self-reflection and Progress has become Love, Wisdom, Objectivity and Harmony. The goal of the HLI – the Heavenly Light Institute – is to extend love and harmony to the whole world through the teachings from Heaven, ending all war and strife on a global scale and inaugurating an era of worldwide peace, harmony and sustainable living.

To this purpose, Master Ljoset has written exactly 1000 books, heavy tomes all, filled with luminous prose. The first is the Book of Truth, a comprehensive overview of the teachings he came to this Earth to spread. It gives a perspective as if from a very high point of view, starting before the creation of the universe and giving an overview of time, space and a bunch of other dimensions, then focusing on Earth and its history and the people and spirits that fill it, then detailing the various areas of knowledge that are useful to mankind. The following 999 books expand on these things, the first still on a very high level, then gradually more detailed and practical. The structure of the Books of the Truth is like a tree, starting with the trunk and spreading outward, some boughs and branches larger than others. In the Book of Truth it is explicitly said that the Truth is like a cosmic tree, its roots in Heaven and its branches on Earth. A reference to the World Tree Yggdrasil is briefly mentioned.

As you can see by now, this is not a simple fanfic. The people and teachings have taken on their own unique flavor. One example is the Freyday.

The members of the HLI pronounce Friday as “Freyday” in memory of Freyr and indirectly of his more recent incarnation as the founder of their organization. But unlike the Sabbath and the Christian Sunday, Freyday is not a day of rest! Rather, the believers get up early, gather in front of the altar and consecrate the day to their god, before eating the Freyday breakfast and going to work or school. The idea is that on Freyday, they will do everything at their workplace or school as if it was done for God or Heaven or the Light. They are encouraged to imagine Freyr or one of his subordinate spirits watching them as they do their job this day, and do everything in the spirit of love, wisdom, objectivity and harmony, not out of greed or glory or habit.

The second aspect of the Freyday consecration is that the income from Freyday’s work – in practice 1/7 of any wages or salaries – is also considered holy and set aside as a Freyday fund. Those who are particularly well off may donate this to the Institute, but common people are encouraged to use the Freyday Fund to purchase the Books of the Truth, as well as auxiliary materials such as comics, tapes/CDs, videos, and to finance going to meetings, conferences and retreats.

That’s pretty original, isn’t it? At least I haven’t heard of it before.

The story is told entirely from the point of view of a guy who becomes a member of the Heavenly Light Institute at the age of 15, when his cousin rescues him from a dreadful life living with his spiteful and hypocritical grandmother after his parents have died tragically. His cousin is a HLI member, as is her family, and he goes to live with them in Norway during his high school years. We get to see the Institute (and Norway as well) through the fresh eyes of an outsider. The downside is batches of unprovoked explanations and proselytizing interspersed in the narrative. He also uses foreshadowing fairly liberally.

I want to portray a living religion, but not exactly my own. People these days often wonder if there can be any reason for being religious except for stupidity and inertia. I try to portray people for whom their religion is something fascinating, like being alive in world filled with wonder and magic, as if a role playing game larger than life was superimposed on the mundane world, adding glow and excitement to even ordinary things. There is also the part where the Institute is a close-knit society, mostly in the positive sense. It is a place where people belong, where they have their family and friends, where they share the same values and ideals without dissolving entirely into stereotypes. Rather than bricks in the wall, they make up a colorful mosaic.

This part of course is based on my own experience, but I have gone to great lengths to make sure all characters are fictional. So if I ever decide to publish this in any way – and that is a big if – it won’t be anything like my life story or that of any of my friends.

JulNoWriMo 2013

Screenshot anime Dog & Scissors

“The more you know, the more interesting will be the books you write.” In light of this, it may be not be a great loss if you can’t read mine yet.

I am trying my hand at novel writing again, this time in July (usually it is November). I was thinking of publishing each chapter here as it was finished, both as a motivation for myself and because some reader may be curious about my writing, or writing in general, and how a first draft looks while it is being written.

In the end, however, I decided not to post my fiction here. It is confusing enough here as is, I suspect. And there is the whole “Anonymous” debate going on. I don’t want to risk it looking like my fiction writing is in answer to that. Now that would be really confusing, because the story is itself largely about religion, spirit, psychology and the supernatural. While not particularly autobiographical (there may appear flavor elements from my own life or things I have seen personally, but not much) it has my distinct “voice”, I think, so it could cause unnecessary confusion.

The Sims 2: A post-singularity world

Screenshot Sims 2

Refrigeration and teleportation – The Sims 3 seems to be stuck in the 1990es, but with some fantastical elements. Could that happen in our future?

I have been writing a bit on my Sims 2 fanfic lately. And as usual I use the word “fanfic” very lightly. “Inspired by The Sims 2” may be more correct. But it amuses me that in my fiction worldbuilding, I have explained some of the differences between The Sims 2 and the real world with one single explanation: The technological singularity.

The concept of the technological singularity, or simply “the Singularity” among futurists, was first named by science-fiction writer Vernor Vinge, but has since gained mainstream acceptance not least thanks to Ray Kurzweil (inventor, futurist and eccentric genius, currently working with Google). Kurzweil delivers a credible defense for his hypothesis that the accumulation of information complexity increases exponentially. He sees Moore’s Law as just one phase of a much longer process, starting at the beginning of single-celled life if not before. If we plot this on a graph, we will see a line that is almost flat for billions of years, then rising slowly, then more rapidly, until a few years from now it turns vertical and goes through the roof. This point is the singularity – the time when the accumulation of information is so fast that humans as we know them will not be able to follow it.

There are basically two ideas about how the singularity will come to be: Either we develop artificial intelligences with the ability to improve themselves, and they leave us in the dust; or, we improve ourselves (most likely by merging with computer systems) beyond anything today imaginable as human. One version of the latter was described by Vinge in his novels: Human minds became connected electrotelepathically into superminds where humans (and their machines) were all nodes working seamlessly together.

***

Now back to my fiction. There, sometime in the 21st century, the Singularity has already come and gone. Steadily more fantastic inventions were made, some of which are still around. The Singularity multi-mind attracted most of the bright, creative and curious people in the world. For a while, more and more people flocked to it, and its power increased exponentially. But at some point the distance became too large: The Singularity was beyond human understanding, a “weakly godlike superintelligence” as the futurists call it, and those who were outside were not the most adventurous souls of mankind. And so the Singularity developed on its own. It fixed the climate, restored extinct species, re-knitted the web of life, reclaimed deserts. From a shining city in orbit, the Singularity looked at its work and presumably saw that it was good.

Then, on the night of Passover, they left. This event is when the new era began: AS, After Singularity. Some call it the Rapture of the Nerds, but technically most of them were already gone before that. Nobody knows what happened. Suddenly, the City in the Sky shone like many suns, and then it was gone. Some think it left for another planet or another solar system or another galaxy. Some think it traveled in time, or to another dimension. Some think it ascended to a higher plane. Some think it will come back one day. Some think it realized that life is meaningless and blew itself to atoms.

The dullards inherited the Earth: The dimwitted, the conformist, the fearful, the unimaginative and uninspired. Homo Sapiens Mundanis has locked itself in an idealized, endless 1990es where progress is both impossible and unwanted. For almost a century, life has repeated itself like this, the remnant of mankind slowly growing back in a world just beyond their comprehension, quietly maintained by vaguely humanoid robots and semi-intelligent machines. But a tiny glimmer of change is beginning: The nano-witchards consider themselves the Heirs of the Ascended, and they intend to change everything, again.

This backstory explains many of the anomalies of The Sims 2 as relics of the Singularity or the time just before it, when technology was indistinguishable from magic. Here are some of the weirdness from The Sims 2 and its expansion packs that fall in this category:

-Robots more intelligent than the sims: These vaguely humanoid robots became plentiful during the last years before the Singularity, and did all the hard work. They can repair themselves, or failing that, each other, and are still good as new generations later. They can also produce the kits needed to create more robots, but seem to have no will to actually produce new robots themselves and take over the world.

-Aliens and saucers. The green aliens with big black eyes are not actually from another planet, although they live there now. They are a faction that parted ways with the Singularity after they had reached near-magic technology but before the final integration into a common mind. They occasionally decide to improve the gene pool of the earthlings by making men pregnant with little green babies. Why men? Nobody knows. It is uncertain whether there are female “aliens”, certainly no one has seen any.

-Werewolves, vampires, bigfoot and plantsims: Results of genetic experiments in the run-up to the Singularity. With the possible exception of Bigfoot, they are the result of highly advanced viruses that can transform humans into alternate forms. The reason for this added diversity is lost with the Singularity Exodus, but a mechanism was put in place to make the mutations reversible.

-Djinns: Djinns are holograms, created by the artificial intelligence inside the lamps. They fulfill wishes, but only three in the same area, then they need to be moved. These lamps are examples of nanotechnology, indistinguishable from magic. The resurrect-o-tron is another example, which can return a dead person to life, but not always perfectly. The djinn can also do this, and the two artifacts are probably from the same time, the last year of the Old Era.

-The Gypsies: The people known as the Gypsies are ordinary humans but are following instructions from the Singularity and are provided for by the nanomagic they serve. They distribute the lamps and use another relic from the end of the Old Era, the crystal balls that are interfaces to an information technology far superior to any that has existed before or since.

-Witches: The final gift of the Singularity was the Wand, the Cauldron and the Spellbook. A nanotechnology truly indistinguishable from magic, witchery can perform a wide range of functions, including creating copies of the artifacts themselves. Witches / wizards (known in my story collectively as witchards) do not actually understand the “magic” they use, but are convinced that by spreading the use of it, they will usher in a golden age where humans will once again regain their former intellect and creativity.

So there you have The Sims 2. Electric equipment that doesn’t need cables, toilets that don’t need plumbing, houses that raise themselves, the occasional robot, witch or vampire; but nobody realizes that the real 1990es weren’t like that, because nobody remembers that time anymore except from old TV series.

Magical Daydreams worldbuilding

Oblivion portal (Screenshot game Oblivion)

After writing the below, I looked for a good illustration photo, and suddenly realized that the game Oblivion does have portals to pocket universes. However, Oblivion is itself set in a highly magical world, and the pocket worlds are limited variations on the same theme. Not really what I am talking of.

The muses in my head just came up with a worldbuilding I have never read about before. It is a mostly ordinary world where the economy is largely based on magical daydreams.

The only “magic” in the ordinary world is the ability to access the Dream Aether, where daydreams are real. Well, more or less. Each Dream is basically a small pocket universe, and people can visit these and, on certain conditions, bring things with them back.

(It is not specified whether the Dream Aether is local to that planet, that alternate universe, or whether it exist everywhere but some mutation in the distant past gave humans the ability to interact with it. If the muses know, they are not telling yet.)

The Dream economy is based on three types of people: Makers/Dreamers, Stayers/Visitors and Fetchers/Adventurers. The Makers and the Fetchers have the more specialized talents.

Pretty much everyone can Dream, but most people’s dreams remain small, personal and flimsy. There is a kind of bell curve from the few who cannot Dream at all, over the ordinary people who can only make small banal Dreams, to the actually useful Makers, and a few extraordinary people whose Dreams change the world.

Dreamers cannot simply wish into being whatever they want. The Dream Aether has its own rules, which are fantastical but consistent, and different from (or rather in addition to) the natural laws of the ordinary world. The magic inside the Dreams is more similar to High Fantasy, in a general sort of way, but its principle is that Everything Comes at a Price. There is a balance of risk and reward, effort and result, light and darkness etc. So if you create a Dream in which you can only grow potatoes, your enemies will mostly be weeds and beetles; but if you want precious treasures of gold and jewelry, you will have to fight deadly monsters and dodge devious traps. Stuff like that.

A Great Dreamer can create a fairly large fantasy realm with extraordinary treasures, but the Dream Aether will enforce the corresponding challenges, presumably dredged from the subconscious of the Maker. (Although some crazy philosophers believe that the Dream Portals actually lead to other worlds that exist elsewhere and are just “found” rather than “created”. Dreamers generally disagree with this, although they admit that they often start with a vague idea which then takes on a life of its own.)

Maintaining a Dream takes effort, but Visitors can do this. The more (and the more Dream-talented) people that are inside a Dream, the more persistent it becomes. It is even possible to maintain Dreams indefinitely after the original Maker is dead. Some people stay more or less permanently inside the most important Dreams, having houses and families in there.

Fetchers have the dangerous task of grabbing the loot, at considerable risk to life, limb and sanity, and getting it back to the ordinary world. No magical talent is needed for this, but obviously they need other skills that Joe or Jane Farmer is unlikely to have.

A few extraordinary Great Dreamers created realms that have been permanently settled for centuries at the least, possibly millennia – there are legends of forgotten realms that are still inhabited. (The oldest of these was supposedly created by Allfather, the progenitor of all Dreamers now alive, millennia ago. But no one knows where it is, if it still exists.)

The rise of a Great Dreamer can alter the geopolitical balance, for lack of a simpler phrase. It is like discovering a very valuable natural resource – but one hard to extract.

Magical weapons and armor (and other magical artifacts) exist in many of the Great Dreams, but they lose their power permanently when taken out in the mundane world. This also means you cannot bring magical artifacts from one Dream to another and game the system that way. You can however bring weapons and armor made from mundane materials but with exceptional quality. Of course, these are not exactly left lying around unguarded – they are usually found on ferocious opponents.

ANYWAY, this is kind of meta-worldbuilding in the sense that the actual pocket universes could be anything from a poorly disguised World of Warcraft clone to something never before imagined. The muses may or may not follow through on this. At the moment, they seem more interested in the meta. In such a world, would you breed for super-Dreamers in the hope of discovering new amazing realms, or hunt them down in order to preserve the existing order? What if different countries take different approaches? What if there are more or less secret cults doing each? What if there are secret cults guarding the entrance to Dreams forgotten or never revealed? What if any random kid could be the next Great Dreamer, with the power to change the course of history forever?

Your challenge, should you accept it, is to recommend fiction similar to this, so I don’t need to write it myself. Writing is a thankless job, especially if others have done it already.