Science Fiction


During the later years of the flood, many people took to the water independently, taking to ships and rafts and trading with the remaining parts of the land for food. Rather than developing communities through the seizure of large facilities, these formed communities over time through accretion. Small boats might gather around an abandoned collection of flotsam, or a small failed arcology; to these would be attracted random communities living on rafts, loners who are sick of plying the seas on their stolen boat, or raiders who want a permanent base to return to. These communities will not survive unless someone can come up with an industry that will hold them together, but such industries are not impossible to create, even amongst the flotsam and jetsam that naturally accrete to such places. Perhaps it would be prostitution in a raft city near a well-plied trade route; or a group of rafts and raiders congregated around a collection of barges that are used for scrapping stolen ships and selling the parts. Maybe someone will establish a shellfish farm on a partially-submerged ship, and then turn the shells into glass that is in turn ground into lenses; or turn unwanted glass from passing traders into valuable lenses. Perhaps the raft floats near a rich fishing area, and can sell preserved fish to traders in exchange for raw materials.

Life on raft cities is harsh, and even if they have some central industry or focus these communities will always have a sense of impermanence, of being a precarious gathering of wind-tossed rubbish that will soon be washed away. Indeed, when the ocean world’s great storms hit they often are, or only those who live near the centre survive, with the rafts on the edge serving as nothing more than human barricades against the fury of the sea. If these communities want to survive they will need to attract larger ships or rebuild themselves around abandoned arcologies and flotsam; and indeed, if a better opportunity appears the raft community will rapidly disperse to take it on. The landscape of a raft city is always changing as newcomers enter and leave, ships are cut free to sink or drift away, or storms wipe out neighbourhoods. Adventurers may find that a whole city they once knew well has gone, or that people they knew have disappeared and all who knew of them have gone as well. In the shifting world of the waves, it is often impossible to know whether they have gone to the deeps, or to a better chance.

In his book, Baxter describes one of the few pieces of useful bioengineering that are of value after the flood: a type of genetically modified seaweed that hardens into a plastic-like material as it grows in seawater, and can be shaped over time to form raft-like structures. Through the use of such biotechnology, perhaps connected to an original large base such as a floating wind power farm or larger river barges, raft cities can establish a central space on which they begin to pin some hopes of permanence. A wind-farm might be jury rigged to provide power again, connected to a ship that will form the administrative centre of the new city, and the plastiweed slowly grown around it to form a kind of island, raised from the water far enough to offer opportunities for farming and shelter from the worst storms. These raft cities will then attract less secure suburbs and exurbs, boats and rafts docked together in a higgledy-piggledy fashion, neighbours who change by the week or the month. The city as a whole will be impossible to catalogue or sustain, but its core will be permanent, and as that core grows over time – or as other parts of the city form their own stable pastiweed bases – the city will slowly take on a permanent character. As the plastiweed subsumes new ships and rafts, a floating island of chaotic colours and shapes and sizes will grow into being. These cities will often be filthy, poor and dangerous, but they represent the only legacy that the original raft communities have any hope of leaving the world.

For adventurers such cities always offer opportunities. The factions within the city will always have some nasty job they need done, and there will always be individuals who have been wronged and need to find their own justice. Though unable to offer much, many of the rafts and ships in these cities hail from before the flood, and may contain relics of technology that the rafters have no use for, but which the adventurers can use or take to a place where they can repair it. A householder looking for the return of their children from hostage takers might offer the adventurers the radar equipment from their long-immobile yacht, or a radio communication set, or a night-vision camera they have not needed since they ceased roaming the ocean. The adventurers may also be able to find more exotic work, chasing old treasure maps or taking on security work for passing traders. The bars and brothels of a raft city will be full of travelers with tales to tell and jobs to share, so a good sized raft city will always have a surfeit of work for intrepid adventurers. But it will also be full of thieves and bandits, looking to steal a good ship with its weapons, or to lead the adventurers to a pirate trap. These cities also offer repair work and resupply opportunities, though they may be overpriced and unreliable, but with the distances between communities often great, adventurers may find they have no choice.

The raft cities of the flood are like the hard scrabble colonies of intergalactic frontier settings. This is where Serenity-style adventures unfold on a yacht, and where the lowest tier of adventurers and scoundrels hide out while they wait for their chance to make their fortune. Raft cities, then, are a place all players will be familiar with, and an excellent setting to start a campaign from.

In the first chaotic years after nations ceased to exist, before the last of the land disappeared, many people would have set out on their own, by whatever means they could secure, to make a new life on the waves. These people would have formed small bands and taken whatever they could find on shore and off, and after they set out to sea they would have raided and fought and traded for whatever would make them better off. Over time the most successful of these survivors would have formed into communities, either static or mobile, who live as best they could as independent city states in the new world. These states survive by trading with strangers and defending themselves against anyone who would try to take what is theirs – or by amalgamating with other states to form new and stronger collectives. Not as stable or as strong as the pelagic kingdoms and dependent on trade with them for new resources, these independent kingdoms offer their citizens greater freedom than the pelagic kingdoms, but at the risk of a precarious existence that may be subsumed by raiders or sink beneath the waves at any time. If such a city-state does not have its own special property to trade upon, it will no doubt disappear, becoming living space for the pelagic kingdoms (who exterminate residents of any property they subsume to make way for their own suppressed masses) or losing its populace to other, more stable economies.Ocean Thermal Energy Collection (OTEC) platforms are one of the greatest possible prizes for such fledgling communities.

An experimental technology before the flood, OTEC platforms use differentials in the ocean’s heat to produce electricity. Anyone who could seize one of these after the flood has guaranteed themselves a tradable commodity – especially if they can somehow secure a supply of batteries to trade, or develop an industry in converting water to hydrogen and oxygen for fuel cells and combustion engines. City-states built around OTEC platforms will typically consist of many small ships, many no longer capable of independent movement, roped together to form a permanent floating colony based around their central power source. On the edge of the colony will be a few archaic patrol boats and the other mobile trade ships of the city, all converted to run on hydrogen-oxygen power and/or sails, and intended for trade and defense against attackers. The city itself trades on a special property that very few societies after the collapse can offer – abundant electricity. This means karaoke bars, game centres, concerts, and all the night life of a real city of old earth, all taking place across a wild and floating city of rafts, barges and yachts bound together and heaving and sighing on the wild deeps.

Such a community is a great prize for any pirates or conquistadors who want to add a stable source of energy to their possessions. As a result, these city-states change hands often, and defend themselves ferociously… or make very dubious deals with any neighbouring kingdoms in exchange for their security. They may also offer special deals to the Pelagic kingdoms in exchange for their independence and security, but more likely they will develop a strong close-defense navy, and possibly even a primitive air force, to ensure they remain independent. Adventurers may be employed to help defend a platform, or to infiltrate it and take it over, but the most likely role of a platform in a campaign is as a rest and recuperation city, a place where mercenaries from many communities meet to find work and to sell the ill-gotten gains of their dubious profession. Here, adventurers will likely find an environment free of repression, where they can cut dubious deals and find new and sinister work, and where a strong but morally flexible industrial sector is able to provide them with equipment suited to a range of morally dubious tasks.

In the world of the flood, OTEC cities hold one of the keys to power – energy. Life after the flood is determined by who has access to energy and who can control its use, and anyone who can find an OTEC city and make themselves useful to its leaders is guaranteed safety and success. This makes OTEC cities a much sought after location – and a dangerous nest of scheming, backstabbing vipers, to boot. The perfect adventure setting!

In the novels Flood and Ark Stephen Baxter describes a natural disaster that leads to the complete inundation of the earth by a massive flood. This flood is not a global warming horror story, but a completely new disaster in which oceans of water leak out of fault lines in the earth’s crust, submerging the continents and ultimately all land on earth. The first novel ends with a gathering at the peak of Everest, as it finally sinks below the waves. Ultimately the new oceans stop about 7 or 8 km above the old sea level, and the earth has officially become a water world. I reviewed the first of these novels here.

The survivors of this flood are mostly trapped on rafts and boats, bereft of any natural resources that might enable them to retain a civilized existence, and over the generations of the flood these survivors slowly change to a new and more primitive form of humanity, eking a subsistence existence from the sea and slowly forgetting all that they had been. The only remnants of civilization are a few arks, which Baxter envisages maintaining some semblance of the pre-flood societies. We only see three such arks in the novels: a replica of the Queen Mary cruise liner, an inter-stellar colony ship, and a deep-sea arcology.

I think that these arks Baxter envisaged are interesting, and the deep-sea arcology essential to continuing survival of the human species, at least in the short term, but I think there would be other, better ways of surviving such a catastrophe, and the world that resulted from human efforts to survive would make an excellent setting for a post-apocalyptic water world campaign, perhaps played with d20 modern or some version of Stars Without Number. Particularly, I imagine that the post-flood world would be dotted with what I think of as pelagic kingdoms, remnants of pre-flood societies that had taken to arcologies floating on the ocean, but linked to deep-sea arcologies that serve as industrial and resource extraction centres. The effort of building these arcologies in the two generations over which the flood submerged the land would mean that they were tiny compared to their pre-flood societies, and many people in attempting to escape the flood would make their own societies – on rafts and ships and old oil rigs and all manner of makeshift homes – and in the eras after the flood these societies would slowly drift across the globe, creating whole new settings and strange encounters. Furthermore, the strange weather and new ecologies of a submerged earth, and unexpected remnants of the old world, would create mysterious and intriguing adventure scenarios and settings. In the next few posts I will describe what I think would be some of the more interesting elements of this world, but starting today I will describe the main remnants of modern civilization in the post-flood world: the Pelagic Kingdoms.

Pelagic Kingdoms

These central kingdoms of the flooded earth would be the lynchpins of human survival in the post-apocalyptic world, because they would have solved the three problems that inevitably beset any attempt to create a sustainable human society in a world without land. These three problems are access to natural resources, energy, and diversity of food supply.  In Baxter’s novels human society fails to solve these problems fully, instead fleeing to a new world where they can find the resources they need or settling into a remnant city on the sea floor, where they can survive but never prosper.

I think that in the era leading up to the flood the biggest societies on earth would solve these problems, though the pressing time scale and the challenges of adaptation mean they would not do it well and only a tiny percentage of their population would escape the flood into these official post-flood kingdoms. To rescue one’s society in such an era of social, economic and ecological collapse, with rapidly diminishing physical territory and resources, would only be possible for the largest, wealthiest and technologically advanced societies. This is because to do so they would need to simultaneously create floating arcologies and a functioning deep-sea city, capable of existing permanently at 4-6 km beneath the surface, but able to extract resources from the sea bed and ship them to the surface to exchange for food with the arcologies. The result of this would be the new, pelagic kingdoms of the US, Europe and China/India – kingdoms composed not so much of physical territory as of a large number of scattered, floating islands orbiting just one or two seabed mining communities.

The Arcologies of the Pelagic Kingdoms

As society realized that the flood was going to consume the earth, they would move to desperate measures. Old ships would be turned into floating apartment blocks and set free to drift, dependent on the diminishing land for food and increasingly needing to grow their own in rooftop gardens or fish for their sustenance; some of these arcologies would be set up as research centres or industrial towns, to continue producing the needs of a rapidly shrinking population base. As the situation became more desperate, governments would realize the need to build specialized arcologies rather than converting ships – with increasing numbers of their own internally displaced populations needing to be accommodated in a shrinking territory, they would realize that they needed to start building land on top of the sea. Thus would begin the project of building real arcologies, purpose-designed to float like oil rigs but cover the area of small towns. Whatever size technology enabled, they would begin to build, far enough away from the encroaching flood to be completed in time to rise with the sea waters when they came. These arcologies would be designed to be at least partially self-contained, proof against storms and the ocean salt but containing in their centre at least some small farms, intensive agriculture of some kind, power plants, and even manufactories. These arcologies, once they floated, would be populated with the elite of the old world and left to drift amongst the converted hulks and jury-rigged floating hamlets of a previous generation. They would trade with each other, try their best to feed themselves and their fellows, as they circled the diminishing landscape of their old nation. Perhaps some, equipped with deep sea salvage equipment, would mine the abandoned cities of the old world for ever scarcer resources.

The Deep-Sea Manufactories

Once it became obvious that the land was going to be forever extinguished, the problem of sustaining these arcologies beyond the next two generations would obviously present itself. How can one repair a solar panel without sand? How can one supply a nuclear fission plant without uranium? Obviously the only realistic solution is to build a deep-sea mining base, somewhere with resources that can be harvested. Such a base would perhaps be built entirely underground, with just a few carefully-constructed entranceways to allow ships in and out. It might be built in the last high points of the nation – the Rocky Mountains or the Himalayas or the Alps – with docks carved into mountain sides and deep mine shafts stretching far enough down to give access to the key requirements of industrial society. These undersea bases would be designed to include manufacturies, so that crucial engineering equipment could be built, ore smelted, and perhaps even ships repaired. Robotic machines would travel far into the old world under the sea, scavenging the remaining organic detritus of the old earth, or digging up mud from the new seabeds to transport to the surface as soil for the arcologies. Perhaps they would build huge wave-power generators in the valleys of their old mountain ranges, entirely robotically made and controlled, to ensure that the world would have energy even after the uranium ran out.

Society and Survival in the Pelagic Kingdoms

The social order in the pelagic kingdoms would be harsh, built around keeping strict authoritarian control over population growth and resource use. Those people who floated out to sea in the first hulks, crammed together like prisoners in apartment blocks that offer little better opportunity than survival, would soon come to be judged as an expendable burden on the dwindling resources of their nation; even once the purpose-built arcologies floated and the undersea manufactories began to function, these people would be seen as a burden, first to suffer calorie restrictions as arable land disappeared, last to be allowed to breed, always required to do the hardest and nastiest work. They would spend much of their lives without energy, would be moved from hulk to hulk as the need arose and treated as a slave population in a world of harsh demands. These would be the slums of the floating world, where everyone vied for a chance to get out to one of the arcologies or to a specialist dormitory ship – one that sat near a resource zone or had some industrial or defense or cultural function. Otherwise the only work on these ships would be security, fishing, and farming shellfish or seaweed in the area around the ship.

On the arcologies, life would be better, but still tough. Some arcologies might have a specialized industrial or farming purpose, others might play a mixed role providing energy, education and housing. These arcologies, being purpose built, would also be able to host proper docks and shipping, perhaps enabling them to trade between countries and with occasional visitors and develop a little real wealth. But even the largest arcology using the most advanced genetically engineered crops would only be able to grow a small amount of food, of which the entire surplus would be needed to keep the dormitory ships alive and functioning; life here might be better but it would still be harsh, and some of the chemical or industrial arcologies could be hellish indeed. In the world after the flood, no one would be allowed to rebel against their lot – find a way out, or be ground under.

Despite the harsh life in the arcologies, these would be the wealthiest and the best places on the planet, and through their combination of resource extraction, limited agriculture, and energy production, the Pelagic Kingdoms would form the central component of the human race’s recovery from its near-extinction. Everyone else living outside of these kingdoms would view them with only three goals in mind: to live in them, to trade with them, or to raid them. In such a world the Kingdoms would always be seeking adventurers – as would their enemies. It would be this world that player characters would interact with – performing dubious missions for the masters of the arcologies, fighting raiders, or raiding them for specialized goods that make the difference between death and survival for the less fortunate peoples of the flood. These Pelagic Kingdoms would also hire adventurers to scour the ocean world hunting out old resources and finding new trade opportunities. In my future posts I will describe some of the other communities that live on the world ocean, how they survive and the adventuring opportunities they might offer.

No amount of certification can hide the TRUTH

It appears that Certified Practicing Accountants Australia (the CPA) has scored a rare interview with Neil Armstrong, the first man to walk on the moon. The interview is about an hour long and can be viewed at the CPA’s blog, where Mr. Armstrong holds forth on a variety of matters related to the space race. In an excerpt for the Guardian, he tells us that he thought they only had a 50% chance of landing on the moon and gives this hairy account of the landing:

When Armstrong and Buzz Aldrin made their descent aboard the Eagle to the moon’s surface, the on-board computer had intended to put them down on the side of a large crater with steep slopes littered with huge boulders. “Not a good place to land at all,” said Armstrong. “I took it over manually and flew it like a helicopter out to the west direction, took it to a smoother area without so many rocks and found a level area and was able to get it down there before we ran out of fuel. There was something like 20 seconds of fuel left.”

I guess it wouldn’t have been quite the same type of public relations coup for the US state if, after landing on the moon, the astronauts revealed to an enthralled US public that they were going to have to starve to death up there.

How did the CPA score this interview? Apparently Neil Armstrong’s dad was an auditor, so it’s natural that Mr. Armstrong should pour out his heart and soul to the Australian branch. Why didn’t the US branch think of this?

Anyway, if you’re interested in Neil Armstrong’s opinions about the space race and descriptions of his experiences, then check out the CPA website – unless, of course, the interview is as much of a hoax as the original landing!

 

credit where it’s due: the photo that clearly discredits the moon landing story is from stuff you can use.

 

John Carter came out late in Japan, but I got a chance to watch it last night after a day of role-playing, and while I was impressed by the authenticity of its representation of Barsoom, I wasn’t so impressed by its general cinematic properties. It was a fun romp but it suffered from what seems to be a way too common problem in modern action/SF movies: too much plot. In this case the plot had been laid on thick because the movie had too many themes, but in its defense most of these themes were attempts to work all the essential points of the setting into a single movie. So we had white apes, treacherous Therns, Tharks, a bit of lost-princess plot from one of the later books, the river Is and the environmental problems of Mars all rolled into one movie. It probably would have been a much better idea to make the movie a relatively faithful representation of the first book, and then run on to making a series if the first one had been successful – it could be quite a good franchise if the first were a hit. Instead, the movie has the major components of three or four books compressed into the one plot, and it made the plot unnecessarily complicated and broke the flow of the story.

It also suffered from another common problem – silly plot devices that don’t work and just waste time, something that also happens in TV. For example, why did John Carter have to go attack Zodanga only to discover that the battle was around Helium, then suddenly have to rush back with all his Thark mates? That’s 2 minutes of a long movie that just aren’t necessary and add to the sense of silliness – it seems to have taken him just a few minutes to get from Zodanga to Helium, where previously it took a whole night, and somehow a whole horde of Tharks flew after him even though none of them had ever flown before, without crashing. This kind of stuff isn’t bothersome in isolation but as it adds up across the course of the movie it changes the tone from “I’m suspending disbelief here so I can enjoy the four armed men slaughtering each other” to “oh come on, this is getting ridiculous!” In movies like this, you need the story to pare back on unnecessary suspension of disbelief so that you can accept the existence of a 9th Wave Ray Gun without dispute.

The 9th Wave Ray Gun, as far as I can recall, wasn’t in the original books and was inserted entirely so that we could have Therns in this story rather than waiting for book 3. As a change of plot I’m fine with that, since we get Therns; but I guess the purests will disapprove on principle, and also it adds complexity. The plot of the original book was quite fine, thank you, and we could have happily had a simple adventure involving Deja Thoris (who, by the way, was a stunner!) and the Tharks and left it at that. Ray guns were really unnecessary.

Ray guns were especially unnecessary since this movie was already struggling against a significant design flaw, that is very hard to solve on the big screen: the world and all its races are fundamentally preposterous, and if you’re going to have to sit down to watch this stuff you need, once again, for all the unnecessary preposterosity to be stripped out. You have blind white apes, a dog like a slug that can run at the speed of sound, levitating skyships, great big 8 legged mounts, transportation to mars, and did I mention the four-armed blue-skinned freaks who hatch from eggs and live in a horde without families or education of any kind, and have tasks and are twice the height of a man? I suppose compared to all that ray guns are pretty bog-standard actually… in any case, the setting all the characters and most of the plot were preposterous, and I think that might explain why it was a bit of a flop at the box office. A shame, really, because it’s a pretty fun movie, overall, and if they stripped out the extraneous stuff it could have been a really really good adventure movie and a very good interpretation of the books.

I do think its interpretation of the books was quite good, and I think it also had some very well done adjustments to small points that make it palatable to a modern audience without changing the main thrust of the original. For example, John Carter’s civil war record is unchanged but his rejection of his military history enables the viewer to be sympathetic to the struggles of an ex-slave holder; his encounter with the Apaches is subtly reshaped so that, while they remain a threat and he has to flee from them, their “savageness” can be more easily interpreted as a matter of perspective rather than absolute natural fact … that is, they have their own motivations, which Carter tries but fails to appeal to, rather than just being inchoate savages who want to kill him. Deja Thoris retains her spice and sassiness, rather than being weakened for the movies, and although occasionally seems to need Carter’s help just a bit too much, avoids that common pitfall of modern action movies of being suddenly rendered useless halfway through. The savagery of the Tharks is retained, but all the stupid stuff where Carter teaches them how to do their own cultural stuff better is dropped, and we also get something resembling an explanation for his rapid comprehension of the language. His super-hero status is much less maddening in this movie than in the original, though it’s still hard to understand why everyone thinks he can save the planet just because he can jump high. Deja Thoris can build an experimental ray gun, but she obviously finds this kind of ability nowhere near as useful as Carter’s ability to leap buildings with a single bound, and appeals desperately for him to help her take on a guy whose super power is “destroys cities with a wave of his hand.” Maybe she’d read the novel, and understood that no harm will come to her hero…

This is a good rendition of the setting, with some fun action scenes and very attractive lead characters, and the plot is broadly comprehensible though it fails in the usual ways that modern action movies do. If you’re a fan of the novels and you haven’t seen this already, I recommend giving it a go. If you enjoy pulp science fantasy and want to watch a swashbuckling film from the genre, it’s a good way to spend two hours. But if you’re a serious connoisseur of SF action movies and won’t settle for B-grade silliness at any point, I’d say this is probably not worth your time.

Six Against the Stars is a two volume space opera adventure by Stephen Hunt, whose work I have reviewed many times before. Six Against the Stars has an unlikely crew of adventurers thrown together against their will to try and prevent a rebellion in a far future stellar confederation. The main character is a useless rocker from Earth, whose only interests are bedding women and preserving his own skin but who has been tricked by circumstance into meddling with interstellar political affairs. The other characters include a strange book-shaped robot, a mass murdering martian who is a member of a weird orientalist death cult, a brain-enhanced academic,  a kind of nice version of Novacks from Altered Carbon, and a spunky female clone assassin. The universe they adventure through is a recognizable cross between the universe of Firefly and the Culture, but the whole thing is imbued with Stephen Hunt’s consistent imagination for the slightly strange, the mystical and the chaotic. One of the alien races that vies with humans for control of the galaxy is a race of machines that slaughtered their makers; another race are centaur-like monsters; and at one point we are introduced to distant creatures that swim in gas giants, and were created by a mad king who aimed to forcibly re-engineer his entire population to be gas-living winged creatures. Earth is an isolationist clique of Gaiaists, who have redesigned their planet so that they never have to do any work – they just step outside and pluck medicines off a tree, and even their racing cars are sentient genetically-engineered animals. Just as in the Culture, ships are sentient AIs patterned on humans, and as is becoming increasingly common in many modern SF novels, sublimed races essentially equivalent to gods are commonplace in the universe.

It’s a fun galaxy to romp through, and the lead character is sufficiently open-minded and rumbunctious to be willing to take it all in and make the most of it. Hunt is also obviously having fun with the genre, playing around with silly and far-fetched ideas on many occasions and doing his best to make his galaxy fun enticing. To give a sense of the carnivalesque nature of his creation, I’d like to share a little section from one chapter, in which we learn the back story of a single, largely pointless character who is present for about three chapters of the entire two novels. This cyborg briefly shares a cell with our hero the bard, and has this story to tell about his origins on earth:

I was an officer in a war, a great war, although in the end I think I realised there was precious little greatness in it. Unfortunately for my future prospects, I discovered our war leader was receiving unholy advice from a terrible entity. With the prejudices of my age, I believed it to be a demon, though with hindsight I now believe it was a traveller from the future. When I investigated further, myself and a small group of army commanders uncovered a rival time traveller at work, a woman trying to oppose the madness worming its way through our society. We allied ourselves to her in an attempt to halt the war.

When asked whether they won, he tells our hero:

Hardly. We attempted to murder our leader, but to my shame we failed in the matter. The rival time traveller saved my life from a traitor’s death, if you can call what you see remaining before you saved. My family buried a corpse with no brain inside its skull, and I was secretly transported offworld on the ship of a species called the archivers. How the archivers had been bargained with by my time travelling ally, I do not claim to understand; they certainly made poor hosts. I lost everything that was dear to me when I was forced away from Earth: my son – my darling wife – my career and my name.

The finale of this conversation proceeds to the inevitable revelation of the cyborg’s name:

“We are brothers of Earth. You shall call me Erwin, my friend.”

“Erwin,” Horatio said the new name. “I think there is a world in the Stobb Clouds called Erwin’s Luck.”

“Perhaps,” said the cyborg.”But if so, it is not named in honour of my unhappy life. Never named after Erwin Rommel.”

So there you have it. A throwaway page of book 2 of the story, but it turns out that Hitler was a time traveller and Rommel spent the next 10 or so millenia trapped in a cyborg’s body, wandering the universe at the beck and call of a mysterious alien race known as the Archivers. Who knew?

I think for many people this carnivalesque style will be a disappointment – it certainly sets a very different tone to the gloomy seriousness of Iain M. Bank’s Against a Dark Background or the slightly over the top striving of Star Wars. But I enjoy the creativity and the playing with the genre – sci fi can be a tad too serious at times, and it’s nice to see space opera treated with a slightly lighter tone, without tripping over into Space Balls style puerility. It also has some really good ideas mixed in – for example, like everyone who writes space opera, Stephen Hunt has specific visions of hyperspace, and in this novel we’re treated to the Ebb, a strange area of the galaxy in which hyperspace travel slows down and becomes unpredictable – and where bandit civilizations flourish. He also has a fairly brutal conception of the colonization process, and some nice ideas about AIs and the relationship between human and machine which, though superficially sillier than Banks’s visions, are actually pretty cool.

As always, this novel falls down when we start to experience intervention by god-like creatures to help kick the plot along. I think I’ve read 6 or 8 Hunt novels now, and in all but two of them the plot has been dependent on divine intervention. I’m used to it and it often fits well within the story arc and the cultural framework, but it also leaves me with a slight feeling of disappointment. Fortunately his characters are excellent and his story-telling very pacy, as well as being thick with ideas, so it’s easy to overlook the Deus Ex Machina; but I do wish he would give it a miss occasionally. Otherwise I think that this might perhaps be his best work, though there’s a wide range of material to judge from and the comparisons are hard. But if you’re interested in a light-hearted space opera with cool characters, fast plot and a chaotic feeling, then this is the tale for you. And, once again, I would like to recommend Stephen Hunt’s entire corpus (or at least, everything I’ve read) to my reader(s). He is great!

 

I’m reading Stephen Hunt’s Six Against the Stars at the moment, I’m only two chapters in and it has already descended into Hunt’s trademark rollicking flow of happenstance encounters, but it’s got a very nice idea for an adventure setting that I don’t think I’ve seen before. The story starts on a far future Earth, its history full of wars and environmental troubles, whose present inhabitants seem not really to fully understand the world they live on or its history. Beneath the earth is the “World Below,” which sounds a lot like a kind of far future Underdark. As our hero runs through it, we have it described thus:

In the heyday of the conflict age, the empire had hollowed out the Earth and refilled it with underground factories and cities, keeping the surface as a park that was only seen by the imperial court.

Some of these subterranean continents had caved in, but others had failed more gradually, only to be reclaimed by the flotsam of the ancient Earth – criminals, slaves, rogue androids, rebels, computer viruses which had become self aware, feral genetically engineered creatures which had broken their own behavioral programming. As the core was abandoned, the pets and toys of the merchant palaces became inbred in bizarre and unanticipated ways, sharing genes and self-splicing where run-down shaping technology lay derelict. They preyed on the safaris that ventured from above. Self-cleaning floors that had learnt to secrete acid to paralyze rodents, drink dispensers which could spray superheated water when threatened, wild herds of protein blocks that had grown armour and gored unwary travellers.

Like much of Hunt’s work, the idea is slightly comic or carnivalesque, but also rich with ideas for adventure settings and a kind of space opera or shadowrun-styled megadungeon. Instead of Aboleths we have ancient AIs residing in abandoned research factories; in place of Mimics, vending machines. Perhaps self-aware cleaning droids float through the corridors like robotic Beholders, and old abandoned tanks or other war machines function like golems and dragons. Were the world above to be fashioned as a post-shadowrun collapse society (perhaps akin to the society from the Amtrak Wars novels?) then the World Below would be a treasure trove of ancient items, and access points that still functioned would be hotly contested by the tribal powers of the surface – or avoided at all costs. Perhaps then some elves would have migrated to the World Below, so it would even have its own stock of shadowrun-styled Drow.

This would be a great setting for a campaign – a post-apocalyptic shadowrun future on the Great Plains of the USA, with a mad max styled surface world where adventurers attempt to enrich themselves and their communities by plundering the World Below. Perhaps more civilized folk use its surface ways as secret routes to attack their neighbours, or to cross deserts and wastelands. Bandits set up kingdoms, and all the rebels and renegades of the surface world flee to the World Below to make their uncertain future. It would be particularly fun to adventure in such a kingdom using Shadowrun, or one of the simpler space opera style systems like Stars Without Number. If you want dungeoneering with a mixture of savagery and high space opera, perhaps Stephen Hunt’s World Below is the perfect place to go looking for adventure …

What's the Chinese for "fail"?

Sliding Void is the first in a series of hard SF novels by Stephen Hunt, author of a series of steampunk novels that I really enjoyed: The Court of the Air, The Kingdom Beyond the Waves, and The Rise of the Iron Moon. Hunt’s interest in space opera and SF was fairly clear in The Rise of the Iron Moon, so it’s no surprise to learn that he also writes hard SF, and although it’s also weird to read him in a completely new genre, the book was enjoyable and interesting – though not without its flaws.

The basic setting is a universe some thousands of years in the future, with the usual necessities of hard SF: hyperspace has been invented but travel is slow, there are many settled planets and terraforming and expansion is ongoing, the settled universe is divided into the core and the periphery, and the core is ruled by a shifty and sinister organization (in this case called “the Triple Alliance”) that maintains order at the expense of freedom and corruption. Of course, one can stay a step ahead of the alliance by working on the fringes of space, but not everything one does out here on the edge is entirely legal, etc. The outline of the setting probably seems to have a lot in common with Serenity/Firefly or Traveller:2300, including the importance of China in space exploration and the settling of planets on national lines (this is a German planet, that is a Chinese, etc). It’s pretty standard.

The story centres around one Captain Lana Fiveworlds and her oddball crew, who are running a free trader in classic Traveller style, tramp trading on the periphery. They need money in a hurry and get called in by an old contact to whom they owe a favour; he gives them the task of taking on a new crewman to help him escape from his arse-backwards mediaeval ice world, where he was a prince until he got a bit too arrogant and ran a war that got half the world chasing him. Unfortunately, there is something up with this new crewman and things rapidly go pear-shaped. That’s it! We then have to wait for book 2 to start finding out why things went wrong, and what they’re going to do about it.

This book is quite short and well-told, but interestingly a large part of the story is set in a fantasy world. The crewman is from the planet of Hesperus, a failed colony world that slid into an ice age soon after it was colonized. It’s an interesting story: the colonists were refugees rescued from an interplanetary war by a well-meaning aid agency and packed across the galaxy in cryonic sleep, arriving on their colony with nothing but the resources in their ship and nowhere to return to, their world having been destroyed. Soon after they arrived their new planet, which had looked so promising, fell back into an ice age and the colony fell back into the bronze age, so that when we stumble on it the planet is more like a norse kingdom than a sci-fi setting. I really like this idea, I think it’s quite believable and a terraforming outcome I don’t think I’ve read in a long time (perhaps in Ursula le Guin’s The Word for World is Forest? I can’t recall…) Stephen Hunt does this part particularly well, and the way the rest of the universe treats this planet is a sure sign that we aren’t dealing with a particularly well-meaning Alliance. No Culture here, folks.

The rest of the story, though brief, is well-written. It’s got occasional hints of “realism” such as has started to creep into modern genre writing – swearing, “gritty” settings and the like – which is particularly jarring when you’re used to Hunt’s other, gentler, steampunkier works. Hunt’s vision of hyperspace is cute – it’s all mathematical and humans can’t handle it, because they get “addicted to the maths” – and means that humans are dependent on the help of an alien crab species who are religious in their mathematics, and believe that entering hyperspace gets them closer to their mysterious mathematical god. The rest of the SF world is fairly standard, though some of the information technology ideas are cute: the characters refer to a wiki to learn about Hesperus, and when their barbarian crewman needs to be oriented to the modern world he is given full-immersion entertainment packages that give him 6 months of real-time experience of someone else’s life in a couple of hours. This means that two days after he’s arrived on ship he has already lived several years of subjective life in the modern world, and is speaking like a mixture of policeman and starship crew. His adjustment is otherwise not handled so well though: his first experience of eating rice just flicks by without any mention of how he feels about this new experience, and there are a few other moments where we really could get a deeper sense of his disorientation in his new world. Having spent half the book establishing his barbarian credentials, we see them all washed away in a chapter, which is a bit weak. Given that the whole thing is quite short, a few more chapters to have him settle in – perhaps including a moment of craziness – would be nice.

Another thing about this book that really frustrated me and nearly had me give up on it was the massive Orientalism fail in the middle. When we first meet the Chinese engineer, Paopao, he orders Calder (the barbarian) to make his favourite food: Ochatsuke. He has a list of ingredients in his kitchen which includes dashi and jako. Stephen Hunt has carefully researched the recipe for a Japanese traditional food, complete with Japanese names, and had his chinese character act as if this is some Chinese food or spiritual rite of passage: the food labels are all written in Chinese (how do you write jako in Chinese?) and Paopao tells Calder that “A man who steams rice may be trusted with the care of antiproton storage ring.” The implication is that this traditional Japanese food is somehow of cultural significance to this Chinese engineer, who judges his staffs competence on their ability to make it. This is, I think a straight-out orientalism fail: either Hunt doesn’t care about the difference between China and Japan, doesn’t know (despite having careful knowledge of a Japanese food that is quite obscure outside of Japan), or knows nothing about China and figures his readers won’t notice the difference. He obviously couldn’t make the dominant Asian culture in space Japan because that doesn’t fit the current narrative about an ascendant China, but he couldn’t be bothered doing the basic research on China necessary to fit the character to the story. The same applies with the stupid way he writes Paopao’s language: I’ve met enough non-native speakers of English now to know that the way Paopao speaks is not the way it works. On the one hand he says

Only if you submit to them, Mister Fighting Fourth. Sometimes it beholdens man to remember

which is perfect lyrical English and very advanced, including careful omission of an article such as non-native speakers often get wrong. But then he says

Found it inside fortune cookied on station above Kunjing Four

dropping both the subject (which I think is a Japanese, not a Chinese, problem) and all the articles, and mangling a sentence which anyone who can say the former would surely be able to spout very quickly and easily. Now, I don’t think anyone can get language misuse right (it’s extremely hard) but stuffing this up to this extent, while also mangling the character’s cultural origins, is a pretty big level of fail. It’s disappointing, and sloppy. I understand that with the ascendance of Asia, and the recognition that the 21st century is going to be the Asian century, people want to fit Asia into their inter-galactic hegemonies, and not being Asian are likely going to screw it up somehow. But there’s still a minimum level of research that one could do, in this case as simple as buying a Chinese cookbook and visiting a good restaurant.

I think we’re going to see a lot more of this kind of sloppiness in the years to come …

Anyway, aside from the small orientalist unpleasantness, this story is enjoyable and worth giving a go if you like classic hard SF. It’s reasonably well crafted, moves fast, has a smooth and easy narrative style, and has some nice ideas to add to the genre. Stephen Hunt’s writing is sometimes a little jarring, as if he were occasionally slipping into a young adult novel style, and sometimes his genre-bending doesn’t work, but in this case he’s combined a low-tech fantasy world with a hi-tech spacefaring civilization very well. I wouldn’t say it’s ground breaking or stellar in its achievements, and I think Hunt has been more creative in his steampunk work, but I can still recommend it. Read this book if you want to see a small amount of genre-bending in an otherwise classic, easily readable hard SF, but give it a miss if you demand only classic tropes in your SF.

How does this work, anyway?

I recently finished reading Robert Silverberg’s Majipoor Chronicles, second in the Majipoor Series but easily readable in isolation. It is not a single novel but a series of short stories set throughout the history of the eponymous planet; some of these stories are directly connected to the events of the first book in the series, Lord Valentine’s Castle, but I think most are intended simply to offer historical and cultural background to that tale. The settings of the stories are separated by huge distances in space and time but are strung together through a cute conceit: a low-level functionary in the central government has found a way to sneak into a library of memories, and through accessing the library enters the memories of any individual he can choose. So, he calls up random (and sometimes deliberate) people from Majipoor’s past, usually connected with great events in the history of Majipoor, and views the events through their eyes.

This is an interesting trick, since it sets the flavour of the planet and the culture through the choice of protagonist, which in most cases is a person who is neither famous nor important, just a person connected to some great event. Where the functionary could have stolen access to the memories only of the great and the good, he instead chooses random nobodies: a woman living in the jungle when the alien settlers first began to come to Majipoor; a mid-ranking military officer involved on the fringes of the final battle to eliminate Majipoor’s indigenous people; a shop-keeper who ends up marrying a lord (but not the lord himself); a low-level official who discovers the technology of the King of Dreams (but not the King himself). As the functionary gets bolder in his theft he chooses more powerful and famous people to spy on, but through the first half of the story we are shown the history of Majipoor through the experiences of its basic citizens. This helps to set the tone for a kind of subdued utopian world, which while not free of conflict or strife seems to have largely eliminated murder, other forms of serious crime, war and major civil strife. It’s a world that has been going quietly about its business for thousands of years, and by setting the stories in the frame of the world’s very ordinary residents Silverberg has set this tone very nicely. These stories are also surprisingly free of any form of violence or militarism, though one story involves a murder and one story involves an attempt at genocide. But largely they depict a world at peace with itself, a future society that, though its environment is harsh, has largely moved beyond the problems that beset our own.

Majipoor itself is a fascinating world: vastly larger than Earth but much less dense, so with similar gravity, flora and fauna, it is recognizable as a classic sci-fi garden planet, though with noticeable differences: it has very few mineral resources and the distances people have to travel are huge, so it is actually quite poor, with many people living close to subsistence level. Furthermore even after thousands of years of settlement it remains mysterious, with huge areas unexplored and unsettled. One story of this potted history is set in the period when the planet first opened its arms to alien settlers, who were deemed necessary just to populate the world enough to make it socially functional. At the same time, even though the planet is vast and fertile, the human settlers come into continuing conflict with the indigenous people who lived there before them, and these indigenous people or the knowledge of what was done to them figure in the background to many of the stories. So in many ways Majipoor is an inter-galactic allegory for the settlement of America or Australia, with all their utopian promise, conflict with the original inhabitants, and opening up of frontiers and then of society to aliens. Also similar to the early histories of those settler nations, Majipoor seems to be cut off from its galactic neighbours, having little significant interchange with them and unable to rely on them for either industry or development. People and things come from the stars, and the cultural background is that of the sophisticated galactic travellers who originally settled Majipoor, as is much of its technology, but at the same time it seems to be separated from those peoples. Some of the technology is mysterious to the locals, or known only to a few, and it’s not clear that the locals are able to aspire to the technological skills of their forefathers. There is no sense of hi-tech or heavy industry in this strange world. Like early Australia, it is characterized very much as a rural utopia, full of freedom but lacking in wealth and too distant from its original society to be able to gain much practical value from its originating culture.

It’s interesting to see these themes in a sci-fi story, and to see the sensitivity and care with which some of them are explored. Particularly surprising was the importance of the indigenous peoples’ story to the narrative, because I can’t see any evidence that their history is itself relevant to the remainder of the series (though I could be wrong – I haven’t read them yet). Silverberg has written other work about indigenous people, and clearly has an interest in this topic, so perhaps he has deliberately created an allegory to the old American west, but it’s not heavy-handed and the depiction of post-genocide Majipooreans’ view of their history is probably too optimistic compared to the way Australians or Americans view those issues now – perhaps this is another aspect of the utopianism of the novel. In any case, this kind of topic is rare in the genre, and the moral ambiguity of Majipooreans’ views of the issue of indigenous dispossession very close to the way modern Australians (and I guess Americans) view their own history. It’s nice to see this approached so carefully in the genre.

This book is a nice combination of gentle cultural commentary, careful world building, classical SF-style speculative work, and mild utopianism. It’s also very well written, with a really accessible style and easy descriptions that leave you with a clear image of the setting you’re in without using burdensome prose. It’s also largely free of many of the tropes or language of the genre, which I see as a sign of superior writing style: if you can deliver a SF setting to a reader without using SF jargon, in a smooth and easy prose style, you’re doing well. One complaint I had about the story was the intermissions between chapters in which the low-level functionary describes his feelings about the memory he has just entered – they have too much of the tone of narrative authority, so that I felt the functionary’s perspective was being used to convey to us how Silverberg believes we should feel about the story we just experienced. Also, these intermissions have too much tell and not enough show. But they’re short – not even a page in many cases – and the tone changes as the book progresses. Another complaint I think other readers might have is that the stories are too disconnected, and there’s not enough common theme to warrant presenting them as a novel rather than a straight-out short story collection. In many ways it feels like you’re reading le Guin’s Orsinian Tales (a beautiful, beautiful book!) but that book is presented as short stories, whereas this seems to have been marketed as a novel, and the narrative continuity of the functionary’s role is surely intended to make it read this way, even though there is nothing else to connect the stories except the functionary’s curiosity. This didn’t bother me at all, but I’m sure it would frustrate many readers.

Overall, however, I found this an engaging, intriguing and really enjoyable book. I recommend it to anyone who is interested in the kind of speculative social ideas that characterize the work of people like Ursula le Guin, Gene Wolfe or Samuel Delany (though it’s much more accessible than Delany). I don’t recommend it to people looking for hard SF, or SF full of conflict and combat. If you like unassuming social critique or practical utopia in your speculative SF, and you’re happy with SF/Fantasy mixed in, then this is definitely a good book for you.

The picture, incidentally, is by Jim Burns.

Scott Westerfield’s Leviathan is the first in a series of young adult steampunk novels, set in a very close parallel history of Edwardian Europe. They’re light-hearted, fast-paced and fun, and they have some nice new ideas for combining classic steam-tech with biotechnology. The basic setting is Austria and London on the eve of the first world war, with Europe locked into the exact same ludicrous stand-off as actually happened. The Austrian Empire – “clankers” in the common British parlance – bases its technology on steam power and heavy industry, while its main opponents, the British “Darwinists” have followed the old man’s lead into an industrial milieu based on bioengineering. Most of the action in the story revolves around two symbols of these two types of technology: an Austrian walker, very similar in essence to an ST Walker from Star Wars; and the British airship Leviathan, which is essentially a hydrogen blimp bioengineered from a massive whale. The technology on both sides is ludicrous and well beyond what one would imagine were possible in the time period, but it’s classic steam-based SF.

Each technological setting also comes with a character: the Austrian Alek, bastard teenage son of the Austro-Hungarian empire, who has to flee his home after the assassination of his family; and Deryn Sharp, a poor Scottish girl who has come to London with the crazy idea of disguising herself as a boy and entering the British Royal Air Force. Through a series of improbable accidents she finds herself onboard the Leviathan over Austria at the same time as Alek is fleeing across Europe, and so they end up meeting by chance. They then have to join forces to escape the Austrians chasing Alek, and thus the two of them are introduced into the scheming and plotting of European politics as the great powers plunge headlong into war. The first book ends at the point where we discover what they’ve become embroiled in; presumably we’ll explore more in later books.

This is a young adult novel, so it has some characteristics that I know many adult readers hate: hastily-sketched characters based on archetypes, simple and fast-flowing narrative style, sometimes awkward explanations of background and setting, and the frustrating phenomenon of children beating adults at their own game. But the fast-paced expositions and quick descriptions are a pleasant change from the bulky, unwieldy style of some modern SF and fantasy, and it’s nice to read a story with background nuance presented quickly and easily. The novel lacks the deep, thoughtful emotional engagement that characterizes the best young adult fiction (like, say, the works of Robert Westall or Maurice Gee) and it doesn’t have any of the coming-of-age intensity of much of the genre. I really like those aspects of good young adult fiction, and so in that sense this book is a little lightweight at times. But who cares? It’s fun, it has a cool giant floating whale armed with flechette bats (which have a cool name but are actually a bit of a stupid idea), and it has an alpine AT-AT chase between. What’s not to like? Also, I’m sensing strong hints of a dragon being involved somewhere in all this, and there’s definitely a kraken. The characters are a little shallow and stereotypical but engaging enough, and although both are a little super-human they are not insufferable prats such as one sometimes stumbles across in young adult fiction.

If you like steampunk and want to see such a setting leavened with carefully-imagined biotech, in a slightly later era than we usually associate with the genre, then this is a good book to pick up. It’s easy to read, fast-paced, and keeps the new ideas coming along at just the right pace to keep you interested. It also promises more depth – both emotional and political – in subsequent volumes. If you aren’t into young adult fiction, or like your stories slow-paced and thoughtful in the style of a classic fantasy trilogy, then you probably had best leave this one be. Overall, it’s a good effort and I’ll be persisting with the series.

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