Wherein My Dog Teaches Me About Judging Others

My Welsh Corgi, Berwyn, has separation anxiety. He whines when I put my shoes on, barks ferociously at the door when I’m leaving, and pouts when either me or K isn’t around.

We adopted our little Bear (as we often call him) when we’d been married about five years. That was the time we’d originally said we’d start having children, but Kate had recently been diagnosed with the illness that eventually pushed us toward adoption and I was still in the middle of law school.

When we got him, it was clear he’d been neglected (I’m very thankful that his owner realized this and gave him to us). He lived outside, away from his owner family, and the brief experience I had with the family’s kids led me to believe that they really didn’t understand how to interact with a dog. He was a worm-eaten, flea-bitten little mongrel, so for the first several months we had him, we had to put him through heartworm treatment, neutering and flea treatment. It also took him a while to get used to living in the house but going potty outside—especially because our duplex at the time had this brown shag carpet that was very confusing to an animal used to doing his business in the Waco dirt.

He settled in nicely and quickly became an inseparable part of our family.

To let you know how attached to my dog I am, I once (purely out of thoughtless reaction) jumped into the road full-body in front of a fast-moving car because Berwyn had wondered into the street in front of it. No one was hurt and that was the last time that Berwyn got to hang out with us in the front yard without being on a leash, but it was nevertheless an eye-opener for me.

So, since Berwyn’s separation anxiety appears to be getting worse—this may be a result of the children being in the house for several months and then never coming back—it pulls on my heartstrings every time I go to leave. More than once, I’ve seriously considered not leaving at all after hearing his plaintive cries.

As a quick aside, my proposed solution was to talk to K about getting a second dog. I figured the companionship (even though there aren’t many dogs Berwyn actually likes, though he’s great with people) would do him some good. Most experts say that a second dog is usually not helpful for separation anxiety—and can even make it worse if the two dogs neurotically feed off of each other’s panic. Since Berywn’s our little emperor of pets and seems to like it that way, I’ve gone back to the drawing board.

Before getting the sound advice of experts, though, I spent some time looking at local dogs for adoption. The stories of these animals broke my heart repeatedly and I had to pull myself away almost forcibly.

The whole experience has made me think about my relationships with people and with animals. I’m much more patient with animals—and, if you ask K (and I’ll admit she’s right), I’m an absolute sucker when it comes to the Bear. People, though, I have much less tolerance for.

I started to wonder why, to wonder why a picture of a homeless dog on the internet tugs at my emotions deeper than a homeless man standing right in front of me.

The hard truth is sin. Not the homeless man’s, but my own. It’s easier for me to see people as more responsible, more culpable for their sin. That’s reasonable in one sense, as I know that Berwyn, as clever as he often is, really doesn’t understand what sin is—he just knows it’s funny to poop on the floor in the living room to protest something we’ve done that he doesn’t like. But on the other hand, the way I feel about dogs and the way I feel about people shows me just how flawed I am, how mired in the sinfulness of judging others and treating them accordingly.

Focusing on the culpability of others allows us to distance ourselves from them, to justify our decisions to ignore them, castigate them or actively not help them. This is how we rationalize holding others as our enemies or as those we have no obligation to support.

Thank God that divine vision is not so narrow! That, as best as I can understand it, God sees us like I see my dog—even as God acknowledges that we have done wrong his love for us never falters. The closest I come is when I walk into the living room, see Berwyn’s anger-poop and laugh. Yes, I’m the one who will clean it up (this time, K’s up next), but what reason is there to be upset about it?

To be clear, these thoughts are limited to an analysis of the way I think about others, not about sin in general. I do not mean to say that sin should simply be ignored—despite our salvation and the forgiveness that God graciously gives to us, we ought to each be convicted to renounce our sin and become more like our perfect Father in heaven.

But as we relate to one another, this analogy stands well. We are told not to judge one another, but to be compassionate and helpful to our fellow man. I knew this, but I didn’t understand it until my dog taught me why. If I can leave behind my judgments of other people, I can see them as God’s children and be pulled by my heartstrings to help and to serve them. If I fail in this, I see myself as superior to others, and the first shall be last.

A Season of Rest (Or Perhaps Activity)

I haven’t posted in a long while about our foster situation, and those who follow the blog to keep up with that aspect of life for K and I deserve to hear the news that there is.

There’s not much. We’ve decided that it’s best for us to refrain from taking a new placement on until K has finished seminary. Since she’s working full-time and going to school (and will have to commute to Dallas a few days each week starting next Fall!), it’s best for us that we wait until she’s got less stress and activity going on and we’re both a bit more settled. I don’t understand how she does it as it is except for the fact that she’s an amazing woman.

We will provide respite care for other foster families on occasion–essentially taking a child or set for a weekend or a few days when their foster family needs a break or has to travel. This allows us to stay as an “active” family and not have to start the entire application process over again when we’re ready for our next placement.

In the meantime, we’ll continue to enjoy the time that’s just the two of us (and our Corgi Berwyn, who may be the neediest child ever). We’ve been enjoying the opportunity to be “adulting”, which for us does not mean the burden of living up to all of life’s responsibilities and adult demands but doing the things you don’t have permission to do when you’re a kid–like staying up late to watch TV and eating candy for dinner. It’s a word we’re taking back. I’ll let you know if we have any success with that.

It’s a year-and-a-half of a last hurrah before we transition again to the chaos and joy of raising children.

So, if you don’t see much on this site about children for a while, that’s why. Of course, you don’t have to have kids in your own home to be learning about them, and if I have any interesting experiences I’ll be sure to share them here…

The Beautiful Truth about Evangelism

When I was in college at Texas A&M, once a semester a certain Tom Short would visit campus. Mr. Short travels from university campus to campus, attempting to evangelize.

A close friend and I would skip class to watch –and argue with–him. You see, he offended me. Not because he’s an evangelist, but because he spread a message too filled with fear, shame and condemnation to represent the Gospel. Once, after standing amongst the gathered crowd and going back and forth with Mr. Short for several minutes about what I perceived to be problems with his idea of God, a fellow student approached me and handed me a flyer for an atheist and agnostic student club. When I told the guy that I was a Christian, but that I didn’t believe that the visiting evangelist was doing a good job of representing what Christianity is about, he looked at me, confused. That’s what this kind of evangelism accomplishes for Christ–it turns people away by giving them an inaccurate image of our God and our faith.

A bit older and wiser, I realize now that my public protest about evangelism in the style of Mr. Short was more about self-expression and formation of personal identity than any real attempt to prevent the preacher from accomplishing his goals. There never was any need for me to speak against him, as his entire production was–as I’ll argue below–doomed by divine design. That seems a very harsh thing to say, and it is, so I hope you’ll bear with some explanation.

I don’t know whether Short’s preaching (or polemic, as was most often the case) ever caused anyone to say that he confessed Jesus Christ as his savior, but I doubt the authenticity of any such declaration (while admitting that only God knows such things). I’m not sure that fire and brimstone, accusatory evangelism has ever made a follower of Christ. Someone who confesses to be a Christian, probably, but not someone who has fallen in love with our Creator.

There’s something anemic about a theology that pressures people to make choices only to avoid hell. It reeks of predation on man’s cowardice, a use fear to coerce an admission of belief. The whole scheme is anologous to torture–give me what I want or suffer the consequences. Like torture (according to recent studies), the practice at best goads people to say anything to avoid suffering–in this case, eternally, we are told. Even secular values would condemn the person who confesses a certain belief (or who abandons a previously-confessed ideology) just to avoid punishment. So why does anyone think that threats are a viable way to share the Gospel truth?

This post isn’t about man, though. It’s about God. It’s about a God so gracious that such condemnatory evangelical practices are doomed to failure. You see, a relationship with God through Jesus Christ can only be entered into voluntarily–no amount of threat or shaming can cause a person to make a choice in his heart. Again, coercion might make someone say they’ve voluntarily chosen something, but it won’t change a person’s true desires.

Here we find a poetic justice. If God is love, and God’s ultimate desire for us is to have a deep and meaningful relationship with God, then it should follow that God wants nothing to do with coercion in the establishment of the relationship. That a person may only willingly enter into that relationship demonstrates a humility on God’s part in God’s willingness to preserve our free will in the hope of a genuine relationship, one that we may never choose to pursue.

The scriptures tell us that a person comes to believe in Jesus Christ’s divinity only through the action of the Holy Spirit and not through the actions of humans. Thank God for that! I don’t want to delve too deeply into pneumatology in this post, but I’d like to summarily comment that it seems to me that the Holy Spirit makes a way for us (call it preveneient grace if you like; we Methodists do) to choose to enter into a relationship with God based on our love for God’s character and creation.

Likewise, scholars of religion and mystical experience often describe a profound spiritual experience as one that changes one’s life but is by its very nature ineffable to others. That no one can “prove” God to us safeguards the opportunity to seek God out for ourselves, makes room for belief. After all, faith is a choice to believe in things that we cannot rationally prove or disprove.

So what does that mean for true evangelism, a sharing of the Gospel that is (I think) more in line with God’s intent for us? All we can do is try to reveal the person of Jesus Christ to others: through our own actions, through our words, through our sharing of the Gospel. It is not for us to make believers–God has ensured that a believer can only make himself. To be clear, this post is not a condemnation of evangelism–far from it–but only a stand against evangelism based in anything but love for fellow man and a desire to share the great joy of knowing Christ.

This reality reminds us of God’s deep love for us.God intends a personal relationship with each of us–a relationship so unique to each of us that we can’t even even reasonably communicate it to one another. We can only bask in the awesomeness of it side by side.

Here’s the beautiful truth about evangelism: the God of love has created the universe so that only by love may God be approached by the believer. This is not a comment about sin or salvation, not a theodicy or an aspersion against the unbeliever, only a realization of the beauty of a God who will not let us be successful is using ways other than God’s to bring people into faith.

So, the next time you hear a preacher full of fire asking you where you’ll go if you die today, don’t get angry, but remember the beauty of a God who has by the very nature of existence decreed that such an ungodly approach to the Gospel will never succeed.

RPGs for Writers, Part III

Having offered up some game systems to use if you’re going to take the dive into roleplaying, let’s talk now about the bigger question: should you use your own beloved setting for your game? I answer the question with a categorical “maybe.” Here’re some of my experiences to illustrate the ups and downs.

Can you let go of your baby?

This is the hardest part of using Avar Narn for roleplaying games. I’ve spent years thinking about this world, developing nuance and atmosphere and thinking about the kind of stories that take place here.

No GM’s plan survives contact with the PCs. My players do not always get Avar Narn. Sure, they understand that it’s a gritty fantasy setting where magic is as dangerous as useful, sinister forces wait in the shadows but “regular” people are just as likely to be monsters as some demon-spawn, but that’s not always enough. When you play a roleplaying game, there need to be some rules–not just the mechanics of the game, but an agreement (implicit or explicit) between GM and players about what sorts of things happen in the setting. Avar Narn is very different (perhaps by design) than the high fantasy you’d find in a typical Dungeons and Dragons game. Characters in Avar Narn may have supernatural abilities and great skill, but the setting is not one of over-the-top action or near-invincible heroes.

When your players don’t meet your expectations for how stories go in your setting, when they unintentionally misunderstand or intentionally reject some of the narrative constraints of your setting, you will naturally be disappointed.

There are two ways to handle this, I think. First, you let go of some control of the setting. What happens in your games doesn’t have to become canon in your world and may still reveal to you important things about your setting–or give you new aspects about your world to explore. This is easier said than done; I don’t think I’ve ever accomplished this approach and I’m not sure that–at least at this point in my creative life–I’m able to.

The alternative, and it’s a harsh one, is to train your players to respect the narrative “rules” of the setting. Were I to do this with Avar Narn, my players would lose characters on a regular basis, because recklessness or foolishness (or perhaps even a really bad run of luck) would get them killed. They’d eventually come to understand what I (or if I’m to shirk responsibility, the setting’s rules) expect, but at what cost? If I cast my net far and wide, I could probably find enough players comfortable with this to run a game, but I think that some of my regular players would (understandably) drop out because that kind of game doesn’t meet their expectations of what roleplaying games should be and do.

This issue is tough to navigate and can easily lead to either you or your players (or both) being disappointed. Beware.

Work or play?

Serious fiction does not always have as its goal being fun in an obvious way (bear in mind that this is different from being enjoyable–think of catharsis, the emotional experience of terrible events that can be left behind at their conclusion and the intellectual satisfaction of a story well told even if not felicitous). If your roleplaying game is not fun, you have a problem–few players want only the sort of parenthetical enjoyment previously described.

On your side of things, will using your setting to run a game feel like work? C.S. Lewis was once asked by a young lover of theology whether he (the young man) should go to seminary. Lewis advised that the young man ought to consider whether making his profession in something he loved my deprive him of the joy he found in it. So much for “do a job you love….” But there’s a point here–a roleplaying game may sometimes require creativity on demand, which is not always the best kind of creativity in worldbuilding and writing. If you find yourself forced to enter your setting rather than doing so for the joy of it, you may find yourself hampered in progressing in your writing and the creation of your world.

Doubling Down

I started with the negatives I’ve experienced in running Avar Narn games. Let’s now turn to some positives:

If you’re running an RPG set in the same setting in which you want to write, the work you do goes twice as far. Planning your game will tell you new things about your setting, working on your setting and stories will give you ideas you can use in your game.

Further, the improvisational nature of roleplaying games may help you stumble onto unexpected ideas for the furtherance of setting and stories–your players may stimulate you to unlock untapped creativity for your world.

Constructive Criticism

While by no means a market-study or a scientifically-valid survey, your players’ feedback will help you to revise your setting by identifying what’s working and what’s not. In particular, RPG players tend to be quick to point out internal inconsistency–the death of a fictional setting.

Indulgence

I have to admit that there is a deep joy that comes from diving into your fantasy world rather than viewing it from a remove. I readily defy the idea that fantasy is mostly (or even much) about escapism, but there a happiness endemic to humanity closely attached to creation and experience, to the exploration of something other than what is. (If that sounds like escapism to you, I’d argue that there’s a difference between retreating to a fantasy world to avoid reality and diving into a fantasy world for the joy of experiencing that world regardless of its comparison to reality).

There are few other ways to participate in your world in such an intimate way. Indeed, I’d say that if your inclinations are towards worldbuilding itself rather than storytelling, you’ll get much more enjoyment from running roleplaying games set in your world than you would from writing stories about your world. If you’re like me, do both when you can manage and reap all the benefits you can.

Storytelling Plus

Why do we create fantasy settings? As I mentioned above, there is a deep human need to create, and you may well feel that you have no choice in the matter–you are pregnant with ideas that must be born (to use a Renaissance analogy). Then there’s the natural desire to share things we love with others, to get them to experience the same joy we have from something.

Here’s perhaps where roleplaying can do something no other storytelling medium can–you can immerse your players in your world with second-person fiction, letting them experience your ideas in a way far more intimate than traditional writing.

If you subscribe to Joss Whedon’s statement (about Firefly, if I remember correctly) that “I’d rather create a show that five people have to see than one that fifty-thousand people want to see.” (I’m paraphrasing and the numbers used may be off, but you get the idea). That is to say, if it’s really about the art itself (that we could all bring ourselves to such true virtue!), you may well find more satisfaction in running a game for a few people than writing for the masses.

Conclusion

While I recommend that speculative fiction writers at least try roleplaying games to see how the genre helps them with their craft, I see justifications both for and against using your own narrative setting for those games. If, like me, you have trouble relinquishing artistic control, you may be better of using a different setting for your games. In so doing, whether you use a published setting or a new creation of your own, you’ll learn things that you can readily apply to your spec-fic setting.

If you can let go a little, or especially if you enjoy collaborative creativity, you may well find a deep joy in running games set in your world that enhances the other joys your setting provides.

 

RPGs for Writers, Part II

In the previous post on this subject, I offered some arguments for why writers (particularly speculative fiction writers) should consider adding the running of roleplaying games to their toolbox for development of the craft. This time, I’m going to suggest a few particular games that might help you to begin.

A Bit of Theory

If you spend much time with online forums about pen and paper roleplaying games, you’ll come across a few particular common theories that inform the discussions found there. The first is GNS theory, meaning “Gamist, Narrativist, Simulationist.” In short, the idea is that there are three main approaches or sets of goals people have when approaching RPGs. Gamists want to achieve and “win.” Narrativists want to indulge and immerse themselves in character and plot. Simulationists focus on the coherence of the rules and reality in which they play, especially as those rules help create narrative that meshes well with our the player’s own experiences of how reality (extrapolated for fantasy and science-fiction, of course) tends to work. About this, I’ll say what I say about most attempts to categorize things into neat theories–it’s a gross oversimplification that misleads more than helps, I think. I’ve never found a person who fits solidly into only one of those descriptions.

That said, GNS theory has proved useful because it encourages us to think about the games we play critically. At the heart of GNS theory is the idea that different RPGs are about different things; they have different goals that (at least when done well) lead to different rules, attitudes and atmosphere.

The more modern argument about the classification of RPGs is whether they are “traditional roleplaying games” or “storytelling games.” In many ways, this relates to discussions about whether games are or should be “rules-light” or “rules-heavy” (though this is more often called “crunchy.” The argument I commonly see put forth is that storytelling games are an entirely separate category from roleplaying games, the supposed focus of storytelling games being on collectively creating a narrative with very few rules getting in the way and the focus of roleplaying games using rules (extensive or not) to decide the outcome of events in the progressing narrative at least as much, if not more, than “mere” dramatic requirements. Again, I don’t buy this; there are plenty of rules-heavy games that focus on the creation of meaningful narrative above all else, and probably some rules-light games that focus more on the game than the story.

Why bring all this up? Truthfully, probably because I’m a pedant. In my defense, though, these are things I’ve been thinking about lately as I lay the groundwork for creating a roleplaying game for my Avar Narn setting. Since both worldbuilding and creative traditional fiction with Avar Narn are goals I’ve set above a marketable (or even playable) RPG, I’ve been looking at lots of systems to determine how many and what kind of rules would be best to capture the feel and nature of Avar Narn in the improvisational format of the roleplaying game. To speak more plainly (I hope), my thoughts on the above influence the recommendations I’ll make below.

RPGs for the Writer

Roleplaying games have come a long way since the birth of Dungeons and Dragons in the 70’s. “Modern” games have moved away from the wargaming roots of the genre’s pater familias and toward a focus on narrative. By “narrative” in this context, I mean a focus on capturing the feel and structure of traditional fiction.

The gamer/writer will probably get the most out of games with a narrative focus (though any RPG has a narrative focus if you run and play it that way). So, my top three suggestions are some of my favorite narrative-focused RPGs.

FATE (Evil Hat Productions)

If you’re a writer who wants to try running a roleplaying game and it’s something you’ve never done before, I can’t give a better recommendation than FATE. The FATE RPG runs relatively rules-light (although it’s really a toolkit for running the type of game you want to run, so you can make the rules as involved as you like by grafting on additional systems) and, by design, uses narrative logic to influence the mechanics of the game.

The primary vehicle for this is the aspect. An aspect is a short narrative tag on a character, scene or object. Examples might be Sucker for a Pretty Face or (my favorite) On Fire! At the same time an aspect tells you something about the character or situation, it carries oomph–under the right circumstances (usually by spending a character resource called Fate Points, but sometimes for free) a player or the GM can reference an aspect to affect a roll of the dice. If the aspect positively affects a roll, the actor gets a +2 bonus on the roll (quite significant given FATE’s range of results). If it would negatively affect a roll, the same bonus is added to the resistance to the actor.

Aspects can also be compelled by the GM or a player to cause the player to act in a manner that is counter-productive but fitting for the character to complicate the plot. The noir detective with Sucker for a Pretty Face may fall for the femme fatale even though everyone else knows what’s going on. In exchange for accepting this narrative turn, the player receives a Fate point, which he can spend later to help his character succeed (or maybe just survive).

FATE uses Fudge dice, which are six-sided dice that have two blank faces, two faces with a “+” and two faces with a “-“. You roll four, looking at the appropriate character trait’s rating and adding one for each plus and subtracting one for each minus. That number is compared to the difficulty of the task to determine success.

I could go on and on about the innovative and influential aspects of the FATE system (see what I did there?), but there’s more ground to cover and you can find full reviews elsewhere on the net. I’ll summarize by saying that FATE has a system that’s easy to grasp, fun to tweak and that feels intuitive to the creative writer.

I will also say, however, that many of the principles of FATE can be used in other roleplaying games without using the mechanics whole cloth.For instance, you don’t need to spend a lot of time writing down scene aspects on notecards to take a look at the description of the narrative and the scene and say “circumstances should affect your action like this, so here’s a modifier” in other games.

Either way, it’s worth a look. Best of all, it’s free!

Cortex Plus (Margaret Weis Productions)

I’ve heard Cortex Plus called “FATE with more crunch.” I suppose that’s true, but given the toolkit nature of both rulesets, there could be wide variation in the “heaviness” of the rules.

To name drop, Cortex Plus is produced by Margaret Weis, co-creator of Dragonlance and is written by (among others) Ryan Macklin–a major force behind FATE, Rob Donahue (who’s written for many different games) and Philamena Young (who has worked on some of my favorite games–Shadowrun and World of Darkness–and who has become a voice worth listening to in terms of both game theory and gamer culture). Maybe to recommend it more, Cortex Plus is used for the following franchised RPGs: Marvel Superheroes, Leverage, Smallville and Firefly.

The base book (really the only you need unless you’re going to play one of the above-mentioned settings) is the Cortex Plus Hacker’s Guide.

Like FATE, Cortex Plus focuses on a strong dialectic between narrative and mechanics. Conflict is resolved by forming a dice pools from different sized dice that represent different traits, skills or belongings of the actor and rolling against a dice pool created from the opposing character’s traits or the circumstances of the task and scene. The two highest-rolling dice (this can be manipulated) are totaled and compared to determine success or failure.

By giving you control over the categories into which relevant traits fall, Cortex Plus allows you to use a toolbox game to create the feel of particular types of narrative–from the dramatic television represented by Smallville and its ilk to heist-style stories a la Leverage to the thrillin’ heroics of Firefly and much much more in between. This provides the writer a way to customize the stories she tells in RPG form and even to set the mood of the game without much heartache. A game where you receive dice for your pool based on the nature of your relationship with a person and one of a handful of ideals feels very different from a game with character statistics like “muscle” and “guns”. Same mechanic, different atmosphere.

I’ve run and played in several Cortex Plus games–I’ve even used it to run Avar Narn. The “heroic fantasy” rules in the Hacker’s Guide provided a good starting place for developing the grittier more dangerous feel of my own world.

I really like the way the Cortex Plus system works, but I do have a few complaints. While reskinning rules and attributes to fit the tone of your setting goes a long way, a universal system like FATE or Cortex Plus will never match what a customized ruleset will do to accentuate and define a setting. Also like FATE, I think that some of the concepts from Cortex Plus can be used effectively without needing to resort to mechanics to enforce them. That’s my opinion and the people I game with very much like both FATE and Cortex Plus.

HeroQuest (written by Robin Laws and published by Chaosium)

No to be confused with a number of other titles with the same or similar names, Robin D. Laws’ Heroquest is another narrative-focused ruleset that would suit the author experimenting in roleplaying games quite well.

Robin Laws is unqualifiedly a master of narrative in roleplaying games. His Robin’s Laws of Good Gamemastering and Hamlet’s Hit Points are excellent books for people who want to run games well (no easy task). Writers should read Hamlet’s Hit Points even if they don’t ever run a roleplaying game.

In addition to writing about RPGs, Robin Laws has written for more RPGs and publishers than I can count and has published a number of RPGs of his own design, including Feng Shui, Hillfolk and HeroQuest.

Like FATE and Cortex Plus, HeroQuest turns narrative descriptions into actual mechanics. The mechanics of HeroQuest are simple and streamlined in the interest of telling fast-paced stories where the rules bleed into the background. Does that make it a storytelling game rather than an RPG? Don’t know, don’t care.

While I’ve played FATE and Cortex Plus extensively, I have not played HeroQuest; I’ve only read the rulebook. That said, it made me excited to roleplay in a way that only a few games do, and I’ve considered using it for games I want to run on many occasions.

Conclusion

The three games I’ve mentioned here are on the rules-light side with a stated narrativist agenda, for whatever that’s worth. Really, they’re just games that are or seem to be easy to run, easily adaptable to your setting of choice and focused on the aspects of roleplaying games most useful to the writer.

Online publishing has been a Godsend for gamers, as it’s allowed an explosion of new games and innovative ideas that are not forced to run the gauntlet of publishing pitfalls (which exist even, if not especially, in the gaming world, I gather).

There are many excellent games to play, many very good rulesets (though I’ve found none I’m willing to call perfect) and many interesting settings to explore to pilfer inspiration from. Go out and find them!

In the next post in this series, I’ll talk about the ups and downs of using your own fantasy setting for running a roleplaying game.

Learning for Science! (Or Worldbuilding)

In one of my previous posts (“Worldbuilding – An Education”) I talked about the value of the worldbuilding hobby for expanding one’s educational goals and accomplishments. This time, I’m going to approach the same topic from the other side–how learning helps your worldbuilding. In particular, I want to share some resources that have been helpful to me in my own practice of the pursuit.

As you know, most of my worldbuilding is done for the purpose of creating settings for my speculative fiction (or, less frequently, for roleplaying games). I’d like to pause for a moment for a brief confession: learning for the purpose of gaining knowledge and tools for worldbuilding is something of a safety net for my productivity. Writing is almost always difficult (sometimes the words come easy, but making them say something worth saying in a way that holds attention is far from automatic) and often frustrating. As much as I enjoy it (and feel called to it), writing is often work.

There are many things that I like to do that are not work. Exercising (though it’s only slightly less difficult than writing–particularly running), reading, building things, watching TV, listening to music, pretending I can draw, and–especially–video games (even though Jane McGonigal would not entirely agree that video games are not work of a sort, and I agree). When writing becomes difficult, the seductive call of things that do not feel like work becomes ever more powerful, and discipline in writing is, for me at least, a difficult thing to maintain as it is. So, when I give in to temptation to mindlessly play video games, find some project around the house to help me procrastinate or otherwise avoid what I feel like I should really be doing, I play an audiobook. That way, I’m at least learning something that will be useful to me when I sit back down to write. A lot of what I have to offer in this post are things I’ve come across during that liminal state of wishing I was writing but lacking the motivation to actually be writing.

Dan Carlin’s Hardcore History

I’ve mentioned Dan Carlin several times in various posts on the blog, but it can’t hurt to bring him up one more time. His Hardcore History series covers many topics throughout human history from the 20th century to the very early historical period. A worldbuilder must be a student of history. Fiction is, in some ways, simply created dramatic history. This is often on the personal level, but the fantasy genre also often thrusts its characters into world-shaking events of epic importance. To do that well, or to create a setting that supports any kind of fantasy story, you need to be able to have a general sense for the flow of history–that is how one event influences and shapes those that follow–and for communicating the feeling of history; that is, giving the reader a sense of what it is to be alive and in the culture and history of the setting.

Dan Carlin is an excellent historian in general I think (though he doesn’t describe himself as such). Where he really shines is in communicating the feeling of history. When you listen to one of Carlin’s series, he takes the time to ask the questions and give the descriptions that invite you to imaginatively and emotionally participate in the events discussed. So, I’d recommend him both for the substance of his histories and for his method of historiography. Carlin gives us an example of how to think about histories–real or fictitious–in ways that bring them to life.

Great Courses

I love the Great Courses series (www.thegreatcourses.com; also available through Audible.com and Amazon). This is partially just because I’d be a perpetual student if I could be. Nevertheless, the breadth and scope of courses offered by The Great Courses company allows you to target specific points in history or culture (or science or politics and many other subjects for that matter) and delve deeply into that subject–for tens of hours.

If you’re not familiar, the Great Courses are essentially recorded undergraduate classes comprised of 30-45 minute lectures prepared and given by some of the foremost professors in the higher education systems of the Western world.

Here are a few courses I’ve personally found useful (your mileage may vary, as they say):

“Buddhism” by Prof. Malcolm David Eckel

“Religion in the Ancient Mediterranean World” by Prof. Glenn S. Holland

“Espionage and Covert Operations: A Global History” by Prof. Vejas Gabriel Liulevicius

“The Italian Renaissance” by Prof. Kenneth R. Bartlett

“The Renaissance, the Reformation, and the Rise of Nations” by Prof. Andrew C. Fix

“The Late Middle Ages” by Prof. Philip Daileader

“The Fall of the Pagans and the Origins of Medieval Christianity” by Prof. Kenneth W. Harl

“The Medieval World” by Prof. Dorsey Armstrong

“Medieval Heroines in History and Legend” by Prof. Bonnie Wheeler

“The Other Side of History: Daily Life in the Ancient World” by Prof. Robert Garland

As a note: I have a master’s degree in medieval and renaissance literature and my B.A. in History also focused on that time span, and yet I always gain something new and fascinating in these courses. Knowledge is funny that way, I guess.

Curiosity Stream

Curiosity Stream is a subscription, on-demand service like Netflix except that it is only for documentaries. Feeling lazy and want to veg while watching TV? Here’s your excuse to do so and still like your making some progress on your worldbuilding.

The best part of Curiosity Stream is the source of many of its documentaries–BBC and Sky from the UK and various subtitled or dubbed documentaries from the rest of Europe. This gives you access to docs you won’t find on Netflix or Amazon Prime (the selections on which I often find disappointing) and gives you a look at topics from other than an American worldview (this, also, is essential for good worldbuilding–your cultures must stand on their own, not as representations, modifications or critiques of your own culture).

Worldbuilding Books

To be honest, there are few worldbuilding books that seem worth the investment of time once I’ve gone through them. Some are just too generic and obvious to be helpful; others want you to dive so deeply into things like plate tectonics and the albedo of your planet that (unless you’re writing something where such details are important to setting or story–I’m looking at you, hard sci-fi) you’ll end up wasting hours making calculations that (if you’re like me) probably end up wrong and that you’ll forget and never use anyway. Still, you do need to be able to avoid (or, I suppose, willing to ignore) glaring mistakes in the creation of a world that will distract its visits from the willing suspension of disbelief.

One example–rivers tend to converge; they do not tend to (but on rare occasions do) split into multiple major waterways (with the occasional exception of the river delta, though that’s different, I’d say). Maps or geographic descriptions that do not follow real-world data (and that do not have some sort of in-setting explanation for the variance) will annoy those with the specialized knowledge to point out the error and may even unsettle others who have a sense that something doesn’t add up even if they can’t put their finger on it.

Most of us do not have the time to become intimately familiar and comfortable with such diverse fields as geography, geology, planetary physics, ecology and biology, etc. Having a worldbuilding book that helps manage some of these issues can be a great time-saver (and an interesting read).

I only have two recommendations in this category that I’m really comfortable making:

The Planet Construction Kit, by Mark Rosenfelder. This is a great book for negotiating some of the larger scientific issues if you need to create a whole planet or want your setting to be that detailed.

Holly Lisle’s Create a Culture Clinic. This book outlines many aspects of culture that a worldbuilder might want to define, along with some writing exercises to bring that information into narrative form. I won’t say that this book alone is going to inspire you to create a culture, but it is very good at asking the questions you ought to ask while building a culture.

Both Rosenfelder and Lisle have a number of other books on worldbuilding (and language construction, if you’re into that sort of thing) available, but the two above are the only ones I would say should definitely sit on a worldbuilder’s bookshelf (or in the memory of her Kindle or iPad or whatever).

PBS’s SpaceTime Series

This is a recent discovery for me. It’s a show viewable on YouTube (without any subscription) that tackles advanced physics questions in ways understandable to a lay audience. If you’re into hard-science settings (or at least high-plausibility in your sci-fi), there’s a wealth of information here on how to accurate depict artificial gravity (using centrifugal force at the proper radius and rotation speed to achieve 1G while minimizing the Coriolis effect), the feasibility of various sublight and FTL drives, etc.

Have you, dear readers, found some valuable fonts of knowledge and learning that have helped you in your own worldbuilding? Please share through a comment!

 

 

The Word of God for the People of God, Part II

For the previous post in this series, click here.

The Constitution of the United States of America is often referred to as a “living document.” We use this term because, by some miracle of foresight, careful drafting or the simple adaptability of the generic, the Constitution remains responsive to changing societal conditions. The same document has governed this nation from a time of agrarian society where industrial power was provided by the sweat of draft animals to the digital age.

When Supreme Court justices interpret the Constitution, they often speak in terms of “discovering” new doctrines of law rather than creating or adopting them (the doing of which might be a violation of the Constitution). While we’ve amended the document on many occasions, the principles of the core of the Constitution remain the foundation of American government and jurisprudence. It seems that the Constitutional well never runs dry when faced with new and difficult questions—questions that would never have been considered by the nation’s founders.

If the Constitution is a living document, the Bible is even more so. Given its length and breadth, there’s a lot of material to draw from, but even the same passage read repeatedly on different occasions will reveal different things to the same reader. This layering of meaning in the text of the Bible is one of its most defining features, I think.

Partially, this is a matter of the rich metaphors used by the Biblical authors and by the style of the writing itself. However, I believe that the multiplicity of meanings in and the always-something-new attribute of the Bible runs deeper than the skill of its writers—this is where I would say that the Bible is God-breathed, that it has a mystical way to speak to us afresh and to address our own situation no matter what that situation may be.

The Bible is more alive than the Constitution. The Constitution is alive because we return to its principles as we expand the law to deal with new social, legal and technological issues. In that sense, the Constitution is also dead—without the necromantic power of the person reading and interpreting the document, it is simply words on a page. Interpretation is uncertain, perhaps dangerous even, and best combined with a healthy bit of skepticism and careful evaluation.

The Bible, though, is alive in a different way. The true power of the Bible is that, in reading it, studying it, and living with it, one might have an encounter with the Living God, a personal encounter that transcends words on a page in meaning and power to change a person and a life. That was my experience.

For all of my intellectual theologizing, I did not understand Christianity (to the extent that I do at all) until I personally encountered Christ while reading the Bible—and that occurred only a few years ago. For all my talk of mysticism, that was only one of a very small handful of experiences in which I can say I had a direct encounter with the divine in my life. And yet, it changed me in ways that can never be undone, and neither would I want them to be.

Without the intervention of the divine upon the reader, the Bible does not possess the full power that it might. It would be a collection of wisdom, of valuable words, of a truth not fully containable within words, but it would be dead. The Bible is alive because our God is alive.

As Barth might put it, the Word of God (Christ) often comes to us through the medium of the word of God (the Bible), but the two are not the same and do not always coincide. Priority must be given to the Christ.

That is a difficult thing. How do we discern what an encounter with the divine really means? How do we interpret the messages we believe we’ve received from God, particularly when God has such a mastery of the subtle? We can argue fairly about the meaning of a passage of scripture; it becomes much harder to argue with someone about the Truth with which they feel they’ve been convicted.

If that feels dangerous, it’s because it is. For a historical example of the worst potential from those who claim to hear the voice of God but who act in ways clearly against God’s desires, go listen to Dan Carlin’s Hardcore History Series called “Prophets of Doom.” (While you’re there, stay a while with Mr. Carlin; his podcasts are terrific).

On the other hand, much has been done with the Bible itself that is counter to God’s desires, without a need for God’s involvement at all. See Gary Oldman’s character, Carnegie, in The Book of Eli for a (fictional) example of that.

While we must deal with the problem of interpretation of the divine message, that problem exists whether received in text or direct experience of the divine. The existence of such problems really does not change the way we prioritize the person of Jesus Christ and the scriptures.

As I’ve argued in other posts, the human mind is limited in its ability to understand the divine. Nevertheless, Christianity is a religion (despite its many fractious denominations) deeply focused on orthodoxy, that is, proper belief. But perhaps we ought to focus more (as Christianity also attempts to do) on the substance of the relationship with the divine, which is transformational even without being understood.

To that end, perhaps we ought to talk about the Bible as a kind of entheogen.

New Mysticism

When I tell people that I’m an amateur theologian, they often ask what kind of theology I write about. That’s a tough question. In the past, I’ve responded by saying “existential Christian theology” or loftily explaining that I’d like to describe Christian theology in a way that makes it understandable, relevant and attractive to the millennial generation, on the verge of which I sit myself. To what extent that’s a reconsideration of current theologies or just a new marketing scheme, I don’t know. Neither does that matter so much, as the only really-persuasive, heart-changing thing about Christianity is the person of Jesus Christ.

All of that aside, as I’ve developed and organized my theological precepts in writing for this blog, I’ve come to realize the importance of mysticism in my own understanding (however limited it may be) of the divine. Were I to undertake the arduous task of writing a systematic theology, I think now that I might title the school of thought “New Mysticism.”

Dictionary.com (in the second entry) defines mysticism as “a doctrine of an immediate spiritual intuition of truths believed to transcend ordinary understanding, or of a direct, intimate union of the soul with God through contemplation or ecstasy.”

We live in a postmodern age, skeptical of any answers this world could provide us. On the one hand, we see extremists telling us that there is no possible argument about the truth, that it is painted in harsh tones of black and weight, never mixing, never graded. On the other there are those who tell us that there is no such thing as Truth, that everything is a matter of perspective, or society or culture, that everything is relative.

Every day, science continues to astound us with the complexity, strangeness and splendor of the natural universe, all the while failing to answer life’s most important questions. Neuroscience shows us the many ways in which the brain might be tricked into misperceiving; we must become skeptical of our own ability to know and understand the universe around us. But there are more things in heaven and earth, dear Horatio, than are dreamt of in your philosophy.

The myth of progress has failed us; we have more ways to entertain ourselves, more things to do with our time, ways to communicate and travel faster than ever before, and yet the worst of our problems remain to plague us. We are disconnected and disaffected; disparity in power, wealth and opportunity yawns wide between societies and individuals; we still exploit one another, play games of “us” and “them,” fear and hate one another.

The myth of a bygone Golden Age is a bad joke. Those who tell us we can “make America great again” want to do so by reliving the darkest parts of our history—oppression, suppression and regression. Human nature has always been what it is; our past reflects this.

Should we not look toward what we might make of ourselves rather than what has been? Should we rely on revolutions in science and technology that might cover over the darker parts of our selves rather than healing one another’s souls and becoming something better?

Why do we look to the world for our answers? Nothing satisfies. We have been gifted the power to craft and create purpose and meaning and we have ignored it. Look at the wonder of the stories we craft—and then look upon the fallenness of the world we have wrought.

When logic fails us in answering the great existential questions, what are we to do? We look elsewhere. We look to hope. We look to faith. We look to love. None of these is logical, yet they answer more meaningful questions than all of our intellectual works.

We look beyond the world we see, to the invisible we sense only by other means, means at once inexplicable and undeniable. We look to the God who moves beyond all things, reaching for us if only we will let ourselves be grasped, whispering to us if only we will open our ears to hear.

In the relationship God seeks with us, there only is to be found Truth, there only is the source of all meaning worth making, there only are the answers we cannot find through our own faculties, great though they may be. The answers are found in relationship, not in understanding.

I know no other word for that than mysticism. I have never experienced the unio mystica, never spoken in tongues, never had an ecstatic experience of the divine. I do not mean that we should attempt to seek God through asceticism, nor do I mean to advocate for any particular “mystical experience.”

I seek a mystical way of living, one that follows the example of Christ by placing importance on the things that cannot be seen and grasped but that are more powerful than anything we find in this world—relationships, meaning, love. It is my belief that, to do that, we must free ourselves from the notion that we have the ability to understand, much less control, all things, we must be open to receiving the transcendent touch of a God who graciously condescends to be present with us. Most of all, we must live in light of the change that such experience brings to us—and we must endeavor to share that change with a world desperately in need of it.

That I think, is a mysticism of its own kind, a mystical view of existence that does not sharply differentiate between the mundane and the spiritual, but holds them together in tension. In this way, I think that it is fair to call it “new,” though I may be falling prey to the myth of progress myself.

The Word of God for the People of God, Part I

It is a phrase we Methodists hear every Sunday after the scripture lesson: “The word of God for the people of God.” This phrasing is not used just by Protestants; its origin is probably in the Institutio Generalis Missalis Romani, the Catholic Church’s liturgical document governing the celebration of mass, where the reader of scripture ends by saying, “Verbum Domini,” and the congregants respond, “Deo gratias.”[1]

The phrase troubles me somewhat, not in and of itself, but in the implications it seems to intimate, particularly for American evangelicals predisposed to literalist and infallibilist positions regarding the Bible.

The Bible itself makes no claim to be “the word of God.” In fact, the Gospel of John opens by identifying Jesus Christ as the Word. Now, Paul does tell us that all scripture is God-breathed and useful for teaching, rebuking, correcting and training in righteousness. 2 Timothy 3:16. I do not mean to call that statement a falsehood (I don’t think it is one), but let’s pull at the strings a little.

The apostle Paul was likely most active from 30 A.D. to 50 A.D., with his death likely sometime around 67 A.D. Scholars do not have a hard understanding of the time of writing and sequence of the Gospels, but they do have enough circumstantial evidence to build strong theories about the same. The Gospel of Mark was probably the first of the canonical Gospels to be written, appearing sometime between 65 A.D. and 70 A.D.[2]

Looking at those dates, we see that Paul had no access to the canonical Gospels during the time he wrote his epistles (which, since he was writing them, were also not part of any recognizable canon). The oral traditions upon which the written Gospels were probably based were undoubtedly in circulation, being preached by Paul himself, others whose names we have in the Book of Acts and certainly many unnamed missionaries as well, but when Paul wrote the words of 2 Timothy, there were no New Testament scriptures to be included in that statement. Really, what Paul is getting at here is that the Jewish scriptures—the Torah, the chronicles and the stories of the prophets—remain relevant to the Christian and should not be abandoned because of the Incarnation.

Let’s also think about the meaning of “useful for teaching, rebuking, correcting and training in righteousness.” Human cultures have always (at least as long as they’ve recorded their thoughts) used both positive and negative examples to model behavior for others. We tell stories of heroes persevering and triumphing over adversity to demonstrate those qualities we think best in a human being. Conversely, we tell stories about people meeting unfortunate ends to warn away listeners from behavior we have deemed harmful or anti-social.

Several genres are strongly based in using negative examples to persuade the audience to avoid or adhere to certain behaviors. The Greek tragedies, based as they are upon the hubris of their victim-protagonists, provide one sample. As a more modern (and specific) example, consider Friday the 13th, where teenagers at Camp Crystal Lake are murdered, typically after some carnal encounter with their fellows. The obvious moral: premarital sex will get you killed; don’t do it.

You can find plenty of additional positive and negative examples for instructing in behavior in your favorite literary medium. Without putting too fine a point on it, I mean to say that not all examples useful for instruction are ones we’re meant to follow. Paul isn’t saying, “do exactly what the scriptures say without question;” he’s saying, “when properly considered, all scripture has something worth learning.” I think that we can all agree with that, but it is not an argument for a literal interpretation as it is often used.

The New Testament did not become an official canon until centuries after Christ. Marcion of Sinope (declared a heretic for his dualistic belief that the God of the New Testament could not be the same as the God of the Old Testament—ironically based on a somewhat literal reading of texts that failed to make any attempt at reconciliation or synthesis) gave us the first list of “authoritative” (according to him) scriptures around 140 A.D. More lists, closer to the eventual official canon, existed by the beginning of the 3rd century and became relatively close in selection by the middle of the century. Still, the first appearance of the exact list that would become the canonized New Testament (and described as canonized) did not appear until a letter of Athanasius of Alexandria in 367 A.D.

In contrast, the first ecumenical council, the First Council of Nicaea, occurred in 325 A.D. Prior to that many smaller councils had occurred as early as 50 A.D. (the “Council of Jerusalem” described in Acts; the next known council was the Council of Rome in 155 A.D.) to 314 A.D. Each of these councils answered doctrinal and theological questions, though the pre-ecumenical councils were not dispositive as they led to different regions ascribing to different theologies, something the Council of Nicaea sought to rectify.

The First Council of Nicaea brought us the Nicene Creed (though it was amended in 381 at the First Council of Constantinople into the Niceno-Constantinopolitan Creed). These creeds, perhaps with minor differences in translation or stylistic variances, are still used in worship today. Admittedly, certain of the doctrines codified in these creeds—particularly Trinitarian doctrine and homoousios—came from disciplined close readings of available scriptural documents, but it is nevertheless important to note that the doctrines were adopted before the official canon, and that it is thus likely (based on human nature) that the official canon selected those books that supported already-adopted doctrine over those that provided arguments against such doctrines.

Did God have a hand in these debates, councils and thinkers who gave us both the doctrine and the canonized New Testament? I have no doubt. Did God fully ordain and control the development of doctrine and the canon? God could have, but that doesn’t match my own experience of how God moves in the world. Of course, I’ve been wrong before…

The point of all of this information is not to discredit the value of scripture in the Christian walk, nor to attempt to answer the ultimate questions of interpretation or theological position of the Bible. Nor do I suggest that we should stop using the “word of God for the people of God” phraseology in our liturgy. God does speak to us through scriptures, although this phenomenon I think is more complex than the reading of the words themselves. It should also be noted that the lack of capitalization of the word “word” in the liturgical phrase “word of God” is purposeful; careful Methodist theology is not trying to conflate the Bible with Jesus Christ. This, however, gets lost somewhat in the hearing of the liturgy.

My goal in this post has been to provide some complicating factors based on history and logic surrounding the creation of scripture to nuance our understanding of the meaning of the words “the word of God” when referencing the Bible as compared to “the Word of God” when speaking of Christ.

This discussion cannot end here, because it does not fully answer questions about the Word of God and the use of scriptures. While I will continue to examine this topic, I’m going to hopefully avoid some pedantry and redundancy by referring you to my early post, “Ambiguity in Scripture, Part IV” for a discussion of the Barthian approach to the Word of God as Jesus Christ, a point I’ll pick up on in the post that follows.

For the next post in this series, click here.


[1] An interesting footnote to this historical point, particularly in the context of this post, is that “Verbum Domini” used to be rendered in English as “This is the Word of the Lord” from 1969 until 1991, when the translation became “The word of the Lord.”

[2] It is possible that the theorized Q source predates Mark and was already in some circulation at the time the Mark was written, but this remains debatable.

Collections

(You can read this short story in PDF here: JM Flint – Avar Narn – Collections)

Putnam nearly jumped out of his chair as the door burst open, the bubbling elixirs and preparations in the alembics and retorts arrayed before him sloshing and spilling onto the table, some harmless but others hissing and spitting in their upset. He fumbled to stand, twisting the high-backed chair behind him awkwardly and almost falling over it, catching himself on the ornate backrest and hauling himself to his feet with some effort.

In the doorway stood a silhouetted figure, hulking and garbed with malice, idly grinding underfoot one of the splinters from the broken door frame. “Putnam,” he growled.

“Who—Who are you?”

The intruder stepped forward into the light, casually throwing the open door back toward its frame; it bounced off of the remnants of the door jamb but settled in a mostly-closed position, open only a crack. As the light of the everlamps illuminated the man’s face, Putnam gasped, “Taelainë’s balls!”

“Taelainë doesn’t have balls, old man.” He was Blooded of the Rukhosi, easily seven feet tall as he raised himself to full height upon entering, clothed in pure muscle, enlarged incisors peeking from his lower jaw, giving him something of an underbite.

“No…no, of course she doesn’t. You’re one of Berem’s men, yes?” Putnam attempted a smile as he spoke, but his face resembled more of a Temple grotesque with its mouth lopsidedly open in a look of confusion.

“That’s Blind-Eye to you. You’re two weeks late on your payments. We take our debts very seriously in the Sisters.”

“I have…no—no doubt.” Putnam stuttered. He took a deep breath and steadied himself, brushing the crumbs of his last meal from the front of his robes. “But perhaps we can come to some arrangement. Some collateral?”

“You’re a second-rate alchemist at best, Putnam. Otherwise you’d have turned some lead into gold or somesuch instead of taking a loan from Blind-Eye. What do you have to offer?”

Putnam looked past the kneebreaker then, caught in a personal reverie. “You are correct, of course. Even at university, my poorest performances were alchemical.” Shaking his head as if to clear it of old memories, he turned his gaze to the Rukhosi-Blooded thug. “Still, I’m so close to the end of my experiments! And, as you said, alchemy is the least of my talents. I’m an accomplished shaper. A sword! Yes, how about that? An enchanted sword. Seems enough to by me a week, at least.”

“I have a sword,” the man told him, his left hand fingering the grip of the weapon at his hip—a longsword to most men, but Putnam had no doubt that the man could wield it effectively in a single hand if he desired.

“Yes, but what about a sword you don’t have to sharpen? One that will not break? There are many effective enchantments to be placed on a weapon.”

“Have you ever used a sword, alchemist?”

“I’ve had the good fortune that it’s never been necessary.”

“Then you have no business making swords. Your thaumaturgy means little in a fight—it is the balance of the weapon, the way it feels and plays in your hand that matters. It’s not easy to find one that fits, and not much makes it worth getting used to a new one if you don’t have to.”

“Perhaps your sword, then? I could enchant it and you’d not need to acquaint yourself with a new weapon. If you’d just hand it over…”

The enforcer smiled. “Clever, old man.” He raised his hands, opening them with palms toward Putnam so their massive size became evident. “But don’t you think that, even if you had my sword—a weapon you’ve admitted to never having used—I couldn’t easily beat you to death with my bare hands?”

Putnam’s shoulders fell. “Yes,” he said, almost a whisper, the reluctant apology of a child who only regrets being caught. Then, he lifted his head with realization and actually smiled. “But you haven’t said ‘no’ outright, have you?”

The large man shrugged. “It doesn’t hurt to listen. Actually goes a long way in my line of work, believe it or not.”

“Then what might you want?”

When the enforcer looked to his shoes, Putnam knew he’d found an in with the man. “It’s about a woman, isn’t it?” The large man’s fierce visage as he raised his eyes from his footwear confirmed the alchemist’s suspicions. “You want a love potion, then? A simple matter, really.”

“Is it, now?” The growling voice dripped with suspicion. Clearly, the thug had never become accustomed to being vulnerable, which Putnam mused might very well be the cause of his amorous failings. “I am no fool, nor do I wish to steal affection through guile.”

But coin is another matter, now, isn’t it? Putnam thought to himself. “What then?” he asked.

“It’s…how I look.” The enforcer admitted.

“I am no back-alley fleshcrafter!”

“Putnam, I came here to take some fingers. If you’re going to buy yourself some time, you might consider being what I want you to be.”

The alchemist looked back at the man, a hardness in his eyes. “It is a left-handed practice.”

“But it is something that you could do, is it not?”

“If I wanted to be hunted by the Vigil.”

“Come now, you know that the Vigil holds no authority here. Besides, they’d have to find you first. I already have.” The Rukhosi-Blooded thug cracked his knuckles for emphasis, the sound almost echoing within Putnam’s apartment laboratory.

“You want to look more like the rest of us? Fine. Come back tomorrow and—”

“No. Tonight or not at all.”

“You’ll need a sacrifice.”

“What, like a person?”

“God, no! Well, I mean, yes, that would work, but there’s no need to be so macabre. Something of great personal value to you will suffice. A longtime keepsake, something you acquired at great cost, a symbol of your greatest achievements, something with meaning.”

“Why?”

“We don’t have time for the explanation. I apprenticed under a magus and then spent years at university trying to understand, and even the scholars and professors have only theories and conjectures, though they call them Laws.”

“What if I don’t have anything like that?”

Putnam frowned. “Flesh for flesh then. A finger or two should do.”

The enforcer glared, apparently not a fan of irony. “I need my fingers.”

“Toes?”

“Balance.”

“Ears? Nose?”

“Defeats the purpose, don’t you think?”

“Umm, yes, well…”

“Blood?”

Putnam smiled faintly. “Yes, that will do, but you’ll need a bit of it.”

The thug pulled a wicked dagger from his belt, blade curved and serrated. “Why not yours?” He growled.

“That would work, um, yes, but then I wouldn’t have the wherewithal to perform the working.” Putnam wrung his hands.

“Fine,” the man said, moving the blade over his forearm.

“Wait!” Putnam objected. “Not yet, you fool!” The alchemist sorted through the multifarious miscellany that cluttered a nearby set of shelves, returning with an empty wide-mouthed bottle and a small vial filled with ochre fluid. “You’ll bleed into this,” the magus said, setting the bottle at the man’s feet. Indicating the ochre liquid, he continued, “When you get the signal from me that you’ve bled enough, you’ll put this on the wound to close it.”

Without additional words, Putnam began to sketch out a rough set of circles and symbols in chalk on the wooden floor surrounding the large man. The designs complete, he started to shuffle through the apartment on seemingly-random errands—collecting a book and opening it upon a nearby lectern, burning some fragrant herb in a small bowl he set at the edge of the circle, mumbling to himself as he gathered a short wand and a clay talisman.

When Putnam looked ready to begin, the man warned him. “If this doesn’t work, I’m going to kill you.”

The enforcer was met by a look of silent confidence on the magus’s face. “There will be no need for that.”

The alchemist began, the words becoming a frenetic rhythm of unfamiliar sounds, the air becoming heavy with the weight of possibility. With a motion, Putnam signaled to the man. He gritted his teeth, incisors sinking into his upper lip, and drew the blade across his left forearm, crimson trickling neatly into the waiting bottle at his feet.

He bled for what seemed a long time, his vision beginning to close in to a tunnel shape, sounds the sound of Putnam’s voice beginning to distort slightly. Just as he turned the dagger in his hand to use it on his quarry, Putnam signaled to use the elixir. The thug pulled the vial from where he’d stuck it in his belt, tore the cork away and poured the contents onto the cut in his arm.

The wound did not begin to knit itself closed as the enforcer had expected. The flow of blood from the severed veins instead increased in volume. He moved the dagger back to his good hand and began to move toward the alchemist, wrath burning hot in his eyes. He stopped when he came to the interior edge of the circles drawn on the floor and found that he could not leave the circumscribed space. Passionate wrath turned to cold anger at being outwitted, turned to panic and desperation. On the outside of the circle, Putnam smiled as he continued to intone the words that held the arcane cage in place.

When Blind Eye’s agent had finally collapsed into a pool of his own blood, Putnam let the working collapse. Stepping delicately over the body and attempting to avoid tracking bloody footprints through the apartment, he gathered his research notes and most important books and placed them delicately into a leather satchel. He gathered his staff and his broad-brimmed traveling hat before going to the drawers in a humble study desk in the corner of the apartment’s single room. Sliding the drawer open, he pulled out a heavy linen bag about the size of his fist, tied at the top and clinking with coin. Stuffing this into his bag, he sidestepped the body once more and swung open the broken door.

A moment later he had exited the tenement building and walked under a starlit sky, both Nyrynë  and Iamor visible overhead. He whistled to himself softly as he made his way toward Ilessa’s western gate, only a short jaunt from the The Scraps, the beggar’s quarter where he’d set up his humble laboratory only a few weeks before.

He tipped his hat at the night watch as they passed, smiling.