Tuesday, April 19, 2011

SOC lingo

Words/phrases you will find in the novel, as well as what they stand for.


HUD--Heads Up Display
Lt, Loot, Lieut--Lieutenant
Rash’lavikh (RAHsh-lawVICK)--Mar'ahli derogatory term for drones (both living and mechanical)
Plasmacid blomb--a plasma and acid bomb
LRC--Libertia Rangers Command
LMI--Libertia Military Intelligence
RMI--Rulnudor Military Intelligence
SOB--Special Operations Brigade (used for both Rulnudor and Libertia commandos)
VIP--Very Important Person
LRaD--Libertia Research and Development
RRaD--Rulnudor Research and Development
Magtrain--magnetic train
CDF--Calassa Defense Force


[will update as I write more and find more in the book]

Monday, April 18, 2011

An update on the book

I'm nine-and-a-half chapters in, over a hundred pages, and still going strong. I have five-and-a-half chapters left to go before I'm done. Then I will put it aside, and start something new. I don't know what, yet, but I hope it will occupy my time so I unwind and disconnect from the novel. Then, I will go back and edit the hell out of it.

This first draft stage is the (as a writer friend of mine says) "Junk It Through" stage. It's just supposed to be crap, and written as crap. None of the words are supposed to stay, scenes can be rewritten and reordered. As with any draft though, I have to RUE (Resist the Urge to Explain) every little detail about the world. Thankfully, I can do that with my blog ;-)

Blogging about the backstories and histories and cultures helps me to categorize them and acts (for me) as a fact-checker. This way, I can't contradict myself, and am able to keep things consistent. That's another thing I see in some novels. Some writers don't keep consistency within their own work. This speaks as unprofessional and turns the reader off. Not editing a book/novel also does the same.

I write to show people the worlds I create. If I wanted to tell you about them, it would be like a history book; flat and boring and stale. Granted, some people love history. Good for them. I don't and probably never will enjoy history.

Friday, April 15, 2011

The Races of Crandox

No, this is not about sports racing. It is about the races that make up the population of Crandox (CRAHN-dosh). There are five races, and only three of those are prominent--meaning they are the most seen.

The first are, of course, the humans. Native to the Northern hemisphere of Crandox, they used up most of the resources available to them. Infighting and thousands of wars have forced them to split into the Northern and Southern hemispheres. The two major countries/territories are Rulnudor (ROOL-new-DOOR) and Libertia (LIE-ber-SCHA). Libertia is in the North and Rulnudor is in the South.

The second are/were the Mar'ahli (Mahr-AHlee). Humanoids with chitinous skin, they are warriors as well as builders, artists, farmers. They have one leader and rarely an historian. They used to belong in the Southern hemispheres, but the humans drove them out, butchering their peoples. They drove the warriors into extinction, killed their leader and historian, and left the race in ruin. They disappeared overnight, but make no mistake. They are still out there, waiting for the next leader to return to them.

The third are the Ji-Jorhans (Szchee-Szchor-hahnz). The Ji-Jorhans have lived their lives in peace. They have martial experience in defense. They never attack their "opponents" unless there is no other option available to them (for example, the Ji-Jorhans would rather disarm an opponent, sometimes this means breaking an arm or knocking a weapon away). They are pacifists and are skilled in diplomacy. They are often used to negotiate between people, organizations, territories. They live on the equator, in between Libertia (LIB-uhr-schia) and Rulnudor (RULE-new-dohr) Territories

The fourth are the Azhiiry (Ash-IRE-ee). They are water-based sentients who live entirely under water. They have bases all over the bodily waters of Crandox. Their height ranges from five feet to five inches. If you can picture them like this: teeth of a shark or piranha, human-like exoskeleton, fins on the back of their arms and legs for propulsion.

The fifth are the Hydronkkers (HIGHdrunkKERS). The Hydronkkers are disowned beings from all the races. They take new age technology of Crandox and run it off ancient hydro machines. This powers their ships and machines (and the machines are said to be far better than the human technology). If you want a comparison to real day life, they would most likely be Steam Punk. They live in the South-Eastern hemisphere.

Of those five, only the Mar'ahli and Ji-Jorhans are in the minority. Two thousand years before the humans wiped the Mar'ahli warriors, it used to be the Ji-Jorhans and Hydronkkers in the minority.

Today, humans, Azhiiry, and Ji-Jorhans are the majority forces on the planet. If by some miracle any one of those groups falters, either the Mar'ahli or the Hydronkkers could take their place.

Wednesday, April 13, 2011

Mar'ahli history and culture

The Mar'ahli warriors have been in existence on Crandox (CRANdosh) since its beginning in the dark ages (before civilization). They waged war on numerous being and settlers seeking to take their land away. For 5,000,000,000 years, the Mar'ahli race fought for their ideals and principles.

Origninally, the chitinous warriors and peoples were farmers and ruled under a caste system. The caste system had one leader. The leader would only have one designation (i.e. 1, 2, A, B). Successors were named a thousand years in advance. Sex does not figure into the cast system. One can be male, female, of even hermaphroditic. The first Mar'ahli leader was hermaphroditic; the leader was called "O" and was the first to lead them into a fight to protect the Mar'ahli grounds. The names for the leaders are chosen at random, some from a favorite drawing (for O, it was a circle that inspired its leadership), favorite number, even how many offspring they have. Mar'ahli can have up to nine offspring.

If the offspring do not wish to become warriors, they are not scorned or disavowed from the families, like other races on Crandox do. Instead, the Mar'ahli encourage their offspring to take up any field they are drawn to. Most offspring take up the Warrior way, but some have taken up paths of Artists, Farmers, Hunters, Builders. Only ten have taken up the title of Historian. Oral traditions are a way of preserving their history. They do not forbid writing them down. When a Historian is about to die and there is no successor at the present time, the histories of battles, way of life, code are written down for the next Historian and are preserved, even if it takes millennia for a new Historian to take the mantle.

The lifespan of a typical Mar'ahli is 5,000 years. They are bipedal, 8 feet in height, bulky chitinous skin, two arm, two legs that bend backwards and forwards, as well as side-to-side, allowing them to be extremely flexible during combative engagements.

Mar'ahli make bonds over time. If a friend is killed during their presence, the Mar'ahli is held responsible unless they have tried everything to save them. It is rare that a Mar'ahli looses their control and lash out. Be warned, though, that it can happen under the most extenuating circumstances.

Caste System is as follows:
Leader--there is only one leader. The Leader is responsible for the Mar'ahli race as a whole.
Historian--rare. Teaches the oral traditions of the past and may preach wisdom to the Leader if the Leader is believed to be acting against the Mar'ahli way.
Builders--they build buildings, weapons, farming tools, armor, equipment. You name it, they build it.
Warriors--they are the protectors of the race. They are under the direct control of the Leader and respond only to him, unless his/her/its actions are deemed unacceptable by the race as a whole.
Farmers--are responsible for the food, harvest, livestock.
Hunters--they hunt for meat. Can be used as scouts and bounty hunters.
Civilians--the civilization of the Mar'ahli
Artists--painters, art, dances, culture are their way.

The Mar'ahli Code of Honor is as follows:
1) If an enemy is too close to death, or if a comrade is too close to death, finish him quickly, saying "I'm sorry for your loss."
2) Unless you are provoked, do not become confrontative
3) Children are not to be harmed. Unless the child is the one wielding a weapon, do not take action
4) If you stumble across an orphan from an enemy, and their are no survivors, you must take them and raise them as your own.
5) Slavery is inexcusible. If you have a slave, you will be executed
6) Your comrades are your responsibility. Treat them well.
7) Do not take offense at any profession your offspring or an enemies offspring choose.
8) Fighting is not always the answer. If there is a peaceful way to achieve victory, it must be tried before war can begin.
9) [For Leaders only] Always name a successor. You never know when you might be the last warrior/leader.

The Last Great Battle

1,100 years before the war between Rulnudor and Libertia (LIEbertSCHA) began, the Mar'ahli were fighting the human population of Crandox over survival. The humans, xenophobic of the Mar'ahli and believing them to be nothing but insects and butchers, decided to exterminate them. The humans launched an all out provoking strike at the heart of the Mar'ahli race, their Historian.

The Historian was writing down all her knowledge at the time. Before she completed her task, humans barged in and shot her to death multiple times, reducing her to a pile of ash. They set fire to her home, destroying all she had written. Little did the humans know that the Historian made an oral recording of the history and teachings of the Mar'ahli race.

The Leader and a select few who traveled with him discovered her remains. Angered at the death of his beloved, the Leader declared war on the humans. Breaking the Code of Honor, the Leader led the Warriors into battle. They met the humans on the plains of what is now Calassa and exterminated the settlement there. The humans launched a campaign against the Warriors, meeting them on the field and fought.

100 years of war raged as the Mar'ahli beat back the humans again, time after time. Only twelve times did the human race win. During one of the engagements, the Leader struck down an unarmed group of children. He was alone. Faced with the possibility of someone finding out about his actions, and overcome with grief at his desecration of the Code of Honor, the Leader chose a young warrior and named him his successor. During a ritual, the Leader declared to his Warriors that the young warrior was his chosen successor. Mesmerized by a human character, the young warrior was about to take his name when the humans launched a surprise attack.

The fighting raged for hours, during which the Leader was injured. Overwhelming the Mar'ahli, the humans backed them into The Valley of Peace and bombarded them to death. With the Leader dead, the young successor tried to rally the Warriors to safety, but they were all massacred. Fires raged for months as the once luscious valley was turned into the most unlivable desert in the South-Western region of Crandox.

During the fire, a backlash occured killing most of the human warriors, injuring others. Overnight, the Mar'ahli race disappeared from the face of Crandox. For the next thousand years, the Mar'ahli race traveled in secret to the Valley of Peace, looked upon the ashes of their protectors and the Leader and began to rebuild in secret. In the center of their new town, was a pillar of rock bearing the human letter "Q". The Builders used advanced technology to block the buildings and beings from being scanned by the human satellites. For the next thousand years, they rebuilt their lost civilization.

Little did anyone realize, that days before the arrival of the Mar'ahli race, the young successor survived and carved his name into a pillar of rock. Naming and declaring himself the new Leader. Despite all evidence, all persistence by the Hunters, there was no trace to be found of the young Leader now called Q. The Mar'ahli believe that Q is still out there, waiting, biding his time before his return. Few Mar'ahli believe that he perished with the Warriors, and that they are without both a Historian and a Leader for the first time in history. Only three injured Warriors who did not partake in the final battle believe he has joined with the humans as a slave. Little do they realize how close they are to the truth about Q. No one, though, would find out about Q for the next 1000 years.

Thursday, April 7, 2011

New Prologue

I have written a new Prologue. It is a total of four pages (well, three and a quarter, but who's counting) and features Lieutenant Q in a training exercise with his fellow commandos from Rulnudor (Rool-NEW-door).

I've created a couple of new weapons for the book. One is a Torkil (TOR-kill) Manufactured repeater. The Torkil developed when I was vacuuming (that word never looks like it's spelled right) my stairs and took out the top hose in the accordion stretch tube. It was shaped as below:
___________===== (scope/energy holder)
|       _________=============== (barrel)
|___// (energy housing/grenade housing*/hand grip/trigger)

It looks like this:












Or something like that. I will try an post a picture up by tomorrow soonest. If you flip it upside down (the Torkil, I mean), then it becomes a grenade launcher. The energy power runs from the bottom into the "scope".

*Note: You must empty all grenades before you can have the Torkil resume itself as a laser rifle.

The other weapon created is a ca'barde (Kah-bAIR-D). It is a sword made of bone and metal. It is a weapon of the ancient warrior race, the Mar'ahli (Mar-AHWlee). It is honed to a fine edge and can cut through metal and flesh and circuitry like...well, butter.