"Beware he who would deny you access to information, for in his heart he dreams himself your master."
193 posts
The people who police your gender will police your gender even if you're cis.
Eat them.
How Do I Make My Fictional Gypsies Not Racist?
(Or, "You can't, sorry, but…")
You want to include some Gypsies in your fantasy setting. Or, you need someone for your main characters to meet, who is an outsider in the eyes of the locals, but who already lives here. Or you need a culture in conflict with your settled people, or who have just arrived out of nowhere. Or, you just like the idea of campfires in the forest and voices raised in song. And you’re about to step straight into a muckpile of cliches and, accidentally, write something racist.
(In this, I am mostly using Gypsy as an endonym of Romany people, who are a subset of the Romani people, alongside Roma, Sinti, Gitano, Romanisael, Kale, etc, but also in the theory of "Gypsying" as proposed by Lex and Percy H, where Romani people are treated with a particular mix of orientalism, criminalisation, racialisation, and othering, that creates "The Gypsy" out of both nomadic peoples as a whole and people with Romani heritage and racialised physical features, languages, and cultural markers)
Enough of my friends play TTRPGs or write fantasy stories that this question comes up a lot - They mention Dungeons and Dragons’ Curse Of Strahd, World Of Darkness’s Gypsies, World Of Darkness’s Ravnos, World of Darkness’s Silent Striders… And they roll their eyes and say “These are all terrible! But how can I do it, you know, without it being racist?”
And their eyes are big and sad and ever so hopeful that I will tell them the secret of how to take the Roma of the real world and place them in a fictional one, whilst both appealing to gorjer stereotypes of Gypsies and not adding to the weight of stereotyping that already crushes us. So, disappointingly, there is no secret.
Gypsies, like every other real-world culture, exist as we do today because of interactions with cultures and geography around us: The living waggon, probably the archetypal thing which gorjer writers want to include in their portrayals of nomads, is a relatively modern invention - Most likely French, and adopted from French Showmen by Romanies, who brought it to Britain. So already, that’s a tradition that only spans a small amount of the time that Gypsies have existed, and only a small number of the full breadth of Romani ways of living. But the reasons that the waggon is what it is are based on the real world - The wheels are tall and iron-rimmed, because although you expect to travel on cobbled, tarmac, or packed-earth roads and for comparatively short distances, it wasn’t rare to have to ford a river in Britain in the late nineteenth century, on country roads. They were drawn by a single horse, and the shape of that horse was determined by a mixture of local breeds - Welsh cobs, fell ponies, various draft breeds - as well as by the aesthetic tastes of the breeders. The stove inside is on the left, so that as you move down a British road, the chimney sticks up into the part where there will be the least overhanging branches, to reduce the chance of hitting it.
So taking a fictional setting that looks like (for example) thirteenth century China (with dragons), and placing a nineteenth century Romanichal family in it will inevitably result in some racist assumptions being made, as the answer to “Why does this culture do this?” becomes “They just do it because I want them to” rather than having a consistent internal logic.
Some stereotypes will always follow nomads - They appear in different forms in different cultures, but they always arise from the settled people's same fears: That the nomads don't share their values, and are fundamentally strangers. Common ones are that we have a secret language to fool outsiders with, that we steal children and disguise them as our own, that our sexual morals are shocking (This one has flipped in the last half century - From the Gypsy Lore Society's talk of the lascivious Romni seductress who will lie with a strange man for a night after a 'gypsy wedding', to today's frenzied talk of 'grabbing' and sexually-conservative early marriages to ensure virginity), that we are supernatural in some way, and that we are more like animals than humans. These are tropes where if you want to address them, you will have to address them as libels - there is no way to casually write a baby-stealing, magical succubus nomad without it backfiring onto real life Roma. (The kind of person who has the skills to write these tropes well, is not the kind of person who is reading this guide.)
It’s too easy to say a list of prescriptive “Do nots”, which might stop you from making the most common pitfalls, but which can end up with your nomads being slightly flat as you dance around the topics that you’re trying to avoid, rather than being a rich culture that feels real in your world.
So, here are some questions to ask, to create your nomadic people, so that they will have a distinctive culture of their own that may (or may not) look anything like real-world Romani people: These aren't the only questions, but they're good starting points to think about before you make anything concrete, and they will hopefully inspire you to ask MORE questions.
First - Why are they nomadic? Nobody moves just to feel the wind in their hair and see a new horizon every morning, no matter what the inspirational poster says. Are they transhumant herders who pay a small rent to graze their flock on the local lord’s land? Are they following migratory herds across common land, being moved on by the cycle of the seasons and the movement of their animals? Are they seasonal workers who follow man-made cycles of labour: Harvests, fairs, religious festivals? Are they refugees fleeing a recent conflict, who will pass through this area and never return? Are they on a regular pilgrimage? Do they travel within the same area predictably, or is their movement governed by something that is hard to predict? How do they see their own movements - Do they think of themselves as being pushed along by some external force, or as choosing to travel? Will they work for and with outsiders, either as employees or as partners, or do they aim to be fully self-sufficient? What other jobs do they do - Their whole society won’t all be involved in one industry, what do their children, elderly, disabled people do with their time, and is it “work”?
If they are totally isolationist - How do they produce the things which need a complex supply chain or large facilities to make? How do they view artefacts from outsiders which come into their possession - Things which have been made with technology that they can’t produce for themselves? (This doesn’t need to be anything about quality of goods, only about complexity - A violin can be made by one artisan working with hand tools, wood, gut and shellac, but an accordion needs presses to make reeds, metal lathes to make screws, complex organic chemistry to make celluloid lacquer, vulcanised rubber, and a thousand other components)
How do they feel about outsiders? How do they buy and sell to outsiders? If it’s seen as taboo, do they do it anyway? Do they speak the same language as the nearby settled people (With what kind of fluency, or bilingualism, or dialect)? Do they intermarry, and how is that viewed when it happens? What stories does this culture tell about why they are a separate people to the nearby settled people? Are those stories true? Do they have a notional “homeland” and do they intend to go there? If so, is it a real place?
What gorjers think of as classic "Gipsy music" is a product of our real-world situation. Guitar from Spain, accordions from the Soviet Union (Which needed modern machining and factories to produce and make accessible to people who weren't rich- and which were in turn encouraged by Soviet authorities preferring the standardised and modern accordion to the folk traditions of the indigenous peoples within the bloc), brass from Western classical traditions, via Balkan folk music, influences from klezmer and jazz and bhangra and polka and our own music traditions (And we influence them too). What are your people's musical influences? Do they make their own instruments or buy them from settled people? How many musical traditions do they have, and what are they all for (Weddings, funerals, storytelling, campfire songs, entertainment...)? Do they have professional musicians, and if so, how do those musicians earn money? Are instrument makers professionals, or do they use improvised and easy-to-make instruments like willow whistles, spoons, washtubs, etc? (Of course the answer can be "A bit of both")
If you're thinking about jobs - How do they work? Are they employed by settled people (How do they feel about them?) Are they self employed but providing services/goods to the settled people? Are they mostly avoidant of settled people other than to buy things that they can't produce themselves? Are they totally isolationist? Is their work mostly subsistence, or do they create a surplus to sell to outsiders? How do they interact with other workers nearby? Who works, and how- Are there 'family businesses', apprentices, children with part time work? Is it considered 'a job' or just part of their way of life? How do they educate their children, and is that considered 'work'? How old are children when they are considered adult, and what markers confer adulthood? What is considered a rite of passage?
When they travel, how do they do it? Do they share ownership of beasts of burden, or each individually have "their horse"? Do families stick together or try to spread out? How does a child begin to live apart from their family, or start their own family? Are their dwellings something that they take with them, or do they find places to stay or build temporary shelter with disposable material? Who shares a dwelling and why? What do they do for privacy, and what do they think privacy is for?
If you're thinking about food - Do they hunt? Herd? Forage? Buy or trade from settled people? Do they travel between places where they've sown crops or managed wildstock in previous years, so that when they arrive there is food already seeded in the landscape? How do they feel about buying food from settled people, and is that common? If it's frowned upon - How much do people do it anyway? How do they preserve food for winter? How much food do they carry with them, compared to how much they plan to buy or forage at their destinations? How is food shared- Communal stores, personal ownership?
Why are they a "separate people" to the settled people? What is their creation myth? Why do they believe that they are nomadic and the other people are settled, and is it correct? Do they look different? Are there legal restrictions on them settling? Are there legal restrictions on them intermixing? Are there cultural reasons why they are a separate people? Where did those reasons come from? How long have they been travelling? How long do they think they've been travelling? Where did they come from? Do they travel mostly within one area and return to the same sites predictably, or are they going to move on again soon and never come back?
And then within that - What about the members of their society who are "unusual" in some way: How does their society treat disabled people? (are they considered disabled, do they have that distinction and how is it applied?) How does their society treat LGBT+ people? What happens to someone who doesn't get married and has no children? What happens to someone who 'leaves'? What happens to young widows and widowers? What happens if someone just 'can't fit in'? What happens to someone who is adopted or married in? What happens to people who are mixed race, and in a fantasy setting to people who are mixed species? What is taboo to them and what will they find shocking if they leave? What is society's attitude to 'difference' of various kinds?
Basically, if you build your nomads from the ground-up, rather than starting from the idea of "I want Gypsies/Buryats/Berbers/Minceiri but with the numbers filed off and not offensive" you can end up with a rich, unique nomadic culture who make sense in your world and don't end up making a rod for the back of real-world cultures.
“Why is snoop dogg at the Olympics-“
WRONG QUESTION!
WHY ISNT MARTHA STEWART THERE WITH HIM?
Round my way, getting off the bus you thank the driver. "Cheers, Drive". It's such a cultural keystone that when they built a new bus station in the town center, there was a petition to name the street it was on "Cheers Drive".
If you take the bus, wave to the driver and thank them as you're getting off the bus.
Being a bus driver is an underappreciated and difficult job but still very vital to society. They still have to do customer service and deal with rude and even aggressive passengers, and on top of that have to deal with traffic and other drivers all day (and let's face it, there's a lot of bad drivers out there who aren't considerate about sharing the road). All while providing an invaluable service of getting us where we need to go. Showing them some appreciation can go a long ways for someone doing such an important job that usually gets little to no recognition or thanks.
One of the things I remember from studying econ a decade or so back: when you try to minimise inequality, the economy improves. When you try to maximise public happiness, the economy improves. Damn near every attempt made to improve the common good, under capitalism, has made the nation doing it wealthier.
Plot armor but it’s Bruce Wayne’s wealth.
Bruce is one of the richest men in the world. Bruce does not want to be one of the richest men in world.
He starts by implementing high starting salaries and full health care coverages for all levels at Wayne Enterprises. This in vastly improves retention and worker productivity, and WE profits soar. He increases PTO, grants generous parental and family leave, funds diversity initiatives, boosts salaries again. WE is ranked “#1 worker-friendly corporation”, and productively and profits soar again.
Ok, so clearly investing his workers isn’t the profit-destroying doomed strategy his peers claim it is. Bruce is going to keep doing it obviously (his next initiative is to ensure all part-time and contractors get the same benefits and pay as full time employees), but he is going to have to find a different way to dump his money.
But you know what else is supposed to be prohibitively expensive? Green and ethical initiatives. Yes, Bruce can do that. He creates and fund a 10 year plan to covert all Wayne facilities to renewable energy. He overhauls all factories to employ the best environmentally friendly practices and technologies. He cuts contracts with all suppliers that engage in unethical employment practices and pays for other to upgrade their equipment and facilities to meet WE’s new environmental and safety requirements. He spares no expense.
Yeah, Wayne Enterprises is so successful that they spin off an entire new business arm focused on helping other companies convert to environmentally friendly and safe practices like they did in an efficient, cost effective, successful way.
Admittedly, investing in his own company was probably never going to be the best way to get rid of his wealth. He slashes his own salary to a pittance (god knows he has more money than he could possibly know what to do with already) and keeps investing the profits back into the workers, and WE keeps responding with nearly terrifying success.
So WE is a no-go, and Bruce now has numerous angry billionaires on his back because they’ve been claiming all these measures he’s implementing are too expensive to justify for decades and they’re finding it a little hard to keep the wool over everyone’s eyes when Idiot Softheart Bruice Wayne has money spilling out his ears. BUT Bruce can invest in Gotham. That’ll go well, right?
Gotham’s infrastructure is the OSHA anti-Christ and even what little is up to code is constantly getting destroyed by Rogue attacks. Surely THAT will be a money sink.
Except the only non-corrupt employer in Gotham city is….Wayne Enterprises. Or contractors or companies or businesses that somehow, in some way or other, feed back to WE. Paying wholesale for improvement to Gotham’s infrastructure somehow increases WE’s profits.
Bruce funds a full system overhaul of Gotham hospital (it’s not his fault the best administrative system software is WE—he looked), he sets up foundations and trusts for shelters, free clinics, schools, meal plans, day care, literally anything he can think of.
Gotham continues to be a shithole. Bruce Wayne continues to be richer than god against his Batman-ingrained will.
Oh, and Bruice Wayne is no longer viewed as solely a spoiled idiot nepo baby. The public responds by investing in WE and anything else he owns, and stop doing this, please.
Bruce sets up a foundation to pay the college tuition of every Gotham citizen who applies. It’s so successful that within 10 years, donations from previous recipients more than cover incoming need, and Bruce can’t even donate to his own charity.
But by this time, Bruce has children. If he can’t get rid of his wealth, he can at least distribute it, right?
Except Dick Grayson absolutely refuses to receive any of his money, won’t touch his trust fund, and in fact has never been so successful and creative with his hacking skills as he is in dumping the money BACK on Bruce. Jason died and won’t legally resurrect to take his trust fund. Tim has his own inherited wealth, refuses to inherit more, and in fact happily joins forces with Dick to hack accounts and return whatever money he tries to give them. Cass has no concept of monetary wealth and gives him panicked, overwhelmed eyes whenever he so much as implies offering more than $100 at once. Damian is showing worrying signs of following in his precious Richard’s footsteps, and Babs barely allows him to fund tech for the Clocktower. At least Steph lets him pay for her tuition and uses his credit card to buy unholy amounts of Batburger. But that is hardly a drop in the ocean of Bruce’s wealth. And she won’t even accept a trust fund of only one million.
Jason wins for best-worst child though because he currently runs a very lucrative crime empire. And although he pours the vast, vast majority of his profits back into Crime Alley, whenever he gets a little too rich for his tastes, he dumps the money on Bruce. At this point, Bruce almost wishes he was being used for money laundering because then he’s at least not have the money.
So children—generous, kindhearted, stubborn till the day they die the little shits, children—are also out.
Bruce was funding the Justice League. But then finances were leaked, and the public had an outcry over one man holding so much sway over the world’s superheroes (nevermind Bruce is one of those superheroes—but the public can’t know that). So Bruce had to do some fancy PR trickery, concede to a policy of not receiving a majority of funds from one individual, and significantly decrease his contributions because no one could match his donations.
At his wits end, Bruce hires a team of accounts to search through every crinkle and crevice of tax law to find what loopholes or shortcuts can be avoided in order to pay his damn taxes to the MAX.
The results are horrifying. According to the strictest definition of the law, the government owes him money.
Bruce burns the report, buries any evidence as deeply as he can, and organizes a foundation to lobby for FAR higher taxation of the upper class.
All this, and Wayne Enterprises is happily chugging along, churning profit, expanding into new markets, growing in the stock market, and trying to force the credit and proportionate compensation on their increasingly horrified CEO.
Bruce Wayne is one of the richest men in the world. Bruce Wayne will never not be one of the richest men in the world.
But by GOD is he trying.
The fun thing with it being a neurological thing is that some of the symptoms are closer to glitches in the ol' brain meats. Sometimes it's classic brain fog. Sometimes it just hurts like fuck. Sometimes I can't stand bright lights, sometimes loud noises. Once or twice I've had the 'aura' thing where a chunk of my vision is blocked by jpg artefacts. Sometimes I get show-tunes stuck in my head until I can find some Ibuprophen.
Migraines are crazy because you walk around thinking that just means when your head hurts really really bad but it's actually a whole neurological thing and it turns out the dull pressure/sensory overload/brain fog you get are migraines and once you start noticing it you realize you're having them like every other day and you think to yourself Hm! That's probably not good
It's a series of ads for toy soldiers that the toy soldier manufacturer figured out how to monetize, so people will pay to be advertised to. Whew, that was easy. That sounds like a blithe dismissal but actually it's a foundational assumption we need to establish so we can move past it. Assume for the rest of this essay that no matter what else I'm typing, I never forget that the Horus Heresy is first and foremost monetized advertising for a commercial product, and that I hate myself at least a little bit for finding it stimulating.
Disclaimer over. Anyway, I'm writing this at least in part because I know there's at least one person reading this Tumblr who doesn't know anything about the Horus Heresy. I thought maybe I could expand that into something worth writing (and maybe even worth reading!). This is really long so I'm putting it behind a cut.
"The Horus Heresy" is a fictional period of history in the setting of the Games Workshop tabletop-war-game-slash-multimedia-empire Warhammer 40,000, taking place about ten thousand years prior to the "present" of the setting, during the founding of the Imperium, the human faction and arguable protagonists (or at least best-seller) of the property. The Heresy is therefore sometimes referred to as Warhammer 30k. (It's also occasionally called HH, but I won't be using that abbreviation; you can probably guess why.) It is the story of a nine year civil war that occurred when Horus, then the favored "son" of the Emperor of Mankind, recently appointed Warmaster of the (at the time) eighteen Space Marine Legions, turned traitor and lead half of the Imperium's armies against the other half, trashing the nascent Imperium and dooming it to a ten thousand year slide into stagnation and decay that resulted in the current 40k setting. Before the Heresy there was a two century period in the setting called the Great Crusade, in which the Emperor of Mankind (who'd recently conquered and unified Earth just in time for hyperspace storms to clear up, enabling large-scale FTL travel in the Milky Way for the first time in five thousand years) struck out into space with a unified Earth's armies to conquer the galaxy for humanity (before anybody else could take advantage of the suddenly-available-again FTL and do it first), and after the Heresy is an undefined period called the Scouring in which the "victorious" loyalist clean up the remains of the traitors and chase them into exile. So it's a bounded period, nine years between the Great Crusade and the Scouring, with a known narrative and timeline of events and battles, beginning just before the Istvaan III Atrocity and ending with the duel between the Emperor and Horus at the end of the Siege of Terra that left Horus dead and the Emperor an invalid.
As "the founding myth of Warhammer 40,000," Games Workshop has been talking about the Horus Heresy since pretty much 40k has been around, and it has its shape because that shape is useful to a company whose business model is spending huge amounts of money on very durable stainless steel injection moulds it can then operate pretty much indefinitely to sell small amounts of cheap plastic at tremendous markup. Specifically, Warhammer 40,000 is a game about science fiction versions of knights, soldiers, orks, elves, skeletons, demons, and monsters all fighting each other, and each of those armies has different model kits and needs a different set of expensive moulds, but in a civil war game, both sides can use the same models manufactured with the same moulds. In 1988, just a year after publishing the first edition of 40k, GW launched the first edition of Adeptus Titanicus, a game set during the Heresy in which both sides fought with the same giant robots, because GW wanted to do a giant robot game but it would have been expensive to do a 40k-era game where they'd have needed to sculpt and manufacture a different set of giant robots for each faction. In Adeptus Titanicus, both sides played with the same robots and players would differentiate faction with color schemes.
More recently than that, the Heresy as a fictional construct acquired an aesthetic distinct from normal 40k. Games Workshop has, in the past, been structured oddly, with the main studio being treated separately from a secondary studio called ForgeWorld who manufactured more niche models, mainly from resin, a modeling material that can (in theory and when everything is working) hold more and crisper detail than plastic. ForgeWorld has now been folded into Games Workshop proper, but in the past it was, though still profit-driven, headed by artists and sculptors more so than the main studio, and was strongly influenced by military modelers. I've seen it jokingly described as "That group of Games Workshop sculptors who split off because they wanted to do a bunch of historically inspired sci-fi tanks." When ForgeWorld spun the Horus Heresy off into its own variant of (at the time) 40k 6th edition in 2012, with its own dedicated sets of expensive resin models, those models were sculpted (and painted, in promotional materials) in styles inspired by World War I and World War II historical wargaming, in contrast to the more gonzo heavy-metal-airbrushed-on-the-side-of-a-van style of 40k.
In short, the Horus Heresy is a pseudo-history, a nine-year conflict in which the broad course of events was largely known from the start, presented with the aesthetics of historical recreation. Tonally, it's "more serious" than 40k, less gonzo and more elegiac. It is a fictional construct that attempts to evoke the momentousness of "real" war, presented by fictional historians. The Horus Heresy 1st edition game books are written as pastiches of Osprey Publishing military history books, complete with color plates of the uniforms and heraldry of the various forces who participated in it, written in the style of historical documentaries walking the reader through various specific military campaigns during the nine years of the larger war.
The Horus Heresy is also an attempt at Milton's Paradise Lost; I don't really engage with it on that level but I want to mention it. Space Marines are sometimes called the Emperor's Angels in 40k and it's the story of how Lucifer fell and took a third of the host of angels with him. In fact, it's been Paradise Lost for a lot longer than it's been Osprey military history; it arguably started as Milton in 1987 and only became Osprey pastiche in 2012. But I engage with it as Osprey pastiche first.
So why is a po-faced pseudo-historical spinoff of gonzo space fantasy, presented in muted colors with everyone playing variations on the same two or three armies, interesting?
For that, first I'm going to have to talk about superheroes and pirates.
Superhero comics go on forever. There are stories where Spider-Man gets old, but in mainline Spider-Man comics, he does not (unless the issue is about a mad scientist hitting him with an aging ray or something). He's aged a bit between his introduction in 1962 from a highschooler to his current vaguely twentysomething-to-thirtysomething incarnation, but from here on out he's doomed to vascillate between twentysomething to thirtysomething and back again according to the needs of the current arc, like Green Lantern Hal Jordan gaining grey hair at his temples to indicate that he's getting old, only for it to later be revealed that he was going grey early because of an alien parasite, which, once it was expelled, caused all his hair to turn brown again. Until the death of Marvel and DC as comic book publishers, these characters will proceed through an eternal adulthood that never approaches old age. Because Spider-Man stories shy away from openly acknowledging that Peter Parker has aged only ten to twenty years during the 62 year period between 1962 to 2024, stories about him tend to be set in an indefinite now designed to last forever, and even if a particular story did something to set itself in a specific time and place, we understand when it gets referenced thirty years later in real time as something that only happened five years ago in comics time, we the reader are supposed to interpret it through a filter of "Okay something like that happened, but not literally tied to the historical events of thirty years ago, because Peter's not that old." He did not meet John Belushi on the set of Saturday Night Live, because now, John Belushi died before Peter Parker was born, never mind the cover of the comic literally having Spider-Man and John Belushi on it. In the flashbacks to the events of that issue decades later, it'll be some other, more recent SNL performer that he met instead. (They used Chris Farley, although that would have to be changed again if they ever did more flashbacks now.)
The Golden Age of Piracy was a seventy year period, shaped by material circumstances that incentivized plunder of naval trade, circumstances that arose, changed, and ultimately ended. Stories about pirates are implicitly or explicitly dependent on those historical circumstances, and have trouble existing without them. Unlike the indefinite adulthood of a superhero, the Golden Age of Piracy is not an indefinite now that can last forever. I first noticed this while working in tabletop roleplaying setting design, while learning from some of the many, many failures of the first edition of a tabletop roleplaying game called 7th Sea. 7th Sea was supposed to be a game about playing pirates having adventures on the high seas, but the setting and history had not been written to highlight any of the factors that incentivized real piracy during the real Golden Age of Piracy. There was only one continent, and there was nothing like the triangle trade or mass quantities of colonial plunder being shipped back to imperial seats of power, or a recent major naval war that left huge quantities of trained sailors unemployed, or a geopolitical system that left nations plausibly and currently ill-equipped to effectively police their sea-lanes. Looking at the setting it was difficult to understand what all these pirates were plundering, or who they were plundering it from, or why. And you can certainly say "The pirates are plundering treasure and they're doing it because that's the premise of the game," but a well-written setting in an interactive medium like tabletop roleplaying games or fictional war games is deliberately constructed to support and make compelling the conflicts it pitches.
So for starters, mostly because of my own examination of the failures of 7th Sea, I find a limited-duration, bounded-context setting like the Horus Heresy, with a beginning, middle, and end interesting. And it's not that I dislike "eternal now" contexts (I'm enough of a nerd to know about both the Hal Jordan grey hair thing and Spider-Man and the Not Ready for Prime Time Players), but eternal nows have so much become the standard in pop fiction that I find a bounded context refreshing, especially if it makes use of the advantages it affords. To keep audiences interested in an eternal now, every new twist and turn of the plot has to be presented on some level as the most important thing that has happened yet, with the previous twists and turns -- regardless of having been presented in their time as the most important things that had happened yet when they were new -- fading into an eternal plot churn, and this becomes difficult to maintain as a property continues over the decades. In a bounded context like a pseudo-historical war or the biography of a character whose birth and death are known from the start, the eternal plot churn is less inevitable.
Second, I like to watch artists play with compatible variations on a theme, and I like to navigate fictional semantic systems where a story imbues novel symbols with meaning, and for that reason I fuckin' love Heresy-era Space Marine armor. (You may want to skip the next paragraph.)
Okay so check this out. During the early years of the Great Crusade, Space Marines mostly used what's called Mark II "Crusade" armor, an early armor characterized by banded segments around the legs, visible power cabling, and a grilled helmet with a single visor instead of separate eye slits. Over the course of the Great Crusade, a specific field modification of Crusade armor that incorporated heavier armor along the front plates of the chest and legs and a heavier grill on the helmet became so popular that it became standardized as Mark III "Iron" armor -- Iron armor was a side-grade rather than an upgrade, less maneuverable but more effective in heavy fighting in confined spaces like boarding assaults. Later, the Imperial suppliers developed and began distributing the more high-tech-looking Mark IV "Maximus" armor and continued development and field testing of what was, at the time, meant to be designated Mark V armor (as yet nameless). Horus as the Warmaster during the buildup to the Heresy diverted most shipments of new, better Maximus armor to the Legions he expected to side with him, giving them a slight technological and logistical advantage. After the fighting of the Heresy broke out, supply lines were fractured and the Space Marine legions were all forced to cobble together makeshift armor from spare parts and whatever they could reliably manufacture with limited resources, resulting in the creation of what would later be designated Mark V "Heresy" armor in non-production (ad hoc designs using any spare parts that were available) and production (a standardized design using plentiful spare parts and locally manufactured replacements that had been found easy to produce under most circumstances) models, while the armor originally intended to be released as Mark V was re-numbered to Mark VI and named "Corvus" armor after the accomplishments of a specific loyalist general, and also because its helmet looks like a beak. (But even before its distribution to the loyalists, the traitors had stolen the designs and were manufacturing them to distribute among their own side.) Finally, during the Siege of Terra, loyalists on Terra were issued a brand new Mark VII "Aquilla" armor design. That's six armor designs -- Crusade, Iron, Maximus, Heresy, Corvus, and Aquilla (that's a different set of links, BTW) -- all visually distinct but compatible with each other, and all imbued with meaning by the circumstances of their manufacture and distribution (to say nothing of variations like Mantilla-pattern facial grills or Anvilus backpacks). So, for example, Crusade-era Raven Guard would mostly have stuck to Crusade armor instead of switching to Iron because they're all about stealth and maneuvers instead of close-quarters brutality, meaning once the Heresy broke out they'd mostly have old Crusade armor in reserve, and they were the first Legion to be given Corvus armor when that was available… so if I model a Raven Guard character in Iron armor with Heresy gauntlets, that's imbued with meaning, because it's a soldier from the stealthy chapter wearing the most brutal and least stealthy armor mark with armored gauntlets that are makeshift and easy to repair, i.e. he is probably big and angry and likes to punch things above and beyond other space marines, and in contrast to the culture of his Legion.
I typed that awful paragraph nearly off the top of my head; I didn't need to look up any of it except for what Anvilus backpacks are called. I find it semantically satisfying to engage with Horus Heresy model design. Also physically satisfying, because all of these armor marks are little toys I can stick together like Legos and then paint up to look cool. (Or will be, once GW puts out more upgraded kits; currently Crusade is unavailable, Maximus and Aquilla are older kits and too short, and Heresy is older and a bit too short and also only available in expensive resin; they seem to be doing one updated armor mark per year.) Current 40k models are much more varied across all the different 40k armies, but nothing there is as artistically or semantically as interesting to me within a single army as 30k space marines are.
Third… I don't want to say I love trash. I'm honestly not the sort of person to watch and laugh at bad movies because they're bad. But I am interested in observing the success or failure of execution on a promising concept. 7th Sea is, at least, instructive, and its failings informed my work on Exalted. I feel like I have made a good case here for why the Horus Heresy has the potential to be very cool. A lot of visual artists have put a lot of work into appealing art for it, illustrations and modeling and painting; and its bounded pseudo-historical context is unusual and has specific strengths that can make it an interesting change of pace from the forever-now context of most pop storytelling. And yet, in discussion of the Horus Heresy novel series, what often comes up is how nobody, under any circumstances, should read all of the books, because there are 64+ of them and a lot of them are awful. And to some extent this is because some of them are extruded ad copy barely disguised as prose but in other cases they're bad because specific authors with more enthusiasm than skill staked out specific bits of the Heresy as their territory and really enjoyed writing the hell out those corners without being, you know, good at it. I find looking at that sort of thing interesting like a pirate game with a setting where there's no reason for pirates to pirate. The gap between potential and execution is a learning tool.
I don't really have a conclusion paragraph here. These are my current thoughts on what the Horus Heresy is to me and why it interests me. (Currently reading Flight of the Eisenstein, and by "reading Flight of the Eisenstein" I mean "I've gotten back into Elden Ring.")
This post contains spoilers for Galaxy in Flames, by Ben Counter, first published as a novel on (as nearly as I can tell) October 10th, 2006.
I'll be honest, I don't have a lot to say about this one. This book is the story of how Horus took the major part of the Sons of Horus, Death Guard, Emperor's Children, and World Eaters Legions to the Istvaan system on false pretenses of putting down another rebellion, and on the planet Istvaan III deployed those portions of them he judged most likely to object to his rebellion against the Emperor in a spearhead strike against the planetary capital, then bombarded the planet from orbit in an attempt to kill all the potential loyalists in a first strike. Saul Tarvitz, an Emperor's Children marine from Horus Rising, does some investigation behind the scenes, figures out the plot, then flees to the planet's surface in time to warn the spearhead, who take shelter underground, allowing many of them to survive the bombardment (virus bombs that otherwise kill all life on the planet, including its six or so billion civillian inhabitants). What follows is then three months of fighting on the surface in the ruins of the planetary capital, with the loyalists in slow retreat, getting whittled down to buy time in the hope that word has gotten out of Horus's treachery and a relief force will be sent to rescue them. No relief force arrives, but their slow defeat does tangle up the traitor forces in time for word of Horus's treachery to make it back to the Imperium. Loken and Torgaddon, the loyalist half of Horus's advisory Mournival council, fight Abaddon and Aximand, the traitor half; Abaddon and Aximand both live, Torgaddon dies, and Loken's fate is left unclear (spoilers he survives and is a character in later books).
It ends like this:
In the meantime, three embedded civilian observers who've been secondary characters in the last two books escape from Horus's flagship the Vengful Spirit to the Eisenstein, the one ship in the fleet held secretly by loyalists, which escapes and will be the subject of the next book. One of them, Euphrati Keeler, is now preaching the Emperor's divinity, manifesting miracles, and being called a saint.
It's essentially an extended action story with a jailbreak B-plot. It makes some odd pacing decisions, basically skipping from the bombardment to the last few day of the siege; I feel like it could have wrung more drama from making the situation more grinding and desperate... but then I'm just describing Helsreach, which is not surprising because Helsreach did this better.
All but one of the traitors have ridden a slip-and-slide down into Saturday morning cartoon villainy in this book; they're now all sneering monsters, constantly internal monologuing their own sense of superiority and expressing petty contempt for everyone around them, including amongst each other. Horus imperiously tells people who were his trusted allies, friends, and close confidants in Horus Rising how cool he is and how they'd better not fail him; those former close confidants and trusted allies just accept that he's right to do that and then treat their former friends and subordinates the same way. It's not even that they feel out of character; they don't really have characters. The exceptions are Lucius, who's like that but more so, because he's one of the series' designated ultra-assholes like Erebus, and Aximand, who kills Torgaddon and feels bad about it. I assume that'll come up later.
Look, it's fine. It does the job it sets out to do. It doesn't fail in any interesting or infuriating ways like False Gods did; the ending is reasonably affecting if you like Saul Tarvitz. It successfully novelizes some lore that was around for decades and moves the events of the series forward. This is one of the most important events in the Heresy and we'll be re-visiting it a lot in future material; I hear some of that future material treats it better than this did.
Euphrati Keeler's role is weird. You would think the book would be interested in playing with tone when it comes to the death of the atheistic Imperial Truth and the birth of the Imperial cult, but like the death of all native life on Istvaan III and the betrayal and murder of the loyalists by their traitor brothers, it's all presented in a very matter-of-fact manner.
designislaw:
So my Tumblr has today been mostly arguing with idiots, and the feminism tag on twitter has been filled with a lot of garbage recently. I apologize, and I thought I’d offer something a little more positive. Something refreshing, just, something that honestly surprised me today. It was nice to...
Commander Shepard - Mass Effect song (via miracleofsound)
So, egged on by distant friends, I have picked up Dwarf Fortress again. I'd not played in a few months, EVE Online scratching the 'learn through disaster' and ' horribly documented' itches.
Right now, it looks like the save I loaded is doomed. I hadn't arranged for any food supplies first time out, so while I've managed to make a farm (irrigated entirely by dwarves carrying buckets of water from a well: my only water sources being 20 levels below ground). Obviously, that means no food until the end of the season, and already I have numerous dwarves hunting vermin for food, which is very bad.
I can't just quit, though, you never know what can be saved.
duellist:
That’s more like it, as the tumblr app doesn’t allow you to post embedded videos, I tried posting this as a link before, which didn’t work for some reason.
It took all I had to not name the 'summary' tab 'black arts', because to most people it may as well be witchcraft.
That should change, hopefully.