Mongo Fiction | The Null Dance: Thanyidre


Than’yidre stood in perfect 3D resolution, having just disarmed her target in front of an audience of hundreds of millions, ready to deliver the fatal blow if needed. She was trained from girlhood as part MMA fighter, part bounty-hunter, part performance artist, and all media-darling.

She had been hunting her target for weeks; a clue here, another there, until finally assembling the whole tapestry and zeroing in on her quarry in this week’s episode.

The object of her hunt this time a serial killer responsible for the deaths of some very important people; to seek, locate, and put him down before he killed anybody else more worthy than he.

Than’yidre’s ruby irises would mark her as a Kai’Siri, as would her perfect fangs — slightly longer, sharper, canine teeth characteristic of the humans of Sirug.

But for some ineffable reason, she had always felt that something was amiss about her past.

There was the fact that her memories went back only to the age of seven – and then there were the dreams – strange dreams with shadowy giants, bizarre nightly vistas of alien worlds.

Her ability as a fighter distinguished her early on, and so she was sent to train in the Academy as a null-dancer; a ritual combatant who hunted primarily the most dangerous of criminals, for fame, glory, and the adulation of the masses.

Her target stood before her, having just lost his hand after pulling out a weapon. The votes were just coming in from the audience: thumbs up, let him live and arrest him, thumbs down, off with his head. In seconds, the online poll had been fully counted.

Thumbs down. So be it. The audience must hate this guy, she thought.

She acted in a single, swift motion as her Midukk-Yogg nanoblade parted head from shoulders. The corpse fell with a dull squishy thud to the floor of the squalid room.

She flicked her blade clean of blood before sheathing it. As the credits rolled for this week’s episode, she headed to her temporary quarters to rest, exercise, mingle with the camera crew and ready for the next recording session.

She would be given another dossier on her next target.

Too late.

It was already on her reading desk as she opened the door to her sleeping quarters.

She looked it over. Hmmm. A cyberkine this time. Really dangerous, this one. Convicted of brainlink-induced mass-homicide, escaped from an asteroid prison facility just this month. Suspected of several other crimes, including trafficking of indigo market cybershards and suicidal emotive tampering with minors.

Her wetware drive would protect her mind, but this one would have brain-jacked puppets surrounding him for protection. And they would be armed as well, not just the usual mooks and stooges.

She threw the dossier to the floor. This was getting to be too much for her. It was one fight after another, and she always won. The audience loved it, loved her, but she knew that it was only for the action, the thrill of the chase, and the confrontation at the end of each episode.

The audience loved her for her moves, for her blade. She needed a change from this, something that didn’t involve arrests and executions each week.

She resolved to see the producer before the next cycle about the ideas that had been floating about in her head for that vacation she’d been promised in her contract – and she had just the thing in mind for that!

To be continued.

Ubi dubium… | Skeptical Inquiry in a Fantasy Setting


There’s a thing that seems to me to result from sloppy storytelling and a deep failure of the imagination in many genres of fiction: the so-called “skeptic in a mystical world” trope I’ll call it. I’m side-eyeing here the first MCU Doctor Strange movie, many episodes of Supernatural, and Stargate Atlantis in particular.

Such poorly written, poorly imagined fare is an ill fit for the magical, superhero, and monster-ridden worlds it’s often portrayed in.

I’d like to discuss an alternative I’ll call Arcane Inquiry, a fantasy-based version of the thinking and methods of real world skeptical inquiry that offers a much better fit story-wise to a fantasy milieu. Why arcane? Because of the implied meaning the word carries of things not generally known, even secretive knowledge. Unless the world-builder involved has a good rationale for it, critical thinking and a firm literacy in the known workings of reality will likely not be widely known, much less universally taught, in a typical fantasy milieu.

In these worlds, often based on earlier fantasy literature or popular RPGs like Dungeons and Dragons, magic and monsters are a demonstrable, repeatable, and actionable reality, and plausible Inquirers would be straying from their own methods and ethical values to deny these things, or even to deliberately hide or refuse to look at the evidence for them.

It’s my understanding that even when monsters and magic abound, modern skeptical inquiry, properly translated as the intersection of critical thinking, literacy in (the milieu’s) science, and consumer/buyer/customer protection would flourish among knowledge-experts like clergy or wizards.

Who hasn’t played a fantasy RPG and occasionally failed a perception check, fumbled a saving roll against mind-befuddling spells, or thought they were fighting one monster but really another masked by a disguise or spell of some sort? Clearly, skeptical thinking should and would convey some advantage when planning strategy or tactical choices.

Then, there are also those beings of various kinds who pose as gods and similar entities through their powers or guile; powerful wizards, witches, or sorcerers, undead like liches or vampires, and nether-worldly beings like demons, daemons, or devils.

Even in a world where everyone can conjure demons or djinn to do their bidding, opportunities for skullduggery and shenanigans abound. Sometimes the conjured djinn seek to subvert their master’s intent, or a summoned devil seeks to pervert the spirit of a bargain by brilliant lawyering of the contract; always look at the fine print before signing!

Every fantasy RPG I’ve ever played has rules, a system for its magic, to define the procedure, power limits, and the sometimes draining costs of casting magic. These rules translate well to the implied laws governing the setting, and at least in part amount to that setting’s science along with whatever real science the GM includes specifically or is otherwise implied in that game’s rule mechanics.

From my own previous experience in refereeing Call of Cthulhu in the late 1990s, magic is the physics of the true (CoC) universe, that true but thankfully hidden reality concealed from everyday scrutiny by a veil of sanity, obvious and comprehensible only to the mad and the horrors from beyond space-time with which they traffick.

Far more extraordinary to me than a world whose laws allow magic and monsters would be one in which there are no attempts by anyone to deceive anyone else, in which no one ever fools themselves, misperceive, misremember, nor misinterpret and misreport what they think they perceive and remember, and in which there are no attempts by anyone to cheat, con, or defraud another for spite, fun, or personal gain.

Such a world would be an incredibly unchallenging, boring, and implausible one. Most fantasy worlds in literature are rife with deception of some sort. In those worlds, there are scads of beings that make it their business to fool others. Outstanding examples include demons, devils, human and nonhuman thieves and assassins, fairies, tricky sellers of rare “magic items,” mischievous elementals, actual gods, and quite a few of the smarter dragon species…

…but most of all, those all-seeing Dungeon Masters, or GMs if GURPS is your thing. 

Even in a fantasy world, clear, clever thinking and thorough investigation can be your strongest weapon against the most powerful magicks or extra-planar beings, and any engaging, well designed setting will account for this.

Even in fantasy, superhero fiction, or the realms of horror where monsters bring vast and frightening powers to bear, using your brain instead of thinking with whatever supernormal powers the setting permits will often be your greatest asset. 

Logico Fractatus | Quoted in Character: Inaugural Post


Vanakkam. Today, I begin a series of entries involving quotes from my fictional characters who, using their own perspectives in the Gods of Terra setting, capture something of modern scientific skepticism. Future installments get their own title, but since this one uses a recent image, it piggybacks on Logico Fractatus. The image I used for this is a Julia set of the Burning Ship fractal type , via Ultra Fractal 6. Today’s quote comes from one of my oldest Gods of Terra characters, Dasaelos Gurao, Warlord of the Rj’lt’ar species.

Tf. Tk. Tts.

All JPEG, PNG, Tiff, & GIF images in this post are original works by the author, created by way of various fractal apps, and these are copyright 2019 by Troy David Loy unless stated otherwise. 

Feel free to save or distribute these images for private, noncommercial use, or elsewhere online with a link to the original source and/or credit to the author.

Thank you!

Mongo Fiction | 13-Word Story: A Quick Thought


Note to readers: I had intended to post another entry on this Thursday, but completing it is taking more time than expected, and I want something done and ready with reasonably high standards. I’m still generating material for the draft as ideas come, so I now plan to finish it by next week, when I’ll also publish the next Gods of Terra primer. So this week, it’s my latest 13-word story. The credit for this form goes to S.A. Barton. Thanks. ~Troythulu

Gods of Terra Primer | The Assumptions of Psionics


Vanakkam. Here, I give the basic ideas that go into the use of supernormal mental powers, or psionics, for the setting. Psionics are powers of the brain, and are utterly physicalistic in how they operate, having nothing to do with anything spiritual or nonmaterial in nature. There is no such thing here as astral or spiritual travel abilities, as the soul as a nonphysical entity does not exist in this setting. The mind here is not some homunculus loosely connected to the brain operating it like a puppet, but rather a thing that the brain does in its normal operation. Minds are an emergent property of the brain, not something separable from it. But psionics are still powerful, and those who use them are capable of demonstrable feats that any stage conjuror or performing mentalist in the real world would be hard-pressed to duplicate. Psionics here are on the level of comic book and pulp SF super-powers. This will offend alleged psychics, mediums, and intuitives in the real world, and their supporters, but think X-Men, or better still, E.E. “Doc” Smith’s Lensmen, not the late Sylvia Browne or the extant John Edward. Gods of Terra psis don’t mess around with mere tricks or stage illusions, and that’s because they don’t need to. 

So, here are the basic principles governing the functioning of such powers and abilities:

  • There is no such thing as a uniquely psionic energy or force-carrying wave-particle generated by the mind for psionic effects. Psionic abilities employ only the fundamental forces of real-world modern physics: the electroweak force, the strong force, and gravity. Psionics may be partly understood from the standpoint of a more mature, future theory of quantum gravity, possibly descended from current Loop Quantum Gravity or M-Theory. There is an element of psionics that is still poorly understood in the setting, and that is its ability to bend natural laws and physical constants locally, using portions of certain physical laws to seemingly violate major portions of other laws. It may be the emerging and still young discipline of Axiomatic physics that leads to a better understanding of how hypershards, and the brains of Stage Three wavetouched, achieve this.
  • Psionic potential is software in the brains of psis that needs additional hardware to power and operate effects. That hardware is usually an active hypershard, or the central prefrontal lobes of Stage Three wavetouched. The brain provides the instructions, the hardware provides the energy source and the means to produce the effect. The signal strength possible for unaugmented human brainwaves is far too weak, and attenuates far too quickly from brain, skull, and flesh to be of use.
  • Psionics obeys conservation of energy and momentum. It needs a power source that can tap, generate, and transmit greater amounts of energy than the ordinary human brain alone can possibly generate and emit at range. While there appears to be some bending of physical laws by psionicists in the use of their powers, fundamental conservation laws cannot be violated or overturned, even locally or temporarily.
  • Psionic effects are non-local, using shortcuts through hyperspace, with range from the body for that nonlocality limited by the strength of the psionicist. Weaker psis generate effects nearer to the body, stronger psis further away. The strongest psis’ nonlocality can ignore physical barriers, except psionic screens and Kurtz-Dunar fields, which can block them. Psionic effects do not radiate through and out of the brain, through skull and flesh or other body tissues, to produce effects in the world. All psi-effects are generated at a focal point in a hypershard or specialized neuronal tissue in Stage Three wavetouched, and appear at the target location without travelling across the intervening space. This allows some stronger psis to generate effects using nuclear forces, despite the rapid decay rates and extreme range-limits of the force-carrying particles involved, by cutting the actual space crossed to less than the diameter of a proton. Weaker psis often generate effects microscopically close to the skin, and must touch the target to affect it.
  • Psionics obeys Special Relativity in the speed of transmission of energy and information from point to point in conventional spacetime, limited primarily by the level of hyperspace accessible by the psionicist. Higher levels of hyperspace, more difficult to access, give more rapid relative transmission time. Such transfer of energy/information is never instantaneous for macroscopic objects, as there is always a lag time from sender to target, or from origin to destination for physical teleports. Teleportation here does not rely on quantum-level information, as it is not a mass-transference of particles in which the exact position and quantum state of each must be known. I’m talking subjectively rapid travel through warps in spacetime, closer to stargates, tesseracts, or wormholes than Star Trek transporters. No “Heisenberg compensators” need apply. Relativistic time-dilation occurs with teleportation over interstellar distances. 

With these five principles in mind, we can then take a look at the powers themselves and how they operate in greater detail. Next time, we examine the power-level classifications of psionicists according to military and law-enforcement organizations in the setting, while after that we’ll do a deep dive into the specifics of the powers themselves and their sub-abilities.

I’ll see you then!

Tf. Tk. Tts.

Gods of Terra Primer | Setting History, Part 2


The Shutter was a catastrophic event that closed all access to M-level hyperspace, halting all interstellar travel, settlement, commerce, and warfare, and resulting in the collapse of Local Galaxy civilizations for centuries. The previous installment in this series ended at the onset of the Shutter, and this one opens at its end, leading to the timeline in my planned novelette, The Null Dance, and the adventures of the Meera:

190 BPE: Development of S-drive by emerging Local Galaxy civilizations, replacing the now-useless M-drive. Resumption of interstellar trade, exploration, and warfare. 

130 BPE: The Broogh Flow meanders into Tellusine space. Intermittent warfare between Broogh and Kai’Siri Koorgraada fleets. Bombardment of Terra by Broogh Giyagh6 fleet. Destruction of Giyagh6 fleet in two stages by Tellusine at the orbits of Mars and Jupiter. Jupiter’s moon Europa is destroyed in the conflict. Phobos is fragmented, knocked from orbit, and crashes into Mars. Rebuilding of Terra begins. 

100 BPE: Founding of the Second Great Tellusine Civilization, centered on Terra. Sirug becomes an imperial ally, as Kai’Siri enlist in the Tellusine military along with Mentite-, Sensorian-, Brute-, Bomb-, Cannon-, and Dreadnought-class wavetouched as special forces troops, but no Planet Killers (Officially). 

45 BPE: Creation of Indigo Sigma by Tellusine, as an elite intelligence and paramilitary organization. Personnel makeup is highly classified but suspected to involve at least one Planet Killer-class wavetouched. Maybe. 

0 PE: Reconstruction of Terra is complete. The Indian subcontinent, Africa, and South America took the least of the Giyagh6 fleet bombardment of Terra. Much of Africa, South America, and everything south of the Himalayas is once again fit for human habitation. Lagos, Khartoum, Rio de Janeiro, New Kolkata, Colombo, and Chennai become major economic and space transport hubs. 

115 PE: First contact between humanity and the alien Tathladi. Alliance between human and Tathladi against their ancient enemies, the Dinathog-Trulg. 

336 PE: The Meera is given the now-regenerated hypershard once belonging to the Mirus, becoming for a short while the second Magna. She wakes up, quits the role, and goes into hiding while those who tried turning her into a superweapon seek to re-enslave her and recover “their property.”

50 Billion PE: The far-future descendants of humanity loop back in time to ensure the evolution of humans, and thus themselves. These beings will be known to xeno-archaeologists as the Strangers, and known only by the fruits of their biological engineering and meddling with early Homo sapiens and its relatives on Terra. This generates a predestination paradox in which humanity brings about its own existence, a causal chain with neither beginning nor end.

Gods of Terra Primer | Setting History Part 1


Vanakkam. I’ve provided the following timeline for Gods of Terra, ending at the onset of the Shutter and the collapse of Local Galaxy civilizations. Part 2 of this history will resume on the resumption of interstellar travel in the setting, post-Shutter. Enjoy.

9 billion BPE (Before Present Era): abiogenesis and evolution of first life in the universe. 

4 billion BPE: earliest known intelligent life. Primitive artifacts date from this period, eventually leading to traces of the first technical civilizations. 

3.5 billion BPE: the King of Shards ascends as a hyperdimensional being. In the next 30 million years BPE, several other alien entities will arise as godlike beings, and join the King of Shards as the Nine Who are One. 

3.47 billion BPE: the Nine Who are One formally join forces, ruling the Grand Civilization of the Local Group until three billion BPE. 

3 billion BPE: fall of the Grand Civilization in a bloody civil war as relations among the Nine break down into chaos. The King of Shards splits into Its avatars across all spacetime to survive, others of the Nine go into hiding or face destruction at the hands of their fellows. 

Creation of the Prime hypershards. 

1 billion BPE: Evolution of early multicellular life on Terra. First known Stranger artifacts date from this period on many worlds, and in increments over time lasting several million years. The longevity, nature, and sophistication of Stranger civilization remains a mystery. 

300000 BPE: earliest anatomically modern humans, visit of Terra by the Strangers. Human samples, not live individual humans, are taken from Terra, genetically altered, gestated, and seeded to hundreds of worlds in and beyond the Local Galaxy. 

30000 BPE: Kai’Siri civilizations begin. Early organized religions, primitive political systems. Science as an institution would rise, fall, and rise again in successive dark ages. 

15000 BPE: Kai’Siri develop early M-drive, and begin settlements across their region of the galaxy. First contact with Mokthraga of Tokmolos, upon which war breaks out. 

6000 BPE: Founding of the First Exarchate of Sirug by the Kai’Siri.  

5260 BPE: Collapse of first Exarchate, Last Great Sirugian Dark Age begins. 

2000 BPE: End of Last Great Sirugian Dark Age. Founding of Second Exarchate. 

900 BPE: First contact with the Tellusine of Terra. First interstellar conflict between the two branches of humanity. Founding of the Tellusine Federated Worlds.  

850 BPE: The Galactic Ripple washes across Terra, empowering a new species of humanity, the wavetouched. Four of these would a century later host the original Prime hypershards and become the four Gods of Terra.

750 BPE: Discovery by the Kai’Siri of three Prime hypershards, first use of hypershard warfare using weaponized humans. Origin of the Fractus, the Mirus, and the Magna. The Tempest receives her hypershard from Sarusammog of the Gates, AKA, It Who Scratches at the Gate. The Broogh Flow enters this region of the galaxy, threatening local civilizations. 

400 BPE: Death of the Mirus by natural causes. His funeral pod is intercepted and his hypershard is stolen. The regenerating hypershard, now without a host, triggers a cosmological accident as it self-repairs, rendering all use of the interstellar M-drive impossible. Collapse of Local Galaxy civilizations as interstellar travel is halted by this event, later to be known as the Shutter.