Reader: “So what did you do this time besides write on the chapter?”
Well, I’m glad you asked. You’re going to love this. As you should be aware, the World in the WttW series is based on our own world. I decided to map the Trials to the areas of the Earth that they correspond to and then used it to execute this neat idea. You see, normally Players are bound within the limits of a particular Trial. The invisible walls of video games is an actual mechanic in the World. If you try to go out of bounds, you’ll be repelled by a magic barrier. However, the People of the World aren’t bound by this limitation. As such, I devised so-called hidden pathways that connect the Trials in unexpected ways. For example, if you travel southeast out of Lower Midgard (the 1st Trial), which corresponds to southern Germany and eastern France, you can get to Costa Concordia (the 9th Trial), which corresponds to Italy. A journey of 2916 leagues along the Golden Path can be accomplished in just 157 leagues. These hidden pathways aren’t always this convenient, but it can be a major boon to merchant caravans. The downside is that you don’t have the relative safety of the Golden Path or much if any human settlement along the way to support your journey. For instance, along the Golden Path, at least in the more built-up Trials, you at least have an inn every eight leagues where you can rest, get food, change horses, etc. On the other hand, by bypassing the Trial Gates, you also bypass the tariffs imposed on entry and exit in each domain. It’s a bit of a high-risk, high-reward proposal.
Players can take advantage of the hidden pathways, once they’ve opened up the destination via normal progression through the Trials. In other words, once you’ve cleared the 8th Trial and opened up the 9th, the hidden pathway between the 1st and 9th becomes available to you. This is actually vital to late-game play, as human settlement ends at the beginning of the 16th Trial. Players are able to magically transport themselves via the Trial Gates, but it only applies to themselves and whatever they are carrying. If you’re wanting to move a lot of materiel to support large-scale ranging, the kind of which you’ll be doing late in the Game, you may want to take the 1445-league journey between the Killing Fields (4th Trial) and Nidavellir (19th Trial).
As you can tell, I was calculating distances between real-world locations to get me the figures for the length of the hidden pathways, and considering the ones that go over water, I started thinking about the need for nautical miles as a measure for sea navigation. This sent me down the rabbit hole of calculations of the Earth’s circumference from Eratosthenes to the 16th Century. You may recall that the measures used in the World are a mix of Roman and old English units, which fall out of sync with modern measurements. For instance, the long mile of the World is 1.476km compared to the 1.609km of the modern US mile, both because the World inch is based on the Roman uncia (2.46cm) and the long mile is 5000 feet (as was the imperial Roman mile). We have Eratosthenes’ overestimation of 252,000 stadia (700 stadia per degree) and Posidonius’ underestimation of 180,000 stadia (500 stadia per degree), though both were using differing lengths of stadia. The current calculation for nautical miles is that there are 60 per degree, which is convenient for calculations when dealing with circles, so I came up with a long furlong (the furlong corresponding to the stadion) when calculated at ten to the nautical mile actually got within 0.556% of the actual circumference of the Earth at the Equator and just happens to be almost the same length as the Attic (also known as the Ptolemaic) stadion. This long furlong also happens to be an eighth of the long mile, so it works on several levels. (Yes, I’m obsessed with weights and measures.)
In spite of all this time being spent on the WttW peripheral materials, I actually did do something related to TKoH. I went ahead and named all the chapters and updated the Table of Contents on the site accordingly. It certainly leaves a better impression on the reader seeing that everything is clearly planned out. (I should probably spend a week or two before starting serialization to actually ensure all that is sorted first. Looking at you, RttW.) I’m sure I mentioned this elsewhere, but I spent years before I actually committed to writing KoG1, so a lot of my early stories had been brewing for a long time, while more recent books have had a rather short preproduction phase, for better or for worse. On the one hand, it’s a good thing to be so eager to write a story that I’m just getting it out there, but as a general rule, the more preplanning that goes into a story, the better the finished product. Anyway, maybe I can actually focus on TKoH a bit. Stay tuned.