
October Thoughts
It's here! Yes, it is time to talk about World Building Blueprints: Volume Two, Urban Design.
Follow the campaign on Kickstarter to flock in Early Bird Rewards and Prices!
It has been quite the year.
Also, some news on Sangwheel Tales, the videos planned for the rest of the year, the series I'm working on, my reading, and a declaration about how I use AI.
Check all that out down below.
Table of Contents
The text for Worldbuilding Blueprints Volume 2: Urban Design is complete! I'm busy with the first draft edit before the book goes out to beta readers and my editors.
I've commissioned the cover and done the sample layout of Chapter 1: Location, Locaiton, Location and the Kickstarter is in pre-launch!
An update about Sangwheel Tales (the new series set in Kisangi), and an update about the novella for 2027 that will be available free of charge to all newsletter subscribers in December! (Yes, that means you :) )
I made a video about where and when I use AI in general and LLMs specifically. I also made a text declaration of the same on my website and added a section where I list the specific tools I use for content creation.
You can check all that out right here:
Worldbuilding Blueprints

Unbelievably, as I was looking back at my newsletters, this time last year I was wrapping up the Kickstarter for World Building Blueprints: Volume One, and here I am with World Building Blueprints Volume Two: Urban Design in its Kickstarter pre-launch phase, with a launch date in November.
Unbelievably, as I was looking back at my newsletters, this time last year I was wrapping up the Kickstarter for World Building Blueprints: Volume One, and here I am with World Building Blueprints Volume Two: Urban Design in its Kickstarter pre-launch phase, with a launch date in November.
It's incredible to me that this year has flown by so fast that I'm ready for the Kickstarter. The book is quite chunky—it's just under 60,000 words and has seven chapters. For you, my wonderful newsletter readers, here is a preview of the chapters. And here is chapter one's first 10 pages or so as a sample layout.

It has been quite a journey. I've learned a lot about cities and archaeology. I did, of course, study cities way back when in university, but this experience has very much enriched my knowledge. I hope that you will also enjoy this book and that you will gain great value out of it.
​​Our winner of the poll for what season three, and thus volume three, of Worldbuilding Blueprint should be was environmental worldbuilding—so your various biomes, environments, ecosystems, and so on.
I have made quite a comprehensive bunch of videos about normal Earth-based biomes, and I'll leave a reference to the compilation video if you want to refresh your knowledge on that. For Worldbuilding Blueprints Volume Three, I'll cover the Earth biomes in a fairly chunky chapter, but in one long chapter, and then I will hit the fantasy biomes hard.
I will not only create a model for building a fantasy environment and ecosystem, but I'll also go into detail around weird ecosystems—completely fantasy ecosystems, fairy realms and things like that, flying cities, and underwater realms (always popular), as well as underground worlds. If there are any other fantasy ecosystems that you desperately want to see, drop me a line at author@mariemullany.com and I'll see what I can do.​
There will probably be a break in the Worldbuilding Blueprints podcast of one, maybe two months, as I prepare to start with season three and wrap up the publishing of volume two.
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I am also going to Africa for six weeks over December and January. My mother died earlier this year, so I'm going to scatter her ashes and wrap up all the final administrative details of her life. There is a weirdly enormous amount of details that has to be taken care of to fill the gap left by someone dying. During this time, the Tuesday videos will continue as planned, but there will be a gap in the Saturday content, including the Blueprints podcast.
That is all the Worldbuilding Blueprints news for now. Don't forget to follow the Kickstarter!
Civilization's Dawn
I recently read a book called Goliath's Curse by Luke Kemp, and that led me to make the video about how early empires and states formed during the late Stone Age/early Bronze Age. That video went down very well. If you haven't seen it yet, it's linked here.
Following on from that, it appears that the Bronze Age in general, and the early Stone Ages as well, are very popular world-building topics and not ones that see a lot of coverage. So I have started researching to make a whole series about them, which I will release into that December-January gap when I am away.
In preparation for that, I'm reading: I have been reading:
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The Dawn of Everything by Graeber and Wengrow
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Against the Grain by James C. Scott
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Myths of the Archaic State by Norman Yoffee
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After 1177 B.C. by Eric Cline
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1177 B.C. by Eric Cline
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Weavers, Scribes, and Kings by Amanda H. Podnay
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Religions of the Ancient Near East by Daniel C. Snell
All that reading has led me to a singular conclusion: we have a tendency to underestimate people of the past. We tend to suffer severely from technological determinism, which is to say, we think that people's level of technology impacts their level of thought processes, their philosophy, and their political agency, and that's just false.
There is no reason to think that our hunter-gatherer ancestors did not discuss their societies, their civilization, their leadership in the same ways that we do. Maybe they didn't have all the same philosophers to draw on and the deep wealth of knowledge that we have built up through writing, but they had nearly 200,000 years of sapience. What makes you think they didn't discuss when you need quick decision-making, when you can make more leisurely decisions, and all of those complexities about societal organization that drive the questions around our politics?
I've made one video on that topic so far, specifically inspired by The Dawn of Everything. Other than that, I'll be making a video on agriculture, the changes it made, how it evolved, when I think it would happen in a fantasy world, and what I think would prevent it from happening in a fantasy world. Why you might have worlds that are completely hunter-gatherer and never make the leap to agriculture, and why that does not necessarily mean that they do not have technology.
Of course, I will do the Bronze Age in detail. I will talk about the politics of the Bronze Age, the everyday life of the Bronze Age, the weaponry of the Bronze Age, and why a chariot is more like a modern-day bomber than it is like a knight of the Middle Ages.
You have all that to look forward to in December, and I am deep in my research on that topic at the moment. Please let me know if you have any specific burning questions about the Bronze Age that you want answers to, and I'll see what I can do.
Writing Update
I am still busy with Sandwheel Tales, the epic fantasy series set in the world of Sanghweel, but far away from the Empire of Lumiaron. I decided to rewrite huge chunks of it to strengthen the story, and it's taking me longer than I expected. It probably won't be out this year. It should be out next year, because I think this is the last major rewrite of the first book. Once the first book is out, the second and third should flow easily.
Unfortunately, with Blueprints and the video and Blood and Bloom coming out this year, I might be able to finish the rewrite, but I'm not going to have time to have the book beta read and edited and turn out a polished product. So, progress, but we're not there yet.
However, I am also working on a new novella. It is tentatively titled Assassin's Heart. That probably won't be the final title. I don't like it as a title; it's just the first thing I called it. It's about Chayce, who is Louis' cousin (from the main Sangwheel Chronicles books). He's also been taught how to use blood magic and all the rest of that. In this book, Chayce is sent by Louis on a mission to Evart Town to figure out what the alchemists are up to. Besides the mission, Chayce is also in love and struggling with that, because he's in love with Isabella, and Louis has absolutely forbidden their match. The book covers the mission itself, what's going on with the Alchemist Guild, and explores how the empire has changed three years on from Blood Gate Night.
I hope you're looking forward to that. As a newsletter subscriber, you'll be able to download it probably early in 2027, maybe December 2026, depending on how fast the editing process goes. I hope to finish the novella by the end of October. We might be able to edit it in November, but it is pretty close. We'll see.
That is more or less where I am in the fiction writing at the moment. I have shelved the mermaid story for now. I will return to it, but right now I need to focus on Blueprints and then on completing the Tales rewrite. Then I'll think about whether I have enough capacity to take on the mermaid story as well.
Questions and Answers!
Here are the questions asked since my last newsletter. Remember, you can always submit questions via my website for the newsletter!
Assuming we are building a world where magic has levels, and as these levels increase, the individual becomes significantly stronger, to the point where not even 100 individuals of a lower level pose a threat. Furthermore, it would increase life expectancy; let's say a person could generally live up to 500 years and a maximum of 2,000 years. What would your opinion be on the consequences this would have for the economy, society, and forms of government in this world?
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I've got three videos that are relevant to this topic:
But your question might be broader than my video. So let's plunge a little deeper (another video might come from this question haha).
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I think the big change with immortality depends on whether everybody's immortal or only a few people are immortal.
If everybody's immortal, your world becomes a lot more static because people's relationships don't change. As I said, my mom died this year, and even though we knew it was coming—she'd been suffering from dementia and had forgotten who we were about three years ago—it still changed my relationship with my siblings in many ways.
If I think of the arrival of my nephews, the children of my brother and my sister, their arrival changed our lives and our relationships to each other again.
If you have a generally immortal world, your relationships will have a tendency to stay static a lot longer, and I think that would have a dramatic impact on your culture.
The scenario you're probably world-building is what happens if there's one or two immortal people and everybody else is not immortal. I think your immortal people will tend to isolate themselves from mortals a little bit because otherwise they'll build relationships with mortals, and then the mortals die, and then they'll build relationships with mortals, and the mortals die. It would be somewhat like our relationship with pets. Yes, of course, there are people who have pets over and over, and there are people who have pets once and say never again because the pain of losing them is too great. I think the same will apply to your immortals. Some won't mind the constant death, but many will.
I also think that your immortals will have a much more chill reaction to what mortals might think of as a disaster because immortals are like, "Well, it'll be solved in a few years," or, "This'll change," or, "Yes, many people are going to die, but it'll all come out in the wash." That kind of attitude.
And then, of course, your power levels will dramatically shift, and that comes down to those economic models that I spoke about in the first video that I linked in here. So go take a look at that. I think that will answer your economics questions about immortals.
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How should writers handle ‘medieval stasis’ and avoid bad explanations for missing technology (I.e. gunpowder) or a world that doesn’t develop?
I really should make a video about this. But meanwhile, to answer your question: to keep your world at a certain technology level, you don't have to go that far afield. Just try to understand why certain technologies developed when they did and prevent those circumstances from arising in the same manner.
Speaking about guns specifically: the Chinese had gunpowder and developed fire lances way before it came to the West. The reason why guns developed so fast in Europe compared to how slowly they developed in China was twofold. One, the quality of European steel was higher—just an environmental factor. But more importantly, European siege warfare was better suited to gun development because of the usefulness of cannons in blowing apart castle walls.
The early guns, the fire lances, didn't offer the Chinese armies much advantage over a bow. They didn't offer the Europeans much of an advantage either. But what they did offer the Europeans was a much bigger, improved siege engine, and because European warfare was so focused on the siege, it was a technology worth developing.
I'll be bringing out a video about siege warfare, by the way, so look out for that.
If you want to have gunpowder for fireworks but no guns, just make sure that the people who invented gunpowder don't really have siege warfare. If they don't have siege warfare, there's no reason to invest in making fire lances turn into guns.
More generally: Try and understand where the technology came from and why it developed as it did in our world. Then just tweak your environment or culture that might give rise to that technology so that it doesn't take the development paths that it took in our world.
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