Patrick-Leigh
Inkling
For the flintlock fantasy story setting I’m developing, I’ve decided that the way people travel between planets is by taking “shortcuts” through other planes. Where I’m having some issues is coming up with a way for people to navigate these other planes, since each one has its own structure and obstacles. I’ve settled on the idea of some kind of magical compass that people can use to at least determine which way they're facing and how far they are from the center of these planes. But, I need help figuring out if my ideas would actually work and if there would be problems with these compasses within certain parts of the planes, i.e. being too close or too far from a particular pole to get accurate readings on the compass and stuff like that.
Since I have a limit on how much I can write in a post, I'm going to only give you certain key details about these planes and how they work. The most important detail is that people are using magical compasses to determine their location inside of a sphere. These other planes are three-dimensional and pretty large. Ignoring the specifics of what they're like and how people traverse them, the concept is that these planes are spherical. You're not traveling on the surface of a planet, you're traveling around inside a ball the size of a solar system. (Which is still smaller than the much longer distances between planets that are set in separate galaxies, so, yeah, no point in complaining about that.)
The point is that my characters can't use a regular compass that points north and south. They having to use a spherical coordinate system. And that... is not something that's easy to explain to readers. It also lacks a certain, shall we say, organic quality. When people give directions, they don't usually specify things like latitude and longitude. You don't give the exact GPS coordinates for the corner grocery story, you say something like, "Head west on Main Street then take the third right after Market Street." There's also the issue of how my characters could figure out their coordinates inside of these very, very big spheres.
What I've settled on is that these planes have seven poles, of sorts, that are detectable by a magical compass, called a Wayfinder's Compass. Further, those poles aren't a result of some kind of magnetic field. I don't know what causes them, yet, but each pole only affects a certain type of material. So you have some kind of compass which tells you exactly which direction the poles are in relation to your position. Using the image below as a reference, the poles are North and South (along the X axis,) East and West (along the Y axis,) Up and Down (along the Z axis,) and Center, which is the point where all three axes intersect.
So, let's say that a character is at the location marked P. His Wayfinder's Compass will somehow be able to indicate which direction the seven poles are in relation to his position. With those, he can figure out (by doing a lot of math, no doubt,) his coordinates, as well as which ways is "up" and "down," at least in navigational terms. (Given the way gravity works on these planes and their size, up and down can be a matter of perspective a lot of the time, so instruments that give you definite directions are kind of essential.)
Yet I need a means for my characters to discuss their locations and headings without leaving the readers utterly mystified. This is where I really need some help. I think I might have a system, but there are two issues. First, I need to be sure that my idea for the Wayfinder's Compass actually works in terms of someone getting their bearings by knowing the direction of the seven poles. There's no point in coming up with this whole compass system if it wouldn't actually work for navigating these planes. So, I need confirmation on that. I can tell you that the people using a Wayfinder's Compass are usually aware of the size of these planes. They have a diameter of 20 billion kilometers and are perfect spheres. (Still figuring out how they determined this, but that's another topic entirely.) Would that information, plus the directions of the poles, be enough information for someone to determine his coordinates?
Second, I need some terminology for my characters to use that makes sense to the readers. Terms like north, south, east, west, up, and down are easy enough to grasp, but how to I have my characters say they're facing both north and a certain angle up or down in relation to the X,Y axes? I know they could just say, "We're bearing north and up thirty-seven degrees," but I feel like that lacks a certain flare to it and might still be confusing.
Presently, my thinking is that on the X,Y axes, the cardinal directions are the same as a conventional compass rose. (North: 0° = 360°, East: 90°, South: 180°, West: 270°) The Z axis has two points of simply called "Up" (0° = 360°) and "Down" (180°.) When characters describe specific degrees on the up-down Z axis, they don't use terms like "north" or "south." Instead, 45° is "Upward" while 135° is "Downward." Thus, going north on a 45° angle is going "Upward North" while going north and down at a 135° angle is "Downward North." The same applies to all the other cardinal and intercardinal points on the compass, i.e. "Upward South," "Downward East," "Upward Northwest," "Downward Southeast," etc.
As for the points of 22.5° and 67.5° on the Z axis, the equivalents of North-Northeast and East-Northeast on a horizontal compass rose, the terms "High" and "Low" are used. So, going north at a 22.5° is going "High Upward North." Going north at a 67.5° angle is going "Low Upward North." The same applies to the points of 112.5° and 157.5° from "Up" on the Z axis, which would be the equivalents of East-Southeast and South-Southeast on a horizontal compass rose. Thus, going North on a 112.5° angle is "High Downward North" and going North on a 157.4° angle is "Low Downward North."
I've gotten some positive feedback on this system on another forum, but I wanted to see if folks on other forums thought it worked. Having a few people on one site say it does really isn't a sure way to know if it would work for most of my readers, after all. And, once again, I'm trying to get confirmation from multiple sources that a compass pointing to fixed points on the perimeter of a sphere would actually work for navigation. If the Wayfinder's Compass can't do that, I need to figure out some other way for my characters to tell which way they're going.
A second aspect to this system that I want to confirm is the use of a changing frequency to indicate how far people are from the center pole of these planes. Since I want my characters to be able to determine their range from the center without having to do a ton of math (especially when they're pressed for time,) I figured that the cores of these planes gave off some kind of signal that could be detected by the Wayfinder's Compass. For each kilometer closer or further away from the core, the frequency would increase or decrease by 1 Hz.
Since these planes have a 10 billion km radius, I decided that the frequency of the signal would be 1 Hz at the edge. Thus, it would be 10 GHz at the center. So, a character could tell exactly how far he was from the core simply by the number of Hz the signal is. That would not give him any other coordinates, however, just his range from the center. The directions of the six other poles would be necessary to figure out the rest. Whatever this signal is (I'm calling it the Cosmic Pulse at the moment,) it is not affected by any physical matter or forces, so the changes in frequency are consistent no matter what. The only thing the signal does is affect some kind of detection mechanism in a Wayfinder's Compass.
So, do my ideas hold up? Do you think a reader would be able to follow them with minimal amount of exposition? Let me know what you think!
Since I have a limit on how much I can write in a post, I'm going to only give you certain key details about these planes and how they work. The most important detail is that people are using magical compasses to determine their location inside of a sphere. These other planes are three-dimensional and pretty large. Ignoring the specifics of what they're like and how people traverse them, the concept is that these planes are spherical. You're not traveling on the surface of a planet, you're traveling around inside a ball the size of a solar system. (Which is still smaller than the much longer distances between planets that are set in separate galaxies, so, yeah, no point in complaining about that.)
The point is that my characters can't use a regular compass that points north and south. They having to use a spherical coordinate system. And that... is not something that's easy to explain to readers. It also lacks a certain, shall we say, organic quality. When people give directions, they don't usually specify things like latitude and longitude. You don't give the exact GPS coordinates for the corner grocery story, you say something like, "Head west on Main Street then take the third right after Market Street." There's also the issue of how my characters could figure out their coordinates inside of these very, very big spheres.
What I've settled on is that these planes have seven poles, of sorts, that are detectable by a magical compass, called a Wayfinder's Compass. Further, those poles aren't a result of some kind of magnetic field. I don't know what causes them, yet, but each pole only affects a certain type of material. So you have some kind of compass which tells you exactly which direction the poles are in relation to your position. Using the image below as a reference, the poles are North and South (along the X axis,) East and West (along the Y axis,) Up and Down (along the Z axis,) and Center, which is the point where all three axes intersect.
Yet I need a means for my characters to discuss their locations and headings without leaving the readers utterly mystified. This is where I really need some help. I think I might have a system, but there are two issues. First, I need to be sure that my idea for the Wayfinder's Compass actually works in terms of someone getting their bearings by knowing the direction of the seven poles. There's no point in coming up with this whole compass system if it wouldn't actually work for navigating these planes. So, I need confirmation on that. I can tell you that the people using a Wayfinder's Compass are usually aware of the size of these planes. They have a diameter of 20 billion kilometers and are perfect spheres. (Still figuring out how they determined this, but that's another topic entirely.) Would that information, plus the directions of the poles, be enough information for someone to determine his coordinates?
Second, I need some terminology for my characters to use that makes sense to the readers. Terms like north, south, east, west, up, and down are easy enough to grasp, but how to I have my characters say they're facing both north and a certain angle up or down in relation to the X,Y axes? I know they could just say, "We're bearing north and up thirty-seven degrees," but I feel like that lacks a certain flare to it and might still be confusing.
Presently, my thinking is that on the X,Y axes, the cardinal directions are the same as a conventional compass rose. (North: 0° = 360°, East: 90°, South: 180°, West: 270°) The Z axis has two points of simply called "Up" (0° = 360°) and "Down" (180°.) When characters describe specific degrees on the up-down Z axis, they don't use terms like "north" or "south." Instead, 45° is "Upward" while 135° is "Downward." Thus, going north on a 45° angle is going "Upward North" while going north and down at a 135° angle is "Downward North." The same applies to all the other cardinal and intercardinal points on the compass, i.e. "Upward South," "Downward East," "Upward Northwest," "Downward Southeast," etc.
As for the points of 22.5° and 67.5° on the Z axis, the equivalents of North-Northeast and East-Northeast on a horizontal compass rose, the terms "High" and "Low" are used. So, going north at a 22.5° is going "High Upward North." Going north at a 67.5° angle is going "Low Upward North." The same applies to the points of 112.5° and 157.5° from "Up" on the Z axis, which would be the equivalents of East-Southeast and South-Southeast on a horizontal compass rose. Thus, going North on a 112.5° angle is "High Downward North" and going North on a 157.4° angle is "Low Downward North."
I've gotten some positive feedback on this system on another forum, but I wanted to see if folks on other forums thought it worked. Having a few people on one site say it does really isn't a sure way to know if it would work for most of my readers, after all. And, once again, I'm trying to get confirmation from multiple sources that a compass pointing to fixed points on the perimeter of a sphere would actually work for navigation. If the Wayfinder's Compass can't do that, I need to figure out some other way for my characters to tell which way they're going.
A second aspect to this system that I want to confirm is the use of a changing frequency to indicate how far people are from the center pole of these planes. Since I want my characters to be able to determine their range from the center without having to do a ton of math (especially when they're pressed for time,) I figured that the cores of these planes gave off some kind of signal that could be detected by the Wayfinder's Compass. For each kilometer closer or further away from the core, the frequency would increase or decrease by 1 Hz.
Since these planes have a 10 billion km radius, I decided that the frequency of the signal would be 1 Hz at the edge. Thus, it would be 10 GHz at the center. So, a character could tell exactly how far he was from the core simply by the number of Hz the signal is. That would not give him any other coordinates, however, just his range from the center. The directions of the six other poles would be necessary to figure out the rest. Whatever this signal is (I'm calling it the Cosmic Pulse at the moment,) it is not affected by any physical matter or forces, so the changes in frequency are consistent no matter what. The only thing the signal does is affect some kind of detection mechanism in a Wayfinder's Compass.
So, do my ideas hold up? Do you think a reader would be able to follow them with minimal amount of exposition? Let me know what you think!
Keep moving forward!
Patrick Leigh
Patrick Leigh