The Sunspot
Our inworld, essentially the recurring dreamspace that we share as a system and inhabit when we are not conscious, has evolved quite a bit over our lifetime. It started as simply a house that was a conglomeration of the notable houses in our life as a child. In August of 2000, we started work on a role playing game setting called the Sunspot, designed to be a generational starship with flexible enough cultural and technological elements to accommodate any cliche, trope, or favorite genre of science fiction or fantasy story telling.
It turns out that this was an excellent way to also accommodate the variety and enormous size of our growing inworld. By that time we had roughly 1.5 million or so system members, each contributing to the landscape in their own way. So, when we came out as plural to ourselves in 2016, and started to become more aware of our internal world, it became clear to us that we had subconsciously fashioned it after the Sunspot.
If you are unfamiliar with the concept of an inworld, think of it as a mind palace that accommodates multiple consciousnesses and can also be a place that you visit in your dreams. It is constructed in much the same way, through repeated visualization. Though, negotiation between system members is necessary.
Each system member may have their own headspace, a section of the inworld belonging entirely to them.
Because of our collective interoception and spacial sense of our inworld as it relates to our body and our individual locations in our brain, some elements of the Sunspot seem to correspond directly with our psyche and physiology.
Contents
Structure
The structure of the Sunspot as our inworld can be broken down into the following locations:
- the Bridge
- the Garden
- Below Decks
- Fairport
- Jam
- Recurring Dream Locations
- the Server Room
- the Engine Room
- Notable Headspaces
History of Development
In August of 2000, inspired by Babylon 5, Larry Niven's Ringworld, and Mary Doria Russle's the Sparrow, we conceived of the Sunspot for use in a role playing game, with the intention of one day writing a comic in the setting as well.
The game lasted one session, and was abandoned after that in favor of other activities.
From 2000 until 2016, we mostly kept the concept in the back of our head for future use, consciously unaware that we were molding our inworld to match it. However, many of us can recall thinking about it regularly and making small adjustments to its design over the years.
In 2016, after we had accepted our plurality, we resurrected the project of consciously designing it, and redid much of our earlier research to clarify its dimensions and physics. Again, we were still interested in using it in a role playing game and a comic. We made a few Facebook posts about it, then focused on other more pressing matters.
After that, we occasionally wrote about our experiences in discovering that it was in fact our inworld.
In late 2019 and early 2020, we started work on the RPG and the comic. This meant drawing up more careful diagrams of the ship and creating illustrations of what the inside looks like. We created a map of the inner surface of the habitat cylinder, called the Garden, and we rendered a mockup of what the aft endcap might look like from Fairport as it exists on the ship and started to draw an illustration of that.
This work can be found in the Sunspot Chronicles, Systems Out, and Our Autobiography.