Wednesday, June 8, 2011
DIAGNOSTIC: Dragon Age 2 (videogame)'s alluring character Fenris
I'm going to begin with a videogame, largely because I found myself, for the first time in a long time, ensnared by the characters. In this case, I got a major crush on Fenris (this never happens to me, I swear) and started fixating on the in-character scenes involving him. Now, for those who don't play videogames, yes, I understand it's silly to crush on a set of polygons, but it's really not different than crushing on any other fictional character. Many people have done it. Okay, excuses aside, here we are:
Fenris.
He's a runaway slave / experiment of a Magocratic Empire that makes a point of enslaving his kind (elves). So, why does he work?
* Sense of Humor: He has a very dry wit and is seemingly straightforward even while poking fun at things, allowing him to both have a sense of humor and still maintain that brooding demeanor. The sultry voice of the voice actor doesn't hurt, either.
* The Dark Past: He's given complexity through an interesting past that makes his conversations more intriguing. Most people have relatively boring histories. His is one that makes you sit up and take notice. He championed to be the candidate for an experiment that would have this magical compound tattooed into his skin so that he could purchase his family's freedom (adds sympathy). The agony of the experiment wiped out all of his previous memories and left him an enslaved husk that obeyed his Master without question and without thought of freedom (adds sympathy for the bad things he has done in his Master's name / adds complexity and contrast with his current defiant nature). He didn't choose to escape his Master. His Master was forced to leave him behind due to a riot. Fenris was then adopted by free-willed Forrest Warriors for a few months of peace before his Master came back and ordered him to kill them. He obeyed - then, realizing what he had done, fled his Master (adds sympathy / horror by showing how much control his Master had over him but reveals that his conscience was able to break that hold ... but only when it was too late, thus justifying all the broodiness).
* Appearance: He actually looks quite young and sweet with big green eyes, a lean body, mid-length hair (looks boyish without being feminine) and an expressive face. He maintains the brooding appearance by attempting to seem intense and focused, but when the facade cracks, you can really see it. His appearance is also contrasted with spiky black armor (setting up complexity through a clash of nature and worn demeanor imagery). Such an appearance can be drawn in words, though it's obviously easier when you can literally show your viewers.
* Balanced Brooding: Yeah, brooding is in this year so this counts as a positive. Normally it irritates me but he manages to balance it with his dry wit and his lack of respect for pity. He is trapped in the past but he doesn't revel in it. While he doesn't emotionally move on (well, he does but at a glaciar pace), he tries to verbally move on as quickly as possible and that prevents angsting. What complains he does make feel justified and due to his interesting past, even the complaints themselves hold interest.
* Moral Complexity: In many ways he's an anti-hero with the possibility of redemption. He's fairly callous toward Mages, thinking them all scum, and prefers his new country's practice of what are essentially concentration camps for Mages. Since a bad or weak-willed Mage leads to cruelty / possession by demons / temptation toward blood magic, it's easier to sympathise with him. In that way, he actually feeds in to one of the underlying themes of the game: Is free will worth more than the safety of others?
* Danger Level: Only cool in fantasy for most people but the idea of being the exception to someone who is dangerous is often quite appealing. You can play a Mage and still be his friend and even his boy/girlfriend (depending on the gender you pick). The novel equivalent would be if the Main Character was a Mage and thus the exception to his values.
Does anyone have anything to add? Did I write it in a way that conveyed meaningful points that may be useful to you? Did you play Dragon Age 2?
Friday, May 27, 2011
WORTHY LINKS: Good World Building Web-Sites
http://www.windows2universe.org/earth/ecosystems.html
Enjoy!
Sunday, May 15, 2011
THE BUTTERFLY LADY: Painful Honesty & Maps
Wow. I am not nearly as unique as I thought I was.
Oh well, back to the drawing board!
Monday, April 18, 2011
Apologies and a Link
Thursday, March 3, 2011
Themes, Moods, and Examples
The theme will be A Choice Between Two Evils and the mood will be Bittersweet. Yeah, yeah, I know. Not exactly a hard theme / mood for the subject matter but, in my defence, I settled on the subject well before I rolled the dice. The dice decided the rest. Go blame the dice.
Let's imagine the vampires are gathering, as they do, in typical vampire fashion to be all cold and callously political. I could run with some sort of kill 5 people to save 100 dilemma or perhaps have someone choose between two other creatures - perhaps a werewolf and a demon - but neither of them seem very bittersweet and moral dilemmas tend to fall a bit flat with blood-sucking creatures of the night. So, let's go with a trial.
The trial involves two vampire brothers murdering another vampire but claiming they are both innocent of the act. The vampires wish them both dead but for the prince, after weeks of deliberation, is prepared to make a settlement: If one of the brothers points the finger and tells the court who truly killed the vampire, the murderer will die and the other one be spared. After all, the prince can't have such a display of solidarity between vampires go unpunished.
The prince and all the other vampires expect the two to fall upon each other and claim the other did it. Instead, one simply stands shocked. The other brother steps forward and claims that he felled the final blow and that his colleague is innocent. That vampire is summarily executed and the other allowed to go free and continue his immortal existence. A bittersweet ending as the survivor gained what he wished for (freedom) but at a terrible price (his own loyal compatriot).
So that's the theme fully engaged through the plot itself. The choice between two evils is a choice between suicide and mutual destruction. Neither are good choices. So how about the mood?
The bittersweet mood can be reinforced through recollections of better nights, conversation between the two accused, and signs of nostalgia in the area such as grandfather clocks. The court room should be elegant and opulent, the vampires dressed in finery, with most vampires looking both beautiful and young to emphasise the benefits of the vampire race. Richness, opulent surrounds, power, and ever-lasting youth are so often wished for. Also underscore the subtle disconnects between alleged allies, discreet blood stains around the lips, deathly lack of movement in the older and more powerful vampires, glimpses of fangs and inhumanity, a layer of dust over parts of the court room that hasn't been updated since 1800 - each showing the unforseen consequences of being forever dead monsters. Thus the bittersweet mood of gaining something one wished for but with a terrible consequence is highlighted through the location alone.
Hmm, this exercise was a bit of fun. Is there any interest in me doing future ones of these or should I look to another writing exercise?
Thursday, February 10, 2011
WORTHY LINK: Blending world building
Very cool article! Not to mention the fact that she is analysing the first scene from reader-submitted novels and revealing the information that a reader might latch onto about the world. Take a read. It's a really excellent idea for a blog and one I'm tempted to poach simply because it'd help me figure out how to slip in the myriad of details that distinguish my fantasy setting from the generic one.
Tuesday, February 8, 2011
RESEARCH: Carola Wetlands
Of course, the biggest problem with naming the flora in your country is that you can either make up names for all the flowers (which can often end up irritating the reader) or risk giving flowers names that might annoy purists because, after all, why does this fantasy world have eucalypts or elms or pines, anyway? I've noticed over the years that many animals and plants mentioned are generically American / English. I think one of the primary reasons why a lot of readers tend toward the generic with their plants is the risk of naming flowers that the readers can't visualise. If you say, white rose, I know what you're talking about. If I talk about pigweed, will you?
I've found the way around this is to pick plants that have very evocative names. Sure, if I write 'pigweed', odds are you'll imagine a very different plant to the reality but it's a name that does at least conjure up an image. It's better than samphire which, despite being prolific in certain Realms areas, really does require its own description. Or worse, the Latin name for something.
So here's some adapted research (research turned toward world building and has already been fantasised):
The Regency Capital is located within the on a floodplain of the lower River Stafford lying 5km south of a major wetland – Carola Wetlands. The Carola Wetlands segment of the lower River Stafford floodplain consists of the main river channels and a diversity of wetland habitats including a series of creeks, channels, lagoons, billabongs, swamps, and lakes. Between the water-bodies are extensive areas of low-lying floodplain that are flooded during high river levels with receding floodwaters being retained in temporary wetlands. The Carola wetlands supports many aquatic fauna and waterbirds, some of which are migratory and also provides important habitat for many terrestrial fauna species, including refuge for wildlife during the dry season.
The floodplain supports extensive stands of river red gum and black box woodlands (both harder to visualise - would require description). There are fringing reeds and sedges (easy to visualise), Herbland (more a category of flora), Samphire Shrublands, saltbush shrublands, and Lignum Shrublands (all free require description). The fringing reeds are Common reed and Spiny sedge (easy to visualise even if the image evoked is wrong). Submerged vegetation include ribbonweeds and red milfoil (second one would be tricky to visualise but is easier in context with ribbonweeds).
The birds include White Egrets, Glossy Ibis, White-bellied Sea-Eagle, Red-necked stint, Sharp-tailed Sandpiper, Curlew Sandpiper, Greenshank, Caspian Tern. Regend parrots breed in hollows or Vier red gum, Musk duck, blue-billed duck, freckled duck, glossy ibis, banded stilt, square-tailed kite, peregrine falcon, white-bellied sea-eagle, blue-faced honeyeater, striped honey-eater, and the restless flycatcher. Many of these you can visualise because the first word is generally a description and the second word is a category of bird you've heard before - honeyeater, eagle, duck. The last one sounds like an insect.
Southern bell frog in the large wetlands. Yabbies are best in the warmer months and often caught in backwaters and in deep water. Hoop nets are relatively inexpensive and suit most conditions. Hmm, do you foreignors know what a yabby is?
Animals include common brushtail possum, feathertailed glider, broad-shell turtle, eastern tiger snake, carpet python, lace monitor, mussles. There are also feral goats, pigs, and rabbits making themselves at home after a few hundred years of habitation.
Rare plants: Dainty maiden-hair, swamp daisy, black-fruit daisy, water star-wort, pale flax-lily, small-flower beetle-grass, pale-fruit cherry, purple love-grass, hooked needlewood, nutty club-rush, creeping boobialla, jagged bitter-cress. Tee hee, I like this range of choices. They're all very evocative. I particularly like the creeping boobialla and jagged bitter-cress.
Fish include the Murray cod, silver perch, freshwater catfish, golden perch, bony herring, Australian smelt, Murray rainbowfish, flat-head gudgeon, dwarf flat-headed gudgeon, unspected hardyhead, murray hardyhead, and redfin perch. This is more useful when it comes to describing food. The trouble is I don't eat fish so I can't describe their flavor properly.
The landscape overlays a series of horizontal sedimentary formations ranging from sandstones to limestone over which lies sands ranging from fine to coarse sands. Soil type changes greatly over the landscape with the ancestral floodplain being dominated by both neutral and alkaline grey self-mulching cracking clays, neutral brown siliceous sands and neutral firm grey siliceous sands. The highland buffer zone soils consist of alkaline red calcareous earths, alkaline friable red duplex soils and neutral brownish sands. I have an obsession with geology. I'm not incredibly well-versed in the science but I do love rock samples and the strange patterning.
So, what do you think? Am I over-thinking it?
Thursday, February 3, 2011
DIAGNOSTIC: Examining Robin Hobb's 'Rain Wild Chronicles'
The Rain Wild Chronicles is an interesting exercise in writing a drama set in a fantasy setting without recourse to battles and frequent set-piece events. There's a group of very well-drawn individuals on a barge setting out to guide a group of disabled dragons to the legendary city of Kelsingra. There's a few set-piece events, such as gallators (poisonous alligators) and floods, but really they're just there to provide additional conflict to the group. Robin Hobb certainly doesn't rely on that sort of external conflict to keep the novel going. Instead, it's that internal and interpersonal conflict which can be enflamed by the odd external set-piece event that really drives the novel.
How does she do it?
Well-developed personalities ensure that certain clashes will be inevitable. Robin Hobb does her best to drive such characters together to ensure the clashes happen. Characters who can't get along are kept in close proximity by the claustrophobic environments of the barge and small boats and this environmental constraint heats things up. She's not timid about their reactions, either. Even if the reaction is unpleasant. Even if it's unkind and cruel and shows the bad side of a character, she will hold to it if it is something the character is likely to do. Part of the chronicle's charm is simply watching how the various characters tangle and untangle themselves. Its a character study and a sociological study rolled into one and the unpredictability of it all is what keeps reader interest. Who will react to that? How will they react to that? Where is this going? The actual destination, Kelsingra, falls into the background as a legendary McGuffin while the humans and dragons' personalities take center stage.
How do you do it?
It seems like she puts a lot of thought into the various ways a character might react, in order to find the reaction that rings true the most (and provides for an additional layer of conflict or resolution of conflict). Now, whether you're an outliner or a guess-writer (I'm the latter), odds are that you've found it difficult to create character reactions that really zing. I mean, normally the first reaction we grasp if the expected one and that can fall a little flat when the characters' quirks could take the reaction in a whole new and interesting way. I think I've said it somewhere on this blog before: When your character encounters something important, brainstorm a list of possible reactions and pick one of the least expected yet in character option that works for you. Just by brainstorming, you'll open your mind to unlimited possibilities.
Another technique is to create a web of personalities. Put a name in the middle of a page and then draw radiating spikes. At the end of each spike, put each other character. Then write along the spike the feelings one character has for the other. Or you could create a mind map of conflict, using multiple radiating spikes to really explore the various conflicts surrounding a character.
A third technique is to list each character's name and brainstorm a list of secrets, pet peeves, goals, and motivations. Just see what the list says and then prune a few of the options or take a look at what you've written to see if you could make it a little more complex. For example, if one character's goal is to be respected, then they'll probably get along more with someone who gives them compliments than someone who points out all their failings. However, what if it was the other way around? What if the character needs to know they're respected, and so appreciates someone who is so forthright and grudging with compliments that each compliment must be earned. Someone who compliments them often might be thought insincere - even if the complimenter is telling the truth. i.e. "Of course my father says I'm a good guy, he's a push over. My grandfather, on the other hand, always tells it like it is.... He's the one worth talking to."
Hope that's helpful!
Before you leave, do any of you have any additional ideas, tricks and methods to deepen the character interplay so that even their simple reactions to each other are enough to keep us interested?
Thursday, January 27, 2011
WRITING EXERCISE: Brewing The Novel
So, time to mention the basics and then brainstorm on what each 'basic' means.
Setting: A mining community in the Realms outback in my fantasy milieu.
Theme: Community versus a terrible calamity.
This will immediately make it a bit unique in fantasy novels. Most such novels involve one person, often with some form of super power, or a team of specialists, seeking out danger and making a difference. In this instance, several members of the mining community will be responsible for the salvation of the town ... or in the bid to stay alive. It'll depend on how bad the big, bad Thing will be.
Mood: Hope and Horror. Always. This is me we're talking about. Unlike with the Butterfly Lady series, it'll be more about the Enemy Without than the Enemy Within (though of course internal conflict will feature).
This means that the protagonists will be a little more vulnerable than in most fantasy novels. The few with magic will have an edge against the enemy but not the answer. Cuts can, and will, get infected. People will struggle and get tired. There is no Chosen One. No powerful soldier to save the day. No obvious hero. In fact, I have in mind a miner's wife / kitchen hand who is physically abused by her ailing husband as one character.
Technological Setting: Early-to-mid Victorian in certain places though technology has gone in a different direction.
Gunpowder (which is antithetical to life / spirits in my world) isn't used and this will make the mining technologies quite different to Victorian mines. The steam engine and telegraph have also not been invented so the place will be all the more distant and isolated although the mine itself will likely be closer to the cities. There will need to be greater self-sufficiency in this community.
Characters: There will be multiple POVs in this instance. I'm thinking five. One will be the aforementioned battered kitchen hand. Another will be a foreman (not sure if that's the right title, haven't researched it yet) in the mine who will be rather gruff and straightforward and take issue with the university graduate. The university graduate is a member of House Carrington (a noble house full of bankers, so to speak) but he's married into House Rosentia (a noble house renowned for its eccentric and malevolent people). So he'll also have to deal with a lot of social stigma despite his wealth and status. He's here to research his thesis on Improved Mining Technologies. There'll be a rather bored low-level Auditor (sort of a cop / judge / Homeland Security mish-mash) who keeps an eye on the community and deals with the Work Permits and who'll also clash a bit with the graduate and the foreman. I'm not sure who the fifth person will be. Perhaps a child in the community? Or one of the town elders?
So already, just from this small brainstorm, I have a wealth of ideas and I haven't even touched upon what foul contaminant or entity might be affecting this mining town. Originally I was just thinking a Mine Gone Bad but I've now decided to widen the lens and look at both the town and mine combined. It'll be more Horror than Fantasy but the setting will be strictly in a Fantastical World and that means there'll potentially be issues of sidhe (embodied spirits), spirits (ephemereal intelligences), an orc-troll hybrid (another animal race similar to humans), though I'll want to keep the mythology simple to emphasise whatever horror lies within this place.
Thus far, much of the brewing has focused around dialogue snippets that suggested characters. By doing this exercise, I now have a far greater understanding of the depth of the research I'll need to undertake alongside this novel. I also have a better understanding of where I'll need to branch out to or from. So while percolating the novel, I'd strongly suggest sitting down and starting to organise it. Simply through the act of organising your ideas, you'll start generating more.
Wednesday, January 19, 2011
PSYCHOLOGY: Grief and Bereavement
Two excellent finds in Jeannie Campbell's excellent blog are a series of articles on Types of Grief and Facets of Grief. These are very good reads and perfectly slip into my current research into reactions to trauma. It's always wonderful to find someone else succinctly giving you the information you need....
Wednesday, December 29, 2010
Magocratic Houses
House Rosentia: They were an old aristocratic family of hidden sorcery who supported the revolution against their noble brethren. Through their skilled betrayals, either by butchery, assassination, or simple espionage, they substantially weakened the old noble families. Due to their treacherous backgrounds, and many scandalous rumors of dark fiends in their lineages, they aren't trusted. However, they're high levels of fertility and the fact that any child born to a Rosentia will be magical has led to them being prize husbands and wives. Many other Houses quite greedily wish to have a Rosentia marry into their ranks (unfortunately, the special fertility stops after the first generation born outside of House Rosentia). House Rosentia has capitalized on the exoticism of their blue blood and their frequently strange appearance, and if they are not artists themselves, they often sponsor some of the best artists - from architects to dancers, painters to writers.
House Ansalon: A naval House who are now renowned for their chemists, alchemists, and sorcerer-researchers. This house is comprised of several prominent naval families who were captains of the old aristocratic fleet before they consolidated their power and helped launch a coup against the old nobles. They are now heavily involved in naval merchantmen and control many water routes as well as shipbuilding and seafaring guilds. They make most of their money in the spice trade. Many of their members are actually descended from pirates, privateers and even the fisherman trades, who were either capable enough or rich enough to be recognised as a member of this noble mercantile class.
House Delevon: Once upon a time these were a secret society of witches and hunters, some of which had the spark of sorcery, who used to creep around behind the nobility's backs and remove curses, slay monsters, and generally protect the general populace. The old nobility had little care for the outback towns and villages ... they were far too focused on their own stilted entertainments. When House Delevon saw an opportunity to seize power for themselves and orchestra change, they have taken it. Unfortunately, they still have to deal with the fiendish House Rosentia whom they would have preferred to see exterminated. Nowadays, they are more often hired for their abilities firsthand and have a huge network of witches and alchemists to call upon rather than be involved in most guild activities (other than, for example, wards). They are also quite skilled at dealing with sidhe, procuring magical artefacts from the Ihlander salt plains, and coaxing Places That Aren't into cooperating with the Realms interests.
House Carrington: The original mercantile class of nouveau rich that were never treated with the respect and dignity they had dreamed of under the old aristocracy. Really, they largely provided the financial and diplomatic backing. They gained a lot of power and prestige in facilitating legal debates, ensuring trade networks went as undisrupted as possible, and keeping the administrative machinery running even during a revolution. There were hitches but House Carrington maintains that it could have been a lot worse. These were the old bankers, lawyers, and budding professionals, such as physicians, alchemists and scientists.
House Audor: These are the remnants of an old sorcerous college that was brutally attacked and massacred by the old aristocracy. They came together and, utilising their most subtle magics, inspired a shock wave of revolutionary sentiment that took the nobility by suprise. They are academics first and foremost and where the old aristocrats awarded careful adherence to noble birthright, etiquette and carefully outlined hierarchy, the Audorians have an appreciation for intellect, rigorous scientific method (what they consider to be rigorous scientific method, of course, is not the same as what modern science would consider it to be), and a meritocratic hierarchy that is dependent on so many factors (intellect, publications, breakthroughs, magical talent, lineage, personal achievements, charisma) that determining one's position in the scale of things is really quite convoluted.
So there you have it, a look at the magocratic houses in brief.
Thursday, December 16, 2010
Comparative Ethnography: Conferences
One by one, the speakers come up to the lectern to showcase their wisdom, flanked by projection screens that show powerpoint slides, web-sites and YouTube videos. In the quiet moments between their speeches, chinking glassware can be heard from the kitchens and distant voices are carried through the gaps between the walls and the high ceilings.
A wide variety of people clutter the narrow cobblestone streets beside one of the smaller amphitheatres in the city. Most wear representations of their Noble House membership, or allegiance, with badges, symbols on their clothing, with even a few guild members wearing full livery uniforms in the colours of the noble house. The sky is clear, with a few shreds of clouds, and the temperature is quite hot and dry. A few people complain about being under the sun on such a day, only to be refuted by an aging gentleman who states drily that the principles of open communication and visibility to the people demand that such congresses occur outside the walls of any building.
Thursday, December 9, 2010
Book Analysis Thursday: Best Served Cold - Joe Abercrombie
Some schools of thought say that you should select a theme when writing a novel and build on it. Joe Abercrombie took to that piece of advice with gusto. Best Served Cold showcases a few solid themes and pulls every iota of plot out of them. The themes that I identified were: Are mercy and cowardice the same? Can revenge ever solve anything or will vengeance be doomed to spark more vengeance?As a tragedy, this novel is incredibly fascinating as it picks apart the brutality of blood feuds, the futility of politics as old mistakes are repeated, the spreading corruption where hate and pain breed more of the same, and the psychological strains caused by such issues. The novel pits the characters against each other in a seemingly impossible paradox: loyalty is rewarded with suspicion which causes retaliation which leads to vengeance, hate, and the loss of a loyal comrade; while disloyalty can also lead back to vengeance, albeit on a straighter path. If you aren't suspicious enough, you will likely be betrayed, but suspicion itself can lead to treachery.
His characters are complex and driven and the book is a good read simply to see how a drunkard, a Master Poisoner, a Poisoner's assistant, a torturer, an ex-convict murderer, a mercenary, and a soldier all manage to justify their actions. Each believes that their own values are right and, though they may sometimes feel uncertain, and their world views can be shaken, generally they continue to justify their own actions as they stumble along. Often by forcing their expectations of the world adapt to the actions they are forced to undertake. One of the characters does this more than the others and its his terrible slide into tragic monster that really sets this book apart from most others. By helping us understand these people through their thought patterns and complexity, Joe Abercrombie engenders our sympathy simply through fascination. The characters truly are morbid specimens to watch.
Joe Abercrombie also manages to create a female mercenary character who is bitter and vindictive (yet sympathetic), who is actually comfortable in a masculine world (by ignoring masculine / feminine norms rather than railing against the feminine), and who is tough without being boring. There are enough subtle nuances, enough nods to the fact that she is a woman in a man's world, to keep her from just being a bloke with long hair and a girly name (well, sorta girly - Monza Murcatto isn't all that feminine in my book). Nor is she that stereotypical, groan-worthy, eye-roll-inducing macho bull-busting warrior women.
In truth, I think part of the trick was to make her rather nonchalant about a lot of things. Sex and violence are just part of the daily living. Women and men are evaluated as to their use to her. She keeps a tight lid on her feelings but they're certainly still there and when they do rise up and overwhelm her they do it in a way that is uniquely her. They manifest, generally, in physical terms with exhaustion, hunger for drugs, and palpable feelings reminiscent of barely restrained panic (trembling, weakness) rather than weeping or ranting.
This novel is quite unremittingly dark and bleak (which admittedly does fit the subject matter) and the ending left me dissatisfied because of it (which admittedly also fits with the theme - vengeance never brings satisfaction). The fight scenes were superbly described (as were the rather explicit sex scenes) but after awhile I grew bored with the fight scenes. They were too many, and went on for too long, for my tastes at least. Still, his skill in writing them is admirable.
The only other issue I had is a note of caution regarding pacing. Towards the end, the pace moved me so quickly that I started skim reading all the fighting / descriptions, etc. in my desperation to find out what happened next. This ended up reducing my satisfaction as I started stepping out of the scene and more into reader mode. Yes, it's a naughty habit of mine but it is a good point. If the tension goes up too high, you're going to have to write everything at a very quick and brief pace or else the reader will start skipping along.
So, in summary, read Best Served Cold to learn how to write a believable female soldier / warrior; explicit sex scenes; intense fight scenes; novels written solidly around a theme; well-described locations; and believable justifications for atrocities.
For those who have read this novel, what did you think? What techniques did you get out of it?
Oh, and feel free to review my review. Is this method of analysis useful to you? Is it too broad? Too vague? Should I pick one technique in particular and analyse that?
I'm always open to suggestions.
Friday, October 15, 2010
Tough Guide to Fantasyland ... I've got it!
Friday, September 24, 2010
Law Enforcement

The Law Enforcement side of it combines the Executive and the Judiciary. It's split into two levels. You have the Watchmen who wander the streets, keep an eye and ear to the ground, and are basically city guard who promote law and order on the streets. Then, separate to these people, are the Inquirers and Auditors (derogatively referred to as 'Grey Coats'), who investigate crimes ranging from murder to sabotage to conspiracies to treason (depending on their rank / designation). The Inquirers and Auditors are two sides of the Department of Justice. Basically, Inquirers investigate most crimes and Auditors oversee their duties and fulfill the role of judge of crimes brought before them (as well as investigating certain high-profile fraud, treason, and other such cases).
Yeah, there's room for bias there, which the Audorian Queen has attempted to deal with by creating special schools for the Department of Justice. When likely candidates are identified from the school children they are transferred to that school and their parents paid a certain yearly amount called an honorarium. Since the year 23, schooling has been mandatory for children below the age of 14 in any area with a local school - hence why apprenticeships are illegal for anyone below the age of 14 - so there's an increasing pool of candidates. Nobles are barred from entry in the Department of Justice to keep them free of corruption. The schools are basically brainwashing academies that turn children into analytical officers of the Realms. Corrupt officials in the Department of Justice are all charged with treason, by the way, and their names become mud.
Sounds cool, huh? When I'm done editing The Butterfly Lady I'm going to write a novel from the point of view of one such Inquirer in the service of the Realms.
So, have you decided what your country's Law Enforcement Agencies look like?
My Measures of Time

On an aside, there were many reasons behind the revolution: the merchants and bankers were often richer than the nobility but there was little upward mobility and debts on the nobility were sometimes forgiven by the King; vital technology like the printing press was repressed despite its use in surrounding countries due to fears of the peasant-folk getting uppity and that made them a backwater nation with increasing fears of invasion; the nobility were keen to spend freely on themselves but public works were neglected; the serf system was horribly out-dated compared to more progressive surrounding societies; charismatic sorcerers can do a lot with a few enchantments; and an idealistic vision whereby those blessed by the Gods to wield magic could protect the common man (what better divine mandate can you get!).
The country considered itself reborn at the Year of the Revolution. To denote time, years since the revolution are dated with a simple number, i.e. 92, while years prior to the revelation are depicted with a '-' sign, i.e. -92 would be 92 years before the revolution. I just wanted something a little different from using initials to denote passage of time or the other habit of simply having time go forward from some unknown start point (though that might be interesting in a fantasy society living in 9203 because that's how long the civilization has existed). So yes, woo! My dating system.
As for other areas of time, my world has clocks in it so that makes judging time by minutes and seconds easier though I need to reduce the usage of that in nautical and very rustic areas (that probably judge time by bells). The clockwork mechanisms are getting highly refined due to technology imported from Chiang Khang and thus you can get grandfather clocks. Still haven't decided on whether they have pocket watches. I'll need to research that one's timeline and then consider whether I want that to be invented during the course of my various books set in that world.
Thursday, September 16, 2010
The Three Good Posts
If I seem a little excitable, that's because I finally got a contract signed that I've been waiting on for awhile and it feels so good to be underway at work! Woo hoo! I've been working on it for a fortnight.
So, without further ado or distractions (oh look, a cubicle!), here's some decent blog posts:
Flights of Fantasy have a post on Swords in Fantasy. Many different types of swords are described, from sentient ones, to ones with different powers, and how the post author just loves all these different uses for swords in fantasy. It's an interesting and fun read.
TalkToYoUniverse have a post on details in fiction. This blog post contains one of those lines that really sums up what I've been trying to say with my posts on descriptions: ''confound the easy expectations and your world will start to pop." It's not only good because contrasts and contradictions catch the eye (try saying that one three times fast) but also because it makes the viewpoint character feel more real. I would notice the CEO's nose ring or chunky gemstone bracelet before I notice his Armani suit, after all. In a public library, I would notice the Warhammer 40k terrain set up in the Youth section (complete with a number of Warhammer 40k books in center stage) before I would notice the other book shelves. Therefore it makes more sense when the character does, too.
The Other Side of the Story have a post about why your novel died. It's also pretty handy for interpreting what your critters actually meant and what you should be asking yourself. Take a look at the long list of questions and thought-provoking statement designed to help you figure out why you stopped wanting to write that story.
Hmm, think this post is long enough. I'll save up the bits of advice from that wonderful Good Book for the next thrilling installment of: ON WRITING!
Thursday, September 9, 2010
The Writer's Digest Guide to Science Fiction & Fantasy
Thus quototh the book: 'In fantasy, more than in any other form of fiction, the reader must feel transported to the world being created, while at the same time readily comprehending what it is he is experiencing. When an otherworldly character is introduced, the reader must be made to see the differences, but must recognise the similarities as well. Dtails ground the story's larger images and keep the reader engaged'.
I thoroughly recommend this work.
Tuesday, July 20, 2010
Advice on Developing Geological / Climate Development
For Rosentia Island, I knew I wanted a decidedly Australian flavor so when I built my world map I placed the continental mainland in a similar region to Australia and placed Rosentia Island along the southern coast of that continent. I knew I didn’t want to use a cut-and-paste Australia so I made sure the mainland continent is far larger than Australia (closer to Russia in size) and gave it a ‘spine’ of mountain ranges that cut through it suggesting far greater activity in the tectonic plates. Later, when developing my continent, these details alone will provide significant differences from Australia will give me license to world build creatively. Since Rosentia Island isn’t far from the spine of mountain ranges, when I began looking at mineral resources I started researching volcanic rock. I settled on granite as I used to live near a Granite Island and knew a bit about the texture and look of granite. Since the mineral resources of Rosentia Island is simply background material, I used the internet to dig up some basic information on the formation of granite and some of its shapes (i.e. tors and rounded massifs). Books are better for more in-depth and precise information. I also researched what other rock might develop alongside granite but have so far had no luck.
The real world Granite Island, despite being both smaller and uninhabited, became a starting point for my Rosentia Island. I researched its geological beginnings to understand how Rosentia Island might have been shaped. The size of the island was determined through considering how long I wanted a journey across the island to take (2 – 3 hours from west to east).
The story needed both stretches of wilderness and a settlement that had lasted centuries. Some dark secrets have kept down the population but it needed something more to justify the expanse of wilderness. Thus I made it a harsher island. The rockiness in the middle defeats most attempts at crop lands and helps protect a few stretches of the open woodlands to the far west. The western and central parts are also higher above sea level and more hilly even in the wooded parts. This is also keeps a large stretch of the island relatively unpopulated as most can’t be bothered walking far up-hill. To reduce the impacts of deforestation I not only gave them a re-planting cultural custom (if you’re not clearing for farmland, replant for tomorrow) but also decided that in a bushfire-prone country, they would build their houses out of stone. It also helps that the temperate climate keeps that many seasons warm enough that fire places are unnecessary for much of the year.
Wikipedia can also be handy for designing islands and mainlands by looking at some of their categories. Check out coastal geography: http://en.wikipedia.org/wiki/Coastal_geography
World Building Example: Rosentia Island Geography

This is an example of the geology and climate of Rosentia Island. I'm including this just so you can see how another writer sets up their world, what information they include or track down, etc. As I'm no geology student, some of this may be slightly off but I won't be quoting this in the novels itself so that should be okay.
Climate Region: Warm temperate. Temperature in winter averages 16C during the day and 6C at night with a risk of frost in low-lying areas. Temperature in summer averages 30C during the day and 20C at night with a risk of heat waves (generally high 30s due to coastal winds) for weeks at a time in the world-equivalent of January/February. This most often occurs when the weather comes down off the northern Ihlander salt plains. The mean sea surface temperature varies from 14C in winter to 19C in summer.
Ecological Regions: There are three primary biomes in Rosentia Island: scrubland, open forest, and coastal. Scrubland dominates the rockier, wind-swept regions to the west and center of the island. Open canopies of predominantly eucalypt forests cover the rolling hills in the outer and more eastern areas of the island. The coastal biomes obviously dominate the beaches.
Geological History: The granite that makes up Rosentia Island formed 10 km below the surface of the earth around 480 million years ago. The granite formed when layers of sediment were folded by the extreme pressure in the world’s crust alongside melting of the base rock by the extreme heat. Rosentia Island was located at a weak point in the world’s crust – a weak point formed by the footprint of an ancient spirit when it leapt from this world to the cosmos – which gave room for the molten rock to force its way upwards to the surface where it cooled and hardened into granite. Sediment has been layered over this land on a number of occasions, often linking it to the greater land mass, but a war between the weather spirits, sparked by the greed of a tidal princess for the storm prince’s electrical crown, caused the gradual erosion of the land, both exposing the granite beneath the dirt and eroding the land link between Rosentia Island and the main land.
Geography: The island is 14.7 kilometres long (2 hour walk) and 9.5 kilometers wide (1.5 hour walk). Large swathes of the south and west coastline are filled with steeply sloping granite cliffs. Along the north, particularly the north east, there are sandy surf-beaten beaches. The north-west Flycatcher Bluff (so-named after the old glass house of a long-dead Rosentia lady who grew carnivorous plants within) has an old lighthouse that overlooks the Shipgutter Cove whose rocky shallows consume any ship that ventures too near.
The ocean shelf in this region experiences cool-water non-tropical flows and these conditions favour growths of carbonate-producing bryozoans, coralline algae, sponges, molluscs, and asteroids. Much of the ocean shelf surrounding Rosentia Island is rocky but the region to the west has more pronounced granite features due to more severe weathering due to tidal / wind strength differences and due to the original geologic formation though the tidal influences is greatly reduced inside the cove. The original granite formation occurred less commonly to the eastern coast of Rosentia Island and this has allowed for a safer approach for ships and other vessels. There is also less severe weathering on the eastern side allowing for greater sediment build-up, a richer top soil, and thus more arable land.
