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Viewing: Blog Posts Tagged with: World Building, Most Recent at Top [Help]
Results 1 - 23 of 23
1. Dropping Threads

I’ve worked with a few manuscripts recently where the writers established and then promptly forgot about important threads. In my book, I talk about shining a spotlight. If something is important, it’s your job as a writer to shine the spotlight on it. You pick where to aim that light, and how bright it is.

What do I mean about dropping threads? Well, let’s say that your character is a musician. They speak in musical metaphors and seem to see the world through a Beautiful Mind-esque musical lens. Until this fades from the manuscript about a third of the way through. And music doesn’t really factor into the plot itself.

I often see this in manuscripts. Just like voice sometimes fades in and out (the writer is focusing on voice when they’re writing certain passages, then they shift focus to something else and the narrative tone changes), so do various other elements of novel craft.

Character attributes (musicality), secondary characters (a supposed best friend disappears for 50 pages and nobody thinks anything of it), world-building elements (the world is on the brink of war and yet there’s no danger or news of danger in the middle of a story), and plot points (the character says their objective is to seek something, then they get wrapped up in a romance and the desired object seems to fade into the background) can all be lost in the shuffle.

Your job as a writer is to analyze your story and see if you’re dropping any threads. Are you swearing up and down that something is important, then abandoning it? Does everything that’s vital to the story and introduced at the beginning wrap up by the end? Do all of the important elements get some kind of closure?

This is a common note that I give. “Whatever happened to XYZ?” Make sure your story feels cohesive from beginning to end, leaving nothing/nobody of note behind.

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2. Adding a Stance

When I talk to client about world-building, I talk a lot about context. If, for example, there is a magic in a world, I want to know if a) magic is common, b) the protagonist has experienced magic before (if yes, how much? what kind? etc.), and c) how they feel about it. So when a streak of green lightning flies across the room, I am looking to the protagonist for clues. How they react to it will tell me a lot about how magic operates in the world.

But this sort of approach isn’t just for world-building. You can add an emotional stance to almost everything. How does your character see the world? How they react to stuff will be a very good guide.

For example, if they see the new kid in school, they might say:

There’s Bo, the new kid in school.

This is merely factual, but is there an emotional signature there? No. So the reader is still wondering…so what’s the deal with this Bo guy? Do we like him? Is he weird? If he’s important, I want to know more about him right away. One answer (other than putting Bo in the plot or in scene with the protagonist, which I would also recommend) would be to add an emotional stance.

For example, here are some more complex reactions we can have to seeing Bo:

There goes that Bo, swaggering like a show pony. Who does he think he is?

There’s Bo, on the fringes of the cafeteria with the cool drama kids already . Would he say something to me today? I hope so.

And then there was Bo. Was he the one who shot off that green bolt during homeroom? What if he’s an algae elemental? What if he can help me figure out the Slime Pond mystery?

Here we have three different attitudes about Bo, because I’ve let the narrator have an emotional stance in addition to providing basic information (“There’s Bo”). In the first example, the emotion about Bo is quite negative. In the second example, it’s attraction to Bo. He’s already off fraternizing with some other group, but the narrator hopes that he’ll come pay him or her some attention, too. The third example gives world-building context but there’s also an emotional signature of intrigue. We get the feeling that algae elementals (ha!) are quite rare, and they’re desirable, at least for the narrator.

I could play with this stuff forever. For example, what if algae elementals weren’t rare? How would we convey that idea through the narrator’s emotional stance?

And then there was Bo. Was he the one who shot off that green bolt during homeroom? Great. The first new kid we’ve had in ages and he’s another dang algae elemental. This stupid school is teeming with them.

Don’t just settle for describing something or someone. It’s in how you describe them that the reader will be able to read the narrator’s attitude and emotion toward them. It’s all about context, folks!

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3. Adding a Stance

When I talk to client about world-building, I talk a lot about context. If, for example, there is a magic in a world, I want to know if a) magic is common, b) the protagonist has experienced magic before (if yes, how much? what kind? etc.), and c) how they feel about it. So when a streak of green lightning flies across the room, I am looking to the protagonist for clues. How they react to it will tell me a lot about how magic operates in the world.

But this sort of approach isn’t just for world-building. You can add an emotional stance to almost everything. How does your character see the world? How they react to stuff will be a very good guide.

For example, if they see the new kid in school, they might say:

There’s Bo, the new kid in school.

This is merely factual, but is there an emotional signature there? No. So the reader is still wondering…so what’s the deal with this Bo guy? Do we like him? Is he weird? If he’s important, I want to know more about him right away. One answer (other than putting Bo in the plot or in scene with the protagonist, which I would also recommend) would be to add an emotional stance.

For example, here are some more complex reactions we can have to seeing Bo:

There goes that Bo, swaggering like a show pony. Who does he think he is?

There’s Bo, on the fringes of the cafeteria with the cool drama kids already . Would he say something to me today? I hope so.

And then there was Bo. Was he the one who shot off that green bolt during homeroom? What if he’s an algae elemental? What if he can help me figure out the Slime Pond mystery?

Here we have three different attitudes about Bo, because I’ve let the narrator have an emotional stance in addition to providing basic information (“There’s Bo”). In the first example, the emotion about Bo is quite negative. In the second example, it’s attraction to Bo. He’s already off fraternizing with some other group, but the narrator hopes that he’ll come pay him or her some attention, too. The third example gives world-building context but there’s also an emotional signature of intrigue. We get the feeling that algae elementals (ha!) are quite rare, and they’re desirable, at least for the narrator.

I could play with this stuff forever. For example, what if algae elementals weren’t rare? How would we convey that idea through the narrator’s emotional stance?

And then there was Bo. Was he the one who shot off that green bolt during homeroom? Great. The first new kid we’ve had in ages and he’s another dang algae elemental. This stupid school is teeming with them.

Don’t just settle for describing something or someone. It’s in how you describe them that the reader will be able to read the narrator’s attitude and emotion toward them. It’s all about context, folks!

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4. High Stakes Are Tricky

it seemed that, for a while in the early 2010s, every book I was getting in the slush as an agent had something to do with the end of the world. Dystopian fiction was all the rage, The Hunger Games were exploding off the shelves, and the Mayans had supposedly hinted that the end times would happen in 2012. (Maybe they did and we are all a dream that one of my pugs, who sleeps pretty much continuously, is having?)

Point being, I saw the same iteration of manuscript over and over:

Kid is arbitrarily chosen to save the world, because the world is definitely ending, usually by a mechanism that is large, ominous, and largely outside of anyone’s control. The phenomenon is either natural (disaster, asteroid, climate collapse, virus, etc.) or manmade (shadowy government forces, global war, etc.).

I’ve written before about the unique challenges of the “chosen one” style of story, where a child is, seemingly, arbitrarily plucked from obscurity to avert global disaster. This is a very tough type of book to pull off, and yet that doesn’t stop pretty much everyone from trying. Basically, it opens up a lot of questions that never seem answered quite to my satisfaction. Why this totally ordinary kid? Why such profound magical powers out of nowhere? If this kid is so special, why haven’t they been groomed for the task from birth? Who decided that this one child, on a planet of 8 billion people, was the only hope?

Structurally, these stories also seem to follow a lot of the same steps, which now seem cliché. A milestone happens and they discover a secret about themselves that reveals a destiny. Then they are thrust into a completely new group of people. Cue meet and greets. Then they have to learn a whole new set of skills. Cue training montages (which contribute to a rather static “muddy middle,” since you can only write a few scenes of learning how to do XYZ before they start to run into one another). There’s a rival and a big challenge, then the character must do the thing they were destined to do. It looks unlikely for a second, and the Earth is splintering apart and shaking, and then, suddenly, they persevere at the last moment and the whole world is saved!

The big issue with these stories, other than their relative sameness, is that the stakes are maybe…too high.

Now, I can imagine you, dear reader, are about to throw your laptop at me. I keep talking about stakes and stakes and stakes and tension and friction and increasing stakes, and then I show up one fine Monday morning to tell you that, well, stakes can be too high. What do I want? Why am I so finicky? Is nothing ever good enough for Little Miss Goldilocks over here?

Hear me out. The issue with most manuscripts is, indeed, that stakes tend to be too low. The action is small, there’s not enough personal investment from the character, and the consequences of each action and plot point are barely registering on the charts. However, the opposite extreme is also problematic. If someone ran down my street right now in their boxer shorts, screaming that the world was ending, I would…shrug? Go to a news website? Call my husband? Throw caution to the wind and eat a whole thing of ice cream? I don’t know. That’s such an improbable event (no matter how many times our imaginations have gone there) that it’s too big to believe.

So selling such high stakes becomes very difficult. You have a lot of convincing to do, starting with the character, then the reader. Is the world really going to end? Readers, by this point, are savvy customers. We know how these types of stories go. And we know that the world ain’t ended yet. And if it was going to, it would probably be turned over to the professionals rather than landing squarely in the lap of a 12-year-old kid.

So should you even bother with an apocalypse story? You can. There’s always something deeply fascinating to humans about the idea of the world exploding or being decimated by virus. I would imagine there are some hastily written zika virus manuscripts popping into agent inboxes right about now. If you still want to do this sort of thing, I would suggest that the kid and the apocalyptic event need to be inextricably tied.

For example, this specific kid needs to match this specific apocalypse in a way that makes them the only possible answer. Let’s say that their mother was a leading climate scientist who was recently kidnapped. Life sucks for the character as they try to put the pieces back together. Then it’s revealed that the reason for the kidnapping was that Mom had just stumbled upon a shadowy government conspiracy to overheat the Middle East in a desperate bid to end the conflict there. But it worked too well, and now the entire planet is in grave danger. Mom is presumed dead, but Kid has his doubts. Worse yet, Mom told Kid some very classified information right before she was taken, almost as if she knew what was going to happen. Now Kid might be the only one to reverse the runaway climate. But, even with the world (theoretically) at stake, Kid has their own skin in the game: to see if Mom is actually alive, and to bring those responsible for the kidnapping to justice.

Apocalypse story. Shadowy government conspiracy. Runaway climate change (giving the story a timely hook). But what do we notice about this premise? It’s not just some random kid. In fact, the kid has deeply personal reasons for springing into action. And averting the apocalypse is almost a byproduct of more intimate, meaningful goals.

That’s what I would suggest doing if your stakes are too high: make them smaller (not in scope, but in terms of intimacy of objective and motivation). Make them more personal. Make it believable that a kid would rise up against huge forces to get what they want, because what they want is very close to their hearts. The stakes stakes can remain huge (there’s still an apocalypse scenario) but their impact on your specific character is what has the power to set you apart in this very crowded category.

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5. Best of AYAP: World Building

A story is nothing without setting. Even the most basic of tales include some elements of world building. Little Red Riding Hood went into the woods, Old MacDonald had a farm, the chicken crossed the road. Every novel - from fantasy to the most contemporary or contemporaries - benefits from a deeply imagined setting.

World building can, however, be a tricky thing. There's a lot of discussion below on using world building and setting to add depth and complexity to your writing, as well as ways to approach world building as a tool for generating even more content. There are also articles on the importance of setting to POV and tone, and ensuring your world building is grounded in something tangible for readers to seize. As always, there's a wealth of information in the AYAP archives... and we've collected the best of it below.


Read more »

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6. Cheap Villain Killin’

 

The death of a villain can inspire a wide range of emotions, from happiness and gratitude, to sorrow and remorse. I love me a good villain, and some of my favourite story moments are the amazing death scenes some villains are granted. That is, of course, assuming the death is indeed amazing and not an affront to their character arc. I am so in love with the closure of a good villain death that a bad one can ruin the entire story for me.

So without further ado, here are some pet peeves of mine: cheap villain death tropes I’d love to see gone forever, and how they can maybe be flipped around.

Accidental Death

Oftentimes a cheap villain death is the result of a deus ex machina: the hero doesn’t actually have the means to kill the villain because they’re too damn awesome, so the villain accidentally dies when they slip and fall off a cliff during the final fight. Unless the hero has actual control over how the villain dies, such as a clever plan to lure them to the edge, this is the cheapest of cheap deaths.

Accidental death can only work if the villain is immediately replaced by an even greater threat to the hero that has somehow been vaguely hinted at or foreshadowed beforehand so it doesn’t come out of nowhere. Perhaps they’re fighting on an active volcano that suddenly explodes and kills the villain. The foreshadowing is in the fact that it’s active, and the bigger threat is the indiscriminate firebombing and hot ash the hero now has to escape—bigger, because volcanoes don’t think, so the hero can’t guess what its next move might be. This will still feel a little cheap if it’s not well done, however, because as it’s your story, you can choose when the volcano blows, and choosing to kill an antagonist with a natural disaster over which the hero has no control is underwhelming. The other problem in this kind of scenario is that as soon as the hero is out of the volcano’s range, safety is within reach even if the volcano hasn’t been destroyed, compared to the hero still being in constant potential danger if the villain were still alive.

The only good kind of accidental death is when the new threat is worse than the old, it has an active agenda, and it’s not directly connected to the villain. In fact, in these situations, this big annoyance of mine can be totally turned around into something brilliant. If the new threat is something which even the old villain had no concept of, you’re not only effectively upping the ante by making the old villain look like a schoolyard bully, you’re also vastly expanding your universe. If you set up your story well, dropping hints here and there of all the possible people (or monsters) in such a way that a new threat is plausible, you can follow up the old villain with a new, terrifying and vast enemy that will make your hero feel incredibly small and will eventually make the victory that much sweeter. But in this case, the old villain isn’t the true villain of the story; they’re more of a stepping stone. And since stepping stones are not an ending but part of the journey, the old villain’s accidental death won’t feel cheap: it’ll lead to something bigger.

Convenient Stupidity

Death is also cheap when the villain’s intelligence is insulted. More than any, I hate this kind of death the most. If the villain is really smart, the hero’s going to have a hell of a time luring them to a cliff. Unless they have no choice, the odds that smart characters would willingly put themselves in dangerous positions are very low. There is nothing more frustrating than watching an otherwise remarkable and cerebral villain suddenly become a half-wit so that the hero can defeat them. Not to mention it makes the hero’s victory completely hollow. The most satisfying time to defeat an enemy is when their faculties are at full power, anyway. Why blunt their intellect if you’ve worked so hard to write them as smart, effectively making the reader anticipate an ending where they’re finally outsmarted?

The only time this convenient stupidity can be forgiven is in comedy. This kind of thing can make for a good punchline. However, it also relies on your story being a parody. Otherwise, it’s a glaring continuity error and an unfair way of treating both your villain and hero, because following the kill, the hero will develop a reputation of only being able to defeat enemies when they mysteriously become very weak.

Hubris

My final pet peeve is a classic villain trait: arrogance. It’s a frustrating reason for a villain’s death, mostly because it isn’t very original, but also because I have a personal bias toward villains that don’t think of themselves as unbeatable, since people act in more interesting ways if they think they’re being threatened. If we revisit the accidental death scenario, and consider again why it’s better for the new, bigger threat to have little to no connection to the old villain, another reason would be that if the new threat were the villain’s fault, their character becomes an archetype for hubris: “His ego made him blind,” “He thought he could control the strain.” This isn’t a terrible thing, but if manmade threats are the worst possible ones in your world, you could argue that you’re restricting yourself.

They also make for really annoying characters. The ones that yell “I’m invincible!” as they’re dying are pathetic, and I always thought they cast a shadow over the hero’s victory. Not to mention, defeating a villain whose fatal flaw is hubris tends to involve a formulaic take-down by people who ultimately come across as preachy and say things like “You can’t play God,” or “He flew too close to the sun.”

However, hubris can be a genuinely interesting character trait. And there are times when I really enjoy it. But I’ve noticed that every single one of those times, the hubris was something I discovered afterwards upon reflection; something that wasn’t told to me, but that I began to understand as I considered the story from start to finish. In other words, if you’re going to give your villain a god complex, no need to shout it from the hills. Subtlety is a pretty nice touch.

So there they are. Three massive and common villain death pet peeves of my very own. Obviously, they are tailored to my personal tastes. I’d love to hear yours.

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7.


The Temple of Doubt

by Anne Boles Levy

Fifteen-year-old Hadara and her mother Lia are technically committing a sin when they collect plants and make medicines. The priests of the Temple of Doubt use magic to cure people under the power of their god Nihil; natural remedies are heresy. But magic doesn't always work, and the priests usually look the other way and ignore the illicit medicines.

Everything changes when two powerful Azwans visit Port Sapphire. The Azwans are Nihil's highest priests, or "navigators," and they come seeking a demon that fell from the sky. Hadara and Lia are forced to guide the expedition to find the demon, because of their knowledge of the swamps and the secretive race called Gek who live there. But the swamps are dangerous and the Gek hostile to outsiders. Add in an arrogant Azwan who thinks he can take what he wants, and the expedition may not make it out of the swamps alive.

In The Temple of Doubt, Anne Boles Levy has created a beautifully detailed world, complete with three separate races and cultures, and a well-developed and unique religion. The religion is an amazing thing: Levy has obviously put a lot of work into developing it, including scriptural quotes at the beginning of each chapter. As you would expect, faith is a theme explored in this book. Although their religion is based on doubt and ambiguity, it seems like the followers of Nihil are not allowed any doubt or ambiguity in their faith, and are expected to conform and obey in all things. There are hints that there is more to this religion than it appears, and I look forward to seeing where Levy goes with it.

Hadara is a great character that teens will appreciate. She's bright and curious and bold in a culture which frowns on those characteristics, especially in a young woman. Hadara's impulsiveness gets her in trouble, especially her inability to stop herself from speaking her mind. Hadara has trouble with faith; as bright and curious as she is, she can't help asking questions, or thinking that the things she has to learn are pointless. She knows the names of a thousand plants and animals, but she can't remember the name of a single one of Nihil's wives, or their faults.

The relationship that Hadara begins to develop with one of the soldiers is disconcerting, but I think it was intended to be. Any relationship that begins with a power imbalance is bound to be uncomfortable, particularly given the destruction caused by the soldiers. Hadara holds her own, but even she feels discomfort and confusion about the situation, even as she begins to develop genuine liking for the soldier, and he seems to genuinely like her. It's interesting as a developing friendship dealing with differences in culture as well as the power imbalance, however I never really felt enough chemistry between them to make anything more than friendship credible.

The pacing is a little uneven, and although there are several exciting scenes, overall this is a book that you read slowly and ponder. I actually enjoyed it more on the second read because I picked up on more detail and development on the second time around. This is the first book in a series, and so in part it sets up the rest of the series. It'll be interesting to see how it develops.

Who would like this book?

Teens who like richly developed worlds and strong female characters. This is a book that will appeal more to teens who like their fantasy slower-paced and thoughtful.

Diversity?

Hadara and her people have bronze skin, in contrast to the Feroxi soldiers accompanying the Azwans, who are described as being very fair. One of the Azwans has ebony skin, and is described as handsome.

Buy The Temple of Doubt from Amazon.com

FTC required disclosure

Review copy sent by the publisher to enable me to write this review. Anne Boles Levy is an online friend whom I've met several times in person. We've worked closely together on the Cybils Awards. However, I don't write biased reviews even for a friend. The bookstore links above are affiliate links, and I earn a very small percentage of any sales made through the links. None of these things influenced my review.

0 Comments on as of 8/4/2015 11:01:00 PM
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8. Gender Roles and the Heroine

Your world is your own; traditional gender roles need not apply. This means that even if your fantasy is inspired by 1300s France, you can still have women being professors at universities or leading armies. A classic image that comes to mind of a woman in history is the passive homemaker waiting for her husband to come back from war. There were certainly quite a few of those, but that image doesn’t account for what these women actually did while waiting. The result is a picture where a lady stands at the threshold of her manor looking wistfully out the horizon to catch a shadow of her husband. In reality, she was probably too damn busy making sure her crop yield would cover both her taxes and the food needs of her household. Since stories tend to focus on the epic, and since fantasy in particular isn’t usually about actual, historical daily life, the public perception of gender roles in history is still a little stuck in this romanticized notion of passive and desperate reliance on men. The people that read these stories then go on to write their own, continuing the vicious, misinformed cycle that can even go so far as to influence society’s perception of present-day reality. Literature is an extremely powerful brainwashing tool.

Here’s the thing. Only you can break this oversaturation and constant recycling of “women had no power back then.” A good way to do that is by doing some research in unbiased gender history and exposing the public to the shocking notion that humans didn’t have the luxury to lock fifty percent of the population into an ivory tower.

Another way to do it is to write an awesome book where you totally reinvent gender roles within your world. And you can start as small as with your main character’s background story.

Alter the Intention

If you have a girl whose character arc depends on her being extremely sheltered at the start, don’t let the reason she’s sheltered rely on the fact that she’s female. Not only is it kind of lazy, it’s dependent on exactly the sort of cultural norm you’re trying to steer away from. Instead, it could be that a kidnapping attempt in her early childhood led to her parents overreacting. If she’s not allowed to learn swordplay, it could be because her family believes she’d never have use for it since they’d always be protecting her. If she’s being forced to marry against her will, it’s because they want to make sure she’s always provided for. The idea is that the driving forces behind her important life events will have little to do with the basic fact that she’s female. If you change the intention and complicate the reasoning from “because she’s a girl” to something less gender-related, it becomes actual logic that can be used in plot and character development: The story starts with her running away from the arranged marriage, arranged because her family’s misguided but genuine concern for her well-being is blinding them to her misery. Just as she’s trying to adjust to the novelty of freedom, the attempted kidnappers resurface, suddenly throwing her into crippling self-doubt. She can’t physically fight back against them because she’s weak; but she’s weak not because she’s a girl, but because she was never taught how to fight. The story that ends up being told is not one about a girl struggling against the patriarchy but one about a girl overcoming insecurity ingrained from childhood by an overprotective family she feels she cannot return to.

Weaknesses Are Allowed

Women are traditionally viewed as the weaker and more submissive sex. Breaking out of this view in your story might lead you to the conclusion that your main girl character has to be physically and emotionally strong. A common thing I come across (and sometimes catch myself writing) is a female character who overcompensates for all those damsels in distress by being ridiculously tough in every way possible. This “strong female protagonist”, often patronisingly described as feisty, turns into a caricature of a person instead of a representation of reality. For example, the girl above who was protected all her life and never learned to fight still probably won’t be able to fight very well just a few months after she’s left home. Maybe she’ll never be able to fight well. Some people are just uncoordinated. This means that she’ll inevitably have to rely on those around her for physical protection. And that’s totally fine. Because again, the reason she’s physically weak is because she just is. That doesn’t mean she’s not crafty and can’t help out in different ways. It just means that when one of those kidnappers shows up, she won’t be the one fighting them; that role will go to the person protecting her. She doesn’t have to have all the qualities of the “strong female protagonist”. She first and foremost has to be a believable person.

Background Characters

By the way, that girl’s protector can easily be a lady. The kidnappers can also be ladies. All of the characters can be ladies. Why not? A lot of times the opposite is true, with men occupying all active roles and women left to the job of “plot device”, up there in importance with Tree #2 in the elementary school play. In an attempt to remedy this, some people, while still having women as mostly weak and submissive, will nevertheless have a couple of ladies in incredibly powerful leadership roles. This is excellent; it shows that women in that writer’s world are able to achieve a position that relies on their intelligence and strength. However, these stories often miss the women in less powerful roles. These women have to climb that ladder somehow. They didn’t get to the top overnight, which means they have to have had a lower status in the past. Regardless, women will often be absent from starting or midrange roles. You don’t usually see a woman as a foot soldier, unless she’s a main character. And even if you do, she’s always something more; undiscovered prodigy bomb technician that diffuses the bomb at the last minute; master sniper that helps them hit their target; top-class martial artist that leads them through a push. She’s never just a bumbling soldier who didn’t clean her gun properly, like so many of the other male peons are.

It all goes back to the initial lack of women in these stories, and the attempt to rectify this lack. During this attempt, the women become special, having skills that are sometimes better than those of most men. At first glance this doesn’t seem bad, because it seems to show women who are powerful and successful in roles traditionally held by men. But there’s a sneaky kind of damage to it: it implies that women can only be in these roles if their skill sets are abnormally high. The best thing you can do for gender equality in your world is to take a bunch of women, put them on the front lines with the men, kill them all, and then have everybody react with equal grief. None of this “Even the women were killed!” None of this “Women and children first!” (…Well, children first, yes.)

Which leads me to my last point.

Don’t Make It a Big Deal

If, in your world, traditional gender roles don’t apply, then you don’t have to justify why one of the best warriors in the land is a woman. Similarly, you have to remember to make some of the most mediocre warriors women as well. The worst thing you can do is have people constantly commenting on how strong she is for a woman, or how she’s the only woman in her class, or how even though she’s a fighter she still knows how to cook. Nobody cares.  The men also probably know how to cook. It’s an important part of being an independent person. Drawing attention to the woman’s gender will take power away from why she’s as successful as she is: because she’s strong, because she’s skilled, and because she learned how to fight. You never hear phrases like, “Yeah he’s a pretty good fighter for a man.” Though, you might hear, “Yeah he sews pretty well for a man.” And that is just as damaging for the other side.

Gender Still Exists

Gender is a thing, and it’s foolish to ignore it…which seems to contradict everything I’ve just said. Still, physically, men and women are different. This will always result in situations where one character might be better at completing a task than another simply because of their gender. The key is that one gender should never be excluded from the possibility of doing that task, excepting in obviously physically limiting situations (because I just know that somebody’s going to say that a man can’t birth a child). And even in a world of equality, there will always be some outlying group of misogynists or misandrists itching to push people down. They can be part of your story too. And if your story is good at putting on display the strengths and weaknesses of the characters, and if those strengths and weaknesses are well-developed and don’t rely on gender, then it can expose the individual and shared features that your characters possess, and most importantly, uncover how absolutely ridiculous those misogynists and misandrists are.

Because oh my god. If you could build a world like the one I’ve described, I would read that book. I would read that book so hard.

So please write it.

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9. Multiple Perspectives

Writing Life Banner

By

Biljana Likic

biljana new picWriting from multiple perspectives is often a very rewarding way to convey the complexity of a plot. In stories that involve a lot of world-building, like high fantasy, it’s a good way of expanding the world you’re creating. You can better develop concepts like the reality of social status if your story that includes slaves isn’t entirely written from the viewpoint of a princess. You can also mess with readers. You can have a blacksmith plan to manipulate a swordsman, but when the actual manipulation is happening, it’s told from the swordsman’s oblivious perspective. There are few better ways to create those exciting situations where the reader knows what will happen but the character does not. There are even fewer better ways to orchestrate an event in such a manner that even the reader is unsure if what they’re reading is true, which of course keeps them reading.

Platitudes aside, there’s a massive, massive trap that everybody can fall into (and I most certainly have in the past) concerning multiple perspectives: too many viewpoints.

Consider this. You’ve come up with a world, you have your map, you mostly know what you want to happen, and you start writing. The general gist is a classic “Let’s overthrow the Villain,” where a whole cast of characters is developed through the archetypes of Hero’s support, Villain’s support, collateral damage, etc.

First we meet the Hero. This is where you describe the Eastern Flatlands the Hero’s living in. Then we meet the Thief, who’s out picking pockets in the Central Capital. Then comes the Villain, scheming in a remote castle on the Northern Coast, then the Mercenary trudging through the Western Alps, the Hunter in the Ancient Forest in the south, the Peasant in the Bread Bowl that’s consuming said forest…

Well that’s a wonderful lesson in geography, but I can almost guarantee you that people reading won’t give a damn about a single person from whose perspective the story has been told so far. That means there will be no investment, and when bad things start happening, they won’t care.

Why? Because the story’s being spread too thin.

When people invest in something, they expect returns. The first thing introduced is the Hero. The Hero will obviously be important. Afterwards, we have the Thief, Villain, Mercenary, Hunter, and Peasant. That’s five people established in their own separate geographical locations. If each person gets around 1500 words, then that’s at least seven thousand words about random people we don’t care about in places we can’t relate to, because the places are all new and the people are not the Hero. Before you know it, nearly 10k of your story has already gone by and you still haven’t even gotten around to the point where the Hero’s mentor dies. Not that we’ll care, because the last time we met the hero was thirty pages ago. By now, we’re already in love with the idea of a romantically attractive killer-for-hire in the mountains and wondering why he was replaced so quickly by boring hunters and peasants trying to feed their families.

So what happened here? It could just be that kind of story: you have six or seven big players around the edges of the world symbolically traveling towards the centre where they will find each other, interact, and blow our minds with how masterfully their stories end up weaving together. After all, in the grand scheme of things, 10k isn’t that many words, and if you develop the other voices well enough and make us invest in all of them, we probably won’t care as long as it’s good.

Ooooooor you spent so much time coming up with your world that your plot fell by the wayside. Moving on to a different character is less of a conscious decision and more of a way to procrastinate. Less, “This is excellent! I know exactly what will happen when I come back to the Hero!” and more “Mmmmmlet’s see…what does the Hero want now…I wonder what the Thief is doing…”

Because you know your world better than the people in it, you’re taking more time exploring it than your characters, and you end up writing about what it’s like to live in the Flatlands, on the Coast, or near the Alps, instead of focusing on your Kill the Villain plot. There isn’t anything necessarily wrong with this, just that it results in you writing an exploration of a land instead of writing what you originally wanted: a gripping tale of adventure and intrigue.

The point isn’t to explore the world. …Well, it is. But the bigger point is to explore the plot, and then what you see of the world through that is the icing on the cake. Focus too much on your world and you risk making your plot stagnate.

Admittedly, what I’m saying heavily relies on all of those perspectives being disjointed travel diary entries by characters of various vocations. It’s difficult to explain this without actually showing you a piece of fiction, because the skeleton of the work still has potential. But in the event that the cause of all these perspectives is, in fact, the helpless floundering of a writer with a world too large for the plot, there are a few things you can do about it.

First, admit it. That’s always the toughest, because by this point, you probably like all the character’s you’ve come up with along the way.

Second, kill off those characters. Or at least tuck them away for now. Keep them alive in your notes, but cut them down for the moment.

Third, and most important. Choose one character that will be the theme of your story.

Say the Hero is your theme. Spend time establishing that character so that we have some understanding of their life and motivations. Give them dreams and goals, and then gradually, gradually, LIKE REALLY GRADUALLY, start introducing more and more characters. But only if their story can somehow relate back to the story of the theme character. For example, the Hero needs to find X, and the Mercenary needs to find X. However, the first hint we hear that the Hero needs to find X isn’t until 10k into the story, and then we don’t find out what that X is until 50k in. So when would you introduce the Mercenary? After 10k, when the Hero has discovered that X must be found.

The Mercenary, who was once just a random hot dude wandering the Alps, is suddenly the Hero’s direct competition for X. That’s what makes us care about him. Now, slotting him in from time to time to break up the voice of the Hero will not only be an effective way to develop the western part of your land, but also a way to tease the reader with what the hell X could be and how it relates to the Hero.

As your plot develops, do the same with the other perspectives. If the Hero’s reading a rare book 4k into the story, and the book is one the Thief, all the way in the Capital, desperately needs, there’s your in for introducing the Thief. Then 35k later when the Hero’s finally visiting the Capital with the book in hand, let the Thief be a Thief and have them make contact. This will also give you the fascinating opportunity to recreate the city from the eyes of the country bumpkin Hero after dozens of scenes of the city through the eyes of the savvy Thief.

The idea is that even though these characters are so far away from each other, even though they have no clue who the other is, they’re all connected to the theme character through their desires and ambitions. They all relate back to something about the Hero whose influence, like a catchy hook of a good piece of music, can be found even in the parts of the story focused on other characters.

Another thing this will do (just by virtue of it being done) is drastically improve the flow of your story.

Alternatively, if you don’t approve of the idea of a theme character, you scrap everything I’ve said above and do this instead: make it so that the multiple perspectives are from characters who know each other. This usually depends on them being in the same geographical location, but if you don’t want a theme character and you have the luxury of the characters being in the same place, here is a different way to write your multiple perspectives.

Pick up all your characters: Hero, Thief, Villain, Mercenary, Hunter, Peasant. Drop them all into one place. Create relationships between them: the Hero and the Thief are friends, the Thief buys meat from the Hunter, the Hunter also sells meat to the Mercenary, who works for the Villain, who owns the land the Peasant tills. This way, they all indirectly know each other. Which means that the first scene with the Hero can maybe include the Thief. The next scene with the Thief can include the Hunter, etc. If the Hero’s perspective includes a character who later contributes their own perspective, at best it’ll be freaking awesome to know what that character was thinking while you were in the mind of the Hero, and at worst it’ll be an interesting addition that adds depth to the complexity of your story. Also, in this way, you don’t have to worry about how people will remember who’s who since they’re ever-present within the perspectives of the others, not only within their own.

But, like I said, it depends on their geographical location. It also depends on if they know each other at all. It depends on the kind of story you want to write, and if you’re at all willing to bend to the idea of a theme character.

Moreover, it depends, as always, solely and entirely on your plot.

Biljana Likic is working on her fantasy WIPs and has nearly completed her MA in Medieval Studies, from which she can’t wait to graduate so she’ll finally have all the time in the world to write. You can follow her on Twitter.

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10. Craft of Writing: Best Craft Tips from 2014, part A

Before we roll-out our fabulous lineup of bloggers with great craft of writing tips for 2015, we thought it might be fun to look back over our 2014 craft posts and highlight some of the best tips that we found to be fresh and useful. The ones below come from the first half of 2014 and cover aspects from Character Development to Worldbuilding to Prologues. We hope you'll find a snippet that speaks to you and then click the link to read the full article. And remember the blog labels! Follow Craft of Writing to read more great craft articles than could be mentioned here.

Finally -- don't forget our new monthly Ask a Pub Pro column where you can ask a specific craft question and have it answered by an industry professional. So, get those questions in! Or, if you're a published author, or agent, or editor and would be willing to answer some questions, shoot us an email as well!

Craft of Writing: Best Craft Tips from 2014, part A

Character Development:

Whenever writing a character, always keep one question foremost in mind: what is this character’s motivation? What does this character want? Characters drive stories, and motivation drives character. So that basic motivation should never be too far from the character’s thoughts. What does this character want and what is he or she doing in this scene to get it? It’s almost a litmus test for the viability of a scene. If your character isn’t doing something to get closer to what he or she wants, then you should be asking yourself if the scene is really necessary.
(from Using Soap Operas To Learn How To Write A Character Driven Story by Todd Strasser on 2/11/14)

Plot Element (A Ticking Clock):

from sodahead.com
The clock is mainly a metaphor. You can use any structural device that forces the protagonist to compress events. It can be the time before a bomb explodes or the air runs out for a kidnapped girl, but it can also be driven by an opponent after the same goal: only one child can survive the Hunger Games, supplies are running out in the City of Ember....
Only three things are required to make a ticking clock device work in a novel:
-- Clear stakes (hopefully escalating)
-- Increasing obstacles or demand for higher thresholds of competence
-- Diminishing time in which to achieve the goal
(from The Ticking Clock: Techniques for the Breakout Novel by Martina Boone on 5/20/14)

World Building (Details):

Whenever you have an opportunity to name something or to get specific about a seemingly random detail in your story, do it. Don’t settle for anything vague or halfway. Be concrete. You never know when one of these details might come in handy later. They’re like tiny threads that you leave hanging out of the tapestry of story just to weave them back in again later.
(from Crafting A Series by Mindee Arnett on 1/28/14)

Editing:

“Write without fear
Edit without mercy”
Your first draft should be unafraid. Personally, I’m a planner, but you don’t have to be; I know published authors who aren’t. The important thing is that you embrace the flow of creation and let the story and its characters live. Don’t judge at this point. Write until it’s done.
Once you have that first draft in place, set the story aside for a few weeks, then take off your writing-hat – with all its feathers and furbelows – and don your editing-hat instead. The hat your inner editor wears is stark. No-nonsense. Maybe a fedora.
(from Edit Without Mercy by L.A Weatherly on 1/7/14)

GMC:

Even less likeable characters are readable and redeemable so long as they are striving for something they desperately care about. One of the basic tenets of creating a powerful story is that the protagonist must want something external and also need something internal one or both of which need to be in opposition to the antag's goals and/or needs. By the time the book is over, a series of setbacks devised by the antag will have forced a choice between the protag's external want and that internal need to maximize the conflict. The protagonist must react credibly to each of those setbacks, and take action based on her perception and understanding of each new situation.
(from Use Action and Reaction to Pull the Reader Through Your Story by Martina Boone on 5/2/14)

from pixshark.com

Theme:

Theme is important when writing. It can be one of the things that puts the most passion into your work. What is it you are really trying to say with this book? You don’t have to know before you start writing. Heck, you don’t even have to know while doing the first revision. But as you go over your manuscript again—and again—you will see things popping out at you. Tell the truth. Dreams matter. Work together. Listen to your own heart. Those are the things that make us fall in love with literature. Once you begin to notice these repetitions (or if you know what you want to say from the start) the real fun begins, because you begin to see all kinds of beautiful ways to make it evident. Symbolism and dialogue and imagery.
(from Write What You Love and Stay True To Your Passion by Katherine Longshore on 6/20/14)

Story Structure:

On Prologues:

The point I’m trying to make is that you should always strive to be confident in every page, to the point where you should never need a crutch like a prologue. Instead, the beginning needs to be amazing. Not necessarily adrenaline-filled, not necessarily action-oriented. Just damn good. Every page of your book should be, at the very least, strong and interesting writing, and your opening should have the tangible hooks of the ‘problem’ we feel in this book, even if they are only tugging ever so gently. If you have a prologue its worth examining the real page one and making it stronger, finding your real beginning, having faith in your book and your writing. If it doesn’t hold up, prologue or no, the book won’t work.
(from An Agent's Perspective on Prologues by Seth Fishman on 2/24/14)


On story structure and finding the heart of the story:

As a novelist, I have to be both mother and master of my imagination. Story structure is what both of those roles rely upon—structure nurtures, protects, rules and drives the raw imagination. Months into working on Willow, the other characters began to want to have voice in different ways that the original epistolary form would not have allowed. Although I was confident in the characters, I had to also have confidence in my ability to tap into my imagination and structure it so that the soft, intangible electric energy of the original idea or the heart of the story (what Turkish author Orhan Pamuk calls “the secret center” of the novel) are bolstered and illuminated. Structure is always what I go back to when I’m feeling panic or insecurity.
(from Wonder Woman's Invisible Jet of Creativity by Tonya Hegamin on 3/28/14)


-- Posted by Susan Sipal

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11. The Forgotten Character

When thinking about characters, we always think the protagonist and antagonist, love interests, sidekicks, and other people who play major or minor roles in our story. We seldom think of the forgotten character: setting.

We think about setting in other ways. We consider the place and time as part of the framework of our stories. But a good setting does more than provide a stage where the story takes place. A good setting affects the story in all the ways a character does by providing conflict, plot elements, and all the emotions that accompany a relationship.

People react to our surroundings in complex ways, just like we do our personal relationships. We feel differently about the town where we grew up than we do about the places where we live later. And those who moved around a lot, for example in a military family, are affected by the lack of a real home town as much as the lack of a long-term childhood best friend.

A story set in say, Chicago, is going to be different than the same story set in Miami. The main plot points may be identical, but the landscape, the attitudes, the priorities, and the weather are different. All of those differences affect the human characters in the story.

The same is true of time. San Franciscans reacted to their surrounding differently in years just before the 1906 earthquake and fires than they did during the dot com boom or at the height of the AIDS epidemic.

All of this holds true as well in fictional worlds. The hobbits of The Shire are not the same as the hobbits of Bree. They have different concerns and are affected by their environments in very different ways.

When setting your story, think about how the time and location affect your character. It's one thing to to mention landmarks and other elements that set up the location. Those are very important. But equally important, and maybe more important, are the ways your character interacts with the other influences of a location. Research (or create) the outer elements of the location, but also look at the inner workings. What do the people think about? How do local politics and trends affect the way people live? How does a city's history affect the attitudes of its current residents? How does your main character react to his surroundings? Is your character a local who shares the inner feelings spawned by the place, or an outsider who finds the town foreign and has to deal with the shock of a different culture, or a newcomer who wants to fit in but has to fight the conflicting ideals of where he is from and his new town?

Treat time the same way, and consider not only the timepoint of the actual story but the time when the human characters were raised. Consider generational differences in attitudes, speech, and ideals and the problems that arise when those differences conflict with the human character's sense of self and how he fits in with the world.

Where we are, and when, are among the most powerful influences that tug at as as real people. The same is true of the people in your fictional worlds. As a result, time and place affect the emotional stories of your human characters as well as the external plots.

Setting is more than the stage. It's a real, breathing, living character that pervades every aspect of your story.

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12. Book Recommendation: The History of the Franks by Gregory of Tours

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By

Biljana Likic

So you’re writing that sweeping historical novel full of war and political intrigue, and you maybe need some inspiration. Where better to turn than to history books? Only problem is that they can be a bit dry, and at times the forced impartiality (“I must present this as facts uncoloured by my opinion!”) can make the prose frustratingly ambiguous. Then there’s the whole “history is written by the victor” thing. The phrase reveals the difficulties readers face when approaching historical writing. Not to mention, it’s practically impossible to write about a historical event in a completely detached way without it sounding like a recipe.

Honestly, it makes me glad I write fiction. The pressure of writing a history book is terrifying. What sources you include, and where you include them, and why…no matter how you organize them, there will always be an expert disagreeing with you.

Enter Gregory of Tours. He was a 6th century bishop of (you guessed it) Tours, France, and is our best contemporary source of the Merovingian dynasty in modern-day France and Germany. He wrote history, but it’s only in very recent times that we started giving him more credit as an actual historian. Why did it take so long? You only need to take a gander at all the wild stuff he says in his most famous work, The History of the Franks.

Here’s the deal. Remember the whole “no such thing as no bias” spiel? This is very apparent in Gregory. A lot of people read the Histories assuming they’re a moralistic work about how those who aren’t Catholic will suffer the demons of hell, and those that are will be saved in heaven. To be fair, it’s not a hard conclusion to reach. There’s one story of a priest conspiring against his superior, and as alleged punishment from God, on the morning the priest is getting ready to betray him, this happens: “He went off to the lavatory and while he was occupied in emptying his bowels he lost his soul instead.”

Lost his soul on the can. He quite literally shit himself to death. There are fewer effective ways to teach someone a lesson about going against a saintly authority.

But then, in another story, Queen Deuteria is afraid that her husband might “desire and take advantage of” their maturing daughter so she puts her in a cart drawn by untamed bulls and the daughter crashes into a river and dies. And this happens in like three sentences with no moral. No ceremony, no “The shadow of sin is cast upon the loveless mother!”, no “Don’t lust after your own daughter or else your wife might kill her (and also, sin)!”, only a few nearly parenthetical phrases, perhaps just to explain what happened to the daughter when the King later takes a new wife and refuses to take Deuteria back. I wonder why he’d do that.

So you have this one priest’s story taking up a few sizable, memorable paragraphs about him conspiring against his bishop, and then you have this other one of a horrific filicide told in a measly three sentences. That’s the fascinating thing about this work. It’s a bunch of to-the-point recitations of facts mixed together with wildly moralistic tales where common sicknesses and coincidences are explains away as God’s doing. In some sections it even reads like fantasy. It’s as full of people having prophetic dreams and being warned about the dangers ahead as it is of short side notes about a perfectly Christian king being poisoned just because…well…he was king, and he was poisoned.

But the reason the Histories are so valuable today, aside from being a long and spectacular feat of story-telling, is because there really is a genuinely massive amount of historical information within them. Every so often you’ll find entire letters Gregory directly transcribed so he could give us the primary source rather than rephrasing an event in his own words. Some of these letters survive in different forms and can be used to cross-reference events in the book. Others only survive through his writing. There is a ton of specificity about the Church, and especially about the history of the bishopric of Tours. There’s stuff in there about the actual daily lives of people living in the 6th century, their traditions, habits, and gossip, written by a person living in the 6th century. That is absolutely invaluable.

Not to mention a freaking amazing read. Merovingian kings and queens meant business. The backstabbing, the stealing of territory, copious amounts of regicide, broken alliances, queens abandoning their husbands for other kings because others were manlier and held more promise as conquerors… These people were ruthless. Contrast that with the general thread of what it means to be a good Christian weaving through the work, and you’ve got some damn awesome dichotomies going on.

So move this baby up your to-read list. Not only is it full of events that actually happened, making it an excellent book to read for personal research, but it’s also a great literary window into the workings of 6th century Continental Europe.

biljana new picBiljana Likic is working on her fantasy WIPs and has just started her MA in Medieval Studies, from which she can’t wait to graduate so she’ll finally have all the time in the world to write. You can follow her on Twitter.

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13. The Building of a Setting

 

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By

Biljana Likic

biljana new picWe all know that showing is generally better than telling. How you do it is a trickier question, and passages that establish setting have the highest risk of suffering from info-dumping. It’s a dilemma, because setting is one of the most important things in writing. Not knowing where a character is is extremely distracting and can lead to confusion. The obvious solution to that is to describe the setting.

But you can’t just say the character’s in a kitchen. It wouldn’t be very dynamic. You have to give details. But you can’t just give any details, you have to only give details that are pertinent to the story.

This, for example, is pure “telling”, a massive info-dump:

The back room was a small parlour. A thick creamy carpet covered the floor. The oval rosewood coffee table was surrounded by a loveseat and two chairs, and a small pianoforte sat in the corner by the window. The pianoforte’s white keys were yellowing ivory with a few chips from years of use. They were illuminated by the sunlight streaming through the floor-to-ceiling windows looking out to the gardens, whose heavy red drapes had been pulled back by hefty gold cords of silk. The mirror between the two windows was old and smoky, reflecting the fireplace on the opposite side of the room.

Well I’ve established setting, all right, but that’s all I’ve done. I haven’t made clear why you would need to know what’s in this parlour. I don’t have a single character using it, so all I’ve ended up with is a room with a bunch of stuff in it.

This is where the principle of Chekhov’s gun comes in handy. According to Chekhov, only the things that are relevant to the story should be in it. Everything extra is dead weight. In other words, as he said, “If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it’s not going to be fired, it shouldn’t be hanging there.” So by this logic, in this parlour, somebody must use the carpet, the furniture, the pianoforte, the drapes, the mirror, the fireplace, etc. in a way that drives the plot. If one of these things isn’t being used, take them out of your descriptions. They’re not important.

But then you still have to be careful, because too few details can put your character in setting limbo and confuse the reader. You can also lose a lot of your world’s richness. If your world is set in a historical time drastically different from ours, talking about the sunlight lighting up the chipped ivory keys of a pianoforte in a parlour is pretty romantic, and gives a clear sense of an older time. So how do you tell us about the piano? Make your character use it in a significant way. They don’t have to play it; they just have to interact with it.

However, then you have the problem where an entire chapter is just a character wandering around a parlour using and touching things and experiencing revelations about themselves and their quandaries through contemplation of window drapes. In that case, you stop, take a deep breath, and accept that this parlour can’t be adequately described all at once. The key is in breaking it up. Have several scenes that happen in the parlour, and each time, give it new details. If you don’t have several scenes in the parlour, then it’s likely not important enough to be so heavily described. It’s not the lavish tomb your character finds at the end of the story whose riches will end world hunger. It’s just a parlour.

The first time your character enters the parlour might go like this:

Their tour took them to the back of the house.

“This is the private parlour,” he said, opening the door for her.

She took a few steps inside. Her slippers sank into the lushness of the cream carpet. It felt especially soft after the hardwood of the hallway. She went past the furniture and stepped up to the large windows to look out to the gardens.

What she saw made her uneasy. In the middle of a paved circle surrounded by rose bushes, a person was standing with his back to her, arms outstretched, face to the sky.

“Who’s that?” she asked.

“Pardon?”

He looked where she was pointing, paled, and said, “Nobody.”

She shifted on her feet.

“He’s just the landscaper,” he said with a reassuring smile. “Let me show you the second floor.”

In the first scene, the parlour isn’t important. The man in the garden, however, is. Waxing lyrical about the contents of the room would divert attention and power away from the man, so you leave it for the next time she’s there.

The next time your character enters the parlour might look like this:

She went into the parlour and shut the door behind her. It was very dark. She tossed the sheet music onto the bench of the pianoforte and heaved the red drapes away from the windows, securing them with their gold silk cords. Sunlight poured into the room.

Lifting the lid of the pianoforte, she ran a finger along the edges of the white keys. Chips in the ivory bit into her skin. She rubbed the ache away, sat down, and began to play.

She hadn’t been practicing long before someone knocked.

“Come in,” she said.

In was the man from the rose garden. He gave her a small smile.

“Coffee?” he said.

She nodded, clasping her hands in her lap. A servant was ready at the door and entered to set up the coffee table. Delicate porcelain clinked against the polished surface of the rosewood. The man moved with a cool grace and eased himself into one of the dark pink chairs. She stood and went to the loveseat opposite him.

This scene focuses more on the furniture in greater detail. I’ve pretty effectively furnished the parlour by now. The only things I still haven’t mentioned are the mirror and the fireplace. I have, however, given my character a reason to become familiar with the room: the piano. By the time she needs to use the parlour to save herself from whatever dangers Creepy Garden Man is cooking up, the reader will know its layout as well as she will, including whatever stuff she can use to fight back, or what might be a hindrance to her safety. By pointing out new details each time the parlour is introduced, the compounding information builds a room with a rich setting.

The last thing that must be taken into account with setting is your character’s mood. How your character is feeling will affect what the character notices. If they’re anxious, they notice the ticking clock on the mantle. If they’re self-conscious, the mirror looks blotchier and older than usual, marring their appearance—or they can’t stand their reflection at all and actively avoid looking at it. The sun that made everything bright will just expose dirt and grime if they’re in a bad mood, and heavy drapes stop being elegant when they’re preventing them from opening a window to make a desperate escape.

Each and every thing in the parlour can be manipulated towards the character’s state of mind. Yesterday the parlous was rustic, quaint, and loved with its chipped-keys pianoforte. Today it’s dusty, old, and out of style, trapping them in a past they can’t escape. Tomorrow it’s a comforting safe haven of the known protecting them from the dangers of the unfamiliar.

And exactly that is the difference between showing and telling. Showing is borderline clinical. No matter how well you describe something, if you info-dump like I did in the first example, you’ll be locking the description of the setting into place. But if you make the reader experience it through your characters and their moods, and build the parlour up from scratch by adding new details each time you revisit the setting, you create a space that’s alive. It goes through transformations parallel to the growth of the character, giving you a setting whose fullness rivals reality.

Biljana Likic is working on her fantasy WIPs and just completed her BA, soon to be starting her MA in September, where she can’t wait till she’s done so she’ll finally have all the time in the world to write. You can follow her on Twitter.

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14. Three Tools to Make Your Fantasy World Realistic by Molly Cochran

We're so excited to help Molly Cochran celebrate the release of WISHES, her new e-novella companion to the LEGACY series. Molly is an award-winning, NYT bestselling author with 26 novels under her belt. Today, she's sharing her tips on making a fantasy world feel real. Plus, she's giving a signed copy of LEGACY to the first 15 people who send her links to their review of WISHES on Amazon or Goodreads. Fill out the form at the bottom of the post to claim yours!


The Hometown That Never Was
By Molly Cochran


There is a town somewhere along the coast of Massachusetts that was founded by witches in 1658. Today its population includes the largest percentage of people with extrasensory abilities in the United States.

That place is my imagination.

But I’ve named that segment of my imagination Whitfield, and I’ve based three novels and two novellas there which, on paper at least, makes the place real. It isn’t, of course; the “real” Whitfield exists only in my mind. But its reflection—all those pages filled with words—enable Whitfield to be seen and explored by anyone who cares to read the books.

It is that construction of words that can achieve the impossible. A town peopled by witches exists because we writers make that possible. How? Through history, characters, and a special vocabulary, we can amass enough details to explore a colony on Saturn, reincarnate King Arthur, make animals speak . . . With these three tools, we can bring the ideas in our imaginations to life.

History

Very few stories take place in a vacuum. If you set your action in Anywhere, USA thinking that the location has no bearing on your story, you’ll end up with something like a painting of figures against a bare canvas. The background—even if that’s all your location is—tells its own story. In Harper Lee’s To Kill A Mockingbird, for example, Macon, Georgia, with its oppressive heat and the longstanding narrow-minded attitude of its citizens, creates the power keg that explodes in the book’s climax. A novel’s setting becomes even more important in cases in which the entire world must be restructured to fit the realities of the story.

World building is most often used in Science Fiction or futuristic novels in which dwellings, transportation, clothing, and even language depart from current reality, but it is also necessary, if less graphic, in fiction about seemingly ordinary places that nevertheless possess extraordinary characteristics. To create a town populated by witches, I had to create its origins.

My premise is that Whitfield, Mass., was founded by 27 families from the British Isles who traveled together to the New World to escape persecution. In this universe, the 27 families have remained in Whitfield, allowing other, non-magical people (cowen, in my lexicon) to move into the town’s periphery, but never selling their homes in what I call “Old Town” to anyone except other descendants of those founding families, and never revealing their particular talents to outsiders.
The witches in Whitfield live by the ancient Witches’ Rede, which is: To know, to act, to dare, to keep silent. By filling my town with secretive, close-mouthed personalities, I maintain its singularity.

Character

Naturally, when a writer creates a place so different from reality, the characters will exhibit their own eccentricities, even if they behave quite normally most of the time. In Whitfield, the residents seem quite ordinary at first glance. It is only as the stories progress that we learn that my main character, Katy Ainsworth, is a telekinetic, or that her 86-year-old great-grandmother is a healer whose touch dispels sickness and injury, her Aunt Agnes is a professor at Stanford University in California and commutes to work by teleporting; that the assistant headmistress at her school is a djinn who can plant thoughts into the minds of others, and her boyfriend’s eleven-year-old brother can raise the dead.

Finally, I invented a “character” I call the Darkness to add an ongoing touch of menace to each of the Whitfield stories. The Darkness is what keeps Whitfield from being a Utopia. It is the fly in the ointment, the elephant in the room, the evil entity that lurks forever just out of earshot, but is always present.

Vocabulary

In every imaginary world that deviates significantly from reality, there will be a specific vocabulary for the characters and situations in that world. In the Harry Potter books, muggles was the author’s made-up word for non-magical people. I chose to use a real term, cowen, used from time immemorial by avowed Wiccans to indicate “other”.

As with foreign words, the unique vocabulary of your world must be explained within the context of your narrative. For example, the word “witch”: In other works of fiction, it has come to mean anything from an evil woman who curses using Latinate phrases to a supernatural being who flies through the air on a broom. In my purview, though, I mean something quite different. “Witch,” in Whitfield, is a word used by the extraordinary residents themselves only to distinguish themselves from cowen, and carries no haunted-house overtones. So Katy’s ability to move objects with her mind, which would be regarded as freakish anywhere else, is nothing remarkable in Whitfield.

With the otherworldly aspects of the town established, I’m free, then, to take Katy on adventures that I hope are accepted as utterly believable. So far, she’s come to Whitfield, discovered her roots there, fallen in love with the handsome and loyal—although often clueless—Peter Shaw, encountered the Darkness several times, opened a portal to another plane of existence, and, in the third novel to be released later this year, goes to Paris, where she gets to know a whole different variety of witch from the homey residents of Whitfield.

In the novella Wishes, she comes upon a snarky fairy who grants every wish Katy makes, with disastrous consequences, all of it totally in keeping with the funny/creepy vibe I’ve tried to infuse in all the works in this series by making Whitfield as believable as everybody’s own hometown.



About WISHES


Eager to party, Katy Ainsworth and her friends go on a lighthearted "fairy hunting" expedition, expecting little more than a good time. But when Katy actually encounters one of these magical creatures (in the guise of a cynical, sarcastic teenager) who insists on granting her new master's every wish, Katy's world turns upside down until everything she knows seems to be tumbling in a terrifying and uncontrollable freefall.

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About the Author


Molly Cochran, author of the teen paranormal romances LEGACY and POISON, has written 26 published novels and four nonfiction books under her own name and various pseudonyms. Her books include New York Times bestselling novels GRANDMASTER and THE FOREVER KING, coauthored with Warren Murphy, and the nonfiction DRESSING THIN, also a NY Times bestseller. She has won awards from the Mystery Writers of America (Best Novel of the Year), the Romance Writers of America (Best Thriller), and the New York Public Library (Outstanding Books for the Teen Age).

SEDUCTION, the third installment in the Young Adult LEGACY series, is scheduled for release on December 2, 2014 from Simon & Schuster. Two novellas in the series are also coming in 2014: WISHES, due April 29, and a Halloween novella, REVELS, tentatively scheduled for September release.

Molly has lectured extensively and has taught writing at the college level as well as at a women's prison (where she was NOT an inmate). She also writes a blog on writing technique which appears on her website.

She lives in Bethlehem, Pennsylvania.

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15. Designing Principle #2: Setting and Environment

DP 2_Setting & Environment

My second category in my series on designing principle is using your setting and environment to as inspiration for your story’s design.

It’s interesting that the predominant structure we talk about is a mountain, which is ultimately a metaphor for a certain kind of movement and escalating energy to a story. In my first post on designing principle I mentioned the river as structure for the Heart of Darkness. Huck Finn is another example of river design and it’s worth noting that both novels have a different rhythm than the mountain structure. They meander more, they’re quieter, they reflect the inherent structure that exists in the novel’s setting.

Let’s consider other environments.

For example: Island Structure.

The initial energy is getting to the island, but once you’ve arrived there is an intense spinning in circles like being lost in a labyrinth. There is a desire to leave the island, but the island won’t let you go. It develops its own rules. In Shutter Island, the island becomes a metaphor for insanity. In Jurassic Park man becomes the rat in a maze of his own experiments. New rules and societies come to exist, as in The Beach, Lord of the Flies, and the TV show Lost. The overall energy is an isolated churning with no way out.

Haunted house stories have a similar structure where the house is the island – or prison – with its own rules, like in The Shining, or The House on Haunted Hill, or even Woody Allen’s dramatic film Interiors where the house is an emotional island isolating its characters.

Island Structure slide

What about the Ocean?

It has two levels: the surface and the deep. Diving underwater has a different energy than climbing a mountain; the descent becomes increasingly claustrophobic as you get closer to drowning. Whereas the surface is vast and isolating, you can go in any direction, but you must face the wildness of the waves, and the threat of the deep like in Moby Dick and The Perfect Storm.

Ocean Structure

How about the Forest?

It can be place where you get lost or find magic. In Martine Leavitt’s Keturah and Lord Death the forest becomes an important design element. The forest is death’s realm and the town is the land of the living. The forest’s edge is line upon which Keturah must dance. Initially Keturah is about to die in the forest, but Death gives her a second chance, allowing her to return home. But she’s given tasks and must come back to the forest and revisit Death, creating touch-points in the structure of the story. The story’s rhythm is this undulation between the pull of death and the desire for life.

Forest Structure Slide

Think about the environment of your book and ask yourself:

  • Does the environment of your book have metaphorical meaning?
  • How do your character’s move within it?
  • Is it a prison, a path, a portal?
  • What natural movement does the environment already provide for your story?

Your story may not be a mountain escalation, but the mountain also provides another good lesson, because you don’t have to be on a mountain to use mountain structure. Look at your environment to see how it might parallel another that you can use an access point to your design.

Up Next: Designing Principle #3 – Time


0 Comments on Designing Principle #2: Setting and Environment as of 7/17/2013 3:30:00 AM
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16. Designing Principle #2: Setting and Environment

DP 2_Setting & Environment

My second category in my series on designing principle is using your setting and environment to as inspiration for your story’s design.

It’s interesting that the predominant structure we talk about is a mountain, which is ultimately a metaphor for a certain kind of movement and escalating energy to a story. In my first post on designing principle I mentioned the river as structure for the Heart of Darkness. Huck Finn is another example of river design and it’s worth noting that both novels have a different rhythm than the mountain structure. They meander more, they’re quieter, they reflect the inherent structure that exists in the novel’s setting.

Let’s consider other environments.

For example: Island Structure.

The initial energy is getting to the island, but once you’ve arrived there is an intense spinning in circles like being lost in a labyrinth. There is a desire to leave the island, but the island won’t let you go. It develops its own rules. In Shutter Island, the island becomes a metaphor for insanity. In Jurassic Park man becomes the rat in a maze of his own experiments. New rules and societies come to exist, as in The Beach, Lord of the Flies, and the TV show Lost. The overall energy is an isolated churning with no way out.

Haunted house stories have a similar structure where the house is the island – or prison – with its own rules, like in The Shining, or The House on Haunted Hill, or even Woody Allen’s dramatic film Interiors where the house is an emotional island isolating its characters.

Island Structure slide

What about the Ocean?

It has two levels: the surface and the deep. Diving underwater has a different energy than climbing a mountain; the descent becomes increasingly claustrophobic as you get closer to drowning. Whereas the surface is vast and isolating, you can go in any direction, but you must face the wildness of the waves, and the threat of the deep like in Moby Dick and The Perfect Storm.

Ocean Structure

How about the Forest?

It can be place where you get lost or find magic. In Martine Leavitt’s Keturah and Lord Death the forest becomes an important design element. The forest is death’s realm and the town is the land of the living. The forest’s edge is line upon which Keturah must dance. Initially Keturah is about to die in the forest, but Death gives her a second chance, allowing her to return home. But she’s given tasks and must come back to the forest and revisit Death, creating touch-points in the structure of the story. The story’s rhythm is this undulation between the pull of death and the desire for life.

Forest Structure Slide

Think about the environment of your book and ask yourself:

  • Does the environment of your book have metaphorical meaning?
  • How do your character’s move within it?
  • Is it a prison, a path, a portal?
  • What natural movement does the environment already provide for your story?

Your story may not be a mountain escalation, but the mountain also provides another good lesson, because you don’t have to be on a mountain to use mountain structure. Look at your environment to see how it might parallel another that you can use an access point to your design.

Up Next: Designing Principle #3 – Time


2 Comments on Designing Principle #2: Setting and Environment, last added: 7/24/2013
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17. "Please call back later, I have a world to build."

I've been thinking a great deal about world building. It's an odd phrase, really. Sounds more like a subject for the Geneva Convention than the concern of novelists. But if you write fantasy, world building is key.

Currently, I'm at work on a middle grade novel featuring mice as the main characters. And although I don't have the daunting task of creating an entire universe with its own class, culture, government, technology, botany and imagined creatures that many high fantasy middle grade and YA authors do, it's still vitally important that the world in which my mice exist be plausible and interesting.

There are a number of questions I must answer in order to avoid causing the reader stop and ask them, too.

First, is the issue of scale. How do the mice interact with larger animals in the story in a believable way? Will my characters and plot follow the natural order of our world, or will it break those rules with a purpose?

What about clothing? How do I integrate clothes into the story so that it seems perfectly natural that a mouse would don a trench coat and fedora?

And the most important question of all: Is this an alternate universe where mice rule the day, or are they an adjunct, hidden part of a larger human world?

Believe it or not, when I first began writing this novel, I hadn't decided the answer to that question. It's only now, in the editing and rewriting stage, that I'm fully addressing (and sometimes grappling with) that issue.

And whenever I'm grappling with some aspect of craft, I find it helps me to look to the masters for inspiration.

Here are a few authors who build "critter worlds" like nobody's business.

EB White, Stuart Little

















Mary Norton, The Borrowers


















Robert C. O'Brien, Mrs. Frisby and The Rats of NIMH




















Richard Adams, Watership Down




















Kenneth Grahame, The Wind In The Willows

2 Comments on "Please call back later, I have a world to build.", last added: 4/10/2012
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18. Building a Fantasy World

I don't read a lot of high-fantasy (read, none), so I can't say much about that, but I do read a lot of paranormal and lately dystopian. In a great paranormal or dystopian novel, the author has emerged the reader in her world and she's done it organically. Without dropping a load of backstory bricks on us.

The first book that comes to mind is The Hunger Games by Suzanne Collins, and I think it's a perfect example because we've all read it. At least I think we have. If you haven't, go do that.

Katniss doesn't go over all the details of her world, how things used to be, what caused the shift, and how things work now, but she does give us a bit of information about things like the tracker jackers, so that we can see what they are and very briefly what they were created to do. She lets us in on the history of a revolution against the Capital that ultimately spawned the annual Hunger Games--important information that is interesting to the reader. She doesn't dwell on it. She tells us exactly what we need to know and only when we need to know it.

Think about the mutts. Imagine how much that scene would have been slowed down if Katniss would've pushed pause and explained in detail how and why they were originally created. We figured out very quickly what they are, or as much as Katniss knew about them, and we moved on with the action.

I think the most important thing to remember when creating a fantasy world is what is natural for the characters. If your MC doesn't know how the monster was created, then she shouldn't be telling the reader. The reader should be discovering this information with her, but only if and when it's necessary. If she's never seen an ipod, then she shouldn't be telling the reader how her music player compares to one. As writers it is up to us to find a balance between information and action, and it is never not always easy.

8 Comments on Building a Fantasy World, last added: 4/1/2011
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19. And speaking of inspirational hair product commercials...

-albeit for different reasons. This series of atmospheric and mythical Thermasilk ads were done by the insanely talented French commercial director Bruno Aveillan. I have loved every thing I've seen him do. Such completely engrossing visuals - telling entire tales and building complex worlds in such a short period of time. Complete with super models...

This one feels like the visual love-child of Phantom of the Opera and Sweeney Todd:


Fairy tale..


Faery:


This is a low-res version, but his has always seemed like the *perfect* ad to me. Such great imagery, music and edited so tightly:


Here is a longer, higher res version of the same. Again, great visuals, but not as much punch as the shorter one:

6 Comments on And speaking of inspirational hair product commercials..., last added: 7/9/2009
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20. Fantasy Author, Karina Fabian


Karina Fabian is having a whirl wind tour with Magic, Mensa & Mayhem. And, it is my pleasure to take part by hosting this talented author today.

To start, I'll give you the lowdown on Magic, Mensa & Mayhem:

Title: Magic, Mensa & Mayhem
Author: Karina Fabian
Publisher: Swimming Kangaroo
[email protected]
Tel: 817-717-5375
Fax: 817-548-1473
Genre: Fantasy
Released: Marc h 2009
Retail Price: $13.99 (print- US) 11.99 pounds (print – UK)
$3.99 (electronic)
ISBN: 978-1-934041-78-9

Available soon from Ingrams, Amazon and Kindle

Publisher's Weekly: Religion and humor suffuse this well-imagined and densely plotted comedic mystery, based on a short story of the same title. Cursed by St. George to serve the Faerie Catholic Church, dragon detective Vern now sleuths in the mundane world. His latest (unpaid) assignment is to babysit a group of faeries attending a Mensa meeting. Vern quickly has his claws full juggling crises, from invisible brownies to two elves whose rivalry threatens to become interdimensional war. Distinctly memorable and occasionally silly supporting characters, from Brunhilde the Valkyrie to Native American trickster Coyote, steer the action. While the conclusion sticks perilously close to genre formula and the narrative is jumpy throughout, most readers will forgive the clichés (and Vern’s groan-worthy puns) and chuckle all the way through.

Magic, Mensa & Mayhem made me laugh, everything from quiet chuckles to outright snorts. A quick read and an enjoyable one. --Jody Lynn Nye, author of An Unexpected Apprentice and the Myth, Inc series

…."Wisdom of the Ages, Knowledge of Eternity, and I end up a babysitter at the Smart Humans' Convention."--Vern

Now, we'll learn a bit about Karina Fabian:

Although a Mensan, KARINA FABIAN lives a life of "F’s" — Family, Faith, Fiction & Fun. Winner of an EPPIE award for best sci-fi (Infinite Space, Infinite God) and a Mensa Owl for best fiction ("World Gathering: Magic, Mensa and Mayhem"), Karina’s writing takes quirky twists that amuse her — and her readers. A fan of comedy improv, she came up with Dragon Eye, PI, started after watching a film noir skit on Whose Line Is It, Anyway? and it has grown into one of her favorite worlds to write in. Learn more about Karina at Fabian Space and more about Vern and Grace at Dragoneye PI. Karina lives with her husband and children at Minot AFB, North Dakota.

As an added bonus, Karina has graciously answered a couple of questions for us:

I know you present workshops on "worldbuilding" at a number of online conferences, what do attendees find the most difficult about creating worlds? And, what do you think is the most difficult?

Keeping a consistent logic is one of the biggest challenges, I think. There's a temptation to toss in whatever seems cool without following the effects through. If everyone is psychic, how does politics differ? Do you really need telephones--or any kind of communication device?

For example, if you set up a world where natural disasters have destroyed most of the world, then you need to consider how that affects the number of survivors, the technological backsteps, the government structures, etc. By the same token, is it logical to assume we'd revert back to a feudal society, totally disregarding centuries of socio-political change? It's up to the author, but it should be a reasoned, not flip, decision.

I believe when you think these things through, you get a better book, too.

Do you think it takes a certain type of writer to grasp world building?

No. Each will come at it his or her own way, however. Some will research and adapt; others will daydream and seat-of-the-pants write. It's easier for some than others, of course. Also, the needs of the story or book determine the level of worldbuilding. Even some science fiction and fantasy stories really don't need to go beyond the ray-gun or wizard level. The world is unimportant to the story.

Have you ever started a world and then just realized it wasn't working?

Yes and no. I have a world, Barin, that I (in my inexperience) just tossed out because it sounded cool. Now I'm having to go back and think about all the effects of the things I decided--the regular catastrophe that leaves most of their world uninhabitable above ground, the fanatical cult that's taken over one country and influences the others. Of course, the things I'm discovering have taken it from "cool" to "Way Cool," but it's also like putting together a puzzle when the pieces don’t quite want to match. It's on hold for now while I work other projects.

Thanks so much, Karina. This is great information for those writers who are thinking of venturing into the unknown of worldbuilding. And, thank you for spending the day with us.

Be sure to get yourself a copy of Karina's Magic, Mensa & Mayhem!

See you in blog world,
Karen

2 Comments on Fantasy Author, Karina Fabian, last added: 4/18/2009
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21. From One World to the Next

I went to Kathleen Duey's website this morning, desperately hoping for news of the next volume in her A Resurrection of Magic sequence. Alas: none. According to her interview with Cynthia Leitich Smith, Book Two is coming out sometime in 2008. Anyone know more?

Anyway, my real reason for posting: Kathleen Duey posts a lot of photographs to her blog of places and items she visualizes when she's working on her book. An elaborate dome in an Abu Dhabi hotel lobby becomes the ceiling of the king's library in Limori; these keys become part of the story as well. Duey apparently uses this technique a lot when "world building" in her fantasy novels.

I can usually get a pretty good picture of people and places when I'm writing realistic fiction, because I can draw on my own experiences. (e.g., I've seen quite a few public schools in my life.) But whenever I've tried to write speculative fiction, too many details are vague because I haven't been able to fully visualize the world. Maybe I can persuade my father to part with some of his 50 million National Geographic magazines and mine them for ideas!

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22. Kaimira book series update


It’s been a while since I’ve posted an update on my book series, Kaimira. Book one (The Sky Village) is pretty much done except for the illustrations and the back matter. There will be six full-spread (2 page) illustrations, which is rare for a YA book and which I’m terribly excited about. Don’t tell the illustrator, but I’m using one of the illustrations as my computer desktop. The back matter consists of several fun index-type world building pieces, some with sketches.

As for book two, Nigel and I are about 50,000 words into it. We’ve left behind the two settings from book one (the Sky Village and the Demon Caves) and it’s huge fun building out the new settings and cultures.

I love me some world building.

In related news, I was trying to create a Warcraft III custom map / scenario that showed one of the Kaimira battles. There are several different types of golems, and they make excellent meks, and there are a number of different types of animals. (The world of Kaimira is set in a future in which humans, animals, and robots are at war with one another.)

mud golemOnce I’m done, I’ll have a fun little Warcraft game in which the robots are occupying the city, the beasts are surrounding the city ready to invade, and the humans are in one little corner trying to survive in this 3-way battle, and then ultimately pushing back the robots and beasts and taking back the city.

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23. Ingrid Godon


Ingrid Godon

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