Wednesday, October 15, 2014

The Khollek Mountains: a map for Awakening

The Khollek Mountains: land of icy crags and broken shale www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 3 of a series.
This post is Part 3 of a series to augment the Atlas of the Known World available for free download. Start with Part 1 here.

This and other TotKW maps are gathered in my Map Directory for you to explore.

Enjoy!



The Khollek Mountains
The Khollek Mountains: land of icy crags and broken shale www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 3 of a series.
Land of icy crags and broken shale.


Geography and Climate


In Chapter 1 of Awakening, the Khollek Mountains cover the western side of the small northern continent of Kholl. The rugged shale mountains are old and crumbling, pulverized by icy polar winds swirling from the northwest. The whole mountain range will someday erode into cold sand. Summers are short but the days grow long. In winter, the dark of night stretches three times as long as daylight, and the spring snowmelt fills a modest network of lakes and rivers.

This region also borders the Katei Ocean, Kondak Sea, and Heleki Desert.


Flora and Fauna


The crumbling shale of the Khollek Mountains produces a poor soil that cannot sustain much life, and only the hardiest moss and lichen have worked their way over the stone. A few rodents scratch out a living by collecting this moss. Notably, the gardener vole lines its stony nest and tunnels with young moss, tending to its food source and only appearing above ground to seek out new transplants. Seabirds roost on rocky ledges, plucking fish from the northern seas. In the high reaches of the Red Coast, a small colony of wild dragons roosts in the winter before migrating northwest across the sea to their summer breeding grounds on Dragon's Breath Isle. From these wild populations, herds of domesticated racing dragons were bred to be wingless and without magic.


People and Dress


The humans of the Khollek Mountains have browned skin and dark hair. They used to be a free people, but they were enslaved by the invading Colkh'rak three centuries ago. Though the desert men to the east were once the same people, now there is an uneasy armistice between the enslaved Kholleks and their rebel Heleki brethren. Though bound to their Colkh'rak masters, the men of the Khollek Mountains enjoy some access to the meager trade that makes its way north from the affluent Kanata. They wear mostly imported clothing of Kanatan style and eat imported produce. Most homes have a pen of domesticated wyverns to supplement their imported diet with fresh meat and dairy.


Native Magic


Khollek men are predominantly sensory mages, with excellent flavor magic to enhance their meager diets, and decent light magic as well. They have decent animal magic, much weaker than men of other areas, and their elemental skills are fair at best, though stronger than men of other regions. In general, the enslaved men of the Khollek Mountains practice little magic, aside from their natural talents with flavor magic. The Colkh'rak employ most of their human slaves as menial laborers in the northern quartz mines, but a lucky few are remanded to the kitchens for their superb culinary skills.

Check out the Magic Codex of the Known World to learn more.


Cultural Values and Traditions


After three centuries of enslavement, the men of the Khollek Mountains have mostly assimilated into the culture of their Colkh'rak overlords. They care little for the trappings of most modern societies, and instead place importance on hard work and civil obedience. Magic is generally viewed as a privilege reserved for the wealthy elite. Each settlement has its own despot appointed by the Colkh'rak authority, and these local rulers report to the central Barony. To keep their enslaved population in check, the Colkh'rak often divide families, sending children and parents to labor in separate settlements to erode family bonds.

Measuring age is not very important for the Khollek people. They gauge the passing of time by the cycle of the seasons, and they generally celebrate the new year on the spring equinox. Children have no official coming-of-age ceremonies, as they usually grow up without a family around them. At first blood, girls are sold as breeding chattel by their Colkh'rak masters, though attractive ones are usually retained for adult entertainment. Boys work into manhood, and the strongest men are used as studs to enhance the laboring population. Obedient men and loyal overseers are rewarded with wives, whose children are distributed to other settlements to prevent the formation of tight-knit communities.


Warriors and Guardians


The enslaved humans of the Khollek Mountains are forbidden from combat. They may not hunt, make or own weapons, or practice any form of martial art. However, illicit sparring rings impart some experience with hand-to-hand combat, and the men in these fighting brotherhoods often help each other fashion crude weapons out of shale fragments and sharpened wyvern claws. These sparring rings are sworn to secrecy. Not infrequently, the Colkh'rak overlords will root out an illicit group and execute all its members, so each sparring ring stays very small and rarely welcomes new recruits.


Languages


Khollic is a harsh, sibilant language derived from the tongue of the Colkh'rak overlords. Over the past three centuries, the Colkh'rak language blended with Trophek, the ancestral tongue of the mountain men of Kholl, and the Khollic language emerged. It is written in the spiky runes of the Colkh'rak, though some new runes were invented to represent sounds integrated from the human language. Speakers of Allanic, the unifying tongue of the Known World, cannot understand Khollic at all, and the spoken language has a heavy use of consonants with very few vowels. The language lacks many common gesticulations, which makes communications across the language barrier even more difficult.

Check out the Language Codex of the Known World to learn more.


Characters from The Known World


Awakening is a potent tale of self-discovery. Experience this gripping fantasy adventure and discover yourself within. www.DNFrost.com/Awakening #TotKW
In the book Awakening, Jorn is a slave for the Barony in the heart of the mountains.

His unusual talent as a speaker allows him to communicate with the Barony's racing dragons, which produce a profound income for the Colkh'rak.

When Jorn helps a newly arrived slave named Larin hide from their masters, he embroils himself in a conflict of epic proportions.

Launched on a journey to the free lands of Allana in the west, Jorn and Larin discover they must help save their precious sanctuary before it too falls to the Colkh'rak overlords.

That's it for this post! Up Next: Eternal sands of the mystic Dua Dara...

Download the Atlas of the Known World here, or start your adventure below.






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Thursday, October 9, 2014

What is Storycraft?

This post is Part 1 of a series to augment the Tips for Writing Fiction available for free download.

This and other writing workshops are gathered in my Workshops Directory for you to explore.

Find more website tag definitions in my Index Directory.



Why do so many good editors never become authors? Because a novel is not just a well-worded manuscript. All writing is the composite of two separate skillsets: the language skills that a wordsmith displays, and storycraft, the art of storytelling.

While the wordsmith hammers out an engaging manuscript, storycraft provides readers with worthwhile content. Neither will spin you a gripping novel alone, but in tandem they unlock your writing prowess.

Storycraft is the art of stitching a good story together. Beyond the events of your plotline, storycraft explores how you sequence your events, where you place foreshadowing, and how that foreshadowing comes to fruition. Creating a vibrant, immersive setting is part of storycraft, as is building relatable characters with realistic personalities. Good stories are crafted with precision and details threaded together to create intrigue, suspense, and satisfaction.


Check these Tips for Writing Fiction to see more workshops!


Storycraft also shapes your writing style. Many facets of style include both storycraft and wordsmith elements. Understanding how flow impacts a narrative is storycraft, while the wordsmith manipulates words to control flow. Manifesting your voice throughout a manuscript is the wordsmith's work, but establishing your voice as a writer is storycraft.

Your storycraft makes the difference between a well-planned tale worth remembering, and a boring ramble with no impact. What keeps readers up too late, or inspires people to share your work with friends? Storycraft separates the sleepy bedtime yarns from the enduring folktales and heroic epics studied in school. While all stories require inspiration, storycraft is what determines your ultimate impact on the reader. In my Tales of the Known World saga, you can see how I leverage various storycraft principles to create the desired impact.

On this website, I use the storycraft tag to denote posts about storytelling, an aspect of writing. Similarly, the wordsmith tag marks posts regarding the use of words as an artistic medium. In these Workshops on Writing, you'll find workshops to hone your own craft. Most writers have either the knack for storycraft or as a wordsmith, but regardless of natural talent, one skill tends to outweigh the other. Fortunately, you can develop your writing skills individually, once you understand the nature of each component.


That's it for this post! Up Next: Introducing the wordsmith...

Download Tips for Writing Fiction here, or start your adventure below.






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Wednesday, October 1, 2014

Portent III of Awakening: a riddle in rhyme

In the novel Awakening, there are 23 portents fortelling the events of the unfolding saga.

Start with Portent I here.

These and other riddles in rhyme are gathered in the Portents Directory for you to explore.

Enjoy!



Expunging legend's earthly might
The endless creep of shadow's fold
For master primes the westward flight
To twice awaiting hold

The subtle signs of rose's blight
His silent gate is first to see
Awakening to waning light
Without the chance to plea

To close the long unfinished fight
They reign revered as Mother's call
Yet linger lost beyond the sight
Of builder's westward fall.


Can you decode the future Tales of the Known World?

Share your interpretation!
Comment below with your take on this portent.


This prophesy details the events that take place in Part 3 of Awakening. Its three stanzas mirror the three chapters of Part 3, and it deals with the flagging hopes of our heroes as they endure the hardest leg of their journey. Can you guess who the silent gate is?



Download the Prophesy Appendix:

The merfolk culture is built on the prophetic Gift. Nearly all men produce a portent every twenty days, and they devote their lives to interpretation. For more about the role and inner workings of prophesy, check out the Prophesy Appendix above.



Alongside every prophesy is an attribution block. This block contains a byline giving the name of the person who said the prophesy, and a dateline giving the day the prophesy was first said. Here is the attribution for this portent:
Jyedih Nnwadohs Dynde XIX
3:2:4:2/6, 1:2:2 IX
V 2:1:4:4/5, III:IX
The portent attributed here has been interpreted, and it references multiple events that culminate on an exact date. An additional verified dateline has been added to the attribution, noting the final date when the portent comes to pass.


That's it for this post! Up Next: From broken dreams to flee...

For the Prophesy Appendix, enter your email above.






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