Tuesday, December 23, 2014

Tara Swiger: an inspirational resource

This post is part of a series to augment the Guest Resources available for free download.

This and other guest-inspired content is gathered in my Guest Directory for you to explore.

Find my personal inspirations in the Spark Directory.



One of the most cohesive, customer-oriented brands I've encountered is that of Tara Swiger, a self-described "pink-haired author, maker and Starship Captain." Though she began entrepreneurship selling hand-dyed yarn, her small business experience led her to teach marketing insights adapted for the creative community.

Now, owners of handmade businesses across the globe find direction and camaraderie through her online courses, books, and in-person classes. Unabashedly herself, Tara Swiger built her niche as a genuine, compassionate guide into the intricacies of a profitable craft business. By pinpointing the common traits of creative personalities, Tara provides courses that meet the specific needs of her clientele.


Check out these Guest Resources for more inspirational content!


The mainstay of her teaching underscores how pervasively emotions impact creative output. While the typical business mindset "powers through," Tara's methodology encourages her clients to integrate emotional feedback into their goals and business operations.

To further serve the needs of her clients, Tara runs an online community of entrepreneurs called The Starship Adventure, and dubs each member the "captain" of a unique enterprise. This playful Star Trek metaphor seats each of her clients at the helm, empowering them to exchange ideas and define goals unclouded by disparate business advice.

As a self-published author, I've found solace and reprieve in Tara's community and ideas of emotional relevance. I discovered her as I was working to publish my Tales of the Known World saga, and her singular approach to business was a voice of inner stability amidst an unfeeling tide of marketing schemes hungry for the bottom line.


You can connect with Tara
at TaraSwiger.com here.

And be sure to subscribe to Tara's awesome newsletter, if you haven't already!


That's it for this post! Check out the latest guest-inspired content for more.

Download the Guest Resources here, or start your adventure below.






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Monday, December 15, 2014

The Forests of Kalrein: a map for Awakening

The Forests of Kalrein: towering black pines of the faeries www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 5 of a series.
This post is Part 5 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 Forests of Kalrein
The Forests of Kalrein: towering black pines of the faeries www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 5 of a series.
Towering black pines of the faeries.


Geography and Climate


In Chapter 3 of Awakening, the Forests of Kalrein lie north of the Front Rishi, filling the western reaches of Allana. The black pine forests are deep and dark, stretching west of the D'jed Mountains and forming the southern border of the Draconans. Springs are rainy and summers warm, but autumn brings cold downpours and snow crusts the winter pines.

This region also borders the Plains of Rishi, the Great Sea, and the North Sea.


Flora and Fauna


The black pines of Kalrein support a flourishing food chain. Insects, birds, and small woodland creatures thrive off the cones of the pines, as well as berries and other underbrush. Larger animals like the speckled wyvern and heart-tail deer meander through the dappled shade, avoiding predators like the black-tipped fox and the stark wolf, which hunts in packs up to twelve strong.


People and Dress


The faeries of Kalrein are a small people, with adults standing about four feet high. Their skin ranges from green to violet, mostly in bright or pastel hues, and they sport two sets of gossamer wings that allow them to fly. They have short ears with backswept points that are often pierced, especially for women. Faeries are skilled tanners and tend to dress in all manner of leathers, usually in muted or natural colors. Both men and women tend to have open-backed garments allowing their wings freedom of movement, though women's clothes are typically laced up the front whereas men's clothes tend to button or hang open. Kalrein faeries have a long-standing blood feud with the neighboring mountain elves, and they can usually collect a bounty for turning in the severed right ear of a mountain elf.


Native Magic


Faeries have strong air magic, which is what ultimately allows them to fly. They tend to be somewhat adept at their latent water magic as well, and the combination of these two elemental magics gives them a profound mastery over the tanning process. In exchange for such powerful elemental magics, faeries tend to have average sensory and special magics. For Kalreini faeries, Intent magic tends to outweigh Scent magic, but both are weak enough to not allow for any real latent powers to arise.

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


Cultural Values and Traditions


The Kalreini faeries value independence and tradition, and they tend to be a fairly isolated people who do not travel nor take kindly to outside visitors. Though generally even-keeled, faeries become rather hostile towards visitors, even faeries from other regions of Kalrein. Yellow and brown are viewed as the colors of magic, as faerie skywriting tends to be one of these colors. Families are matriarchal and trades, particularly hidecraft, are handed down from one generation to the next. Though part of the Allanic Empire, Kalrein is self-governing and pays its dues to the empire while enacting its own laws within the forest. Each village has its own chieftain and establishes its own council where members of influential families preside over legislation and the hearing of local grievances. The chieftain acts as tie-breaker and ultimate decision-maker.

Faeries measure their age in years, with the new year on the winter solstice as set down by the ancient merfolk calendar. However, the vernal equinox used to mark the new year, and spring celebrations are held throughout Kalrein, though they are no longer considered new-year festivities. Children come of age when they reach sixteen years old, and depending on a family's wealth and class, the coming-of-age may be celebrated with a small family feast or a large social gala. As adults, faeries are expected to take up the family trade or at least enter into an apprenticeship for some trade. Families with seats on the village council also expect their members to promptly wed and produce heirs to continue the governing line. Failure to do so is punishable by social ostracization rather than legal retribution, except in the case of some chieftain heirs, who are forced on a pilgrimage to find and wed a spouse before they can take up the chieftain position.


Warriors and Guardians


Though Kalrein has no mounted riders, all adults are expected to render services of guard duty, patrolling the mountain borders on the lookout for the elves with whom they feud. The eastern realms of Akveld and Klizveil, which border the elven D'jed, are home to the fiercest warriors, many of whom render guard duty services as their full-time profession. These warriors are viewed as the pride of Kalrein, and there is no honorable way to leave one's family trade except to take up the sword against the mountain elves. Normal life in Akveld revolves around ranching, and many full-time warriors retire to wyvern ranches to serve as private security once their days of border patrol are done.


Languages


Kalrei is the ancestral language of the faeries, though it has been replaced with Allanic in most Kalreini homes. It is written with a flat chisel in a series of alphabetic runes comprised of short lines and dots. Though Allanic is the spoken language of Kalrein, the faeries still use their ancestral alphabet for writing, and they have adapted several of their runes to represent Allanic sounds not found in Kalrei. Now only spoken during rituals and ceremonies, Kalrei sounds flighty and musical to an Allanic speaker, with three distinct tonal ranges and rhythmic oscillation of stressed and unstressed syllables.

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, Vithril is a faerie from the forests of Kalrein. While on a journey to visit the faeries on the other side of Allana, Vithril encounters a little boy named Darek and his guardian Kingard.

Bound by a faerie curse to follow Darek wherever he goes, Vithril abandons her planned pilgrimage and flees with her fugitive company into the dreaded D'jed Mountains.

With only Kingard's word as protection against the local mountain elves, Vithril must join their quest to reach the mythic city A'lara before it's too late.


That's it for this post! Up Next: Northern reaches of dragons and men...

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






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Monday, December 1, 2014

Portent V 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!



From darkness warped and witnessed hence
The builders rise beneath the fall
Of prince enthralled as fled he whence
The binder heard the master's call

Awakening astride the rift
Of knowledge gained and lessons learned
The builder freed would freely gift
Unbridled bride and suitor spurned

They flame and bound and binder met
Who begged forsaken their consent
When evil stole away his debt
By darkness came and darkness went.


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 unfold in Part 2 of Awakening. Its three stanzas mirror the three chapters of Part 2, and it alludes to each of the characters as their journeys coalesce and the true nature of their quest is revealed.

Can you guess who the forsaken are? (Hint: if you haven't read Part 2 yet, let me send you this free ebook.)



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:
Valehyn Ryihdas Dynde VI
2:3:1:6/13, 2:1:2 IX
V 2:1:2:3/5, 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: The second falters, third prevails...

For the Prophesy Appendix, enter your email above.






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