Tuesday, December 15, 2015

The Glades of Despair: a map for Awakening

The Glades of Despair: seething jungle of magic and nymphs www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 17 of a series.
This post is Part 17 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 Glades of Despair
The Glades of Despair: seething jungle of magic and nymphs www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 17 of a series.
Seething jungle of magic and nymphs.


Geography and Climate


In Chapter 12 of Awakening, the dense canopy of the glade veils the mythic city A'lara and casts a shadow on all who dwell beneath it. Jutting from the cursed badlands of Old Ryerin into the sea, the glade sees more rainfall than the rest of the Allanic continent combined. Mild, wet winters give way to sultry, humid summers, and over half the glade lies within a massive river basin that drains to the east.

This region also borders the Desperate Sea, the Great Sea, the Great South Sea.


Flora and Fauna


Shifting branches and animate vines slither through the Glades of Despair, fueled by the pent-up magic of the mythic city A'lara. Though diverse plant life defines--and defends--the glade, few animal species have survived the centuries of moving vegetation. Without their usual predators to check populations, insects proliferate in great numbers. The largest known creature, the speckled macaque, weighs just over five pounds. These tailless monkeys have been known to spread disease, and live in dwindling colonies facing extinction.


People and Dress


Within the writhing foliage of the glade, only the fair-skinned nymphs move freely. Because their life force corresponds to the amount of surrounding life, nymphs retain youthful bodies within the verdant rainforest, and elsewhere their apparent age fluctuates with the landscape. Isolated by the fierce vegetation and curse of the badlands to the north, nymph tribes haven't encountered outsiders in centuries. Both genders wear abundant jewelry and basic leaf coverings, though style and extent differ between tribes and individuals. Nymph women tattoo the right sides of their bodies, each tribal stripe correlated with a learned magic skill.


Native Magic


All nymphs rely on powerful Plant magics, essential for life within the animate glade. Sensory magics tend to be weak, but the rare Touch or Scent mage has occurred. Despite their primitive lifestyle, nymphs use strong Metal magics for advanced smithing and smelting, mostly to craft ornate jewelry and arcane talismans. Of all the races, nymphs make the strongest Earth mages, fostering a tradition of stonework unmatched in the Known World. Though weaker than the nymphs' prime element, Water magic is not uncommon and highly prized during the wet season.

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


Cultural Values and Traditions


Nymphs maintain strong family bonds through extensive physical contact. They consider wisdom and magic the same concept, earned with age and experience. Men live in large villages, raised by male mentors and often apprenticed to particular trades. Women travel the glade in small family groups called rings, led by the oldest and wisest member. Adult women visit villages along their nomadic routes for recreation and progeny, but both genders disdain each other and restrict contact to coitus. Each ring surrenders male children to a specific village, which that ring excludes from visitation.

Time is marked in seasons, and nymphs reference past seasons by the wisdom acquired then. Women discern another's age from tribal tattoos that start at the right shoulder. As wisdom is earned, mnemonic stripes cover her arm and leg before ascending to her face, and skilled mages begin a left sleeve in later years. Men rarely tattoo themselves, and instead gauge others by skill and proficiency. When they come of age, men create their own huts, where they service the nightly influx of women within range. Known as virile duty, this reception is considered a youth's duty to the retired mentors of his village. A woman comes of age in a ring-wide ceremony preparing for her first copulation. Often, an older sister or aunt accompanies the young woman into the virile's hut for guidance and moral support.


Warriors and Guardians


For the past three centuries, the animate vines of the glade supplanted the need for nymph warriors. Most metal-workers now focus on jewelry, but certain rings and villages preserve the art of sword-making. Revered for their wealth of knowledge, these families are the only known to accept outsiders seeking to learn the ancient skills. Those who prove their dedication earn battle techniques and martial arts, achieving a prowess in combat far more respected than sword-making alone.


Languages


The nymphs of the glade speak assorted dialects of A'lari, and most have no understanding of Allanic, the common tongue of the Known World. Oral history dominates the glade, and A'lari has no written component at all. To Allanic speakers, A'lari sounds fluid and nuanced, with few consonants and hardly discernible vowels. Though Allanic shares its language family, the oral tradition of A'lari has caused it to diverge and mutate faster than its written relatives. Even within the glade, family units speak different dialects, and sometimes cannot understand each other.

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, Kingard ventured into the Glades of Despair long ago to forge the mythic city A'lara.

He emerged from the city imbued with incredible power, which he used to oust an ancient evil from the land of Allana.

Centuries later, Kingard now leads a mismatched band to unleash the city's power as evil rises again.

Shielded from danger by the magic saturating the glade, they trek through the dense rainforest to reach the old city, unaware of the traitor lurking in their midst.

That's it for this post! Up Next: Realm of generals and legendary daemons...

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






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Tuesday, December 1, 2015

Portent XVII 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 sanctuary's edge they go
The traitors good and kind
To venture bold for country's sake
And ruler long maligned

While pressing deep into the dark
The binder freed would find
The turning crown and meet by fate
The son long left behind.


Can you decode the future Tales of the Known World?

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


This prophesy foretells the very first scene of Broken. Though a little short as prophesies go, this one heralds an epic plot twist.

I'm proud of rhyming the word maligned, and I really enjoy the imagery of the turning crown (can you guess to whom it refers?). I'm also excited to hear your ideas on the son long left behind!



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:
Jaynrik Yohvikye Kaedya V
2:1:1:1/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: Escape the pressures of the sea...

For the Prophesy Appendix, enter your email above.






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Monday, November 16, 2015

All These Freaking Maps: an inspirational resource

This post is Part 2 of a series to augment the Guest Resources available for free download. Start with Part 1 here.

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

Find more world workshops in my Worldbuilding Directory.



After recording my interview in Part 1 of this series, my friend Jeffery W. Ingram released the 81st episode of his popular podcast, Worldbuilder's Anvil. The episode, titled All These Freaking Maps!, discusses the various uses for maps and explores the essential need for maps as a worldbuilder.

With his co-host Michael, Jeffery enumerates the different types of maps a worldbuilder might need, from work-in-progress maps for personal reference to publish-ready maps to orient readers.


Check out these Guest Resources for more inspirational content!


They also talk about how different cultural perceptions influence how lands are mapped, and how every map tells a story of that area's time and place. Maps do more than depict landforms. Maps change over time, as borders are redrawn, lands are discovered, and cultural biases shift. Maps bring worlds to life and embody the people who live there.

I agree with Jeffery on a lot of his points about maps. Though I took no part in the scripting or recording of this episode, Jeffery mentioned me several times. While there is some free software out there for quickly building a reference map, he endorsed my mapping services for professional, publish-ready maps. I'm thrilled by Jeffery's stamp of approval, and I'm honored to be the go-to cartographer for so many awesome worldbuilders.


You can start listening to
Worldbuilder's Anvil: All These Freaking Maps! here.


And be sure to subscribe to Jeffery's awesome podcast, if you haven't already.


That's it for this post! Up Next: Starting on our set of maps for Gardul...

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






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Sunday, November 15, 2015

The Nine Hells: a map for Awakening

This post is Part 16 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 Nine Hells
The Nine Hells: shadowed realm of daemons and lost souls www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 16 of a series.
Shadowed realm of daemons and lost souls.


Geography and Climate


In Part 4 of Awakening, the Nine Hells is a mythic realm of damnation beyond the veil of the Known World. A black, starless night cloaks this haunted land of desolate rock and glowing chasms.

In the lesser Hells, the high elevations receive little warmth from the molten rock churning beneath the great cliffs. Each of the Nine Hells grows warmer as it descends in elevation, spiraling towards the magnetic center where the Black Citadel reigns from its deepest pit.

This region contains the Eighth Hell, the Outer Hells, and the Inner Hells.


Flora and Fauna


Nothing grows in the Nine Hells, and the land is rife with daemons. Instead of procreating, these daemons split in two each night, identical twins emerging from a single body. In the outer Hells, daemons are weaker, less intelligent, and often cannibalistic. Imps and shadows roam the cold fringes of the Hells, forming the foundation of a gruesome food chain. Progressing toward the inner Hells, daemons grow smarter and stronger, preying on the weaker denizens of higher elevations.


People and Dress


A multitude of daemon forms proliferate across the Nine Hells. Some are winged bat-like creatures, and others are stony hulks with glowing innards. From the Fifth Hell inward, daemons are sentient monsters with their own cultures and practices. They have extensive memories that splice back through each night of splitting in two, and many remember centuries before the distant past muddies their recall. Most daemons wear no clothes, though some dress in the skins of their enemies. Generally, sentient daemons choose to hunt beasts in the outer Hells, but those of the innermost Hells often prey on the sentient daemons of neighboring elevations.


Native Magic


The life magic of the Known World is entirely foreign within the Nine Hells, where blood magic reigns supreme. Little is known about the blood magic of the daemons, but they wield an alarming array of magics that are difficult to unravel or counter. For good reason, few scholars have risked studying the strange blood magic of daemons. The opportunity to venture into the Nine Hells is as rare as it is perilous, and of the few scholars who dared the journey, less than half have returned with sanity intact.

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


Cultural Values and Traditions


The sentient daemons of the inner Hells have developed their own paradigm of piety and taboo. Daemons are incredibly devoted to their deity known as Father, who dwells in the Black Citadel deep within the Ninth Hell. They believe death is a precious gift from Father, for without death there could be no food to sate the hungry. Pain, another gift from Father, is synonymous with life, for without endurance there could be no triumph. Daemons revere those that have endured extreme pain as wise and accomplished avatars.

Daemon mythology asserts that the first daemon arose when Father himself split in two, and there is no higher honor than to return to Father, which often means death but can also mean ascension into enlightenment. These avatars can trace their memories all the way back to Father himself. Aside from this lineage, daemons do not measure age or even time. Only in the present moment can one return to Father through pain or death, and all daemons are expected to incite their return with reckless endangerment of life and limb. Those who fail to seek out their demise are seen as sinful, faithless, and unworthy of death.


Warriors and Guardians


While all daemons lead brutal lives, each of the inner Hells boasts an exceptionally violent warrior class of the most devout and pious denizens. These daemons wage constant war on each other, rather than scratching out a paltry living as hunters and eventual prey. Their constant war does honor to Father, spreading His love throughout the Nine Hells by inflicting widespread pain and death, two of Father's most precious gifts. A daemon who wishes to join the warrior class must prove its worth by splitting in two and battling its own twin to the death in an arena. The victor is inducted into the clan of warrior-priests, and the loser is honored at a ceremonial banquet where its corpse is devoured by the living.


Languages


Though the daemons speak many regional languages, the unifying tongue is T'spfk'gt'x, the language of Father himself. Translating to Of the Winged Ones, this language has no vowels at all, and sounds to a speaker from the Known World like a rushing crash of consonants and hisses. Some daemons do not have the vocal cords to produce vowels, and while dialects often include vowels and other voiced noises, these sounds are omitted from the lingua franca. In addition, whistles have emerged as a form of long-distance communication, particularly for military commands. Short-range whistling, however, is extremely offensive and usually results in death.

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, Larin is a runaway slave destined to be cast into the Nine Hells.

The prophetic merfolk of the Known World taught her many things, including several portents of her fate.

Well-aware of the consequences of her actions, Larin triggers her own damnation in an effort to save the world.

Meanwhile, her friends struggle with the burden of their joint destiny as they unbind the mythic city A'lara in her absence.


That's it for this post! Up Next: A seething jungle of magic and nymphs...

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






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Monday, November 9, 2015

Genesis of a Writer: inspiration & spark

This post is Part 1 of a series to augment the Author's Manifesto available for free download.

This and other inspirations of mine are gathered in the Spark Directory for you to explore.

Find my published stories and guides in the Books Directory.



I wrote my first story in 6th grade, and it was based on a dream. That morning, I woke from an unfinished storyline and tried to piece the fragments into a real conclusion. Truth be told, I wanted to know how the dream ended.

After ironing out the biggest plot wrinkles in my head, I slipped out of bed and up to the old family computer. By slow hunt-and-peck typing over the whole day, I documented my 11-year-old adventure with a sense of rapture and shame. It brought me such joy, and yet I knew it was terrible.

I wanted to share my story, but I knew the piece was too ridiculous, too personal, too vulnerable to release into the wild. But I wrote it anyway, tucking it far from the light of day - alongside my leprous first poem - and resolved to write down my dream-stories as they came to me. In those days, I had no aspirations beyond capturing the adventures that flickered through my sleeping circuits.


Check out this Author's Manifesto for more of my inspirations!


Though I started sharing poetry in my preteens, I couldn't corner a single taker for any of the half-written stories off my growing stack. Poetry was easier to share with others, but the satisfaction I gained from storytelling outweighed any poem's easy payoff of smiles and thumbs-ups from friends.

My young manuscripts ranged from contrived dialogue to vacant plotlines and overwrought paragraphs. I'd written all the wrong details, clustered up in beleaguered parcels and lugged from one scene to the next.

But I loved the stories they smothered, and no one was reading them. An audience, the most essential component of storytelling, was missing, and I yearned for it. Long before my Tales of the Known World saga connected me with readers worldwide, I ached for a way to reveal my writing to others.


That's it for this post! Up Next: How writing collaborations changed my life...

Download the Author's Manifesto here, or start your adventure below.






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Sunday, November 1, 2015

Portent XVI 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!



His brow is graced but soul defaced
Unnatural torment now displaced

To legend's woe the elf will know
But not before the lessons go
His power strayed and evil bade
The rose to leave them all betrayed

When Mother's prayer from lover fair
Does cast her into daemon's lair
His evil taste to rose replaced
By city's light so long encased.


Can you decode the future Tales of the Known World?

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


This is one of the coolest portents in Awakening. Not only does it come to pass before the book ends, but it is first said by Tirrok as he leaves the Sutek Desert at the start of Part 2. (Enter your email below to read the 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:
Ansoh Njyae Dynde IV
L 1:3:4:7/5, III:IX
L 2:1:3:6/5, III:IX
The portent attributed here has not been interpreted, and is considered a lost prophesy. It was not recorded when it was first said, and a lost dateline is used instead of a standard dateline to note each time the portent was repeated without being recorded.


That's it for this post! Up Next: The turning crown and meet by fate...

For the Prophesy Appendix, enter your email above.






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Monday, October 26, 2015

Detroit Smuggler's Routes: a map commission

This post is Part 1 of a series to augment the Fictional Cartography by D.N.Frost available for free download.

This and other map commissions are gathered in my Portfolio Directory for you to explore.

This post is also Part 1 of a series about Claudia Oltean.



One day, I awoke to an email from Claudia Oltean and her husband. She'd discovered my world map portfolio on Twitter and decided I'd be the perfect person to create a map for her debut novel.

Claudia writes historical fiction about newspaper reporters in a time of mayhem, crime, and corruption. Her late grandfather, a Detroit journalist throughout the Prohibition era, inspired her tales with his daring adventures.


Check out this Fictional Cartography by D.N.Frost for more maps!


To help her readers understand the Detroit area, Claudia wanted a map to show the river and Canadian border.

When she saw my maps, she noticed that I lived in Michigan at the time, and the match felt ideal to her.

I was delighted by her interest, and I loved Claudia's passion to showcase her grandfather's exploits in a series of novels.

Moreover, I was thrilled for another real-world map, especially one so close to home.

I reviewed Claudia's list of map needs, sent her an enthused map estimate, and got to work on her first render as soon as she signed it.


Here's what she had to say about the finished map:


Detroit Smuggler's Routes, a map commission by D.N.Frost for Claudia Oltean www.DNFrost.com/portfolio Part 1 of a series.
I had the very good fortune to collaborate with D.N. Frost,

a multi-talented cartographer and author. She produced work that I am beyond pleased with.

Her excellent and artistic work has produced a map for the preface of my book that highlights locations in Michigan and Canada where key action takes place in my story.

D.N. Frost was a delight to work with, a consummate professional, responsive and insightful.

Her work is an important add to immediately introducing readers to important concepts and plot points that can only enhance their grasp and connection with my work.

I highly recommend her to anyone whose project calls for a map.

– Claudia Oltean, historical fiction author


That's it for this post! Up Next: Carving out the coasts... Soon.

Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






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Thursday, October 15, 2015

The Desperate Sea: a map for Awakening

The Desperate Sea: forsaken waters off the coastal badlands www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 15 of a series.
This post is Part 15 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 Desperate Sea
The Desperate Sea: forsaken waters off the coastal badlands www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 15 of a series.
Forsaken waters off the coastal badlands.


Geography and Climate


In Chapter 11 of Awakening, the Desperate Sea lies on the southern side of the badlands of Old Ryerin. Few ships traverse the cursed air spilling from the dead shoreline into its waters.

The Desperate Sea enjoys warm tropical weather for most of the year. But as the sticky, languid summer gives way to a winter wet season, these waters suffer the occasional hurricane churning up from the south.

This region also borders the Gulf of Lohki, Glades of Despair, and Great South Sea.


Flora and Fauna


Few birds roam the cursed skies over the Desperate Sea, so fish school in huge numbers quite near the surface. Large pods of whales, dolphins, and sea wyverns enjoy the plentiful bounty, as do a great number of sharks, barracuda, and other carnivorous marine life. Ancient coral reefs at the sea's west edge, cultivated by reclusive merfolk, are vivacious and florid, nestled safely beneath the waves and the cursed air above.


People and Dress


Though no landfolk traverse the Desperate Sea, the Kaedya Reefs are home to a thriving population of merfolk. A naked people, all mers share webbed fingers and arms, fish-like scales, and golden eyes. However, the Kaedye sport the fluked fins and triple ear-spines indigenous to the western tropics. Like most mers, their streamlined bodies are covered in diamond-shaped scales, and the dark stripe along their spines offshoots thin markings that curve around their ribs and fade at the underbelly. Allied with the neighboring Lohki Reefs to the east and Gusya Reefs to the west, Kaedyan mers rarely travel to other reefs and instead exchange magical communications.


Native Magic


Merfolk talents vary less by location and more by the color of a mer's scales. Blue mers display poor sensory magics, whereas their abilities with the prophetic Gift are unmatched throughout the Known World. While the female Gift manifests in visions of the future, the male Gift comes forth in verbal prophesies that can be recorded and shared. Most blue mers are decent elemental mages, demonstrating about equal skill with water and air magics. Green mers, conversely, manifest very poor special magics, but tend to be much better with sensory magic. Skilled light mages with strong latent sound abilities, green mers also are able to use water magic much better than their blue cousins.

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


Cultural Values and Traditions


Mer culture prioritizes knowledge above all else. Their primary means of knowledge acquisition comes from their extensive libraries of documented prophesy. Much time and effort is expended to cross-reference and interpret these portents of the future. Because green mers lack the prophetic Gift, the color green is associated with blight and ignorance, whereas the color blue is royal and esteemed. Shortly after adolescence, blue men relocate to their local rajaweh, a monastic university where they contribute their prophesies and analytic services. Blue women remain in the civilian seyodi, where they legislate the day-to-day lives of their people. Green mers of both genders are relegated to the servant caste, whose homes are sequestered in townships along the fringes of the reef.

While the mers measure their age in years, the lifespans of mere mortals pale against the eons of history amassed in their rajaweh libraries. The ancient merfolk calendar is the foundation of almost every other calendar in the Known World, correlating the 13-year-and-1-day solar cycle with the 72-day lunar cycle to yield an exact celestial calendar of 936 years. Though blue mers do not celebrate coming-of-age, youths are expected to join the monastic rajaweh or the governing seyodi council upon reaching adulthood. The green mers of Kaedya host small family gatherings on the anniversary of a child's birth, until the youth reaches the working age of thirteen. Afterward, that youth may opt to continue the tradition, provided he or she can fund the celebration.


Warriors and Guardians


Across the Known World, the merfolk are a peaceful race who do not wage war against each other. They disdain the contentious landfolk, and instead they devote their time and wealth to the acquisition of knowledge. According to mer legend, the ancient utopia of Gaweh was destroyed by the first and only war amongst the merfolk. Afterward, the deity known as Mother placed sharks throughout the oceans to discourage future bloodshed. Mother also stripped the defeated aggressors of their prophetic powers and marked them green so their selfish betrayal would never be forgotten.


Languages


Known as Meri to the landfolk, the mer call their language Vyehedaryn, translating to "of the merfolk." Due to 10,000 years of rigorous documentation and cross-reference, the mer dialects have undergone very little evolution since ancient times. Modern mers disdain Allanic, the uniting tongue of the landfolk, which is derived from ancient Meri but heavily influenced by the ancestral languages of assorted surface-dwellers. Though unintelligible to landfolk, Meri sounds fluid and archaic to Allanic speakers, with a vocabulary similar to the ancient roots of Allanic words. Meri's use of two sonic clicks, /k/ and /s/, make it difficult to master as a second language. Landfolk tend to mimic these clicks using the ejective consonants [k'] and [t's], respectively. Gesticulations and hand signals are exceedingly sparse in Meri, likely due to the complications of underwater motion.

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, Kigal captains his ship into the Desperate Sea after taking on a charter from Kingard and his band of fugitives.

Seeking the mythic city A'lara within the Glades of Despair, they drift with the current through the cursed air surrounding the badlands.

At last, Kigal emerges into the refreshing breezes of the Desperate Sea's west shore, and the triumphant captain drops anchor off the coast of the glade.

Concealing his ship in the harbor ruins, Kigal joins their quest through the jungle to reach the magic city.

That's it for this post! Up Next: Shadowed realm of daemons and lost souls...

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






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Thursday, October 1, 2015

Portent XV 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!



When restless tenant weary grew
Of fighting for his key
At his behest so did request
The west to set her free

From Hells' advancing glowers
He resumed the flow of time
With turning test the truth to wrest
Detested from the crime

So asked he long to no avail
Of comrade oversold
And harried guest at last confessed
They bested young and old.


Can you decode the future Tales of the Known World?

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


I love that this prophesy comes to pass in Awakening. It opens a scene in Part II of the book, and it heralds events in Part IV. I love the complex rhymes and side-step meter. Can you identify the comrade oversold?



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:
Iwahnno Ngyehsi Gusya XIX
1:3:4:2/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: His brow is graced but soul defaced...

For the Prophesy Appendix, enter your email above.






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Tuesday, September 15, 2015

The Gulf of Lohki: a map for Awakening

The Gulf of Lohki: southern fringe of modern trade www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 14 of a series.
This post is Part 14 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 Gulf of Lohki
The Gulf of Lohki: southern fringe of modern trade www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 14 of a series.
Tropical paradise of plantations and aristocrats.


Geography and Climate


In Chapter 10 of Awakening, the Gulf of Lohki lies between the Katei Ocean to the northeast and the Desperate Sea to the southwest. Ringed by land on almost all sides, the gulf is much calmer and more predicable than open waters.

Hot summers give way to temperate winters warmed by the currents flowing up from the south. Though the Great South Sea might sometimes churn up a hurricane, the storms rarely enter the Lohki Gulf to make landfall.

This region also borders Kanata, the Plains of Rishi, and the badlands of Old Ryerin.


Flora and Fauna


The shoals and reefs along the Lohki's gulf coasts support a wealth of marine life, though swamp creatures inhabit the brackish waters near the river deltas. There, pixie caimans and stony gar patrol the numerous islands and waterways while avoiding the intrepid bull sharks encroaching from the deeper seas. Schools of fish teem along the Dead Coast, where the cursed air spilling off the badlands prevents surface hunters from diminishing their numbers. In summer, pods of sea wyverns and whales bear their calves in the sheltered gulf waters before migrating into the Katei Ocean, and autumn sees an influx of eels ready to spawn before wintering in the Great South Sea.


People and Dress


The merfolk of the Lohki Gulf share many traits with their cousins of other waters. Like most mers, Lohkin mers are striped along their ribs, and they wear no clothing. They sport the diamond-shaped scales and forked fins of the Dynden mers of Kanata; however, like the mers of Kaedya in the Desperate Sea, they have ear membranes supported by three ear spines. United in the spirit of interpreting prophesy, the Lohki reefs are more strongly allied with the reefs of Dynde and Juli than the reefs of Kaedya, but will aid any mer in the pursuit of knowledge about the future.


Native Magic


The magic of the merfolk varies by the color of a mer's scales, rather than by region. Green mers excel at elemental and sensory magics, with their water and light magics far exceeding that of their blue cousins. Greens, however, are poor with special magics, and it is the prophetic Gift of the blue mers that triggered their rise to superiority. For blue mers, the female Gift manifests in visions of the future, while the male Gift comes forth in verbal prophesies that can be recorded and shared. Most blue mers are decent elemental mages, demonstrating about equal skill with water and air magics, but display poor sensory magics.

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


Cultural Values and Traditions


Like all mers, the Lohkik value knowledge above all else. A life spent in pursuit of knowledge is a virtuous one, and it is considered sinful to turn one's back on the prophesies of the ancients. The most offensive thing to a Lohkik is to demean the mer's prophetic Gift, or the importance of prophesy itself. Blue is considered a highly magical color, whereas green is a blighted color of inadequacy, ignorance, and rebellion. Civilian life in the seyodi is governed by a council of women, while life in the male rajaweh university is ruled by elder scholars. Families are matriarchal and diverge as adolescent children begin growing into their prophetic Gift.

Age is measured in years, with the new year on the winter solstice as established by the ubiquitous ancient merfolk calendar. Children come of age when they demonstrate their prophetic Gift, and boys who enter their first prophetic trance relocate to the male rajaweh to develop and hone their abilities. Girls with extraordinary visions may attend a scrying school, but generally girls learn their scrying skills from their mothers, without leaving the home. Marriages are usually arranged on a girl's birth, and husbands are chosen based on family status and the bloodline's prophetic prowess. Married women remain in the seyodi and are visited by their husbands for a few days each month, usually scheduled to coincide with the wife's peak fertility.


Warriors and Guardians


Since ancient times, the merfolk of the Known World have not waged war against each other. They devote their time and wealth to the acquisition of knowledge, and mers avoid contact with the bellicose landfolk. According to mer legend, the first and only war amongst the merfolk destroyed their ancient utopia of Gaweh, and all their recorded history about the beginning of the world was lost. To discourage future bloodshed, the deity known as Mother placed sharks throughout the oceans and stripped the prophetic Gift from the defeated aggressors, changing their scales green so their selfish betrayal would never be forgotten.

Languages


Known as Meri to the landfolk, the mer call their language Vyehedaryn, translating to "of the merfolk." Due to extensive documentation and cross-referencing of prophesies across millennia, Meri has changed very little throughout recorded history. A genesis language for the land-tongue Allanic, Meri is not intelligible to the landfolk, but it sounds archaic and somewhat familiar, as many Allanic words were once rooted in the Meri language. The lyrical tongue of the merfolk is written in a curvaceous script stacked in rows from bottom to top, and modern mers disdain Allanic, which is heavily influenced by the ancestral languages of assorted surface-dwellers.

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, Larin and Jorn are runaway slaves who charter a ship to take them from Port Myre in Kanata to the Red Delta in the free land of Allana.

When they arrive in the Red Delta, their captain takes on a new charter from a band of fugitives led by the legendary elf Kingard, determined to reach the mythic city A'lara in the Glades of Despair.

After a dangerous encounter with specters from their past, Jorn and Larin accompany Kingard along the Dead Coast, destined for the Desperate Sea and the lethal jungle beyond.


That's it for this post! Up Next: Forsaken waters off the coastal badlands...

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






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Monday, September 14, 2015

Friend or Foe? Adverbs: a wordsmith workshop

This post is Part 2 of a series to augment the Tips for Writing Fiction available for free download. Start with Part 1 here.

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

Find more guest-inspired content in my Guest Directory.



In Part 1 of this series, I connected with author and blogger Jocelyn Crawley. We soon collaborated on this guest post for her now-extinct literary blog. I originally wrote this piece in November 2014, and it has been reposted here with permission.




One of reading's greatest joys is stretching the imagination and breathing life into the world described on the page. Readers can't do this without good, descriptive composition.

But the writer's adage, "Cut your adverbs," asserts that description profanes the imagination, hobbling a reader's immersion in the scene. Readers slogging through cumbersome, clumsy manuscripts that wind across beleaguered sentences with appended prepositional phrases and no clear predicates - they get tired. And adverbs aren't the only culprit.

Syntactically, we combine a noun phrase and verb phrase to make an English sentence. Each component contains either a noun or a verb, and various descriptors - articles, modals, adjectives, adverbs, and assorted phrases or clauses. Hierarchically, the required noun and verb outrank all added descriptors, even the structural ones.


Check these Tips for Writing Fiction to see more workshops!


High-impact nouns and verbs form the pillars of your sentence, festooned with decorative and non-integral appendages.

If your manuscript would deflate without descriptors propping it up, examine the unadorned words forming the skeleton of your piece. While not all description is bad, weak nouns and verbs require additional descriptors to come alive, whereas more precise synonyms stand alone.

In my Tales of the Known World saga, I streamline my descriptors and sculpt my momentum using this principle. To enhance your writing style, vivify your own prose with specificity.




That's it for this post! Check out the latest writing workshops for more.

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






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Tuesday, September 1, 2015

Portent XIV 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!



A prison she cannot defeat
Where shadows lost and daemons meet
Untimely tide assents to greet
The gateway unentombed

For lover lost in moments stark
Her eons squandered long and dark
Can forth by master's hand embark
With powers rife exhumed

Yet languish they in kindly wake
Of recollections blankly fake
But shall by distance undertake
To don the mantle groomed.


Can you decode the future Tales of the Known World?

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


This prophesy is cool because portions of it come to pass in different books. The first two stanzas manifest in Awakening while the last stanza references events in Broken and on into Conceived.

The rhyme and meter are immaculate, and I'm proud of rhyming words like exhumed instead of easier counterparts. Can you guess who the gateway 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:
Gwnri Dahlynwe Rovikya XVII
1:3:3:7/5, III:IX
The portent attributed here has not yet been interpreted. It was said recently, and it will be repeated every twenty days until either it is correctly interpreted, or it comes to pass.


That's it for this post! Up Next: At his behest so did request...

For the Prophesy Appendix, enter your email above.






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Monday, August 31, 2015

Britannia: a map commission

This post is Part 1 of a series to augment the Fictional Cartography by D.N.Frost available for free download.

This and other map commissions are gathered in my Portfolio Directory for you to explore.

This post is also Part 5 of a series about Linnea Tanner. Start with Part 1 here.



I first connected with Linnea in Part 1 of this guest series, when I offered to write a guest post for her blog. Soon afterward, Linnea broached the subject of maps. Her novel Apollo's Raven, Book One in the Curse of Clansmen and Kings series, was ready for publication, and she wanted a map to accompany the story.

Linnea writes historical fantasy set in the world of the ancient Celts. Though grounded in history, Linnea's stories explore the mythos of Celtic spirit warriors, and she invokes a lot of Celtic mythology and magic in her tales. You can read my four-star review of her novel here.


Check out this Fictional Cartography by D.N.Frost for more maps!


While I specialize in mapping fictional worlds, I was quite excited to map a real-world location.

Linnea and I set up a time to talk on the phone about her map needs and how my commissions work.

The phone call went great. I answered all Linnea's questions about cost, time, and the commission process.

I also asked her some probing questions about the sort of map her story needed.

Based on her initial needs, we decided that an overview of England would suit her story best.

The long, skinny island was well-suited to a portrait-style map, and I was excited about my first portrait-oriented commission.

But as you can probably tell from the other landscape-style map shown above, this project changed course mid-stream.

As a result, Linnea now has two sets of antique maps, one showing an overview of ancient Britannia as a whole, and the other showing a more close-up view of the Cantiaci territory, where her story takes place.


Here's what she had to say about the finished maps:


Ancient Celtic Britannia, a map commission by D.N.Frost for Linnea Tanner www.DNFrost.com/portfolio Part 1 of a series.
I love this rendition of Ancient Britain! I am very happy with how it looks.

Thank you so much for working with me on this. I’ve been wanting to do this for some time for my manuscript.

It was a pleasure to work with you in creating my maps of Ancient Britain, that display the location of major Celtic tribal territories and landmarks referenced in my novel Apollo's Raven.

As I was writing my manuscript, I realized how important it was for readers to understand the distances between tribal capitals and landmarks. I loved the way that you highlighted the major landmarks of the White Cliffs (Dover Cliffs) and Apollo's Temple (Stonehenge) on the map.

Your final rendition looked like what an ancient map-maker would have created.

By your working closely with me, we were able to finalize the map that aptly represents my vision of Ancient Celtic Britain. You provided different styles of these maps that I can incorporate into my blog and final published work.

And I appreciated the way you carefully laid out the rights for using these maps. Thank you so much for working with me on this project. It was a joy to work with you.

As my series expands into Gaul (modern day France) and Italy,

I will definitely work with you again in creating these ancient worlds!

– Linnea Tanner, author of Apollo's Raven


That's it for this post! Up Next: How the coastlines took shape... Soon.


Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






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Monday, August 17, 2015

Crystallon: a map commission

This post is Part 1 of a series to augment the Fictional Cartography by D.N.Frost available for free download.

This and other map commissions are gathered in my Portfolio Directory for you to explore.

This post is also Part 1 of a series about Monica Spath.



I first met Monica Spath as one of the entrants in my world map giveaway from April 2015. She didn't win the free map, but her world sounded very cool. The information she'd entered into the giveaway intrigued me, and I felt like Crystallon was a world that deserved to come to life, so I contacted her about a discounted commission.

Though she didn't win the giveaway, Monica was still excited to map her world. She asked me some questions about the basic process, and she sent in a sketch she'd scanned from her art spiral. I was floored! Her artistic sketch was far better than anything I could have drawn myself.


Check out this Fictional Cartography by D.N.Frost for more maps!


Monica had drawn her mountains in amazing shaded ridges rather than little mountain symbols, and I felt inspired.

Though the map hadn't started yet, I wanted to spend some of my own time to see if I could mirror her cool mountain ridges with a technique of my own.

I drafted a map estimate for the realm of Crystallon, and Monica signed the page allowing me to start her map.

All the while, in the back of my mind, I was percolating the best way to capture her awesome shaded mountains with a reliable Photoshop technique.


Here's what she had to say about the finished map:


Crystallon, a map commission by D.N.Frost for Monica Spath www.DNFrost.com/portfolio Part 1 of a series.
I give five stars to the work D.N. put into this map.

D.N.Frost is a talented mapmaker who helped me bring the planet of Crystallon to life.

The map she created for me will help with the creation of different stories that take place on Crystallon.

The map is beautifully created and will be an important tool in the journey each person will take as they explore this beautiful and exciting world.

With seeing each element, I will be able to know where the scenes takes place and know how to get to either the nearest mountain or the sea.

It will also help with knowing where the roads are located and how to reach the next town.

Talented mapmaker. Thank you.

– Monica Spath, fantasy writer


That's it for this post! Up Next: Making coasts and mountain ranges... Soon.

Want to bring your own world to life? We can map your world.
You deserve a professional map you can be proud to share.

Download Fictional Cartography by D.N.Frost here, or start your adventure below.






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Saturday, August 15, 2015

The Front Rishi: a map for Awakening

The Front Rishi: windswept plains of the gryphon riders www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 13 of a series.
This post is Part 13 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 Front Rishi
The Front Rishi: windswept plains of the gryphon riders www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 13 of a series.
Windswept plains of the gryphon riders.


Geography and Climate


In Chapter 9 of Awakening, the Front Rishi comprises the western half of the Rishi Plains. It borders the Forests of Kalrein to the north, the Red River Ka to the east, and the badlands to the south, where Old Ryerin once stood.

Windswept and flat, the Front Rishi is drier than the river deltas of the Back Rishi, though consistent rains ensure the viability of its arable land. Four seasons grace these plains with hot, breezy summers and cold, snowy winters.

This region also borders the D'jed Mountains, the Gulf of Lohki, and the Great Sea.


Flora and Fauna


Most of the Front Rishi is devoted to sprawling ranches and hardy wheat fields. With little hope to compete with the agricultural prowess of the fertile deltas to the east, most denizens of the Front Rishi devote their land to pasture. Herds of horses graze the land, and large flocks of wyverns roam the grasses in search of insects and vermin. Wheat farmers commonly invite wyverns into their fields as a form of pest control. Not much land remains unclaimed in modern times, and the Front Rishi's greatest predator, the gryphon, no longer breeds in the wild. They are, however, bred in captivity, thanks to a number of rookeries where gryphon riders uphold their traditional lifestyle.


People and Dress


Modern styles of dress for plains elves vary widely across regions and individuals, but gryphon riders maintain their traditional styles of dress. Gryphon rider men typically wear their hair just past the tops of their ears. Women never cut their hair, instead wearing it in a single long braid hanging down their backs, the last few inches wrapped to prevent fraying. Gryphon riders of both genders wear loose linen clothing in a variety of colors, usually associated with the rookery from whence they hail. The most notable fashion of the gryphon riders, however, is their lack of shoes, which they forsake as an inconvenience when riding their mounts.


Native Magic


Plains elves make poor elemental mages, but their special magics are quite strong. Renowned for their Metal magic, plains elves excel at smithing and smelting. Their latent Animal magic is decent as well, generally stronger than their mountain cousins to the north. The sensory magics of the plains elves are the most potent of all the elf races, and plains elves are good with both Sound magic and their latent Touch magic abilities. While rare throughout the Known World, Music magic is present in the cocktail of plains elf magics, and it is not uncommon for wandering bards to demonstrate the rare ability to enchant listeners with their melodies.

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


Cultural Values and Traditions


Gryphon riders prize independence and leadership skills, as well as honesty and diligence. Magic is upheld as a sacred exchange of energies, and it is usually associated with the colors green and blue. Gryphon riders dwell in rookeries, autonomous villages dedicated to the preservation of gryphons and the traditions of gryphon riding. While not every resident of the rookery rides a gryphon, at least one family member must be a gryphon rider in order to live in the rookery. Family is important to the gryphon riders, and no one is expected to forsake family ties in order to become a gryphon rider. The rookery as a whole is considered one large extended family, and each group of riders, known as an aerie, is viewed as a smaller family nucleus. It is offensive to undermine these family bonds, or to insinuate that a gryphon rider cares little about his or her fellow riders.

Plains elves celebrate the new year on the winter solstice, as per the ancient merfolk calendar, which is the official calendar of the Allanic Empire. While age is counted in years, gryphon riders measure maturity through the training and discipline of one's gryphon. Regardless of age, a rider with a newly hatched gryphon is considered a novice, and more experienced gryphons earn their riders prestige. Once a gryphon fledges and begins to fly, the rider is celebrated as a full member of the rookery. Adult riders are expected to conduct regular training drills, including flying in formation, and to impart the traditional skills of gryphon riding to younger riders.


Warriors and Guardians


In olden times, each rookery was funded by a patron from one of the wealthy farms in the area, and in turn the riders of that rookery surveyed their farmland and protected crops from thieves and wild animals. These days, vast ranches have replaced most of the old farms, and remaining farmers fund their own protections. In addition, gryphon riders have become increasingly irrelevant due to the modern presence of imperial guards throughout the Plains of Rishi. Now rookeries are mostly self-sustaining, with the children of current gryphon riders taking up the next generation of hatchlings, while youth outside the rookeries tend to chase positions of wealth and esteem within the earth-bound aristocracy.


Languages


Like all plains elves, gryphon riders speak Allanic as their native language. Dialects vary slightly between rookeries, but in general their Allanic sounds informal and choppy compared to the tongue of their mountain cousins. Due to loud winds during flight, gryphon riders have a sign language used to communicate while in the air. Not surprisingly, many common gestures have worked their way into spoken conversation, and a discussion between gryphon riders may be construed as tense or even hostile if the accompanying hand signals are omitted. Cultivated over centuries of riding tradition, their sign language bears resemblance to the hand signs of the Sutek Desert, which are employed by the pegasus riders there.

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, Sharis and her brother Fal'on are gryphon riders from the rookery of Vedosr'f'n.

While they attended university in the Back Rishi, a tragic bout of plague wiped out their rookery some years ago.

Now the elf siblings roam the Plains of Rishi, bartering their services as gryphon riders for goods and shelter.

When they overhear two wraith-like creatures discussing Allana's brainwashed empress, Sharis and Fal'on set forth on a mission to save the empire.

That's it for this post! Up Next: Southern fringe of modern trade...

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






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