Wednesday, January 27, 2016

Your Story Comes First: a character workshop

This post is part 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 my world workshops in the Worldbuilding Directory.



Any book can flaunt its creativity, but to be worth reading, it has to tell a great story. Your priority as an author must be to write the best story possible. But before you can take on that challenge, you must first understand what makes a story good:

1. Readers relate to characters, not events. In a great story, readers will connect with your characters and endure plot events alongside them. Before tackling plot, focus on developing your characters into realistically complex personalities.

2. Relatable characters have personal histories, opinions, and cultural heritage. To make your characters come alive, you must know them intimately. Whether or not their secrets are revealed, your characters will seem more real when their secrets influence how you write them.


Check these Tips for Writing Fiction to see more workshops!


3. Readers want to triumph over difficulty with the characters they love. This goes for both your heroes and your villains. When you deliver a character, readers should know his thoughts, live out his feelings, want what he wants, or hate when he wins. These trials and victories let readers bond with your characters through the course of your tale.

The rest of storytelling is in the details. In my Tales of the Known World saga, I craft a gripping story from start to finish using this principle. So experiment with your writing. Discover your preferences for characters and their troubles, and you'll develop your unique voice as an author.


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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Wednesday, January 20, 2016

Dawn of Collaboration: inspiration & spark

This post is Part 2 of a series to augment the Author's Manifesto available for free download. Start with Part 1 here.

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

Find more map-making content in my Cartography Directory.



In Part 1 of this series, I began writing stories and yearned to share them with someone. Then I entered high school, a new friend introduced me to written role-playing games, and I was never the same. It seemed like the answer to my prayers!

In essence, those games were stories written back and forth with partners, each writing assorted characters and collaborating in new story arcs. The sharing I craved was built right in, and it seized me by the heart. I was hooked.

My friend and I played in online chatrooms, often writing with other gamers we'd met on the internet. I gained the reputation of a plot-master, and I seemed to feel more creatively driven than most players. My gaming refined itself to specific partners who mirrored my fanaticism, with my new best friend at the forefront.


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


She shared her existing sci-fi characters with me, and together we branched out, innovating an alien world and new characters. We built an unrealistic race of advanced humans who shape-shift into dragons, the improbable perpetrators of an interstellar colonization. In a private message window, we wrote volumes of adventures together, a few sentences at a time.

Sometimes compelling questions arose: What if the assassination hadn't been averted? We'd hatch a spinoff, waltzing our characters down divergent timelines. Before long, we raised new questions: What if we reversed the social classes of our characters? We placed them in alternate universes, and soon we had dozens of stories splayed in a thousand directions.

Into this madness, I suggested we write a fantasy story with a whole new cast. I enjoyed science-fiction, but fantasy had always been my first love. More enamored with sci-fi but sharing my love for dragons, my gaming partner conceded to the idea. Late that night, ensconced in her bedroom during one of our frequent sleepovers, I drew the very first map of the Known World.

For the humble birth of my Tales of the Known World saga, we plucked characters from four corners of the map and threw them together. Right away, I sensed she held less interest than I did, but I happily took up the slack. Erecting the main gears of the plot, I launched a hazy quest to fulfill an ancient prophesy. We dropped our characters like wind-up toys into my detailed setting, and watched the sparks fly.


That's it for this post! Up Next: How I lost myself in gaming...

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






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Friday, January 15, 2016

The Eighth Hell: a map for Awakening

The Eighth Hell: realm of generals and legendary daemons www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 18 of a series.
This post is Part 18 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 Eighth Hell
The Eighth Hell: realm of generals and legendary daemons www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 18 of a series.
Realm of generals and legendary daemons.


Geography and Climate


In Chapter 13 of Awakening, the Eighth Hell is the first of the deified regions of the Nine Hells.It lies just above the Ninth Hell, and its elevation ascends into the Seventh Hell, where sentient daemons live.

Cloaked in eternal darkness, the Eighth Hell is caustic and sweltering, lit only by fire and the churning pits of lava beneath its sheer cliffs. Great stretches of molten rock isolate the outlying hunting grounds, whose towering cliffs do little to deter the hungry.

This region also borders the Fifth Hell, the Fourth Hell, and the Third Hell.


Flora and Fauna


Desolate rock offers no hope for plant life in the Hells, and there are no animals native to the Eighth Hell. The daemons of the Eighth Hell are all sentient and unique, revered as demigods throughout the Hells and often legendary within the Known World. Their deity, known as Father, dwells in the Black Citadel of the Ninth Hell, and they serve him with undying loyalty. In times of war, they act as his commanding generals. Like all daemons, those of the Eighth Hell split in two each night rather than procreating. While daemons of the Eighth Hell do not prey on the ascended mages of the nearby Seventh Hell, they do hunt the frail mages of the Fifth Hell. Denizens will also feed on non-sentient daemons from the Third and Fourth Hells, but the higher cliffs make these hunts more arduous, and the easy prey is less rewarding.


People and Dress


The legendary daemons of the Eighth Hell care little about clothing. It is generally found inconvenient, especially since it doesn't split in two along with the daemon wearing it. However, clothes crafted with hide or hair of certain quality may retain the necessary blood magic to split in two with the wearer. While denizens of the Eighth Hell are the highest-ranking daemons in the Hells, they do not bother learning how to create lasting clothes. However, certain daemons have received gifts of clothing as offerings from reverent lesser daemons, and these creatures may still be wearing their clothes today.


Native Magic


Instead of the life magic that forms the physical foundation of the Known World, the realm of the Nine Hells is founded on blood magic. Blood magic is little seen and hardly understood in the Known World, giving rise to the notion that it is evil magic. While there are daemon scholars in the Nine Hells who have studied and categorized blood magic, the revered denizens of the Eighth Hell are not among them. Daemons of the Eighth Hell are each unique, and each of them has a unique blend of blood magics unseen in any other daemon. While each daemon is extremely skilled in its own magics, most do not take the time to develop their skills further, nor do they try to learn new magic skills from other daemons.

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


Cultural Values and Traditions


Life for daemons of the Eighth Hell is dominated by religious devotion to the deity Father, and by daily combat to the death in his name. The Eighth Hell is the last domain between Father's realm and the lesser Hells, and its denizens take their charge of protecting the Black Citadel very seriously. Countless devotees from lesser Hells embark on lethal pilgrimages to return to Father, and the daemons of the Eighth Hell must thwart all but the most worthy of pilgrims before they reach the final gate. Those deemed fearless enough, violent enough, and faithful enough pass the Trial of Devotion and are allowed through the Eighth Gate. Beyond, they'll entreat the greatest privilege imaginable: to die upon Father's table and be consumed by the creator himself, thus returning to Father in the most literal way.

As Father's last line of protection from the unworthy, the denizens of the Eighth Hell are loyal, incorruptible, and absolute. Those who fail the Trial of Devotion count themselves lucky to die so close to the Black Citadel. The most unworthy of supplicants are turned away alive, denied the precious gift of death that Father extends to all his faithful. The pain of this denial is extreme, and the daemons believe that through enduring this pain, a supplicant can be purged of past unworthiness. Sometimes, great physical injury is also inflicted upon the denied, and this bodily harm is understood as a kindness, heightening the pain of the denial and hastening the purge of unworthiness. Daemons rarely survive these injuries, and their eventual death is considered the sign of Father's gracious reprieve.


Warriors and Guardians


The daemons of the Eighth Hell are the most devout and pious of all the Hells, which means they are the most violent. In the name of Father, they hone their battle skills constantly, splitting in two each day and fighting their identical twins to the death. Often, they devour the vanquished to save time, though quick victories can result in lethal hunting parties. This continuous battle does honor to Father, setting an example for the lesser Hells by demonstrating their utmost dedication to warcraft and the art of sustainable living, which are considered nearly synonymous. Throughout the lesser Hells, elite clans of warrior-priests emulate the lives of those in the Eighth Hell by waging war on each other. Induction into these elite clans includes battling one's twin to the death, and ceremonial banquets honor the fallen by serving their flesh to the living.


Languages


Regional languages abound throughout the Nine Hells, but the denizens of the Eighth Hell have abandoned their local dialects in favor of T'spfk'gt'x, the language of Father himself. As a unifying tongue for all the Hells, T'spfk'gt'x has no vowels at all, allowing even those daemons without vocal cords to speak it. The language's name translates to Of the Winged Ones, and it sounds like a crush of hissing consonants to a speaker from the Known World. While the daemons of the Eighth Hell are not well-versed in reading and writing, they are adept in the range of military whistles used to issue commands to troops. Ironically, whistling in other contexts is exceptionally degrading and vulgar, though daemons of the Eighth Hell are so high-ranking that they rarely suffer any consequences.

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 runaway slave reluctantly embroiled in the fate of the world.

Through the course of his strange destiny, Jorn's soul is torn from his body for a disturbing excursion into the Eighth Hell.

There, he is forced to watch the epic battle of twin Minotaurs for hours on end.

Jorn is eventually reunited with his body, but the horrific trauma of his experience lingers as he works to unbind the mythic city A'lara for masters new and old.


That's it for this post! Up Next: Forged by a legend and veiled in mist...

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






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Friday, January 1, 2016

Portent XVIII 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!



Bereft successor drowned in red
With thorns for crown and stones for bed
On eve by master all lay dead
The shackled proud would satiate
With nothing but her wide estate
To tempt the tempted tempting fate

Come low who heed the highest plea
Escape the pressures of the sea
And spill their blood for homes to be
They call an end to time untold
By land and sea a hundred fold
And turn to green to turn to gold.


Can you decode the future Tales of the Known World?

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


I love this portent's triple rhymes! Though the events foretold come to pass well after Book 2, hints of this future arise in Part 1 of Broken.



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:
Lensih Ndwahvi Lohki VI
2:1:1:2/5, 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: Where Hells begin and gateway ends...

For the Prophesy Appendix, enter your email above.






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