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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Thursday, August 13, 2015

Celtic Tarot Card Meanings: an inspired collaboration

This post is Part 3 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 tarot-related content in my Tarot Gallery.



After contributing my first guest post in Part 1 of this series, I was eager to create a second guest post for Linnea Tanner. She writes historical fantasy and explores Celtic mysticism, tradition, and mythology on her blog.

I asked her if any other animals had special relevance to her series of novels, and Linnea replied that wolves and horses were two important symbols in her books. As with my first guest post, I flipped through my tarot book for cards with wolves and horses.


Check out these Guest Resources for more inspirational content!


I found one card, The Shaman, with a wolf on it, and two cards, The Chariot and the Seven of Swords, with horses. Accompanying these cards was a wealth of knowledge about Celtic history, the symbolism of these animals, and how the animals were celebrated in Celtic tradition.

As I compiled my guest post proposal, I noticed how well the symbolism of these three cards tied together. Just like my last post, Linnea's knowledge of the ancient Celts helped me select cards with corresponding themes for her blog.

I submitted my enthused proposal, and Linnea had a surprise for me! Not only did she accept the proposed tarot post, but she inquired about a map commission for her upcoming novel, Apollo's Raven.

Everything happened in a blur after that. The map dominated my focus, and the next thing I knew, a week had flown by. I knuckled down to edit and format the post. Since Linnea's own posts are quite long and informative, I left in as much of my original draft as I could, presenting a vibrant and in-depth picture of the ancient Celts.

When the post was finished, I sent it to Linnea and got back to work on her map. She loved the post and soon it was live on her blog. The whole experience felt breezy and light, probably because we both were knee-deep in finishing her beautiful map of ancient Britain.


You can connect with Linnea
at LinneaTanner.com here.

And be sure to subscribe to Linnea's awesome blog, if you haven't already!


That's it for this post! Up Next: The actual guest post content...

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






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Monday, August 10, 2015

Fantasy Reimagined: inspiration & spark

This post is part 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.



They just don't make quests like they used to. Make no mistake, I love fantasy like Sam loves Frodo and like Snape loves Lily. But how many sword-swishing heroes can you meet before they all blur together? Like a careworn blanket, epic fantasy seems comfortable but hardly exciting.

I want to change all that. Amidst this painful trend toward the mundane and washed-out, I seek to turn epic fantasy on its head. I set forth to write an adventure like nothing you've read before. My goal is nothing short of fantasy reimagined.


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


Tolkien gave birth to the fantasy genre when he first codified the assorted myths of Europe into his tales of Middle Earth. Since then, we haven't ventured far from his historic beginnings. Elves are always magical and often immortal. Orcs are stupid, wraiths are evil, and mankind has no magic to call its own.

But not anymore. Within my Tales of the Known World saga, I re-examine, re-interpret, and all-out reinvent the tenets of epic fantasy. I present to you a gripping adventure that explores both time-honored tropes and well-loved fantasy traditions from new angles. And with your help, I believe our beloved genre can rise again.


That's it for this post! Check out my latest inspirations for more.

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






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Saturday, August 1, 2015

Portent XIII 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!



Ambassador from dragon mage
To weary slaves in rattled cage
He calls his brethren all arise
To seek the timeless sight's demise

When hatred's flow is left unquenched
Their sights on sight are sorely wrenched
To boldly tread the rocky path
Deferring to diverted wrath

From chains they rise and free they fall
Alive for once and dead for all.


Can you decode the future Tales of the Known World?

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


This portent ends with a spooky couplet, which furthers the eerie foreboding this prophesy creates. It is quoted only once in Awakening, before a scene in Chapter 5. The foretold events come to pass in Book 4. Who do you think the ambassador could be?



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:
Varyik Seloh Rovikya XVI
1:3:3:6/5, 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: A prison she cannot defeat...

For the Prophesy Appendix, enter your email above.






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Monday, July 27, 2015

Minbari of Sheridan's World: 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 2 of a series about Stephen Everett. Start with Part 1 here.



I first connected with Steve in Part 1 of this guest series, when we collaborated on his map of Babylon and Corinth for Sheridan's World. Later, Steve connected with me for a second map of the same planet. This time, we'd be mapping Minbari, a longer and skinnier continent on the other side of Sheridan's World.

For this map, Steve had some specific coordinates for the limits of the Minbari continent, but fewer towns with exact coordinates. We discussed his basic needs for the map, and I sent Steve an estimate based on the streamlined style of his first map.


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


Shortly after he signed the estimate, however, Steve mentioned including more topography like forests and rivers.

Since the estimate hadn't accounted for the additions, I noted the new features he wanted.

As a repeat customer, Steve understood the difference between the map elements I'd factored into his estimate and the map elements he brought up afterward.

Once I knew Steve was fine with the extra cost of his topography additions, I used a rough sketch he'd sent me to make an initial render of his coastline.


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


Minbari of Sheridan's World, a map commission by D.N.Frost for Stephen Everett www.DNFrost.com/portfolio Part 1 of a series.
I love it. The map has a wonderful strangeness.

We used colour and shadings to convey mood and geography.

I love the colours.

The shading and tones and colors all work together, and I love the way the shading came through and bleeding of colours worked.

The rain forest is spot on! You are incredible. I love the map.

D.N. used her skills to create the eastern portion as a battle between Earth life encroaching and fighting the local alien life.

I think the whole effect is awesome. I love the way the map really does have an otherworldly feel.

Thank you so much for all your efforts.

Hell yes, excellent job on this. Very spacey and cooooool!

– Stephen Everett, science-fiction writer


That's it for this post! Up Next: How the continent 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.






Liked this? Share, please!

Monday, July 20, 2015

Coastlines of A'tal: a map commission

This post is Part 2 of a series to augment the Fictional Cartography by D.N.Frost available for free download. Start with Part 1 here.

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

Find more guest-inspired content in my Guest Directory.



After Morgyn sketched A'tal in Part 1 of this series, I started working on a render. Morgyn had very specific travel times for her world, so first I transformed her sketch to the right dimensions in Photoshop.

I overlaid a grid on her sketch and shrank the width and height until they matched her travel times. With everything in the right ratio, I enlarged the whole sketch in proportion to fill the page.


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


Certain travel times were due southwest, so I made a slanted grid to space them properly.

I chopped pieces of her sketch and dragged them to match the distances Morgyn needed for her stories.

With an accurate outline in hand, I sculpted her coastline and added the mountains, foothills, and river as she'd drawn them.

These were sketchy for her reference, so she could confirm the basic placement of things. I overlaid her re-proportioned sketch over the render, which Morgyn printed out to draw her changes right onto the render.

Morgyn added an east coastline, moved around some settlements, and added a few more ports and another river.

She also drew a more natural curve for the foothills to follow.

I rendered a cleaner version of the mountains and foothills with a more natural undulation.

Then I spent some time cleaning up little overlaps between mountains, and I colored the mountains gray. Using their dividing line, I colored the red deserts of Daharsha.

The hues were still in quick-color mode, a bit more vibrant and full-force than the finished map would be, but I was looking for tones that would blend well together when antiqued, and for a green and red combination that didn't feel like Christmas.


That's it for this post! Up Next: Adding the towns and tribes... 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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Wednesday, July 15, 2015

Old Ryerin: a map for Awakening

Old Ryerin: fallen civilization of the tree elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 12 of a series.
This post is Part 12 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!



Old Ryerin
Old Ryerin: fallen civilization of the tree elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 12 of a series.
Fallen civilization of the tree elves.


Geography and Climate


In Part 3 of Awakening, Old Ryerin is a lost forest that stood in what is now the badlands. A mighty civilization once reigned between the Glades of Despair and the Front Rishi, before dark fire reduced the trees to charcoal. Ample coastlines made for bustling trade with Ryerin's neighbors, and the moisture from sea breezes fostered rainy, temperate seasons.

This region also bordered the Gulf of Lohki, Desperate Sea, and Plains of Rishi.


Flora and Fauna


The old growth forests of Ryerin were rife with grand oaks and king beech trees that towered over 150 feet high. Stands of elven birch grew in the sandy soil near the coasts, and a thriving ecosystem of birds and woodland creatures dwelt within the trees. The mightiest of all Ryerin's birds was the great phoenix, whose airspeed and glorious plumage earned it the name fire falcon. In addition, its ability to regenerate damaged or lost limbs gave rise to the name resurrection eagle. Now extinct like the rest of Old Ryerin's creatures, the wild phoenix was known to hunt in bands of five or six members, using stealth and strategy to take down deer and wild boar.


People and Dress


The tree elves of Old Ryerin built a mighty civilization within their forest, but they fled northward when Ryerin burned. Now they live as second-class citizens in the Plains of Rishi, scratching out an indentured living beneath the wealthy plains elves whose ancestors offered Ryerin's refugees the chance to earn their keep. The fairest of all the elves, tree elves have light hair and light eyes. Like all elves, they are tall and graceful, and like most of the elf races, they have long backswept ears. The tree elves of Old Ryerin were strongly allied with the flourishing civilization of nymphs to the south, and loosely allied with the rural agrarian culture of plains elves to the north. Both men and women tended to dress in white robes, though colorful trim was often used to symbolize financial status, guild membership, and individual preference.


Native Magic


Like most of the elf races, tree elves make poor elemental mages. They display good sensory magics, with their Sound magic comparable to that of plains elves, though their latent Touch magic is typically less prevalent than in their plains elf cousins. Both their prime Metal magic and their latent Animal magic are quite good, and though there are few stellar Metal mages amongst the tree elves, their special magics as a whole are more balanced than other elf races. This balance gives rise to a greater prevalence of rare Forge mages, who can sharpen and sculpt cold metal as if it were clay.

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


Cultural Values and Traditions


The tree elves of Old Ryerin valued justice and equality over all other virtues. Model citizens were fair and indiscriminate in their affairs, regardless of their financial standing. The meritocracy of Old Ryerin sought out the smartest and most capable for positions of power, and even the king was appointed by an electorate of Ryerin's most virtuous scholars. Magic and education went hand in hand, and Ryerin's universities were renowned throughout the Known World for their accessibility and stellar curricula. Families were large and egalitarian, tracing lineage through both the male and female lines, and important family decisions were usually determined by the vote of parents and children, as well as extended family such as grandparents, aunts and uncles, and even cousins. Every voice was considered equally important, and it was most offensive to dismiss a Ryerik's opinion without giving it due consideration.

Age was measured in years, and Ryerin placed the new year on the winter solstice as per the solunar tables of the ancient merfolk calendar. The line between childhood and adulthood was very blurred for the Ryerik, and overall maturity was usually the deciding factor in how a person was viewed. Articulate and compassionate individuals were often considered adults early in life, while recalcitrant or spiteful personalities were viewed as children well into their thirties. The mark of adulthood was measured in how an individual treated others, particularly those who could offer nothing in return. While no celebration marked a child's ascension into adulthood, weddings were a huge affair in Old Ryerin. Wedding preparations often took years to perfect, and the wedding itself often spanned a week or more of drinking, feasting, and music interspersed with grand speeches and gift presentations from family members and well-wishers.


Warriors and Guardians


Though Old Ryerin had little cause for war, highly-trained phoenix gliders were considered the guardians of the forest. These riders were respected throughout Ryerin, and they were often given special consideration out of appreciation for their guardianship. Aspiring youths would report to one of the land's many aeries, and each selected a phoenix chick from the hatchery there. Life in the aerie consisted of combat training and care for one's phoenix, as well as mandatory schooling to ensure a balanced education for each rider. Adult phoenix gliders also learned aerial maneuvers and battle tactics, as well as the overarching strategies of war. The oldest riders retired from active duty to teach the youths of the aerie, and at a rider's death, the aerie released his longer-lived phoenix back into the forest. Unfortunately, phoenixes are now extinct, and the tradition of phoenix gliding died with them.


Languages


The tree elves of Old Ryerin spoke a language known as Ryehren, which was a dialect of the mer language that was was heavily influenced by A'lari, the language of the nymphs to the south. Strangely, the tree elves are the only one of the elf races whose tongue is not based on Ka'e, the ancestral language of the elves. However, the high civilization of Ryerin escalated their language to the lingua franca of its day, and people across the Known World learned Ryehren in order to trade and conduct foreign policy. The language Ryehren was written in a curving script similar to that of the mers, and it was the first "universal" tongue of the Known World, though most outside of Ryerin spoke their ancestral tongue natively and learned Ryehren as a second language.

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 is a plains elf who lived in Old Ryerin until it was cursed by the invading Colkh'rak.

After helping citizens flee northward, Kingard witnessed the rapid decay of his beloved home into the arid desolation of the badlands.

Now, he leads a company of fugitives around the badlands and into the Glades of Despair, where the mythic city A'lara awaits their arrival.

With little more than luck on his side, Kingard hopes to reach the magic city and unleash the power to oust the Colkh'rak once and for all.


That's it for this post! Up Next: Windswept plains of the gryphon riders...

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






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Wednesday, July 1, 2015

Portent XII 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!



By land and sea and air they ride
The motley force of Mother's pride
For prince estranged they come by air
Their chieftain blessed by danger's wear

The sea erupts its lowest lows
By countless heads the army grows
The long unshackled earthly rise
To fight beneath unshrouded skies

Beholden from the depths they burst
To oust again the reigning cursed
The wretched now cannot defend
With threefold battle at its end

But advent unexpected wrests
The night from long unwelcome guests
Unleashed the gateway's vicious roar
With thunder turns the tides of war.


Can you decode the future Tales of the Known World?

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


This epic portent is quoted before three scenes in Awakening, and it predicts one of the coolest plot twists in Book 4. I love the sturdy rhythm of this prophesy. What do you think the threefold battle might be?



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:
Resyn Jarunwe Rovikya XV
1:3:3:5/5, 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: To boldly tread the rocky path...

For the Prophesy Appendix, enter your email above.






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