Tuesday, May 17, 2016

Kleinpharas of Gardul: 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 3 of a series about Jeffery Ingram. Start with Part 1 here.



I first met Jeffery in Part 1 of this guest series, where we connected over our love of fantasy maps. We soon collaborated on things like my interview for his podcast, a joint spin-off series about how to create your own languages, and an ongoing mastermind project to empower other worldbuilders.

Jeffery even recommended my mapping services to his fans in another of his podcast episodes! I was grateful for the shoutout. When he launched a Kickstarter to fund his first book, I wanted to contribute to his cause.


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


My friend Jeffery makes his own maps, and he has built some incredible detail into his invented fantasy world Gardul.

I contacted him and offered to donate a professional map commission for his book.

Not only was Jeffery enthused about the project, he took it one step further. He wanted a map poster in addition to the map for his book.

The enlarged size of the poster brought some new challenges for me, but I was excited about solving them to meet Jeffery's vision.

He sent me all the maps he'd made, held a phone consultation about his other needs for the map, and we were off!


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


Kleinpharas of Gardul, a map commission by D.N.Frost for Jeffery W Ingram www.DNFrost.com/portfolio Part 1 of a series.
I love it. They look great!

First, I love the look of the poster map. Great job with the colors as well.

I like the depth lines; I like the new font. Sweet.

I think the topography is very good.

You did a great job getting this correct.

– Jeffery Ingram, co-creator of Worldbuilder's Anvil


That's it for this post! Up Next: How the continents 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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Wednesday, May 4, 2016

Enlightened Entertainment: 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 more consciousness content in my Cosmic Directory.



We have entered a new age. Our science tells us that ideas have frequencies, and we now know that energy creates the matter of our world. On the contested horizons of leading-edge science, humanity has discovered that everything is connected.

Through the mechanisms of energetic resonance, quantum particles leap into existence, and evidence is mounting that our thoughts influence how they manifest in the world. We are called as never before to lead uplifted, compassionate lives, and many of us have come together in the spirit of joyous self-discovery.

But through my own journey, I've noticed there's not much fiction out there for people like us, people who want to choose happiness over stress and positivity over negative thinking. From this new paradigm of thought, even the most brilliant TV shows and well-written films can seem hollow, disappointing, and rooted in an outdated approach to life. Since becoming an off-grid hermit isn't an option for everyone, what can the spiritually-inclined person enjoy at the end of the day?

My goal is to provide entertainment for the enlightened age. I welcome you to my Tales of the Known World saga. In this fantasy world, the magic works like the energy of thought, and spiritual principles guide the unfolding plot and characters involved.


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


These are not bland stories where everyone holds hands. My tales are gripping fantasy adventures! Through the lens of understanding, I explore the deepest flaws in our human nature, and I quest for answers about our own redemption. The story comes first, and if nothing else you will surely enjoy the epic tales I weave. But embedded in my work is a spiritual paradigm we've realized is true, though our culture is still adjusting to our new understanding that thoughts manifest reality.

I want you to enjoy your spiritual journey. If you've chosen to feel good regardless of what is staring you in the face, you should still be able to curl up with a good book or some great TV. My work as an author aims to provide the gripping adventures we all enjoy, but in a way that resonates with spiritual truths, rather than undermining them.

I invite you into my Tales of the Known World saga, so you can enjoy the benefits of an adventure woven from an uplifted perspective. The story is engaging, and the framework of the Known World will empower you to discover truths within your own heart. It has been my pleasure, honor, and privilege to create these stories for your enjoyment, and I hope my saga will spark more people to create entertainment for the enlightened age.


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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Sunday, May 1, 2016

Portent XXII 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!



The timeless wrought by death implied
And bound by fears of sight denied
Permit the hellion army cross
Consigning men to master's loss

They congregate at water's edge
Resuscitate the legend's ledge
Their forces massed unready stand
To hold their line and hold the land

With every wave the terror swells
Unleashed the clans of living Hells
Resistance cleave with mortal fear
And devastate the mortals mere.


Can you decode the future Tales of the Known World?

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


I'm so proud of this one! I especially love "...they congregate at water's edge / resuscitate the legend's ledge..." This prophesy comes to pass at the end of Broken, but it's only a spoiler if you crack the code. What do you think it means?



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:
Daryoh Lendisyn Lohki XX
2:2:2:1/5, 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: And pitiless their judgment cast...

For the Prophesy Appendix, enter your email above.






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Friday, April 15, 2016

Atlas of the Known World: a map directory

This post is part of a series to augment the Atlas of the Known World available for free download.

The best and latest TotKW maps are gathered in this atlas guide for you to explore.

Find the books of the TotKW saga in my Books Directory.



Hello, there! Thanks for your interest in my cartography. My name is D.N.Frost, and I'm a fantasy author, cartographer, and world-builder. As I work on each book in my Tales of the Known World saga, I make a number of maps to boost my motivation and enhance my craft as a storyteller.

Why make so many maps of the Known World? I discovered that maps not only improve my tales, they connect readers more deeply with the world I've created. To help you bring the Known World to life, please enjoy this collection of short overviews and antique maps from my saga.


Download your map guide Atlas of the Known World here.


These are maps of the diverse regions in my fantasy world. Navigate this intricate realm and the epic fantasy adventures that take place in here. You'll learn what drives me to keep making maps, and specifics about each region's people, culture, and magic.

This resource directory also links to a number of mapped regions and longer blog posts, so you can delve deep into your favorite places. I'm proud to offer you this compilation of my fantasy maps and approach to cartography, and I hope you use this resource to enhance your reading experience.

That's it for this post! Check out the latest TotKW maps for more.

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






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Friday, April 1, 2016

Portent XXI 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!



Through comrade returned to earth yet unearned
Reluctant empress crowned
With mantle of war from spindles of yore
For legends long renowned

From memory's halls, necessity calls
Her mind at last to right
Her love from the land, she greets the demand
To lead the foreign fight

Her people displaced, they bid her in haste
Embrace the timeless mold
And gateway entreat their prison defeat
To depths of Hells untold.


Can you decode the future Tales of the Known World?

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


I love this prophesy! I wrote it to use as a pre-scene quote for just one scene in Awakening, but the meter is really cool, and I enjoy the rhyme scheme a lot, too.

Though the prophesy actually comes to pass in Book 3, the quote appears in Book 1 before a scene involving the Empress Deira. What do you think it foretells?



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:
Gasyih Nodehki Kaedya VII
2:1:4:2/5, 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: With every wave the terror swells...

For the Prophesy Appendix, enter your email above.






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Tuesday, March 15, 2016

Maps of Awakening: an atlas directory

Maps of Awakening: fictional cartography from Book 1 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost @DNFrost13 Part of a series.
This post is part of a series to augment the Atlas of the Known World available for free download.

The TotKW maps from Awakening are gathered in this atlas guide for you to explore.

Find the rest of the TotKW saga in my Books Directory.



Also check out the maps from other TotKW books:
Maps of Broken: fictional cartography from Book 2 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost @DNFrost13 Part of a series. Maps of Conceived: fictional cartography from Book 3 www.DNFrost.com/maps #TotKW An atlas directory by D.N.Frost @DNFrost13 Part of a series.

For the making of the TotKW maps, see www.DNFrost.com/cartography.

And for map commissions for other authors, see www.DNFrost.com/portfolio
.


You are invited to download any of these maps to share with friends, or use them to write fan-fiction and create role-playing games. See the Gamers of the Known World for your invitation to use these maps for your own games and stories.

Map Key for Book 1
Map Key for Book 1: legend of symbols for towns and topography www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.


All images are web-sized for quick online sharing. For print-quality images, come Inside TotKW Books to access free downloads.

Click the thumbnails below to view each map, and click the linked text to read the atlas entry about each region, its people, and their magic.



The Known World: an enchanted realm of magic and prophesy www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Known World

Enchanted realm of magic and prophesy.

This world map is for Book 1.

Discover its people and their magic here...



Kholl: a bleak, frigid land at the edge of the world www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

Kholl

A bleak, frigid land at the edge of the world.

This section map is for Part 1.

Discover its humans and their magic here...



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

The Khollek Mountains

Land of icy crags and broken shale.

This portrait map is for Chapter 1.

Discover its humans and their magic here...



The Sutek Desert: eternal sands of the mystic Dua Dara www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Sutek Desert

Eternal sands of the mystic Dua Dara.

This portrait map is for Chapter 2.

Discover its humans and their magic here...



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

The Forests of Kalrein

Towering black pines of the faeries.

This portrait map is for Chapter 3.

Discover its faeries and their magic here...



The Draconan Mountains: northern reaches of dragons and men www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Draconan Mountains

Northern reaches of dragons and men.

This portrait map is for Chapter 4.

Discover its humans and their magic here...



The D'jed Mountains: roof of the world and home of the elves www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The D'jed Mountains

Roof of the world and home of the elves.

This portrait map is for Chapter 5.

Discover its elves and their magic here...


Download your map guide Atlas of the Known World here.



The Plains of Rishi: farmland of elves and gryphon riders www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Plains of Rishi

Farmland of elves and gryphon riders.

This section map is for Part 2.

Discover its elves and their magic here...



The Back Rishi: fertile river deltas in the elf heartland www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Back Rishi

Fertile river deltas in the elf heartland.

This portrait map is for Chapter 6.

Discover its elves and their magic here...



The Katei Ocean: lifeblood of trade routes and pirates alike www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Katei Ocean

Lifeblood of trade routes and pirates alike.

This portrait map is for Chapter 7.

Discover its merfolk and their magic here...



Kanata: tropical paradise of plantations and aristocrats www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

Kanata

Tropical paradise of plantations and aristocrats.

This portrait map is for Chapter 8.

Discover its humans and their magic here...


Download your map guide Atlas of the Known World here.



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

Old Ryerin

Fallen civilization of the tree elves.

This section map is for Part 3.

Discover its elves and their magic here...



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

The Front Rishi

Windswept plains of the gryphon riders.

This portrait map is for Chapter 9.

Discover its elves and their magic here...



The Gulf of Lohki: southern fringe of modern trade www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

The Gulf of Lohki

Southern fringe of modern trade.

This portrait map is for Chapter 10.

Discover its merfolk and their magic here...



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

The Desperate Sea

Forsaken waters off the coastal badlands.

This portrait map is for Chapter 11.

Discover its merfolk and their magic here...


Download your map guide Atlas of the Known World here.



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 of a series.

The Nine Hells

Shadowed realm of daemons and lost souls.

This section map is for Part 4.

Discover its daemons and their magic here...



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 of a series.

The Glades of Despair

Seething jungle of magic and nymphs.

This portrait map is for Chapter 12.

Discover its nymphs and their magic here...



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

The Eighth Hell

Realm of generals and legendary daemons.

This portrait map is for Chapter 13.

Discover its daemons and their magic here...



A'lara City: forged by a legend and veiled in mist www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part of a series.

A'lara City

Forged by a legend and veiled in mist.

This portrait map is for Chapter 14.

Discover its towers and their magic here...


That's it for this post! Check out the latest TotKW maps for more.

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






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Tuesday, March 1, 2016

Portent XX 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!



Through timeless fog enticed
The wayward builder swayed
Assents to trade ignoble heist
For memory unmade

Across his years of pain
Unshackled elf complied
To long confide in son unslain
Of family denied

Though beauty in his sights
Embraces hero's tale
Their vouches fail to set to rights
The mind behind the veil.


Can you decode the future Tales of the Known World?

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


This prophesy comes to pass in the first few chapters of Broken. I love the complex rhyme scheme layered over the plodding iambic meter.

Who do you think the wayward builder is? I'd love to hear your suspicions on the upcoming ignoble heist, too!



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:
Gwndah Velyohki Rovikya III
2:1:3:5/5, 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: From memory's halls, necessity calls...

For the Prophesy Appendix, enter your email above.






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Monday, February 15, 2016

A'lara City: a map for Awakening

A'lara City: forged by a legend and veiled in mist www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 19 of a series.
This post is Part 19 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!



A'lara City
Kanata: tropical paradise of plantations and aristocrats www.DNFrost.com/maps #TotKW A map for Awakening by D.N.Frost @DNFrost13 Part 11 of a series.
Forged by a legend and veiled in mist.


Geography and Climate


In Chapter 14 of Awakening, A'lara is a legendary city in the heart of the Glades of Despair. Powerful magic drew the stone city from the earth centuries ago.

Five magic libraries called jyagaweh honor those who gave their lives to forge the city. Sheltered in the glade from outsiders, A'lara endures the muggy summers and warm winter deluges without a spot of rust.

This region also lies within the lands of Linneyo Yuuny'ii, near the River Yuuny'ii.


Flora and Fauna


The flourishing rainforest surrounding A'lara defers to the city's magic, and no vines climb the outer walls. Though magic protects A'lara from being spotted from the air, the canopy breaks open above the city, allowing visitors an unfettered view of the sky. Within the walls, the city's paved cobbles show no signs of wear. No weeds sprout between the stone seams, and no moss clings to the shady sides of its towers. Silent and barren, A'lara is a city untouched by the throes of time.


People and Dress


Many legends of A'lara abound, but the truth is there are no guilds of powerful mages within the city walls. In fact, not a single soul lives there. The city remains locked and bound by the magic of its massive iron gates. One legend holds that the souls of the five who died to forge the city still haunt its empty streets, but another insists they departed the moment their life magic raised the stone towers. In either case, the five races have never been fully united, and the city A'lara stands for many people as a symbol of virtue and alliance in the face of a common enemy.


Native Magic


A'lara was forged by life magic, the most primal and subconscious of magics. Scholars have determined that life magic is the force that anchors matter in physical form, and without life magic there would be no world at all. Every object harbors inherent life magic, and all living things harbor more life magic still. The more sentient a being, the more life magic anchors its physical existence. The power of A'lara therefore comes from the five who surrendered their life magic to forge the city. This staggering power imbues the city with its unparalleled libraries, one for each of the five races, whose depths of magic reveal the exact knowledge any visitor most needs to know.

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


Cultural Values and Traditions


There are no people within the city A'lara, and legends about the city differ widely from place to place. A'lara symbolizes different things to different peoples throughout the Known World, but most consider the city a myth.


Warriors and Guardians


The magic of A'lara protects it from outsiders, but the city has produced one mighty warrior to protect all of the Known World. When A'lara was forged, a sixth person was present to bind together the magic of the other five. A'lara steeped this sixth person, known as the Binder, in incomparable magic and wisdom. He emerged from the city a changed elf, immortal and indomitable. In a time of crisis, he single-handedly drove invaders from Allana's shores, ousting their eight-year regime and restoring the rightful throne of the empire. Task complete, the timeless Binder whiled away his centuries, abiding a prophesy heralding a new time of crisis. Only then will he be able to return to the city and free himself from his immortal bonds.


Languages


With no denizens to call its own, A'lara has no spoken language. However, some of the stones within the city, most notably inside the Binding Pillar, bear inscriptions written in Ka'e, the ancestral language of the elves. It is believed that these inscriptions appeared in the Binder's native language, and that the inscriptions are not indicative of the superiority of the elvish tongue. Further corroborating this notion, the books within the five magic libraries of the city fill with words in the reader's native language, no matter what language it may be.

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 the immortal elf who helped bind A'lara into existence three centuries ago.

Unleashed from awaiting his long-delayed call to action, Kingard now mounts a quest to reach the city A'lara with a new set of five individuals, each descended from one of the original five.

Guided by prophesy to a little town in the mountains, he unites with the first two members of his destined party.

Kingard leads them through the heart of the empire in a desperate race to reach the city A'lara before all the Known World is doomed.

That's it for this series! Check out the latest TotKW maps for more.

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






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Monday, February 1, 2016

Portent XIX 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!



Her advent bids the council rise
To greet her under darkened skies
Where Hells begin and gateway ends
Well met the friendless friends of friends

Her journey they supplant once more
For gate to breach the dark implore
And guide her through the mortal wail
Of shade transcending veil to veil

Her mentors timeless gate estrange
And plead remorseless gate exchange
With thunder's anguish to and fro
Her life for life and woe for woe.


Can you decode the future Tales of the Known World?

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


This prophesy comes to pass in Book 3, titled Conceived. It opens a scene in Part II of Awakening, in which a dragon attacks Port Myre of Kanata.

I love the rickety rhyme at the end of each stanza of this riddle. Can you guess who the friendless friends of friends are?



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:
Donvyik Karasyn Dynde IX
2:1:1:5/5, 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: Their vouches fail to set to rights...

For the Prophesy Appendix, enter your email above.






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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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