Showing posts with label Amanda C Sutliff. Show all posts
Showing posts with label Amanda C Sutliff. Show all posts

Saturday, July 2, 2016

Tales of Elda'ri: Chapter One

Tales of Elda’ri

Chapter One: The Shadow Melder



“Shadow Melders are easier to see in the fog,” Uncle Drakan’ay reminds them, for the second time since they left their home at Foxhole a short while ago. “Without the fog, we’d be fighting blind.”
That’s easy for him to say, Elda thinks. He’s the one with the living staff covered in bioluminescent Foxfire shrooms, which give off a green light bright enough to illuminate several paces in all directions. And her brother Arro’ay follows behind her, carrying a small flame in a lantern hanging on the end of his spear. Even with the fog, she is the only one of their trio who will be fighting blind if the Shadow Melders attack. Despite walking between the two Sylvan, Elda’ri still stumbles as she crosses the Fox Clan’s wheat fields with her brother and uncle.
Traveling across Sylva at night is like exploring a mossy cave, thanks to the cloud city Nebula, which floats above the Rainforest Sylvan Realm and blocks all light from the moon and stars. Elda squints up at the giant gray cloud, silently cursing the darkness while rain patters on her nose. She stumbles on after her uncle, her bo staff at the ready just in case.
“How much further to the Fringes, uncle?” Arro’ay asks in a soft voice that barely travels to Elda’s fox-ears.
When their uncle doesn’t answer Arro’s question, Elda pipes up. “We’ve been walking forever. Did we accidentally pass the Fringes already?”
“Patience, Pup,” Uncle Drake says. “The Fringes are well guarded, even in the wee hours of the morning. We couldn’t possibly miss it.”
Uncle Drake has called Elda’ri Pup for as long as she can remember. They are all members of the Fox Clan, but somehow, out of the many cousins and siblings she said goodbye to this morning, Elda is the only one Uncle Drake ever calls Pup. And maybe it’s an apt nickname. Her whole short life, Elda only left her Smallclan one other time, so she fits the visual of a young fox kit bravely venturing forth from her den for the first time. She’s glad to have her uncle guide the way to Foxden, but as she thinks back on all the goodbyes from this morning, tears prickle at her eyes. She wishes her parents could have come along, even though she knows that it would have been impossible. But now is not the time to dwell on long goodbyes.
Elda focuses instead on the journey ahead and the chances it will bring. She will finally meet members of the other Sylvan clans. Despite being human, the Clans of Sylva all have distinct animal features thanks to their magic and their Clan Animals. So Uncle Drake, Elda, and her brother Arro all have pointed fox-like ears, fiery-red hair braided down their backs, and sharp fox-canines. Elda hopes to meet a fellow Duellator of the Wolf Clan. She’d love to win a duel and prove once and for all that a fox’s craftiness in a fight matters more than strength.
Uncle Drake stops walking, and Elda comes to a sudden halt and shifts uncomfortably when she recognizes the Fringes. The mist ebbs and flows over the man-made clearing. Off in the distance, the first signs of the sun’s light bend over the horizon. The far-off thin line of blue, orange, and red light only reminds Elda that she cannot see a thing more than a few feet beyond the range of the viridian Foxfire. But dawn is upon them; they timed their departure perfectly. And the foggy morning will give them a distinct advantage over any Shadow Melders that lurk in the forest ahead.
Even with everything aligned to work in their favor, Elda can’t stop her insides from quivering. She looks about the Fringes, which at first sight appear to be a natural clearing dotted with knobby bark-like growths protruding from the moss. On closer inspection, anyone would notice that the bark barricades have been set up in a formation that completely encircles Foxhole and allows the Duellators to protect the Smallclan dwelling from any outsiders—Flitters and Melders alike. Uncle Drake just stopped beside one such barricade, and Elda finally notices the Sylvan Duellator kneeling behind the barricade, keeping watch.
“Any sightings tonight?” Uncle Drake asks.
“More than most, I’m afraid,” the Duellator—a distant cousin on Elda’s mother’s side—answers. “They seem to be gathering in a group at the forest’s edge just to the east of here. Would it be safer to head west before making your way south to Foxden?”
“The Root is closest to us here,” Uncle Drake replies. “Ready yourselves, Arro and Elda. We will make a dash for the safety of the Root soon.”
Arro kneels down near the bark barricade to adjust his pack. Elda kneels down beside her brother and tries to ignore her shaky knees. Now is the time to tap into the primal force of the rainforest and activate her elemental staff. Elda folds down into half-lotus position on the mossy ground and focuses on her breath. Beside her, she senses her brother doing the same.
After meditating upon her mossy pillow for a long still moment, the power of her Root Chakra begins to stir. She mentally catches hold of the energy and draws it up and out of herself by visualizing a lotus in bloom. Elda tugs on the flask hanging around her neck and pours a small amount of the precious water into the palm of her hand.
She inhales as the water seemingly grows in her hand and forms a giant globe of ebbing water. Then she exhales loudly as she waves her hand over the staff at her side; the water ripples over the wood and intermingles with the weapon. Her staff might not be alive like her uncle’s, but Elda knows how to wield the powerful water staff in combat. She knows it will protect her, should they come across a Shadow Melder.
She returns to her feet and watches Arro infuse his spear with the fire he keeps in his lantern—which he already moved to a hook on the back of his pack. Arro is one of the fortunate Duellators whose Smallclan could afford to trade for a glass lantern. Without the Terran glass from the Mountain People to the north, his fire would be snuffed out by the constant rains of their Rainforest Realm. Fire is not a common element of her people, and Arro knows how to use the element to his advantage. Elda knows she is safe beside him.
While Elda and her brother infused their weapons, their uncle also prepared himself for combat. He already bound his living staff to his back and brought out his round shield instead. Uncle Drake is a Cultivator, which means he can manipulate anything plant-based with his powers. The round shield can grow to be five times its current size if needed; it also provides light by way of the same bioluminescent Foxfire shrooms, which grow all along the inside of the shield.
With his Changeling magic, Drake can take on any of the characteristics of their Clan Animal. He now resembles a fox more than ever. Where he once only sported the subtle pointy canines of the Fox Clan, he now has a full mouth of pointy fox teeth. He has no need for a weapon, because those teeth, along with his newly grown fox claws, make naturally sharp weapons. His pointed ears now appear more foxlike than ever. Finally, his fox Companion Auma has returned to his side from wherever she tends to wander off to when he doesn’t need her. While small and seemingly useless in a fight, Auma can easily move into enemy range, where she is very meddlesome and distracting, and then easily slip out of danger due to her small size and craftiness.
But the hope is that there won’t be a fight. If everything goes according to plan, the three travelers will make it to the nearest Life Root before a Shadow Melder can reach them. For whatever reason, Shadow Melders tend to avoid the Roots of the Life Tree. Elda thinks it’s because the Life-force Leylines are sacred to her people, and their power turns away any who are not worthy of treading upon them. Other Sylvan speculate that the Life Roots are the only landforms which aren’t shrouded in shadows during the day, so the Shadow Melders feel exposed when they stand on them. Whatever the reason, when they reach the Life Root at the exact moment of sunrise, and the sun’s rays spread over the Realm, they will be safe.
“Arro, you will go first. Your sister will follow close behind, and I will bring up the rear.” Uncle Drake moves to take his position; his keen eyes and fox-ears search the area ahead, which measures several hundred spans to the rainforest, and a short distance beyond that to the sanctuary of the Life Root. “Don’t go too fast, Arro. We need to stay together. Run at your sister’s pace.”
Arro nods while Elda scoffs. “I’m just as fast as Arro,” she insists. “Watch me!” and she breaks out into a run before her brother and uncle are ready.
“El!” Arro calls, breaking the stillness of the early morning. He races to catch up to her, and Uncle Drake follows closely behind.
“Be safe on your journey!” the Duellator calls out as the travelers leave the safety of the bark barricades and disappear into the fog.
Running in the thick fog is like playing a chasing game while wearing a blindfold. Elda’s brother quickly pulls up alongside her, and she fights to move at her top speed despite the low visibility. “Now’s not the time for games. Get behind me, El!” Arro’s fire spear illuminates his pinched face.
Elda obliges as her legs falter briefly on a slippery patch of moss. She grips her staff even tighter and with a slow intake of breath, she strengthens her link to the water infused into the weapon.
Then suddenly, the trio plunges into the forest. Arro slows considerably as he is forced to weave in and out of the spindly vines and thick flat fronds of the walking palm trees. Elda glimpses a trail below her feet, but even with the constant ware from travelers to and from Foxden, the untamed plants of the forest constantly shroud the trail in new growth.
The worst part is the noise they make as they scramble through the underbrush. Any Melders close by have undoubtedly heard them already, but they are more than half way to the Root. Any Melders who come after them will also make quite a ruckus and alert them that they are not alone as they race to the Life Root. Elda squints through the thick fog that seems to billow off the lush vegetation. Even with Arro’s fire and Drake’s glowing shield, she can only see a few hand’s-breadths to either side of her, where the towering undergrowth mingles with the fog.
Over the tops of the kapok and palm trees Elda spots an immense shadow, which must be the silhouette of the Life Root. With renewed vigor, she presses onward, gaining confidence as the patterns of the narrow trail and slight incline become more and more familiar to her. That incline means the Root grows ever nearer. They are almost there!
In her eagerness to reach safety, she forgets to pay attention to the runner right in front of her. Her knee suddenly connects with the heel of Arro’s boot. They both stumble, and with the next step, Arro’s heel hits her shin, and she lets out a cry as the pain and the force of the sudden contact send her reeling into the shrubbery with the solid crack of breaking undergrowth. “Sap!” she curses as she skids to a painful stop in the darkness.
“El!” Arro calls. “You alright?”
“Just twiggy!” Elda calls back. She winces from the sharp pricks of the many thorns that tear at her arms and legs. The leaves in her eyes make it impossible to see a thing. She struggles to climb out of the bush with a cacophony of rustling leaves. “Ow! Stupid bush! Let me go!” She reaches up behind her and realizes her pack is caught in the shrubbery. “Perfect,” she mutters as she slides her arms free of the rucksack’s thick straps. She manages to crawl out of the bush while she drags her staff in the dirt and blackens her knuckles and knees with the rich soil. “My pack’s—stuck!” she says as she tries to pull it free, but without any luck.
“Stand back,” Uncle Drake says, and Elda stands up and gives him some room. Drake closes his eyes and reaches out to the bush with his free hand. Slowly, the branches start to shiver, though it’s not the wind that touches them. Then the leaves begin to recede, almost as if the bush is backing away from the trail. Drake takes a step to maintain contact with the bush as it continues to shrink away, and then Elda’s bag emerges from the undergrowth. She snatches it up and turns to continue after Arro, who quickly takes up the lead again.
“Come on, we’re almost there,” Arro says.
Elda takes a few more running bounds, and then she blinks as the sunlight shines through a gap in the canopy, pierces the fog, and shines into her left eye. “We made it!” she says with a laugh, her pace naturally slowing as the tension in her muscles melts away.
“Almost,” Arro interjects as he slows way down and climbs up a few step-like ridges in the path; swimming in the fog beyond that, Elda glimpses a towering hill of mossy bark that must be the Root. “Keep moving.”
Elda slows down even more to replace her pack on her back. First one arm, then switching hands on her staff, she slides the other arm through the thick straps of her rucksack. Behind her, Uncle Drake slows to a walk.
At that precise moment, something yanks Elda off her feet and wrenches her through the underbrush. In a moment of panic, Elda screams as a dark shape pulls her along the forest floor, dragging her through bushes and over rocks. She scrambles for a foot hold, without any luck. Finally, she attempts to swing at the Melder with her staff, but it’s all she can do to hold it in her grip as the underbrush threatens to pull it from her hands. Her pack pulls at her shoulders, and the forest floor jolts her whole body.
That’s when she realizes the Shadow Melder grabbed her pack, not her body, and she makes a split second decision.
Elda twists out of her pack, scrambles to catch her staff as it rolls out of her grasp. She bounds away from the dark flitting form in the fog. As she sprints for her life, she hopes that the Shadow Melder only wanted her bag, but she doesn’t wait around to find out.
She quickly slows to a clumsy lope through the thicket of vines and bushes while the plants slap her face. “Sapping weeds! I hate you!” she declares as she breaks through the solid mass of growth and finds herself back on the trail. But she’s completely turned herself around, and with the tall kapok trees and acai palms blocking her view, she stands still for far too long as she determines the direction of the sun and finally bolts south toward the Root.
That’s when she recognizes the terrified voices of her brother and uncle, who followed her into the foliage and are now behind her. “I’m back on the trail!” she shouts, her voice cracking. She turns back the way she just came, but she hesitates to re-enter the wall of hedges. Her brother’s shouts and uncle’s calls are too much for her, though, and she dives back in, her hand up to guard her eyes from the cuff of leaves and branches. “Here, follow my voice!” she calls out.
She breaks out of the bush and finds herself in an open area not unlike a clearing, though it’s still so densely overgrown with plant life that it would be a joke to call it a clearing. But finally, with the ability to move about more freely, she is able to jog in the direction of her brother’s voice.
Arro breaks out of a wall of green directly in front of her, and he sighs audibly when he sees his sister. “Saint Sylvana, you scared me to death,” he says.
“Don’t take the Saint’s name in vane over me,” Elda chides playfully. “I’m okay.”
“You lost your pack.” Arro grabs her shoulder and pulls her into a half hug as he turns and heads back to the path, toward the Life Root that looms over them, about twenty paces away.
“I think that’s all the Melder wanted,” Elda explains as she returns the hug. Arro’s arm is warm to the touch, making her shiver. She returns her brother’s embrace with her off-hand. “At least I still have my staff,” she says, waving the weapon in her other hand. The water infusion has all but dried up, and now she doesn’t have time to recharge it.
“Lucky you,” he says with a wry smile as he glances over at her. “You don’t have to carry any supplies to Foxden now.”
“I’ll take turns carrying—” Elda spots a blurred image just beyond her brother. She gasps as a jaguar prowls toward them. “—Shadow beast!” she manages to get out as she pulls her brother the other way, but it’s too late. The giant feline closes in on them before they take more than a few strides.
The Shadow Melder’s beastly companion growls at them, a low rumble that makes Elda back away. Arro pushes Elda behind him, drops his pack to the ground, and takes a fighting stance to block the feline’s path to his sister. But the Melder’s jaguar doesn’t hesitate when faced with a fighting Sylvan. Instead, it pounces, so quickly Arro only barely manages to swipe at it with his spear. Arro backs away, and Elda scrambles to give her brother more room to maneuver, as the jaguar pounces again.
Arro thwacks the feline over the head with a downward swing of his spear. But the jaguar reaches him with its powerful claws and thrashes his spear arm. Arro cries out in pain as his spear drops out of his grasp.
“Arro!” Elda calls.
The jaguar attacks the now-defenseless Sylvan; it closes its powerful jaws around his forearm and tears him to the ground. Arro punches the beast’s head, but it refuses to let him go.
Elda readies her staff and whacks the beast in the head. Unfazed, it drags Arro away through the underbrush. “Arro!” Elda cries out. She follows closely behind and unleashes a frenzy of attacks, but the beast seemingly ignores her as it continues to lug Arro deeper into the forest.
Finally, when it looks like the jaguar will disappear into the undergrowth with her brother, Elda does the only thing she can think of to save him. She jumps onto the feline’s back and proceeds to bash its head in with her bo staff in a very unconventional wide hold with both hands palm down. “Stop, stop, stop!” she yells with each attack, until her bo staff snaps. “Sap!” she swears as she tosses the bent staff aside and puts her hands on the feline’s jaws, intending the pry its mouth open.
But the moment she makes contact with the jaguar, it collapses on the ground in a heavy sleep. Elda jerks down after it and mashes her face into the black earth. “Ow,” she grunts.
Arro scrambles to his feet. They both look down at the jaguar sprawled on its belly purring like a kitten. “What did you do?” he asks. He grabs his bleeding arm with his good hand and kicks at the beast, which continues to snooze away.
“I don’t know,” Elda answers. “But let’s get out of here.”
The two turn and make a run for the Life Root, shouting the whole way, so that Uncle Drake will know where they are. They stop only briefly so Elda can gather up Arro’s spear and pack, and then they push onward through the foliage until they make it back to the path. In a short span of time, they both plant their feet firmly on the bark of the Life Root and begin the climb up the hill-like landform. After a few moments of climbing, Elda looks back down and spots their uncle hurrying to catch up to them. He reaches the Life Root without incident and scrambles up after them. “Thank the Saints you’re both alive. Are you two unhurt?” he calls once he is safely on the Life Root. Auma follows right behind him, her orange tail flicking in the bright morning sunlight.
“A Melder’s Beast mangled by arm, but Elda rescued me,” Arro says as he gives his younger sister a one-armed hug with his good arm. “She was brilliant.”
Elda’s cheeks burn. “I broke my staff and lost my bag, but other than a few scratches and scrapes, I’m unharmed.” She hugs Arro back, letting out a deep sigh. That whole encounter could have ended much worse. Now that it’s behind her, she can’t help but sag against her brother. The sun peeks over the horizon and the mist recedes back into the shadowy forest below them. Holy sap it’s good to still be alive, she thinks, and a toothy smile spreads over her face.

Thursday, June 16, 2016

Step Three: Story Outline (Plot your Novel!)

To be blunt, outlining doesn’t stifle your creativity. Sit down and actually try out the outline I’m going to share with you, and you will find that you have to be very creative to think of story events that fit into each stage of your book. On top of that, it’s just an outline. The real work (and creativity!) comes from actually writing the darn thing. The outline will serve more as a backbone for your writing so that it can stand up straight instead of crumple under the weight of all those extra unnecessary scenes and plot holes you’ve likely been writing without even realizing it. (Yes, even I am guilty of this. If you don’t believe me, go check out the preview of my self-published book In My Head on Amazon.)

I also want to give some kudos to the writing resources that I used to create my story outline process. I already introduced Victoria Lynn Schmidt’s 45 Master Characters in my last post, in which I created a few of the characters for my current project. This book has a section in the back for plotting a novel. I absolutely love how she breaks the three acts of a story into 9 manageable stages. She even has a feminine journey and a masculine journey which gives you two different plot structure choices. I use “he” and “hero” when drawing inspiration from the masculine journey, and I use “she” and “heroine” when elaborating using the feminine journey.

I stumbled upon Tara Maya’s video “How to Magically Outline Your Novel … (So It Practically Writes Itself)” and I have to admit that her stages of a story also ring true for me. Her video also does a great job of explaining why writers should use outlines. The video is at the end of this Hub. I decided to try something new, so I went with her general outline for this post, but with a twist.

I decided to try and elaborate on each stage in the journey using the 45 Master Characters journeys. In this post, you will find each of Tara’s stages with a blurb written by me, explaining what I would do with that stage in general. (Then below, I also share a pretty generic description of my specific project, stage by stage.)

Act 1:

Opening micro-conflict (mini version of overall conflict)

This stage of a story doesn’t have a counterpart in either the feminine or masculine journey. It’s the only stage that doesn’t seem to cross over in a significant way. In her video Tara explains that her outline is adapted from a screenwriting outline. Now the lack of a cross over makes sense. Movies start with micro-conflicts! Just think of your favorite movie. There is probably a micro-conflict that gets the viewers in on the action immediately (especially if it’s an action flick). My example here is the second Avengers Movie: Age of Ultron. The movie opens with the whole gang in the middle of a mission. And because movies are structured this way (and we are pretty darn used to getting thrown into the action immediately) authors have taken to opening their novels with micro-conflict too. Use this stage to hint at the overall conflict of your book by creating that same conflict on a much smaller scale. This is also a great opportunity to show that your character is proactive, and to build up an expectation of what your main conflict in your book will be.

Daily Life before transformation (The perfect world)

The masculine journey begins with the Perfect World. We see the hero in his daily life and probably get a good hint about the theme of the story. Your main character (especially if he’s masculine) will likely be facing one of three societal issues in this stage: Performing, Providing, or Protecting. Essentially, the world he lives in will be pushing him to fit into a neat little box. Maybe he already conformed, and he’s not happy about it. This stage can be a chance to show why the character needs to go on his journey in the first place.

Opportunity for change (The Betrayal or Realization OR The Call)

I like to think of this stage from both the feminine and the masculine standpoint. The hero might feel called to take action. Maybe a brief run-in with the villain surprises the hero, or maybe the hero realizes what his goal should be, and he sees a chance to change his life. He could receive an order from his boss, or get put on the path through some sort of belief or misstep.
With the feminine journey the opportunity for change is really more of an opportunity rather than a challenge or order. Oftentimes feminine characters have been living a life with some sort of coping strategy. (There are five different ones, and if that is interesting to you, I strongly suggest you get the book!) By now, the coping strategy will prove to be useless. She might realize that she wants something more out of life, or she might feel betrayed by society, by herself, or by the villain. This is called the inciting incident. The character will respond to this stage differently depending on her coping strategy.

Resistance to the opportunity (The illusion of a perfect world)

In Tara’s plot outline the character resists the change. This is natural, in that most people are slow to change in real life. For this reason, I have related this stage to the Illusion of a Perfect World from the feminine journey. This is where the character’s coping strategy comes in. (In 45 Master Characters, this stage comes before the last stage, but I could easily see how the two could be switched. For one, resisting change is natural. After realizing there is a chance for change, it makes sense to revert that that coping mechanism and say “No thanks, I’ll just keep my simple easy life, thanks.”) I think it’s worth noting that if the heroine’s daily life is perfect, then there’s no reason for her to avoid giving up and returning to the perfect world. That’s why it’s an Illusion of the Perfect World. There must be something about this place that makes it so the heroine can’t quite function – and wouldn’t want to stay once she realizes that her life could take a different route.

Point of no return (Awakening – preparing for the journey)

The heroine has come to a harsh realization about her life. She might have been betrayed or challenged to go after what she really wants. She makes the decision to change her life and pushes herself toward a concrete goal. This stage is purely feminine, and in case you were wondering, it is her turning point, which happens at the beginning of the feminine journey. (Don’t worry, this full outline creates a multi-climactic story.) This is a great time for the heroine to gather her weapons or tools and prepare for her journey. The more active you can make your protagonist during this stage the better, because making that first step toward change is a big deal!

Act 2:

Entering the new situation (Small Success)

The hero has answered the call and started out on his journey. As your hero enters into his new situation, this is a great time to show him having a small success. He may have received warnings before he set out on his journey, but he ignored them and has already had some small measure of success in spite of them. He knows he can succeed where others have failed. He doesn’t want to sit back and examine things. He wants to take action.

Meeting friends, enemies, romance; Transformative Experiences (Friends and Enemies AND Invitations)

This stage combines two from the 45 Master characters, so it’s rather beefy. Your hero will meet new friends and enemies, or if he already knows them, they will fully enter the story here. This is a chance to introduce some side characters and possibly start a subplot for your book. You should really show the hero shine when he interacts with these new characters. Show his character traits – both good and bad.
The idea of Transformative Experiences made me think of Invitations, the fifth stage of the masculine journey from 45 Master Characters. This stage is masculine, but it involves inviting the hero to go down the feminine journey. He is essentially given a chance to give up on his outward goal and go through an inner transformation. Even though the invitation is extended, the hero will likely ignore it, walk away, and continue on his path. But the fact that the invitation is given will remind readers of that theme you set up all the way back in Act One.

Problem brings them together (Eye of the Storm)

In this stage (also called the Eye of the Storm), the heroine feels a false sense of security. She is surrounded by her allies and probably getting ready to go after her goal. Or maybe she has faced her fears and changed her life by entering the new situation, and she feels like the journey is over. This stage brings to mind a movie montage of happiness and hope. Maybe the characters are training together in preparation for defeating the villain. This stage can end with the heroine taking a risk she shouldn’t take, while the villain watches and schemes away.

Problem drives them apart (The Descent)

In this stage a small problem drives the heroine’s allies to abandon her as she nears the point of descent into the main conflict of the story. Now that the heroine has made a life-changing decision, she has to face the changes this decision brings. With the Descent, the heroine will face her fears alone. She can face seven different issues during this stage, each one corresponding to the seven chakras. (These issues are summarized briefly as survival, sexuality, willpower, love, self-expression, intuition, and self-awareness. If you want to know more, again, buy the book!) Ultimately, the hero must give up all control during this stage and surrender herself or her weapons. She must confront her issues without putting up a brave face.

Crisis Hits (Support)

This stage doesn’t quite have a nice tie in to the journeys in 45 Master Characters. I imagine that if the villain is initiating the final conflict of the novel here, then the heroine would gather her weapons and her allies together to offer her support. As the crisis hits, she would willingly accept help from others. This can be the event that brings everyone back together after the small problem that drove them apart. Very often, these supporting characters have problems of their own, and she can let them make amends for leaving her by helping her now and accepting her help in return.

Act 3:

Terrible secret is revealed / attack starts (Trials)

Stage 6 of the masculine journey is called Trials. The hero faces more obstacles that must be overcome if he is to reach his goal. The terrible secret that is revealed could help hint that the hero is going to change when he reaches his turning point. This is a great time to push your hero into that change.

All seems lost (Death – All is Lost)

The villain is back with a vengeance. This stage is like a reversal that ends with a dark moment when all seems lost. During the crisis, we saw the heroine’s inner conflict. Now it’s time to show her outer, plot-driven conflict.

Self-sacrifice or symbolic death (Death – A fork in the Road)

Here, the hero reaches the fork in the road where he must debate his options: change and find success or face death and failure. He can face his real or symbolic death and continue down the path of awakening, or he can rage against death and take the path of rebellion, and fail to reach his goal. If he takes the feminine descent, he may lose sight of his goal for a moment, but he will be changed by the experience. His tools are failing him, and his plan is falling apart. He’s shown courage up to this point, and now he may have to use his brain or follow his heart.

Final showdown (Awaken or Rebel AND the Moment of Truth)

Here is that classic turning point, when the hero faces off against the villain and realizes his true purpose in life. He becomes the active creator of what he truly wants for himself in this stage. It is the moment of truth, when the heroine has found her strength and resolve and goes after her goal with a passion. She has reclaimed her weapons and her identity and realizes that she was the creator of her own fear. She acts out of power and truth and takes the final steps to show her transformation. She now embodies the opposite of her former coping strategy.

Conclusion – Wed or Dead (Victory or Failure AND Full Circle)

If the hero chose to awaken, he now finds victory and rewards. If the hero chose to rebel and rage against death, he now finds failure and death (literal or symbolic). He has the courage and knowledge to face any challenge the villain may throw at him, and he triumphs! Then she returns home to see just how far she’s come. She sees her old life for what it is. Thanks to her journey, this world is changed somehow, which might bring her to choose someone else to go on the journey next. Most often, the person she was closest to before she awakened on her journey will be the one who is influenced by her transformation and will hear the call to change as well. Give your reader a sense of satisfaction that the heroine was successful and accomplished her goal.


Act 1:

Opening micro-conflict (mini version of overall conflict)

Elda’ri, Arro’way, and Drake are attacked by a small band of Shifters. Elda’ri and Arro’way both help defend their possessions and their lives. Elda asks Drake about closing Chakras that are open. She needs to know if she can hide that she has reached Fourth Chakra already.

Daily Life before transformation (The perfect world)

Elda’ri and Arro’way are on their way to the heart of Fox Clan to meet the Whisperer who will bring them south to Bear Clan, where the Sylvan are fighting against the Impyre. Elda and Arro play a game, meditate, and travel across the northern region of Sylva.

Opportunity for change (The Betrayal or Realization OR The Call)

At Fox Clan they meet Rait’sa and she assesses them both. Backstory on how Elda helped Arro unlock his second Chakra.

Resistance to the opportunity (The illusion of a perfect world)

Rait’sa says she won’t bring Arro’way along. He’s too green, even though he’s older than his sister. Arro insists he is ready, and Elda says she won’t go without her brother.

Point of no return (Awakening – preparing for the journey)

Rait’sa gives Arro a test to gauge if he really is ready for the Impyre. He passes and she takes the two siblings to a Porter and they dimension walk to the southern border.

Act 2:

Entering the new situation (Small Success)

Elda and Arro come to their new camp. They only barely get settled in when reports come in of an Impyre attack. Elda helps take out a gunner and a leecher (Arbiter and Initiate, respectively). Arro almost gets himself killed, but manages to get away, though the Igniads do so as well.

Meeting friends, enemies, romance; Transformative Experiences (Friends and Enemies AND Invitations)

Introduce some fun supporting characters. The enemy is clear, but they will learn more about them in this chapter. Elda will be invited to reveal her secret, but she will resist the urge.

Problem brings them together (Eye of the Storm)

Training montage. Develop side characters!

Problem drives them apart (The Descent)

Characters’ flaws push each other away. Elda and Arro both face at least one issue.

Crisis Hits (Support)

Their defense line gets attacked.

Act 3:


Terrible secret is revealed / attack starts (Trials)

They fight. Elda is forced to use her Whisperer ability to gain the aid from a beast so she can save herself or her brother or both. Only a few close friends see it, and she asks them to keep it a secret.

All seems lost (Death – All is Lost)

A Burner (Invoker Commander of the Impyre with fire magic) joins the fray. The siblings’ fire infusions are useless against him.

Self-sacrifice or symbolic death (Death – A fork in the Road)

Elda tells their commander Rait’sa about her true abilities, so that as many people as possible will survive this attack.

Final showdown (Awaken or Rebel AND the Moment of Truth)

Elda awakens to her Changer powers and takes on aspects of (this beast). She defeats the Invoker, and along with her friends’ help, they push back the Impyre attack.

Conclusion – Wed or Dead (Victory or Failure AND Full Circle)

Everyone is impressed with Elda. She worries that she won’t be a true member of the Defense Band now, but Rait’sa insists that Elda is too young to lead her own Band, and she just got here. Why would she go home now? Elda and Arro get to stay together on the front lines until he can go home.

Wednesday, June 15, 2016

Step Two: Creating Compelling Characters

Here is Step Two in my creative process, with a commentary to follow. If you missed Step One, please check it out HERE first.

These are two characters for my current fantasy project, set in the realm of Sylva, the Forest Realm of Pangaia. In Step One I laid out my process for creating the fantasy world. Now it's time to start populating it with some compelling characters.

Yarroway of the Fox Clan (Sylvan Splitter):


Overview (Age, sex, title):

Yarroway (M) is a boy of seventeen. His friends and family call him Oway. He has just unlocked his Second Chakra and ascended to the level of Splitter. He must leave his home and begin his adult life on the southern border, defending his Realm from the Impyre.

Description:

Oway is fair of skin with long braided red hair and fox-like pointed ears. He has freckles on his nose and a wide smile that accentuates his canines. He is somewhat short, but makes up for it with his speed. He is lean but with wiry muscles. He wears leather jerkins over orange cloth tunics, thick brown cloth breeches, and tanned leather boots that reach his calves. He fights with a fire spear. He is fast and agile and stronger than he looks.

Personality Traits: (Archetype)

Oway is the Protector Archetype: Ares. He lives in his body instead of his head. Physical activity makes him feel alive. In a way, he lives on ‘eggshells’ feeling like everyone is out to get him. (This clashes nicely with Rait.) He is a ticking time bomb, but he is also fiercely loyal and protective. He can make women feel special and cared for. From an archetypal standpoint, Ares tends to avoid thinking about the future and is more in the now, ready for the next adventure. He likes to take risks. He cares about his family, and in his eye, the best way to protect them is to go off to the battlefield as soon as possible, so that he can come home to them sooner. He will fight for a good cause when others would give up.

Objective:

Survival is the basic objective, but he does have a goal beyond that: to prove himself to the Whisperer who has come to bring him to the fight.

Motivation: Why the character cares about the objective. What will be gained?

Yarroway knows that if he impresses the Whisperer, the commander is sure to make certain he receives more training. Oway’s long term goal is to be able to return home to his Clan one day, to see his sister again and take his mate. His goal is to become a Whisperer as soon as possible, and then impress the Demutator so that he can become a Changer. Then he will be free to leave the battleground and return home to take on a leadership role within his Clan.

Stakes: The consequences of not gaining the objective. Create suspense.

There are many stakes. For one, if Oway cannot learn to be a Splitter, he will not fair well in battle against the Impyre. He could die if he does not learn to harness his new power. But he needs to not only survive, but to stand out, so that he can begin training to become a Whisperer. He will need the added protection of a beast to fight alongside him. He will need to ascend the ranks as quickly as possible, so that he doesn’t instead become a pawn on the battlefield who cannot ever make it home.
Oway fears not being able to protect the ones he loves and cares about. He would hate to fail and have someone get hurt because of it. He hates using his mind too much, and would prefer to jump to the physical solution to every problem that arises.

Obstacles: Inner and External. Set up the journey.

Oway’s new powers have only recently manifested. He hasn’t had enough time to train with his mentor before the Whisperer came for him. He is green. He has been fighting to protect the Clan village for some time, but has no experience in any real battles, only a few skirmishes in which he wasn’t the deciding factor in victory. He has fought against Eran Flitters, but who hasn’t? He has fended off an attack from a Shapeshifter or two, but that is not entirely special in and of itself. He is overly aware of his own lack of experience in a real fight. He needs experience, but what if seeking the very thing he needs puts him in a position where he is over his head and unable to do what needs to be done? He can’t put himself into harm’s way if he can’t get himself out of it. Would it be worse to be rescued by the Whisperer who brings him south, or to die trying to prove himself?

Oway needs to learn to use his mind as well as his body, to sit still and meditate, and to hold his temper. Above all else, he needs to learn self-control; he needs to stop taking risks. He needs to learn to defend himself by assessing a situation before reacting.

Backstory:

When he was a kid, Oway’s parents were both hurt in a Beast Tribe attack by the Rootless Wanderers. They are living now, though his father is crippled and his mother is scarred from the attack. He saw them both get hurt and was unable to help them. He wasn’t strong enough to protect them.

Oway has been trained by Mandrake (Drake for short) a middle-aged Sylvan of the Fox Clan who has served his time and was offered retirement to settle down and start a family back home. He is a distant uncle to Oway, and has a daughter that has caught Oway’s eye. Oway wants nothing more than to prove himself to Drake so he can win Juniper’s hand in marriage and start a Smallclan of his own.

Character Flaws:

Oway will physically react to an attack without thinking. He lives life on edge, always acting as if he is fighting for his survival. He can’t take anything lightly because of it. He can’t think things through well enough to see the consequences of his actions. He believes that those who hurt him (or his loved ones) deserve to be hurt. He will attack a Rootless Wanderer if he sees one, even if it is not the one who hurt his parents, and even if the Shapeshifter tries to run and isn’t attacking them.

Relationships:

The Whisperer is Rait, a female of the Bear Clan, who has a Bear Companion that she rides. She is immediately unimpressed with Oway’s thin weak body and his Clan, which is known for its trickery and lack of brute strength. He feels he must prove himself to her, especially because she seems painfully aware of how green he is. She urges him to stay with his Clan for another season to train and prepare himself before coming south, but he won’t listen because he is determined to prove himself and doesn’t like it when others tell him what to do. He was born a fighter and will die a fighter. He is too impulsive to think about the right course of action.

The other new Splitters are either impressed with his intensity and passion, or are unimpressed with his thickheaded bullishness. But Oway doesn’t care what others think, as long as he is free to react in the moment and enjoy himself. Oway would rather intimidate his new companions than make friends; he wants to show them the dark need for battle that lurks behind his eyes. In this area, Oway really needs to learn to become a protector, not just a fighter.



Rait of the Bear Clan (Sylvan Whisperer):


Overview (Age, sex, and title):

Rait (F) is a Whisperer of the Bear Clan. She is old and wise enough to protect herself and others, and for some reason she has remained a Whisperer for many years beyond what is considered normal. She is in her mid-thirties and will most likely never settle down and have cubs of her own. She is married to battle.

Description:

Rait is fierce. She has a bearskin cloak that she uses to control her Companion Ursa, who is always by her side. She often rides Ursa into battle, but if need be, she can allow Ursa to defend her while she takes on an attack stance with her own bear claws, which are the natural aspect of her Clan. She also has fangs, but she doesn’t fight with them unless necessary. Rait wears hard leather subligar with knee-high leather boots. She keeps her dark hair short. She fights with both brute force and agility.

Personality Traits: (Archetype)

Rait is the Nurturer: Demeter Archetype. I picked this archetype for her because the Nurturer naturally cares about the children under her care. She will put others ahead of herself, especially if those others are children. She may bestow amazing gifts to her newly assigned Splitters under her care. She has been living on eggshells her whole adult life (so to speak) always worrying about what other people need before examining her own feelings. She is driven to help people, is extremely helpful, and is a great listener. She is generous and committed. She misses her home, but she will not allow herself to return until she completes the journey south with a group of young Splitters and reaches her destination without a single loss of life.

Objective:

To bring all the newest Splitters to the front lines alive and teach them a thing or two along the way.

Motivation: Why the character cares about the objective. What will be gained?

Rait cares about completing her task because as the Nurturer, she longs for love and belonging. She knows that the new Splitters under her care will care for her too. This particular job (bringing new Splitters south) is of extra interest to her because she remembers her first voyage and all the new Splitters who died along the way. Since she has started bringing groups of Splitters south, she has always vowed to do so without a single death.

Stakes: The consequences of not gaining the objective. Create suspense.

Rait’s whole identity and reason to live depends upon caring for others. She will protect those under her care, even at the risk of destroying their independence and even if she is protecting them from a danger that doesn’t really exist. She cares about not letting a single Splitter die, and every time she fails, she refuses to retire. She must have at least one trip south without a single death, or she will not consider herself accomplished in the ways of her Clan, and she will not settle down to have her own family.

Obstacles: Inner and External. Set up the journey.

Rait has to learn to let go of her attachment to her young Splitters and find her own identity. She needs to learn that being alone sometimes can be refreshing. Above all else, she needs to accept that it is time to return to her Clan. She needs to let go of her need to make a perfect journey south and instead, let others take her place and complete this task in her stead.

On the other hand, there are plenty of external obstacles in the way. She has to get a group of young Splitters to trust her enough to follow her orders blindly. She must trust herself and her own instincts in order to gain their trust, and this is a big obstacle for her. She worries constantly and second-guesses herself, and so when others second-guess her (especially the youngsters) she bristles easily and is very defensive. She knows the best ways South. She knows the dangerous areas and the safe passages. She knows that every journey is different and that there are certain things you can’t predict, but she is the best Whisperer in the Realm. She was made for this task, and she only needs to prove it to herself.

Backstory:

Rait has lost at least one Splitter in every band of youngsters she’s brought South. That is nine Sylvan altogether. She can’t help but feel guilty about them all. She still sees them in her sleep and her mind wanders to them during her daydreams. She sees them in the young ones she has currently under her care. She can’t let herself forget them.

Rait is most haunted by her own young journey south. She was on the journey with her best friend, who unlocked the second Chakra after she did. Her friend’s Chakra opened barely a moon before their journey south, and Rait is convinced that if her friend had had more time to train and prepare, she might have survived. Rait has a tendency to say “no” to recruits that are this green, to suggest they take another season to gain some familiarity with their powers before they journey south. She tries to say no to Oway for this reason.

Character Flaws:

Rait has fallen into a devastating depression over the deaths of the Splitters under her care when journeying South. She takes all the guilt upon herself, she can’t help it. Grief has consumed her to the point that others around her are suffering too. She needs to be needed, and so she continues to accept this tough job of bringing Splitters South. Rait hates quiet time, and must always be actively doing something, whether it’s training the new recruits, hunting for provisions, setting up camp, or going over resources to plan the next day’s tasks. She always joins the youngsters at the fire at night and though she doesn’t keep to herself, she doesn’t engage in idle chit chat either. She is constantly trying to teach her youngsters useful lessons.

Relationships:

Rait and Oway do not get along. She sees a bullheaded kid who will get himself, and other members of their group, killed. She fights to exclude him from the journey and leave him behind with his Clan for another season. She babies him when he won’t give in and demands to join her group. She overworks him in her effort to prepare him for the worst. She fails to see a leader in him because of all his flaws, and she fails to see his potential, or let him prove himself.

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Commentary by A.C:


I love creating characters. It's why I write! Story ideas and fantasy worlds may entice or inspire me, but characters keep me going. They are what brings a story to life, in my opinion. So I have always endeavored to create compelling characters who jump off the page. To do that, I have used Victoria Lynn Schmidt's 45 Master characters for quite a while, and I swear on her book. If characters are hard for you, or even if they aren't, consider looking up her book HERE. These are the archetypes I mention, and they have proven time and again to help me create original characters who feel like living breathing people.

I have also tried something new and organized the information according to Ellen Brock's Eight Steps to Create Interesting and Complex Characters. Check out her video HERE. While this didn't so much help me with the content of my character sketches, it did help me organize them nicely.

Behind the Archetype


To be upfront, I didn't really create any of the characteristics described here (besides the physical description). Most of this is adapted straight from Victoria's wonderful book, but tailored to fit the fantasy world that I have created and know so well. The beauty of that book is that each archetype is fully realized, though the layout is different than Ellen's Eight Steps. Simplifying the information into eight categories helped me zero in and really use the archetypes with purpose. It was interesting to see how the two strategies complemented each other.

For Yarroway (who quickly became Oway) I have chosen Ares, the Warrior. I knew Oway would need to be a fighter early on, but that didn't necessarily mean he needed to be this archetype. What helped me decide to go for this seemingly cliche choice was all that archetype's flaws. I wanted Oway to be confident in his fighting ability even though he was somewhat inexperienced. I wanted him to be charismatic so he could hold the reader's attention, and so he could inspire Rait to finally obtain her true goal and be able to forgive herself and go home to her Clan. To do that, I knew I needed an archetype with a compelling reason to fight. Hence Oway's backstory, which walked right off the pages of 45 Master Characters.

Rait was originally going to be the Amazon archetype. She's a fighter too, right? But I quickly rethought her actual role in the story and decided that she should be the true main character. I want her story arc to sizzle! I picked the Nurturer then, because I knew that someone who protects and fights is compelling, but someone who protects children and fights to keep them safe is even more so. I wanted her to have a good reason for what she was doing with her life, and I wanted to give her something to reach for, even if subconsciously. This eventually grew to become a middle-aged woman who has thrown away her own chances of having children in order to protect others' kids. This became Rait, the she-bear who will defend her surrogate cubs with a ferocity that is both terrifying and beautiful. And in the end, it is Oway who will show her that her real life has yet to begin, and she need not put it off any longer.


A Note on How I Name My Characters


Naming characters is a tricky thing. I started typing this entry and immediately went for my Magical Book of Names by Phoenix McFarland, a compendium of many many wonderful names from all over the world. In this case, I opened to the middle and started flipping pages until I came across the section of magical names from the green man's garden. In a Realm based on plant life, this rang true for me. 

My character's names are never safe from the revision process, but in the meantime I know I need to call them something. I picked Yarroway, because it was a name that I wanted to use for another character in my Code Chronicles, but which I had to change. It is a variation on Yarrow, a root used for protection and courage. The meaning is there, even if the sound of the name doesn't have the right feel for me down the road.

I found Rait on the next page. It is a Druid name associated with Brambles and Myrtle, which is a very old and powerful magical name. Rait is an older woman's name, a name of someone who has the wisdom to know when to be silent and the will to keep it. Again, the meaning is nice, but I'm not sure if I like the sound of it. Nevertheless, my Magical Book of Names has proven helpful as always.

Thank you for reading!

With hopes to inspire and shamelessly plug some fantastic books on writing,
This has been another glimpse at A.C.'s desk!

Step One: World Building; a Fantasy Realm with Accompanying Commentary

My Code Chronicles was originally just backstory to explain how my Fantasy World Pangaia was created. I decided to write the story when I remembered that as a little girl I always tisked at the books that began with a meaty prologue of exposition explaining how the world had come to be. Just write it, I always thought. Write that story! So I had to take my own advice.

But in the meantime, while my Code Chronicles sit in a drawer awaiting some heavy editing, I am going to keep working at this hobby/obsession of mine known as writing; keep building my muscle memory. I've decided to hone in on the whole entire process, from World Building to story, one step at a time. And with an accompanying commentary by me explaining the thought processes behind the scenes, so to speak.

So without any further delay, here is 
Step One in my  Creative Process: World Building

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(Disclaimer: I have made this blog post to share my World Building process. Anyone who reads this post and is inspired to create characters in my world is welcome, but the world is still mine. It is a Realm in my Fantasy World Pangaia, and will likely take on many roles throughout the series I will create within that world. If you do choose to write using my ideas, please be respectful of my creative property. Fanfiction is welcome; please share a link, as I would love to get lost in my own world with someone else's character. It sounds like an entertaining way to pass the day!)

The Sylva: The Forest/Plant Realm, Home of the Sylvan People

The Forest Realm Sylva is located directly below the Nebula (in what was once known as Africa). The realm appears to be founded atop a mountain, but upon closer inspection, one would notice that the mountain is in fact a gigantic tree upon which other plants also grow. The forest is thick and plentiful, with all manners of beasts with which the Sylvan shape their own physical features. Over time, this innate magic has caused certain Clans to naturally resemble their Clans Animals, giving each Clan a distinct physical feature even in children without any magic.

The Society Structure: Chakras, Work, and Jobs

With the first Chakra comes the ability to infuse elements. This foundational magic has led the Sylvan people to become magical warriors who will defend their homes fiercely. Sylvan start at an early age learning how to fight with hand-to-hand weapons infused with various elements. Most weapons are made of wood and fashioned by a Cultivator who uses Plant magic to manipulate growing trees to naturally form the correct shape of each individual weapon. The Sylvan earn the right to infuse their weapon with an element and join the ranks of Duellator upon completion of their training. Before that, they are called Agmen and though they have the lowest rank, while they are still young they are treated well, for any Agmen could grow up to become a powerful Sylvan in the ranks of Defenders.
The second Chakra brings extraction and separation magic. Splitters are formidable fighters against anything technology based, because they can simply extract the metal from a contraption, leaving behind a pile of rubble. Splitters are usually sent south toward the Impyre Fire Realm to join the Defenders who protect the border. Splitters can be young children with advanced magic potential, and they often end up missing their extended family unit (Clan) and wishing they could go home.
The third Chakra unlocks animal manipulation magic. Called Whisperers, those with animal magic can recruit beasts to fight alongside them, similar to a hunter with a pet. But do not mistake a Whisperer’s Companion for a mere pet. Companions are often feral (wild) animals that have had their minds taken over by the Whisperer. If set loose, they will show no loyalties to anyone, even their own Whisperer, until they are brought back under control through the manipulation magic. These beasts do not have true loyalties to their masters, but often seem to be loyal on the surface. Whisperers will often remain on the southern border, as their new Companions make fighting the Impyre easier.
Upon unlocking the fourth Chakra, the Sylvan become Changers who can manipulate their appearances to become like the beast they fight alongside. With only a few stray hairs, a fang, or a claw, a Changer can take on the characteristics of any beast (this is not to be confused with the Shapeshifters of the Rootless Beast Realm, in which the Rootless actually shift into the full form of a beast). Oftentimes, the Sylvan will remain loyal to their Stems and Change into the same beast as the other members of their extended family. Clans are known by their distinctive beasts, such as the Bear Clan or the Wolf Clan. Upon unlocking this Chakra, Changers are free to return home and carry on the business of populating the Realm by settling down with a mate, but some Changers choose to delay their journey home in favor of defending the Realm in their higher rank in the Defenders. A Defender Changer is called a Demutator.
The fifth Chakra is somewhat difficult to unlock, and those who manage are held to a high status within their Clans. Cultivators are responsible for creating all the weapons of the Realm, and they almost always live amongst their Clans where they not only create weapons for their Agmen to train with, but also defend their homes from the Dawn People who often come down from the Sky Realm. They are seen as wise leaders amongst their Clans and are not to be questioned or challenged by anyone of a lesser rank without severe punishment.
Any Sylvan who unlock the next Chakra are destined to become great. The sixth Chakra unlocks teleportation magic, which must be strictly regulated by the Sylvan Astrologers. Therefore, Porters (as they are called) must always live in the grand city of Sylvatas (the Forest Fortress) which is in the heart of Sylva. There are several ranks of Porters, as those who have only just unlocked this Chakra and arrived at the city will do the grunt work of Teleporting Sylvan around the Realm. (These are called Trans Porters.) But those who have gained favor among the Astrologers will sometimes be chosen as a Portégé and mentored by an Astrologer. Because there are not many Astrologers, there are not many Portégé. Porters are also summoned to aid in quick defense around the Realm when the need arises. These Porters are called Tutella Porters. Often, large clans will have a Porter assigned to them to relay messages back to Sylvatas. These Porters are held at an even higher esteem than the Cultivators, and their title is High Porter.
The last rank and Chakra of the Sylvan people is the Astrologers of the seventh Chakra. Upon unlocking this Chakra, Astrologers enter into a form of leadership that is unparalleled within the Realm. The Astrologers are all members of the Astrologer’s Guild and even the lowest ranked (newest Astrologers) hold power over the course of actions taken by the Guild. It is of the utmost honor for a Clan to have an Astrologer in Sylvatas. The Guild can be small or large, depending on the number of Astrologers. There is, however, always just one High Astrologer with a small Council of Advisors that is larger or smaller depending on the total number of Astrologers. The Advisors are nominated by the Clans based on their own numbers of Porters and Astrologers, and so there may be more than one Advisor for any Clan, depending on their numbers. Therefore, being a highly populated Clan not only brings the Clan power, but also honor and more responsibility. The high Astrologer is the Astrologer of the Clan with the highest number. Oh, and of course, Astrologers possess the highest level of magic within the Sylvan race: that of Astral Magic.

Rules, Laws, and Punishments

Because of the immense powers of the Astrologers, the Sylvan people have created laws of regulation of Chakras. The purpose behind these laws is to prevent certain people of advancing too high in rank by unlocking their highest Chakras when they are not worthy of that power. Astrologers do possess, within their nearly limitless magical abilities, the power to close off another’s Chakras (this is called Astral Trapping) and cannot be undone by anyone other than the Original Trapper. Obviously, the Astrologers with this very important task are called Trappers, and there are only a few, because regulating this powerful magic is made easier by only teaching the power to a few.

Astrologers also have the ability to Astral Project, which gives them the power to see the future and predict who will use their powers for good or for evil. This makes it increasingly possible to regulate their powerful magic and allow only those with good intentions of ascending ranks, while Trapping those with the power and potential, but who lack the positive intentions to do good. This naturally, creates a dystopian-like society where the all-powerful rulers are assumed to be benevolent, and since they can see the future, they can prevent any terrible crimes from being committed beforehand.

If, somehow, a crime is committed without being foreseen and halted before it is too late, the Astrologers will punish the culprit by Trapping him at a certain Chakra level, depending on the severity of the crime. Once the crime is committed, it is almost entirely impossible to avoid apprehension and punishment, because the Astrologers can see the crime by looking into the past, and can follow the culprit through the Astral plane to their current location. Most Sylvan know this, and decide to refrain from committing even the simplest and most harmless of crimes. Most crimes are committed by Clans that have little power and are desperate to Untrap their people so as to gain power back.

Government and Who Holds Power

The High Astrologer and his/her Council shares their power as the presiding Government of Sylvan with the Saints. Over the years, the people of Sylva have learned that their immensely powerful Astrology powers must be highly regulated in order to protect the very fabric of their world. They have had many intelligent and benevolent Astrologers in their history, who are worshiped as Saints. Each Saint (more explanation below in the next section) has a High Porter and a slew of Cultivators who rule over certain Clans with benevolence and who in a way answer to the High Astrologer, who is not unlike a king. He is not necessarily elected (because it is based on population and ability) so much as appointed by the people in a sort of popular vote (if needed) and then approved by the Saints of each Clan. The High Astrologer’s and his/her Council’s job is mainly to uphold traditions within the religion of Sylva by communing with the Saints, as well as to regulate the powers of all Astrologers and Porters. If a particularly benevolent High Astrologer receives the praise of enough Saints, s/he too can become a Saint upon his death.

Religions

The only religion of Sylva is the Saints of Sylvan, who are the historical rulers of the Realm and are worshiped not unlike gods. The Saints of Sylvan are conducted by a living Astrologer who in a way, takes on the qualities of certain passed Astrologers through history, becoming a Living Saint. (This is further explained as a form of reincarnation in which the Spirit of the passed Saint is believed to return to earth upon the moment of death and live on in the body of another Sylvan.) Their duties to the Realm include traveling to visit the Clans and put on Theatrics (so to speak) for the people, allowing everyone to know the Saint on a certain level (which is a more personal level the higher the rank of each individual). The Living Saints (also called Envoys) embody the characteristics and choices of their individual Saint and can in a way be described as reliving that Saint’s life again in a new age. These very important Spiritual Leaders act as guides to the Astrologers and Porters of the Clans. Though they are believed to forfeit their own self in order to Embody the Saint, all Envoys do retain a sliver of themselves, mostly due to the fact that they are not randomly assigned a Saint, but rather, they are groomed to take on a certain Saint based on their own characteristics and which Saint they are believed to be reincarnated from. This is always a personal choice and is never forced upon any Sylvan Astrologer. There is always one High Envoy who takes on the personage of the first Saint, Saint Sylvana who was the first Astrologer of the Sylvan Race, and throughout the course of her life, she created the governmental system that the Sylvan employ. There have been a few Saints with somewhat devious or zealous intentions, but mostly, these Saints still upheld the intentions of their role in society and prevented the destruction of their world.

Magic and Technology


The Sylvan have a certain level of respect and curiosity for the technology of the Impyre. They respect the power of the Fire people to the south, for they alone possess mind control magic which could, in the wrong hands, result in the complete and utter destruction of their society. They also are wary of Fulgaria and their Soothsayers, who possess Chaos magic that could undo all their hard work to preserve and protect the Realms of the world. But the people of Sylva do not create or use their own technology. Every tool in the Realm is created by a Cultivator through natural processes. 

School

All Sylvan children attend school. As part of their schooling, they study as Agmen who focus at least half of their time on the devotion to martial arts and meditation. The other half of their schooling could be compared to a Christian Private School setting, where they learn about the lives of the Saints and also study diplomacy and war tactics. Sylvan students receive their training from their Clansmen Elders, who may be only Duellators, but because of their age and experience, they have earned a decent amount of respect among the Clan. In this case, meditation is considered a religious act of opening oneself up to the Saints and their amazing inspiration. So the schools in this Realm are also a place of duality much like the Realm's governmental society. Upon reaching the next level of Chakra Unlocking, a student will always be trained by a Guru one level higher.

Family Structure

Clans are the family structure of the Sylvan. This is composed of all members of a single family, including the extended families under a single ancestor (oftentimes with a corresponding Saint who originated from that clan). The Clan is a source of both pride and humility, for Sylvan children are taught at the youngest of age about both the roots of their ancestry and their legacies. Since each Clan is made up of a large extended family, which now consists of different family lineages, it is not only safe (from a breeding standpoint), but expected, for a Sylvan to marry within his own Clan. There are lesser Bears in the Bear Clan, for example, who are still Bears, but can trace their lineage back to a removed member of the Clan that helps to avoid inbreeding. It is not unheard of, but still strictly frowned upon, for a Sylvan to marry for love outside of their Clan.

Food and People’s Relationship to Animals and Plants

Sylvan are settlers and farmers/ranchers who live off the land in a very natural, yet still systematic, way. Cultivators not only produce weapons, but also recruit Tillers (Apprentice Cultivators) who tend to crops. Whisperers can retire from combat and return home to become Smallholders who raise livestock to sustain the Realm. Because of their Chakra levels, these people hold certain esteem within their Clans and though they may not be on the High Council of the Bear Clan (for example) the Council Members will listen to them to a certain extent, as if they were Lords.

What conflicts emerge in this realm?

An obvious conflict here presents itself in the act of balancing the government and religion of this Realm when they may appear two separate branches, but are so interwoven and connected.  Rebellion and civil war among Clans who have been Trapped are obvious paths. Outcast Clans could seek the aid of neighboring Realms.
Another possibility (on a smaller scale) is the glimpse into the life of one Sylvan who encounters an Impyrian Igniad, Fulgarian Thunder Maker, or Eran Flitter of the Dawn People, for example. Or the Sylvan who encounters a member of the Beast Tribes who are Rootless and live wherever they can. This could create a very fun micro-story where I could describe a Whisperer facing off against a Shifter, for example.
Short stories in this Realm have awesome potential, because even the lowest ranking people of this Realm have power and responsibility to their people. Plus, there is natural conflict with all the races that border this Realm.

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Now for the Commentary:

First of all, I cannot take the credit for the amazing skeleton I have used to aid in my process of World Building. The inspiration for my skeleton frame comes from Kate Messner's amazing TedEd How to Build a Fictional World which you can find HERE
But my skeleton is tweaked to fit what I find to be a truly essential list of what makes a fantasy world live and breathe. I strongly suggest trying out a skeleton like mine if you plan to create your own fantasy realm or world. Don't skimp on the world. It will become the most engrossing character in your story, and it deserves just as much attention as the real characters you will put it that world. It will, after all, give birth to every character you create.
The Land: I start with this category first because once I know where the Realm falls in relation to others, I can start to really solidify the natural conflicts that could arise based solely on location. It is also good to know if your people will be living in a desert or a forest, a swamp or a mountainside. This will sway how the people make a living on the land and determine if they are innately nomadic or can settle down and farm or ranch the land in a more sophisticated way. In this case, I chose to make the Realm a large forest with plants growing on top of other plants, and at its heart: the World Tree. Because every fantasy world requires a World Tree, right? In my case, the Tree of the Forest Realm has sprung up from this very location because the land is teeming with the magical energy of the growing plant. Plant magic is one of my elements (in case you didn't know!) and thus, a Realm that is entirely plant-based.
After the land, I begin thinking about how the different societal structures of the people could form. In this case, I have interwoven the levels of magic with the society, because let's face it: in a world as openly magical as this one, the levels of magic and the regulation of magic would completely dictate the entire structure of the Realms within. It just makes sense for those with more magical power to hold more magic in that society, and for everyone to have a role to play regardless of how many Chakras they have unlocked. (Oh, my magic comes from the unlocking of the Seven Chakras, by the way! Each Chakra is associated with a different level of very distinctly different magic which comes with a title and a role within the society! Each Realm is like this, so the other Seven will have completely different magical powers, though I have noticed that some of them appear to overlap in interesting ways! This is the fifth world I created, so there is some mention of neighboring Realms. I apologize for not including details from the other Realms, but I must keep some of this fantastic process to myself, you know!)
No society would be complete without their own set of laws and punishments for breaking those laws. Societies are different, depending on what they value. In this case, the magic of the Forest People of Silva is very powerful. The only way that a society such as this could exist is if the most powerful people were benevolent and had a dual structure. I was very pleased with the duality of this system and especially excited to see what sorts of conflict could arise within a world of Living Saints.
Thus taking me to the next categories: Government and Religion. In this case, they became so closely entwined that I almost wanted to combine the two sections, but I resisted just so you could see how the two are usually created separately. Though I obviously strongly encourage you to combine them if it makes sense, such as in the case of the Sylvan Realm. As I already shared, I am very excited with the potential for conflict and rich stories that came about from the Living Saints. I am intrigued with their relationship to the High Astrologers. I can't help but smile when I think about the potential for the lore of this Realm, or the headaches I've no doubt given myself when I have to contemplate the history of this vastly historically rooted society.
I love the natural conflict that seems to arise from the next section: Magic and Technology. Because every society and Realm in my Fantasy World has magic, the unknown is always technology. As of this point, I only have two Realms that would naturally develop their own technology. One is mentioned here, and the other is not. It will be interesting to see how both might play out in the world, either as an ushering in of new and abandoning of the old ways of life, or possibly even as a corruption that spreads dissent among the people. Here's another conflict worth exploring: What happens when the young Splitter decides to use the Impyre's gun instead of unmake it?
Given that I am a teacher, I sometimes am disappointed in myself with how much I write in the School section of my different Realms. In this case, school doesn't sound like a fun place, but it is most likely what would happen in a place like this. It is a given, naturally, that all schools would devote time for quiet contemplation (meditation) in order to begin the process of unlocking Chakras. Each Realm might go about this process differently, so it is important to at least discuss it somewhere. Depending on the Realm, this key concept is covered in different sections of the skeleton, but I have put it here in this case, because in Sylvan it is a rather straightforward process.
I imagine right now that the Clans Structure is going to take many many hours of planning to completely finish. I have included only a brief explanation of this system. It's rather daunting to imagine all the origin stories of the different clans and their histories and associated Saints. I know I will need at least a rough idea of the major ones before I can start writing in this world, so that I don't write myself into a corner, but as of right now, this is an open playing field for me. It's incredibly exciting to know that even though I have created a very rigid society here, I have creative liberties with this very real aspect, which can organically lead to some marvelous world building in the future. My Pangaia timeline is winking at me, and I am doing my best to ignore it for now.
How does a society sustain itself? What is their relationship to the plants and animals they live among? This question is one that I find to be so important that I usually leave it to the very end to decide upon. In this case, it became obvious to me quite early on that the people of the forest would be expert farmers, because they could use their magic to make things grow. I hadn't, however, thought this through before creating the Cultivators. Since they have such an important job, I decided to create a new rank within for those who are apprenticing under the Cultivators. I was pleased with the resulting Tillers and Smallholders, who both are using their innate magical abilities to perform very important roles within this society. Whether the invention of some sort of technology could eventually make these people's jobs easier, or eliminate it altogether, is of course a consideration to be made. And if introducing technology could cause conflict within the society, all the better!
The last section in my process is usually beefier than what I have included here (sorry to say!) because the conflict is the birthplace of the characters who will populate my stories. I usually flow directly into character creation here, creating pages and pages of brainstormed ideas. I have skimped in this area for my Step One post because I want to keep my options open and allow my creativity to really take me places when I start the next step in my process: Character Creation! Just wait for my next post please!
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On a side note: This whole process was completed in roughly a three hour time span in a single sitting, in which I basically brainstormed everything from scratch. I have, as stated earlier, a few other Realms already planned out, which made this one easier to create, because there were some other foundations already in place for the world. I may revise any of these skeletal sections (or at least add to a few of them!) as I begin the subsequent steps in my creative process. This is, then, a rough outline of my plan for one of my Seven Realms in a fantasy world that is still in the making. Revision is an important process in any writing, no matter which step you are on in the process. I look forward to taking this Realm to the next step after all of the Realms are fully realized, but that is another post entirely.

With helpful hopes to all the budding Fantasy Authors out there,
This is today's glimpse at A.C.'s Desk.