Hello, everyone! June’s been quite the river rapids of change for me. From the cancellation of my elementary summer school gig to the delay of my return to graduate school, life’s been…unpredictable.
Yet there is always something to be thankful for. Quiet mornings with nature and that first cup of coffee, for one.
Blondie, Biff, Bash, and Bo are healthy. I still have my university teaching, and Bo still has his job. Parks in communities around us have opened, so the kids can experience playgrounds again. My mom is getting married to a kind, funny man later this year. Our house is still dry despite a tropical storm traveling across the country and flooding the Midwest. This drastic change-up of commitments also means I can now commit to my biggest writing goal: publishing at least one novel before 2020 ends.
And as always, I am thankful for you, each and every one of you. Our family trip into the North Woods kept me offline, but I’m still excited to spend what remains of June wandering through your corners of the writing-verse and catching up with you. I’ve got some swell interviews lined up, Blondie’s promised to share her doodles, Biff and Bash may allow me to record their storytelling, and lo and behold, there’s been a new review of my novel!
For a long time, I loathed writing the “intimate family story.” They were all the rage in school, these small-cast, down-to-earth stories of relationship conflict without any hope of a happy ending. Where’s the fun in writing such a story? You can’t have any massive showdowns or laser battles. It’s not like you can blow up an aircraft carrier when everything’s set on in the middle of Fort Bored, Wisconsin.
Now I know such stories have their place and their readers. Nothing wrong with that. But as a reader and writer, I struggled to see the true weight of small conflict…until now.
“What’s Aunt Dot look like, Mom?”
“Why does David go away to school?”
“Why is David’s family so mean?”
Blondie, Biff, and Bash sat around our meal/school table, their peanut butter sandwiches untouched, string cheese still wrapped. Apple sauce dripped from their spoons onto their Oreos.
“Is David that guy?” Bash points to the boy on the cover.
I shook my head. “Nope. That’s Luke.”
I had thought long and hard regarding which Diana Wynne Jones book to read to the kids. Howl’s Moving Castle was my first choice, but it seemed…oh, it seemed too easy a choice. They had seen the movie which, while very much its own creature, would still give the kids lots of visuals to think on as we read. I wanted to start from scratch and require the kids to visualize the story for themselves. This isn’t a typical challenge put to seven-year-olds, who are still very into picture books and the like, but Blondie was quite used to lunchtime read-alouds without any illustrations, so . We’d had success…and see if Myth-Reader Blondie would catch on as to who’s who in this story of freed mischief and horrid family members. Good thing I didn’t have this particular cover, which gives away the whole bloody mystery…
I mean, come ON. To post the climax of the story on the flippin’ cover…
Eight Days of Luke is a perfect example of just how epic an intimate family conflict can be. Jones accomplishes this in two parts: first David’s family, and then Luke’s.
Unlike most boys, David dreaded the holidays. His parents were dead and he lived with his Great Aunt Dot, Great Uncle Bernard, their son Cousin Ronald and Cousin Ronald’s wife Astrid; and all these four people insisted that he should be grateful for the way they looked after him. (9)
One paragraph in, and readers know the family dynamic is not at all pleasant, let alone fair. Being an orphan is lousy in and of itself, but to live with relatives who expect nothing but gushing gratitude for nothing is its own level of Hel.
“David,” said Aunt Dot, “I thought I told you to change your clothes.” David tried to explain that he had now no clothes that fitted him any better. Aunt Dot swept his explanation aside and scolded him soundly, both for growing so inconsiderately fast and for arriving in advance of his trunk. It did no good for David to point out that people of his age did grow, nor to suggest that it was the railway’s fault about the trunk. (19)
Expectations set for David are always impossible to reach. He is not allowed amusements of his own, like a bicycle or a friend. The latest strain brought about by his family’s misunderstanding of when school let out leads to David boiling over and saying what no one’s dared say.
Before she or anyone else could speak, David plunged on, again trying so hard to be polite that his voice came out like an announcer’s. “It’s like this, you see. I hate being with you and you don’t want me, so the best thing is just to leave me here. You don’t have to spend lots of money on Mr. Scrum to get rid of me. I’ll be quite all right here.” (30)
The relations are utterly flabbergasted at David’s bluntness–no one denies David’s words, but they are so angered by it all that they send David away without lunch. David sulks in the backyard and, overcome by a desire to say awful, cursing words, unwittingly cracks open the very ground to reveal snakes and fire and…another boy named Luke. The two fight back the snakes, and then David is summoned to face the judges, his family.
“We will say no more about your rudeness at lunch, but what we would like to hear from you in return is a proper expression of thanks to us for all we have done for you.” Under such a speech as this, most people’s gratitude would wither rather. David’s did. “I said Thanks,” he protested. “But I’ll say it again if you like.” “What you say is beside the point, child,” Aunt Dot told him austerely. “All we want is that you should feel in your heart, honestly and sincerely, what it means to be grateful for once.” “Then what do you want me to do?” David asked rather desperately. “I sometimes think,” said Uncle Bernard vigorously, “that you were born without a scrap of gratitude or common good feeling, boy.” (47)
It doesn’t matter that David really is thankful not to be sent off to a remedial math tutor for two months. It doesn’t matter what his manners are, or what he does to stay clean (which, for a boy, is nigh impossible anyway). David’s very presence in the family breeds contempt, not love, and in that contempt there will always be conflict.
It takes some time with the mysterious Luke to bring about some much-needed change to David’s family’s dynamic. Cousin Ronald’s wife Astrid, for instance, ends her days of simpering and snapping and starts standing up for David’s needs.
“Honestly, David, sometimes when they all start I don’t know whether to scream or just walk out into the sunset.” It had never occurred to David before that Astrid found his relations as unbearable as he did. … [said Astrid.] “Bottom of the pecking-order, that’s you. I’m the next one up. We ought to get together and stop it really, but I bet you think I’m as bad as the rest. You see, I get so mad I have to get at someone.” (127)
David’s family also doesn’t know how to handle the new attention from individuals keen to find Luke: the gigantic gardener Mr. Chew, the inquisitive ravens, the impeccably dressed Mr. Wedding, and more. David can’t fathom what these people would want with Luke, and Luke doesn’t know either, at least at first. It takes a run-in with a ginger-haired man who looks a lot like Luke to move the mystery forward into another scene of accusation before familial judges.
“One of my relations,” said Luke. “He’s lost something and he thought I knew where it was.” To David, he added, “And I see why Wedding’s so set on finding me now. It’s rather a mess.” (131)
Most of the other people were shouting accusations at Luke at the same time. David did not notice much about them except that they were tall and angry and that one man had only one ear. Nor did he notice particularly where they were, though he had a feeling that they were no longer in Uncle Bernard’s dining room but somewhere high up and out of doors. (144)
Now unless you were reading that blankety-blank version of a cover with Thor and the two boys on it, you may only now begin to see that Mr. Wedding, Mr. Chew, Luke, and the others are far more than arguing family members. David is witnessing a clash among gods and goddesses, a conflict spanning across all centuries and further, to hillsides of fire, to prisons of snakes, to storm-bringing hammers.
And yet for all that power, that end-of-days, time-bending power, they are still a family of bickering relations refusing to believe a boy’s words.
Sound familiar? It does to David.
The chief thing he noticed was how small and frightened Luke’s harassed figure looked among them. Never had David felt for anyone more. It was just like himself among his own relations. (144)
This parallel stays with us as we watch David offer to clear Luke’s name and set out to uncover the missing object Luke’s been accused of hiding. It takes a visit to Three Sisters living in a cupboard in a city boy’s basement and running a gauntlet of young warriors, but David soon discovers the secret ward hidden in the fires beyond time, and retrieves that which all thought Luke had stolen: Thor’s hammer.
Luke’s name cleared at last, his immortal family rejoices while David learns the fate of his own family.
When the thunder had abated a little, Astrid said, “You’ll never guess what’s happened, David. Dot and Bernard and Ronald have run for it.” “Run for what?” said David. “Run away, silly,” said Astrid. “The police think they’re out of the country by now. That’s how much they were worried about you being missing. Or me either, for that matter.” (199)
Blondie was shocked David’s family took off. “But he’s a kid!” she said. “They can’t leave him!”
I showed her the page of text. “Welp, they did.” Astrid explains that David was the real owner of the money that his relatives had been spending all these years, and once word (from Mr. Wedding of all people) got to a neighborhood solicitor about David’s situation, the authorities put a warrant out for David’s relatives.
Blondie nodded in approval with this. “Astrid’s way nicer now, so that’s okay.” David feels the same way, too, and says as much. Because his presence in the family was such a source of conflict, the absence of family here takes all the conflict with it. For David, life can only get better.
Could the same be said for Luke? David learns the answer when he asks about those who had taken Thor’s hammer.
David was still puzzled. “Did he–Sigurd–like the lady more, then? He didn’t seem to–just now, at Wallsey, I mean.”
“No. He was mistaken,” said Mr. Wedding.
“Was that mistake your doing, by any chance?” Luke asked shrewdly. “Brunhilda seemed to think it was when she came to see me in prison.” Mr. Wedding thoughtfully stroked the raven and said nothing. “I thought as much,” said Luke. “Their children might have threatened your power, eh? But she found another way of cutting your powers down when she took the hammer into those flames with her. Am I right?”
Mr. Wedding sighed. “More or less. These things have to be, Luke. We’ve been in a poor way, these last thousand years, without the hammer. Other beliefs have conquered us very easily. But now, thanks to David, we’ll have our full strength for the final battle.” He turned and looked at Luke, smiling slightly. Luke looked back and did not smile at all.
It came home to David that Luke and Mr. Wedding were going to be on opposite sides, when that final battle came. (201-2)
Unlike David’s relations, Luke’s family has no intention of running. Oh no–that conflict is far from over. He may not have to go back to prison for a crime he didn’t commit, but there is no promise of better things in his future. For Luke, there would always be conflict with his family. But these family squabbles would do more than hurt feelings or send a radio into the compost. Family squabbles on Luke’s level could drown islands, crack open time, and burn countless cities to dust. Any small, intimate conflict within a family of gods is destined to impact the world entire.
Be they mortal or immortal, some families are born to fight.
I have a few kickin’ interviews lined up, and I’m excited to share more lessons in plotting. I also want to share some of my own writing ups and downs. It’ll be a wee bit, though, as I want to spend time in June exploring YOUR work and all that you’ve been up this spring. Hooray! I’m so excited to hang out with you!
–it is high time we take a look at the most powerful magic-wielders in any fantasy realm: the Wizard.
WIZARDS are normally intensely old. They live solitary lives, mostly in TOWERS or CITADELS, or in a special CITY which has facilities for study. They will have been studying MAGIC for centuries and, alas, the great majority have been seriously dehumanized by those studies. Two-thirds have become EVIL, possibly agents of the DARK LORD. The remaining GOOD one-third have become eccentrics or drunks or just very hard to understand. Evil or Good, Wizards are the strongest MAGIC USERS of all except for the DARK LORD and GODDESSES and GODS, and can usually be distinguished by the fact that they have long beards and wear ROBES.
You need to distinguish Wizards: if crossed, most Wizards get childishly offended and exact terrible revenge. Angry Wizards are likely to throw lumps of LANDSCAPE hither and thither, move MOUNTAINS, wave WEATHER systems about (see STORM CONTROL), hurl DEMONS, flood or bury CITIES, and pollute whole COUNTRIES with sleeting Magics. This is how the WIZARDS’ WAR seems to have come about: too many Wizards got too annoyed at once.
As a result, full-scale Magic Wars have been prohibited by the Rules. Nowadays most Wizards are bored. Evil ones have to occupy their time with BREEDING PROGRAMMES and plans to rein over the world. Good Wizards could not do this, and so the Tours have come as a godsend to them. Some Good Wizards can accompany the Tourists as MENTORS, and all of them have fun bossing the show and delivering PROPHECIES or cryptic advice. And the Management in its turn is grateful to the Wizards, both for making the Tours so interesting and for obligingly putting all teh Landscape back together again after each Final CONFRONTATION, so that the next Tour may visit Fantasyland and find it whole and entire, as if as always.
I do so love Jones’ take on the Wizards’ War consisting of a bunch of annoyed Wizards in a snit with one another. I can only imagine she had this in mind as she crafted the world around the country of Ingary and its own population of witches and wizards, many with temperaments liable to bring about pools of green ooze or something worse: a curse.
So, let us all keep in mind the importance of Wizard Etiquette, shall we? One never knows, after all, just who walks by us on the street…
HOW TO INTERACT WITH WIZARDS
Treat all Wizards with the utmost politeness, even if one of them is your Tour MENTOR and you are trying to bully her/him into providing some action or telling you something. Remember that Wizards do not need anything from you and do not like to be coerced. Even the smiling ones with bushy eyebrows are touchy on this point.
Evil Wizards are liable to immure you in ice, bury you alive, or just transmit you to the Breeding Pens as food for their MONSTERS. Be highly civil.
Good Wizards do not go so far. They will just remove your skin and then make you itch. Be very courteous. Poor Wizards, who are back at MAGIC, need to be treated with even greater politeness, unctuously in fact. If they botch the SPELL they put you on in anger, they might turn you into anything an then not be able to undo it. Positively crawl to these.
And, please, please, never attempt to seduce a female Wizard. The consequences can be terrible.
Thank you all so very much for travailing with me through The Tough Guide to Fantasyland! We didn’t get to all the people and places I had hoped (the Crone, oh heaven, the Crone!), but I’m thankful for how far we could go together. I can’t wait to spend June catching up with you as I teach summer school, university, and attend school for another Masters. I’m also excited share a few fun interviews, some music, some lessons learned, and God-willing, some WRITING.
But first…the larch. The. Larch.
Sorry, I just couldn’t resist that one. 🙂 I’m in such a loopy mood…ANYway, I just wanted to say I’ll be sharing a new Diana Wynne Jones analysis with you just as May departs us. The kiddos have been mightily enjoying our lunchtime read, and the last chapter awaits us tomorrow. What did we read? What did we learn? Stay tuned and find out!
Good evening, everyone! May is almost at an end. I’ve informed Biff and Bash’s teachers that they will not be continuing in school after this week; there’s only one week left after this, and from what I’ve been told, the week’s going to consist of nothing but Zoom meetings. Oh, they can call them “Ph Ed Parties,” “Sing-Alongs,” or whatever else. In the end, it’s a Zoom meeting with kids who have the patience of a gnat as far as cameras go. Soooooo nope. It’s time we break out of the school year and escape to freer lands of imagination, where Lego robots and Cuddly Crews roam free.
Not that I’m one to equate school with prison.
There’s always opportunity to learn when we step out. The village executions, for instance, always help us learn something new.
EXECUTIONS are frequent in any COUNTRY not ruled by a Good KING. They take place in public in a holiday atmosphere. People flock to Executions and bring their CHILDREN, and sales of snacks and rinks are vast. Methods of Execution are various but are generally designed to be as much of a spectacle as possible. Thus burning at the stake is a great favorite, along with impaling, crucifixion, disemboweling, etc., while suspending the victim in a cage to starve is also very popular. Hangings and beheadings, being over rather swiftly, are generally done only in batches of ten or more. Some Tours will generally include an Execution in their schedule, but on most Tours the Management wishes to spare its Tourists the sight of anything so painful. You will be irritated to find you have just missed it. The approach to the CITY will be flanked with stakes and crosses carrying fresh corpses; its streets will be lined with severed heads or rows of throttled dangling bodies; its walls will be hunt with desiccated cadavers or skeletons in small iron cages; and outside there will be large charred patches smelling of mutton chop. But you will be too late to witness anyone actually dying.
See? We now learned that witches weigh the same as ducks.
Oh stop, you know I’m joking. Wyrd and Wonder is almost at an end. The school year is almost at an end. The confinements of math sheets, recitations, and journals suffocate more than ever before. Like good ol’ Calvin and Hobbes, we want out, darnit!
TORTURE is obligatory at some stage on the Tour. Generally this takes the form of being tied to rings in the wall almost too high for you to reach, and then being flogged. But on occasions worse things happen. Tourists usually find the Management blanks their minds to the details afterwards.
(I originally found that image of Gollum being tortured in Fellowship of the Ring, but Calvin’s cries are all too fitting with what I’ve been hearing the past few weeks.)
Springtime sun beckons my kids to bike rides outside, to sidewalk art, and to bubble battles. The last thing they want to do is be stuck inside and learn about clocks. On these golden days, when the bumblebees meander from yard to yard, and the neighbors pull out their firepits for an evening of beer and lazy chat in lawn chairs, our school space in the house may as well be Azkaban prison.
PRISON is really a lot of DUNGEONS in one place, plus a fairly grisly TORTURE chamber. The prison will be reached by a stone stair, dampish, lit by torches in brackets on the walls, and guarded by sadistic soldiery. Most of these GUARDS are rather careless: they think no one can escape. All Tours tend to prove this assumption wrong.
So, I admit it: I’m not all that restrictive these days. Much like the GUARDS in Diana Wynne Jones’ The Tough Guide to Fantasyland, I’m not going to be harping on anyone too much unless I absolutely have to.
GUARDS are the TOWN Watch and quite useless. They always arrive too late to quell a TAVERN BRAWL or riot. This is because there are too few of them and all of them are stupid. Tourists will be glad of both these facts at the point when they are trying to leave the Town unseen.
While I’ve never passed out like an elf at the table, I do get lost in coffee and grading, Biff is all too eager to escape with his bike for a trip around the neighborhood. For that kid, his bike = Biff’s happy place.
UNDERGROUND PASSAGES are usually there when you need them. No FORT, CASTLE, MONASTERY, or TEMPLE is without one. Thus your escape from an uncomfortable PRISON or situation is assured. Traditionally, the Underground Passage will be down some stone steps from the cellar or DUNGEON, where you may have to clear away some rubble, and then it will be wet and slimy with puddles underfoot, because it always takes you under the nearest RIVER. It will bring you out a good healthy distance from the DANGER you were escaping usually into a clump of prickly undergrowth. This is how the Management takes care of its Tourists.
Yes, we all could use an escape. While I can’t ignore teaching for the university, the twins and I are most certainly ready to break free of 1st grade shackles and move on to summer freedom. We want to return to the playgrounds, the rivers, the ducklings. We don’t want to worry about reading assignments, music glyphs, or *#Y#)#%*$#@ Zoom meetings.
Let’s get out. So long as we don’t run into any wizards, we’ll be okay.
Hey Jeanie Beanie, where’d you go yesterday? Wasn’t your novel supposed to be on sale?What happened to this marathon of posts for Wyrd and Wonder?
Hi, guys. Yes, my novel was supposed to be on sale, but there was a gaff with Amazon, sooooo it can’t be on sale right now.
(You’re welcome to buy it anyway, if you’d like. It’s on Kindle Unlimited, too!)
I’m bummed, but there’s no use moaning about it, not when my eldest turned ten over the weekend.
Originally, we were to take her and some friends to see the new Scoob! movie in theaters. But when the world went into lockdown, aaaaaall that changed. We managed a day of coded messages, dandelion seeds, and mysterious footprints for a present hunt, all topped with chocolate milkshakes and Scooby-Doo cake. I could not bring myself to break from her to write here, and I have a feeling none of you would want me to, either. x
Even now I can’t just sit and gab about Diana Wynne Jones. As much as I love her work, I want to give Blondie another moment in the sun with you here. So today, let’s hear from Blondie about what she loves to read in a Fantasy, and then let her update us on her upcoming summer adventures. So first, let’s hear about Blondie’s new favorite series, Last Dogs.
Despite Biff and Bash going at it in the hallway instead of cleaning their room, Blondie and I continue towards another fantasy series, one she loves to reread–Endling.
One of Blondie’s presents was a video game based on The Guardians of Ga’Hoole,which got Blondie back into reading this long’n’awesome series.
And now, at long last, we talk of Blondie’s dragons and her own comic creation, Captain Fantastico. (I’ll attempt pictures when Blondie colors them. Her sketches are TINY!)
For this ten-year-old, the best fantasies bring animals–and sometimes people–together in a strange land to fight for hope. I think we could all use an adventure like that, don’t you think?
Cheers, my friends, for it is Friday at long last! It might be a tad early for beer, but I think you’d like to share a tall order of joy with me. x
We’re deep, deep, deep into our Diana Wynne Jones read-aloud at home. Though the boys often ask for pictures from the story (and I answer, “Make the picture in your mind”), all the kids are happily enjoying the adventure. I’m hoping Blondie will take to the audio version of Howl’s Moving Castledue to arrive any day now in the library–yes, the libraries will be opening! REJOICE!–and maybe, just maybe, will want to read more Jones of her own accord.
Speaking of Jones, she’s got some delightfully delectable definitions of dastardly deviants and other d-words in her Tough Guide to Fantasyland. We must begin, of course, with the dungeons I had mentioned last time.
DUNGEONS are the first thing to be built when anyone is planning a large BUILDING. Even Town Halls tend to have them. The Rules state that Dungeons are damp and small and a long way underground. If the Tourist being confined is lucky, there will be a small barred window too high up to reach, through which the contents of the moat trickle, and old straw on the ground. There will be a thick door (locked) with a small shutter in where what passes (only just) for FOOD can be thrown in at prisoners, generally dropping it tantalizingly an inch out of reach, and there will always be rings in the walls carrying chains and sometimes old bones too. It is all designed to make you feel low. There may even be scutterings that could be rats (but see ANIMALS). The average stay in such a place is, for Tourists, twenty-four hours. If the Dungeon is a pit of the type called an oubliette, on the other hand, you are justified in slight melancholy. It will be several days before someone lowers a rope to you and hauls you out.
Now while a town’s jail cell doesn’t sound all that intimidating, I can only imagine the dungeon of THE villain in Fantasyland would be another matter.
DARK LORD. There is always one of these in the background of every Tour, attempting to ruin everything and take over the world. He will be so sinister that he will be seen by you only once or twice, probably near the end of the Tour. Generally he will attack you through MINIONS, of which he will have large numbers. When you do get to see him at last, you will not be surprised to find he is black (see COLOUR CODING) and shadowy and probably not wholly human. He will make you feel very cold and small. Actually, when it comes down to it, that is probably all he will do, having almost certainly exhausted his other resources earlier on. You should be able to defeat him, with a little help from your COMPANIONS, without too much effort. However, the Rules state that at this stage you will be exhausted yourself and possibly wounded by MAGIC. So be careful.
Such Dark Lords are often the responsibility of whatever plagues the Fantasyland, for they are the root of all Danger.
DANGER is everywhere in Fantasyland. You will be in Danger from the first step you take on your Tour, starting with the intruder with a knife on your first night, then running through ASSASSINS and DEMONS on to WIZARDS and bad QUEENS and finally the DARK LORD–not to speak of AMBUSHES in between and subtle Dangers devised by ENCHANTRESSES. You will spend a lot of time fleeing. In order not to live in a state of perpetual abject Terror, you must remember that in Fantasyland, Danger has an actual SMELL (aka, Reek of Wrongness). Watch for this Smell. HORSES are good at detecting it. When there is any threat to safety, recognise what the Horses are sniffing and from then on you can relax until the moment you smell it.
All the talk of smelling danger got me thinking about my protagonist Charlotte in Fallen Princeborn: Stolen. She depends on her sense of smell not only to get accustomed to strange surroundings, but to alert her to danger…and help.
Charlotte breathes in as she steps down, the last passenger to get off the bus. Her nose tells her that the bus has leaked its gasoline all over the highway, that the man with the fry pan ears hasn’t bathed in days, and that a predator killed its prey somewhere in the surrounding forest two, if not three, days ago….
*** Charlotte sees seats of soft leather, new carpet, a bathroom, a table piled high with cakes and fruit and cans of soda. Yet all she smells is rot and blood. She shakes her head again and again, as if whatever gunk had died in her nose just needs to be blown out…
*** Charlotte lowers the blade. No, Arlen’s not the threat here, and neither’s Dorjan. Dorjan could have ripped her to pieces, and Arlen could have poisoned her. And both bear a scent Charlotte long thought dead in the world: nobility.
Another d-word that got me thinking about Princeborn was Jones’ entry for a female villain.
DARK LADY. There is never one of these–so see DARK LORD instead. The Management considers that male Dark Ones have more potential to be sinister, and seldom if ever employs a female in this role. This is purely because the Management was born too late to meet my Great Aunt Clara.
I was honestly surprised by this one. A lead female villain was first and foremost on my mind for Princeborn.
Crack! The lowest branches split the trunk open, yet its brittle orange leaves refuse to fall. The white wood creaks and curves as it opens like a great flower, bends back, rejoins, and is made whole again. The tree has become a throne, and on it sits the Lady.
Hell of an entrance.
She’s draped in a silver dress that hangs limply around her shoulders. Her skin glows like the tree, her white-blond hair matchstick straight. She leans to the side and holds her chin in her hand. A long white finger traces her smile. “So. You are the outsider that intrigues my loyal adviser. Welcome.” She rises. “I am Orna, Lady of the Pits, Ruler of the River Vine Velidevour.”
Everyone bows—all except Cein, who beams with pride, and Charlotte, who doesn’t give a fuck. Even the branches demonstrate their fealty, bending low to crown her body in orange gold and form a stairwell to the ground.
Charlotte tilts the blood dagger so the Lady can see it reflect light off its steel feathers. “I want my sister back.”
Surely there are plenty of wicked women in fantasy literature, aren’t there? Are they always second bananas to the primary villain? I would love to hear your comments on this, if you have the chance. I know I’ve been quiet on my comments and yours lately, and I apologize. This new term is utilizing some sort of new learning software takes forever to use, so I’m constantly fielding student complaints while being unable to actually fix anything. It sucks, I don’t like it, let’s close this post out with a link to my novel that you can now purchase for 99 cents.
POSTING UPDATE: There’s been a gaff with Amazon over the sale. Please stay tuned for updates in future posts.
If you already own it, my deepest thanks for buying! If you’ve already left a review, YOU ARE AMAZING. If you haven’t had a chance to review it yet, now’s the time! I’ll be back here tomorrow with Blondie to celebrate her years upon this earth, and to likely discuss talking dogs, as they are just as awesome as dragons as far as Blondie’s concerned.
Good morning, Friends! Sooooo I know I mentioned dungeons yesterday, but yesterday’s chaos swarmed upon my time like a plague of locusts and the chance to share all things dark and deadly was eaten alive. I won’t go into details, but if you imagine my three Bs at the auto mechanic and Biff’s gear-headed nature, I’m sure you’ll be able to draw your own conclusions. (No, no one was hurt. Just a very tiring afternoon making sure Biff didn’t go near the blowtorch.)
Let’s think on older things, shall we? Ancient things. Let’s think on one of the elements of an epic fantasy for Wyrd and Wonder.
I’m talking about the Legend.
Not THAT Legend!
I’m talking about a story-world’s history so often hidden among legends and ballads of old.
HISTORY is generally patchy and unreliable. Any real information about past events is either lost or contained in a SCROLL jealously guarded in a MONASTERY or TEMPLE. All that can be ascertained with any certainty is:
That there once was an Empire that ruled the continent from coast to coast (give or take a few enclaves of ELVES, GOBLINS, and the like), but that this shrank to one CITY a long time before the era of the current Tour, leaving only a few ROADS, perhaps some of the less ancient ANCIENT ENGINEERING PROJECTS and much deserted country.
That there was once a WIZARDS’ WAR which problbably occurred earlier still. The result of this is that large tracts of land are still magically devastated (see WASTE AREAS). See LEGENDS, as more reliable sources of information.
Ages can pass between the historical events that influence the current story, allowing for much information learned in the past to be lost to those in the present. The only echo of history seems to find protagonists in two forms: Legends, and Ballads.
LEGENDS are an important source of true information. They always turn out to be far more accurate than HISTORY. Listen and attend carefully if anyone recounts you a Legend. The person telling it may be an old HERBWOMAN, a BARD, a bad KING, one of your COMPANIONS, or just someone in an INN. But no matter how improbable the story, it will always turn out to be the exact truth, and only by following it accurately can you hope to succeed in your QUEST. The Management will never allow anyone to tell you a Legend unless unless it is going to be important for you to know.
When I was working on the history of myFallen Princebornuniverse, I realized I, too, would need a history lost to the legends. But how to do that when some characters are shapeshifters capable of living for millennia?
Consider human nature–not, you know, JUST humans. Sinful nature, then. The Old Adam. Our Old Selves. The Sinister Side of the soul. It’s the side that focuses strictly upon the Self’s wants and ambitions. It only considers what directly impacts the Self, and cares nothing for what can’t meet the Self’s desires. (I’m sure there’s a much more philosophically poetic way to say this, but I’m only on my second cup of coffee and Blondie is already awake because God forbid she miss Nova.) History doesn’t affect the Self in the present; therefore, History is dismissed and forgotten. History becomes nothing more than a story with which to entertain. Its bite of relevance has lost its teeth, but there is still something to be felt.
Hmmm. Perhaps this is why Legends and Ballads are more useful to the fantasy-storyteller than a well-known History. If the History is clearly established, then there is little to discover about the story-world. Uncertain History promises mystery to the characters, and therefore to the reader. Exposition-giving methods like Ballads allow the storyteller to do a little…sugar-coating? Rose-tinting? Mixing-upping? Call it what you will. The point is that the Ballad’s useful despite sounding nonsensical, as Jones explains in…
HOW TO COMPOSE A BALLAD
You need to start with some lines of well-known Wisdom, like this:
Why number the teeth of a stallion you have just received for free, Or swiftly assess and inspect with care the gulf you must jump for me? Know that an avian held in the fist weighs more than the flock you see, And among a great surplus of chefs, your soup might burn’ed be.
Next, include a LEGEND (which turns out to be History and quite accurate), so:
There once was a monarch, his name was Cole, who drank and laughed his glee, For beside his throne on seats of stone sat his lovely daughters three. One was as fair as the dawn’s bright air, the second dark to see, And the third was lovelier still, my lads, and a wicked one was she.
After this you will need a chorus, which seems to be nonsense but turns out to be Hugely Significant, like this:
And they fiddled and they twiddled And they twiddled and they fiddled And they fiddled all night all three.
Do this two or three more times and you will have your Ballad.
It’s okay if Ballads are silly, too.
I actually worked on a Legend/Ballad for Fallen Princeborn: Stolen, utilizing a small portion of it for a freaky little song to be sung as a girl is kidnapped.
Two more shadows appear behind the others. Anna recognizes the driver Mr. Smith and Jamie. They smile and start singing badly:
“Wish for sleep Sleep and dream Dream your wish Your life we’ll keep.”
She should scream for Charlie. Her quarter falls with a weak ting on the ground. She turns to scream to Uncle Mattie for help. “Close enough.” She blinks. The squirrel sits on the well just inches from her, quarter in its paws. Its eyes are violet and silver in the night.
If you’re a fan of fantasy adventure with a smart-ass of a protagonist, I hope you’ll give my Young Adult novel a go. It’ll be just 99 cents starting tomorrow and all through Memorial Day weekend. To celebrate, we’ll talk dungeons and Dark Lords, swords and sorcery, and whatever else sounds good for an adventure. x
Happy Wednesday, all! Uffdah, it’s already been ten days of sharing dragons, bountyhunters, and love for the fantastical that authors like Diana Wynne Jones inspire us to create. In these days of life at home, nothing’s so precious to one’s sanity like imagination. Applying my own imagination to storytelling has been a life-saver for my mental health. One of those stories, Fallen Princeborn: Stolen, will be on sale this weekend. You’re more than welcome to climb over The Wall and be lost from the world, if you so wish.
Escaping from an abusive uncle, eighteen-year-old Charlotte runs away. She takes her bratty younger sister Anna with her, swearing to protect her. However, when their bus breaks down by a creepy old farm, the inconceivable happens—Anna is wiped from human memory.
But something inside Charlotte remembers. So she goes over the Wall in a frantic rescue attempt, accidentally awakening a once cruel but still dangerous prince, and gaining control of a powerful weapon, his magic dagger.
Charlotte’s only chance to save Anna hinges on her courage and an uneasy alliance with some of the very monsters that feed on humanity.
I also thank God every day that my kiddos have been blessed with creative spirits they have, because I’m pretty sure life here would be far more dire if they didn’t know how to escape these walls on their own. Jones understood all too well the lessons to be learned from a child’s imagination, and she shares those lessons in the essay “The Children in the Wood.”
Any book, whether realistic or fantasy, is a self-contained world with the reader in control (if you do not like the game the writer is playing, you can always stop reading). My feeling is that children got most from books which work along the same lines as they do—in other words, by ‘Let’s Pretend’. I am not saying that a fantasy needs to ape children’s games, but I do think it should be not unlike them in a number of important respects. Above all, it should be as exciting and engrossing as the games in the wood. I aim to be as gripped by a book I am writing as I hope any reader will be. I want to know what happens next. If it bores me, I stop. But a book has an additional asset: it seems to be real. If you say in a book that a certain thing is real, then in that book it is real. This is splendid, but it can also be a snare. I find I have to control any fantasy I write by constantly remembering the sort of things children do in their games.
Notice, for instance, that the children in the wood are very wisely not pretending too many things at once. They say ‘Pretend we’re all queens,’ or ‘Pretend we’re explorers,’ and part of the point of what follows is to find out what this entails. In the same way, I find it works best to suppose just one thing: Pretend you are a ghost, or Pretend your chemistry set works magic, or Pretend this dog is the Dog Star. Then I go on to explore the implications of this supposition. Quite often, I am totally surprised by the result.
I also bear constantly in mind the fact that pretending is a thing most usefully done in groups….it is obvious that all other characters in a fantasy ought to be very real and clear and individual, and to interact profoundly—real, colourful people, behaving as people do. ..The third thing I bear in mind is the peculiar happiness of the children wandering in the wood. They are killing one another, terrifying one another and (as queens) despising one another and everyone else too. And they are loving it. This mixture of nastiness and happiness is typical of most children and makes wonderful opportunities for a writer. Your story can be violent, serious, and funny, all at once—indeed, I think it should be—and the stronger in all three the better. Fantasy can deal with death, malice and violence in the same way that the children in the wood are doing. You make clear that it is make-believe. And by showing it applies to nobody, you show that it applies to everyone. It is the way all fairy tales work.
But when all is said and done, there is an aspect to fantasy which defies description. Those children in the wood are going to grow up and remember that they played there. They will not remember what they were playing, or who pretended what. But they will remember the wood, and the big city all round it, in a special, vivid way. It does seem that a fantasy, working out on its own terms, stretching you beyond the normal concerns of your own life, gains you a peculiar charge of energy which inexplicably enriches you. At least, this is my idea of a fantasy, and I am always trying to write it.
May all who write fantasy aspire to do so…lest they be tossed into a dungeon and tortured! Mwa ha ha ha!
Say, that would be a good place to start our Fantasyland chat tomorrow…ahem. Anyway.
Good morning, everyone! My deepest thanks to all who shared my novella during is free days in the online book-lovin’ world. In this craziness of all this virtual workshopping and teaching and grading and blah blah blah, I thought it was high time Blondie step inand update everyone on her all-important dragon studies–we couldn’t have timed it better with Wyrd and Wonder.Take it away, Blondie!
Hello! It has been a while since I have written on here. You are probably wondering what these pictures are of. Well, the one below is of 2 dragons attacking as of down underground are plotting their next move. Now you are probably are thinking, ” How did the dragons make so advanced technology? ” Dragons have learned to make these marvelous machines by watch us make them. (I can show you a photo of this happening if you want on another post) This way dragons can track even the tiniest bit of treasure anywhere to stockpile in their caves and hideouts. Now, onto the next one!
This photo is of a normal dragon underground cavern. This particular pod of dragons chose it to be a safety cave for sleeping in. Now normally you wouldn’t see a dragon with a reading lamp. But, as I was saying before, dragons have grown quite advanced and are making more and more human machines. (human machines are normal everyday appliances like a toaster) And so, there you have it, a official view of a dragon cavern.
Now this picture is of the dragon breeding grounds. Now the dragon family on the right hand corner does not look happy. Why? Probably because that other dragon is hovering above their eggs. Well, since nobody ever dares take a dragon egg or eat it because both have unfortunate side affects, why is it angry? I think it is because the snake dragon was just trying to get a good look but the parents thought he was too close. And one more thing. You might want to say happy birthday to the family in the left hand corner, because one of the dragons just hatched!
Thanks to all who are reading this post and enjoying it. I do hope you all know more on current updates on dragons. Thank you.
P.S. Hello, Lonely Old Sea Dragon!
Isn’t she a wonder? My heart beams when she creates like this. x Master Steeden, I hope you can hunt down that Old Sea Dragon so he can say hello!I’ll have her come back later this week, just in time for when my YA Fantasy novel will be on SALE for just 99 cents! Tomorrow I want to share a powerful excerpt from Diana Wynne Jones’ observation of children and how they can inspire your fantasy writing.
Okay, I’m being a very naughty person right now, writing this while attending a virtual workshop on Google Classrooms, but it’s just, so, BORING. I mean, there’s no bountyhunters or sabotage in a talk about building quizzes.
(Though if you dig bountyhunters and mysteries trains, my historical fantasy is still free! Today is the LAST day, so grab it while you can!)
I just want to escape dull online meetings for that mysterious River Town, something akin to Diana Wynne Jones’ Fantasyland, and get lost among the townsfolk who don’t worry about Discussion Boards, Rubrics, or Co-Teaching.
Perhaps I’ll wander the Market, watching merchants gather from nearby towns to sell their hometowns’ specialties. Artisans show their wares while bossing around their apprentices.
MERCHANTS—when freelance—travel from an unknown place in the south northwards to another uncertain place. They own CARAVANS loaded with BALES. And they love MONEY. This must be the reason so many of them travel, because nearly all of them fall by the wayside, victims of BANDITS or other AMBUSHES, and the rest must know the risk. But they keep coming. Individual Merchants are portly, warmly dressed, and rather prone to trust hired GUARDS on small evidence. While alive, they drive a hard bargain. Many of them travel with young female relatives. This is unwise. See SLAVES, FEMALE.
APPRENTICES are people who are training for a trade or skill, which means they are usually quite young and bad at what they do. Most of the time they are like nurses during an operation, being there only to hand the master his tools. They seem to have to do this for a good many years before they get to do anything more interesting, and it is therefore not surprising that some of them get restless and either try to do the interesting stuff themselves or simply run away and join the Tour. The Rules state that if an Apprentice tries to do the interesting stuff on her/his own it will blow up in her/his face. If she/he runs away, she/he will learn all sorts of things very quickly and also probably prove to be the MISSING HEIR to a Kingdom. Surprisingly, very few Apprentices do run away. If you have one on your Tour, you are in for an eventful time.
Oh dear. Well if the Apprentice is blowing up the workshop, I should maybe get that kid out for a break at the Inn. I’ll buy him a pint, so long as the Innkeeper will serve an outsider.
INNKEEPERS are all so alike that the Tourist may be pardoned for thinking she/he has not moved from one INN to the next. Innkeepers are tall, fat, male, aproned, busy, and normally jovial. They are there to serve and shout order to barmaids. They take everything in their stride, from STRANGE RACES and TAVERN BRAWLS to peculiar requests from Tourists with awkward SECRETS to conceal. They seldom otherwise intrude on the action. They are always too busy. It is not known when these admirable men find time to eat or sleep.
The Apprentice calms down after a pint, though he’s still smoking a bit. The Innkeeper’s third chin wiggles a bit while he slides a mug to a darkened corner of the tavern. Who goes there?
ASSASSINS are numerous and widespread. They are said to be very good at their job, which is of course killing people for money, and to proceed on all occasions with strict regard to law and protocol. From one-third of the way through your Tour onwards, you may expect someone to have paid an Assassin to slaughter you. The traditional venue of this murder is a townhouse (Assassins, for some reason, do not operate in open country) or WHARF, so be on your guard in these places. But do not lose sleep over it. As the Assassin approaches you will get a sense of wrongness or feeling of being watched, and this should alert you in time. Once alert, you will find it surprisingly easy to kill this practiced killer. He will die protesting that you broke some Rule or other.
Dammit, now I have to pay the Innkeeper for the drinks AND the cleanup.
Still, I dump some money and drag the Apprentice out before he can whine for a third pint. A beggar notices I have money, so of course takes to poking my boots with his walking stick. For a blind pirate, he sure has a keen sense of his surroundings.
BEGGARS are to be found in all major CITIES, always wearing rags and often with hideous deformities. They will pester Tourists for money from the City gates onwards. As soon as the City comes under SIEGE, however, all Beggars vanish. The Management has prudently withdrawn them for use in other Cities along the Tourist routes. This makes sense. Beggars would only be in the way during the fighting.
I’ll have to slide my remaining coins into my boot, because there’s eyes a’plenty watching me pay, and I’m not keen to lose my boat-fare for the way home.
THIEVES’ GUILD. The Thieves’ Guild exists to transfer wealth but not to distribute it. Its members are pickpockets, burglars, robbers, fences, and housebreakers, but never muggers. The Guild claims to be a body of artists. All its members profess horror at violence (but are quite proficient fighters all the same) and pride themselves on bringing off robberies in apparently impregnable TREASURE stores, on picking locks, and on climbing smooth walls. You will be taken to see the Guildmaster, who rejoices in such NAMES as The Faceless Man or The Gentleman, at some point when your Tour visits a City.
I have to lose myself among the townspeople. Surely they can’t ALL be cut-throats and miscreants, can they?
AVERAGE FOLK are any people inhabiting the continent who are not specifically mentioned in the list of PEOPLES. They are not precisely normal all the same. Those who are not ASSASSINS, BEGGARS, or THIEVES will be INNKEEPERS, MERCHANTS, or peasants, and therefore they are busy trying to either rob you, rub you out, or cheat you. The rest will be fully occupied being taxed out of existence or dealing with a variety of magical nuisances. Otherwise they are rather like you, give or take a few hideous sores, gnarled hands, and suspicious scowls. Do not expect help or sympathy from any of them.
Looks like I have to escape my own little fantasy visit just to make sure I’m not left destitute in some alley. Jeez, for once it’s safer with my kids and their Lego wars. Legend has it, however, that a child of golden hair has the ability to capture a dragon’s likeness upon the page. I think we’ll seek that child out tomorrow to learn what breeds she’s studied so far…
This blog shall stop at nothing and stay there, bringing all undiscerning readers up to date information about significant items of interest and intrigue that will certainly be interesting to someone somewhere at sometime. I shall also try to avoid being vague.