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…
“Mommy, I’m Bandit!” Biff hops toward me with his bear held high. “And this is Snowman! We gotta go to Texarkana County for cookies!” He runs in place, revving noises loud and strong, and then bolts down the hallway to my room, where there is no trace of cookies or Texas.
Bo sits at the table with his latest P.J. O’Rourke book, tea in hand. He’s trying to look innocent, but it’s not MY doing that the soundtrack for Smokey and the Bandit has been on for HOURS. Biff didn’t find that CD downstairs on his own, oh no. That little bugger had help.
“At least he’s not talking about bootleg beer,” Bo says.
“EW, beer is GROSS!” Biff hollers from my cookie-free room. “I’m on the run for bootleg cookies, not Coors!”
Bo hides behind his book.
“Eastbound and Down” starts up for the 3,511th time.
Must. Go. Outside.
Blondie and Bash are in a fit of camaraderie, which I’ll take over the previous fit of racing and grabbing at each other’s hoods and yanking each other to the ground. The two are blowing bubbles and talking up a storm over their new Comfie Club, choosing with of their stuffed animals will be in charge and whether or not Biff will even be invited.
The last bit, I admit, hurt. Biff’s the middle kid, just like me, and I was often left out of my brothers’ games when we were kids.
“Watch out, Snowman, here comes Smokey!” Biff tears by the window, “horn” blaring as his bear shakes frantically above his head. “We gotta jump the bridge, look out! Aaaaaaaah!”
I watch that boy and his bear leap from couch to chair and back as the banjo strums on. He’s reveling in an adventure all his own. Who am I to force him out of his imagination and into another’s?
We all need our passage out of reality once in a while. Thankfully, Wyrd and Wonder provides the perfect opportunity to escape the humdrum for something new.
Perhaps, like Biff, you wish to escape via the roads. Weeeeell they ain’t exactly paved in Fantasyland.
ROADS in Fantasyland are not good. Tourists have frequent cause to complain. There are several types of Road, each with its characteristic inconvenience.
Ancient magical ways, normally engineered from some black rocklike substance imperviousto wear. These are so old that only short stretches remain. The rest has been torn up or buried in some ancient CATACLYSM. This can be exasperating. You are just beginning to make some decent mileage on this tarmaclike surface when it stops, and you are back to a snail’s pace again.
ANCIENT ENGINEERING PROJECTS. These are wider than an eight-lane highway, dead straight, and made of cobbles that preternaturally show no sign of aging. Though hardly ever used today—they are characterized by windswept emptiness—they were clearly built to allow a traffic of horse-drawn carts, four lanes in each direction, travelling at seventy miles per hour.
Old trade routes. These are long-disused and normally serve to do little more than point you in the right direction. If you try to follow them you are quite likely to get lost when the route peters out into pathless moorland or even MARSHES. If the route is obvious, you will find no shelter along it, and no WATER.
Unpaved roads. These are the norm. They are always muddy and full of deep ruts from the passage of MERCHANTS and previous Tours. They lead through dangerous WOODS and abound in rocky defiles ideal for AMBUSH. Nobody ever maintains these, despite frequent representations to the Management, and you have to use them because they are the only way to get about. Some Tourists lose patience and ride across country, but this is not recommended because it is the surest way to get attacked by APELIKE CANNIBALS.
Hmmm. Maybe roads aren’t the best way to go with those cannibals and ambushing bandits hiding all over. What about the mountains?
MOUNTAINS are always high and mostly snow-capped. There seems to have been no ice age in Fantasyland, so the Mountains rise tens of thousands of feet into pointed, jagged peaks, which have evidently never suffered erosion. They are full of rocky defiles and paths so steep you have to dismount and lead the HORSES. Almost certainly there will be at some stage a ledge along a cliff that is only a few feet wide with an immense drop the other side. This will be covered with ice. Snow will be xweeping across it. The Rule is that you always in a hurry at this stage.
MOUNTAIN PASS, BLOCKED. The Rule is that any time you need to get from one side of the MOUNTAINS to the other, the pass across is blocked. The pass will be a narrow rift high in the Mountains, and by the time you have climbed up there, either with the forces of the DARK LORD hard behind you, or knowing you have only so long to get to the other side before the forces of Darkness get there first, you will find the pass…impassable. Usually the Management applies this Rule by prudently sending you off in winter, so that the pass is snowbound; on occasion, though, the blockage can be a landslide or a fall of rocks. In some cases, you can go down and round the long way, but mostly you just have to bash on through. Somehow. See also HARDSHIP and HYPOTHERMIA.
Oh yeah, hypothermia…never mind! Well I do like my rivers. My town’s on a river, my state’s on a river. Heck, did you know that Wisconsin is home to 26,767 miles of streams and rivers? That’s enough to circle around the entire globe and THEN some! (I learned that while digging up facts about Wisconsin for the kids to copy for handwriting. Ain’t that neat?) So, let’s try a river.
RIVERS in Fantasyland are often very peculiar. Some even flow uphill. Setting aside normal features such as the fact that neither WITCHES nor the forces of the Dark are able to cross RIVERS, , we are left with the unaccountable way that each bank of a given RIVER is liable to be different, and even more unaccountable way the local inhabitants ignore this oddity. The reason seems to be that the left bank of a River (face downstream) is often Highly Magical and full of Hidden Dangers, so that the dwellers are unable to see that side of the River at all. Heaven knows what they think they see instead, or the reason for the difference between the two banks.
BRIDGES. The inhabitants of Fantasyland seem to have a distrust of Bridges, maybe because they provide an easy way for an invading ARMY to cross to a VILLAGE on the other side of the RIVER. This is a great inconvenience to the Tourist. The Rule is that, when being pursued by the forces of the Dark, you are going to need to cross a Bridge, and there will be no Bridge. While the Tour is waiting to find a way across, the forces of the Dark have time to catch up. Even if there is supposed to be a Bridge on the route, you are likely to arrive to find it broken–whereupon the forces of the Dark gain steadily again. The only Bridges sure to be still in place are ANCIENT ENGINEERING PROJECTS, and they will be huge, with, as soon as you get to the middle, a tendency to develop a small but impassable gap right at the apex.
Well, how on earth can we get anywhere when the mountains are blocked, the roads are awful, and the bridges on the verge of collapse? I guess we’ll have to stop at a river’s town and socialize with the townsfolk therein…tomorrow. x
Bash sat in my lap as we watched Spirited Away earlier this week.
The story’s so like a fairy tale, yet all its own. A girl’s parents are lured into what appears to be a forgotten town to eat mysterious food, and turn into pigs as a result. Chihiro finds work in the bathhouse at the edge of town, a place run by a witch and filled with spirits, in order to remain near her parents and save them from the butcher’s block. Chihiro must learn true selflessness and love in order to save not just her parents but some of the spirits enslaved by the witch.
I love the organic growth of this story, the uniqueness of its characters, and the boundless possibility blossoming on the fringes of the worldbuilding. This was my favorite film to watch during night feedings with Baby Blondie. This time, I sat with another child on my lap to watch Chihiro’s adventure.
But unlike Baby Blondie, Bash did not merely snuggle and nap. Instead, he asked questions. Lots, and lots, of questions.
“Why do they have fans? Where does the train go? Why are some people people-shaped and some like ducks and some all blobby? Why do spirits need to eat?”
I, erm, tuned him out after a while. But I couldn’t blame Bash for having questions. We often associate magic with shapeshifting dragons, but not trains. We expect ghosts to haunt a place, but not run restaurants or ride trains. And why would spirits be sending mail to one another?
Fantasy stories take many, many shapes, be they within our present, past, or another time altogether. It’s just one more reason to be excited for Wyrd and Wonder, a month to celebrate all things fantastic no matter where they take place…
…and, well, to share my own historical fantasy, which just so happens to be FREE right now, and its mysterious train, The Weeper.
The old barrel boarder coughs himself up again. Someone ought to rip his heart out just to end that poor human’s misery. “Weepers ain’t no tale, b’hoys. I done beat the road on one. Wipe yer chins, I ain’t fibbin’!”
The remaining foremen, strumpets, and golden boys aren’t quieting down at all, so the old barrel boarder looks to Sumac. “Caught it up by Black River Falls durin’ a thunderstorm so loud you’da thought Paul Bunyan’d lost his Babe, just stompin’ and a’thunderin’, blowin’ trees down to find his partner. But,” and here the old man leans over the back of his bench, all mysterious like, soot mapping the creases of his face, “once the train done left the storm, I still heard the cryin’. The cryin’ come from inside the cars. T’ain’t natural, t’ain’t natural at all. A guard atop the car spotted me hidin’ by a couplin’ and took aim with his rifle, but I done jump before he could shoot.” He shudders. “Tarnation, ain’t never touchin’ no Weeper again.” And he spits into the fire for good measure. “Weeper creeper. Creep nuthin’. That’s the devil’s train, it is, wailin’ its way through a town like it’s late to Hell.”
There’s no mention of trains in Tough Guide to Fantasyland, which is understandable. Jones is parodying all the old-school, medieval-style epic fantasies, which never seem to advance technologically beyond 1700. (Feel free to correct me if I’m wrong on that.) Her entry on transportation highlights the classic mainstays like carts and boats.
TRANSPORT. Because of MAGIC and bad ROADS, Transport is very primitive. Here, though, are some general notes:
By land, if you do not ride a HORSE, you must go by cart or wagon. Both of these have wooden wheels and no springs. Carriages are known, but very rare, even in TOWNS. They have slightly more springing but are distressingly likely either to break down or to be waylaid by BANDITS. Tourists who ride in a carriage complain how chilly they are despite sheepskin coverings inside. Ladies and Evil WIZARDS prefer to travel instead by litter. This is a kind of curtained bed that can be slung between Horses, but most often is carried by a team of strong servitors or SLAVES. Litters are most frequently encountered in CITIES.
By WATER, whether sea or RIVER, you must go by small wooden BOAT, FERRY, RIVERBOAT, or SHIP. Whichever of these craft you find yourself on, be assured that one of the following will occur:
It will sink, possibly because of attack by a SEA MONSTER; Sea Monsters are attracted by Tourists as mice are by cheese, although it is a lot easier to understand how the mice know the cheese is there than how the Sea Monsters know the Tourists are there. Perhaps Tourists possess an identifying SMELL to which Sea Monsters are unusually sensitive. Even if there is no Sea Monster in the region, the Ship is likely destined for the bottom: why captains take Tourists on board at all is a mystery, in this context, unless they are confident of cleaning up on the insurance.
You will be attacked by PIRATES, who will hack to death or hang all the crewmen who have no NAME and possibly the grizzled but kindly Captain as well, so that you can pause for a restorative tear or two before trying to reconcile yourself to the fact that you are now a SLAVE, bound to be either a GLADIATOR or a GALLEY Slave.
You will be betrayed to the forces of the DARK LORD as soon as you have been either delivered to your destination or thrown off the vessel in disgust by the crew.
The Ship proves to be able to fly through the air rather than merely chug through the water. This will of course obviate your inborn tendency, as a Tourist, to seasickness; instead you will discover airsickness.
But let us save talk of roads and rivers and impassable mountains for another day.
It does seem that a fantasy, working out in 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 ideal of a fantasy, and I am always trying to write it.
— Diana Wynne Jones
Welcome back, my friends! Isn’t this a gorgeous video of the Wisconsin bluffs? The Mississippi River Valley is almost like another world inside my state. Farms are lost among all the forested hills. Silver rivers cast spells upon the landscape. It’s the perfect setting for a fantasy, one hidden among the pages of true history, as I describe for an excerpt of my novella, Night’s Tooth.
“In October of that year  quite a colony of Mormons came up from Nauvoo [Illinois] and landed at La Crosse…. They built twenty-five or thirty log houses and made themselves quite comfortable….The pay was drawn by the elders in provisions to support the families of the settlement. Just as the river opened in the spring , the men all came down from Black River, and the men stopped cutting…. News got out they were all going to leave. I went down to the settlement to see the elders and adjust matters…. That night they set fire to most of their houses and embarked in their flat-boats, and left by the light of their burning houses for Nauvoo.”
NAYTHAN MYRICK, A HISTORY OF LA CROSSE, WISCONSIN 1841-1900
It’s amazing how a little piece of history can set our imaginations galloping off into the boundless possibility of fantasy. The writings that pass down rarely give us a complete picture, which allows us to fill those spaces with our own creations. This happened to me for Night’s Tooth, and I’m sure this has happened to you, too. Click here to read the excerpt!
In the spirit of Wyrd and Wonder‘s celebration of all things fantasy, I wanted to share my writing with you all by making my novella free for the weekend.
Yes, that’s right–FREE for the weekend! From today until Monday (May 15-18), Night’s Tooth will be free for download from Amazon.
In the Mississippi River Valley, during the latter part of the nineteenth century, bounty hunter Sumac seeks shadowy bandit, Night’s Tooth. However, though gifted with magical powers, Sumac isn’t the only one tracking the mysterious outlaw, and he’ll need to keep his wits about him if he aims to get the better of Sheriff Jenson and the golden boys…
A mix of classic western and fantasy, Jean Lee’s novella is set on the edges of her Princeborn universe (see Fallen Princeborn: Stolen). Her use of language is delightful, with an unusual writing style that’s as clever as it is original. The characters are an interesting lot, too, (like the Sherriff with the squirrel-tails moustache). Drop them all into an atmospheric Clint Eastwood-type setting, and there’s plenty of action to keep the reader guessing what’s coming next.
Unlike Fallen, this one isn’t aimed at Young Adult readers, but if you like cowboy stories with a dollop of the weird and strange, this’ll be right up your old west Main Street.
There are many other authors celebrating Wyrd and Wonder in their own unique ways; I hope you’ll visit them via the Wyrd and Wonder website for a peek into countless more adventures in lands of magic beautifully fierce.
Good morning, Friends! Do you recall on Mother’s Day how my kiddos were watching Smokey and the Bandit (highly edited, of course) with Bo?
Well, now Biff’s insisting that we study the Bandit’s travel route from Texas to Georgia and back. He’s grown quite flustered he can’t find the state highways on our big ol’ basic country map.
All this talk of maps got me thinking about the fantasy genre’s love of maps. It seems like every fantasy, epic of not, simply must have a map. Diana Wynne Jones wrote about them with the love and humor she’s shown all other fantasy-related things in her Tough Guide to Fantasyland.
Find the MAP. No Tour of Fantasyland is complete without one….It will show most of a continent (and sometimes part of another) with a large number of BAYS, OFFSHORE ISLANDS, an INLAND SEA or so and a sprinkle of TOWNS. There will be scribbly snakes that are probably RIVERS, and names made of CAPITAL LETTERS in curved lines that are not quite upside down. By bending your neck sideways you will be able to see that they say things like “Ca’ea Purt’wydyn” and “Om Ce’falows.” These may be the names of COUNTRIES, but since most of the Map is bare it is hard to tell.
These empty inland parts will be sporadically peppered with little molehills, invitingly lablelled “Megamort Hills,” “Death Mountains,” “Hurt Range” and such, with a line of molehills near the top called “Great Northern Barrier.” Above this will be various warnings of danger. The rest of the Map’s space will be sparingly devoted to little tiny feathers called “Wretched Wood” and “Forest of Doom,” except for one space that appears to be growing minute hairs. This will be tersely labelled “Marshes.”
That is mostly it.
No, wait. If you are lucky, the Map will carry an arrow or compass-heading somewhere in the bit labelled “Outer Ocean” and this will show you which way up to hold it. But you will look in vain for INNS, reststops, or VILLAGES, or even ROADS. No–wait another minute–on closer examination, you will find the empty interior crossed by a few bird tracks. If you peer at these you will see they are (somewhere) labelled “Old trade Road–Disused” and “Imperial Way–Mostly Long Gone.” Some of these routes appear to lead (or have led) to small edifices enticingly titled “Ruin,” “Tower of Sorcery,” or “Dark Citadel,” but there is no scale of miles and no way of telling how long you might take on the way to see these places.
In short, the Map is useless, but you are advised to keep consulting it, because it is the only one you will get…. Further, you must not expect to be let off from visiting every damn place shown on it.
Reading entries like this makes me look at some of my own maps and cringe a little. As writers, sure, we need a layout of the setting so we know what’s where, but you know, when there’s a chunk of the map labeled with “Beyond Desert,” “Elsewhere Lands,” or “My Characters Don’t Go This Way So Ignore,” must one really include that map?
Don’t get me wrong–some maps are provide plenty of reasons to wonder upon the wyrd and fantastical. Colin Meloy’s Wildwood has a glorious map used in the story that not only intrigues the reader, but the young protagonist as well…
Who wouldn’t want to know what’s in that Impassable Wilderness? Most of the citizens of St. Johns Portland, actually, which adds a whole new layer of intrigue and potential magic to young Prue’s town.
All that we need is a reason to enter the Map. Give us a mission–whether it’s rescuing a child, uncovering an object, finding a truth, a treasure, a love–and we will take on a place no matter how absurd its Map is.
For all we want, be we readers or protagonists, is a reason to go on a journey.
Now granted, that Journey may seem a little absurd, as Jones points out…
JOURNEY is of course your Tour. No discovery or action can take place in Fantasyland without a good deal of traveling about. This is in the Rules. The Tour will be set up so that you will find at the outset you need to go to a CITY on the other side of the continent. Once there, you will find you need to go to the extreme south. And so on. You can count on the worst conditions for doing so. (See HARDSHIP, which the Management seems to find synonymous.) (See also LANDSCAPE, ROADS, and TERRAIN, of which you will see lots.) (Oh, and HORSES, which you will have to ride, BOOTS, which you will need when your Horses are dead, and DARK LORD, who will be trying to stop you every mile of your journey.)
…but that doesn’t make the Journey any less beloved or memorable.
How are your own journeys into the Wyrd and Wonder-full going? Be sure to share in the comments below! And don’t forget my historical fantasy novella Night’s Tooth will be FREE tomorrow through Monday (May 15-18). If you know anyone who loves bounty hunters with a touch of magic set in the Wild West, please guide their reading journey to my corner of Fantasyland. x
This is a vivid and immersive little novella, where magic and murder abound in the gritty and desperate old ‘wild west’. The realistic setting and surreal characters collide in a strange and utterly intriguing way, making the reader anxious to know more of this unfolding story.
Soooooo my puppet plans for the day went so-so. Each kid had a snit at some point: Blondie in making the puppets, Bash in writing his play, and Biff in performing for his family. Still, the kids had TONS of fun at various points of the day creating their robots, rockets, and superheroes. We also took breaks to watch the ultimate puppet show, The Muppet Show. The episode with John Cleese is always a favorite!
I also had a lovely chat with long-time friend, Anne Clare. It always lifts the spirit to connect with an old friend and fellow creative who adventures with teaching and parenting at home as I do. Be sure to stop by her site and say hello!
This week we also found the library that contained the last book to Blondie’s current fav series: Last Dogs by Christopher Holt. She’s found a lot of escape in this series, and I didn’t want to cut off her escape time by missing one of the books.
Escape is very important in times like this, and I hope you each have found that beloved book to transport you out of the current chaos (feel free to share it in the comments below!). I’m excited the stories I’ve written have helped others escape; nothing helps me reset like escaping into my fantasy writing. Diana Wynne Jones also considered fantasy stories to be a delightful bit of escape and adventure for children, but she also reminds writers that fantasy is much more than that for children. Through fantasy, children discover how to be their best selves.
…many writers, not only those who say imagination drives you mad, get the wrong idea. They assume that because a thing is “made up” it is unreal or untrue (disregarding the fact that any kind of story except the most factual biography is always “made up”). They see a child reading a fairy story, or constructing his or her own fantasy, and they at once conclude that the child is retreating into make-believe simply to get comfort in a melancholy situation.
Fantasy certainly does provide comfort–and who is not entitled to a little comfort if they can get it? For those who need that, it is the mind’s perfect safety valve. But a child reading, say, a fairy story is doing a great deal more. Most fairy stories are practically perfect examples of narratives that fit the pattern of the ind at work. They state a problem as a “what if” from the outset. “What if there were this wicked uncle? That evil stepmother who is a witch? This loathsome monster?” Stated in this way, the problem (parent? bully?) is posed for the widest possible number of people, but posed in a way that enables the reader to walk all around it and see the tights and wrongs of it. This uncle, witch or monster is a vile being behaving vilely. As these beings will invariably match with an actual person: parent, sibling, schoolfellow, what a child gains thereby is a sort of blueprint of society. Reading the story, he or she is constructing a mental map–in bold colors or stark black and white–of right and wrong and life as it should be. Turning to the cruel parent or schoolfellow, where right and wrong are apt to be very blurred, this child will now have the mental map for guidance.
An important part of this mental map is that the story should usually have a happy ending–or at least an ending where justice is seen to be done to villains and heroes alike. This is again part of life as it should be. The mind, as I have said, is programmed to tackle problems, joyfully, with a view to solving them…it is important that the blueprint instructs them to aim as high as possible.
If you bear in mind these responsibilities as you write, you need have no fear that any child will mistake the blueprint for the actual world. Children recognize the proper workings of the imagination when they are allowed to see it and may quite well remember your story, joyfully and gratefully, for the rest of their lives.
As you all continue on your adventures through the fantastic, I hope you’ll take a moment to remember the authors who inspired you with their monsters and warriors, and how those stories brought you here, to your Wyrd and Wonderful place, to create a new world of monsters and warriors to inspire a new generation of readers drawing up their own blueprints to becoming their best, their brightest, their most unique selves.
SMELLS are everywhere and strong, and, except for those of ENCHANTRESSES and INCENSE, unpleasant. Even DANGER has a Smell–the REEK OF WRONGNESS. There is somethingin the chemistry of the land that makes Smells. It is probably a fallout effect of MAGIC, but see also SOCKS and TROUSERS.
While it’s true that springtime in Wisconsin has some unpleasant odors–fertilizer, anyone?–there are also the gorgeous smells of budding fruit trees and daffodils, fresh-cut grass and firepits.
Nothing gets my mouth watering like the smell of a meat over a fire, be it a grill or a firepit. Blondie, too, is always happy to see Bo cooking hot dogs outside, or to have a weenie roast with my mom. The twins…well, like me they enjoy setting marshmallows on fire. Unlike me, they don’t eat them in a s’mores, the weirdos.
Since yesterday’s schooling time was…um…not great, let’s consider the contented joy of cooking night fires preparing our favorite savories and sweets…and how those in Fantasyland so rarely seem to have either. Then I’m going to share a couple slow cooker recipes that Bo and I have enjoyed here because, well, being in lockdown and unable to go camping, we need to bring the taste of s’mores in SOMEhow.
FOOD. See STEW, SCURVY, STEW, WAYBREAD (also known as Journey Cake) and STEW–though there are occasional BIRDS, FISH, RABBITS and pieces of cheese. Generally the diet is an unvaried one, although MARSH DWELLERS can work wonders with ROOTS. Puddings are unknown except occasionally in the Courts of KINGS. Tourists who suffer from diabetes should be quite safe.
WAYBREAD OR JOURNEY CAKE is a flat cake, infinitely nutritious and weighing almost nothing, on which Tourists may sustain themselves for long periods. In appearance, it seems to be halfway between a ricecake and a ship’s biscuit, and in substance, it is truly remarkable since those eating it are never hungry and absolutely never suffer from any deficiency disease (see SCURVY). In some areas there is also a kind of grass capable of being eaten instead of Waybread, but this seems to grow only when your Waybread has run out. It is strange that the inhabitants, given the remarkable properties of Waybread and grass, do not choose to live entirely on one or the other. The reason must be that neither tastes of anything very much. After a month of eating them you will even be glad of STEW.
WATER. You may drink or wash in any Water, however scummy, while on the Tour, except in the MARSHES, where it is full of wriggly things. Water in Fantasyland does not harbour germs. The only other Water it is unwise to touch will be either near the home of an ENCHANTRESS or on the trail left by a WIZARD. This may turn you into things or show you disturbing pictures.
STEW (in which thick and savoury translate as “viscous” and “dark brown”) is the staple FOOD in Fantasyland, so be warned. You may shortly be longing passionately for omelette, steak, or baked beans, but none of these will be forthcoming, indoors or out. Stew will be what you are served to eat every single time. Given the disturbed nature of life in this land, where in CAMP you are likely to be attacked without warning (but see BATH), and in an INN prone to be the centre of a TAVERN BRAWL, Stew seems to be an odd choice as staple food, since, on a rough calculation, it takes forty times as long to prepare as steak. But it is clear the inhabitants have not yet discovered fast food. The exact recipe for Stew is of course a Management secret, but it is thought to contain meat of some kind and perhaps even vegetables. Do not expect a salad on the side.
While the following casserole isn’t exactly fast food, either–or easily transportable–it is quite yummy with its hint of Thanksgiving. Plus it’s a great way to utilize stuff likely sitting in your pantry and freezer. I got it from Fix-It and Forget-It: 5 Ingredient Favorites, a book that’s been a big help in slimming down our grocery list.
Ingredients: * 1lb lean ground turkey * 2 cups frozen mixed veg * 1/4 cup Italian dressing * 1tsp steak sauce optional (I’ve yet to use it) * 16oz can wholeberry cranberry sauce * 6oz pkg. stuffing mix for turkey
Combine ground turkey, veg, Italian dressing, and steak sauce (if using) in the slow cooker.
Pour cranberry sauce over top. Sprinkle with dry stuffing mix. I also slice up 3 tablespoons of butter to spread across the stuffing, too.
Cover and cook on low 6-8 hours or on High 3-4 hours.
Honestly, I burned a firewood-scented candle while eating my helping of s’mores cake. I love love LOVE the smell of campfires, and the Fix-It and Forget-It: Slow Cooker Dump Dinners and Desserts book gave me a chance to transport myself to that beloved setting while the kids ran around the house in a sugar rush. Yes, this dessert is SUPER sweet, so take it in small doses. 🙂
Mississippi River Valley, 1870s. The white man wields rails and guns to bring law to the land. But there are more than wild animals hiding in the territories, and it will take more than guns to bring them down.
Sumac the bounty hunter needs no guns to hunt any bandit with a price on his head, even one as legendary and mysterious as Night’s Tooth. But Sumac didn’t count on other bounty hunters coming along as competition, nor did he expect hunters sharing his own magical gifts.
It’s one man against a gang and a mystery, all to protect a train that must cross the territories at all costs…
Inspired by classics like For a Few Dollars More and fantasy cult favorites like Highlander, “Night’s Tooth” is a western with a fantasy edge set in the Fallen Princeborn universe.
My YA Fantasy Novel Fallen Princeborn: Stolenwill be just 99 cents during Memorial Day weekend (May 22-25). If your neighborhood’s still on lockdown like mine is, let’s escape together in the hidden farmlands where magical portals await…
Desperate, they crossed over The Wall to hunt Humans. But they made one mistake. They took Charlotte’s sister.
In rural Wisconsin, an old stone wall is all that separates the world of magic from the world of man—a wall that keeps the shapeshifters inside. When something gets out, people disappear. Completely.
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.
Welcome to River Vine, a shrouded hinterland where dark magic devours and ancient shifters feed, and where the seed of love sets root among the ashes of the dying.
Whew! I think that’ll do it for today. I’ve planned a puppet-themed school morning for the kiddos, so we’ll see if this goes gloriously well or gloriously awry…
Anybody else have to do laundry on Mother’s Day? I did my best setting the twins off to put away clothes while Blondie helped me fold. The job got done…eventually. Bo grilled despite the snow/rain outside, so our tummies were warm and full by the end of the day. 🙂
There are many world-building curiosities DWJ clearly had fun poking at in her book, attire being one of them.
CLOTHING. Although this varies from place to place, there are two absolute rules:
Apart from ROBES, no garment thicker than a SHIRT ever has sleeves.
No one ever wears SOCKS. See also CLOAKS, COSTUME, and KNITTING.
COSTUME. It is a curious fact that, in Fantasyland, the usual Rules for CLOTHING are reversed. Here, the colder the climate, the fewer the garments worn. In the SNOWBOUND NORTH, the BARBARIAN HORDES wear little more than a fur loincloth and copper wristguards (see CHILBLAINS and HYPOTHERMIA). However, as one progresses south to reach the ANGLO-SAXON COSSACKS, one finds VESTS and BOOTS added to this costume. Further south still, the inhabitants of the VESTIGIAL EMPIRE wear short SKIRTS and singlets and add to this a voluminous wrapper on cold days. Thereafter, clothing steadily increases in thickness and quantity, until one finds the DESERT NOMADS in the tropics muffled to the eyebrows in layers of ROBES (see HEATSTROKE).
UNDERWEAR is optional and largely nonexistent. It is believed that some form of loincloth or drawers is sometimes permitted, but the Management is naturally coy on this subject. Bras are certainly unknown, but in the case of dancing girls may be replaced by sequined things with tassels.
SOCKS are never worn in Fantasyland. People thrust their feet, usually unwashed, straight into BOOTS.
BOOTS. In Fantasyland these are remarkable in that they seldom or never wear out and are suitable for riding or walking in without the need of SOCKS. Boots never pinch, rub, or get stones in them; nor do nails stick upwards into the feet from the soles. They are customarily mid-calf length or knee-high, slip on and off easily, and never smell of feet. Unfortunately, the formula for making this splendid footwear is a closely guarded secret, possibly derived from nonhumans (see DWARFS, ELVES, and GNOMES).
Ah, sharing Diana Wynne Jones always brings a smile to m’face. We’ll see how the antics with our schooling at home help me choose tomorrow’s selection. In the meantime, stay healthy and keep on walkin’!
To all Moms and Those Who Mother: A Blessed Mother’s Day to You!
So you may think that as a mother, I would spend this post gushing about my kids.
I talk about those little hoodlums enough. Besides, Blondie turns 10 in a few weeks, and I’m bound to get her on around then to talk about fantasy adventures she loves.
So let’s shove the kids into a room with trucks, dragons, and “cutelys” (Biff’s latest stuffie animal crew, of which he’s the zookeeper and it’s all undeniably adorable) so that you and I can take a moment to realize it’s the month of Wyrd and Wonder. Huzzah!
Nnnnope! Time to visit the Queen of the Fantastic. Not with Charmed Life–I don’t need the boys accusing Blondie of draining their life force (or vice versa). And no, I didn’t take them to Howl’s castle. I’ll share an analysis of the chosen story later this month. 🙂
In the meantime, I thought it’d be fun to celebrate Wyrd and Wonder with favorite snippets of Jones that highlight her craft and humor. I love love LOVE Reflections on the Magic of Writing and The Tough Guide to Fantasyland, so I’ll be sharing highlights from these books every day over the next…hmmm…let’s say for twenty days or until I finish the chosen story with my kids, whichever comes first. Shall we start with a fitting entry for Mother’s Day? Indeed! Yes, one that instructs Tourists of Fantasyland to be wary of those mothers of fantastical nations, the Queens.
Queens ruling in their own right are rare, but they do occur. When they do they are:
Totally useless because dominated by a male lover or COUNCILLORS, or both.
GOOD, but incapacitated by MAGIC or scruples or both, in the most extreme cases, this Queen will sit on her throne perpetually in a state of blanched preservation. Tourists requiring favours of her will need only one look to know that here is something else they have to put right before they can get on with the real business of the Tour. When rescued such Queens can put things in order with commendable briskness.
Good. This Queen will be a MAGIC USER and terribly conscientious. In her case the Tour will reveal something highly amiss with either her COUNTRY or the whole continent. The Queen will often have to join the Tour to put this right (see SAVING THE WORLD). You will have to spend the Tour worrying about the Queen’s safety.
Old-fashioned bad. This kind of Queen is totally in control. She has everybody terrified of her, possibly through Magic. And, again possibly through Magic, she will be beautiful…Her Country will be the most abject and oppressed of any on the Tour. Since she is very cruel, this will not bother her at all.
A bad mother. This Queen is really ruling for her young son (see CHILDREN), but she will be so anxious to go on ruling that she will be bringing the lad up to be wholly dependent on her. This Queen is a dangerous sentimental bitch, because she will claim that everything she does is for the sake of her Child. She will try to POISON anyone who gets in her way. Only a powerful AMULET will help you here. Naturally no Tourist will want to have anything to do with this Queen, but it will usually be necessary to release the young KING from her clutches before you can proceed on the Tour. The local God may well insist on it.
Oh, it is going to be sooooooo fun sharing these! I hope you find Jones’ words a source of fun and inspiration as you create your own story-worlds.
Speaking of story-worlds, I’ve thrown my own tales into the Wyrd and Wonder celebration!
Night’s Tooth is about as about as gritty a story as you can get and Jean Lee is just the woman to deliver it. Her world building and sense of timing deliver a heightened sense of tension and you’ll find yourself holding your breath page after page. For those with a low suspense threshold, I recommend reading Night’s Tooth with all the lights on!
Thanks for the awesome review, P.J. Lazos! * * * *
I typically read any kind of genre if the writing flows. But my favorite tends to be the YA fantasy and YA paranormal. Because of what I do for a living (oncology nurse), it is refreshing to read something that takes me far from this reality and into an alternate, believable time and place.
The heroine, Charlotte Aegir, is perfectly flawed. So, while the storyline and the world-building is so creative and imaginative, and steeped in faerie, Charlotte’s flaws and rough edges are also so true and…well, real, giving this dark fantasy novel a genuine emotional core—a beating heart—that we humans can relate to.
Thanks so much for reading this slapdash post written while Bo and the boys race along with Bandit down the highway with Smokey on their tails. I hope you’ll come back for the upcoming journey through craft and Fantasyland–be sure to share your own celebration of all things fantastic in the comments below, too. Let’s spread the word that spring’s the time for Wyrd and Wonder!