Happy Wednesday, one and all! I just had to get one more podcast out before Wyrd and Wonder comes to a close. Today I picked up a story recommended to me by another fantasy fiction fan: Joust by Mercedes Lackey.
If you’d like to recommend a read for the podcast, let me know in the comments below! I’ve been hunting down some intriguing fantasy fiction tied to Pride Month, and there’s a classic Juneteenth novel I’m excited to try, too. As always, I’d welcome reading any indie authors’ stories as well. x
I have written about The Hobbit’s worldbuilding before. If you’d like to read about that, click here.
If there are any stories you would like to recommend for sipping on this podcast, let me know in the comments below! I’d also welcome reading any indie authors’ own stories. I keep discovering more and more fantasy books I’d like to try, so perhaps we’ll stick with fantasy? Or perhaps not! I’m enjoying the promise of possibility far too much. x
Hello once more, my friends! I thought it’d be fun to continue sharing some of the inspiration for my Fallen Princeborn characters, this time including some kickin’ writing advice I got from the craft books 45 Master Charactersand 20 Master Plots.
“But I hate templates!” Of course, no one wants their story to be considered some sort of cookie-cutter tale. What’s cool about these particular craft books is their analysis of how far back certain kinds of stories and character types go, and in so doing shows why these kinds of stories and characters are timeless and therefore always relevant no matter what the story.
First, let’s talk plot.
It’s all right to let yourself go when you write, because you’re using the best part of your creative self. But be suspicious of what comes out. Plot is your compass…Fiction is a lot more economical than life. Whereas life allows in anything, fiction is selective. Everything in your writing should relate to your intent. The rest, no matter how brilliantly written, should be taken out.
20 Master Plots is likely a book I’ve mentioned here before, but I can’t help but re-recommend it for both inspiration and reflection on the primary shapes a story has taken through literature. Now I love pantsing my way through plot development like many other NaNoWriMo folk, but when it comes to a series, stuff has to fit, dammit, and if you don’t take time to make things fit, you are promising yourself a story-world of plot holes and problems. You may very well mixing several of the “Master Plots,” such as Rivalry, Rescue, or Riddle, and there is nothing wrong with that. What is wrong is losing sight of what those Master Plots need in order to complete the story. For instance, I know I’ve got some Riddle in mine, as Charlotte’s curious abilities to handle Velidevour magic are not yet explained. Were I to leave that unexplained book after book until the series ends, readers would understandably give me a good rap with the knuckles and ask what’s going on. Pursuit is another Master Plot I use quite often, which Tobias defines here as–
Two games never seem to fail to capture the imagination of children: hide-and-seek and tag. Try to remember the excitement of being on the hunt and finding where everyone was a test of cleverness (how well you could hide) and nerve. Tag is like that, too. Chasing and being chased, always trying to outwit the other person. We never lose our appetite for the game. For children as well as adults, there’s something fundamentally exciting in finding what has been hidden. As we grow older, we grow more sophisticated about how we play the game, but the thrill at the heart of it never changes. It is pure exhilaration. The pursuit plot is the literary version of hide-and-seek.
Perhaps you’ve seen thrillers, suspense, and/or mysteries referring to the “cat and mouse” chase within the story. Welp, there you go! We love this game of seeking what’s hidden, or hunting the baddie. It means a constant foray into uncertainty with high stakes, and dire consequences will befall whomever fails. This drives any pursuit within Fallen Princeborn: Chosen, and I promise you now it will only grow in the stories to come.
Liam keeps an arrhythmic staccato pace with Dorjan. Scattered leaves and pine needles hide an array of sharp rocks. Liam’s feet seem to find them all, but with the sparks of Charlotte’s touch still alight within him, he cares little about the pain. Only Dorjan’s nose matters now, tracking the scent of their quarry. He slows, checks the ground, speeds up. Slows, checks the ground, speeds up. They move like this out of the sun-baked brambles and into the tattered forest.
A branch breaks. A creature cries. But nothing is close enough, not yet.
Dorjan is the first to slow. He points where a few drops of oil speckle upon a pine’s crusted sap. The brittle cove around them bears a pathetic green compared to the lushness of the foliage surrounding Rose House.
Then Liam feels it—a prickling around his wrist. Blast it. Already the mark is alive and moving. “The Wall is close.” He strains to look past the scattered clumps of life around them but sees nothing of the Wall surrounding River Vine.
Dorjan sniffs the air. “And Campion’s got company. Two, by the smell of it. Bully for us.”
The first time I read 45 Master Characters, I had already drafted my series’ first book (Stolen), and it struck me how much this description fit Dorjan, my rogue Princeborn who’s appeared in both my novels as well as my novella Night’s Tooth. Unlike other Velidevour who don’t care much about devouring the desires of an adult or child, Dorjan takes extra care to defend human children to the point of killing his own kind, as he does in Stolen:
Human once again, Dorjan grabs Jamie by the neck and pins him against a tree. “You wonder, do you, why I do this. Why I hunt you and Campion, why I seek a duel with Cein. Know, then: I do this for Jennifer Blair, whose brother you unlawfully stole, an innocent, a borderland child. A child!” His fist breaks skin and muscle and bone. Blood splatters Dorjan and leaks from Jamie’s mouth.
“Just… human… just… human…” he murmurs like a broken toy, hiccupping between words.
“A human worth far more than you or me,” Dorjan says with a low voice that begins with a quiver and ends on a battle cry as his fist tears in and then slams out of Jamie’s ribcage, heart in hand. The moment his last artery snaps, Jamie’s eyes deteriorate into dull gems, onyx. Then mist. Another breath, and his entire body blows away in a cloud of violet embers.
Dorjan studies the black heart a moment before pitching it far into the trees. “Let me know if Cein and Campion get my message, will you?”
Every character needs motivation to be what they are, be it through principals, wants, needs. Whether or not that purpose lifts them up to heroics or plunges them deep into villainy is up to you, fellow writers.
…the Male Messiah may not know of his connection to the Divine, but he may just be driven to accomplish something important. In this respect, he isn’t working on a spiritual goal. It seems his whole life is for one sole purpose and that purpose affects the lives of thousands of people…The Male Messiah has the ability to see the whole picture when it comes to problems. He never jumps to conclusions or gets involved in the gossip or drama of everyday life…
As the Punisher, he’ll curse the man who has “fallen” to teach him a lesson. He wants to break the man’s ego. He’ll kill the man’s spirit to transform him into his image. He may try to justify himself to others, but they’ll never fully understand his power or the burden he carries. They view his reprimands as harsh and uncaring. Many will leave his side, unable to follow his rules and treatment…He feels his word is law.
Just one unmet need–love, hope, peace, whatever else–and one’s soul is cast in darkness. This struck me good and hard as I developed another character in Fallen Princeborn: Chosen. You will know him when you meet him, this carrier of pale fire and song.
Stay tuned for my next post to read his introduction as well as information about a cracking podcast I got to do with fellow indie fantasy author Neil Mach.
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!
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.
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.
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.