Posts Tagged ‘World Building’

Of late I’ve been making good progress with the rewrite of Tears of the Mountain, averaging two to three thousand words a day. Until last week, when I got sick.

Nothing terribly major, just the latest head cold that was going around. Unfortunately it stuffed my head up good and proper so that my brain decided it was a good idea not to do any thinking and my work rate plummeted putting my schedule way behind. Even after recovering enough to get back to writing it took me a while to get towards being back to speed again.

Writing for me is a bit like driving a car. Once you get out on the highway you cruise along smoothly and keeping up a good output isn’t that hard. However when you stop for whatever reason, you have to work to get back up to speed again.

It did get me thinking about sickness though in stories, especially fantasy stories. It does crop up now and then but is not really nearly as prevalent as it should be in a pseudo-medieval setting. Health was not all that good back then – medicine was as much superstition as anything. Plagues and diseases regularly swept through regions as things like causes and hygiene were unknown. Sailors got scurvy. Soldiers were more likely to die of diseases and sickness than in battle. Modern problems like obesity weren’t as common, being more restricted to the nobility who did have plenty to eat.

Of course the standard answer is that ‘magic did it’ in response to health issues. There would have to be a lot of magic healers on hand to deal with everything though, and it is more likely only the nobility would see them.

It does bare thinking about in terms of my world, that more people should get sick in the stories.

This is something I have touched on before, that most fantasy stories are set in a medieval European setting – or at least what American writers think is a medieval European setting. Sometimes it can venture into an Asian setting, but you don’t see much beyond that. The world of Mist and Shadows does have elements of that, but it also has other elements, with a wide variety of cultures and time frames and landscapes.

As an Australian I have snuck in some Australian feel to parts of it – animals, landscape, a bit of language, that kind of thing. Nothing too major. But recently a new idea (yes, another) has been playing around in my head.

I guess it all started when reacquainting myself with the Dark Sun setting, ready for the 4E version of it. As part of that – as you do – I checked out its TV Tropes page. One of the pages there was of Death Worlds, which listed Australia as a real world example. Hardly surprising given the sheer amount of vicious, venomous and downright deadly wildlife we have, not to mention the tracks of inhospitable terrain. (Warning, clicking on a TV Tropes link could see you trapped there for hours.)

Another item read at about the same time was the Badass of the Week entry on Australia. This one contains very strong language, but is a hilariously over the top view of Australia.

All this got me thinking – people enjoy the over the top renditions of Australia and the characters of the like of Steve Irwin and Crocodile Dundee. Why not stick it all in a fantasy setting – the death world nature of its wildlife and terrain, the monstrous prehistoric animals, the mythical animals, the characters and slang. It’d be something rather different.

Then I stumbled upon a couple of post on the Giant in the Pen forums of people adapting elements such as that for RPGs.

And so the idea came about of a story (or group of stories) playing well and truly up to the ocker, death world nature of Australia. I have the plot and am starting work on it, and so far its been fun.

Of course playing Fallout and Borderlands probably is also a reason behind all this.

The second of the Cahuac Cycle short stories has been finished off and upoaded now.

This one is called Wolf and the Stars, and is a little different than the other three in that, though it features Cahuac, it doesn’t revolve around him.

I think it should be obvious what the story is referring too, but it is the kind of thing that would be explained in mythological creation stories.

The third short story of the series of mythological fantasy tales about Cahauc has been added to the site and to smashwords.

This one is called Cahuac and the Bees and follows on from the events of the first two, though is still a stand alone story.

In this one Cahuac must find out why the flowers are no longer growing which is stopping the bees producing their bounty of sweet honey. Cahuac’s journey takes him places both new as well as familiar.

A fourth story for the collection is close to being finished as well.

Trolls are one of the more interesting mythological and fantasy creatures to play around with, mainly because they are such blank slates.

While Elves are Elves (pointy-eared, long-lived, hang out in forests), Dwarves are Dwarves (short, bearded, live underground and dig up stuff), Dragons are Dragons (big, reptilian, flying and fire-breathing), it is not the case for Trolls. All Trolls Are Different as TvTropes put it. The reason behind that is because mythological they were so varied that it allows each author to put their own unique slant on them.

There are two that are my favourites – the trolls of Discworld and the trolls of Warcraft.

Discworld trolls use the more common stereotype of the big dumb troll, but not for obvious reasons. They are made of stone, with diamond teeth and silicon brains. The warmer the temperature, the slower their brains work until they can practically turn to rock in very hot weather in the daylight. In optimal conditions (ie very cold) their brains work much better and one troll, Detritus, almost worked out the Grand Unified Theory of Everything while freezing to death. Detritus is one of my favourite Discworld characters. A minor character at first, first seen working as a splatter (like a bouncer only much harder), he eventually joined the City Watch and ended up a sergeant.

Warcraft trolls are much differnet. Tall and lanky, they walk hunched over and speak in Jamaican accents, mon. They also sport tusks and mohawks, are incredible ancient and once had empires stretching across most of Azeroth, practising head-hunting, voodoo and cannibalism (though they got very good at it, so don’t need to practice anymore). The only word to describe them, as a die-hard Hordie, is awesome. And they get to be druids in the expansion – yay trolls!

I’ve been wanting to work trolls into my world for some time, but as yet haven’t found the correct form for them. I want them to be uniqueish, with my own slant on them, but not a clone of something I like. I’m thinking of folding them into the more traditional roles that elves fulfilled – forest dwelling creatures who are highly magical (which would explain their regenerative properties given the way magic functions in my setting), but obviously not looking like elves (or warcraft trolls.) Hopefully I can finalise the details before too long.

Now that the rough draft is finished I’m going to be doing a few posts while doing the rewrite exploring the story; its locales, peoples and background. Nothing that will give away too much of the plot though.

The first post will be about Adranatti, the City of Dreams.

Located on the northern shores of Amaralii, the Sea of Amar, lies the city of Adranatti, the largest, oldest and most prosperous of the Amari holdings in the land they call Hovendriun. Legends say that the city is two millennia old. Epic poems of the event describe how a pair of fishermen were caught in a fierce storm and swept them far to the north, where they were washed into the bay upon which Adranatti sits. There they met the primitive natives who, according to the poems, took them as their chiefs.

Few scholars take the poems seriously.   Adranatti – more properly Adranatti Vesa Criporo, that is the Colony of Adranatti Lesser – seems to have been founded in the period when the Amari city-states were establishing colonies around the Amaralii, during the transition between the bronze and iron ages. Adranatti Vesa Criporo was the daughter colony of Adrantti Traduin; Greater Adranatti. The colonists subjugated the native Gajaru, simple subsistence level farmers and fishermen who couldn’t stand up against the technologically superior colonisers.

In the years following its colonisation, Adranatti slipped into obscurity and became something of a backwater. Wars gripped the Amari city-states as they clashed for dominance, during which Adranatti Traduin was destroyed. In the end the Amari Rhapernumi was founded, a unified nation under the Rhapernum, the High King, though intrigue and plots were never far away as the Amari cities still sort dominance within the new nation.

Adranatti itself, all but forgotten, became more a Gajaru city with each passing century. The discovery of gold changed all that. For the five centuries after its founding, it was known small amounts of gold could be found, mostly traded with the Tchirrik, a alien race of insectoid men who dwelt beyond the northern hills in the arid lands beyond. When prospectors found vast quantities of not just gold, but silver and gemstones as well in what was nominally Tchirrik lands, all that changed.

Men flocked to Adranatti, seeking fortunes and it thus acquired the name the City of Dreams. Not just fortune seekers, but the full might of the Rhapernumi. Adranatti had at the time something of an experimental democracy running the city, but that was set aside as one of the Blood, a Prince of Amari was sent to take over the city and its wealth. War soon followed, a by-product of the greed for gold. The Tchirrik nation was destroyed as the Amari sought access to all the sources of gold and precious gems and the surviving Tchirrik were driven deeper into the arid lands.

Rumours surfaced during the last years of the war that the Tchirrik had hidden a vast wealth of treasure in a city that lay deep in the deserts, a city that grew in fame and legend as the story was spread. The Amari called the city Illiatorian and it became a lure for explorers, adventures and treasure hunters.

Amar has seen great upheaval in the following centuries, with rebellions and coups, dynastic changes and assassinations. The power of the Rhapernum has waned into little more than a figurehead, the city-states mostly independent once more. Adranatti too has seen its fair share of change. At its height it was one of the most powerful cities of Amar, controlling vast stretches of the north. But the gold mines began to play out and its wealth diminished and its northern holdings shrunk. Given its locale though, it remained an important hub for trade in the north and, while not as powerful as it once was, is still a prized possession.

As the Rhapernumi begins to break apart, foreign powers circle hungrily, chief among them the Empire of Hakset and the Maedari Commonwealth, eager to bind Amari city-states to their side for a coming war that seems inevitable. Of those cities in the north, Adranatti is the most prized. A city filled with betrayal, intrigue, bribery and corruption, with a young and untested ruler, it seems primed for one side or the other to snap up.

Updates

Posted: September 2, 2009 in General
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I’ve started doing some more updates to the website, fleshing out some of the pages and information contained within.

This will likely continue over a period of time.

The main two parts that have been, and will continue to be, worked on are the Tears of the Mountain and The Worlds of Mist and Shadows pages.

I first read The Silmarillion many years ago, back in high-school, and was blown away at just how epic the book was. It is pretty much my favourite book of all time, and if there was one book I wish I could have written, it is it. Now days epic seems more commonly used to describe those twelve 1000-page volume door-stoppers with more characters than a phone book. The Silmarillion is small by comparison, and the epicness in it comes from the characters and history and events, not from the verbosity and length.

Ever since I have wanted to right my own sweeping epic backstory for the history of my mythos, in the manner of The Silmarillion. Of course, being young when I first started out, it wasn’t particularly good, and borrowed too much from The Silmarillion. But as I got older and pulled the world apart and rebuilt it more than once, things changed and the backstory faded away and was mostly forgotten.

The recent announcement of World of Warcraft: Cataclysm, and the accompanying trailer, got me thinking about it again. The idea of unleashing a cataclysm on the world of my creation has been one I’ve toyed with for many years, but only in the distant past has it really been appropriate and considered. And so the old gears began to churn again to put together that epic backstory.

I don’t want to do it in the manner of The Silmarillion, which is a straight out narrative telling of the events, but to leave it a bit more open. In particular I want to do it as told by one group, in this case the Arduq, and be their view of the events that transpired. In this regard I am drawing ideas that have intrigued me from two games, or game settings actually. One is the Warcraft setting the other the Elder Scroll setting. Both have a lot of history and backstory scattered through them and built up on but, with the Elder Scroll setting in particular, you are never quite sure if all the little bits of lore you come across are the actual events or not. There are whole websites devoted to the discussing and arguing of the lore of those settings, trying to piece it all together.

If I have a dream, it would be that my words become popular enough that it would inspire that kind of behaviour and that kind of debate. A lot of my stories already have scattered tidbits of history seeded in them, helping to give the world a more fleshed out feel. Some of them are fairly straightforward and make sense, others more obscure and may seem irrelevant so far. Others yet may be stated opinions that may or may not be true. In the upcoming Echoes of Dark Reflections short story, the Minotaur Nhaqosa is talking about the Arduq, and says ‘they were old when the world was young’. It is that kind of thing that leads to debate, hopefully 🙂

Of course, also working out the details properly now means less chance for errors to creep in. If I know what happened and how everything works, I wouldn’t be contradicting what has been said in earlier stories. It is too easy to do and is often seen in sequels that were never thought about when the original story was written – some things just don’t mesh.

The big thing now is to make it suitably epic; the characters, events and history. I have a few ideas already. Hopefully some will make an appearance here at some stage. While it will be the story I have always wanted to write, it is not the kind of story easily sold and is likely the kind of thing that only ever sees the light of day if one becomes very successful and popular. One can only hope and work hard to try and make it so.

The Minotaur

Posted: August 18, 2009 in fantasy
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As may have been noticed in some of the short stories, I like minotaurs. While many races have been culled from the world of my writings, the minotaurs survived and thrived.

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I am not sure exactly where my fascination for the minotaur comes from. In Greek mythology the Minotaur was a singular creature, not a race, and was something of a violent monster that ate dwelt in the labyrinth of Crete and devoured young men and maidens. He was slain by Theseus of Athens (though this being a Greek story, it ends in tragedy for Theseus as well.)

Every since, minotaurs have generally been depicted as being rather violent, barbaric and evil creatures. Mostly. Yet despite this, I had a soft spot for them. When I first started writing fantasy at a young age, one part of the world had what I refer to as the half-men; minotaurs, centaurs and satyrs. At the time C. S. Lewis’ Narnia books were one of my main influences, hence the centaurs and satyrs. While minotaurs did rate a reference at times, they were on the White Witch’s side.

I think I may have wondered why the half-man/half-bull creatures were bad while the half-man/half-horse and half-man/half-goat creatures were good, so I included them all in together. Since then the centaurs and satyrs have been culled (reluctantly, and they may return as creatures of one of the Otherwords) but the minotaurs remained. My biggest concern is that I may have made them a little too good.

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Recently minotaurs have been seen in a more positive light, one of the main reasons being Warcraft. In Warcraft III a race of bullmen made an appearance – the Taurens. They were minotaurs with an Amerindian influence. They were wise and calm and lived in balance with nature and became an integral part of The Horde. They are seen by both sides as being probably the most ‘good’ of any race. Hardly surprising then that in WCIII and World of Warcraft that I turned out to be an avid Horde player – and my main was a Tauren Druid called Kwatalani.

So here is to the noble minotaur and be on the lookout for further appearances of them in my stories.

A second short story has had its editing complete today and been posted on the site.

Future Portents is a stand along story, set in the core world of the Mist and Shadows setting, Sharael. It is a bit of a different story, set at the dawn of the bronze age, when stone was beginning to give way to copper and then to bronze. It fits, chronologically, in between the time of the stories The Cahuac Cycle and those of The Maedari Book of Deeds.

The origins of it took place many years ago, but that initial story no longer worked for this setting, at least the second half of it, which required a total rewrite.

That second half may not make a lot of sense in parts;yet. It is in a way foreshadowing events yet to come and which will be revealed in other stories as I go along.