Saturday Setup – Magic: Effects on Development

Introduction

Last time, on Saturday Setups, we talked about different systems of magic. This week, we’re going to talk about the effect of magic on development. This is quite an expansive topic, and I could give many, many examples. But I’ll do my best to keep it short and to the point. The concepts and things you need to think about may vary depending on your world, but the general direction should be roughly the same. 

Development

First, let me explain what I mean by development. Development here is the development of society in any area that magic in your world might be usable. If magic can replace an innovation in our world, that’s an area of development. This is important because there are quite a few areas that magic can affect. 

Areas of Impact

Alright, let’s dive into the main point of this article. Magic impacts many things about the world your characters live in. For example, if everyone is capable of teleporting wherever they need to go, there wouldn’t be much use for cars or other transportation devices. These are the kinds of things you have to think about. Let’s consider some of the areas that magic can have an impact.

Technology

Obviously, I already pointed out one example of how technology can be impacted by magic, but really, the possibilities are limitless. There may be specific areas of technology that simply never develop because magic takes their place. Why use an engine made of metal and parts if you can power a car off a magically imbued crystal? Why bother with a stove if you’re able to boil water with a thought? There are so many things that either society or individuals may never need or use simply because of magic. Depending on whether or not a specific magical ability is wide-spread in society, you may have parts of technology that develop but are only used by a certain subset of people. This could, of course, lead to divisions between classes based on magic too.

Social Development

Magic can often impact societal development as well. A natural hierarchy can appear depending on the kind of magic most common and the system it naturally promotes. If some people are naturally more powerful than others magically speaking, this leads to a system starting with the strongest and moving down the line to the weakest. Given that it’s human nature to group, categorize, and label, it stands to reason that at some point, those groups and labels might be used to keep one group or another down or even as a prejudice that people justify because of the group they’ve assigned other individuals to. Cliques and prejudice toward those of a lower class or those who are different has been seen in just about every society on the face of planet Earth. So, it stands to reason that magic could end up being a tool people use to divide themselves and to keep the “lower class” down. 

Exploration and Science

If people are viewing the world through the lens of magic, what would they be capable of discovering that we cannot? Would they be able to see more of the universe than we do? Would their methods of exploration and their approach to science be completely different? There’s no way of knowing for sure what might be different here, so as the writer, you have to use your creative thinking to come up with things that might change because of the system of magic you have chosen to employ in your world. Since every system is different, no one answer will be right in every situation. The things that have to be altered from our methods and exploration of the world around us will vary based on the magic available, so it’s important for you to think through that one on your own to make sure your changes fit your system.

Conclusion

These are, as I said, only a few of the ways magic can have an impact on a world and those living in it. There are certainly more ways and more areas that magic can impact. But these are the ones I consider to be the most major in their impact on society and your characters. Have another area you can think of or something to add? Or do you have questions about this topic? Feel free to ask in the comments below!

Sunday Sub-Genres: Coming-of-Age Fantasy

Introduction

This week’s discussion of sub-genres is all about coming-of-age fantasy. This genre, both fantasy and otherwise, is fairly popular, particularly for young adults and teens. Why? Probably because the entire premise has to do with change and growing up or finding your place. But we’ll look at things a bit more closely in this post, so let’s get started!

Defining Coming-of-Age Fantasy

As noted in the introduction, coming-of-age fantasy places a large focus on how someone who is unique in some way or another goes from normal life to a new normal. These stories, as a result, generally start out with the protagonist losing something or someone. Some event acts as a catalyst to force them to move from the comfortable place they were at into the unknown where they will discover themselves and ground themselves in who they really are. 

These can make some awesome stories for teens and young adults since that’s the age where many young people are doing exactly what the characters are doing: finding themselves and figuring out where they fit. But people of all ages can and do enjoy coming-of-age stories, and fantasy lovers are no exception.

Please note that, unlike many sub-genres we’ve discussed before, coming-of-age fantasy is often more a theme than it is a specific sub-genre. In virtually any tale, a character can be forced to move from comfort to a hard road towards self-discovery. As a result, the coming-of-age fantasy sub-genre can fit in with many other sub-genres, even if it isn’t the main focus per se. It fits particularly well with epic or high fantasy in many cases because the themes and storylines mesh very well.

Writing Coming-of-Age Fantasy

Now, on to the interesting part! How do we write coming-of-age fantasy? As I said earlier, this sub-genre really works well with almost any genre of fantasy and even with non-fantasy genres. It’s popular with younger audiences because it’s relatable, and because of it’s flexibility, you as a writer can utilize it as a theme with your main sub-genre of fantasy even if you don’t intend to write it as a main sub-genre.

So, let’s dive in to some of the aspects of coming-of-age fantasy.

Magic

Because of the nature of coming-of-age fantasy, the level of magic in your story may vary greatly. Magic is a great way to force the characters to move from innocence to experience in the novel or short story, though, so it is often a strong feature in these stories. Or, at least, the discovery of it and subsequent struggle to learn to use it and control it often ends up being a pivotal point in these stories. Because it’s so useful for getting the ball rolling, most fantasy tales that are going to be specifically coming-of-age stories will feature magic heavily. The protagonist, antagonist, and most of the supporting characters met along the protagonist’s journey will likely be special in some sort of magical way. How, however, is widely variable and entirely up to you.

Violence

Unlike some of the sub-genres we’ve been looking at in the last month or so, coming-of-age fantasy is actually low violence in most cases. If there is violence, it’s rarely disturbing in nature. This makes these books great for younger readers, assuming the content is free from explicit sexual content.

Graphic Content

Speaking of sexual content, this is one area where coming-of-age fantasy really can vary. When older characters are the focus of a coming-of-age novel, I’ve seen a lot of variation in this one. Some of them do include content that won’t be appropriate for younger readers, particularly if the focus is romantic in nature. However, if the character’s story arc is more focused on self-discovery and belonging in other ways, then the stories may still be safe for teens or kids. Because of the low violence level, this area is the main one where parents may worry. As a writer, then, you have to decide on your target audience. If you want something everyone can enjoy, then skip the sexually explicit (and preferably all sexual) content just to be safe. But if you’re aiming for an older audience and choose to include it, that’s your choice too. It’s fine not to be all things to all people. However, you have to decide who you want to appeal to. So this is one area where you’re going to have to make a decision since there isn’t necessarily a standard for the sub-genre one way or another.

Social Implications or Grand Ideas and Themes

This one varies quite a bit too. It honestly depends on the story. Some of our previous sub-genre discussions have been non-negotiable here due to the type of writing. On this one, it’s not such a hard and fast rule that social implications must be made or larger ideas and themes incorporated. It doesn’t mean they won’t be, but here you should go with what feels right for your story. If those kinds of themes and ideas fit in well, then include them. If they don’t, avoid forcing the issue. It isn’t necessary, and readers of the genre don’t necessarily expect it to go one way or the other.

Characterization

By nature, the genre tends to lend itself to higher characterization. The focus is, after all, mainly on the character’s journey of self-discovery and new experiences. This means that the attention is fixed firmly on our protagonist(s), and as such, readers will want to get to know them. Complexity might not always be extremely high in the plot, but the characters must feel real and inviting to the reader because otherwise, the reader won’t want to take the journey witht hem.

Conclusion

I hope this has been helpful to anyone considering writing coming-of-age fantasy or thinking about including it as a theme within another sub-genre. Do you have something to add to the comments made about coming-of-age fantasy? Or maybe you have more questions? Feel free to comment below with either! I’m always happy to hear from you guys as readers and writers!

Further Reading and Resources

J.K. Rowling’s Harry Potter series

**Robin Hobb’s Farseer Trilogy (Hobb is not an author I recommend for children, just based on what I know of her work. For older teens or young adults, they may be a good fit. She is a good writer for those looking to learn what good fantasy looks like.)

Patrick Rothfuss’s The Kingkiller Chronicles (Some of Rothfuss’s work may be suitable for teens, but parental review is suggested.)

**Tad Williams’s Memory, Sorrow, and Thorn (Not sure on the appropriateness of this series for children as I haven’t read anything by Williams.)

Saturday Setup – Magic: Systems

Introduction

Last Saturday Setup, we talked about establishing rules for magic and how important that was. This week, we’re going to discuss different systems for magic. This is equally important, though it is a much different discussion than the previous post on magic was. This time, we’re looking at the actual system the rules will function in, which will help you to further categorize your magic use in any given world as well as what rules to associate with it. So, let’s dive right in!

System One: Rational

Now, for this, different people have different definitions, but the general consensus is that a rational system of magic is one where there is an underlying rationale and framework for the magic. Sometimes these systems are also referred to as hard magic systems. The rules are more than just formalities necessary to make it work. In a system like this, they are the lifeblood and the indicator of a much larger structure at work.

Most of the time, a rational system is set up so that’s it’s easy to extrapolate from there. You’ve got your systems where things can occur seemingly at random or where things may not always go according to plan. Those aren’t rational systems. A rational system is something that hints at structures that might go back to something like physics (Avatar: The Last Airbender) or some other specific set of rules that won’t be bent (almost any superhero fantasy). Brandon Sanderson uses a rational magic system in Mistborn. The abilities are utilized by ingesting various metals, which then lead to different magical abilities or superpowers. While the individual themselves must have an inherent ability to use that metal in order to get results, the system is logical and rational because each metal can only do the things assigned to it, and no individual who isn’t Mistborn or specifically attuned to that metal will be able to use it to achieve those assigned things. There’s no mystery or question in it, no vagueness that leaves the reader wondering how this works. It is what it is, and it’s made very clear up front what it is.

Let’s break down an example from my work, Pathway of the Moon. Pathway of the Moon has a mix of hard and soft magic systems (We’ll look at the soft side in a moment). On the hard side of things, there is the system that allows for a few things to happen. First, an individual will either be Inherent (possess an ability) or UnInherent (no ability). From there, a clear set of rules governs the power distribution. With the exception of a few special cases, people control one part of one sphere or element. They can either have a specific ability in the mental or physical areas, or they can control some small part of an element (water, fire, earth, and air). No one gets more than one ability, though some may be more practiced in their area and therefore stronger than another or may contain stronger ability in the first place.

Take Amadeira, for instance. She’s one of two female leads in the epic, and her ability has to do with water. (Elemental Inherent). However, she can’t control everything related to water. Instead, she is able to manipulate existing water sources. Not create them. Just manipulate what exists. Someone else might be able to create water, of course, but then they would not be able to shape it to their will. Under this same idea, someone might be able to create ice from existing water or manipulate ice as it already exists. Still another might have the ability to create ice from thin air. This is a rational system though. There are rules, and with one or two exceptions (the special ones who can use dark or light for their ability), everyone follows them. Even the exceptions follow a set of rules and have an explanation for their existence.

Note that there can still be some mystery to a rational system in that not all rules may be explained. However, the key is that there will be subtle clues and hints toward those rules not revealed so that when something we didn’t realize could occur happens, we aren’t questioning how it’s possible. It just makes sense to us. A true rational, hard magic system will lay out all the rules for the reader because it’s necessary. So there is a slight difference in the terms rational and hard even though people often use them interchangeably.

System Two: Irrational

So with this system, it shouldn’t be assumed that there’s no logic or system at all. There usually is something, but this is more the Lord of the Rings style magic where nothing is exactly clear or predictable. We may wonder how Gandalf can appear at all the right times, but we accept that he can, not because we have reasons within the text but simply because he is Gandalf and that’s what Gandalf does. It’s mysterious and definitely goes unexplained, but it’s still accepted because, hey, that’s just the way it works around Tolkien’s world.

Systems like these are usually less focused on the rules. An individual may memorize an incantation to turn someone into a toad, but in a soft and irrational magic system, they can’t turn around and extrapolate out for a way to turn that person back from toad to human.

Worth noting is the fact that systems like this may often include plants or animals that contain some inherent magic of their own. People who use magic aren’t included in this as you can’t create a potion out of them and get something magical. But, just like with the spells, the system relies on memorization of the different potions and incantations because there’s no logic to it that can be discerned by reader or character. Trial and error is the key to the game.

These systems may also include old magic and artifacts. While both of these could show up in a rational system if the rules are clear and unwavering, they most often seem to show up in systems that are irrational or that utilize soft magic simply because these allow some level of uncertainty and mystery to the magic’s workings.

Let’s go back to Pathway of the Moon to talk about the aspects of the system that are soft irrational magics. While, arguably, Pathway of the Moon uses rules even for this second system of magic, it isn’t like the first one I explained. This one is much more vague and unclear. This system is for the UnInherents (those who can’t naturally use magic), and it is much more of a memorization, spells-based system. Certain types of plants and spells can harness the energy of the planet or, in the case of darker forms of magic, even the life force of people to generate various magical effects. While the system is supposedly only for UnInherents, Inherents may use it too if they go dark and are looking for the power. But the system doesn’t have rules that allocate who can achieve what amount of power or even if one spell can lead to another. Included in this are various artifacts both in the Aurelai Universe (the location where Pathway of the Moon and my published work, Bane of Ashkarith, take place) and in other universes. Most of my worlds contain this kind of duality in the system, which leads to the next point.

System Three: Dual or Hybrid Systems

Many fantasy novels these days are using a hybrid or dual system that blends or uses both of the magic systems described above. Pathway of the Moon falls under this. My book’s universe uses more of a dual system as there are, quite literally, two different magic systems at work: one rational and based more on magic with genetics and the other irrational with no clear system or basis in any set of rules that would allow extrapolation. However, this is a less common thing to see. Ordinarily, you will see systems that are a mixture of qualities from the previous two systems. This is why you can end up with a soft rational system or a hard irrational system. While the soft rational or hard rational systems may make sense to us, I’ll make a few quick notes about a hard irrational system. With a hard irrational system, you’re going to take the set of rules that are always explained and combine it with things that are impossible. 

As stupid as the example is, think about My Little Pony (if you have younger sisters or daughters who liked this show, I’m sorry. I was subjected to watching it once or twice with my baby sister, and that was bad enough. Those of you who end up watching it over and over… That’s like your own personal hell, in my opinion…). In the movies and shows, the rules and limitations are always explained. But the reasons for it make absolutely no sense in that there’s no way they could possibly occur. Ever. They’re either impossible or just straight up unexplained. Therefore, it makes a great example for what I was saying about a system that falls between being hard rational and soft irrational. It becomes a hybrid best described as hard irrational, as weird as it may seem.

Conclusion

Hopefully, all of this makes sense and helps everyone creating a magic system to create one that fits their story needs and personal preferences. There’s a ton of leeway with the hybrid systems because it combines elements from the rational and irrational systems. There’s also the option to create a world with dual systems, as I did with Alcardia from Bane of Ashkarith and Pathway of the Moon. (Interestingly enough, when I created dual systems, you see more of the soft irrational system come out in areas of Bane of Ashkarith than you do in Pathway of the Moon, which focuses far more heavily on the rules and extrapolating from them.) Really, you aren’t locked in, though you do want to create what best allows you to implement and tell your story. 

Have other tips or details on these systems? Have a question about implementing them or further inquiries about them? Feel free to leave it in the comments below! I’d be happy to talk about it a bit more in depth!

Sunday Sub-Genres: Arthurian Fantasy

Introduction

This week’s discussion turns from the darker sub-genres of fantasy to one that hails back to legends. Arthurian fantasy is a sub-genre of fantasy that is quite common. People love a good spin on the story of King Arthur, and given the fact that the original legend is bigger than life with many fantastical elements to it (I mean, Merlin exists, right?), it’s hardly surprising that Arthurian fantasies can be found in almost any bookstore if one looks. So let’s dive into this interesting sub-genre to get a good grasp on writing it and what we’re really looking at if we’re reading it.

Defining Arthurian Fantasy

First of all, we’ll start with the definition. This time around, it’s pretty easy. Arthurian fantasy is, simply put, any fantasy that involves some element of King Arthur’s legend and a lot of fantasy. The main appeal here, naturally, is the creativity in the ways Arthur’s legend gets incorporated into the fantasy world. The ways this happens are as varied as the stories themselves. So, there you have it. The definition of Arthurian fantasy.

Writing Arthurian Fantasy

Of course, this is the area that all you writers are actually interested in. We know what Arthurian fantasy is, but how on earth does one go about writing it? Given the myriad ways to incorporate the King Arthur legend into a story, what is really concrete about the genre that authors and writers can use to help themselves really write a true Arthurian fantasy.

Let’s take a look at the common elements and discuss what ingredients you need to write this sub-genre. That should help to clarify the issue, even if the plots and characters may vary.

Plot Complexity

Let’s be honest. While character-driven fiction is increasingly becoming the norm in writing, we all know that character-driven fiction is nothing worth reading if there’s no plot. Granted, you can prop up some really bad plot lines with character-driven fiction, but if the plot is really bad, good characters won’t help at all. In Arthurian fantasy, the plot is especially important. Most of these books, true to the legend itself, have a lot of complexity in their plot. Backstabbing? You got it. Vying for the throne? Check. Evil cousins or half-siblings? Yup. You get the idea. If drama and intrigue can be fit in, they are. All of the betrayals, double-crossing liars, and just straight up enemies lends a great deal of complexity to the plots of Arthurian fantasies. Also worth noting is that most Arthurian fantasies contain a lot of complex layers through use of prophecies and the appearance of quests characters must complete. Politics, betrayal, and intrigue aren’t the only areas where things are complex. So, if you want to write Arthurian fantasy, you’re going to have to write complex plot lines of some sort. It’s just expected.

Magic

This is the one most people wonder about when it comes to fantasy. Magic is one of those borderline situations for Arthurian fantasy. Some of them are really high in magic use while others just aren’t. It all depends on the plot and the focus of the story. So this one leaves you with a lot of wiggle room. You can pretty much write it how you want it. 

Themes

So, this is one that you don’t necessarily see in every sub-genre of fantasy, but in Arthurian fantasy, you may see it more often. For Arthurian fantasy, the themes usually have to do with power, family structure, and moral codes or honor. While these things don’t seem like huge themes or major areas of social implication, they can be used to expand into a commentary on social implications or grander ideas throughout the story. It all depends on the writer and how they choose to do things. But most of them do, at least, focus on moral codes and honorable conduct since that was a big focus in the legend of King Arthur.

Conclusion

Arthurian fantasy is a really nice sub-genre to work with because most people, even if they don’t usually enjoy fantasy, will find something in the sub-genre that they do enjoy just because most people enjoy the legend of Arthur. It doesn’t mean your story will be all things to all people, but it does mean that your chosen sub-genre has a higher chance of appealing to readers who might not otherwise read fantasy. That’s a very nice perk since fantasy, though it is a huge genre, is not everyone’s cup of tea, particularly if they’re happier with scientific explanations and technology than they are with magic and mystical reasoning. Nothing wrong with that, but it does mean that hardcore fantasy may not appeal to as many as Arthurian fantasy does.

Further Reading and Resources

T.H. White’s The Once and Future King (probably fine for teens)

Stephen R. Lawhead’s Taliesan (First in a series. I highly recommend Lawhead for those who like historical style fantasy, but he isn’t meant for pre-teens and younger teens. Sixteen and up should be okay for most of his stuff.)

Jack Whyte’s Uther (Probably not good for kids.)

Mark Twain’s A Connecticut Yankee in King Arthur’s Court (If you enjoy humor, you’ll really like this one.)

*Nancy Springer’s I Am Mordred

Sunday Sub-Genres: Assassin Fantasy

Introduction

Assassin fantasy is quite an interesting sub-genre of fantasy. This sub-genre is another one that can get quite dark, but this generally occurs more in the world or setting than anything, and the grey morality an assassin brings to the stage can be quite helpful. The genre itself is relatively easy to understand because the name says it all, but let’s go through some of the finer points.

Defining Assassin Fantasy

Like I said earlier, this one’s pretty straightforward. Assassin fantasy is about an assassin and is set in a fantasy world. The complicated parts of the story fall more in the characterization and the plotline than they do in what the genre is. Unlike weird and grimdark fantasy, this one is pretty easily defined, and no one debates the definition. The assassin archetype has been around in fiction for quite some time, though assassin fantasy itself has only become popular in the recent years. With that definition down, let’s look at writing the sub-genre.

Writing Assassin Fantasy

Focus

First of all, assassin fantasy varies widely in its focus. Some assassin fantasy focuses heavily on character development. These stories don’t focus on and really don’t care much about the politics and morality of what’s going on. It’s just about how the character grows and develops through the course of the story. If that happens to include some sort of moral ultimatum or debate, so be it. If not, no one’s losing any sleep. The other side of this, of course, is assassin fantasy that’s all about the politics and morality of the story and its characters. Authors writing this sort of assassin fantasy may go into great detail about the political system or what constitutes right and wrong and why.

Magic

Again, this is another area where the sub-genre doesn’t have one consistent rule. Some books may have a high level of magic while others may have none at all or very little. In some assassin fantasy, the assassin may wield the magic, while in others, he or she could be the one hunting those who use it. It all depends on the angle the author wishes to approach the sub-genre from.

Characterization

This one leaves no question whatsoever. Assassin fantasy is extremely character-driven. You must have this element. Without it, your story will fall short of readers’ expectations for the sub-genre. This means that knowing your character inside and out isn’t negotiable. It’s a must. That may mean that this sub-genre is more difficult for some writers who tend toward less characterization and more thematic or world-focused writing. But, whatever the case may be, this is one element where assassin fantasy won’t waver.

Plot

This one is another area where the lines are well-drawn. The level of complexity in the stories of this sub-genre are very high. These are the types of stories where anyone could stab you in the back, and no one is as they seem. Twists and turns with revelations that make the plot even more complicated are common within the genre. If you as a writer aren’t fond of writing stories with lots of surprises and unexpected situations that make things more complex, this probably isn’t the genre for you. 

Of course, chances are high that you already know whether or not this sub-genre is for you. Because it’s so well-defined, people are usually on one side of the fence or the other about it. It has a lot of violence and many grey areas, so most people have an opinion. If it isn’t something you like reading, it probably won’t be something you like writing. That’s fine, but you should acknowledge that and move on.

Conclusion

This genre can offer some very unique opportunities to explore the greyer and darker areas of life. However, it can also be a bit of a disturbing read or project for some readers and writers because the content is dark and usually violent. If you’re not comfortable with those things, this isn’t the genre for you. As usual, I’ve included a list of books in the genre for those looking to do some extra reading. Due to the nature of the sub-genre, I wouldn’t personally recommend these for anyone younger than 16 or 17.

Additional Resources and Books

Eve Forward’s Villains by Necessity

Robin Hobb’s Farseer Trilogy

Brent Week’s Night Angel Trilogy (I have read the first one in the series and found that I did enjoy it immensely. It had some minor issues in the writing and grammar, but I liked the plot. Other readers’ reviews of it were mixed, but at some point, I hope to put my own review up on the review section of the blog to give another perspective on it.)

Kage Baker’s The Anvil of the World

Cornelia Funke’s Thief Lord (This one is actually intended for children and was a good read.)

Sunday Sub-Genres: Grimdark Fantasy

Introduction

While we’ve examined some very dark, gritty versions of fantasy, this sub-genre is one of the darkest. It is considered a sub-genre of fantasy that is notorious for its grittiness and darkness. However, whatever the views people have of it, the genre has become more popular since George R.R. Martin’s wildly successful book A Song of Ice and Fire. So let’s take a look.

Defining Grimdark Fantasy

Pinning down a definition for grimdark fantasy is difficult. For some, it is a byword for fantasy that is unnecessarily dark. For those who enjoy the genre, they would openly admit that grimdark fantasy is both grim and dark with a lot of grit, but not necessarily without reason. Many times, grimdark is meant to explore the psychology behind those sword-toting heroes and the dark, harsh reality of the world. As a result of showing the grittier side of life, the stories get a bad rap for being brutal, dark, and sometimes depraved. While that may be true of some grimdark, the genre does not require writers to include unnecessary gore or wickedness in order to be grimdark. For those of you who want to remain sensitive to the sensibilities of others while still being true to the reality of life, grimdark can still hold a place for you. The genre is more focused on showing the truth about reality in a fantasy setting and showing that real people don’t always do things for the right moral reason, even when their action may be good in the eyes of others. This is reality, and the fact that you’re writing fantasy doesn’t necessitate keeping everything fairy-tale sparkly (well, Disney version of the fairytales, anyway. The real ones can, themselves, be more grimdark in style than you’d expect.).

Writing Grimdark Fantasy

Since it’s a bit difficult to pin down what grimdark is, let’s take a look at what readers of the genre look for in grimdark.  These are elements commonly found in grimdark that you can use to give your book the sub-genre’s unique flavor for readers of the sub-genre.

Morally Ambiguous Characters

In real life, while there are some things that are morally clear as right or wrong, there are things that aren’t so clear. And even if some things are morally black and white, some people may not see them that way even if they should. Grimdark is all about characters who struggle to figure out what moral black and white are in their situations. This manifests in the question of “why” they did what they did. Why did the knight save the princess? Did he do it because it was the right thing to do or because he wanted something out of it? Was it struggle to decide what to do and whether or not it was worth risking life and limb for this woman? That’s just one example of how moral ambiguity can manifest itself, but the main point is that your characters are just like real people: they struggle to know what is morally right and wrong throughout the novel. Not on every issue, perhaps, but they’ll have their moments.

Messed Up Characters

This one is not necessarily a must for grimdark, but it’s certainly common. Not to be confused with morally confused characters, the messed up characters are the ones who truly are on the side of immorality. They aren’t making mistakes, and they’re probably not confused about how evil what they’re doing is. They act in their own interests every time, and if they leads to a “good” act, great. But you can rest assured that, if they look like a saint, it’s only because it benefits them somehow. They’re wolves in sheep’s clothing. Be aware that if you have a main character like this, which isn’t unheard of in this sub-genre, readers may feel betrayed when they discover the MC isn’t who they assumed he was. This means that you have to be careful in how you reveal the character’s true nature. However, this has been done with great effect and without losing readers, so I wouldn’t say this should discourage you from trying.

Pure Naturalism

With this one, we go back to the motivations we were discussing. Many times, grimdark uses emotional drivers or goals of the characters to drive action. People do all sorts of the things in the name of emotion or a goal they want badly enough. The actions themselves can look good or bad, but the motivations underneath them may not match the appearance of the behavior. Most often, selfishness is a motivation in grimdark fantasy. In this style of grimdark, there is no right or wrong, good or evil. Only what gets the character closer to what they want. This isn’t a requirement to write grimdark. You could just as easily flip this around and have a character motivated by a good goal who does awful things trying to achieve it instead of a character motivated by pure selfishness. Either way, a character following this motto of grimdark will act purely on what will get him closer to the goal, not based on whether the action itself is good or bad.

Tight Narrative Voice

This is one aspect of grimdark that really is a must. A tight narrative voice allows the reader to experience the world through the eyes of the viewpoint character. They don’t get a broad view with an impartial narrator because grimdark is all about the character and his characterization, so naturally, the focus will be with the character. This means that using deep point-of-view, which we will discuss next week on Thursday Technicalities, is a really great writing technique to use for grimdark fantasy.

Plot Complexity and Characterization

These two generally go together in this sub-genre because the plot is moderately complex by itself, but highly complex when you start introducing morally ambiguous, manipulative characters. Grimdark is a sub-genre that is focused mostly on the characters. The plot may be action-oriented, but there will be many twists and turns that you wouldn’t find in other action-oriented plots simply because the characters are capable of anything, just as humans are in real life.

Which leads to another point on the characterization. Grimdark often gets a bad rap because anything goes, no matter how dark and depraved. But here’s the reason why that’s the case: grimdark writers know that humanity is capable of unspeakable evil, and they’re bent on making the reader face a flawed humanity. In some ways, they have a more realistic view of humanity in their writing than those writing high fantasy with sparkly clean characters do. While I don’t advocate gratuitous violence, grimdark definitely has an aspect to it that’s raw and real, which I do advocate in characterization. However, this sort of characterization that forces the reader to view humanity as inherently flawed, is not popular in the lighter sub-genres of fantasy. It has, instead, found its home in grimdark fantasy, which is the grittiest of the fantasy sub-genres. There are no knights in shining armor here, or if there are, they’ve got an unbelievable number of skeletons hidden away in their closets. There is no hero to sweep in and save the day because everyone is flawed, and no one is truly a hero.

Dystopian Setting

This one sort of speaks for itself. Most grimdark fantasy is written in a dystopian setting. The degree to which it is dystopian can vary, but the setting must be dystopian for the book to really fit in with grimdark fantasy. This is actually a fairly common thread through most of the darker sub-genres of fantasy. Not all, of course. But many of them feature dystopian settings because the settings work so well with the content.

Dark Endings

Finally, grimdark doesn’t have good or happy endings. If things work out in the favor of one character or another, you can bet that someone somewhere isn’t happy, and that’s the cue for more bloodshed and violence in most cases. So, really, the books are highly unpredictable. You never know what will happen, and the only thing you can guarantee is that everyone will end the story unhappy for one reason or another. Given this and the bleak sense of humor the sub-genre often employs, it isn’t for everyone. If you like happy endings more, this is not a genre you are going to enjoy reading, and since you have to read it to write it well, you should probably steer clear of it.

Conclusion

Grimdark fantasy is a tough sub-genre to write and to read. Its audience is smaller because of the gritty, violent, and depressing nature of the writing. However, for those looking for fiction that takes a real, hard look at what humanity is like underneath all of the various facades it puts up, grimdark is a great place to start. While it may have an overly cynical view of humanity sometimes, readers and writers will come away from it with an understand of just how flawed humanity is.

Additional Reading and Resources

**Because of the nature of grimdark fantasy and how few of these books I have actually looked at in any detail, I do not recommend any of this reading material for children under the age of 18. Please exercise discretion on the books for this. The articles are intended for writers of the genre, so those, with the exception of some language, should be safe enough for teens to read.**

Matt Larkin’s article on grimdark

Mythic Scribes’ article on grimdark fantasy for writers and readers

George R.R. Martin’s Game of Thrones

Steven Erikson’s Gardens of the Moon

Mark Lawrence’s Prince of Fools

Luke Scull’s The Grim Company

Sunday Sub-Genres: Weird Fantasy

Introduction

This week, we’re going to talk about weird fantasy. Weird fantasy is a little bit more of an odd genre, but it’s no less popular for it. People who like fantasy and horror will likely find that they enjoy weird fantasy. So let’s take a look.

Defining Weird Fantasy

Weird fantasy is a sub-genre of speculative fiction that started with H.P. Lovecraft. Pinning down exactly what the genre is can be a bit difficult since it’s a mix of several things. Generally speaking, weird fantasy is a blend between horror, paranormal, and fantasy genres. However, it isn’t uncommon for the genre to include strange, nontraditional aliens, so science fiction can be blended in as well.

The genre typically avoids the typical players in the paranormal scene, such as vampires, werewolves, and ghosts, or vastly reinvents them for the purposes of the genre. So if you’re looking for these features in the genre, you won’t find them. At least, not as you may have expected to.

It should be noted that weird fantasy is neither horror or Gothic fantasy but is instead something entirely different that cannot be classified in either genre. This is likely owing to the blending of horror, paranormal, fantasy, and sci-fi.

Writing Weird Fantasy

Weird fantasy can describe a lot of things, but let’s take a look at how you can write any type of weird fiction by using the main elements and moods of weird fiction.

Main Elements of Every Weird Fantasy

Before we jump into the four types of weird fiction or fantasy, let’s cover the basic elements that are present in all of them. First, every weird fantasy must contain some aspect of underlying horror or abnormality, usually in the form of some object or entity. Second, it should contain the general effects of horror. Third, it needs an object to focus or embody the horror or abnormality with. Fourth, it should contain the appropriate fear responses to the horror. And fifth and finally, it should contain the effects of the horror on the given situation.

Mood and Focus #1

The first type is one where the mood and focus is one how the marvel or horror relates to some event, condition, or phenomenon. Usually, these types of weird fantasy work well with a mood focused on a general situation, condition, legend, or intellectual subject. It can also work well with a mood that expresses a pictorial concept.

Mood and Focus #2

The second type focuses on the actions of people in response to the marvel or phenomenon. This one works better with a mood expressing a specific feeling or a mood that expresses a specific dramatic situation or climax.

Pivotal Points of Weird Fantasy

No matter what, weird fantasy should always have a focus on the effects of the weird on the world. The truly weird cannot fail to have an impact, and if people in your novel treat it as though it doesn’t or as if it is commonplace, it ceases to be weird and becomes poorly written as a result.

Conclusion

Weird fantasy is definitely a bit of a strange genre within speculative fiction and fantasy. However, for those who enjoy clear horror aspects blended with fantasy, paranormal, and sci-fi, weird fantasy is a great genre to write. If you’re thinking about experimenting with it, the aspects discussed above should be a good starting place for you to do so. So now, all that remains is to go do it.

Further Reading and Resources

Disclaimer: I don’t really read much in the way of weird fantasy, so none of the books below are ones I’m going to suggest for children since weird fantasy can get pretty dark and I haven’t read any of them.

H.P Lovecraft’s Call of Cthulu and Other Weird Stories

Arthur Machen’s The White People

Laird Barron’s The Imago Sequence

Sunday Sub-Genres: Arcanepunk Fantasy

Introduction

Arcanepunk is one of those sub-genres of fantasy that mixes multiple aspects of different genres together. This can make it an interesting genre to work with if you enjoy mixing parts from different genres or sub-genres together. If you aren’t fond of doing that and prefer something that’s very cut-and-dry, however, this may not be the genre for you. That said, let’s take a look!

Defining Arcanepunk Fantasy

Arcanepunk fantasy is an intriguing mix of science and magic. Often, the world may feel very old fashioned and can borrow from steampunk or other fantasy genres that have a more archaic feel to them. However, the technology itself is typically 19th century or higher in its advancement, and the people generally have access to it. Not everyone will be studied in it like a wizard or scientist might be, but they have a general knowledge that can be utilized in daily life.

The other interesting point that arcanepunk focuses on is the way magic and science have developed together. This is the genre where you’ll see crystal power sources replacing coal or glyphs replacing electricity in a device. This makes for quite an interesting combination of magic and science in the devices people use on a daily basis.

Writing Arcanepunk Fantasy

When it comes to writing arcanepunk, authors are faced with a few unique challenges. Let’s take a look at a few.

Magic and Tech Development

The first challenge facing writers is the unique combination of magic and technology. To begin with, anyone writing arcanepunk has to choose what level of magic and tech their world will possess. But in doing so, they also have to remember that magic and technology developed together. So, they have to determine how magic will be interwoven with the technology that people use on a daily basis. This may involve replacement of power sources with magical powerhouses or spells to power sections of an otherwise technological device. Or perhaps the entire device needs magic to operate but is built entirely with machinery and technology?

This is what an author of arcanepunk has to think about. It’s similar to steampunk in that sense since steampunk also requires a writer to determine how to weave two systems that otherwise wouldn’t coexist together. But this can also make arcanepunk a lot of fun to work with because it provides boundless opportunities for invention and creation to go on while building the world. 

Worlds

Unlike steampunk, which is limited to Victorian-style settings, arcanepunk can be used in almost any type of setting. The genre often does take on an old-fashioned feel, as I mentioned earlier, but it doesn’t have to and it isn’t limited to only Victorian-style settings. This leaves you quite a bit of leeway to create your world in an arcanepunk fantasy novel.

Those who don’t like being restricted by the setting requirements of steampunk but still prefer an old-fashioned feel with magic and science intertwined may like arcanepunk for precisely the freedom this allows. The sub-genre may be more obscure, but it’s definitely more broad with more freedom to experiment and explore. Additionally, for those of you who love sci-fi and fantasy, this is a nice in-between since it blends the two. So, there is that.

Institutions and Governments

Since your society is one that possesses both tech and magic on a level that makes it easy for the average Joe to use it, it makes sense that there would be governments to regulate the use of it. Governments would be more concerned about regulating how the tech and magic is used to avoid mass weaponizing of inventions.

On the other hand, if your society has all this stuff, someone has to build it, and they had to learn somewhere. So institutions for learning magic and technology are also frequent features in arcanepunk. These institutions are the drivers behind the world’s leading scientists and magicians because they trained those people. Not only that, they may do a lot of research themselves since they have so many smart people gathered in one place to teach society’s brightest students. 

The impact of governmental and institutional rule will vary depending on the arcanepunk story and its focus, but this is a factor that can heavily impact the world and how it develops, so take some time to consider it. Even if the government or institution doesn’t factor in directly, it can have a long-reaching arm that impacts the story indirectly.

Conclusion

That’s it on arcanepunk, everybody! Next time, we’ll be taking a look at weird fantasy, a sub-genre that heads an entirely different direction. But for now, as usual, I have a list of further reading materials for interested parties! If you have a question or a suggestion for me regarding Sunday Sub-Genres, feel free to leave a comment below. I’m always open for questions and suggestions.

Further Reading and Resources

**Randall Garrett’s Too Many Magicians

Terry Prachett’s Discworld series (Suitable for mid-to-older teens. Not meant for younger children, really, though individual books may be alright.)

**Margaret Weis and Tracy Hickman’s Darksword Trilogy

Jonathan Stroud’s Bartimaeus Trilogy (Children’s fantasy)

Saturday Setup: Building Societies – Location Factors

Introduction

We’re finished with the mapping section of the world-building discussion, so now we’re going to look at building societies and the factors that go into that! The mapping you did in the previous sections will come into play here, so if you haven’t read those articles yet, you’ll want to do so and come back to this.

This week’s discussion centers on the location factors that shape a society. We touched on this briefly in the global mapping sector, but now we’re going to take a closer look because location plays a big role in what kind of society is built there.

Location’s Role in Societal Structure

Yes, location can play a role in the structure of your society or culture. If the place your cultural group is located forces them to be hunters and gatherers, then the society may develop as a male-dominant society because, usually, the men tend to be the ones hunting and providing for the women and children.

If the infrastructure of the location has allowed the society to develop into more of a farming and trading setup, things might be more even because women (unless government or family structure dictates otherwise) are capable of doing various jobs or working alongside the men. They aren’t as reliant upon their guy to provide. It doesn’t mean that they won’t. It just means that things will probably be more even with the two parties acting as partners instead of one dictating everything.

Lots of other things can affect the way your societal structure develops here, but location and what is available to shape the people’s way of life will have some influence on this as well.

Location’s Role in Dress and Daily Life

The way location plays a role in these is probably more obvious. If your environment is a steamy jungle, you’re not going to dress like an Eskimo. The reverse is also true. No one in an arctic environment is going to go out wearing a loincloth or cotton shift. It just doesn’t end well. So where the society is located will dictate how they dress.

It also dictates daily life. As I mentioned above, some societies might be set-up for hunting and gathering while others may be focused on trade and agriculture. These two ways of life are very different and result in very different average days for the people living those lives. Knowing what type of location you have and what impact it makes on lifestyle is extremely important because it’s going to determine a lot about a character coming out of that culture.

Location’s Role in Shaping Characters

This one very directly relates to your story. The skill sets of your characters will depend to a large degree upon where they live. If they’ve never lived anywhere with snow or ice, they’re probably not going to know how to ski or how one might go about tracking in the snow. On the flip side, someone who never lived in a jungle environment wouldn’t know how to gather food, figure out what plants were edible or poisonous, or find clean water.

Not only that, since location shapes the culture they grow up with, the things they’re taught and what they feel is appropriate or inappropriate will vary accordingly.

Characters from temperate or cold zones might look as a character who dresses in nearly see-through cotton dresses as being either crazy or scandalous because they would never wear anything like that, even inside out of the cold. The character from the warmer climates would look at the character from a cold zone and think the same thing about some of their traditions and manners.

This is something that’s important to consider as you’re building the society. Make note of places where cultures will differ and might clash. By taking these notes now as you build the necessary cultures or societies, you’ll lessen your work later when you build characters from those places. You’ll already know what basic things they should think are right and wrong, strange or normal, and crazy or sane just based on the culture they’re from.

Location’s Effect on Infrastructure

This is another place where location has a big impact. Living in a zone prone to tornadoes will necessitate infrastructure that is much different from a society that deals with sandstorms.

The main thing to think about here is what the location’s climate is like and what kind of weather might be endured. From there, determine what kinds of features the buildings and structures of the society might have developed to deal with this.

Places that endure terrible storms might end up building houses that are squat and low with slanted rooftops to help with wind-resistance. But a place that deals with constant flooding might build their houses up on stilts to keep the lower levels from being flooded every time it rains.

These are just a few ways that infrastructure might be adapted for location. Take time to figure out what your societies’ infrastructures need to look like for their locations.

Conclusion

As you can see, location impacts a great deal about the society you end up building there. Considering these factors will help you to avoid inconsistency or lack of believability later on in your story.

Do you have other thoughts on how location can affect the societies built there? If so, feel free to share those in the comments!

Sunday Sub-genres: Fantasy of Manners

This week, we’re taking a look at a unique sub-genre of fantasy: fantasy of manners. This genre can be a lot of fun to write, particularly if you’re looking for a niche to write in. So let’s take a look!

Defining Fantasy of Manners

This genre is a combination of fantasy and comedy of errors. The fantasy isn’t necessarily comedic, though it can be at times. The one major thing it always contains is a witty, wry tone. This and the fact that the enemy isn’t some bigger-than-life figure or villain makes this genre significantly different than most.

This is one of the more unusual fantasy sub-genres because it downplays magic, fantastical races, and legendary creatures in favor of a focus on the intricate societal structures, wit, and intrigue of the novel. Usually, these novels also contain a strong romance storyline that all of this goes with.

Some of the influences on the genre were Jane Austen’s social novels, the drawing room comedies written by P.G. Wodehouse, and Charles Dickens. Others have also influenced the sub-genre, but these are some of the major names that had a part in influencing the sub-genre.

Writing Fantasy of Manners

Setting

The first important thing about writing fantasy of manners is the setting. These usually tend to be elaborate, intricate societal settings since the story’s antagonist often comes from internal conflict within a society or from one’s own neighbors. More on that in a moment.

Because the focus is on the tensions between people, and not on facing some enormous outside threat that may appear in other fantasy sub-genres, the setting becomes very important. Since the genre often downplays magic, fantastical beasts, and extraordinary races or even gets rid of them all together, the setting is not what you’d find in high fantasy.

Instead, it tends to be urban and strongly hierarchical. How this hierarchy works depends on the person writing the novel, but it has been said that, if not for the entirely fictional characters and settings, the fantasy of manners sub-genre might be considered historical fiction. Undeniably, authors often draw from history to create these societies rife with intrigue. The Victorian society is a popular place to start.

The last note about setting is that fantasy of manners usually doesn’t have advanced technology of any sort. That stays fairly primitive, but the society itself is extremely sophisticated, allowing for all the intrigue it contains.

The Antagonist

When it comes to an antagonist in fantasy of manners, it won’t be fantastical beasts, an evil warlock from the outside, or pillaging armies. Instead, it will be the neighbors and peers of characters that present the problem. It will be society itself that poses a problem for the character, though sometimes this takes the form of a specific character or characters within that society.

Plot Complexity

This is extremely high in fantasy of manners. The plot complexity may be the most difficult part of the genre because the writer must sustain that wry, witty tone all while creating twists and turns at every point where the reader might have become comfortable. Usually, writers employ a large cast of characters in order to accomplish this difficult task.

Characterization

Characterization in fantasy of manners isn’t necessarily the most unique. However, the characters, despite their lack of originality in some cases, have a high level of engagement to them. They’re not going to bore or tire the reader.

One key note about characterization in fantasy of manners is that the society itself becomes like a character. It is central to the novel in every way and affects the characters as tangibly as another person might.

Conclusion

While writing fantasy of manners is extremely complex and requires a person with wit and dedication, it isn’t impossible. The sub-genre may have started out being something derided by the writing community, but it has established for itself a firm platform and has taken a life of its own even in the name that was initially meant to scorn it. If you’re interested in writing this genre, do some reading from the writers in the genre and then go for it.

Be prepared for a difficult, work-filled genre, but don’t let that scare you. If you’re the kind of person who enjoys writing with a witty, wry tone and complex plot-lines, this may be just the genre of fantasy for you.

Further Reading

Same ranking system as usual

One asterisk = Not appropriate for children and teens under 17

Two asterisks = Haven’t read, unsure of level

*Neil Gaiman’s Stardust (I recommend the movie version for kids that are old enough for PG rated stuff. It’s still fantasy of manners, I feel, but it leaves out the stuff that makes the book entirely inappropriate for children.)

**E.R Eddison’s Mistress of Mistresses

**Paula Volsky’s Illusion (This one has slightly more tech involved than would normally be scene in fantasy of manners, but it is still considered in that genre. I’ve heard the theme and book can get quite dark, so I’m not sure it’s good for children. Use caution with this.)