Getting Back Into Writing After Publishing

Introduction

Anyone who has published before knows it’s a long, involved process. It isn’t easy, and getting back into writing after publishing can be hard. After pushing so hard to reach the finish line of publication, we often feel burned out and unprepared to dive back in. But if we’re trying to build our list of publications, we have to keep writing. So how can we get back to writing after publishing?

Tip #1 For Getting Back into Writing: Take a Break

Not all of us are able to do this. We may have deadlines looming for other projects. This is the case for me as I just finished editing Trader Prince of Aleshtain and am preparing to launch in in December, but I also have to dive headlong into pounding out the words on my Children of Chaos project then editing and launching that, all before April 2021. It doesn’t leave much wiggle room to take a break.

However, if your deadlines allow for it, do take a break! Often, we feel burned out because we haven’t properly balanced work with life. I know I’m absolutely horrid about balancing these two areas. My family and best friend will tell you that I would probably work myself to death if my health issues didn’t flare and force my body to quit going at some point. And even, then, I still push myself far past when the first warning signs of a breakdown in health appear and frequently need to be told by others I trust and respect to stop. So I know very well how easily imbalance leads to burnout, unfortunately. While the opportunity to step away is often impossible during the process of getting a book publish-ready and then actually published, a break after goes a long way.

Tip #2 For Getting Back into Writing: Lessen Time

If you can’t take a full break, try lessening your time on other projects for a bit or breaking it up a little more. This allows for a little breathing room if you’re struggling with burn out or going back to writing after publishing. This is most frequently the method I employ, and it’s the one I’ve employed with Shadow’s Dissident for the Children of Chaos series. After the whirlwind of writing and editing and now formatting with Trader Prince of Aleshtain, I really do need a break, but I can’t take one. Lessening my time spent a bit and breaking it up so that I can focus on sewing (something else I really love) in between or can go read really works wonders.

Tip #3 for Getting Back into Writing: Vary What You Write

This one is a little less obvious, but sometimes I find that writing in a different genre or having two projects going that I can switch between does help. Especially if one of those projects is just for fun and has no deadline. It helps me to remember why I love writing, and that makes it easier to go back to the writing that’s on a deadline. It puts the life, creativity, and fun back into things and gets me out of any ruts I might have ended up stuck in with the previous project. It also gets the previous project out of my head. Sometimes it’s hard to let go of the project you just finished because you’re so invested and you just need to find a way to let go and be excited about something new.

Tip #4 For Getting Back Into Writing: Rewards

We are reward-driven creatures. None of us does anything on any frequent basis that we don’t feel like doing unless there is a reward for it or, alternatively, an unwanted consequence for not doing it. Since there aren’t always consequences to choosing not to write when you should be (especially if you are only answerable to yourself for the missed deadlines), rewards are the way to go. It doesn’t have to be big, but set small goals and corresponding rewards for finishing them.

Tip #5 For Getting Back Into Writing: Take It At Your Pace

Lastly, take it at your pace. There’s something to be said for sitting down and writing a little bit each day, even when you’re not feeling inspired. It builds a good habit. However, overwhelming yourself with huge word count goals or large time commitments right after a large project’s completion is setting yourself up for a struggle at best and failure at worst. Start small and build into your routine for the new book. No two books are the same, and you may find that the routine you had with the last book changes for the new one. Be flexible and learn to know when you’re overdoing it.

Conclusion

Everyone handles burnout differently. These are just a few tips I’ve found work well for me. Some may work better for you than others, and some may not work at all. That’s fine! The important part is finding what works for you so you can still get writing done if you need to without burning out. Have tips to add? Feel free to share them in the comments!

Thursday Technicalities: Story Ideas

Introduction

Today, we’re talking about story ideas, both before and during the writing process. After all, all the things we’ve been discussing about plot do us no good if we have no ideas or concepts to play with. Often, people I meet discuss the idea of writing a book but not the idea they will write about. One results in a pipe dream that never happens. The other gives the chance, at least, to see a dream become reality. Fellow writers and those aspiring to be writers alike have asked me how I come up with ideas so easily, hinting to me that–especially in the realm of fantasy–they don’t know all of the areas of inspiration open to them. So let’s talk about where ideas can come from and what to look at when you’re stuck.

Story Ideas in the Real World

One of the things I notice disappearing from fantasy as a genre these days is the grounding in reality. The great fantasy writers of old, and even today, certainly included many fantastical elements, but they also brought it back to Earth by including in those elements a glimpse of reality. They took real world problems into their fiction, whether it was through the ideas of the day or a specific event they wished to focus on. For example, Tolkien’s inspiration for the final scene in the Shire has been said to be the destruction of the countryside he loved so well in the real world. He drew that into his story, and it leaves something that can resonate with fellow lovers of nature and idyllic beauty seen in the countryside. We can do the same in finding story ideas.

All of us have experiences and see the events around us in our world. Why waste those two things? They make the books you write, however fictional, seem even more real to the reader when you artfully weave reality with your fictional world. This is what an author does. They tell truths in the form of artfully woven lies. The truths are the themes behind the tale, and the story itself is the lie since it isn’t reality.

Experiences

This is, in a way, a subset of the real world, but we all have experiences that have taught us things about life. We can use those experiences which are unique to us to find story ideas that can inspire or touch others. My book, In Darkness Lost, is entirely founded on that premise. It is fantasy, but it is inspired entirely by an experience that occurred in my life when I was around eleven or twelve. You would be surprised how many people are more connected to a book that has its roots in a personal experience of the author.

In Darkness Lost received the most notes from readers who were touched by it and wanted to tell me it had encouraged them. Readers have said my other works are eye-openingly realistic at times. However, they have not left notes saying that it was an encouragement. Why? Because the encouragement to the reader came from hearing a story rooted in personal difficulties. They then read about the real story behind the book in the author’s note and felt encouraged. They felt that encouragement, many times, because someone else understood their pain.

Story Ideas from History

The third place of inspiration is history. You may have heard the saying that reality is often stranger than fiction. Well, it’s true. Even if your book isn’t about history, you can find many strange tales in history to draw ideas from. In the process, you give your story grounding in the real world even if the tale itself is fantasy. It brings that sense of humanity to the story that otherwise might not have been present.

As an added bonus, this has the effect of expanding your mind and your knowledge. Two birds with one stone, right? You get story ideas and a chance to learn interesting things you hadn’t heard before.

Story Ideas from Other Books

This is the final place I frequently find inspiration. You have to be careful here because you don’t want to plagiarize, obviously. However, other books can be great places to draw inspiration, ideas, and learning. I’ve found some of my greatest inspirations for books in reading someone else’s handling of a topic then having an idea spark on the topic from another angle. You can do this as well.

This one, like history, has an added bonus. You get to see the trends going on in your genre and in the world of writing in general. For authors, this is indispensable. Knowing what the competition is doing so that you can stand out in a manner appealing to your target audience is essential. So while you’re drawing inspiration for your own work, you can also use it for research purposes.

Conclusion

There are so many avenues of inspiration available to us if we will learn to stop, observe, and remember. Wherever you choose to find inspiration, there is little reason to be bankrupt of ideas when you’re actively taking the time to observe, live, and learn. Even fantasy writers can use these sources of inspiration to give them the characters or a plot for their next novel. We just have to learn how to utilize it. Once we do that, we often end up with more ideas than we know what to do with!

Thursday Technicalities – Types of Edits

Introduction

Editing. Doesn’t everyone just love it? Well, some of us do. If you’re like me, one of your favorite parts of the writing process is actually the rewriting and editing stage, at least when there’s not a huge time crunch. I know, I know. It’s weird. Most writers really can’t stand this process, and most writers don’t have a clue how to go about it. Now, most of us are capable enough of catching the stray grammar error or glaring plot hole, but many times, writers–and even published authors–don’t know what it takes to make their book publish-worthy material. That’s the job of their editor. 

Which begs the question. How do you know what kind of edit your work needs if you’ve never done this or if you haven’t worked with an editor before? I’m glad you asked because that’s what today’s discussion is all about! Let’s get right into it.

If you’re a beginning writer, chances are you need a deep edit. A deep edit goes through several stages and looks at everything from story structure and big picture stuff to the gritty details of sentence structure and word choice. This is a quite extensive edit, and most freelance editors I’ve spoken to specialize in specific areas, so a deep edit from one editor may be difficult to achieve. This means that, often, a beginner writer may need to find two or even three editors to look at the piece. This obviously isn’t the most fun thing to work with, but if you can find one or two editors who are able to compliment each other’s skill sets to give your piece a well-rounded edit, that’s usually easiest. For those of you in this situation, the key is to look for an editor or editors who note that they’re good with content editing, structural editing, style editing, and presentation editing. For fiction, these areas may not be presented exactly with these titles, so read on to find out what kinds of things fall under each so you have a better idea of what you’re looking for.

If you’re not a beginning writer, you probably know what areas you struggle with frequently. Chances are you don’t struggle with all of them, though you may struggle with more than one. So I’m going to break down the stages of deep editing for both you and the beginners wanting to know what each stage entails. This way, you will have a better idea of what skill set you need to find in an editor to give your book an edit best fit for it.

Content Edit

A content edit is the first step a deep editor takes in editing a piece. In fiction, a content edit is going to take a look at the purpose of the piece, the genre it’s in, and what it contains. The point of this level of editing is essentially to ensure that every major point in the book or story revolves around the purpose, genre, and main idea of the story. This kind of edit gets rid of scenes that might be unnecessary or repetitions of previous scenes that made the point already. It will eliminate rambling and make the piece more concise. It will also focus on adding anything that’s missing. Practically speaking, a content edit is focusing mostly on the plot of the story in fiction and making sure that the book’s scenes make that plot work from beginning to end.

Structure Edit

With this type of edit, the editor is going to shift gears to look at the angle and narrative structure. Depending on the work, there may not be any particular angle, but there will be a narrative structure. This type of editing will make sure that each point in the narrative structure is ordered elegantly and works smoothly with the others.

Style Edit

Here, we start getting into the finer details. A style editor is going to look over the work to remove clutter in your scenes, paragraphs, and sentences. This edit fine tunes and refines the work so that the narrative style really shines. This one is, perhaps, one of the more difficult edits to do because it calls for someone who will really dig down into the piece to look at things like word choices, sentence structure, and pacing using more technical avenues like paragraph and sentence lengths. Having done this before, I can attest to how much work this is. Sometimes, it can be a hard call on whether something is clutter or necessary and whether to use one word instead of another in a specific sentence. However, these changes can make a huge difference in a piece, so if you can’t do this yourself, find someone who can.

Please note that an edit like this doesn’t focus on fixing grammatical errors or presenting things in a clean, professional way on the page. That’s saved for a presentation edit. What this edit will do is improve your narrative style, make your ending resonate with the reader, make your middle flow from paragraph to paragraph seemingly effortlessly, and make your beginning arresting to the reader. If that’s what your book is missing, this is the type of edit you need, so find an editor who specializes in this area.

Presentation Edit

Last editing stage, everyone! In this stage, your editor will worry about the nitty-gritty details of grammar and punctuation. They’re going to look for those pesky misplaced commas or fix misspellings. They’ll read it through to make sure that any leftover sentences that might trip readers up are removed, and they’ll trim the sentences you don’t need if necessary. This stage cleans up your manuscript and makes it ready for presenting in its final form to your reader. If you’re able to do the first three types of edits on your own, it may still pay off to have someone do this sort of edit for a piece. As humans, we’re prone to error, so having someone else take a quick look through our work to clean up any missed problems is usually a very wise decision. 

Conclusion

I hope this has been informative for you all! Next week, we’ll start talking about some of the specifics on knowing where your work is at, knowing when to self-edit, and knowing who to hire when you need an editor. This area is one that I see a lot of uncertainty about, particularly with writers new to the editing process, and a lot of mistakes can be made. My hope is that, in the upcoming weeks, I can take some of the stress and confusion out of the process for you!

Saturday Setups – Factors to Consider

Introduction

Last time, we talked about languages and developing them, but this week, we’re going to briefly go over some factors to consider. Building languages is complex, so it’s important to break it down and go part by part. How far you go with it obviously depends, as we said last time, on what you want and need out of this exercise. Some people may just decide they need a few common sounds and aren’t concerned about an entire working vocabulary. Others will choose to go all out. Regardless, there are some factors you should consider when building the language.

Readability

First off, you should consider readability. Your reader is going to be seeing names and, in many cases, at least some words from the language you’re building. If you create a name like Aldafhjfd or some other such strange combination, people will have trouble processing it. Granted, even in real life, we’ve got names or words that we don’t know exactly how to pronounce, especially if we’re looking at a language like Gaelic or Welsh and don’t know the pronunciation rules. We’re likely to get it wrong. But we can still process it. We can still assign some method of pronunciation to the word, even if it might be wrong.

As writers, we expect that when we create our names or use unusual names from other cultures in real life, we’re going to have some subset of readers who may get close but a much larger subset that won’t get even close. So, our goal isn’t to worry about whether or not they can pronounce it properly.

Chances are that most of you wouldn’t know how to pronounce the name Leorithdhil, but you could probably come up with something that made sense to you, and you’d be content with it for the duration of the novel if need be. It doesn’t matter to me that you can’t pronounce it right. It does matter to me that you don’t trip up on the name or the word every time you see it. If you’re stopping to try to wrap your head around the sound of a word or name whenever you come across it, I’ve failed because those couple of seconds (or minutes, if you’re like me and try out every possible pronunciation method trying to figure it out) are seconds you can choose to stop reading because you’re no longer involved in the story.

That’s bad!

I don’t want you all to stop reading, and you don’t want your readers to do so either. So, before you do anything else, readability and ease of access for the readers should be at the top of your list of concerns.

SImplifying to Keep Your Sanity

Guys, let’s just be honest here. Building a language is hard. If you’re trying to build it from grammar rules up, it may make you want to tear your hair out, no matter how happy you are with the end result. I should know because I’ve done this. I still have stuff I’m tweaking with the language I’ve been building, but much of the grammatical side is already in place because I love grammar, syntax rules, and language in general. (If you couldn’t tell…) In spite of my love for those things, there were times when I sat and stared at the page in despair because I couldn’t figure out how to handle a problem that had arisen with the rules I’d created or with the way something fit together.

No matter what, you’ll have those moments if you do any extensive language building, just as you will with extensive world-building in general. However, you don’t have to dissolve yourself into a mushy mess that can’t think or function. Simplification is allowed. You’re not trying to create a language people in real life would be able to use for every situation. Even Tolkien didn’t do that, though he did give his fans a highly-developed, impressively functional language with more vocabulary than most language constructions have. Despite that, he still didn’t give them the amount of vocabulary necessary for every day conversation.

So, don’t feel you have to either. Create what you need first, then worry about adding to it as you feel like it, not worrying about or stressing out over it. Once you’ve developed what you need, the rest is icing on the cake. It isn’t necessary and shouldn’t be something that makes you want to bang your head into a brick wall repeatedly.

Simplification comes in quite a few forms. You could choose to remove letters from the alphabet, as we discussed last time, you could borrow grammar rules from other languages in real life, you could borrow sounds from languages around you, or you could even decide to limit yourself to creating words only as you need them. Whatever form of simplification you choose, do implement some simplification method(s). It will keep you sane!

How Much is too much

The last area of consideration I’ll cover is more of a question than anything. How much is too much? You need to figure this out before you start building, particularly if you’re going to use the simplification method of building only what you need. Knowing how much is going to be too much for your novel is really important. It keeps you from overloading your story and your reader with the overabundance of building you’ve done in this area.

Every story is going to be different in its requirements and what you can and cannot get away with. Every audience will have different expectations of you as an author and of the area of language building in particular. Know what those requirements, restrictions, and expectations are. If you don’t know them, you’re highly likely to disappoint your readers with too much or, in some cases, too little.

Once you know what your story and its audience require, limit yourself. Don’t go to the extreme of too much. Include what you know will be tolerable and enjoyable for your readers.

If you want to build beyond that, then collect it somewhere for your reference and for the reference of enthusiastic fans if you have them. There may be some fans who really want to learn more about this world you’ve built and the languages in it, but don’t write the book for those fans because they won’t be the majority. If you pander to them, you’re going to drive away your main audience: readers who just want a good story in your genre. Instead, make the further resources on the world and its culture, languages, and more available to those super-fans who really want to dig into it, but make it available outside the story. A glossary and further resources for readers section on your website is one good way to do this.

Conclusion

In the end, when language building, you have a lot of technicalities to consider. But those technicalities need to be framed properly with an understanding of your audience and their needs. Go with what your audience needs to access and enjoy your story. Leave the rest in notebooks for your own personal enjoyment or reference.

Sunday Sub-Genres: Flintlock Fantasy

Introduction

Most of us know what steampunk and Victorian fantasy is, but I’m guessing most of us haven’t heard of flintlock fantasy. To be honest, I myself hadn’t prior to researching different fantasy genres to discuss for Sunday Sub-Genres. It isn’t one of the more commonly known or widely spread genres in fantasy, but that doesn’t mean it isn’t a style of fantasy that appeals to readers and writers alike, so we’d be amiss if we skipped it. Let’s get started!

Defining Flintlock Fantasy

Simply put, flintlock fantasy is fantasy written in a setting with all of the bells and whistles of the early stages of the Industrial Revolution. It received its name because the firearms’ advancement level is usually right around the flintlock stage of gun development. A creative name? Maybe not. But it does serve its purpose. Politically speaking, the scene is more attuned with Napoleonic-era Europe than you see in most fantasy stories, which typically use a more Middle Ages-style structure. So you’re going to see a rise of industry and industrial buildings as well as more technology. This makes things interesting, as you’ll see when you read through the next section of the post.

Writing Flintlock Fantasy

Now we get to the interesting part. We mostly know what to write and expect in typical fantasy genres, but flintlock fantasy is a whole different beast from what we’ve tackled in previous posts on fantasy sub-genres. Still, it makes for some fun combinations in story-telling, so let’s get into it!

Magic

We’re going to start here because this part is pretty unique to flintlock fantasy or any fantasy book that has a more developed society. Magic use can be all over the place in these books. Some have very high magic use while others really don’t. Some may keep the magic hidden away from general society while others may allow it out in the open. But here’s the thing. When you can easily gun down the mage with no magic of your own, things tend to shift in the power balance here. People with magic are no longer the only ones with an edge. They may use the magic to do many things, but if technology can do those same thing or do them more efficiently, then that leaves magic-users with an option: adapt or die in obscurity. Keep in mind that one of the most interesting things in flintlock fantasy is the way the authors end up combining magic and gunpowder. That can create some very interesting combinations and effects. So if you’re writing this genre, you’re going to do some serious thinking about magic and how you want to include it because this is one of the hardest decisions you’ll probably make regarding this type of fantasy.

Society

Here’s a critical one. Flintlock fantasy is set in a society on the cusp of some amazing inventions and changes, as well as some not so great ones. One way of life is slowly dying to give way for another, and depending on how you choose to tell the story, your tale will reflect that. It won’t have much of a choice because of the nature of flintlock fantasy. This opens the door for remarking, through the use of fiction, on the horrors of trends in society as technology began to really barrel forward. It allows writers a chance to make a commentary on history and on what may happen to us in the future because of it. 

Steam Power

Okay, this is a little of a weird one to include, but it’s also really important. You might be tempted to think at this point that this isn’t much different from steampunk besides maybe focusing more on flintlock innovations and what not. But that’s actually very far from the truth. While an argument could be made that these two are closely-related cousins, flintlock fantasy is not steampunk fantasy. So no steam-powered machines of gears and cogs that can do wild things. If it was an actual invention during the time period flintlock is based on, it’s probably fine. This isn’t to say that you shouldn’t have anything steam-powered, but it shouldn’t be prominent or the focus because then you’d be writing steampunk, not flintlock fantasy.

Change and Military Might

Remember how I said your society is on the cusp of change? Well, it’s not just technology that changes. When technology changes, everything does. Your warfare tactics have to adapt. Your society alters to adapt to the new amenities and struggles. Most of us probably don’t even realize just how wide-spread the influence of technology is in our lives, and even though the technology in this case will just be gaining the first bit of momentum in a flintlock fantasy’s society, it’s going to create ripples. Nothing is going to be able to remain as it was, especially when it comes to guns and new weapons.

This means that flintlock fantasy often focuses on themes of change or military.

Plot

Flintlock fantasy is one of those sub-genres that has very high plot complexity. Because it draws on readers’ understanding of history, the time spent setting up the world is not as heavy as it would be for other types of fantasy. As such, more time is then devoted to the plot and making it full of action and battle. Since military is often a theme in flintlock fantasy, it’s quite usual to find that flintlock fantasy is more focused on a linear plot surrounding soldiers or military characters of some sort. Things are still changing in this genre, but one of the best ways to explain the plot is to say it’s high-powered. Lots of momentum, lots of forward movement. That’s going to be important if you want to write in this genre. There’s room for you to make it your own, of course, but these are some guidelines generally used for the genre.

Conclusion

Flintlock fantasy can be a lot of fun for the right writers. But it’s also specific in its requirements. If you want to have dwarves facing off against elves with bows, arrows, and swords, well… That’s not going to work in a flintlock fantasy for obvious reasons. They’re going to die because they’ll be up against guns, not bows and arrows, when they face off against the enemy. If you want to write this genre, I cannot stress enough how important it is to read books in the genre! These books can be pretty high violence and can get dark depending on the theme of change that’s focused on or what type of military themes are brought in. But if this is what you want to write, you absolutely must read it! I’ve included some recommendations below.

Brent Weeks’ works in particular are ones I’ve read some of, and I feel he’s a good author to learn from. Reviews are mixed, and there were certainly some things that weren’t the best about some of his earlier work, but he had a good grasp on how to write flintlock style fantasy. His societies are definitely ones on the cusp of change, and the one book I read through entirely (first in the Night Angel Trilogy) had very strong political and military themes. You don’t see as much of the guns side of things, but you definitely get an industrial revolution feel from it.

Sanderson is another very good author to learn from. I personally have learned a great deal from dissecting his work to learn from it, and I highly recommend you read his work, regardless of what sub-genre of fantasy you want to write. He’s a must-read fantasy author in my opinion, and you rob yourself of some seriously useful learning opportunities if you don’t take the time to read his work and digest it. His Mistborn series, Elantris, or Warbreaker are great places to start.

If you’re more of the epic fantasy sort, I can’t recommend his Stormlight Archives more highly. You’ll learn more about writing fantasy, phenomenal world-building, and superb characterization from reading his work and looking at what he does than you will from a lot of writing guides. Almost everything I know and nearly every technique I utilize for world-building in my novels came from what I learned reading the Stormlight Archives. I’ve since added to that knowledge, of course, but I haven’t seen a more valuable example of how to use extensive world-building well than I have in his work.

Further Resources and Reading

Brent Weeks’ Night Angel and Lightbringer series (Two separate series. Based on what I’ve read from Weeks, I don’t recommend this for kids. It would be best if readers are fifteen or sixteen at least because it gets pretty violent and has language.)

Brandon Sanderson’s Alloy of the Law (Sanderson is a phenomenal fantasy author to learn from! If you only read one book on the list here, read his. His books are generally suitable for those fourteen and up.)

*Bradley P. Beaulieu’s Lays of Anuskaya

*Susanna Clarke’s Jonathan Strange and Mr. Norrell

*Michael A. Stackpole’s At the Queen’s Command

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!