Novel
Purpose
To write a fantasy fiction novel that:
- has a beginning, middle, and an end
- has characters with arc
- has a rich geographic and cultural context
- is funny at least once per chapter
- is tragic every now and then (real people really die)
- has a minor message of sorts (some kind of a theme)
- entertains
- isn't (totally) formulaic
- has a non-obvious plot
- appeals to the middle-to-high-end of fantasy fans
Overview
Basically we're talking about a sword-and-sorcery book. There aren't too many ways to do this, and it's been done to death, so, what I'd like to bring to it that hasn't been to date is, strong, complex characters (a la Katherine Kurtz, but not so melodramatic), excellent scenery (Tolkein but not quite as long-winded) intricate plot (George RR Martin but not so epic in proportions). Above all it should be fun, funny in places, and contain that nice bit of marketable wish-fulfilment that make depressed delayed-adolescents enjoy this kind of stuff (Including myself, without a doubt).
Context
Physical Geography
I'm thinking of a lot of competing city-states with lots of no-mans land around. Should definitely be lands of the North and South, East and West, seafaring nations and land-locked ones; mountain fastnesses and dusty desert oases towns. Geographic features that serve or prevent trade and troop movements will be emphasized - roads, rivers, and oceans, as well as swamps, impassable mountain ranges and desert caravan routes.
Races/Peoples
The basic race should be humans of various hues. Largely marginalized and separated by human nations, however, are communities of dwarves, shapeshifters (The Unseen), woodfolk (ok elves) and possibly others.
Humans
Are humans. At least the following sorts:
- Norgoths - large, fair, northern, warlike folk. Your basic viking peoples. Seafaring, not numerous, accomplished fisherfolk. Historically raided the people of the south, and regarded with mistrust and fear for that reason.
- Argoths - dark, southern, more numerous, better educated. Spanish moors of the 14th century, basically. They support a university system of sorts, and are the major demographic power in the world; but are very internally diverse.
- Hargoths - mid-continent mixture; typically trading peoples with allegiences to both major groups.
Dwarves
Typically clannish and inward-looking, dwarves are few in number. Shorter and much stronger, they live in small villages and are master miners; they are not greedy but accumulate wealth for purposes of their own - consequently they employ many humans and are regarded by the human community in roughly the way that jews were regarded by most people at the beginning of the 20th century - scapegoats and too temptingly rich for lots of humans.
Shapeshifters
Possibly mythical; certainly few in number. Greatly feared of course, but not much believed in in the southern lands.
Woodfolk
Elves of a sort - tall, good-looking, possibly long-lived, and certainly culturally aloof. Hard to find - island and forest dwellers mainly. Meddlers in human affairs, but with strong alliances to certain Hargoth nations.
Nations
Numerea
Dominating world affairs is the principal Argoth nation of Numerea. Numerea is a city-state governed by a semi-democratic system headed by an elected High Council, but heavily influenced by rich trading families. Geographically Numerea should span at least the bottom 1/3 of the continent, and include much cultivated farmland and winding rivers - think American midwest. Very much a trading nation, Numerea also attempts to dominate the seas but in general does not penetrate to the Norgoth countries, as there are no economies of scale to be found there.
Clunea
A vassal state of Numerea. "balkan" sort of foothill/steppes nation - things are a little lawless in the countryside and whole towns are effectively controlled by dwarven enclaves (Kibbutzes). A puppet government of Numerea largely controls the place, except for the dwarven-occupied towns. Racial intolerance is rampant in the city, where few dwarves live, while the countryside is more integrated.
Marnea
Poor, fishing nation, composed mostly of Argoths. Isolated by mountains and a rocky coastline, this is a good place for folks to hide. Various island-states populated by seafaring woodfolk are found off the coast, and regular commerce and even intermarriage is practiced here, and frowned on throughout other Argoth countries. No central government exists, though Numerea can intimidate at will, and individual towns are controlled in an almost feudal fashion by local strongmen.
Gornen
Small, powerful Norgoth kingdom. Fishermen, raiders, and sheep farmers, they maintain influence throughout the north because they are feared. Gornish society is very feudal; there are nobles and serfs as well as a very military mindset. Though small in number, the Gorn Levies are a disciplined force that are feared throughout the lands.
Hammen
A more agricultural Norgoth kingdom, more composed of traders and farmers than military men, though the country of Hammen is the most populousof Norgoth lands and has the most natural resources - and is therefore a factor to be considered in major military conflicts. Hammen is run in a semi-democratic fashion by a highly structured council of traders.
More northern lands here
Harferry
Populous and diverse city-state located in central Hargoth country at the confluence of two major river trading routes and several roads. "Anything can happen in Harferry". Harferry is ruled by an ecclesiastical warrior-cult that encourages trade for its own enrichment.
EastMarch
Coastal land to the East; poor and too mixed up in its own politics and power struggles to influence surrounding nations much; though it once was a center of learning and culture, and certain monastery libraries in EastMarch are still the object of the pilgrimages of learned men from the world over.
WestMarch
Coastal land to the West. Basically, this is Switzerland - comfortable, set in it's ways, very rich. Very, very insular. Ruled by a council of semi-feudal farmer-lords, policed by a private army of hired mercenaries (mostly Norgoths).
Freetown
Town settled by former Norgoth slaves of mostly Argoth and Nargoth descent. Fiercely independant and with a historical grudge to bear against the Norgoth.
The Trading Principality
Not quite what it sounds; this is a city-state composed of makers of fine art, master crafters, guild masters, quality weapons makers, engineers, and architects. It is largely democratic and supports a military defense force composed of professional soldiers of the Soldiers Guild as well as a volunteer Guard. This city, more than any other in the Hargoth lands, is a melange of different races and cultures, as it draws traders and artisans from all over.
Cultures
Historically the Norgoth have kept slaves; though since the Great Emancipation of the recent past, only certain Gornen nobles cling to this tradition. Otherwise, Norgoth mythology is full of tales of mighty warriors defeating dragons and sorcerers. Modern Norgoths (those not of Gornen) scorn superstition as well as their former raiding and pillaging habits, but still feel a bond to past glories.
The Hargoth culture is a real mix of Norgoth and Argoth influences; fair-haired descendants of the rulers of the north and the descendants of slaves mix freely, along with Dwarves and woodfolk. Yet to the Norgoth and Argoth mind, Hargoth is an odd place, where strange things happen and cultures meet and sometimes clash.
The primary cultural conflict in the world is one of trade; the southern Argoth lands are expansionist and look for economies of scale. The Norgoth lands are still trying to shed their feudal past, and are mainly based on agriculture and feudalism. The Hargoth lands are pastoral and deeply creative, with a rich tradition of original arts and crafts. Their conflict is mainly with the Argoth nations in a struggle for relevance and survival in a world increasingly dominated by a latent industrial revolution of Argoth countries.
Religions
The Norgoth keep to the Old Gods of blood and sacrifice; the further north you go, the more blood and sacrifice. The Argoth, being a more educated people, scorn spirituality altogether and aside from a popular zen-like marial-arts cult (The Unarmed Way), are atheistic. Argoths hold to many faiths and splinter factions.
Magic
Magic is generally not believed in Numeria and related states. The Norgoths know better and live in fear of it; in the past they have been dominated by sorcerers. The Hargoth know many beliefs from many different lands. In truth, aside from fakers, the magic that exists is mainly that of the paranormal - telekineses, pyrokineses, flying, healing, transportation etc.. The obvious practice of magic in Norgoth lands is liable to get you killed, and results can be very mixed even in Hargoth lands - generally practitioners go to great efforts to hide their abilities.
Two complex forms of magic do exist in addition, practiced by only a select few; that of the enchantment of objects, and the summoning of powerful demons.
Languages
The Common Tongue prevails, but well-educated Norgoths still speak the Old Tongue at home, and Argoths speak various dialects specific to their nations.
Technology
The techological level is that of Europe shortly before the onset of gunpowder. War is heavily dependent on the training and equippage of infantry and cavalry; trade is heavily dependent on secure roads, mercenary caravan guards, and inter-state agreements.
Characters
- ZornA cook and sometime mage. He is clearly a Norgoth/Argoth half-breed whose origins are never explained. He is the guardian and mentor of Warrick, and his teacher of magic. Nondescript and middle-aged, he strives to seem unmemorable and unremarkable.
- WarrickA seeming orphan boy brought up by Zorn. Warrick is clearly of Norgoth descent, not unusual in Hargoth.
- OrbleckThe caravan-master of the Principality Approved Caravan #5. A drinking buddy of Zorn's, and an Argoth master of The Unarmed Way. He is Warrick's sometime teacher of hand-to-hand combat, trade, and general ruthlessness.
- HorjaThe chief Norgoth guard of Orbleck's caravan, Horja is Warrick's Weapons instructor and infatuee.
- HammilWarrick's adoptive brother, best friend and a secret shapeshifter.
- HeldraThe matriarch of IronFoot Principality Smithy and Guild Hall, Zorn and Warrick's home until adolescence.
- NerrinYoung Woodfolk girl travelling with the Caravan to learn of humankind - secretly infatuated with Warrick.
Plot
Beginning
- Zorn raises his adoptive sons Warrick and Hammil at Heldra's Smithy.
- The Principality is a unique place to grow up, where anything can be learned and anyone can be met. It is seeing the beginnings of a threat from the South, however.
- During childhood, Warrick begins to discover his unusual abilities, and Zorn begins to teach him their control and uses, as well as languages etc..
- Orbleck tutors Warrick and Hammil in The Unarmed Way.
- Zorn receives odd visitors in the night; Warrick begins to spy.
- Zorn decides to join Orbleck's caravan; partly to make Warrick harder to find, partly for his education.
- Zorn is in conflict with a boy from Freetown who dislikes him for his race. Does this get resolved?
Middle - the Caravan Years
- Zorn and Hammil and Warrick (13) travel the land in the caravan
- Horja begins their training in weapons; Warrick is infatuated
- Warrick begins a clandestine study of demonology - Lots of potential here-
- The jar-opening spell from that Lawrence Watt-Evans book
- Various stupid boy-girl stuff with Nerrin.
- Warrick begins to learn the basics of trade from Orbleck
- Various trade realities are brought to light while touring with the caravan.
- Eventually, the Principality disbands the Caravan and Warrick leaves Zorn and Hammil to travel to Numeria.
- Various ambushes, near-discoveries of illicit magic, etc.
End - Numeria
- Warrick sets up shop as a fine-arts dealer in Numeria
- Various obstacles are overcome to sell in this marketplace
- Eventually, success catches up with Warrick and he is driven out by trade intrests in Numerea
- Warrick flees, first to Marnea and then EastMarch, to begin school
Theme
Last modified: Tue Sep 05 23:15:03 Pacific Daylight Time 2000