Hello everyone! I am once more joining the fray. This blog is mostly going to be for sharing snippets, brainstorming, and writeblr memes.
My memory is an absolute mess so sometimes I /will/ completely forget I ever worked on a wip. if youāre ever wondering if iāll keep working on a wip feel free to remind me it exists!
18+ only, please.
Genre-wise I touch a lot on horror and the paranormal, but I've also started dabbling in romance.
My current projects are:
An isekai about a demisexual incubus (tag list) (characters)
An infinite flow about a player with a time loop skill
a choose your own adventure where polls decide the path we take
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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This post led to my tags of being able to go off on horror and fantasy and environmental storytelling. @annothersummerofsleep said this sounded like a thing I should do.
I need very little prodding to go off on worldbuilding, am procrastinating writing a thing I am stuck on, and have issues shutting up so I hope you know what you've done.
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This is about worldbuilding in a not realistic but thematic and mood-driven manner. One which prioritizes the enclosed world and not the 'realism' of ours, while maintaining a 'grounded' feel to it.
It requires something commonly referred to as 'environmental storytelling', which most associate with film, television and video games but holds its roots in written fiction.
Discussions of curtains and their color and meaning are examples of environmental storytelling. But, but, so are more direct things such as describing a river as 'bleeding and flecked with bits of white floating about as so much glitter'.
You want to create a mood, set a scene, give your reader something that may never be overtly explained but will certainly add to their opinions of what is going on.
We don't see enough of it anymore, as there's been more preference for quick and dialogue-heavy fiction or the 'explain every blade of grass' method. But that is another discussion.
Right now we're yammering about a world that follows its own logic, with a theme that guides the design as much as the story.
This is not a guide, however. I don't pretend to know enough to teach. I've merely done this enough times myself, and enjoy fiction that does it, to be able to yammer about it. I hope you get something from it, but I'm not here to teach.
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I'm not big on 'themes', I tend to lose them too quickly to keep to a theme. So I prefer to let them emerge on their own through the story and world. Because of that I prefer 'mood'. I go into every scene with a mood in mind, whether this scene involves characters, monsters, or the environment alone I have a mood I'm trying to create or enhance or even lessen.
Because of this, I don't worry about how much sense it makes. So long as it fits the mood and doesn't contradict previously established in-world rules for things.
So if I want, say, a world inside an egg--that boasts lush forests and seemingly endless oceans--with a sun as its yolk that somehow hasn't boiled everything around it... I'm going to make it. It won't make sense to our understanding of how the world works, but it isn't our world.
This is the joy of fantasy. It doesn't have to make sense to Earth, because it isn't Earth. It just has to make sense to itself.
So you establish some in-world rules for how things work and you keep to them and you do whatever you want.
You don't even have to explain these rules, but you can show them and let the reader infer from there how certain things work.
One can choke a reader in description, it is terribly easy to do so, but if you're working off mood more than explanation you can keep it simple and effective. The idea isn't to explain everything, but to encourage questions.
The words you use to set the mood can change the reader's perspective on not only the scene itself but the world it takes place in and when you let mood guide your design, you find that something as simple as the light filtering through leaves can tell a story.
If you describe the light as searing and blinding, add in colors one might not expect such as vibrant pink or red, you've already made this a fantasy world where the sun is an obstacle.
With the light filtering through the trees.
No one is saying it's dangerous, there aren't paragraphs of history to explain it, but the description suggests it.
This is both using mood as design and environmental storytelling.
Mood you're creating with the searing light? Fear.
Story you're telling with the searing light? Light dangerous.
It's a simple example but I hope it's enough to show what I mean by using mood and environment to build your world and tell your story.
I've been using my own for examples, so let's continue with that for this last bit as this combines horror and fantasy and explains how easy it is to create a world readers will understand without having to be 'realistic' about it;
Throughout the (roughly) 180k words of Weald and Wen there is no mention of weather. Of it raining or storming in the woods. Either woods. Any of the woods. The only instance of the word 'rain' in regards to 'water' is collected dew on very tall mushrooms and fronds.
This water isn't even regarded as water, it's regarded as poison.
There's no water. There's a lot of 'ichor', but no water.
Yet no one's remarked on how the trees are so lush and the plants thriving. Because it's made fairly clear through a character's background of 'feeding the woods' and all of the bleeding rivers and pools, and dripping leaves of likesame reds, that the woods are fed by ichor (a mix of blood and sap, which is largely inferred but tossed in deliberately in description maybe two places).
It doesn't even go into the specifics of how a living thing being devoured by hungry red pool equals lush and vibrant woods.
And it doesn't need to, because the environment has been established, rules set through it, and you're compelled to go along with it.
The fact the woods are all fed by what looks, and seemingly operates, as blood also adds to the overall story and mood of not only the woods themselves but the world as a whole. Which is one of fear, of unease, of horror.
Now, one might wonder of the logistics here if there's things living in these woods... how are they alive? This is also largely explained through environmental storytelling. Through the use of background or inference.
The things that look like they might need water drink the poison water, but only hot. This is not explicitly stated but shown through one of them making tea and offering it to others. There's no other mention of drinks beyond this tea, but there's suggestions in her kitchen in the form of pots and cups and how close they're kept to tell the reader 'tea' is probably all she drinks. Or that she at least boils things often. Lots of drying plants around there too.
No one comes out and says it, the narration doesn't explain, but it is shown through the environment.
What this also shows is that these creatures, who require boiling what amounts to water to survive, do not belong here. They're outsiders here. They have established settlements but were clearly not born in these woods... or they'd not need to boil the water.
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I have yammered too much now. I hope there was sense in that.
A fantasy setting doesn't need to make sense to Earth, it needs to make sense to itself and follow its own rules so it makes sense to the reader.
You can do this most effectively, in my opinion of course, through environmental storytelling. Showing, not telling, as it were (but not in the way that typically means). If you want to establish a place as old and ruined, possibly haunted, you describe what it used to be. Not what it is ('towering remnants of remarkable construction, the echoes of prayer heard clear through slips of still-bright stone').
Also, mood is a fantastic basis for anything. You're creating art. It's emotional. Get moody with it and find some fun words to set that mood.
Any fluid can be described as bleeding, for instance, and using that word immediately sets the mind to red and blood and danger or pain.
I'm going to lose the thread and start yammering again if I don't stop now...
there is so much realistic fantasy worldbuilding advice, and not enough advice for the absolute freak guided by thematic mindfuckery. even when you look up worldbuilding for horror, there isn't a lot of discussion on how fantasy and horror can blend, it's just things like incorporating the undead into your world. the only time I understand what I'm about is when I listen to an essay on dark psychology, which is not worldbuilding unless you can visualize a world system built around an abstract concept. Which is entirely doable, but it would rock if we had more discussions on that.
I promise I will stop bringing up fromsoft - but I gotta mention. One thing someone said that stood out to me... In Bloodborne, there are churches upon churches upon churches upon churches in Yarnham that don't make any sense. Why are there so many churches? Why is a town that burned years ago still on fire? Well Yarnham is not a logic world. It's a thematic world. The church suffocates the society, so churches suffocate the visual layout of the world. The town is still burning because we need to visualize the suffering that never resolved. The "logic" side to this is that it's the dream of a god. That's why the world doesn't make sense. But the storyteller is not lazy and handing us this as an explanation. The deeper explanation is that it's an artistic choice, which is a very scarce discussion topic in worldbuilding. Probably because people only think of themes as a story problem but not a design problem. In which case, we need more discussions on how story and design are deeply intertwined.
there is so much realistic fantasy worldbuilding advice, and not enough advice for the absolute freak guided by thematic mindfuckery. even when you look up worldbuilding for horror, there isn't a lot of discussion on how fantasy and horror can blend, it's just things like incorporating the undead into your world. the only time I understand what I'm about is when I listen to an essay on dark psychology, which is not worldbuilding unless you can visualize a world system built around an abstract concept. Which is entirely doable, but it would rock if we had more discussions on that.
I promise I will stop bringing up fromsoft - but I gotta mention. One thing someone said that stood out to me... In Bloodborne, there are churches upon churches upon churches upon churches in Yarnham that don't make any sense. Why are there so many churches? Why is a town that burned years ago still on fire? Well Yarnham is not a logic world. It's a thematic world. The church suffocates the society, so churches suffocate the visual layout of the world. The town is still burning because we need to visualize the suffering that never resolved. The "logic" side to this is that it's the dream of a god. That's why the world doesn't make sense. But the storyteller is not lazy and handing us this as an explanation. The deeper explanation is that it's an artistic choice, which is a very scarce discussion topic in worldbuilding. Probably because people only think of themes as a story problem but not a design problem. In which case, we need more discussions on how story and design are deeply intertwined.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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u ever wonder if ur associated with a character forever to someone else. like. when ur scrolling ur dash and u see a url u don't recognize and after going to their blog ur like ohhh this is the Character person. yeah ok i remember now.
being an aromantic person who likes reading and writing romance is like. a strange experience at times. i donāt really fit in with a lot of allo ppl and how they enjoy romance, but i also really donāt fit in with other aro people that (understandably) do not like romance stories and donāt want to have to see them.
sometimes it makes me feel like iām somehow a part of the problem, since i see a lot of people talking about how annoying it is that people keep making things about romance all the time
on the other hand. i can play with my metaphorical dolls however i want. they donāt have to watch. is it really a problem how i have fun?
Spice up your prose and really make your writing stand out by using exciting active verbs such as "bite" and "tear" and "rend" and "rip" and "feed" and "hunt" and "devour" and "chase" and "run" and "eat" and
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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razors right hand man is a guy named Luka, who has a reputation for being unfalteringly loyal to the family and willing to do Anything for them.
He was originally Razorās brother (guys name was ajax)ās right hand man, but when Razor joined the family Luka was charged with keeping an eye on him and showing him the ropes, since they werenāt too far apart in age. and luka fell absolutely head over heels for him. oops
in the eyes of Ajax and the Family in general, Lukaās one flaw is that heās bisexual. theyāre willing to look the other way as long as heās discreet, but he fought for that to the teeth.
Razorblde doesnāt give him any shit for it at all, though, which is definitely one of the reasons Luka stepped up to be his right hand man.
another reason is that Luka is head over heels in love with Razor, but thatās hardly worth mentioning
Razor canāt exactly cut jade a complete break and say, no worries we used to be besties so iāll let your debt slide, because his grasp on power isnāt 100% solidified and showing āweaknessā like that while costing the business that much money would be blood in the water. but he can go a little easier on her while helping avoid the homophobia directed at him by the other mobsters. he gives her a little grace period to come up with the location of the art stash, and makes it seem like its Only because he thinks sheās hot.
which gets a mixed reaction instead of a solely negative one
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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You ever hear that old chestnut about how most people neglect the part of the story of Icarus where he also had to avoid flying too low, lest the spray of the sea soak his feathers and cause him to fall and drown?
You ever think about how different the world would be if Icarus died that way instead? If the idiom was to Fly To Close To The Sea? A warning against playing it far too safe, about not stretching your wings and soaring properly?
You ever think about how Icarus died because he was happy?
If I told you I wrote this while thinking about the dangers of being visibly trans vs never trying to transition at all, happiness followed by a bright, burning end, smacking hard against a concrete ocean vs playing it too safe and never flying high, dooming you to a cold, crushing end from drowning, You'd believe me, right?
the new guy in charge is the old boss's bastard son who came to join the family when he was a teenager after running away from. theoretically his older half brother should've been next in line, but that guy died in an accident a while back so he gets to do it instead. he totally had nothing to do with that accident, by the way. he has an alibi. his current right hand man does not but shhhhhh no one's asking about that anymore.
his name is Razorblade because he was an edgy teenager when he changed it.
he knows Jade because they went to the same school growing up and were actually pretty good friends. jade does not recognize him at all because he transed his gender and its been a good decade, decade and a half since they last saw each other.
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