Lucid Writing Advice IV by Antavius S. Flagg
Page 2 of 3
Start with a word, any word, as long as it’s more than five words. For the
sake of this I will choose Decimeter.
Remove the consonants, they will be used later on: we are left with ‘Eieer’(
a-er)
Now, switch the last two letters in the word: Reeir ( ree-er)
Now here is the fun part. Remember those consonants we uprooted? We’re now
going to put them back where everywhere we wish. Note: Not all may be
used. In this case I came up with this: Dremeir ( Drem-meer)
Sounds kind of Tolkeinish.
Through this process I have made up a character’s name that is able to be
pronounced and is not cluttered with outlandish strings of consonants such as
‘Lywnnccl ( Lun-ni-cul). If even this process fails, there are websites you can
attend and find thousands of males and female names. Just be careful, some of
the names are insane themselves, and you have 1 out of so many thousandths of a
chance of somebody havng the same exact spelling of the word, such as those
strange ones. Lywnnccl.
Places: Coming up with the names of cites can be fairly easy if you
know what your doing. Their easier than people names, you rarely have to
discuss them. When naming them you can go through the same process I described
above.
Religion: In medieval times, there were many religions. People in one
continent believed differently than those in another, or if they did, their
interpretations of the religion was slightly varied. When devising a religion
remember that it is something your characters will practice religiously.
Religions have nuns, not women in knee high skirts and back-less tops. There
were incense instead of smoking pipes, covenants and churches were rarely used
as places to give lavish speeches on the governments behalf.
If you decide to make gods and goddesses, at least give your reader a hint
what some of them are. If you so choose, you may even come up with places that
are for those who worship demons. and the nuns are in fact back-less dancers
who dish out information pamphlets when paid handsome rewards.
But whatever you do, remember its a religion, and your characters will
follow it religiously.
KNOWING WHEN NOT TO GO TOO FAR
A sprinkling of salt on French fries is good, a little more; great ; more;
bad,; more, terribly; more a disaster. If your not watchful, your fantasy world
can become those French fries. You have to wield the salt shaker of imagination
carefully, to much here, and not enough there can create disgusting eye
food.
Just because its your own world, you should never free draw your
characters’mother earth at careless random. Drawing a world covered completely
in ocean, and having one tiny island inhabited with thousands upon thousands
upon thousands of people, animals, plants, and buildings, will make it a rather
disgusting place: too much salt..
Streams don’t appear in the middle of a world without flowing or coming from
a collected body of water such as a pond. And for heaven’s sake they never
vanish in the middle of no where, going nowhere, and coming from nowhere.
Deserts and polar regions never overlap, unless the sun in your world runs a
supernatural course.
Never create a city of millions and have one tiny stream piercing through
it. Rest assured no one will ever drink from it.
Animals were rarely kept as pets, and almost everything from mice to birds
were eaten. Only the wealthy could afford lavish feasts. Nothing ever happened
one hundred percent.
Never envision that a peasant’s house was decked with gold, carpeted in
velvet rugs, and yet the family of the household slaving in troublesome corn
fields. Remember that kings and queens are people, not ruthless goons out to
scheme the populace and hold countless feast. They had family. More importantly
they had emotions. Next Page Copyright© 1999, 2000, 2001, 2002 Antavius S. Flagg, sffworld.com. All rights reserved. No part of this may be reproduced or reprinted without permission in writing from the author.
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