Saturday, June 6, 2026
Llewellyn Xavier, Elven Queen from "Savage Beatings" and "Beautiful Monster"
Wednesday, March 11, 2026
Wednesday, December 21, 2022
Juliet Birdwing
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THE BASICS
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Name: Juliet Birdwing
Nicknames: Big Bird, Mother Ruth
Gender: Cisgender Female
Age: 32
Birth Date: 468
Birth Place: Xavier Village
Currently Living In: Atwood Queendom
Species: Elf
Ethnicity / Race: Green Skin
Citizenship: Atwood Queendom and of their territories
Religion / Beliefs: Brainwashed Cultist
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FAMILY
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Father: Unknown
Age: Unknown
Relationship: Absent
Mother: Betsy Birdwing
Age: Unknown
Relationship: Abandonment
Sister: Bijou Birdwing
Age: 27
Relationship: Betrayal
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PHYSICAL FEATURES:
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Height: 5’7”
Weight: 115 lbs.
Frame / Build: Skinny
Hair length: Shoulder Blades
Hair color: Brown
Eye shape: Wide
Eye color: Purple
Complexion: Green
Face size: Heart-Shaped
Voice type: Gentle High Pitch
Foot size: Women’s 9
Tattoo: Heart with sword going through it (forearm)
Scar: Bruises on her knuckles
Other notable accessories: Nose ring
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SOCIO / ECONOMIC / POLITICAL
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Political Affiliation: Conservative
Economic Class: Upper-Middle
Social Class: Green-Collar
Occupation: Soldier
Income: Rich
Residence: Atwood Queendom and all of their territories
Transportation: Horse
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INTERESTS
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Favorite Food(s): Chocolate and funnel cake
Favorite Sport(s): Amateur Wrestling
Favorite Book(s): Romance with toxic characters
Favorite Show(s): TV isn’t a thing yet
Favorite Music: Flute
Favorite Color(s): Purple and Red
Clothing Style / Preferences: Atwood Queendom robe and hood
Hobbies: Gambling, shooting clay pigeons, playing with dolls
Role Model(s): Shelly Atwood and Torger Manson
Likes: Comfort, money, winning fights, lusting after Windham
Dislikes: Her own race, Magetan theology, poor people
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PERSONALITY
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Good Qualities / Trait(s): Good fighter, loyal, persuasive
Vices / Negative Trait(s): Backstabber to elves, reckless with money, blinded by “love”
Habits / Idiosyncrasies / Quirks: Twirling hair and inappropriate touching
Phobia / Fears: Going back to poverty, having to face Llewellyn’s wrath, permanent abandonment
Select one personality type below that best describes your character:
[X] Supporter (ESFJ) – Popular, and most sociable of all the types. Respects authority and values traditions. Has a strong desire to be liked, and therefore tends to want to serve others’ needs, sometimes at the expense of their own.
Define your character’s personality based on the following aspects:
a. Physically: Pleasant to look at (when she’s not wearing her robe)
b. Psychologically: Manipulative and cunning
c. Spiritually: Mocks Magetans whenever she has the chance
d. Emotionally: Goes from sweet to angry in seconds
e. Socially: She’s respected among her peers, feared by ordinary people
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HISTORY
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1. Describe the character’s childhood. She and her sister Bijou were abandoned by their parents and left to raise each other. But when Atwood cultists and Shelly Atwood herself started love-bombing Juliet and brainwashing her, she jumped at the opportunity to abandon Bijou for wealth and power. She’s been living well ever since while Bijou is a psychological wreck.
2. Name the good incidents that have happened in the character’s life. How has this shaped his personality? She and Bijou played with dolls often, which was what made Juliet’s betrayal all the more hurtful.
3. Name bad experiences that have happened in the character’s life. How has this shaped his personality? As I’ve said, Juliet’s parents abandoned her, so she jumped at the chance of being loved again when Shelly offered her a better life.
4. What is the character doing when first introduced? What are her goals at this point? Do these goals change at any point in the story? She’s helping Shelly shave Windham’s chin after he grows some stubble during his imprisonment. Her goal is to live as comfortably as possible while also manipulating Windham. She’s only around for one chapter, so that’s not enough time for her goals to change.
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STORY DEVELOPMENT:
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CHARACTER ARCHETYPE: (Put an X on all applicable boxes)
[X] Antagonist (Opposing View, not necessarily the Evil Bad — see also Villain)
[X] Bully (Coward)
[X] Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
[X] Gambler
[X] Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite–see also Mystic)
[X] Trickster (Puck, Provocateur)
[X] Turncoat
[X] Villain / Shadow (Big Bad of the story; see also Antagonist)
[X] Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)
1. What are the motivations for the character’s actions? Abandonment issues and a deep need for family, even if she’s just a useful idiot to them
2. What are the character’s goals / ambition / dreams? To eat as much candy and live as comfortably as she can. To that end, she’s living her dream right now.
3. What external conflicts would you wish for the character to overcome? What are the obstacles in the character’s path that might make this difficult? She wants to hold Windham down and shave him, but after he learns that she’s a Mother Ruth elf, he refuses to cooperate.
4. What inner conflicts would you wish for the character to overcome? What are the obstacles in the character’s path that might make this difficult? Constant need for Shelly and Torger’s affections, which is made difficult by the fact that they’re never satisfied.
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AUTHOR’S NOTES / MISCELLANY
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Character theme song: “Our Love Will Always Remain” by The Aquadolls
Celebrity / IRL lookalike: Daniela Ruah from NCIS: Los Angeles
Tuesday, December 20, 2022
Bijou Birdwing
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THE BASICS
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Name: Bijou Birdwing
Nicknames: Little Birdie
Gender: Cisgender Female
Age: 27
Birth Date: 473 AM
Birth Place: Xavier Village
Currently Living In: Drifter
Species: Elf
Ethnicity / Race: Green skin
Citizenship: Honey Valley
Religion / Beliefs: Conspiracy theorist
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FAMILY
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Father: Unknown
Age: Unknown
Relationship: Absent
Mother: Betsy Birdwing
Age: Unknown
Relationship: Abandonment
Sister: Juliet Birdwing
Age: 32
Relationship: Abandonment
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PHYSICAL FEATURES:
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Height: 5’5”
Weight: 100 lbs.
Frame / Build: Frail
Hair length: Scraggly
Hair color: Brunette
Eye shape: Milky
Eye color: Purple
Complexion: Early wrinkles
Face size: Narrow
Voice type: Screeching
Foot size: Women’s 7
Tattoo(s): None
Scar(s): Facial bruises
Any other identifying mark(s): Missing teeth
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SOCIO / ECONOMIC / POLITICAL
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Political Affiliation: Unaffiliated
Economic Class: Drifter
Social Class: Impoverished
Occupation: Drifter
Income: Whatever she begs for
Residence: None
Transportation: Feet
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INTERESTS
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Favorite Food(s): Bananas and apple sauce
Favorite Sport: Doesn’t watch sports
Favorite Book: Can’t read
Favorite Show: TV isn’t a thing yet
Favorite Music: Violin
Favorite Colors: Gray and black
Clothing Style / Preferences: Torn leather vest, dirty pants, and ripped sandals
Hobbies: Playing pool, using recreational drugs, and throwing darts
Role Model(s): The voices in her head
Likes: Sunny days and lying on the beach
Dislikes: Rainy weather and having to sleep in garbage bins
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PERSONALITY
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Good Qualities / Trait(s): Potential for creativity and storytelling skills
Vices / Negative Trait(s): Schizophrenia, universal distrust, quick anger, and addiction
Strengths: Good fighter, intimidating, and strong survival instincts
Weaknesses: Criticism, legitimate authority, submitting to head voices, abandonment trauma
Habits / Idiosyncrasies / Quirks: Shaking and head snapping
Phobia / Fears: Getting too attached only to be let down again
Loves: Independence and disrespecting authority
Hates: Llewellyn Xavier, her sister, her parents, and anybody who tries to help her
Select one personality type below that best describes your character:
Originator (ENFP) – Inventive and idea people. Love to argue to show off their skills and intelligence. Prefers the startup phase of a project where the risks and problems are greater, than turning over the lead to someone else once these are solved. Enthusiastic, idealistic, and creative. Great people skills. Excited by new ideas, but bored with details. Open-minded and flexible, and able to make others enthusiastic over their ideas and projects.
Define your character’s personality based on the following aspects:
a. Physically: Offensive appearance and poor hygiene
b. Psychologically: Psychotic and brash
c. Spiritually: Worships the voices in her head and doesn’t want to lose her “last friends left”
d. Emotionally: Quick to anger and cries easily out of frustration
e. Socially: Llewellyn pities her and wants to help while most Morgan Town citizens despise her
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HISTORY
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1. Describe the character’s childhood. Bijou spent most of her life in poverty due to her mother being locked up in Morgan Town and her sister selling out to the Atwood Queendom. The trauma and self-blame led her to developing schizophrenia and drifting from town to town without a life plan. She has a strong distrust of anybody who would dare take her “friends” away.
2. Name the good incidents that have happened in the character’s life. How has this shaped her personality? Before her sister abandoned her, they would play with dolls together and that shaped Bijou’s creative potential (which eventually went to waste).
3. Name bad experiences that have happened in the character’s life. How has this shaped her personality? Abandonment led to trauma and psychosis, which in turn led to a mass distrust of anybody getting near her. Her distrust was validated in the form of beatings from Morgan Town’s snobby citizens when she asked them for money.
4. What is the character doing when first introduced? What are her goals at this point? Do these goals change at any point in the story? Bijou reluctantly attends a Magetan sermon conducted by Llewellyn and has an episode at the end of it. Her goal is to survive another day on her own without help from her elven brethren. The goal changes to wanting to assassinate Llewellyn for what Bijou describes as “smothering behavior”.
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STORY DEVELOPMENT:
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CHARACTER ARCHETYPE: (Put an X on all applicable boxes)
[X] Addict (Conspicuous Consumer, Glutton, Workaholic–see also Gambler)
[X] Antagonist (Opposing View, not necessarily the Evil Bad — see also Villain)
[X] Beggar (Homeless person/ Indigent)
[X] Saboteur
[X] Seeker (Wanderer, Vagabond, Nomad)
[X] Storyteller (Minstrel, Narrator)
[X] Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
[X] Trickster (Puck, Provocateur)
[X] Turncoat
[X] Victim
[X] Villain / Shadow (Big Bad of the story; see also Antagonist)
1. What are the motivations for the character’s actions? The voices in her head and a strong distrust of everyone around her.
2. What are the character’s goals / ambition / dreams? To survive another day and prove that she can make it on her own, that she never needed Juliet or anyone else.
3. What external conflicts would you wish for the character to overcome? What are the obstacles in the character’s path that might make this difficult? Find a way to assassinate Llewellyn Xavier. She can’t, because she knows she’ll be caught and forced to go to therapy.
4. What inner conflicts would you wish for the character to overcome? What are the obstacles in the character’s path that might make this difficult? Pleasing her head voices. They’re so negative that they’re never really satisfied and it’s a continuous cycle of anger and abuse.
Character theme song: “My Own Hell” by Five Finger Death Punch
Thursday, June 2, 2022
Vera Echo
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THE BASICS
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Name: Vera Echo
Nickname: Doctor Feelgood
Gender: Cisgender Female
Age: 45
Birth Date: 455 AM
Birth Place: The Xavier Village
Currently Living In: The Xavier Village
Species: Elf
Ethnicity / Race: Elf
Citizenship: The Xavier Village
Religion / Beliefs: Magetan Leftist
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FAMILY
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Father: Unknown
Age: Unknown
Relationship: Went missing after birth
Mother: Marian Echo
Age: Dead
Relationship: Smothering
Pet(s): Lovely (cat)
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PHYSICAL FEATURES:
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Height: 5’10”
Weight: 110 lbs.
Frame / Build: Slender
Hair length: Shoulder
Hair color: Black
Eye shape: Narrow
Eye color: Purple
Complexion: Light Green
Face size: Narrow
Voice type: Gentle
Foot size: Women’s 10
Tattoo(s): Angels on her right leg
Scar(s): Knee injury
Other notable accessories: Security teddy bear
Any other identifying mark(s):
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SOCIO / ECONOMIC / POLITICAL
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Political Affiliation: Leftwing
Economic Class: Moneyless society
Social Class: Healer
Occupation: Psychotherapist
Income: Moneyless society
Residence: Cabin on the outskirts of the village
Transportation: Feet
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INTERESTS
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Favorite Food(s): Carrots and ranch
Favorite Sport(s): Yoga
Favorite Book(s): Fantasy romances
Favorite Show(s): TV wasn’t invented yet
Favorite Music: Harp and violin
Favorite Color(s): Purple and green
Clothing Style / Preferences: Religious robes and Birkenstocks
Hobbies: Knitting, doll collecting, and reading
Role Model(s): Mageta and Llewellyn Xavier
Likes: Naps, peace and quiet, love stories
Dislikes: Ableism, racism, and animal abuse
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PERSONALITY
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Good Qualities / Trait(s): Sweet, loving, empathetic, and kind
Vices / Negative Trait(s): Hypersensitive to raucous stimuli, easily burned out and traumatized
Strengths: Compassion and good conversation
Weaknesses: Fearful, knee injury, and cries easily
Habits / Idiosyncrasies / Quirks: Tosses teddy bear and catches it, bounces feet
Phobia / Fears: Missing out on life due to not only her smothering relationship with her mother, but also the limitations of her autism
Select one personality type below that best describes your character:
Confidant (INFJ) – Intensely private and committed to their beliefs. Highly intuitive, emphatic and dedicated listeners. Quietly forceful and sensitive. The rarest personality type, especially with males. Focused on fantasy more than reality. Fears doing the wrong thing. Tend to work quietly behind the scenes and influence people than be leaders. Perservering, especially when it comes to doing the right thing. Very individualistic, rather than leading or following, but can work with groups to accomplish a goal.
Define your character’s personality based on the following aspects:
a. Physically: Easy to approach
b. Psychologically: Wise, caring, intelligent, and loving
c. Spiritually: Devoted follower of Mageta, but empathetic towards people who are not
d. Emotionally: Cracks under pressure, but doesn’t let it show
e. Socially: Universally loved by her village, but hunted by perverted city men
Others things to know:
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HISTORY
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1. Describe the character’s childhood. Vera lived a sheltered life due to her mother’s overprotective nature, which in turn was inspired by the disappearance of Vera’s father. Vera originally wanted to be a soldier and defied her mother to pursue training with Edward Xavier. She sustained a knee injury that put her out of action permanently. Vera had a falling out with her mother over the “I told you sos” she gave her. She pursued psychotherapy as a career to make sure nobody else was as lonely as she was.
2. Name the good incidents that have happened in the character’s life. How has this shaped her personality? Whenever she wasn’t being smothered, she sneaked out of the cabin to play with her friends and that’s where she got her social skills from.
3. Name bad experiences that have happened in the character’s life. How has this shaped his personality? Not much outside of the knee injury and mother’s helicopter parenting style. She had been sexually harassed by Morgan Town humans before and starts to question if her mother was right all along.
4. What is the character doing when first introduced? What are her goals at this point? She’s sitting in on a Magetan sermon conducted by Llewellyn, only for it to be interrupted by a potential patient, Bijou Birdwing. Vera wanted to sign her on as a client, but Bijou refused.
4a. Do these goals change at any point in the story? Can’t answer due to spoilers.
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STORY DEVELOPMENT:
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CHARACTER ARCHETYPE: (Put an X on all applicable boxes)
[] Addict (Conspicuous Consumer, Glutton, Workaholic–see also Gambler)
[X] Advocate (Attorney, Defender, Legislator, Lobbyist, Environmentalist)
[] Alchemist (Wizard, Magician, Scientist, Inventor–see also Visionary)
[] Angel (Fairy Godmother/Godfather)
[] Antagonist (Opposing View, not necessarily the Evil Bad — see also Villain)
[] Anti-Hero
[X] Artist (Artisan, Craftsperson, Sculptor, Weaver)
[] Athlete (Olympian)
[] Avenger (Avenging Angel, Savior, Messiah)
[] Beggar (Homeless person/ Indigent)
[] Bully (Coward)
[] Catalyst
[] Child (Orphan, Wounded, Magical/Innocent, Nature, Divine, Puer/Puella Eternis, or Eternal Boy/Girl)
[] Clown (Court Jester, Fool, Dummling)
[] Companion (Friend, Sidekick, Right Arm, Consort)
[] Damsel (Princess)
[] Destroyer (Attila, Mad Scientist, Serial Killer, Spoiler)
[] Detective (Spy, Double Agent, Sleuth, Snoop, Sherlock Holmes, Private Investigator, Profiler–see also Warrior/Crime Fighter)
[] Dilettante (Amateur)
[] Don Juan (Casanova, Gigolo, Seducer, Sex Addict)
[] Engineer (Architect, Builder, Schemer)
[] Exorcist (Shaman)
[] Father (Patriarch, Progenitor)
[] Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
[] Gambler
[] God (Adonis, see also Hero)
[] Gossip (see also Networker)
[] Guide (Guru, Sage, Crone, Wise Woman, Spiritual Master, Evangelist, Preacher)
[X] Healer (Wounded Healer, Intuitive Healer, Caregiver, Nurse, Therapist, Analyst, Counselor)
[] Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite–see also Mystic)
[] Hermit (see also Wise old Man)
[] Hero/Heroine (see also Knight, Warrior)
[] Judge (Critic, Examiner, Mediator, Arbitrator)
[] King (Emperor, Ruler, Leader, Chief — see also Politician)
[] Knight in Shining Armor
[] Liberator
[] Lover
[] Martyr
[X] Mediator (Ambassador, Diplomat, Go-Between)
[X] Mentor (Master, Counselor, Tutor)
[] Messiah (Redeemer, Savior)
[] Midas/Miser
[] Monk/Nun (Celibate)
[] Mother (Matriarch, Mother Nature)
[] Mystic (Renunciate, Anchorite, Hermit)
[] Networker (Messenger, Herald, Courier, Journalist, Communicator)
[] Pioneer (Explorer, Settler, Pilgrim, Innovator)
[] Poet
[] Politician (see also King)
[] Priest (Priestess, Minister, Rabbi, Evangelist)
[] Prince
[] Prostitute
[] Queen (Empress)
[] Rebel (Anarchist, Revolutionary, Political Protester, Nonconformist, Pirate)
[] Rescuer
[] Saboteur
[] Samaritan
[] Scribe (Copyist, Secretary, Accountant–see also Journalist)
[] Seeker (Wanderer, Vagabond, Nomad)
[] Servant (Indentured Servant)
[] Shape-shifter (Spell-caster–see also Trickster)
[] Slave
[] Spectre (Ghost / Apparition with Unresolved issues)
[] Storyteller (Minstrel, Narrator)
[] Student / Scholar (Disciple, Devotee, Follower, Apprentice)
[X] Teacher (Instructor, see also Mentor)
[] Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
[] Threshold Guardian
[] Trickster (Puck, Provocateur)
[] Turncoat
[] Vampire
[] Victim
[] Villain / Shadow (Big Bad of the story; see also Antagonist)
[] Virgin (see also Celibate)
[] Visionary (Dreamer, Prophet, Seer–see also Guide, Alchemist)
[] Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)
[] Wise old Man (see also Hermit)
1. What are the motivations for the character’s actions? Not wanting anybody to be as lonely as she was growing up.
2. What are the character’s goals / ambition / dreams? To heal as many minds as possible without being vicariously traumatized herself due to her work.
3. What external conflicts would you wish for the character to overcome? Trying to survive attacks on the elven race.
3a. What are the obstacles in the character’s path that might make this difficult? Knee injury, inability to fight, and inability to process war stimuli
4. What inner conflicts would you wish for the character to overcome? To heal her own trauma with her Cognitive Behavioral Therapy techniques.
4a. What are the obstacles in the character’s path that might make this difficult? She doesn’t do it often enough because she’s frustrated by the slowness of her healing process.
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AUTHOR’S NOTES / MISCELLANY
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Character theme song: “Life” by Gene Kauer
Celebrity / IRL lookalike: Miyam Bialik
Thursday, March 3, 2022
Llewellyn Xavier
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THE BASICS
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Name: Llewellyn Edith Xavier
Nicknames: Llewie
Gender: Cisgender Female
Age: 35
Birth Date: 465 PM
Birth Place: Xavier Village
Currently Living In: Xavier Village
Species: Elf
Ethnicity / Race: Elf
Citizenship: Honey Valley
Religion / Beliefs: Magetan leftist
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FAMILY
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Father: Edward Xavier
Age: Dead
Relationship: Respect
Mother: Yvonne Xavier
Age: Dead
Relationship: Healthy
Brother: Windham Xavier
Age: 30
Relationship: Healthy
Pet(s): Athena (horse)
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PHYSICAL FEATURES:
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Height: 5’11”
Weight: 110 lbs.
Frame / Build: Lanky
Hair length: Long
Hair color: Blond
Eye shape: Wide
Eye color: Purple
Complexion: Light Green Skin
Face size (broad, narrow, etc.): Narrow
Voice type: Gentle
Foot size: Women’s 9
Tattoo(s): Dragon wings on her back
Scar(s): None
Other notable accessories: Earrings
Any other identifying mark(s): Pointy ears
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SOCIO / ECONOMIC / POLITICAL
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Political Affiliation: Left-wing
Economic Class: Moneyless society
Social Class (nobility, artisan, merchant, commoner, etc.): Queen
Occupation: Queen
Income: Moneyless society
Residence: Xavier Village
Transportation: Horse
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INTERESTS
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Favorite Food(s): Celery and peanut butter
Favorite Sport(s): Horseback riding
Favorite Book(s): Magetan bible
Favorite Show(s): TV doesn’t exist yet
Favorite Music: Piano
Favorite Color(s): Purple and pink
Clothing Style / Preferences: Religious robes
Hobbies: Chess, Backgammon, and Dominos
Role Model(s): Mageta and her parents
Likes: Creativity, storytelling, kindness
Dislikes: Conformity, racism, and unnecessary sexualization
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PERSONALITY
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Good Qualities / Trait(s): Kindness, intelligence, wisdom
Vices / Negative Trait(s): Workaholic, burned out, anxiety
Strengths: Leadership, fighting skills, and diplomacy
Weaknesses: Stretching herself thin, people-pleaser
Habits / Idiosyncrasies / Quirks: Constantly adjusting clothes
Phobia / Fears: Losing her brother
Loves: Creativity, storytelling, kindness
Hates: Conformity, racism, and unnecessary sexualization
Select one personality type below that best describes your character:
PROTECTORS
[X] Defender (ISFJ) – Puts the needs of others before themselves, to a point where they tend to give more than they receive. Quiet and conscientious. Modest and tends to be a spectator. They do what is expected of them without attracting attention to themselves. Sensitive to the feelings of others, and has a very good memory, especially when it comes to observing other people. Can be easily hurt. Very painstaking when it comes to detail.
Define your character’s personality based on the following aspects:
a. Physically (outward interaction with his environment, personal strengths): Approachable and non-threatening
b. Psychologically (intellect, mental stability, morality): Kind, loving, and more level-headed than her brother
c. Spiritually (her faith, convictions): Magetan zealot
d. Emotionally (willpower, under stressful situations, expressiveness): Cool under pressure, but anxiety takes over in the aftermath
e. Socially (how others view her, how she interacts with people): Well-respected among her people (except by Bijou Birdwing)
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HISTORY
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1. Describe the character’s childhood. Unlike her brother Windham, Llewellyn embraced the role of leader and didn’t complain about her training in both combat and leadership. That’s why she was made the queen and Windham is only a prince. But as far as her single digit ages go, she had a charmed life and was mostly protected from the outside world.
2. Name the good incidents that have happened in the character’s life. How has this shaped her personality? Like Windham, she too enjoyed whale-watching and animal cuteness as a child. But she was also praised for her success when it came time to take up the mantel of leader.
3. Name bad experiences that have happened in the character’s life. How has this shaped her personality? She had a bad habit of biting off more than she can chew. Too much contention with the outside world has burned her out and stretched her thin. She’s hoping the trade deal she wants to strike with Lars Stonewall will be enough to ease some of her duties without taking them away completely.
4. What is the character doing when first introduced? What are her goals at this point? She’s giving a storytelling sermon at her village’s church in an attempt to ease her people’s minds and remind them that there is light in the world despite everything going on. Her biggest goals beyond that are securing a trade deal with Lars Stonewall and making sure her missing elves come home safely.
4a. Do these goals change at any point in the story? No, they don’t.
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STORY DEVELOPMENT:
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CHARACTER ARCHETYPE: (Put an X on all applicable boxes)
[X] Addict (Conspicuous Consumer, Glutton, Workaholic–see also Gambler)
[X] Advocate (Attorney, Defender, Legislator, Lobbyist, Environmentalist)
[] Alchemist (Wizard, Magician, Scientist, Inventor–see also Visionary)
[] Angel (Fairy Godmother/Godfather)
[] Antagonist (Opposing View, not necessarily the Evil Bad — see also Villain)
[] Anti-Hero
[] Artist (Artisan, Craftsperson, Sculptor, Weaver)
[] Athlete (Olympian)
[] Avenger (Avenging Angel, Savior, Messiah)
[] Beggar (Homeless person/ Indigent)
[] Bully (Coward)
[] Catalyst
[] Child (Orphan, Wounded, Magical/Innocent, Nature, Divine, Puer/Puella Eternis, or Eternal Boy/Girl)
[] Clown (Court Jester, Fool, Dummling)
[] Companion (Friend, Sidekick, Right Arm, Consort)
[] Damsel (Princess)
[] Destroyer (Attila, Mad Scientist, Serial Killer, Spoiler)
[] Detective (Spy, Double Agent, Sleuth, Snoop, Sherlock Holmes, Private Investigator, Profiler–see also Warrior/Crime Fighter)
[] Dilettante (Amateur)
[] Don Juan (Casanova, Gigolo, Seducer, Sex Addict)
[] Engineer (Architect, Builder, Schemer)
[] Exorcist (Shaman)
[] Father (Patriarch, Progenitor)
[] Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
[] Gambler
[] God (Adonis, see also Hero)
[] Gossip (see also Networker)
[] Guide (Guru, Sage, Crone, Wise Woman, Spiritual Master, Evangelist, Preacher)
[] Healer (Wounded Healer, Intuitive Healer, Caregiver, Nurse, Therapist, Analyst, Counselor)
[] Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite–see also Mystic)
[] Hermit (see also Wise old Man)
[X] Hero/Heroine (see also Knight, Warrior)
[] Judge (Critic, Examiner, Mediator, Arbitrator)
[] King (Emperor, Ruler, Leader, Chief — see also Politician)
[] Knight in Shining Armor
[] Liberator
[] Lover
[] Martyr
[X] Mediator (Ambassador, Diplomat, Go-Between)
[X] Mentor (Master, Counselor, Tutor)
[] Messiah (Redeemer, Savior)
[] Midas/Miser
[] Monk/Nun (Celibate)
[] Mother (Matriarch, Mother Nature)
[] Mystic (Renunciate, Anchorite, Hermit)
[] Networker (Messenger, Herald, Courier, Journalist, Communicator)
[] Pioneer (Explorer, Settler, Pilgrim, Innovator)
[] Poet
[X] Politician (see also King)
[] Priest (Priestess, Minister, Rabbi, Evangelist)
[] Prince
[] Prostitute
[X] Queen (Empress)
[] Rebel (Anarchist, Revolutionary, Political Protester, Nonconformist, Pirate)
[] Rescuer
[] Saboteur
[] Samaritan
[] Scribe (Copyist, Secretary, Accountant–see also Journalist)
[] Seeker (Wanderer, Vagabond, Nomad)
[] Servant (Indentured Servant)
[] Shape-shifter (Spell-caster–see also Trickster)
[] Slave
[] Spectre (Ghost / Apparition with Unresolved issues)
[X] Storyteller (Minstrel, Narrator)
[] Student / Scholar (Disciple, Devotee, Follower, Apprentice)
[] Teacher (Instructor, see also Mentor)
[] Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
[] Threshold Guardian
[] Trickster (Puck, Provocateur)
[] Turncoat
[] Vampire
[] Victim
[] Villain / Shadow (Big Bad of the story; see also Antagonist)
[] Virgin (see also Celibate)
[] Visionary (Dreamer, Prophet, Seer–see also Guide, Alchemist)
[] Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)
[] Wise old Man (see also Hermit)
1. What are the motivations for the character’s actions? Zeal, people-pleasing habits, family love, and doing what’s right
2. What are the character’s goals / ambition / dreams? To keep her queendom happy and lead them into greatness
3. What external conflicts would you wish for the character to overcome? Taking down the Atwood Queendom and Shadow Asylum.
3a. What are the obstacles in the character’s path that might make this difficult? Their armies are much stronger than hers. Also, she has no idea where Lars Stonewall is.
4. What inner conflicts would you wish for the character to overcome? She wants to take a rest even if she doesn’t know it yet.
4a. What are the obstacles in the character’s path that might make this difficult? Workaholic tendencies and not knowing when to quit.
AUTHOR’S NOTES / MISCELLANY
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Character theme song: “For You” by Marko Hietala
Celebrity / IRL lookalike: Emilia Clarke
Wednesday, February 16, 2022
Windham Xavier
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THE BASICS
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Name: Windham Alfred Xavier
Nicknames: Windy, X-Man, WAX
Gender: Cisgender Male
Age: 30
Birth Date: 470 PM
Birth Place: Xavier Village
Currently Living In: Xavier Village
Species: Elf
Ethnicity / Race: Elf
Citizenship: Honey Valley
Religion / Beliefs: Magetan Leftist
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FAMILY
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Father: Edward Xavier
Age: Dead
Relationship: Strained
Mother: Yvonne Xavier
Age: Dead
Relationship: Healthy
Sister: Llewellyn Xavier
Age: 35
Relationship: Caring
Pet(s): Zeal (nightjar)
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PHYSICAL FEATURES:
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Height: 6’3”
Weight: 185 lbs.
Frame / Build: Lanky
Hair length: Long
Hair color: Blond
Eye shape: Normal
Eye color: Purple
Complexion: Light Green
Face size (broad, narrow, etc.): Narrow
Voice type: Gentle
Foot size: 12
Tattoo(s): None
Scar(s): Lashes on his back
Other notable accessories: None
Any other identifying mark(s): Pointy ears
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SOCIO / ECONOMIC / POLITICAL
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Political Affiliation: Left-wing
Economic Class: Moneyless society
Social Class: Royalty
Occupation: Prince, Warrior, Artist
Income: Moneyless society
Residence: Xavier Village
Transportation: Feet
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INTERESTS
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Favorite Food(s): Vegetarian Burrito
Favorite Sport(s): Jogging
Favorite Book(s): Magetan bible
Favorite Show(s): TV doesn’t exist yet
Favorite Music: Gentle harps and violins
Favorite Color(s): Blue
Clothing Style / Preferences: Religious robes, gray body suits
Hobbies: Writing, reading, painting, and sculpting
Role Model(s): His sister, Mageta, his mother
Likes: Peace and quiet
Dislikes: Being overworked
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PERSONALITY
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Good Qualities / Trait(s): Kindness towards animals, loyal friend, cares about the downtrodden
Vices / Negative Trait(s): Distrust of strangers (after the rape), traumatic mind, burned out
Strengths: Fighting abilities with a whip, pick-pocketing, endurance
Weaknesses: Doesn’t handle trauma well, anger management issues, daddy issues
Habits / Idiosyncrasies / Quirks: Twirls hair and cracks joints
Phobia / Fears: His own mind, losing his individuality
Loves: Animals, creativity, friendship
Hates: Betrayal, racism, being overpowered
Select one personality type below that best describes your character:
Artist (ISFP) – Creative, quiet, serious, loyal and sensitive. Do not like conflict. Takes great value in personal freedom. Private and prone to confusion. Gifted at creating and composing. Good appreciation for beauty. Not interested in leading or controlling others. Very original and creative especially in the arts. Can be trendsetters and into latest styles and art / fashion / etc.
Define your character’s personality based on the following aspects:
a. Physically (outward interaction with his environment, personal strengths): Imposing warrior
b. Psychologically (intellect, mental stability, morality): Intelligent, easily angered, good intentions, easily traumatized
c. Spiritually (his faith, convictions): Zealot of the lion god Mageta
d. Emotionally (willpower, under stressful situations, expressiveness): Can’t handle excessive trauma, gets distracted by things that anger him, only cries when he knows he’s alone)
e. Socially (how others view him, how he interacts with people): He is hated by Shadow Asylum (despite being employed there), he is “loved” by the Atwood Queendom, and he’s genuinely loved by the Xavier Village.
Others things to know:
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HISTORY
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1. Describe the character’s childhood. During his single digit ages, Windham was shielded from the harshness of the human world by his overprotective mother and sister. By age 10, his father expected him to take the role of leader and pushed him too hard into that lifestyle. The brutal combat training, the long classes at the STEM school, and the lack of time to unwind and create art has left Windham with a disdain for his father. In the end, he just wants to get away from it all and he believes following the events of the story will bring him closer to his goal.
2. Name the good incidents that have happened in the character’s life. How has this shaped his personality? Windham enjoyed whale watching as a kid and incorporated his love for animals in his art
3. Name bad experiences that have happened in the character’s life. How has this shaped his personality? Not only did he receive tough treatment from his own father, but also the art galleries and teachers that constantly talked down to him. This made him hate his job even more.
4. What is the character doing when first introduced? What are his goals at this point?
He’s on a mission for Shadow Asylum to draw blueprints for Shelly Atwood’s castle. In reality, he wants to know what happened to the missing grangers in his village. He hates his job, but he feels compelled to do it because of his father’s toughness and the seriousness of his side quest.
4a. Do these goals change at any point in the story?
After the trauma of his rape, he just wants peace and quiet, to get as far away from Shelly, Orpheus, and his own throne as possible. He’s too burned out to carry on.
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STORY DEVELOPMENT:
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CHARACTER ARCHETYPE: (Put an X on all applicable boxes)
[] Addict (Conspicuous Consumer, Glutton, Workaholic–see also Gambler)
[] Advocate (Attorney, Defender, Legislator, Lobbyist, Environmentalist)
[] Alchemist (Wizard, Magician, Scientist, Inventor–see also Visionary)
[] Angel (Fairy Godmother/Godfather)
[] Antagonist (Opposing View, not necessarily the Evil Bad — see also Villain)
[] Anti-Hero
[X] Artist (Artisan, Craftsperson, Sculptor, Weaver)
[] Athlete (Olympian)
[] Avenger (Avenging Angel, Savior, Messiah)
[] Beggar (Homeless person/ Indigent)
[] Bully (Coward)
[] Catalyst
[] Child (Orphan, Wounded, Magical/Innocent, Nature, Divine, Puer/Puella Eternis, or Eternal Boy/Girl)
[] Clown (Court Jester, Fool, Dummling)
[X] Companion (Friend, Sidekick, Right Arm, Consort)
[X] Damsel (Princess)
[] Destroyer (Attila, Mad Scientist, Serial Killer, Spoiler)
[] Detective (Spy, Double Agent, Sleuth, Snoop, Sherlock Holmes, Private Investigator, Profiler–see also Warrior/Crime Fighter)
[] Dilettante (Amateur)
[] Don Juan (Casanova, Gigolo, Seducer, Sex Addict)
[] Engineer (Architect, Builder, Schemer)
[] Exorcist (Shaman)
[] Father (Patriarch, Progenitor)
[] Femme Fatale (Black Widow, Flirt, Siren, Circe, Seductress, Enchantress)
[] Gambler
[] God (Adonis, see also Hero)
[] Gossip (see also Networker)
[] Guide (Guru, Sage, Crone, Wise Woman, Spiritual Master, Evangelist, Preacher)
[] Healer (Wounded Healer, Intuitive Healer, Caregiver, Nurse, Therapist, Analyst, Counselor)
[] Hedonist (Bon Vivant, Chef, Gourmet, Gourmand, Sybarite–see also Mystic)
[] Hermit (see also Wise old Man)
[X] Hero/Heroine (see also Knight, Warrior)
[] Judge (Critic, Examiner, Mediator, Arbitrator)
[] King (Emperor, Ruler, Leader, Chief — see also Politician)
[] Knight in Shining Armor
[] Liberator
[] Lover
[] Martyr
[] Mediator (Ambassador, Diplomat, Go-Between)
[] Mentor (Master, Counselor, Tutor)
[] Messiah (Redeemer, Savior)
[] Midas/Miser
[] Monk/Nun (Celibate)
[] Mother (Matriarch, Mother Nature)
[] Mystic (Renunciate, Anchorite, Hermit)
[] Networker (Messenger, Herald, Courier, Journalist, Communicator)
[] Pioneer (Explorer, Settler, Pilgrim, Innovator)
[X] Poet
[X] Politician (see also King)
[] Priest (Priestess, Minister, Rabbi, Evangelist)
[X] Prince
[] Prostitute
[] Queen (Empress)
[] Rebel (Anarchist, Revolutionary, Political Protester, Nonconformist, Pirate)
[] Rescuer
[] Saboteur
[] Samaritan
[] Scribe (Copyist, Secretary, Accountant–see also Journalist)
[] Seeker (Wanderer, Vagabond, Nomad)
[] Servant (Indentured Servant)
[] Shape-shifter (Spell-caster–see also Trickster)
[] Slave
[] Spectre (Ghost / Apparition with Unresolved issues)
[X] Storyteller (Minstrel, Narrator)
[X] Student / Scholar (Disciple, Devotee, Follower, Apprentice)
[] Teacher (Instructor, see also Mentor)
[X] Thief (Swindler, Con Artist, Pickpocket, Burglar, Robin Hood)
[] Threshold Guardian
[] Trickster (Puck, Provocateur)
[] Turncoat
[] Vampire
[X] Victim
[] Villain / Shadow (Big Bad of the story; see also Antagonist)
[X] Virgin (see also Celibate)
[] Visionary (Dreamer, Prophet, Seer–see also Guide, Alchemist)
[X] Warrior (Soldier, Crime Fighter, Amazon, Mercenary, Soldier of Fortune, Gunslinger, Samurai)
[] Wise old Man (see also Hermit)
1. What are the motivations for the character’s actions? To complete his long list of duties so that he can finally have time for himself.
2. What are the character’s goals / ambition / dreams? To create art without judgment, to psychologically heal, to find peace and quiet, and to take care of animals
3. What external conflicts would you wish for the character to overcome?
Take down the Atwood Queendom and Shadow Asylum
3a. What are the obstacles in the character’s path that might make this difficult?
He’s only one person and they’re entire corporations. Plus, he’s afraid of Shelly.
4. What inner conflicts would you wish for the character to overcome?
Shutting up the voices in his head and “falling out of love” with Shelly
4a. What are the obstacles in the character’s path that might make this difficult?
Being raped and brainwashed to the point where that’s all he can think about
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AUTHOR’S NOTES / MISCELLANY
=========================================
Character theme song: “Heavy” by Linkin Park
Celebrity / IRL lookalike: Christopher Masterson, but with long hair
Saturday, January 29, 2022
To Be a Magetan
What does it mean to be a follower of the Magetan faith? One definition that won’t ring true among the elven covenant is, “Going to snuggle town with a dead cat.” Though dead our lord and savior may be, Mageta was certainly no ordinary cat. A domesticated beast wouldn’t have saved an entire race of people from the greedy clutches of humankind. Only a lion of blessed might could come from the Promised Land itself and annihilate racist tormentors with such ease. A Deus Ex Machina conclusion to a centuries-long story of oppression would seem ridiculous on the surface, but the key word in that old phrase is Deus. Mageta wasn’t a mere lap cat. He was a lion god.
And with this lion god’s protection, the elven race was able to rebuild their once dead society from its crumbling foundation. They made sure never to repeat the evils of their human captors. Instead of lusting for corporate gold, Magetan society became moneyless, trading services for products and fulfilling each other’s needs. They do not engage in hateful politics; this is a religion of love. Even a simple gesture such as holding hands, which would be frowned upon in far-right human society, is encouraged among followers of Mageta. Respect for the animal kingdom is a must for these zealots, whether it’s conforming to a vegetarian diet or taking in wayward pets and giving them the best years of their lives.
Why do the elves practice their religion this way aside from not wanting to repeat the bitterness of human slave masters? They don’t see it as blind zeal, but rather gratitude for a historical figure who paved the way for their culture to flourish. They have carved monuments and statues of him. They gather in church to send him their prayers every week. They encourage creativity among each other whether it’s drawing, sculpting, writing poetry, or constructing prose. Most of the Magetan lore is an anthology of creative writing exercises, all of which didn’t need the approval of human society in order to feel valid.
But sometimes contact with the outside world is necessary to sustain their own culture. Selling fruits and vegetables in the streets of Morgan Town, selling art to elitist galleries, and attending technology boarding schools are just some of the ways elves reach out to their hostile communities. Elves are still met with prejudice and shunning in these societies, whether it’s being called a slur such as “lizard” (due to their light green skin) or “cucumber penis” (due to their vegetarian diets). The beatings ramped up so much that the elves once again had to learn how to fight.
By the time they had enough, Mageta was already slain in battle, hunted for his meat and pelt. Some elves were recaptured into slavery, not just by Mageta’s killers, but also by one of their own: Mother Ruth. She had a specific role to protect Mageta’s literal children, but was secretly earning money to sell them into servitude. The term Mother Ruth had become a slur of its own for elves who turned their backs on their own kind. Because of elven betrayal and human prejudice, Magetan society began to suffer once again. But every day they look towards their savior for the strength to carry on.
Because their lion deity was powerful himself, the elves’ combat training regimen sought to mimic such strength on the battlefield. Exercises for elven soldiers were often so difficult that it wasn’t uncommon to pass out by the end of the session. Running, weight lifting, leapfrogging, and weapons training were all mixed into one session after the other. Soldiers willingly gave up their comfortable love so that they could protect their people, which meant they were mentally tormented by their instructors as well as physically. This would seem hypocritical of a race determined not to repeat their human tormentors’ mistakes, but there was no other choice.
Those who followed Magetan progressiveness and protected each other from the evils of the world were rewarded in death by having a place in the Promised Land, a cloudscape of comfort that they weren’t afforded in the living realm. Laying down in any part of the Promised Land was akin to a soft, fluffy bed that one wouldn’t mind sharing with a dog or a cat. If an elven follower was lucky, they could easily schedule a cuddle session with Mageta himself. He may have been a violent god when dealing with bigots, but only when it was warranted. The remainder of the time, he was as gentle as his booming baritone voice.
The prospect of the Promised Land sounded so appealing to the elves that for some of the more suicidal ones, it was more appealing than the living world. There was plenty for an elf to be suicidal about: trauma, war, unwanted sex, bullying, and a lifetime of negative messages from those who never cared. Whenever the mental and physical stresses of real world combat became too much for an elf, they would descend into a trance-like state known as the Death Valley March. They become so uncaring and unaware of the violence around them that they march blindly into a suicidal scenario.
Not everyone can snap out of this trance, but those who do are tasked with attending therapy sessions with a Magetan shaman. The couch will be as comfy as a Promised Land cloud, the music will be as pleasing to the ears as a tingly massage, and the therapist will be so sweet and empathetic that a traumatized elf can tell them anything they need to without fear of the details leaving the cozy cottage. Talk therapy is the method of choice for these healers. Only in extreme cases will they use herbal remedies and brain salves, but these are not replacements for a much-needed conversation about mental health.
Can Magetan values succeed in such a disgusting world where racist humans control the majority of land? Every day it seems like a definitive no. Every day the elves wonder what the point of all of this is, especially with a mysterious blight covering their once fresh crops. Every day they pray to Mageta and wonder why his answers won’t help them escape a sex dungeon or a slave auction. Every day they wonder if they’ll be the next ones to take the Death Valley March.
And yet, the religion is still alive in the year 500 AM. That’s because it is not a religion, but a spiritual bond. It is nationalism. It is family. It is protection. The world may be a cold place, but somewhere in life is a warm leonine embrace. The elves may have to search far and wide to find it, but when they do, it is pure magic. Magic may be gone from the elven culture, but it is not forgotten and never will be. Trauma can suppress creativity and lore, but it can’t kill it forever.
Thursday, December 9, 2021
Go With Them...I Guess
“I’m going off on an adventure!”
“I’m going to seek glory!”
“Garrison, what are you going to do?”
“…Go with them…I guess…”
Ah, yes. When every D&D session is a holiday season in the sense that players should give their all, my specialty in large groups was hitching my wagon to the other players. Don’t contribute any meaningful character information, just…you know…”Go with them…I guess…” But then again, what else was I supposed to do? Walk away from the group and do my own thing? That would require an extra DM just to deal with my bullshit. The easier answer would be to just assume that I’m following my fellow party members around everywhere they go. In which case, I wouldn’t be an elf fighter or a half-orc wizard anymore. I’d be a dog. A loyal golden retriever who couldn’t get enough pets and love, as long as my fellow party members had beef snacks ready. Dogs don’t have to worry about serious character development since their histories amount to chasing squirrels and rolling in mud. Not much complexity there!
Even from my very first session as an elf warrior, it should have been assumed that I’d follow my party members everywhere they went. But that wasn’t how D&D worked in those days. I always assumed that it would be like Final Fantasy games where the party goes everywhere together and would only become active characters during a battle. Not the case at all, it seems. Super Nintendos can’t ask for the player’s opinion beyond a yes or no question. Dungeon Masters can and will. So imagine my shock when the DM, my brother James, asked everyone in the party what they were going to do once they got to a town. The two players before me knew exactly what they were going to do: explore. But when James asked me what I was going to do, I froze like Sub-Zero’s opponents in Mortal Kombat. I thought we were just following each other around. Nope! I actually had to make a decision independent of my party members. And I couldn’t do it. So my elf hunter jumped down a manhole and was never seen again.
All these years later, what is the right answer to the, “What are you going to do?” question when you’re in a group of two or more adventurers? Should Dungeon Masters just assume that party members are just going to follow each other around like dogs and do nothing until they’re specifically called upon? While that is a convenient answer, it would certainly get weird after a while, wouldn’t you agree? Wouldn’t the other party members wonder why these strangers are following them around without saying a word? The easy answer would be to say, “We’re on the same team. Live with it.” But are you? What makes you all a team? Are you just there for the hell of it? Do teams really get together because it’s the right thing to do and nothing should be questioned?
And this is where the all-important character development comes into play. As it turns out, it’s not enough to have a half-orc barbarian with bulging muscles and a battleaxe that can cut through the Golden Gate Bridge. Why is this half-orc barbarian running around with a Halfling thief and a half-elf wizard? How did this half-orc barbarian come into existence other than having a full-orc and a human fuck each other’s brains out? Why does he have all of these muscles other than he’s a barbarian and it should be a universally-accepted truth? What are the stories behind his scars? What are the stories behind his actions? What are the stories behind his blind loyalty to his party? When a character’s motivations and goals are explored beyond being a shallow drone, that’s when the fun really begins. After all, mindless drones aren’t nearly as much fun to read about as fleshed-out three-dimensional characters. Isn’t that right, Stephenie Meyer? How about you, E.L. James, do you want to weigh in on this subject? Didn’t think so.
Let’s go back to the example of the elf hunter who got so confused that he jumped down a sewer hole without giving a second thought. Could he have just hitched his wagon to the other PC’s and went along with them wherever they went? But why would he do that? Well, that’s where a “session zero” comes into play. It’s a D&D session designed to get the characters introduced to each other before the campaign officially begins. So what are the elf hunter’s motivations? Does he want revenge on someone who killed his parents? Does he want to earn enough money to pay for his sister’s heart transplant? Does he want to earn enough money so that he can go on a vacation to a sandy beach paradise? Does he want to earn enough money to go to school and learn more about the world around him? These are all reasonable motivations to have as a character. They may have been done to death by other authors and PC’s, but not you. You as the player have all the power in the world to fashion these motivations into something tangible and unique. So maybe the answer isn’t to hitch your wagon to a bunch of mindless drones.
But what if there’s a reason for being a mindless drone? What if all of the party members are part of a cult that just goes around doing whatever their higher power tells them to do? What if the higher power tells them to murder everyone they come across as a worthy sacrifice? What if the higher power tells them to steal enough money to make the cult richer than Scientology ever could be? In that case, while the players are still mindless drones, they have motivations beyond two-dimensional character work. But even if this were the case, the players who own those characters still have to put in the work when it comes to developing back stories and mythologies. If you’re going to, “Go with them…I guess…”, then at least have a reason for doing so. I hate to use the phrase, “Everything happens for a reason”, but in the case of D&D characters following each other around, it definitely does.
Even the elf hunter has a reason for falling down a sewer hole (not just because the player didn’t know what the fuck he’s doing). Okay, so he’s exited the party under weird circumstances. Now what? Are there creatures lurking in the sewers? Does the shit-scented water have a dark secret buried beneath? Does the sewer serve as a passageway to another world? How about a secret entrance into a castle full of riches and sorcery? Now the question becomes, does the elf hunter keep all of his findings to himself or does he share them with his party members if and when he returns to the surface? Hopefully, he’s had a nice bath beforehand and not in a river of shit and piss. Otherwise, they’re going to think he’s a lunatic and have him locked in a madhouse.
But what does the elf hunter do while he’s confined to a padded cell filled with other crazy people? Does he share his secrets with the crazy people and get into even more trouble than he’s already in? Does he meet someone there who could bust everyone out and flood the streets with whack-a-dos? Does he meet a corrupt nurse who’s beating the shit out of the patients for no reason other than to satisfy their sadistic urges? If you look hard enough, everything has an angle behind it, everything has a story that can be exploited for creative fodder.
Here’s the thing with me as a middle schooler: I didn’t give a shit about developing back stories and looking at life through multiple angles. I just liked the shallow aspects of the characters I created and the places I went to. Does my character have skulls decorating his entire body? Does he carry an axe with a long enough shaft to double as a wizard’s staff? Does he have a drill bit on top of his head? Is his metal armor so thick that it can protect him from nuclear missiles in a medieval fantasy setting? For me back in those days, looking cool was more important than being cool. My characters could have the flattest personalities and the agendas of mindless drones as long as they looked cool doing it. I could get away with it back then, but not today as an author telling my own stories.
One thing I’ve learned as an author is that nobody cares if your dark knight carries a chainsaw into battle with him. Nobody cares if your dragon-born barbarian breathes ice instead of fire. Nobody cares if your goblin electromancer shoots bolts of lightning out of his ass. Surface-level character development isn’t development at all. Having thick armor isn’t a personality trait. Having trident heads for fists isn’t a relatable flaw. The audience doesn’t want chainsaw-wielding dark paladins if those same warriors don’t have an inch of depth or personality behind them. Ever wonder why we like one-line zingers? It’s because a mindless drone could never come up with them. Ever wonder why we like edgy dialogue? Because it takes a special kind of character development to come up with those sound bites. Characters are more than their swords, axes, and lightning breath. They have flaws. They have dreams and goals. They have styles of speech. They have reasons behind their actions that extend beyond Captain Evil territories.
So…do you want to know what the right answer to the, “What are you going to do?” question is? Well, if your only solution is to hitch your wagon to your party members whilst contributing nothing in the way of character development, your D&D session is going to be boring as hell and so will the stories you write as a professional author. It is somewhat surprising to hear me of all people say that, the same guy who struggles with character development because my characters are either too nice or too mean, too extreme or too bland, too smart or too dumb, or too good or too evil. I couldn’t find the middle ground with a map and a compass.
But that’s why we have character profiles and character sheets: not to keep track of how many muscles our ogre barbarians have, but to keep track of all of their personality traits and why they act the way they do. Coming up with three-dimensional characters is a lot of work, but it’s work very much worth doing. Even out the extreme tendencies and make shit happen for a reason. Think beyond the shallow. Get in your character’s head like a schizophrenic voice. Ask yourself: what makes this character tick? But when you’re figuring this stuff out, take all the time you need. You don’t have to get three-dimensional character work right the first time, but you should get it right eventually. It’s a skill, one that takes patience. Do you have it in you? Of course you do! Otherwise, you wouldn’t have a D&D character sheet or a novel idea in the first place.
Friday, August 6, 2021
The Dwarf with Bad Aim
When I was an edgy little shithead during my pre-teen and teenage years, I laughed my ass off at Stevie Wonder and Ray Charles jokes. The cheese grater was the best book they’ve ever read. The fastest thing to go on land was their speedboats. The best way to torture them is to rearrange the furniture. Get it? Because they’re blind? Oh-ho-ho-ho! Blindness is so funny, isn’t it? You know who probably wouldn’t think those jokes are funny? The level one dwarf fighter I played as during a D&D campaign in the 90’s. I don’t remember a whole lot about that campaign, so the details might be a little fuzzy. Hell, I don’t even remember the dwarf’s name. Let’s call him Clark. Not very fantasy-like, but fuck it, I’m calling him Clark anyways because I like the name Clark.
So why is it that a level one dwarf fighter named Clark wouldn’t have a sense of humor about blindness jokes? It’s not like he’s blind himself. He could surely set his empathy aside for a few chuckles, right? Well, not exactly. He could see just fine, but you wouldn’t know that from how often he missed his enemies during combat situations. He had this hulking battleaxe that could rip any monster to shreds. The original Axe Body Spray could have been Clark slashing a poor son of a bitch goblin in half…emphases on could have been.
The campaign was DMed by my brother James and played by me and his friends Nathan and Chris. I don’t remember their characters or their names. I don’t remember what the name of the campaign was (it was pre-written by Wizards of the Coast). All I remember about the campaign is that it used to be really popular among D&D nerds in the 90’s. The players had to transport a prisoner to the gallows only to find out that an elf thief was a mole in the group all along. Now the end goal is to send them both to the guillotine. There would be our fair share of obstacles along the way, all of which required Clark and his comrades to swing their weapons and actually hit something for a change. Nathan and Chris’s characters hit their targets with a sniper’s precision. Clark? Not so much.
The first battle during this prisoner transport was already underway with some bandits wanting to steal our riches. Clark had the opportunity to swing his axe and shed some blood all over the forest’s most beautiful features. He swung his axe…and missed. He swung again…and missed. He swung yet again…and missed. Nathan and Chris’s characters picked up Clark’s slack and left the bandits’ corpses stacked a mile high. And then we encountered some gnomes with a broken down war machine. The gnomes naturally blamed us for their misfortune and attacked right away. Clark swung his axe…and missed. He swung again…and missed. I put the twenty-sided die in my mouth and spit it out hoping it would improve the result. Not only did Clark miss again, but I got chewed out for being weird and getting saliva on the dice.
There were many battles to be fought whether it was with knights, mages, or the prisoners themselves. The story was the same: Clark swung his axe and missed horribly. There was even a time when I rolled a nat-one and had to skip an extra turn to pick up my weapon again. Nathan and Chris’s characters did the heavy lifting for me and laid waste to our enemies. Yada, yada, yada, the prisoners were executed and everything was happy in fantasy land. By the time the campaign ended, I had tears in my eyes due to how poorly Clark performed in battle. Every swing he took, he missed like a bitch. He let his team down, though his teammates didn’t show any hint of anger at him. But Clark knew he deserved their scorn if they had any. He was just extra weight freeloading experience points from their labor. As the tears poured from my eyes, I bemoaned the fact that I wouldn’t get any experience points. But James gave me some anyways, though I didn’t do anything significant to deserve them.
Because this was the 90’s and wisdom wasn’t my strong suit at the time, I didn’t see an opportunity for a compelling story when it came to Clark’s misfortune. All I saw was a series of misses. It wouldn’t be acceptable in a game of Final Fantasy IV or Chrono Trigger, because that’s how your characters die. But Clark lived through it all. He leeched off of his friends and never once paid them back. If there was a story to be had there, my younger self couldn’t see it and no, that’s not a blindness joke.
So…now that everything happened and Clark is a broken man, where does he go from here? As a wiser storyteller than I was in the 90’s, I see many angles this can take. Obviously, Clark is overwhelmed with guilt. But how does he handle it? Does he train harder and get better? Does he use his pay from the campaign to sign up for fighting classes? Does he push himself beyond what he’s capable of and jeopardize his health?
Or does he let the guilt take a stronger hold of him and instead of using it as inspiration, he uses it as an excuse to quit. Maybe Clark retires from adventuring altogether. Maybe he spends his money on alcohol to silence his guilty conscience. Maybe he meets a woman who finds him attractive, but he pushes her away because he “can’t satisfy her”. Ever hear the phrase “those who can’t do, teach?” What if Clark feels so guilty that he thinks he would suck as a teacher as well as a real-world fighter?
What you have to remember as a D&D player is that this is a story above all else. It’s more than just swinging axes, casting spells, and slaying dragons. Everything is an opportunity for a story. And when your characters go through those stories with newfound experience, they, you guessed it, gain experience points. And then those characters develop into three-dimensional people. They feel real despite the fact that they’re in a fantasy setting. They feel human despite being a dwarf, elf, or orc. They have thoughts, opinions, dreams, ambitions, and goals. Sometimes those goals are self-destructive, sometimes they reach beyond the cosmos. The more you develop your story and your characters, the more invested you and your audience will become. If you only care about your misses and failures, that’s all your audience will care about as well.
Everything has a story behind it whether you see it or not, even the ordinary aspects of life. That bookshelf you’ve got in your room? It has seen a lot during its time. It was crafted by creative hands. It’s had many owners who used it for purposes other than storing books. It’s collected dust and formed cracks in the wood and paint. There will be a day when your bookshelf breaks down completely and has to spend its final days in a landfill somewhere. Or the wood from the shelves could be refashioned into something else like a nightstand or even firewood for a camping trip. If an ordinary bookshelf can have this much of a story behind it, so can Clark. But Clark is not an inanimate object. He’s a person with thoughts and feelings. How he deals with his thoughts and feelings is what will determine how three-dimensional he really is. Okay, Clark, so you missed all of your shots and let your teammates down. What will you do next? That’s a story very much worth telling.
But maybe Clark can’t do a whole lot anymore because he really is going blind. Maybe it’s time for him to put down the axe before he hurts someone he didn’t intend to. Maybe he has to spend his time in a home for disabled dwarves. But then Clark has to deal with ableism and people who whine about how their tax money is being spent. If the aggression against him gets so bad, he might have to pick up his axe again to defend himself. But he’ll have help from that woman who found him attractive. She’ll guide his every step and he’ll get progressively better at swinging his axe and murdering ableist assholes. And then…he’ll believe in himself again. His self-esteem will grant him the willingness to marry that woman and start a family with her. And just like that…you have a compelling, three-dimensional story about Clark a.k.a. The Dwarf with Bad Aim!
Saturday, June 12, 2021
Johnny Glass's Underage Beer Run
An elven thief named Johnny Glass walks into a bar. The bartender looks up at him and says, “Can I see your ID?” Sorry if you were expecting a cliché bar joke. To be honest, I was expecting one too when I played a lone session of Dungeons & Dragons with my brother James in Pennsylvania in 1999. What was I doing in Linesville, Pennsylvania at the time? A whole lot of fuck-all, that’s what. To be fair, that’s all there is to do in the super rural town of Linesville. Everything was so far away from my Aunt Ruth’s farm that finding entertainment was damn near impossible. So James and I had to create our own. Dungeons & Dragons was our escape from a place that couldn’t be escaped.
But what about the medieval town that Johnny Glass was a citizen of? Did that have a lot going on in the way of kicks and thrills? The closest thing to that answer was getting plastered at the bar. Or smoking a burned out cigarette until he had extra crispy Kentucky Fried Lungs, that could be done in a bar too. But let’s go back to the point where the bouncer (not the bartender) asks to see Johnny’s ID. It seems like a standard practice for any bar, but there’s actually a lot to unpack here. First of all, Johnny was an elf and the typical age for elves in a game of D&D is somewhere in the fifties and sixties. They’re an immortal race that doesn’t pass away from old age, but goes into isolation when they do. It’s like 2020, but forever. If an elf looks like he’s fifty or sixty, why would anyone question his maturity when it comes to chugging a stein of beer? The only reason I can think of is that the mostly human town holds a deep-seated bigotry against the elven race.
And while we’re on the topic of anti-elf racism, if I had the storytelling abilities back then that I do now, there might actually be a plausible reason why an elf would have an ordinary human name like Johnny Glass. Maybe where he’s from, his culture was suppressed by the conquering humans, so all the Legolases and Grimlords became Johnnies and Jackies. Names say a lot about a person’s cultural background. So when you see an ethnic minority with an ordinary white guy name, you know some ordinary white guys had major influence over the conquest. There’s a whole story right there! But alas, the only reason I chose the name Johnny Glass for my character was because it was convenient and it was all I could think of at the time. Little did I know or care that everything has a back story if you look hard enough.
Getting back to the ID check at the bar, how exactly is Johnny Glass supposed to produce a document that didn’t even exist in medieval times? The only way an ID would ever work is if photography was invented. That’s the whole point of it: to put a face with the name. There’s no photography in D&D. So what was Johnny supposed to show the bouncer? A painting? A magical seal? A doodle? Oh, god help him if he gets a doodle. The artist might actually make him look like a caricature goofball if racism was the true reason for this campaign. Maybe he’d draw Johnny with a massive nose, Dumbo ears, and a saggy belly, which is not only humiliating on its own, but it wouldn’t grant him access anywhere since that’s not what he looked like. He looked like any other elf: pointy ears, light green skin, blond locks, and a skinny build. He looked like any other elf because with a name like Johnny Glass, that’s what he truly was under the thumb of the dominant humans.
Naturally, Johnny didn’t have any ID papers on him, then again, who did since photography doesn’t exist yet?! The humans never had their ID’s checked, but Johnny did. And because he entered a bar where his age was questioned over and over again, he broke the law. Thieves breaking the law isn’t anything new, but at least said thieves stay hidden in the shadows when they commit their crimes. Not Johnny. He walked into a bar a (somewhat) free elf, came out with his hands and feet shackled by law enforcement. Johnny served himself on a silver platter to the racist humans. Not a good way to start a D&D campaign as a stealthy thief.
But don’t worry! Surely a trickster like him could slip out of prison and never be found again, right? Well, there’s a lot to unpack in that department as well. First of all, this was my first time ever playing a thief. Beforehand, I played loads of fighters, one paladin, and one wizard. I had more fun being a fighter and a paladin than any other class, because I could actually defend myself in a brawl and look badass doing it. If a wizard doesn’t have his spells studied and ready to go, he’s fucked since he can’t wear heavy armor or wield heavy weapons. Plus, wizards naturally have a low amount of hit points. Unless the goal was to try something new and exciting, why would I ever want to play a thief? If I ever got caught, I couldn’t defend myself against knights with gigantic battleaxes and claymores bigger than their bodies. Backstab wouldn’t do me any good, because that only works if I’m undetected.
But here I am in a prison cell with no chance of parole. No fair trial, either. Democracy and photography had a lot in common in D&D: they didn’t exist. The prison guards told Johnny they were going to lock him up for life. But that turned out to be a joke that Johnny would never laugh at in a million years (or however long elves lived). He instead was sentenced to five years. He could do five years standing on his head, given his elven immortality. But why would he want to unless he had an escape plan? You think I would have learned one by now given that my brother loved locking my characters in prison and using that as the main storyline. He did this a lot. I never got away once, but he still insisted on doing prison campaigns. Would Johnny Glass be the one to finally break the curse? Well…not exactly.
There he was shackled to the wall of his own eight-by-ten cell. In case the shackles weren’t enough, the prison cell had a barred door and there were guards on the other side of the cell block. It was time for Johnny to show what a master thief was all about…or at least until he failed a roll to pick the locks on his shackles. Then he failed a strength check. Then he failed a dexterity check. Then he failed pretty much every other roll in his arsenal. I can’t remember how exactly Johnny got out of his cell, but that just goes to show how unprepared I was for life as a thief. What to do next? Well, in order to simulate the idea of thinking fast, James, my DM brother, gave me only enough time until his fist dropped to his lap. Because I freaked out and couldn’t think of anything on time, the guards came through the door and threw me back in my cell before shackling me to the wall again. And then Johnny Glass was back to square one.
So I rolled a lock pick check and failed. I rolled a strength check and failed. I rolled a dexterity check and failed. Whatever rolling tactic I used to try to break free, it failed. And then…James mercifully pulled a Deus Ex Machina out of his ass. There just so happened to be another thief in the cell with me. He asked, “Do you want to get out?” I said yes, so he unshackled me and opened my door. That was it. I was a free man. All I had to do was wander down an underground maze and my freedom would be solidified. One drawback to all of this is that I got no experience points for what I went through. I figured I wouldn’t get them anyways since I wasn’t involved in any fights. But that’s not how thieves gain experience points. Fighters get them through fighting. Wizards get them through casting spells. Thieves get them by being sneaky as fuck. I don’t know how I would have gotten those points since I failed all of my rolls.
I wouldn’t get the answer until a few years later when James put me in another prison campaign, this time with a different character. He was shackled to the wall. His cell door was locked. There was a loony tune in the room with him who wet himself. The piss was traveling like a river toward my general vicinity. So what did I do? James gave me advice this time: use my surroundings to my advantage. There was a pile of stones next to where I was sitting. I smashed the stones against the shackles and evaded the slow-moving piss trail. That was somewhat satisfying. But I have to ask: wouldn’t the builders of this prison have foreseen this happening? What exactly is a pile of rocks doing next to shackled prisoners? That to me is even more of a Deus Ex Machina scenario than Johnny Glass being let out by a cell mate he never knew he had.
So…what can be learned from this experience now that I’m a storytelling adult? First of all, I should probably ask the DM what my surroundings look like so that I’m more aware of what the fuck’s going on. It feels like such a minor detail to ask for, but authors have to do this too when describing an unfamiliar setting. They don’t want to describe too much, but just enough of the relevant parts to create visuals in the reader’s mind. Okay, so Johnny Glass can’t pick his way out of prison. What else can he do? Provided there are no stones this time, he could hoot and holler until a guard paid attention to him. Then he can hide in the shadows to make the guard think he’s gone. When the guard investigates, Johnny could spring on him and strangle him with the shackles. He grabs the key and frees himself. Wah-lah!
There are lots of ways in which a thief can be clever. There are lots of ways in which a player can be just as much of a storyteller as the DM. The biggest lesson above all else…be prepared for the role you’re playing! Study your characters! Refine them! Develop them! Give your elven thief a reason for being called Johnny fucking Glass! Maybe it’s not racism from humans, but racism from within. Maybe he’s the Candace Owens of elven lore. Or maybe he just wants to blend in, like a forty-year-old woman named Karen. The more you know about your characters, the more solutions you can come up with for their problems. I wish I would have invested this much time into developing characters for my first draft novels. Fixing them would have been a hell of a lot easier! Thank you, Johnny Glass, for opening my eyes. You can open yours too since the bartender wouldn’t let you have that beer after all.
Thursday, August 13, 2020
Magic
Elven royalty dressed in robes so fancy
Pixies and gnomes dancing together
Underneath purple sunset weather
Ogres mourn the loss of beauty
Old witches still call them cuties
Orcish children play among dwarves
A fantasy world removed from war
But in today’s world of disgust
Wizards are met with distrust
The dragons don’t fly anymore
Gatekeepers make life a bore
It’s all about STEM and business
Calling the disenfranchised “idiots”
For daring to believe in a better place
Rebelling against the corporate rat race
The magic is gone, but will it ever return?
Or will the beautiful pages continue to burn?
It’s up to us to slay these hellfire beasts
To bring back childhood memories so sweet
Don’t let the overlords tell you to grow up
Be there for your army when they show up
Fight with swords, staves, and magic wands
Your barbaric war cry is your epic song
The magic didn’t die; it took a vacation
Now it’s alive in a world of devastation
Throwing fireballs and summoning gods
Electrifying the sky with a serpentine rod
Raising an army of skeletons and zombies
Shapeshifting into grizzlies, animal mommies
Our legacies will live on forever and a day
Let’s dance in celebrate in the gnomish way
Saturday, July 4, 2020
Lap Pillow: A Fantasy Story
Her fingers in my hair, heavenly nap
Stuck in zombie mode forever and a day
I lay in silence, but to this goddess I pray
Vampire fangs and gentle fingernails
Elven hair and flesh so milky pale
Faerie figure and the wings of an angel
Eye-to-eye contact for this fair female
She tells me everything I need to know
That it’s okay if I want to take things slow
It’s okay if I’m sad every once and a while
There will be other days for my artistic style
I believe everything she tells me and more
I believe in her kisses and what they stand for
Imagination is a powerful thing, after all
When you’re stuck behind plain white walls
I know she’s not real when I’m wide awake
I know there’s poison running through the lake
I know the sunshine is covered in smoke
I know my feelings were all just a joke
I know it’s my duty to keep her alive
Pages to preserve an imaginary wife
What good are the pages if nobody reads?
What good are the images if nobody sees?
I’m invisible in the eyes of everyone else
I could never grace their vast bookshelves
I don’t have the ability to save myself
Loneliness is mine and I wear it well

