#writing resource

LIVE

writersblockbecomesunblocked:

Remember to Change Paragraphs When….

•A new character comes along

•A new event happens

•A new idea is introduced

•The setting changes

•A new person is speaking

•Time moves forward or backwards a lot

•The “camera” moves

blackwatergold:

withintheblock:

juliawritesbooks:

stylincheetah:

bamonnineties:

khraddict:

ave-aria:

starforgedsteel:

berrybird:

  • Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll. 
  • Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast. 
  • Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention. 
  • Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them. 
  • Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently. 
  • ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face. 
  • Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
  • Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone. 
    • A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way. 
  • If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword. 
  • ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters.  (CLICK ME)
    • If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability. 
  • People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot. 
    • Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME
    • If you want a more in-depth medical chart, try this one. (CLICK ME)

Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here. 

How to apply Writing techniques for action scenes:

- Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap.
- Same thing with words - short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere.
- Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts.
- Go back and cut out as many adverbs as possible.
- No seriously, if there’s ever a time to use the strongest verbs in your vocabulary - Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze - it’s now.
- Don’t forget your other senses. People might not even be sure what they sawduring a fight, but they always know how they felt.
- Taste: Dry mouth, salt from sweat, copper tang from blood, etc
- Smell: OP nailed it
- Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain.
- Pain will stay with a character. Even if it’s minor.
- Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack.
- If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too.
- Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.

Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate- no theories or what ifs.

If writing a strategist, who needsto think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction. (Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)

Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.

More for martial arts or hand-to-hand in general

What a character’s wearing will affect how they fight.  The more restricting the clothes, the harder it will be.  If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.

Jewelry can also be very bad.  Necklaces can be grabbed onto.  Bracelets also can be grabbed onto or inhibit movement.  Rings it can depend on the person.

Shoes also matter.  Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle.  High heels can definitely be a problem.  However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet.  Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas.  They can also (hopefully) be taken off quickly and used as a hand weapon.  Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down.  Cowboy boots can be surprisingly good.  Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.

If a character is going to fight barefoot, please keep location in mind.  Concrete can mess up your feet quick.  Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter.  Tile floors or waxed wood can be very slippery if you’re not careful or used to them.

Likewise, if it’s outside be aware of how weather will affect the fight.  The sun’s glare can really impede a fighter’s sight.  A wet location, inside or outside, can cause a fighter to slip and fall.  Sweat on the body can cause a fighter to lose a grip on an opponent too.

Pressure points for a trained fighter are great places to aim for in a fight.  The solar plexus is another great place to aim for.  It will knock the wind out of anyone and immediately weaken your opponent. 

It your character is hit in the solar plexus and isn’t trained, they’re going down.  The first time you get hit there you are out of breath and most people double over in confusion and pain.  If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath.  They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.

Do not be afraid to have your character use obstacles in their environment.  Pillars, boxes, bookshelves, doors, etc.  They put distance between you and an opponent which can allow you to catch your breath. 

Do not be afraid to have your character use objects in their environment.  Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield.  Bedsheets can make a good distraction and tangle someone up.  Someone’s invading your home and you need to defend yourself?  Throw a lamp.  Anything can be turned into a weapon.

Guns often miss their targets at longer distances, even by those who have trained heavily with them.  They can also be easier to disarm as they only shoot in one direction.  However, depending on the type, grabbing onto the top is a very very bad idea.  There is a good likelihood you WILL get hurt.

Knives are nasty weapons by someone who knows what they’re doing.  Good fighters never hold a knife the way you would when cutting food.  It is best used when held against the forearm.  In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad.  If a character is in a fight with a knife or trying to disarm one, they will get hurt. 

Soft areas hit with hard body parts.  Hard areas hit with soft body parts.  The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts.  Head and other hard parts are best hit using a knife hand, palm strike, etc.  Spin kicks will be nasty regardless of what you’re aiming for it they land.

Common misconception with round house kicks is that you’re hitting with the top of the foot.  You’re hitting with the ball.  You’re likely to break your foot when hitting with the top.

When punching, the thumb is outside of the fist.  You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do. 

Also, punching the face or jaw can hurt. 

It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem.  It’s best to dodge or redirect it.

Hitting to the head is not always the best idea.  It can take a bit of training to be able to reach for the head with a kick because of the height.  Flexibility is very much needed.  If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.

Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.

A good kick can throw an opponent back or knock them to the ground.  If the person you’ve hit has experience though, they’ll immediately be getting up again.

Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person.  It does not feel the way you expect it too.

Those yells in martial arts are not just for show.  If done right, they tighten your core making it easier to take a hit in that area.  Also, they can be used to intimidate an opponent.  Yelling or screaming right by their ear can startle someone.  (Generally, KHR fans look at Squalo for yelling)

Biting can also be used if someone’s grabbing you.  Spitting in someone’s eyes can’t hurt.  Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN.  This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.

Wrist grabs and other grabs can be good.  Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..

Use what your character has to their advantage.  If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics.  Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating.   Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there.  Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent.  Punching is a good idea.

Using a person’s momentum against them is great.  There’s martial arts that revolve around this whole concept.  They throw a punch?  Grab it and pull them forward and around.  Their momentum will keep them going and knock them off balance. 

Leverage can used in the same way.  If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.

One note on adrenaline:  All that was said above is true about it.  But, in a fight, it can also make you more aware of what’s going on.  A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly.  You only have so much time to think about what you’re doing.  You’re taking in information constantly and trying to adjust.  Even in the slow down adrenaline gives you, everything is moving very rapidly. 

Feelings will be your downfall even more so than adrenaline.  Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings.  A good fighter may feel anger at being knocked down or in some way humiliated - their pride taken down.  Yet they will not act on the anger.  Acting on it makes a fighter more instinctive and many will charge without thinking.  Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.



Just thought I’d add in here.

YES. YES.

Such good writing tips! @myebi

@jmlascar you’ve probably seen this already, but in case you haven’t, it’s got some good info on fight scenes :)

Pretty important for the scenes I’m focusing on right now. Thanks for the writing tips!!

This has crossed my dash before, but I forgot to reblog it.

thewritingbeast: sinksanksockie:patientno7:the suffering never endsThis is the real processRthewritingbeast: sinksanksockie:patientno7:the suffering never endsThis is the real processRthewritingbeast: sinksanksockie:patientno7:the suffering never endsThis is the real processRthewritingbeast: sinksanksockie:patientno7:the suffering never endsThis is the real processRthewritingbeast: sinksanksockie:patientno7:the suffering never endsThis is the real processR

thewritingbeast:

sinksanksockie:

patientno7:

the suffering never ends

This is the real process

Resources for you!

Character Ideas:

Character Design Ideas:

Naming Help:

Creating Background/backstory:

Character Interactions and putting your character into your world/story:

Bonus art masterlist!


Post link

thecharacterchick:

Personality is the mostimportant thing about your character.

So, whenever I see character sheets, most people just put a little paragraph for that section. If you’re struggling and don’t know what your character should say or do, what decisions they should make, I guaranteeyou that this is the problem.

You know your character’s name, age, race, sexuality, height, weight, eye color, hair color, their parents’ and siblings’ names. But these are not the things that truly matter about them.

Traits: 

  • pick traits that don’t necessarily go together. For example, someone who is controlling, aggressive and vain can also be generous, sensitive and soft-spoken. Characters need to have at least one flaw that reallyimpacts how they interact with others. Positive traits can work as flaws, too. It is advised that you pick at least ten traits
  • people are complex, full of contradictions, and please forgive me if this makes anyone uncomfortable, but even bullies can be “nice” people. Anyonecan be a “bad” person, even someone who is polite, kind, helpful or timid can also be narcissistic, annoying, inconsiderate and a liar. People are notjust “evil” or “good”

Beliefs:

  • ideas or thoughts that your character has or thinks about the world, society, others or themselves, even without proof or evidence, or which may or may not be true. Beliefs can contradict their values, motives, self-image, etc. For example, the belief that they are an awesome and responsible person when their traits are lazy, irresponsible and shallow. Their self-image and any beliefs they have about themselves may or may not be similar/the same. They might have a poor self-image, but still believe they’re better than everybody else

Values:

  • what your character thinks is important. Usually influenced by beliefs, their self-image, their history, etc. Some values may contradict their beliefs, wants, traits, or even other values. For example, your character may value being respect, but one of their traits is disrespectful. It is advised you list at least two values, and know which one they value more. For example, your character values justice and family. Their sister tells them she just stole $200 from her teacher’s wallet. Do they tell on her, or do they let her keep the money: justice, or family? Either way, your character probably has some negative feelings, guilt, anger, etc., over betraying their other value

Motives:

  • what your character wants. It can be abstract or something tangible. For example, wanting to be adored or wanting that job to pay for their father’s medication. Motives can contradict their beliefs, traits, values, behavior, or even other motives. For example, your character may want to be a good person, but their traits are selfish, manipulative, and narcissistic. Motives can be long term or short term. Everyonehas wants, whether they realize it or not. You can write “they don’t know what they want,” but youshould know. It is advised that you list at least one abstract want

Recurring Feelings:

  • feelings that they have throughout most of their life. If you put them down as a trait, it is likely they are also recurring feelings. For example, depressed, lonely, happy, etc.

Self Image:

  • what the character thinks of themselves: their self-esteem. Some character are proud of themselves, others are ashamed of themselves, etc. They may think they are not good enough, or think they are the smartest person in the world. Their self-image can contradict their beliefs, traits, values, behavior, motives, etc. For example, if their self-image is poor, they can still be a cheerful or optimistic person. If they have a positive self-image, they can still be a depressed or negative person. How they picture themselves may or may not be true: maybe they think they’re a horrible person, when they are, in fact, very considerate, helpful, kind, generous, patient, etc. They still have flaws, but flaws don’t necessarily make you a terrible person

Behavior:

  • how the character’s traits, values, beliefs, self-image, etc., are outwardly displayed: how they act. For example, two characters may have the trait “angry” but they all probably express it differently. One character may be quiet and want to be left alone when they are angry, the other could become verbally aggressive. If your character is a liar, do they pause before lying, or do they suddenly speak very carefully when they normally don’t? Someone who is inconsiderate may have issues with boundaries or eat the last piece of pizza in the fridge when they knew it wasn’t theirs. Behavior is extremely important and it is advised you think long and hard about your character’s actions and what exactly it shows about them

Demeanor:

  • their general mood and disposition. Maybe they’re usually quiet, cheerful, moody, or irritable, etc.

Posture:

  • a secondary part of your character’s personality: not as important as everything else. It is advised you fill this out after. Posture is how the character carries themselves. For example, perhaps they swing their arms and keep their shoulders back while they walk, which seems to be the posture of a confident person, so when they sit, their legs are probably open. Another character may slump and have their arms folded when they’re sitting, and when they’re walking, perhaps they drag their feet and look at the ground

Speech Pattern:

  • a secondary part of your character’s personality: not as important as everything else. It is advised you fill this out after. Speech patterns can be words that your character uses frequently, if they speak clearly, what sort of grammar they use, if they have a wide vocabulary, a small vocabulary, if it’s sophisticated, crude, stammering, repeating themselves, etc. I personally don’t have a very wide vocabulary, if you could tell

Hobbies:

  • a secondary part of your character’s personality: not as important as everything else. It is advised you fill this out after. Hobbies can include things like drawing, writing, playing an instrument, collecting rocks, collecting tea cups, etc.

Quirks:

  • a secondary part of your character’s personality, not as important as everything else. It is advised you fill this out after. Quirks are behaviors that are unique to your character. For example, I personally always put my socks on inside out and check the ceiling for spiders a few times a day

Likes:

  • a secondary part of your character’s personality, not as important as everything else. It is advised you fill this out after. Likes and dislikes are usually connected to the rest of their personality, but not necessarily. For example, if your character likes to do other people’s homework, maybe it’s because they want to be appreciated

Dislikes:

  • a secondary part of your character’s personality, not as important as everything else. It is advised you fill this out after. Likes and dislikes can also contradict the rest of their personality. For example, maybe one of your character’s traits is dishonest, but they dislike liars

History:

  • your character’s past that has key events that influence and shape their beliefs, values, behavior, wants, self-image, etc. Events written down should imply or explain why they are the way they are. For example, if your character is distrustful, maybe they were lied to a lot by their parents when they were a child. Maybe they were in a relationship for twenty years and found out their partner was cheating on them the whole time. If their motive/want is to have positive attention, maybe their parents just didn’t praise them enough and focused too much on the negative

On Mental and Physical Disabilities or Illnesses

  • if your character experienced a trauma, it needs to have an affect on your character. Maybe they became more angry or impatient or critical of others. Maybe their beliefs on people changed to become “even bullies can be ‘nice’ people: anyone can be a ‘bad’ person”
  • people are nottheir illness or disability: it should notbe their defining trait. I have health anxiety, but I’m still idealistic, lazy, considerate, impatient and occasionally spiteful; I still want to become an author; I still believe that people are generally good; I still value doing what make me feel comfortable; I still have a positive self-image; I’m still a person. You should fill out your character’s personality at least half-way before you even touch on the possibility of your character having a disability or illness

Generally everything about your character should connect, but hey, even twins that grew up in the same exact household have different personalities; they value different things, have different beliefs. Maybe one of them watched a movie that had a huge impact on them.

Noteverythingneeds to be explained. Someone can be picky or fussy ever since they were little for no reason at all. Someone can be a negative person even if they grew up in a happy home.

I believe this is a thought out layout for making well-rounded OCs, antagonists and protagonists, whether they’re being created for a roleplay or for a book. This layout is also helpful for studying Canon Characters if you’re looking to accurately roleplay as them or write them in fanfiction or whatever.

I’m really excited to post this, so hopefully I didn’t miss anything important…

If you have any questions, feel free to send a message.

- Chick

sclacen:

EYES/BROWS

  • his eyes widened
  • her eyes went round
  • her eyelids drooped
  • his eyes narrowed
  • his eyes lit up
  • his eyes darted
  • he squinted
  • she blinked
  • her eyes twinkled
  • his eyes gleamed
  • her eyes sparkled
  • his eyes flashed
  • his eyes glinted
  • his eyes burned with…
  • her eyes blazed with…
  • her eyes sparked with…
  • her eyes flickered with…
  • _____ glowed in his eyes
  • the corners of his eyes crinkled
  • she rolled her eyes
  • he looked heavenward
  • she glanced up to the ceiling
  • she winked
  • tears filled her eyes
  • his eyes welled up
  • her eyes swam with tears
  • his eyes flooded with tears
  • her eyes were wet
  • his eyes glistened
  • tears shimmered in her eyes
  • tears shone in his eyes
  • her eyes were glossy
  • he was fighting back tears
  • tears ran down her cheeks
  • his eyes closed
  • she squeezed her eyes shut
  • he shut his eyes
  • his lashes fluttered
  • she batted her lashes
  • his brows knitted
  • her forehead creased
  • his forehead furrowed
  • her forehead puckered
  • a line appeared between her brows
  • his brows drew together
  • her brows snapped together
  • his eyebrows rose
  • she raised a brow
  • he lifted an eyebrow
  • his eyebrows waggled
  • she gave him a once-over
  • he sized her up
  • her eyes bored into him
  • she took in the sight of…
  • he glared
  • she peered
  • he gazed
  • she glanced
  • he stared
  • she scrutinized
  • he studied
  • she gaped
  • he observed
  • she surveyed
  • he gawked
  • he leered
  • his pupils (were) dilated
  • her pupils were huge
  • his pupils flared

NOSE

  • her nose crinkled
  • his nose wrinkled
  • she sneered
  • his nostrils flared
  • she stuck her nose in the air
  • he sniffed
  • she sniffled

MOUTH

  • she smiled
  • he smirked
  • she grinned
  • he simpered
  • she beamed
  • her mouth curved into a smile
  • the corners of his mouth turned up
  • the corner of her mouth quirked up
  • a corner of his mouth lifted
  • his mouth twitched
  • he gave a half-smile
  • she gave a lopsided grin
  • his mouth twisted
  • he plastered a smile on his face
  • she forced a smile
  • he faked a smile
  • her smile faded
  • his smile slipped
  • he pursed his lips
  • she pouted
  • his mouth snapped shut
  • her mouth set in a hard line
  • he pressed his lips together
  • she bit her lip
  • he drew his lower lip between his teeth
  • she nibbled on her bottom lip
  • he chewed on his bottom lip
  • his jaw set
  • her jaw clenched
  • his jaw tightened
  • a muscle in her jaw twitched
  • he ground his jaw
  • he snarled/his lips drew back in a snarl
  • her mouth fell open
  • his jaw dropped
  • her jaw went slack
  • he gritted his teeth
  • she gnashed her teeth
  • her lower lip trembled
  • his lower lip quivered

SKIN

  • she paled
  • he blanched
  • she went white
  • the color drained out of his face
  • his face reddened
  • her cheeks turned pink
  • his face flushed
  • she blushed
  • he turned red
  • she turned scarlet
  • he turned crimson
  • a flush crept up her face

WHOLE FACE, ETC.

  • he screwed up his face
  • she scrunched up her face
  • he grimaced
  • she winced
  • she gave him a dirty look
  • he frowned
  • she scowled
  • he glowered
  • her whole face lit up
  • she brightened
  • his face went blank
  • her face contorted
  • his face twisted
  • her expression closed up
  • his expression dulled
  • her expression hardened
  • she went poker-faced
  • a vein popped out in his neck
  • awe transformed his face
  • fear crossed her face
  • sadness clouded his features
  • terror overtook his face
  • recognition dawned on her face

SOURCE

penbrydd:

penbrydd:

penbrydd:

So, you’re writing a thing, and you need to name a character. And, as we all know, naming a character is a giant pain in the ass. I offer this list of shit I use pretty regularly, for this purpose.

Personally, I use the shit out of Trismegistos People, England’s Immigrants, and the Ancient Names Galleria. If you’ve got good sources I didn’t hit, feel free to add them in a reblog. I’m always looking for more good name resources. (And almost all of what I have is Europe and the Near East, with a little North Africa.)

Dropping this update in the most recent reblog in my notes, in the hopes it falls into as many laps as possible. Here’s some more good sources for names, this time with a more African focus.

Again, if you know any good sources, particularly for regions I haven’t covered, let me know!

Rebageling with some more good shit:

Things I am particularly looking for reliable sources for, if you’ve got them: North and South American aboriginal names, Southeast and East Asian names, names from the former USSR, Australian aboriginal names. (All of these by culture or language family, if possible, not just by current national borders.)

writeinspiration:

WRITING HELP/CHARACTER

How about some writing resources for those post-NaNoWriMo blues?

thecharactercomma:

Do you ever have scenes with 6+ people and you can’t seem to juggle them all? Or do you ever want to get 2-3 characters in a scene together for some quality relationship development, but that means sending the other characters elsewhere?

I’ve compiled a list of “off-screen” things your character can be doing, for any time you need them to be temporarily somewhere else. With this list comes with a few caveats:

  1. If you find yourself always sending the same character somewhere else to a point where that character never actually gets much page time, are you sure you actually need that character in your novel? Don’t use this an excuse to keep deadweight characters that are 100% unnecessary to your plot, but your heart can’t bear to cut. Either draw them back into the plot as a necessary element, or get rid of them.
  2. This is only for temporarily getting rid of someone—meaning for a short amount of time, and infrequently. It starts to feel weird if your character always happens to be taking their nap when something happens, and if you’re not careful, it’ll come off as lazy writing. Use this kind of thing sparingly.
  3. Sometimes, you’ll need to have a result to their temporary absence. For example, if you say they’re off spying on the bad guy, occasionally they need to come back with a tidbit of info. Not all of their missions will be a success, but again, it’ll start to feel fake if there’s no point to the spying.

And now to the list! There are two sections to it, depending on if your character to be doing something actively plot-related and useful while they’re away, or if you want them to stay uninvolved. Both have their uses depending on the situation.

Active:

  • Captured by the enemy
  • Fighting in a different area
  • Guarding a captured enemy
  • Protecting someone in potential danger
  • Researching the problem
  • Spying/recon
  • Training to fight
  • Watching someone suspicious
  • With another character (off-screen relationship building)

Passive:

  • At school/work
  • Doing a hobby
  • Hunting for food
  • Injured/sick/in the hospital
  • On vacation
  • Out of the loop (no one told them about the meeting, etc)
  • Sleeping

The passive list could be incredibly longer, but I tried to list enough for you to get the idea. Whatever you pick, make sure it makes sense in your plot and setting, and like I warned before, don’t use this as an excuse to hold onto deadweight characters.

Working this kind of downtime into your novel isn’t bad, since it can take up the necessary but boring actions that your story needs. Someone learning how to fight, for example, won’t learn everything in a week. By occasionally putting them “off-screen” to train, you’re further convincing us that he or she has trained enough to pull off a future scene where they hold their own in battle. It’ll also give a sense that other characters are working in the background and getting things done, even if your protagonist or narrator isn’t always there to see it, which is realistic, of course. It’s not like everyone else freezes in place the moment your protag isn’t around.

–E

shaelinwrites:

tlbodine:

In order to successfully write horror, you must first understand fear. Fortunately, fear is a universal experience, and likely something you have intimate first-hand knowledge of - the key is learning to harness your fears so they can be translated for the page. 

First, recognize that different techniques and approaches will work better in different media. What works well in a horror movie may not translate well to a written story, and vice versa. Understanding your medium and your goals will help you work to the strengths of the medium and provide the most effective approach. 

Second, remember that horror, perhaps more than any other genre, is at its core interactive. Even a linear story told through writing or visual cues invites participation from the reader: You need them to engage so that they will bring their own fears to the table. Simply seeing characters interact with frightening things isn’t enough; you need to invoke fear in the reader by inviting them to experience the things that you describe. That’s something I’ll delve into in greater detail in a later post, but for now, keep it in the back of your mind. 

Two Main Types of Horror

There are two primary types of horror reactions you can create in a reader: Visceral horror, and cerebral horror. 

Visceral horror is felt in the gut. It preys upon the lizard brain and taps into basic primal fears. Visceral emotions include disgust and shock. It is most effective in visual media, where a viewer sees images and responds to them before their brain has a chance to process them, but you can still invoke these feelings through the careful use of description. More on that in a minute. 

Cerebral horror is felt in the brain. It’s the type of horror that you think about hours or days or years later, the kind of disturbing ideas that implant themselves in there and become more frightening the more you consider them. These are rooted in anxiety rather than the primal lizard brain. Cerebral horror includes fridge horror and dread. A tightly crafted story will beat a movie every time when it comes to cerebral horror, because written media is more intimate. Use that to your advantage. 

The Emotions of Horror Stories

Let’s talk in a little more detail about the emotions that you should work to create in your reader when crafting a horror story. In order of most-difficult to most-natural for the written medium, try experimenting with: 

Shock:Films and video games can fall back on the “jump scare,” a tactic wherein you rapidly break suspense with a sudden visual cue, almost always accompanied by a loud noise. If you need an example for some reason, turn to the nearest Five Nights At Freddy’s game. 

Jump scares work by temporarily startling the viewer, short-circuiting their conscious brains and tapping directly into their oldest and most primal reflex. Newbornsstartle when they are exposed to too much sensory input - it’s literally their first line of defense. When you jerk, scream, or flail, you are tapping in to the newborn infant part of your brain. 

Can you do a jump scare in a novel? Probably not. For one, there is no sound, and sound is extremely important to a successful jump scare. For another, reading involves conscious interaction with text; you can’t really bypass their thought processes enough to invoke a jump scare response (except for the occasionally really susceptible reader). 

But you can still shock them, and that’s just as good. 

Shock occurs when a reader is totally blind-sided by new information. They think they know what’s going on, but in reality, the truth is something unexpected (and perhaps far more sinister). They think a certain character is safe, only for them to be suddenly and brutally murdered. They think they’ve solved the puzzle, but the rabbit hole actually goes much deeper. I’ll talk about shock in greater length in another post, because it is so difficult to do well and requires a lot more attention. 

Disgust:Gore and “splatterpunk” relies on the visceral response of disgust. We are naturally repulsed by certain things, and that too may be hardwired into our DNA (although it’s also partly based on nurture and cultural factors). But basically, disgust exists to keep us away from things that may hurt us, like diseased things. 

Triggering disgust in your reader will mostly fall to writing effective descriptions. Word choice matters a lot when it comes to writing gore. Some words just feel gross (think “moist”), and some invoke really icky mental images. I’ll write a whole thing on tricks to writing gore at a future point, but for now a word of caution: Horror cannot rely on gross-out scenes alone. You might invoke a kind of sick fascination in the reader, but you won’t really scarethem. 

Dread:Suspense and dread are vital ingredients to horror in any medium. They work by drawing the reader into the story, enticing them to think ahead - but stripping away their certainty about what will happen. A really good story will alternate between shock and dread, building up tension before twisting the narrative in an unexpected direction. 

I wrote a little bit about invoking dread here, and I’ll delve into the topic at greater length later. But for now, remember: Suspense lies in giving the reader the pieces to a puzzle, but withholding context. It forces the reader to think ahead, to try and make sense of what they’re seeing, and to imagine terrible conclusions. It encourages the reader to think “what if…?” or “something terrible is going to happen but when? how? what?” 

This is something you can only do well if the reader is invested in the characters and truly cares about them. Fortunately, because writing is so intimate, it’s easier to delve into a character’s mind and forge a strong connection between them and the reader. 

Fridge horror: Fridge horror is basically when something becomes creepier or more disturbing the longer you think about it. It’s when the implications of something are more horrifying than what you see on the surface. It’s the part of the story the reader takes with them, the part that makes them question their own beliefs or world-view or even reality. 

It is a cerebral horror, and it’s the thing that written stories can really excel at. I will - you guessed it - write a whole post on the topic in the near future, but until then, realize that fridge horror relies in part on logic (”oh god, this means THAT!”) and part empathy (”can you imagine what it must be like….?”) 

The best fridge horror moments will be pulled from your own personal experiences and fears. While anyone can tap into primal fears (the dark, the unknown, disgusting things), fridge horror is often deeply personal and oddly specific. It’s raising a question and leading the reader to think “Oh god, I never thought of that, but it is terrible.” 

I’ve rambled on a long time now, and I have many things to come back to and explain in more detail - but for now, hopefully this gives you something to think about! Until next time, stay scared :) 

Not a horror writer myself, but still found this super interesting!

creativichee:

Here’s some considerations for the tiny little details that can add a lot to a character. Figuring out these mannerisms can do a lot for conveying character traits through their normal actions rather than just their thoughts, dialogue, etc.

  • How’s their posture? There are more options than just sitting up straight or slouching a lot. What’s their most comfortable sitting position? Do they have a consistent posture or does it change depending on situation / present company? 
  • How’s their etiquette? Do they hold the door for people behind them? How do they handle handshakes and other kinds of typical contact? Does their language change or become more formal when speaking to strangers? To their elders? To their superiors? 
  • In a crowded space, do they get out of people’s way, or do people get out of THEIR way? 
  • How do they point something out? Pointing their finger? Nodding their head? A flippant wave of the hand?
  • What are their comfort gestures or self-touch gestures? Common comfort gestures include rubbing the back of the neck or gripping their own arms. Can they suppress these gestures or do they do them often?
  • Also consider the character’s common reactions to common emotions. Do they whoop when they’re excited? Do they tremble when angry? 
  • What parts of the body are the most expressive? Do they shuffle and stomp their feet a lot when agitated or excited? Are they a hand talker? Do they have an impressive range of motion with their eyebrows?
  • How do they sound? Do their car keys jingle as they walk? Do they drag their feet? Do their heels clack resoundingly on hard floors? Do they breathe loudly? Do they fidget in ways that make a lot of noise?
  • How do they handle eye contact?
  • Any behaviors they reserve for moments when they’re alone? (Or possibly among family/friends that don’t care?) Do they pick their nose? Do they bite their toenails? Do they sniff their armpits? Or do they not care if people see behavior like this?
  • Apart from comfort gestures, what else do they do to comfort themselves in trying times? What’s their go-to self care? What’s their comfort food? Where’s their safe space?
  • What are they doing with themselves as they’re suppressing emotion? Lip biting, fist clenching, and avoiding eye contact are common methods of coping with strong emotions.
wondrousworldbuilding:Why develop a fictional culture? When you’re creating a race of people for y

wondrousworldbuilding:

Why develop a fictional culture?

When you’re creating a race of people for your new world, you need a culture to give those people and their way of life some context. The culture helps determine how the characters act, dress, eat, solve problems, among so many other things. You can (and sometimes, should) have multiple cultures in your world, depending on how large your focus area is. Cultures affect each other, but also serve in a narrative sense to draw contrast in-world and to draw parallels to the reader’s world. 

So here are some thoughts, big and small, that are meant to help inspire you as you create amazing cultures. (And remember that you’re thinking about the following questions in the context of the general population, not your main character(s).) You can simply answer these questions in short-answer form, or you can write a short story to flesh out one or two or three questions at once. If you do that, submit them to me! I’d love to feature them on the blog. 

  • How old do people believe their race is? How old are they really?
  • How prevalent are religions to the common person?
  • What is/are the origin stories of the main religion(s)?
  • What do most people think should be the highest priority:
    • biological family?
    • chosen family?
    • career?
    • service/charity (of any kind)?
    • religion?
    • entertainment/fun?
    • nation?
    • expansion (of nation/culture/influence/understanding)?
  • How do culturally shared priorities shape interactions?
  • What is the common greeting? Does it vary by age, class, rank, or sect?
  • How is gender viewed by the majority? Why?
  • What are common myths/legends of your people and how heavily do they influence the modern day?
  • How trustful are people of outsiders?
  • How welcoming are people, in general, of strangers into their homes?
  • How well do people of various factions (class, race, religion, etc.) get along in society?
  • How far has technology advanced, and how has it been implemented into their daily lives?
  • If magic exists, what do they believe is its origin? Its source?
  • If there is division between magic/non-magic, how do the two treat each other and why? How long has it been that way?
  • What sort of relationship do they have with their ruler?
  • How content is the average person?
  • How do people make their living and how big a part of their life is their career (if applicable)?
  • Do they have “weekends” and if so, what sets them apart from “weekdays”?
  • How do they treat their close friends?
  • How do they treat their enemies?
  • How do they handle small conflict, between individuals or small groups?
  • How do they handle larger conflicts?
  • How are they prepared for any potential war? Do they have some sort of military or militia in place? 
  • How many wars have they, as a society, fought over the course of their lives/history? How much of an impact does that have on their cultural identity? (i.e. WW2′s impact on patriotism in America, and how it’s yet to go away.)
  • What virtues do they value in individuals? What virtues do they saythey value? If those are different, why?
  • How do they dress? Does it vary greatly by gender, or not? Is their focus on clothing very practical, religious, sentimental, or simply driven by the latest arbitrary fashion? How do the above answers reflect on the culture on a deeper level?
  • How do they treat their elderly?
  • How do they treat their children?
  • At what age does a baby become a child, a child a young adult, a young adult an adult, an adult an elder?
  • How much regulation does the day-to-day life of the average citizen entail? Or, how involved is the government in micro affairs?
  • How are these people seen throughout their known world? How do other cultures view this culture?

Check out the rest of the Brainstorming Series!
Magic Systems, Part One
Magic Systems, Part Two
New Species
New Worlds 
Map Making
Politics and Government
Belief Systems & Religion
Guilds, Factions, & Groups
War & Conflict
Science & Technology
Wildlife & Ecosystems
History & Lore


Post link

aspergyaru:

FromWikipedia:

Inpsychologyandneuroscience,executive dysfunction, or executive function deficit, is a disruption to the efficacy of the executive functions, which is a group of cognitive processes that regulate, control, and manage other cognitive processes. Executive dysfunction can refer to both neurocognitive deficits and behavioural symptoms. It is implicated in numerous psychopathologiesandmental disorders, as well as short-term and long-term changes in non-clinical executive control.

FromMusings of an Aspie:

Executive function (EF) is a broad term that refers to the cognitive processes that help us regulate, control and manage our thoughts and actions. It includes planning, working memory, attention, problem solving, verbal reasoning, inhibition, cognitive flexibility, initiation of actions and monitoring of actions.

Most people on the autism spectrum have some degree of impaired executive function. Because executive function is such a complex concept, it can be hard to understand how it impacts our lives in practical ways. 

For me, it’s not so much an unwillingness to do things or being lazy or putting it off. It’s that I can’t make myself focus on them. Sometimes other things take precedence in the hierarchy of my mind. Sometimes I feel like I’m waiting for this ephemeral thing that I can’t name. I will sometimes feel stuck in place, unable to move or think. In those instances, it’s like being mute but with my body. It’s a very hard thing to pinpoint. Sometimes, the thought forms in my head, and then it’s gone before I can act on it.

For me, it leads sometimes to chores not getting done, or to forgetting to go to events if I don’t set myself a reminder, or even doing things like reading or charging my computer or doing laundry.

writingmyselfintoanearlygrave:

endlesshourglass:

roselinproductions:

audreyroseb:

endlesshourglass:

I’m low-key tired of all this “diversity makes writing good” bs like… yeah it’s great to include! But it doesn’t automatically make your story good? Idk I personally don’t want to read about an ace person that has the personality of a sack of potatoes just bc they’re ace

Respectfully, I don’t think anybody is saying diversity automaticallymakes a story good (or at least, that’s not my understanding of it.) People are just saying a story withoutany diversity isn’t good writing, which IMO is true?

There’s also a tendency for people to find any reason not to include diversity, by saying things like "but a story can be good without it!” and okay, sure. There are things I enjoy/have enjoyed even if they’re not diverse, but said lack of diversity is definitelya major flaw of those things, and it feels like we should be trying to do better than that?

i get what you’re saying, tho! bad writing is bad writing, diversity or not. but lack of diversity isbad writing in itself, which i think is the point of the general “diversity makes writing good” discourse, and not asking people to engage with flat characters or flat stories ✨

From what I’ve seen, there’s less of an issue of people saying “having a diverse cast automatically makes x thing good” and more an issue of people relying on the diversity of their cast as the primary selling point, which can give the impression that the story doesn’t have much else to offer.

I will admit that when someone pitches their WIP as having “x representation” before any information about the plot or characters, it can put me off a bit. And if they don’t mention the plot or characters much beyond that, I’m likely to pass on it because I haven’t been told enough about the story to get interested.

And, well… if something gives off the feeling of using marginalized people as a marketing gimmick (which is certainly not alwaysthe case but does sometimes happen) then I’m definitely not going to be interested.

Diverse casts are definitely something to embrace, but I can understand the frustration when having one seems to be the onlyfocus. If allI know about your characters is that they’re x marginalized group, the pitch probably needs some work.

This is just what I’ve seen, and I don’t want to invalidate anyone else’s opinion because admittedly I don’t always have time to read through my dash as thoroughly as I’d like. Just my observation.

@roselinproductions Reblogging this version because you explained my point way better than I did lol

Your plot should never take a back seat to diversity, but that doesn’t mean you get to kick diversity out of the car.

viewtokill:

your character should be morethan a tragic backstory. more than i lost my parents at a young age so now i rebel against the world. more than i have all these wicked skills without proper background or training. 

sass is great, and so is silence — but when aren’t they using their biting wit? when do they speak up? do they use their ass-kicking skills for good? for evil? have they lost people along the way — actually, it’s inevitable, so what happened after the funeral? did your character attend? did they seek revenge, or search for answers at the bottom of a bottle? 

don’t toss around tragedies if you’re not going to apply them to your characterization. alcoholics aren’t just loud and physically abusive; ptsd doesn’t mean you’ve boarded up the windows and refuse to leave your house. you won’t always continue to hate your parents after they’ve died. you will doubt your life decisions. being rich doesn’t make you sexy. being smart doesn’t make you socially awkward [ alternatively, it doesn’t make you the most attractive person in the room. ] even if you’re wicked smart, you’ll still get some things wrong. 

do your research. if you put your character through traumatic events, not everyone walks away unscathed. but being haunted by the ghosts of your past doesn’t make you attractive either. it’s a nitty gritty, dirty fucking business. you get mad, your world loses color, you feel alone, and sometimes you ask yourself why you’re the one who lived. 

treat your character like their own person. just because you wouldn’t say something to someone doesn’t mean they’ll keep their trap shut. it doesn’t mean they’ll want a big wedding or fast cars or apple pie made the way your mother taught you. maybe you’re pro-life and your character is pro-choice. maybe it’s vice versa. just because your character is a dick doesn’t mean it should be a reflection on yourself. but if they’re going to be a dick, and you want it to be believable, give them a reason to be a dick. a reason to hate the world, only slightly less than they hate the people living in it. maybe more. maybe it’s maybelline.

being smart and young and witty and attractive doesn’t mean your character will be respected. it doesn’t mean your character deserves to be respected. older, more experienced characters may trust your character less because they’re so damn young, no matter what you do or say to try to prove them wrong. 

toboldlywrite:

by-ethan-fox:

toboldlywrite:

Are you really…. not supposed to…. describe what your characters are wearing….

I think there’s a great deal of misinformation on this topic.

I believe it’s fine to describe what your characters are wearing. However, like all things, it should serve some kind of purpose.

For instance, describing winter clothes helps impart to the reader a sense of how cold it is. Describing summer clothes helps explain how warm it is.

Describing an outfit before a social event gives a window onto the character’s sense of fashion, or explains their reverence (or lack) for the event; for example a character can wear a black suit to a funeral, or watch from a distance while wearing a t-shirt and jeans. These impart a different attitude.

An outfit may be described purely to give a little more interest to a character; to give the reader a bit more insight into who they are, through the way they present themselves. It may have no greater significance to the wider story but this is still a reason to do it.

So the “purpose” doesn’t need to be super-vital to the story. It canbe just because “describing this to the reader helps them appreciate the character or scene”, but that’s still a purpose.

I like that last comment because I think it can apply to a lot of things in storytelling! Anything that shows some element of your character has a purpose to the story even if it doesn’t exactly advance the plot.

thatwritergirlsblog:

DISCLAIMER: This is my opinion

1. Passive voice is always bad

  • There are so many tests/checkers for identifying passive voice in your writing and it has become a rule to change every instance of its occurrence.
  • Why?
  • Yes, I get that it isn’t as exciting and makes your plot/characters seem passive rather than active. Maybe it doesn’t make for great prose.
  • But it does have its place.
  • I think that one/two/five passive voice sentences in a book are fine. Will you really get burned at the stake if you have the sentence “Her heart had been broken” in your manuscript?
  • Maybe I’m just missing something.
  • Don’t get me wrong, I’m not saying every second sentence should be passive voice. I’m just saying that you don’t have to change every single passive sentence in your work.

2. Real writers write every day

  • Listen, I’ve been writing for thirteen years. I’m always working on a project and I take my writing very seriously. I AM a writer. But I don’t think there’s ever been a period in my life where I wrote every single day.
  • Yes, if you schedule time to write every day and you manage to stick to it, you’re amazing. And you’ll probably be published quicker.
  • But that doesn’t mean that other writers aren’t serious about their writing or aren’t “real” writers.
  • Sometimes, life gets in the way. Sometimes, your creative muscles are really tired and all your words come out crappy. It’s normal.
  • It depends on your energy cycle/other responsibilities/goals. If you are working on your WIP and making progress, you’re a writer.
  • Don’t be so hard on yourself. Jeez.

3. Only include what is relevant to the plot

  • I confess: I am an overwriter. My current WIP is looking to be 150k words, so I’m gonna have to do a LOT of cutting in the editing phase. So yeah, maybe I should take this advice.
  • But objectively, I don’t believe in the strict application of this rule.
  • If JK Rowling/J.R.R Tolkien only included what would move the plot forward, we wouldn’t have the amazing fleshed-out worlds of HP and LotR. The extra, interesting stuff is what makes those stories so amazing.
  • So, I think a much better way to think about this is: Only include what is relevant to your CHARACTERS’ LIVES.
  • If there is something awesome that your characters do/see that people don’t get to experience in the real world, tell the reader about it. If there’s some fantastical element about your world that the character would definitely notice, describe how the character experiences it. Live through your characters in the world you’ve created.

4.  Every chapter should end on a cliffhanger

  • There’s this idea that each chapter should follow a formula: End with a tense reveal/cliffhanger > the next chapter opens with the character’s reaction to said reveal > the middle of the chapter is the mini resolution > the chapter ends with another tense reveal.
  • This is a great way to structure a chapter. But it gets tedious and overdone if every single chapter follows the same basic steps.
  • Ending EVERY chapter on a tense cliffhanger will drain your readers emotionally and numb them to the tense points in the rest of the novel. So, give your readers time to breathe and enjoy the less intense parts of your story too.
  • Have a few chapters that don’t end in absolute suspense.

5. Real writers don’t see writing as a business

  • “Real” writers are in it for the art. They live apart from the world of mortals and only care about fairy tales and castles in the sky. They are too pure and dainty and creative to concern themselves with something as mundane as money.
  • You are going to die of hunger.

If you agree with these pieces of advice, good for you. I just don’t. 

Reblog if you agree. Comment with the writing advice you can’t endorse. Follow me for similar content.

writingmyselfintoanearlygrave:

h-brook-writes:

“I’m such a shit writer, I can’t get anything to sound good!”

I guarantee if you’ve written more than a few sentences, there’s one in there that you like. There’s something that made you glow with pride, or at least made you think for a moment, “hey, a few more of these and I’ll be set!”

So here’s what you gotta do. 

Compile them.

Make a separate document and name it “Lines I Like”, “Good Shit I Wrote”, or anything that proclaims that it’s the best of your work. Not “okay stuff I guess”. This is for tooting your own horn, not negging yourself straight back into misery.

Then go through any and all WIPs or past projects and paste them into it. Save it to your desktop and maintain it. Add to it every time you create a turn of phrase that sounds right, any time you write a good pun or a striking paragraph. Top it up with fresh material.

Open it up when you’re feeling down on yourself as a writer. Anything that makes you doubt your abilities, open it and reread those lines. It’s an instant mood boost. 

Be your own inspiration, because if you’ve written a good thing once, you can absolutely do it again.

Great advice! I do something similar, I have a document with my favorite line from every chapter in it, and it works like a charm! ❤

noblecrumpet-dorkvision:

Religions have many different aspects that should at least be given thought if not careful consideration. Use these to guide your creative process when developing new religions and deities.

Key Aspects

Deity/Pantheon: Your religion does not need to necessarily have a deity, and it can even have an entire pantheon. I would venture that while a trained priest might perhaps specialize in one deity, a religion can have many.

Dogma: What are the principles and teachings of your religion? What does the deity implore of their worshippers? What is and isn’t allowed? What are the ethics of the religion? Why must we follow these principles?

Symbols: As important as the religion’s dogma are its symbols. How is your religion recognized on flags, tabards, armor, weapons, artwork, and holy symbols? Does your religion have a holy color or color scheme that they could use for their priestly robes?

Temples: Where are the religion’s places of worship? They could be secluded and secret or in/near cities. What do they look like? Are they merely household shrines or grand cathedrals? Do they have any distinguishing features?

Religious Practices

Rites and Rituals: What sorts of special ceremonies do the clerics of your religion practice? Are there any special material components that have meaning for the religion, deity, and ceremony? How long do ceremonies take and what is supposed to come from them? Rituals always serve a purpose, even if that purpose is merely affirming your faith. Rituals are useful as story elements as well as for players to perform.

  • Affirming Faith: telling your god you’re there and in prayer. It can be as simple as a daily prayer or weekly ceremony or more in-depth like a monthly or yearly ritual.

  • Proving Devotion: proving your faith to your god, usually meant for those who might be in doubt or who have wavered.

  • Initiation: rituals for new members to the religion.

  • Induction: rituals for new clergy members or clergy moving up in hierarchy.

  • Satiation: your deity demands sacrifice of something valuable to you or to it.

  • Boon/Blessing: the ritual seeks something of your deity, perhaps a bountiful harvest or victory in battle.

  • Magic: a ritual might be held to cast certain spells or perhaps to increase the power or scope of a spell. These can also be used in creation of magic items.

  • Healing: rituals for performing healing magic.

  • Funerals: ceremonies for the dead.

  • Marriage: ceremonies for binding individuals together spiritually

Holy Days: Often rituals can coincide with special days or times of the year. Holy days can be predicted and often signify important seasonal or historic events. Harvest, springtime, solstice, and equinox holy days are common, as are those commemorating the deaths of martyrs or important dates in the religion’s history.

Myths/Legends: Are there any stories or parables that your religion teaches? What stories of the gods do they tell? Do they have any specific myths relating to things like the creation of the world, the creation of elements, the invention of everyday things, or perhaps the invention of morality?

Prayers/Sayings: To help you roleplay priests of this religion, you can come up with some common greetings, farewells, and blessings that might be associated with the religion. “Pelor shines upon you” and whatnot.

People

Titles/Hierarchy: What are the ranks of the clergy and do they have any special titles? Are there any notable NPCs in the religion’s hierarchy? For instance, those that worship Mammon, the archdevil of greed are often called Covetors.

Clergy: Do the clergy perform any services for the rest of the population? Usually this involves healing or holding ceremonies, but they could have a broader scope in a theocracy or a narrower scope if secluded or unpopular. What do the clergy look like and wear? Do they favor certain classes other than clerics?

Worshippers: What sort of people are drawn to the religion? Are there certain races, classes, or kingdoms that worship them? What convinces them to follow the religion’s dogma? Is it out of fear, necessity, protection, comfort, or prosperity?

Relations: Does this religion have allies or enemies? These could either be allied or rival churches, deities, or religions. Furthermore, certain kingdoms or people could ally with or oppose the religion. Think of how each faction and religion in your world sees this religion.

Culture

Art: How does your religion express itself? Define your religion’s art, architecture, fashion, and songs and how they compare to other religions and cultures.

Relics: What sorts of holy relics belong to your religion? These can be body parts or objects belonging to important martyrs or high priests or heroes that champion the religion. These might be kept in temples or may have been lost to time. Perhaps some are magic items being used by chosen (or unscrupulous) adventurers.

writingmyselfintoanearlygrave:rychillacases:scriptmedic:fixyourwritinghabits:thewritershandbwritingmyselfintoanearlygrave:rychillacases:scriptmedic:fixyourwritinghabits:thewritershandbwritingmyselfintoanearlygrave:rychillacases:scriptmedic:fixyourwritinghabits:thewritershandbwritingmyselfintoanearlygrave:rychillacases:scriptmedic:fixyourwritinghabits:thewritershandb

writingmyselfintoanearlygrave:

rychillacases:

scriptmedic:

fixyourwritinghabits:

thewritershandbook:

Types of Ships

Parts of the Ship

Wind Directions

Sides of Boats

my bad, should have reblogged from here. 

Oh my gods, guys, this looks so useful!!

Reblogging for future reference.

A reference I desperately needed


Post link
loading