1. Build a rich and immersive world: Create a detailed and imaginative fantasy world with its own history, geography, cultures, and magical systems. Consider the rules and limitations of your world's magic to ensure consistency.
2. Develop unique and compelling characters: Craft memorable characters with distinct personalities, strengths, flaws, and goals. Explore how their backgrounds and abilities shape their experiences and interactions within the fantasy realm.
3. Weave in elements of magic and mythology: Introduce mythical creatures, mystical artifacts, and ancient legends into your storytelling. Use them to add depth, mystery, and wonder to your fantasy world.
4. Embrace world-building details: Pay attention to small but significant details in your world-building, such as food, clothing, customs, and languages. These details will enhance the believability and richness of your fantasy setting.
5. Create a compelling conflict: Develop an engaging conflict or quest that drives your story forward. This conflict could involve a battle between good and evil, a personal journey of self-discovery, or a struggle for power and redemption.
6. Blend familiar and unique elements: Combine familiar fantasy tropes with fresh and inventive ideas to create a unique reading experience. Balance the comfort of the familiar with the excitement of the unknown.
7. Use vivid and descriptive language: Paint a vivid picture with your words, using descriptive language to transport readers into your fantastical world. Engage all the senses to bring your settings, creatures, and magic to life.
8. Establish consistent rules and logic: While fantasy allows for imagination and magic, it's important to establish rules and logic within your world. This will ensure that readers can follow and invest in the story without feeling confused or disconnected.
9. Include themes and depth: Explore deeper themes and messages within your fantasy story. Address topics such as power, identity, morality, and the human condition to add layers of depth and resonance to your narrative.
10. Read widely in the fantasy genre: Immerse yourself in a variety of fantasy novels to familiarize yourself with different styles, world-building techniques, and storytelling approaches. Analyze what works and doesn't work for you as a reader and apply those insights to your own writing.
Remember, fantasy writing is an opportunity to unleash your imagination and transport readers to extraordinary realms. Have fun, be creative, and let your passion for the genre shine through in your storytelling.
Happy writing and happy adventures in the realm of fantasy!
Almoners: ensured the poor received alms.
Atilliator: skilled castle worker who made crossbows.
Baliff: in charge of allotting jobs to the peasants, building repair, and repair of tools used by the peasants.
Barber: someone who cut hair. Also served as dentists, surgeons and blood-letters.
Blacksmith: forged and sharpened tools and weapons, beat out dents in armor, made hinges for doors, and window grills. Also referred to as Smiths.
Bottler: in charge of the buttery or bottlery.
Butler: cared for the cellar and was in charge of large butts and little butts (bottles) of wine and beer. Under him a staff of people might consist of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer.
Carder: someone who brushed cloth during its manufacture.
Carpenter: built flooring, roofing, siege engines, furniture, panelling for rooms, and scaffoling for building.
Carters: workmen who brought wood and stone to the site of a castle under construction.
Castellan: resident owner or person in charge of a castle (custodian).
Chamberlain: responsible for the great chamber and for the personal finances of the castellan.
Chaplain: provided spirtual welfare for laborers and the castle garrison. The duties might also include supervising building operations, clerk, and keeping accounts. He also tended to the chapel.
Clerk: a person who checked material costs, wages, and kept accounts.
Constable: a person who took care (the governor or warden) of a castle in the absence of the owner. This was sometimes bestowed upon a great baron as an honor and some royal castles had hereditary constables.
Cook: roasted, broiled, and baked food in the fireplaces and ovens.
Cottars: the lowest of the peasantry. Worked as swine-herds, prison guards, and did odd jobs.
Ditcher: worker who dug moats, vaults, foundations and mines.
Dyer: someone who dyed cloth in huge heated vats during its manufacture.
Ewerer: worker who brought and heated water for the nobles.
Falconer: highly skilled expert responsible for the care and training of hawks for the sport of falconry.
Fuller: worker who shrinks & thickens cloth fibers through wetting & beating the material.
Glaziers: a person who cut and shaped glass.
Gong Farmer: a latrine pit emptier.
Hayward: someone who tended the hedges.
Herald: knights assistant and an expert advisor on heraldry.
Keeper of the Wardrobe: in charge of the tailors and laundress.
Knight: a professional soldier. This was achieved only after long and arduous training which began in infancy.
Laird: minor baron or small landlord.
Marshal: officer in charge of a household’s horses, carts, wagons, and containers. His staff included farriers, grooms, carters, smiths and clerks. He also oversaw the transporting of goods.
Master Mason: responsible for the designing and overseeing the building of a structure.
Messengers: servants of the lord who carried receipts, letters, and commodities.
Miner: skilled professional who dug tunnels for the purpose of undermining a castle.
Minstrels: part of of the castle staff who provided entertainment in the form of singing and playing musical instruments.
Porter: took care of the doors (janitor), particularly the main entrance. Responsible for the guardrooms. The person also insured that no one entered or left the castle withour permission. Also known as the door-ward.
Reeve: supervised the work on lord’s property. He checked that everyone began and stopped work on time, and insured nothing was stolen. Senior officer of a borough.
Sapper: an unskilled person who dug a mine or approach tunnel.
Scullions: responsible for washing and cleaning in the kitchen.
Shearmen: a person who trimmed the cloth during its manufacture.
Shoemaker: a craftsman who made shoes. Known also as Cordwainers.
Spinster: a name given to a woman who earned her living spinning yarn. Later this was expanded and any unmarried woman was called a spinster.
Steward: took care of the estate and domestic administration. Supervised the household and events in the great hall. Also referred to as a Seneschal.
Squire: attained at the age of 14 while training as a knight. He would be assigned to a knight to carry and care for the weapons and horse.
Watchmen: an official at the castle responsible for security. Assited by lookouts (the garrison).
Weaver: someone who cleaned and compacted cloth, in association with the Walker and Fuller.
Woodworkers: tradesmen called Board-hewers who worked in the forest, producing joists and beams.
Other medieval jobs included:
tanners, soap makers, cask makers, cloth makers, candle makers (chandlers), gold and silver smiths, laundresses, bakers, grooms, pages, huntsmen, doctors, painters, plasterers, and painters, potters, brick and tile makers, glass makers, shipwrights, sailors, butchers, fishmongers, farmers, herdsmen, millers, the clergy, parish priests, members of the monastic orders, innkeepers, roadmenders, woodwards (for the forests). slingers. Other Domestic jobs inside the castle or manor:
Personal atendants- ladies-in-waiting, chamber maids, doctor.
The myriad of people involved in the preparation and serving of meals- brewers, poulterer, fruiterers, slaughterers, dispensers, cooks and the cupbearers.
By Lise Hull READ MORE
1. "Fleeting Encounters": Picture this - two strangers who consistently find themselves in the same crowded places. There's an unexplainable connection, a sense of familiarity that leaves them wondering if the universe is trying to tell them something.
2. "Whispers of the Heart": Every conversation they have feels like a sweet symphony. The world around them fades into the background, and it's just the two of them, sharing intimate moments that make them wonder if friendship could turn into something more.
3. "Shy Smiles and Silent Longing": Across a room filled with people, their eyes meet, and it's like time stands still. Shy smiles are exchanged, hearts beating in synchrony. They both yearn for the courage to take that first step towards something extraordinary.
4. "The Bond of Late Nights": Late-night conversations become their sanctuary, a space where they open up and share pieces of their souls. Little do they know, their hearts are already entwined, silently falling for each other.
5. "The Serendipitous Crossings": In a whirlwind of missed opportunities, they keep crossing paths. Is it mere coincidence, or is there a higher force conspiring to bring them together? They can't help but wonder what destiny has in store for them.
6. "Confidants in the Dark": A shared secret or an unexpected vulnerability brings them closer. They become each other's confidants, weaving a bond that goes beyond surface-level connections.
7. "Passion's Connection": A shared hobby ignites their souls, their passions intertwining as they explore a world of common interests. But what they don't realize is that their connection extends far beyond the shared activity they love.
8. "The Glance that Changed Everything": Their eyes meet, and something shifts in the air. It's as if the universe pauses to witness their undeniable chemistry. In that moment, they both know that their lives are about to change forever.
9. "Teasing Fate": Friends playfully tease them about the palpable chemistry between them. But little do they know that deep down, they can't ignore the growing spark between their hearts. The question lingers: will they finally take that leap of faith?
10. "Melodies of Love": Music becomes their language, notes carrying the unspoken words they're too afraid to say. The rhythm of their connection dances to the beat of their hearts, a secret language of affection.
How to think of a meaningful plot when writing fanfiction?
A lot of advice on plot structure starts with determining an inciting incident or a change to the world, but in a fanfiction context most of that real estate is already spoken for by the canon itself. I've always struggled a lot with finding *things to write about* when I want to go beyond small "plotless"/fluff fics. How do you figure out an original plot that manages to fit "in between" the existing canon in a way that still feels cohesive?
If you want to write plot-based fan-fiction of your favorite canon source, there are lots of ways to do that...
1 - Mimic Canon Conflicts - What type of conflicts are at the heart of the canon story? For example, let's say you're writing fan-fiction for your favorite legal drama. Canon conflict probably mostly revolves around trying legal cases. So, creating your own legal case for the team to solve would be a good option.
2 - Explore Off-Screen/Implied Events - Sometimes characters reference events that happened in the past or off-screen. These can be great sources for a conflict. For example, maybe two characters are sent to a prison to interview a potential witness, but this happens off-screen and is only referenced when they return. Maybe someone asks how it went and one of the characters says, "Don't ask." Maybe it's because they didn't get much information, but this could be a fun place to explore something more happening. What if there was a lockdown when they were at the prison? What if their car broke down on the way home and they ended up in a weird situation? What if their interview with the potential witness led them on a wild goose chase to track down another potential witness or some source of information? Lots of possibilities in off-screen/implied events.
3 - Explore Character Backstory/Personal or Professional Life - Characters usually have interesting back stories and sometimes interesting lives beyond what's explored in canon. The team in your favorite legal drama all had lives before they joined that legal team, and they all have personal lives, too. These can be great places to look for potential conflicts/plot ideas.
4 - Explore Character Relationships - Character relationships are a fun source of conflict. Are there two characters who don't get along? Maybe it'd be fun to see what happens if they get snowed in at the office together for a weekend. Are there two characters who have good romantic tension? What happens if they get sent on a dangerous errand together?
5 - Take an AU Approach - Sometimes it's fun to take canon events and flip them upside down as though they occurred in an alternate universe. Maybe there's a high profile case the team almost lost, which would have been disastrous, but they ultimately won. So, explore what would have happened if they'd lost. Or, what happens if a different character led the case? What happens if a character makes a different decision than they did in canon? These are all great possibilities for conflict.
There are lots of other possibilities, of course... crossovers, genre flips, introducing original characters, and so much more. But hopefully this list will give you some good places to start.
Have fun with your story!
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How do I describe a tired person? I got 'dark circles under the eyes' but it kind of stops there.
Big no-no’s for story openers!
Now, don’t get me wrong - every type of story beginning can come out really well if you write it well, a skilled writer can make your typical wake-up-morning-routine-with-the-hero sound super interesting, but 9 times out of 10, this is not the case.
Especially if you are JUST starting out on your writing journey, I’d highly recommend to test out an unexpected opener for your story instead. Think of what makes your hero different, and HOW their normal is different than someone else’s.
Your protagonist wakes up to their alarm, tries to turn it off and drops the clock or breaks it. They get up and get ready for their day, typically while describing themselves in the mirror and telling us about their daily routine. Yawn. Pun intended.
✔️ The fix: If you’re going to start with a character’s wake-up routine, show us why it’s interesting. What’s different about their routine that could take your readers off-guard? Do they get up in the middle of the night? Inside a bunker? A submarine? If their routine is just like everyone else’s, there’s no reason to show it.
As soon as we open the book, we’re thrown into some kind of important and emotional moment of your protagonist’s life that happened years ago. The problem? We aren’t familiar with the protagonist yet, so we’re not going to care what happened to them.
✔️ The fix: Save the big important flashbacks for later. If you immediately hit with the biggest punch, then what is there to work up to? If you’re starting with a flashback, make sure it’s one that paints the character’s internal conflict well and makes us root for them.
Commonly found in prologues and first chapters, when we learn all about the story world, its history, the relationships between the characters in this scene, and their backstories. Also known as a surefire way to bore your readers before they’ve even started reading.
✔️ The fix: Subtext. Train yourself to think through subtext, and trust that your readers are smart enough to pick up on it. When we start the story we don’t care about the fascinating things of your world and complex backstories. We want to get to know who the characters are, and let them slowly reveal all the puzzle pieces through the book.
Did you hear I’ve got a Youtube channel? Subscribe through [the link here] or below, and watch my latest video about Creating Complex Characters!
George R R Martin is an American novelist and short story writer, screenwriter, and television producer. He is the author of the series of epic fantasy novels A Song of Ice and Fire, which was adapted into the Emmy Award-winning HBO series Game of Thrones (2011–2019).
01 - The human heart in conflict with itself is the only thing worth writing about. You need characters to question who, and what, they are and how they fit within the world around them. This is key for character development.
02 - Write for yourself. Following trends, or pleasing your audience in spite of your own plans, harms good storytelling. Listening to critique is good, but inevitably you must be entertained and feel your way through the writing process.
03 - Anyone can die, and death is a key part of any story with conflict. Don't give your characters any special treatment, have them play by the same rules you set upon your world. Not only does it add constant tension, but it also creates a realistic atmosphere.
04 - Sometimes an idea can just come to you. If so, do not disregard it, instead follow the idea as a writer and write it! It could either lead into an interesting project or serve as useful practice.
05 - Show don’t tell. Immersion is essential to any story. Only through visuals and vivid descriptions of your world, can your audience even start to imagine themselves in your world.
06 - Allow yourself to discover in the process of writing. While you need to know the major outcomes of the story, and character arcs, allow yourself to enjoy and be aware of your sixth sense on your way through the story.
07 - When writing a script, dialogue should never be too long. Other than a few monologues, or moments, keep it short and sweet. Also, read the dialogue aloud by yourself or with the cast, this is a simple effective way to see if it works.
08 - When adapting a novel, you’ll always lose some content. However, a good adaptation rides the fine line between cutting side content and keeping smaller meaningful moments that enrich the story.
09 - Being a writer is not a career for those who wish to be stable. It is a massive risk in every way. A true writer, even during the lows of their career, will never stop storytelling. It is essential to whom they are. So, from a beginner to a bestseller, never stop writing.
10 - The ending to an act is fundamental to keeping the audience engaged with your story. Leaving it on a cliff-hanger, or teasing the audience with a different outcome can be the best way to break up converging storylines and finished acts.
Fantasy Guide to A Great House (19th-20th Century) - Anatomy of the House
When we think of the Victorians, the grand old Gilded Age or the Edwardians, we all think of those big mansions and manors where some of our favourite stories take place. But what did a great house look like?
All great houses are different and some, being built in different eras, may adhere to different styles. But the layout of certain rooms usually stayed somewhat the same.
The highest floors including the attic were reserved the children's rooms/nursery and the servants quarters.
The next floor would be reserved for bedrooms. On the first/ground floor, there will be the dining room, drawing room, library etc.
The basement/cellar would be where the kitchens and other food related rooms would be. Servants halls and boot rooms may also be down here too along scullery, where sometimes a maid would clean.
Boot Room: The Boot Room is where the valets, ladies maids, hallboys and sometimes footmen clean off shoes and certain items of clothing.
Kitchen: The Kitchen was usually either in the basement or the first floor of the house, connected to a garden where the house's vegetables were grown.
Butler's Pantry: A butler's pantry was where the serving items are stored. This is where the silver is cleaned, stored and counted. The butler would keep the wine log and other account books here. The butler and footmen would use this room.
Pantry: The Pantry would be connected to the kitchen. It is a room where the kitchens stock (food and beverages) would be kept.
Larder: The larder was cool area in the kitchen or a room connected to it where food is stored. Raw meat was often left here before cooking but pastry, milk, cooked meat, bread and butter can also be stored here.
Servants Hall: The Servant's Hall was where the staff ate their meals and spent their down time. They would write letters, take tea, sew and darn clothes. The servants Hall would usually have a fireplace, a large table for meals, be where the servant's cutlery and plates would be kept and where the bell board hung. (these bells were the way servants where summoned)
Wine Cellar: The wine cellar was where the wine was melt, usually in the basement. Only the butler would be permitted down there and everything would be catalogued by him too.
Butler's/Housekeeper's sitting rooms: In some houses, both the butler and the housekeeper had sitting rooms/offices downstairs. This was were they held meetings with staff, took their tea and dealt with accounts.
Scullery: The scullery was were the cleaning equipment was cleaned and stored. The scullery may even also double as a bedroom for the scullery maid.
Servery: The Servery connected to the dinning room. It was where the wine was left before the butler carried it out to be served. Some of the food would be delivered here to be carried out as well.
Servant's Sleeping Quarters: All servants excepting perhaps the kitchen maid and outside staff slept in the attics. Men and unmarried women would be kept at seperate sides of the house with the interconnecting doors locked and bolted every night by the butler and housekeeper. If the quarters were small, some servants may have to share rooms. Servants' bathrooms and washrooms would also be up there, supplied with hot water from the kitchens.
Dining room: The dining room was where the family ate their breakfast, lunch and dinner. It was also where the gentlemen took their after dinner drink before joking the ladies in the drawing room.
Drawing room: The Drawing Room was sort of a living/sitting room. It was mainly used in the evenings after dinner where the ladies would take their tea and coffee before being joined by the men. It could also be used for tea by the ladies during the day. The drawing room was seen as more of a women's room but any of the family could use it. The drawing room was a formal room but could also be used for more casual activities.
Library: The library is of course where the books are kept. The family would use this room for writing letters, reading, doing business with tenants and taking tea in the afternoons.
Bedrooms: The bedrooms would take up most of the upper floors. The unmarried women would sleep in one wing with bachelors at the furthest wing away. Married couples often had adjoining rooms with their own bedrooms in each and equipped with a boudoir or a sitting room.
Nursery: Was where the children slept, usually all together until old enough to move into bedrooms. They would be attended to be nannies and nursemaids round the clock.
Study: The study was a sort of home office where family could do paperwork, chill and write letters.
Dressing room: Dressing Rooms where usually attached to bedrooms where the family would be dressed and their clothes would be stored. The valets and ladies maids would have control of the room.
Hall: The hall was where large parties would gather for dancing or music or to be greeted before parties.
Most of these Great Houses were inherited which means, they came with a lot of other people's crap. Ornaments from anniversaries, paintings bought on holiday, furniture picked out by newly weds, all of it comes with the house. So most of the time everything seems rather cluttered.
As for Servant's Quarters, most of the furnishings may have been donated by the family as gifts. Most servants' halls would have a portrait of the sovereign or sometimes a religious figure to install a sense of morality into them.
Here’s the simplest way to break down the building blocks of a negative character arc in your novel!
Here’s the A-Z on negative character arcs
It’s totally possible to pull off a negative character development, for ANY person in your story, whether that’s a side-character, villain, or the protagonist.
Here’s something no one tells you, but it’s actually fundamentally simple.
You can do this with a very easy formula. Typically, a positive arc means that you set out with one main character flaw/issue, which that character overcomes by the end of the story.
a flaw your character NEEDS to overcome
a goal they WANT to achieve
For a positive arc, they’d succeed at their NEED. Then maybe their WANT as well. For a negative, they simply never fulfil their NEED.
This means they never overcome the flaw they are supposed to face. In fact, they ignore it so confidently, it becomes a PROBLEM. They will never truthfully own up to their mistakes.
This is where you can let it get worse, let it develop into fatal flaw, and let more issues arise from it. As for their WANT? They’ll usually put their external goal above everything else, and dig themselves even deeper into personal disarray, where they won’t recognize themselves any longer.
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