I couldn’t resist making mood boards for the Daughter of the Moon Goddess duology. I loved everything about these books so much.
where’s that post about how dangerous it is that people are forgetting fiction is sometimes meant to be uncomfortable and upsetting and sad. i need to pull it up again with regard to survival games specifically because people will really walk into a story where they know in advance “people are going to die and it’s going to feel awful because they won’t always deserve it” and then get mad when people die even if they don’t deserve it and call it bad writing
Happy book birthday to this week’s new releases! 📚
Full offense but your writing style is for you and nobody else. Use the words you want to use; play with language, experiment, use said, use adverbs, use “unrealistic” writing patterns, slap words you don’t even know are words on the page. Language is a sandbox and you, as the author, are at liberty to shape it however you wish. Build castles. Build a hovel. Build a mountain on a mountain or make a tiny cottage on a hill. Whatever it is you want to do. Write.
this IF game is like...one of my biggest inspos , idk how i didnt find it sooner im so hyped to meet Xinyi qwq
[This is a placeholder until I finish the proper topic post.]
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When I was a younger writer I always considered my settings last in scene writing. It went action -> Characters -> Maaaaaybe setting if I felt like it. This can work—a lot of stories get by without having very memorable or strong settings—after all we’re there for the story within them. But once I got older and started moving and leaving places behind, I began to recognize how much a setting or place can hold—in memory, symbolism, feeling.
These aspects of a place are just as important to imbue in fiction—they can convey an emotional impact, reinforce the tone, provide details on background. More than anything else, I find setting is where you can imbue your story with magic.
(Specifically, I’m talking more about individual settings rather than worldbuilding. Check out my worldbuilding posts here!)
Most important to start with is consider what this place means to the character. For example, “home” is a concept as varied as the people who use it. It can mean safety, love, belonging, alienation, escape, confinement, freedom, etc. etc.
What memories reinforce that meaning of home? How does the character’s background relate to and lead up to their concept of home?
Then, once you know this, what decoration or ‘look’ would convey this? A character who views home as a temporary place to be abandoned at the drop of a hat would have very few personal items in their home. Maybe hardly any furniture—maybe they live out of a suitcase and keep only a carton of milk and a box of crackers in their kitchen.
A character who has lived in the same childhood home for their entire life may have just as much of their parents’ things as their own—their surroundings reflecting generations of loved ones.
These objects hold memory as much as their surroundings do. This is where we can really explore background and the emotional ties to a place. How loved is it? What does loving a place look like for that character? Maybe love looks like keeping it perfectly clean and tidy—maybe it looks like filling it to the brim with pretty things.
What makes two characters’ homes different? We want to avoid stating the obvious. You don’t really need to mention that your character has a bed, a nightstand, and a lamp in their bedroom—unless you’re making a point of how little or how much they have. You may want to mention which items are new and which are old—especially if it’s a room that they’ve been in since childhood, or throughout several periods of their life.
Just like levelling up description—what makes a place unique? What message are you trying to convey?
Good luck!
And now my normal Rain World OCs are up :)
Well, you had a good run. For the last 70 or so years that you’ve had your little shop in Esmar’s capital, nothing overly exciting happened. Apart from the occasional political changes and economical shifts, you could mostly carry on business as usual. But when the Fae calling herself your “best and only friend” invites you to pull a heist on your rival’s home you didn’t realize what effect that stunt would have on your immortal life. But damn, you really wanted that statue back.
Play Demo
Witch Blood is an upcoming urban fantasy interactive fiction story where you take on the role of one of the last proper witches of Esmar, hoping to resolve a very time-sensitive mystery that might cost you your own life if you don’t get on with the investigation soon.
Does it have to do with random people’s head exploding?
Is this the reason you seem to have more prophetic dreams than usual?
Why are there so many strangers storming into your shop demanding answers you couldn’t possibly know?
And why does your familiar keep eating your receipts? You need those for your taxes!
Create your very own witch. Appearance, personality, gender and sexuality… All that Jazz
Choose a furry (or non-furry) companion for your immortal life
Become a master of 5 witchy skills that may or may not help you along the road
Keep your business afloat (you got bills to pay, after all)
Solve a mystery, save a bunch of people, and meet the Gods (???)
Find love, friendship, or rivalry (or maybe all three of them at the same time) with 5 different people who will. Not. Leave. You. Alone.
And for the love of the Gods: please stop spitting coins
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So far it will probably be a 16+ kind of rating for:
Mentions of violence, blood and gore
Strong language, cursing
Suggestive language
but things might change. I’ll keep you updated in any case.
Keep reading
21 | Chinese | Autistic | Aspiring Fantasy Writer and Narrative Designer | Fae and Chinese Mythology Enjoyer | @charmycharmcharms' writeblr!
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