Tag Archives: magic systems

Professional Wednesday: Why Fantasy, Why Magic?

My oldest brother, Bill, who we lost several years ago, was an avid reader. He loved books of all sorts. Every year, he made a list of the National Book Award nominees — finalists and books on the long list — and read them all. He read fiction and non-fiction, his interests as reflected in the latter ranging from baseball to natural history to military history. He was a poet in his own right, and he revered literature of every stripe.

And yet . . .

He was always quite proud of my career, and he had a shelf among his many book cases that he reserved for my novels. But he felt on some level that I was wasting my ability by writing fantasy. Many times over the years, he suggested I try my hand at writing so-called literary fiction. Every time he did, I cringed just a little.

INVASIVES, by David B. Coe (Jacket art courtesy of Belle Books)The bias against genre fiction (fantasy, science fiction, mystery, Westerns, romance, etc.) among those who consider themselves devotees of “true” literature, is something I have encountered again and again throughout my career. Not surprisingly, I don’t believe it has any basis in reality. Fantasy (to address my speciality) like literary fiction, runs the gamut in terms of quality. One can find in all literary fields examples of brilliance and also of mediocrity. No genre has a monopoly on either. I write fantasy because I enjoy it, because I love to imbue my stories with magic, with phenomena I don’t encounter in my everyday life. I wasn’t shunted to this genre because I wasn’t good enough to write the other stuff. I don’t hide in my genre because I fear I can’t cut it in the world of “real” literature.

I said before that I cringed whenever my brother raised the issue with me. I also told him in no uncertain terms that I was writing what I enjoyed, and enjoying what I wrote, which remains true to this day. Writing fantasy demands that I create coherent, convincing magic systems. Often it requires the creation of entire alternate worlds, complete with their own histories and cultures, politics and religions, economies and social structures. These are not distractions from the fundamental elements of narrative — character development, plotting, pacing, clear and flowing prose, etc. Quite the contrary. These fantastical elements enhance those fundamentals and present unique and rewarding challenges.

Time’s Children, by D.B. Jackson © Angry Robot. Art by Jan Weßbecher.It’s not enough to create my worlds and magic systems. I have to explain them to my readers in a manner that is entirely natural and unobtrusive. And — my own preference — I also have to complete my stories and my character arcs in ways that utilize my fantasy elements without allowing them to take over my story telling. My heroes may possess magic, but in the end, I will always choose to have them prevail by drawing upon their native human qualities — their courage and resolve, their intelligence and creativity, their devotion to the people and places they love. Magic sets them apart and makes them interesting. It is often the hook the draws readers to my books. But those human attributes — those are the ones my real-world readers relate to. They form the bond between my readers and my characters. And so if those are the qualities that allow my characters to prevail in the end, then their triumphs will feel more personal and rewarding to my readers. It is the simplest sort of literary math.

I believe part of the bias against genre fiction is based in the erroneous belief that the trappings of these literary types — magic, imagined technology, romantic tension and conflict, the ticking clock of a murder investigation — somehow serve as substitutes for character development and good writing fundamentals. In truth, they are complements to solid narrative work. Genre fiction, when well done, has all that extra stuff we love AND great story telling.

I expect I am preaching to the choir a bit with this post. That’s okay. It’s not just those of us who write genre fiction who have to put up with the biases of others. Readers of our genres deal with the same sort of prejudices all the time. Fine. Those other people don’t know what they’re missing.

Plus, their book jackets aren’t nearly as cool as ours.

Keep writing. Keep reading.

Professional Wednesday: “Write What You Know,” part II

Put another way, I was driven . . . not merely by the fact that I “know” these things, but rather by the fascination and passion that drove me to learn about them in the first place.

With last week’s Professional Wednesday post, I began what I expect will be a multi-week conversation about the age-old writing advice, “Write what you know.” In that entry, I pointed out that “Write what you know” can be overly limiting, or, if thought of in the right way, can speak to exactly the sort of mining of our emotional experience that will enrich our narratives and character work.

Today, I would like to focus on “write what you know” as a tool in world building and plotting.

Let me start this way:

Children of Amarid, by David B. Coe (jacket art by Romas Kukalis)As many of you know, my first series, the LonTobyn Chronicle, had as its narrative core, a magic system in which mages formed psychic, magical bonds with birds of prey: hawks, owls, eagles. To this day, fans of the series mention those relationships between mages and their avian familiars, as the element of the books they enjoyed most.

What you may not know is that I have been an avid bird watcher for more than fifty years (yes, you read that right: 50 years), since I was a small boy.

Nearly all my readers are familiar with my Thieftaker Chronicles, a historical fantasy series set in pre-Revolutionary Boston. Some of you may not know that I not only love history, I also studied it extensively and have a Ph.D. in U.S. history from Stanford.

I’m not the only one who does this. I am a huge fan of the work of Guy Gavriel Kay, and perhaps you are as well. Maybe, you have read enough of his books to notice how many of his significant characters are physicians. As it happens, so was Kay’s father. He grew up in a household in which the study and practice of medicine were paramount.

I’m sure you see where I’m going with this. But I want to be equally clear about where I am NOT going. I didn’t come to the LonTobyn books, my first fiction venture, thinking “I have to ‘write what I know,’ and therefore I am going to create a world with a bird-based magic system.” Rather, I came up with the idea for the books organically. I love birds. I have always been fascinated by raptors. And at some point, it simply occurred to me that a magic system built around hawks and owls would be incredibly cool.

My choice with respect to the Thieftaker books was somewhat more deliberate. I originally conceived them as alternate-world fantasies. My editor at the time urged me to think about a historical approach instead, citing my history background. He suggested I set the books in London. And at that point I thought, “if I’m going to draw on my history background, why not do it right and set the books in the New World, whose history I know so well?”

Put another way, I was driven to write my books about hawks and about history not merely by the fact that I “know” these things, but rather by the fascination and passion that drove me to learn about them in the first place.

Again, I am far from unique in this regard. I know writers who love music and who have used it as the basis for their magic systems. I have a friend, whose family history is tied intimately to the devastation of Europe’s Jewish population by Nazism, who has written an incredibly powerful fantasy series set in Nazi-ravaged Europe. Another friend, who is a brilliant writer and editor, based her magic system literally on the written word, on the commitment of spells to vellum. And yet another friend, who is dyslexic, imparted that same trait to his lead character.

I don’t believe any of them “wrote what they know” to satisfy some arcane requirement of our profession. Rather, they came up with fiction ideas that reflected their loves and interests, their emotional pasts or that of their families, their very reality in all its complexity.

And there is no reason you can’t do the same. “Write what you know” doesn’t have to constrain us, nor does it necessarily force us in certain directions. It offers us opportunities. “Where do your ideas come from?” I’m asked this all the time, and always I respond the same way: Ideas are everywhere. We encounter them daily, though at the time we don’t always recognize the encounters for what they are. Robert Frost once said “An idea is a feat of association.” Our hobbies, our professions, our loves (and perhaps even our hates), our educational backgrounds, our family backgrounds, our emotional and physical battles and achievements — any and all of these can point us in the direction of a new story, a new character, a new world.

My point being that we don’t have to struggle to come up with ideas. Often they’re sitting right in front of us, waiting for that “feat of association,” that magical (pun intended) moment when “Where do your ideas come from?” meets “Write what you know.”

Keep writing!!

Writing-Tip Wednesday: Creating Magic Systems

I do everything in my power to keep magic from taking over my story, because ultimately, even in the most imaginative fantasy worlds, magic should remain secondary to character and plot.

For today’s Writing Tip, I would like to offer the first of what I expect will be an intermittent series world building posts. I love world building. Of all the things we speculative fiction writers get to do, it may be the one I think of as the most fun. It can involve a ton of research (which, for many of us, adds to the fun), but it is, at its core, an act of pure creation. It is that stage of writing a book when we get to play “let’s pretend,” sometimes for days, even weeks, at a time. What’s not to love?

There are lots of elements to world building, of course, but for today’s purposes, I want to talk about creating our magic systems.

To many, magic is the defining feature of fantasy stories, the one story element that sets what we do apart from the work of other writers. I’m not entirely sure I believe that (and it could be a topic for a fun bar conversation), but I do agree that for fantasies that include magic, developing a consistent and believable magic system is absolutely essential to the success of our narrative.

So, what are the most important ingredients of a good magic system?

Let me start here: Everything I’m about to say is just my opinion. These are the things that I strive to put into my magic systems. There are other ways to do this, and I would never be so arrogant as to suggest that if you don’t set up your magic with the properties I use in mine, you’re doing it wrong. So with every declarative statement I’m about to make, please insert a silent “In my opinion” or “To my way of thinking.”

I try to make my magic systems limited, costly, ordered, and realistic (to the extent that anything magical can be). I do everything in my power to keep magic from taking over my story, because ultimately, even in the most imaginative fantasy worlds, magic should remain secondary to character and plot. In my opinion.

All of my magic system requirements are interlocked, but the first two in particular are closely related.

By limited, I mean just that. Magic can be powerful, it can be frightening. It can be wondrous. It should NOT be the answer to every problem our magic-wielding characters encounter. It can’t be omnipotent. At least not if I’m to keep to what I said above about not allowing magic to take over my story. So the first thing I like to do with my magic system is figure out specifically what magic can do. In the Thieftaker and Fearsson books, that has meant coming up with a partial list of spells, and giving all of them a similar amount of reach and impact. For the Winds of the Forelands series, it meant coming up with different categories of Qirsi magic – mists and winds, language of beasts, shattering, healing, etc. It’s not that every person’s magic is the same, or even that my list of abilities is necessarily comprehensive. Part of the fun of writing these books is discovering new flavors of magic as each series progresses. But in determining what most magics are like, I begin to define the boundaries of what magic can do and what it can’t.

Magics should be costly because even a relatively limited magic can take over a story if your magic-wielder can draw upon it over and over and over without consequence. By imposing a cost for magic – fatigue, blood loss, the shortening of one’s life (as in Winds of the Forelands) or the loss of years (as with the time travel in my Islevale Cycle) – I force my characters to use their magic strategically and, even more important, to rely on other qualities as they seek to overcome whatever problems I place in their paths. Magic without cost is empty, it’s boring. Any victories achieved with it will wind up feeling cheap and unearned, which we don’t want.

An ordered magic system is internally consistent. Limits that apply in one situation will, generally speaking, apply in all situations. The costs of magic are extracted from all. Sure, a more experienced or more powerful sorcerer/mage/conjurer/weremyste might deal with those costs better than others. There is nothing wrong with hierarchies. The problems arise when there is no rationale for discrepancies in what magic does for one person or another. Now, I will also say that quite often we set up our rules and costs and limits, only to introduce a villain who finds her way around those things. That’s fine, as long as we can explain within the logic of the system exactly what makes her exceptional. The fact that there are rules doesn’t necessarily mean that our hero knows all of those rules. By giving our villain this sort of advantage, we make her that much more dangerous, and we force our hero to find a way, within the rules, to overcome her foe’s powers. Our hero might have to learn something new, or find an innovative way to apply old rules. These are the sorts of conflicts I relish as a writer.

All of these structural elements are intended to make our magic systems as realistic as possible, but realism goes beyond them. Magic should seem to the reader to be as endemic to the worlds we create as air and water, as the cycle of days and seasons, as the oceans and deserts and forests we describe. It should be elemental, integral to the larger world. Just as gravity applies to all on our planet (until we find some way within the rules of physics to defy gravity), so should magic and its rules apply believably across the board in our worlds. This is why Thieftaker magic looks just like 18th century descriptions of witchcraft – I wanted my magic to blend with my historical world.

I’ll end this by returning to a point I raised early on: Magic is a plot device, something we use to make our work original and intriguing and fun, for us and for our readers. It is no replacement for good plotting and convincing character work. In fact, I’ll take this a step further: in most of my stories, at the end, magic will fail my characters. They will find themselves driven to the very limits of their magical abilities, and these talents will prove insufficient. In order to prevail, they will need to draw upon other qualities: wit, resourcefulness, courage, strength. Only by combining these other, more ordinary, human attributes with their magic, can they emerge triumphant. Because magic is not, cannot be, the most important thing. We are writing about people, first and foremost. And we want their victories to reflect who and what they are. It’s easy to write a magical victory. Writing a human victory – that’s the great challenge.

Keep writing! Hope to see many of you at Saga this weekend!

Another Day, Another Post!

This bond allows them to draw on the power within the birds to heal, to do battle and protect themselves, and to cast a host of other spells. The birds themselves are characters in the stories, and to this day people who can’t remember any of the titles will talk to me about how much they loved the books by saying “You know: the ones with the hawks and owls.”

The blog tour continues today with a post at Book Whispers about the magic system in my LonTobyn Chronicle, which I am re-releasing this year in edited form. The magic for these books grows out of my lifelong interest in birds and my love of birds of prey: raptors and owls. You can find the post here.

The Author’s Edits of books one and two, Children of Amarid and The Outlanders, are now out and available in ebook and paper formats. And the ebook of Eagle-Sage, the final book in the trilogy, is now available as well. The paper version should be out soon.