Tag Archives: Winds of the Forelands

Writing-Tip Wednesday: Single Point of View v. Multiple Point of View

If you know me, if you have been with me in panel discussions at conventions, if you have ever received any sort of writing advice from me, or even heard me give such advice to others, I need for you to sit down and prepare yourselves. What I’m about to tell you is shocking. For some of you, it may be more than you can handle. But we’re in this together and we will get through to a better place. I promise.

Ready? Here goes…

It is the last week of May – we are twenty-one weeks, twenty-one Writing-Tip Wednesday posts, into the year – and I have yet to write about point of view.

I know. I can’t believe it either.

Don’t worry, though. I’m going to make it up to you today. Who knows, I might even return to the subject in the weeks and months to come. I’m confident that, by the end of the year, you’ll be as tired of hearing me go on and on about point of view as you usually are. A bit of normality in a topsy-turvy world…

Point of view, for those of you unfamiliar with the term, is, essentially, the narrative voice used to tell a story. And the initial choice of point of view for each project we write usually focuses on the relative advantages of writing in first person (action and emotions and descriptions treated with “I,” “me,” “my”) versus writing in close third person (action and emotions and descriptions treated with “she/he/they,” “hers/his/theirs”).

(Yes, there are other choices. One can write in what is known as omniscient POV, a challenging voice to use and master, because it demands that the narrator know what all characters are thinking and feeling WITHOUT resorting to what’s referred to as head-hopping. And one can write in second person point of view, in which the author writes the entire narrative in effect addressing the reader – “You walk into a bar and order your drink. Sounds and smells assault you from all sides…” Etc. Both of these are difficult, even risky choices for beginning writers.)

One day last week, though, I had a conversation with a writer friend (let’s call her “Haith Funter”) about the other choice we make when deciding on the narrative voice for our projects, and it is this element of point of view I wish to focus on today. Specifically, our conversation centered on whether Haith should consider using a single point of view character or multiple point of view characters for a future project she’s considering.

And being me, the moment she mentioned that she was grappling with this I launched into a lengthy (and unasked-for) recitation of the relative merits of each approach. A recitation I offer again here.

Children of Amarid, by David B. Coe (jacket art by Romas Kukalis)Let’s start with what I mean when I speak of multiple point of view characters. This is NOT an invitation to jump willy-nilly from character to character, sharing their thoughts, emotions, and sensations. That is called head-hopping, and it is considered poor writing. Rather, writing with multiple point of view characters means telling the story with several different narrators, each given her or his own chapters or chapter-sections in which to “tell” their part of the story. When we are in a given character’s point of view, we are privy only to her thoughts and emotions. In the next chapter, we might be privy to the thoughts of someone else in the story. This is an approach used to great effect by George R.R. Martin in his Song of Ice and Fire series. Martin goes so far as to use his chapter headings to tell us who the point of view character is for that section of the story. Guy Gavriel Kay uses multiple point of view quite a bit – in Tigana, in his Fionavar Tapestry, in many of his more recent sweeping historical fantasies. I have used it in my epic fantasy series – The LonTobyn Chronicle, Winds of the Forelands, Blood of the Southlands, The Islevale Cycle.

DEATH'S RIVAL, by Faith HunterThis is in contrast with single character point of view, in which we have only one point of view character for the entire story (and that point of view can be either first or third person). Think of Haith’s Yane Jellowrock series, or my Thieftaker or Justis Fearsson series, or Jim Butcher’s Harry Dresden books, or Suzanne Collins Hunger Games series, or even (for the most part) J.K. Rowling’s Harry Potter books.

With both approaches, the point of view of each character is inviolate, meaning that your reader can learn nothing from a given character that the character her- or himself can’t know. The key is that this limitation means vastly different things in single POV on the one hand, and multiple character point of view on the other.

You might notice that the examples I give for each approach are distinctive. Granted, my examples are FAR from comprehensive, but they are instructive.

SPELL BLIND,  by David B. Coe (Jacket art by Alan Pollack)For single character point of view we have essentially two kinds of books: urban fantasies that have a mystery element, and YA novels that concentrate as much on the lead character’s emotional development as on external factors. Single character POV tends to be intimate. Readers form a powerful attachment to the narrators of these books. And, of even greater importance, readers learn things about the narrative at the same time the characters do. Even in books that begin with our narrator looking back on past events, we are soon taken back in time so that this older narrative has a sense of immediacy. This is why single character POV works so well in mysteries. The reader gets information as the “detective” does. Discovery happens in real time, as it were.

My examples of multiple character POV books are almost all grand, sprawling epics of one sort or another. In part, this is because it can be more difficult to tell such stories from the vantage point of only one character. But more than that, the power of multiple POV lies in two simple facts.

First, because we are following several POV characters at once, we are drawn into a number of subplots. All of these are braided together in some way, contributing to the larger story line. And since we can leave one to pick up another, we almost always have several characters in danger, or creating danger, at any one time. Each shift from one POV character to another leaves one story hanging in order to pick up another. The shifts in narrator actually impart momentum to the story.

Second, in multiple POV, our readers always have more information than any one character. We see traps as they’re being laid, we see intrigue from all angles, we can recognize the perils for one character based upon the machinations of another. Rather than discovering things as our narrators do, our readers are almost always one step ahead of them. This knowledge creates anticipation, feeds expectation, some of which we can satisfy, some of which we might thwart, all of which ratchets up the narrative tension.

Different stories lend themselves to different point of view choices. I would never dream of telling anyone (not even Haith) what approach to use for their story. Chances are you’ll know what your story requires as soon as you begin to write it. But my hope is that a clearer understanding of the relative strengths and advantages of each option will make that choice a little easier.

Keep writing!

Writing-Tip Wednesday: Ideas — Finding Them, Using Them

You may notice at this point that I have yet to offer any tangible advice on dealing with or coming up with ideas. That’s right: I’m stalling. Writing about ideas is really hard. Giving advice on developing ideas is nearly impossible. But I started down this rabbit hole, so let me give it a shot.

Back at the beginning of this calendar year, when I started the Writing-Tip Wednesday feature, I asked folks in my Facebook Group for ideas about what subjects I should cover. I have written about most, if not all, of the suggestions that came in at that time, so I would like to begin today’s post by renewing my call for suggestions. Please, if there is any topic you want me to cover, let me know and I’ll do my best to turn it into a Wednesday post.

Today, I would like to take on an amorphous topic: ideas. I am asked all the time, “Where do you get your ideas?” And whenever I’m asked, I come up with some vague answer that goes something like, “Ideas come from everywhere. Writing, particularly writing speculative fiction, is an exercise in asking ‘What if?’ What if we put magic in this historical period? Or what if we take an island world with kingdoms and early flintlock technology and add time travel? Or what if we blend werewolf dynamics with detective-noir storylines and issues of mental health? “What if” is a powerful question, one that can take us to entirely new worlds.”

Or, in response to “Where do you get your ideas?” I might say, “Different stories come from different places. Sometimes I key in on a specific character and grow a story from there. Sometimes my imagination fixes on an element of a magic system, or some other worldbuilding element, and suddenly I’m plotting out three books. Sometimes I’ll visualize a scene – some key moment in a story I’m still discovering, and that’s the foundation for my next project.”

Both of those answers are true. Both of them reflect realities of my creative process.

But the truth is, in answer to “Where do you get your ideas?” I could just as easily say, “My ideas? Where do they come from? I have no fucking clue.”

Jacket art for Bonds of Vengeance, book III in Winds of the Forelands, by David B. Coe (Jacket art by Romas Kukalis)Ideas, many writers will tell you, are a dime a dozen. When I was just starting out in this business and still working on my very first series, the LonTobyn Chronicle, I worried that I would never have an idea for another project. When at last the idea for Winds of the Forelands came to me, I was both ecstatic and profoundly relieved. Today, my worry is not that I won’t have another idea; it’s that I won’t live long enough to write all the ideas I have. I’ve had people – folks who aren’t professional writers and who, frankly, have no sense of what the writing profession involves – say to me in all seriousness, “I have this great idea for a book. You should write it and we can split the royalties.” I usually say, with feigned politeness and more patience than I feel, “I have all the ideas I need, thanks. But it sounds like something you should write.” I WANT to say, “Dude, if you think coming up with some lame idea is half of what I do, you’re nuts.”

You may notice at this point that I have yet to offer any tangible advice on dealing with or coming up with ideas. That’s right: I’m stalling. Writing about ideas is really hard. Giving advice on developing ideas is nearly impossible. But I started down this rabbit hole, so let me give it a shot.

1. Don’t worry about where ideas come from. I won’t say it’s a stupid question, because it’s not. But the vague answers I offered above are about the best I can offer, and really the question is moot. Every idea has its own origin story, and no source of ideas is better or more valid than another.

2. Simple is okay. Been done before is okay. Even derivative can be okay. The other day I was listening to an NPR story about a new retelling of the Cyrano de Bergerac story. This is a formula that has been done to death, and yet here is a new interpretation of it that sounds fresh and compelling and that is obviously marketable. The idea is a starting point; sometimes it’s a framework as well. Ultimately, though, your characters and voice and style will define the story. Your setting and plot devices will set your work apart. Originality is born in the creative process.

3. Ideas can’t be forced. Except when they can. Yeah, I know – really helpful. But both of those statements are true. Ideas come on their own time, by their own volition. They take us by surprise, inspiring us with their potency and novelty. It’s a great feeling. At the same time, though, we can brainstorm, hastening those ideas, forcing them to the surface. It takes patience, but it can be done. I like to ask myself questions (beyond “what if?”). I will often open a new blank document on my computer and just start typing stream of consciousness. This approach doesn’t always lead to a great story, but it certainly can. Try it.

4. Great ideas keep giving. Some ideas lead to career-defining projects. Some fizzle. It’s not always obvious from the outset which is which. What’s more, we can be blinded by the power of that moment of epiphany when the first inkling comes to us. The test, though, is how the idea builds. I find that the best ideas I’ve had beget new ideas, one after another. The visualization of a scene, say, quickly leads me to a character, or two. And those characters introduce me to a magic system. Which begins to shape my world. Get what I mean? If an idea comes to me, but then just sits there, like an imagined lump, spawning nothing else, chances are it’s not that great an idea after all.

Ideas are slippery. They lack form until we give it to them. They need to be written down, because they will abandon us if we don’t give them our full attention right away. And, of course, there is no guarantee that even the best idea will lead to a bestselling book. But ideas are also the currency of this business, the things for which we quest, and the foundations of all we do.

And so I wish you a never-ending series of wonderful, fruitful ideas. And if I have a really good one, I’ll share it with you and you can write it. We’ll split the earnings…

Keep writing!

Writing Tip Wednesday: Maps, Worldbuilding, and the Creation of Story

So you’re trapped in your home with too much time and too little to do. The world around you has gone to hell, and you’re fed up. Sound familiar?

Yeah, thought so. So why not take the opportunity to create your own world? You’re a writer. You have that power.

Not long ago, I wrote about creating magic systems, and that advice could come in handy in this process. But there is lots, lots more to worldbuilding than just magic. That’s the beauty of it. A created world can be as complex and rich and deep as you want it to be.

I am not going to try to squeeze every element of worldbuilding into this post. I could write ten essays on the subject and not exhaust it, and I promise to return to world building topics in future posts. For today, let’s start with this: I LOVE creating maps. That might sound weird, but it’s true. I’m not particularly skilled as a visual artist – which is to say that I have NO skill at all in that regard. But my maps are pretty darn good, if I do say so myself.

I start with graph paper when I can. (I’m sure you can get some through an online seller if you need it. Unlike other sorts of paper, it doesn’t seem to be a hoard-worthy product…) Why graph paper? Because it allows you to keep track of your scale as you create land features, rivers, oceans, cities, etc.

Map of IslevaleAnd then I just let my imagination run wild. At first I let my hand wander over the page, creating the broad outlines of my world. Sometimes I have to start over a couple of times before I come up with a design I like. But generally, I find that the less I impose pre-conceived notions on my world, the more successful my initial efforts. I draw land masses, taking care to make my shorelines realistically intricate. (Take a look at a map of the real world. Even seemingly “smooth” coastlines are actually filled with inlets, coves, islands, etc.) I put in rivers and lakes. I locate my mountain ranges, deserts, wetlands, etc.

And then comes the fun part. I start naming stuff.

Yeah, okay, it takes a certain level of geek to find naming stuff on a map fun. But bear with me. You see, place names and land feature names are stories waiting to happen. Sure, sometimes we call places by names that are stupidly obvious. The Rocky Mountains, for instance. Yeah, very original, not to mention informative. Distinguishes them from the Cheesy Mountains, I guess… On the other hand, each named peak in the Rockies DOES tell a story. So do place names that include a person’s name or that use geographic features to anthropomorphize.

Maybe your world has a hero whose exploits are so renowned that places are simply named for her, randomly, the way seemingly every state in the Union has a “Washington County” or a city named “Lincoln.” We need to learn the story of your hero.

Maybe your mountains are named for one or more of your mythical beings. What is (are) their story (stories)? Maybe you have a river that is named for a warrior who perished on its banks, or a range of hills that are said to be haunted.

My point is not that EVERY name you give has to convey a story. Sometimes a Rocky Mountain is simply a mountain that’s rocky. Sometimes a Whitewater Creek is simply a creek that has lots of rapids. But a fraction of your named features should have names that tell much, much more about your world than just what it looks like. A few of your names should hint at stories, at history or lore. My world maps tend to have three or four or even five separate nations, and each nation (handled in separate maps) tends to have maybe thirty names (cities, mountains, deserts, forests, lakes, rivers, bays, harbors, oceans, etc.). Even if only one out of five has a name worthy of a story… Well, you can do the math. That’s a good number of stories.

And then (and this is REALLY the fun part) you need to write those stories. They will give you some of your history for your world. Maybe they will give you some of your religion, or even your economy. They may hint at social customs, at holy days, at rites of passage. Certainly they will help you refine the authorial voice for writing in your world. They may even give you material to sell to short story markets. The first short story I ever published – “Night of Two Moons,” published in  back in 2002 – was a historical tale set in the Forelands. I have since sold short stories set in the Thieftaker world, the Fearsson world, and Islevale. And yes, as I remember it, that Forelands story grew out of something I first named on the original map.

Worldbuilding is tons of fun. Yes, it’s work, but it is well worth the effort. I have heard writers say, “Oh, I don’t do a lot of worldbuilding. I focus on character instead.” And each time I hear that, I think it’s the most ridiculous thing ever said. Writing is not a zero sum game. My worldbuilding doesn’t detract from my character work, thank you very much. But it does enrich my storytelling by making my settings more compelling and more realistic.

So while our real world is going to hell in a handbasket (another really, really odd phrase – I’ve started a list…), you can escape for a while by creating your own world. You’ll enjoy it, and, more important, you’ll get background for your world and material for short fiction.

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!

Quick-Tip Tuesday: Mapping Out the New Year

What can I say? I have a bit of an OCD streak. Okay, maybe even more than “a bit.”

But setting work goals and making up a work schedule for a new year is not just about me being the writing equivalent of Felix Unger (kids, ask your parents). I find that mapping out my professional year improves my chances of meeting whatever goals I might have for the coming months.

I have always been one to make New Year’s Resolutions and to set goals for the coming year as one wall calendar gives way to the next. Probably it’s the same impulse that leads me to outline most of my books, and to organize my book and CD collections alphabetically by artist. What can I say? I have a bit of an OCD streak. Okay, maybe even more than “a bit.”

But setting work goals and making up a work schedule for a new year is not just about me being the writing equivalent of Felix Unger (kids, ask your parents). I find that mapping out my professional year improves my chances of meeting whatever goals I might have for the coming months. Because at the root of the exercise is the creation of self-imposed deadlines, which, as I’ve mentioned previously, I treat as immutable, just as I would a deadline given to me by an editor. If I keep my deadlines realistic, and I commit myself to meeting them, I should have a productive year. And as writers, we really can’t ask for more than that.

So, that said, here are my goals for 2017:

1. I have just sent off to my agent the first book in an as-yet-uncontracted new series. I love the book and look forward to writing the rest of the series. My next step in working on this project is to write a synopsis of book 1 (which will help my agent place the book with a publisher) and to write as well brief descriptions of books 2 and 3.

1.a.  Once I’ve completed those preliminary steps, I want to dive in and write the second book. The first book took me a while and I have a feeling this second one will, too. I would guess that I’ll be writing the first draft of Book 2 through the end of April.

2. The next thing I have in mind to do is write a new Thieftaker novella about Ethan Kaille’s early life. (For those who are fans of the Thieftaker books, I plan to write the story of the Ruby Blade mutiny, which led to Ethan’s imprisonment.) I believe I can get this done in about 6 weeks, which will take me to mid-June. Once this is complete, I will gather all the Thieftaker short stories, of which there are about 8, and release them as a collection. I hope to see that in print by the end of the year.

3. Around mid-June I will also begin work on another new project that I’m undertaking with a couple of friends. We’re not yet ready to talk about this publicly, but essentially I will be writing a new novel of approximately 90,000 words. I should be able to have that written by the end of the summer.

4. During the summer, I will also begin editing for reissue the five books of my Winds of the Forelands series (originally released 2002-2007). As with my LonTobyn books, which I re-released in 2016 as Author’s Edits of the original books, I will be polishing and tightening the prose of these books without changing any of the plotting or character work. Since I’ll be working on item 3 at the same time — interspersing writing days with editing days — this will take me past the end of the summer and probably well into the fall.

5. Finally, I will also leave room in my schedule for the unexpected: editing work on the new project, assuming that we place it with a publisher some time during the year; short stories that I might be asked to write for anthologies or the like; travel for family stuff, or for conventions.

Those tasks should take me through much of 2017. If I can get all of that done — and I believe I can, meeting all of my self-assigned deadlines — I’ll consider it a successful year.

What about you? What are your professional plans for the coming year?