February 16, 2010

A rambling post, even by the standards of a rambling blog

I wish I could say that I've got something new and awesome to post, but I don't.  As I expected, my focus has almost been completely lost, and the ideas that were so prevalent and easy earlier are old and used.  The biggest problem at this point is the setting.  I can't really move forward on a plot unless I know what to include; do I need to account for cars, or guns, or lack of sanitation?  How would the story differ depending on the era?  On the one hand, doing a modern-ish setting makes problems for the fantastic aspects of the story, and causes the story to become too gimmicky in my eyes.  On the other hand, going the straight ye olde times route makes it seem like fantasy fan-wank.

The real problem is accuracy.  I'm no master of history, and I would feel like a tool if everything is mismatched and wrong, even from a purely sensible manner.  In a modern setting, such things wouldn't be as problematic, but that feels like a cheater's way out.

Now, artifacts.  Introduced them last post, and should probably explain them a little more here.  Ok, let's not lie, make them up as I type here.  Artifacts are physical manifestations of the power of the gods.  Think like a battery; the energy is stored within, and with a little work it can be utilized.  This shouldn't be easy, though; making an artifact, even at the peak of a destiny period, should require a great deal of power.  Artifacts are hazardous and difficult to create; a single mistake could spell disaster for the creator and all in a general vicinity.

Each artifact is created with a purpose in mind.  Much as a staff or wand would channel power for a mage, the artifact absorbs the power necessary for the action desired.  However, unlike the staff, the mage uses a burst of power to seal the power within the object, trapping it.  Then, the mage must carefully enchant the artifact so that energy may flow in through the barrier at will, but only out upon command.  Finally, the mage must cast a spell of regeneration upon the artifact.  These steps are exhausting, extremely difficult, and must all be done in one attempt.  Few mages ever build up the mental fortitude required to even seal an artifact, let alone the stamina to sustain it.

Though an artifact is easy to ruin in creation, once completed, it is nigh-indestructible.  The spell of regeneration ensures that any damage done to the artifact is repaired, and the special creation of the barrier allows the artifact to draw energy from the living earth, constantly recharging itself.  Only a mage with a strong will and great determination can break the power of an artifact, and only a group of magi can do so safely.

Anyways, I may as well talk about the main characters now.  The first one is rather plain at the moment, since he's a main character created by me.  His friend is a little bit different, but more or less in the same boat.  So, for the time being, we'll leave them be and focus on the individual they meet.

This particular individual makes his living as a fortune teller.  Being a period of free will, business for any fortune teller, soothsayer, or seer tends to be poor, and customers skeptical and scarce.  However, this man has a distinct advantage over his peers: he actually can see the future, at least to a limited degree.  Able to see a rough approximation of the near-future, this man tends to wander from city to city, using his skills for quick profit and then fleeing before things get too dicey; quick profit often including pickpocketing, conning, and back alley gambling.

I think the main character will have to be a bit of a do-gooder and a blind follower for at least the first part of the story.  I kind of like the idea of him going into this big quest with no motivation, and then realizing it when shit hits the fan.  I think a few good plot twists for the main character are in order; things that someone hardened by life would notice, but would be missed by someone who thinks everyone who seems nice really is.  In a best-case scenario, it wouldn't be until the climax that the main character discovers who's good, who's evil, and who's simply in it for themselves.

I don't know why, but I've always been interested in the struggle between the evilly heroic and the heroically evil; that is, those who would do horrible things to achieve good results, and those who would do great things to achieve evil results.  It should be brought up about mid-story that this sort of conflict could be occurring between the Collective and the gods; both sides are selfish and wrong, only the side that wins benefits, and the people suffer no matter what.  It's an idea that sprang from Lockhart City, and it won't be the focus of the story like it was there, but I think it could make an appearance, at least as a possible scenario.

I think what I need to do is study up on European history (suddenly, the crap I ignored/skipped in high school seems mockingly relevant) to really get a grip on where the story should be set.  There will be differences, what with the introduction of magic changing inventions, but I think there will be a good deal of similarity to actual history in the end result.  At least, I hope so; if the thing comes out looking like a fantasy wonderland, I may just break my hands, cut out my tongue, and bash my head against a wall until my brain is no longer capable of ideas.

Hopefully everything above makes sense; like all my works, I failed to muster the necessary give-a-shit to proofread or edit it.  Another of my flaws, but that's to be remedied another day.

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