Tag Archives: character

Story By Numbers

“Story-telling and writing fiction are very different skills,” the professor said.

I immediately wanted to disagree with him. But then I thought about that dictation software I purchased and rarely used. For somewhere around $70 I had a top-of-the-line program ready to turn my speech into text. In the end, it turned hard drive storage into wasted space.

Telling a captivating story out loud is not the same as writing a page-turner novel. I’ve written some decent stuff over the years, and I’ve told some decent stories to my friends. But you can’t transcribe the latter and automatically have a great piece of prose ready for readers.

So I decided to listen and accept that maybe Dr. Guthridge knew what he was talking about.

(His awards and successes could have sufficed.)


Last week, a local college with offices on-base provided a free two-hour workshop: How to Write a Short Story

Dr. Guthridge provided a formulaic method for plotting and outlining short stories–one that presumably works pretty well with full-length novels. 

Cool idea

Protagonist

Emotional problem

Outer problem

False solutions

Final solution

For sci-fi, fantasy, and horror, start with your cool idea. Maybe it’s a magic system, a piece of technology, or a creepy monster. Honestly, you can also come up with cool ideas for mainstream fiction–you just need an interesting fact or two upon which to base the story. 

Brainstorm a protagonist and a problem that protagonist might have, based on the cool idea or historical inspiration. The protag should have an inner, emotional problem that needs to be resolved… insecurity, hatred, fear, anger. Something they’ve tried to keep at bay, but it clearly affects everything about them.

The outer problem is the conflict that forces the protag to deal with their inner emotional baggage. It’s the issue that pulls all of that junk to the surface to be confronted. 

Brainstorm a few false solutions. These don’t have to be super intellectual and creative; in fact, we often distract ourselves and delay coming up with useful ideas by looking for the most creative, least expected attempted solution. These solutions are intended to fail, so it’s fine–maybe even preferred–if they’re the “obvious” answers to the outer problem. Unstable magic energy is creating a disturbance? Great… send in a magician to collect or contain it. A piece of technology isn’t functioning, and threatens innocent lives? Pull the plug… it’s a no-brainer.

Also brainstorm easy ways that these failed and false solutions will make things worse. Skynet starts a global thermonuclear war when the military tries to pull the plug. Noble men go mad with lust for power when they try to use the Ring of Power as a weapon against Sauron. Bullets don’t stop Jason Voorhes, they just make him chase you.

The final solution is where brainstorming and creativity come into play. This has to be unexpected. (Readers will be unsatisfied if they guessed the ending from the beginning.) This has to be unique and intelligent. (Readers will be frustrated if the answer is something obvious and simple like pulling the plug.) And this solution has to not only solve the outer problem but also resolve the protag’s internal conflict–because that’s really what the story is about.

Since “everyone is a unique snowflake,” the creative person in me hates the idea that good fiction usually has some clear structure we should mechanically duplicate. Where’s the freedom of expression? Where’s the special quality that sets apart one writer’s fiction from another’s?

But this sort of construct works really well as a framework upon which we build and decorate a house.

It reminds me of James Scott Bell’s LOCK concept: 

Every story has a relatable and interesting Lead. The lead character must have an achievable and important Objective. There must be considerable and meaningful Conflict preventing the lead from easily achieving the objective. And the reader expects a Knockout ending that wraps it all up in an exciting way.

The fact is, the meat of telling a good story or writing good fiction hasn’t changed much over the centuries and millenia of recorded human history. These are the tales that speak to us and capture our imaginations over and over again.

Even if it feels formulaic, why fix what isn’t broke?

What do you think? Is this too simplistic a view? Is there more to the story (pun intended)? Let me know in a comment.

Chairacters

So I started writing chapter 4 of Diffusion, the sequel to my fantasy book. And this is the first scene readers get with Josephine Delumiere, the Soulforged character from the first book. (Picture a “paladin” from Dungeons & Dragons, or some sort of holy warrior whose order alone is empowered to stand against the Fractured creatures of darkness that spawn throughout the world.)
In the first book, and in all four books that I have planned in my head, Josephine always had long blonde hair pulled back into a tight bun. Maybe that started with my wife’s World of Warcraft character, who once upon a time (before they put in a Barber Shop) was a blonde with long hair. 

But as I wrote the scene, suddenly Jo showed up with a haircut–short, unkempt, easy to care for, nothing for an enemy to grab hold of… the sort of “do” that you can run your fingers through and call it good to go. Enough hair to wave in the winds as Josephine dashes with divinely empowered speed, but nowhere near the length that for literally eight years up until half an hour ago I had always envisioned on this character.

Something like this sketch I whipped up in about twenty seconds for my wife…

   
I’m no fan of what I’ve heard described as “character development by haircut.” Tris Prior getting a short, pixie chop-job in Insurgent is the most recent example I can think of. So I’m not trying to tie a new hairstyle to some “new” Josephine.

But this is one of those rare instances where a character comes along, surprises me, and says, “Hey, I know you had such-and-such planned. I did this instead. Deal with it.”

Weird.

And awesome.

I don’t care what anyone else thinks. I’m having a blast.

Sisters

This marks 300 posts on this blog, so here’s a bit of a celebration:

Last night after work, I spent my entire evening working on an art project.

Like many writers, I have a world in my head, full of people that seem (to me) to take on a life of their own. Voices that want to be heard, dreams that want to be fulfilled, destinies awaiting their moment to shape history. It only happens when fingers go to keyboard and words become sentences, then paragraphs, then chapters.

And so many other distractions vie for those moments I want to spend tapping keys, documenting the history of other worlds and their people.

It’s easy to get off focus.

My teenage daughter never seems to have that problem with what she loves. “Can I watch Merlin? What about watching Merlin, can I do that now? How about we watch an episode of Merlin together? Here’s this picture of Morgana I drew. She’s in Merlin. You should watch it.”

She has become the dreaded Rabid Fangirl, who speaks in Meme and consumes all things Hiddleston, Sherlock, Divergent, Potter, Fault in Our Stars, Cumberbatch, and Capaldi.

(ok, maybe not ALL things Capaldi – the “definitive Malcolm Tucker” on YouTube is a 14-minute art exhibition of what my Scottish friend called being “sweary.”)

I looked at some of what the fans produce, the stories they tell that go beyond the bounds of the “canon” the authors actually write. Characters take on an enduring quality in the hearts of these fans, who come up with some quite touching and poignant wordplay and imagery to capture the power of relationships between fictitious people.

Elsa reaching over to touch her fingers to the sleeping Anna’s wrist, only content once she feels a pulse proving a heart is still beating.
George Weasley, who lost his twin Fred at Hogwarts, coloring his hair in some outlandish manner, then whispering, “It’s because every time I looked in the mirror, I kept seeing him…”
Scenes from Freeman and Cumberbatch’s Sherlock, with grieving John being given medicine to help his nightmares since Sherlock’s demise. And he answers that the reason he won’t take the medicine is because the nightmares are the only time he can see the face of his friend.

It struck me that I should “fangirl” as much about my own characters as my daughter does about these others. If I don’t care about my characters so much that they take on a life of their own, why should a reader? If I don’t believe it is worth reading, why should anyone else?

I decided to do some “fanboy” art of my own, focused on the central relationship of the novel I’m writing.

Lyllithe is the adopted daughter of the Eldest in the Abbey, the friar who runs the village church. Lyllithe is being groomed to fill a role as a servant of the Light, but the lure of a shadowy form of magic has drawn her away from her father’s intended path. And Josephine is a Soulforged, a warrior imbued with divine power, capable of searching out evil, delivering swift justice, and defeating creatures of darkness.

Lyllithe is darkness; Josephine is light. In many ways, through a number of growing conflicts, they’ll clash and debate. But the bond of loyalty and love may prove stronger than their differences.

Here’s the as-yet-uncolored “Sisters” image.

Every shadow comes from light; every star shines most at night.
Every shadow comes from light; every star shines most at night.

Happy 300th post, me.

But thanks go to you, my readers. Thanks for the views along the way, and for sharing this blogging journey with me.

 

This post is already longer than I intended. But I’ve included an excerpt of Chapter 10 that captures a bit of Josephine and Lyllithe’s relationship:

Lyllithe sat in her favorite tree perch near the Woodwall but far from the gate. Fresh air blew through the tree, rustling leaves and rocking her branch. Wet soot covered her pale arms and stained her shirt. I stink of smoke and sweat. And I don’t even care.

Even obscured by the ash, her Gracemark glowed enough to cast a hue over her. She studied its shape, tracing it with a finger.

            So do I lose you now? Does it hurt to become Scarred?

Words resounded in her mind like punches in the stomach. Light-veiled. Once-devoted. Cut off. She felt like crying but ran out of tears an hour ago.

Lyllithe of Northridge. Who did that name belong to? What sort of woman had no family name, no ties, no bonds, no Order?

The Gracemark’s glow tugged at her attention. And why do I still have this thing? Can I be Marked and declared Light-veiled at the same time?

An old question from her studies came to mind. “How far must one turn away from their Aspect in order to become Scarred?” Seems like the answer depended on whichever Devoted was teaching at the time.

I still believe. More than ever, I believe in the Light. Lyllithe looked up to the stars, half praying, half persuading herself. I believe it has the power to change the world. And I believe we can’t keep that to ourselves.

She looked back at the town. Lanterns in homes lit windows with an inviting glow. Yes, the Light can draw those in darkness to itself. But we also bring lanterns with us to shine in places where no light reaches.

She contemplated her arguments with Marten about the Order over the years. Or at least we should.

Another gust stung Lyllithe’s nose with her own odor. She considered heading home, and paused.

Do I still have a home?

            Lyllithe glanced about, using her innate connection to the elements. With each rush of wind, poofy tangles of aera fluttered past. She Bound a large mass and twisted it into aqua, Loosing it before any discomfort.

Refocused water pattered on the tree leaves like fresh rain. The drops swept away the soot, ash and sweat. Though the water had no scent, Lyllithe breathed deep and sighed with contentment.

            At least I have this.

Master Hachi’s words from the night of the Calling echoed in Lyllithe’s mind. I said I am not an Arcanist, and he answered ‘not yet.’

Perhaps the Hall is my best option now.

She sat in silence and watched puffs of aera float on the winds. In that distant corner of her awareness, she felt the other-ness once again.

Lyllithe explored the sensation. I can’t focus on it directly, or I lose ‘sight’ of it. But I can look at where it’s not, to guess at where it is.

Elements flowed and swirled all around her–terros in the ground and even the tree, aera on the breeze, aqua dripping off leaves and soaking the earth below where Lyllithe Refocused earlier. Even weak glimmers of lux streamed through the moonlit night.

No flagros around, but after the fires in town, I’m alright with that.

Lyllithe sat in awe of the sensation. I’m connected to everything. Energy everywhere, stirring and shifting in rhythms and patterns, a tapestry of life.

The picture of fabric hanging beyond sight over the visible world sparked an idea. Lyllithe reached out figurative fingers and drew the curtain of reality wide.

There you are.

Her grip on the visible world lurched and her insides churned as if an Arcanist tried to twist her lunch into acid.

I won’t come too close, she told the stagnant mass, backing away in her mind. I just want to watch you for a while.

Despite all that happened earlier, Lyllithe found a place of peace near the unknown power. She leaned back against the tree trunk and clasped her hands in her lap.

And she smiled.

 

* * * * *

 

“Should’ve known,” Josephine muttered. She started across the field, heading for Lyllithe’s tree.

What do I say to her? A smart fighter knew both her strengths and weaknesses. Compassion’s not really my thing.

A Glimpse of sorts came unbidden. Josephine shivered, but dismissed the thought. Of course something feels wrong. She just got kicked out of her family and her Order.

Josephine grinned. Maybe I’m not as bad at empathy as I thought.

“Lyl? Want to talk?”

No response.

Josephine took out her hammer and rapped the tree twice. “You awake?”

Up in the branches, hidden in the darkness, someone gasped like waking from slumber.

“Jo?”

“Yeah, it’s me. Come down, let’s chat.”

Josephine talked while Lyllithe picked her way through the branches. “I’m leaving Northridge tomorrow. Yesterday, before the bandits attacked, I spoke with Master Falsted. He wants to hire on a Soulforged for his caravans. Too many lost to Deviols lately,” she said, then added, “and other dangers out beyond the Wall.”

Lyllithe dropped to the ground. “So this is goodbye?”

“Actually quite the opposite.” Josephine smiled. “There’s a job he wants done first.”

Lyllithe shrugged. “And?”

“And I thought you could be really useful.” Josephine sat down in the damp grass, and Lyllithe followed suit. “I saw what you did in town, Lyl.”

“I had to do something,” Lyllithe said. She bowed her head and the white points of her ears poked up through her drooping black hair. “It was all my fault.”

“Yeah.”

Lyllithe shot Josephine a glare. “Thanks.”

Whoops. Compassion.

“You can’t change that. But you were awesome back there, putting out fires, putting down bandits. It was like we really had an Arcanist in our town.”

Lyllithe sniffed.

“So,” Josephine said, “come with me.”

Lyllithe looked away.

“What do you have here? I heard what your dad said, Lyl. Everyone heard. There’s nothing left for you in Northridge, a life of isolation as ‘the Ghostskin.’ Come with me.”

Lyllithe turned red eyes back to face Josephine. “And what will I be then?”

Josephine clasped a hand on Lyllithe’s shoulder. “My friend.” She pulled Lyllithe into a tight embrace. “My sister.”

They sat in silence until a streak of orange kissed the horizon.

Lyllithe giggled. “When do we leave, little sister?”

“What?” Josephine sputtered. “I’m clearly the big sister here.”

“No way.”

“I’ve been Marked for years! You only got yours last Markday.”

Lyllithe shook her head. “Nuh-uh, that doesn’t matter.” She held up her hand. “I win, ’cause I’ve got two.”

Josephine shifted to a crouch. “I win ’cause I can pound you!” She pounced, tackling Lyllithe, who screamed in delighted terror.

After a few minutes of wrestling with no clear victor, they lay in the long grass panting, staring up at the sky.

“It’s decided, then.” Josephine chuckled. “We’re twins.”

Lyllithe cackled. “That’s scarring ridiculous!”

“Yup.” Josephine gave her a solemn nod. “So it’s perfect.”

Lyllithe let out a long breath and gazed at the sunrise.

Josephine watched and smiled. Good to see you laugh, my friend. She rose to her feet and extended Lyllithe a hand.

“Joram’s associates should be arriving before noon. We’re to set out tonight, so we should head back and get ready.”

“You still haven’t told me what this job we’re on is about.”

“You’ll like it,” Josephine said. They started back toward the village, which seemed far too peaceful given the night’s events. “Kal is running a huge organization across the Bordermarches. Those men who attacked us are connected to other bandits and highwaymen who steal Joram’s goods and take hostages of his workers. They took a few last week, on the road to Aulivar.”

“So we’re to rescue his men from Kal’s bandits?”

“Well, yes, as a start. But that’s not the job.”

“Then what is?”

Josephine turned back to grin at Lyllithe.

“We’re going to take down Kal.”

D&D 5E: Character Creation

When the first version of D&D Next came out for playtesting, I wrote a post about my experience creating a character in the new system. That post gets more weekly views than any other in my blog. But I feel bad because it’s based on outdated materials.

So I am happy to write a proper post about the Player’s Handbook and creating a character in 5th Edition.

I finally got my Players’ Handbook (PHB) in the mail, and I dug into the book to see exactly what my dollars purchased.

It's here!
It’s here!

There’s plenty that looks familiar… but some changes I love. Bottom line up front? I got it for less than cover price on Amazon, and I have no regrets about the money I spent. But I’m not sure I’d throw $50 down and be as happy.

Chapter 1 covers the basic intro of “What is D&D?” and the process of creating a character. It lays out some key points: D&D consists of exxploration, social interaction, and combat. The game boils down to the DM giving the players a scene, the players describing their intended actions, and the DM describing what happens next.

Chapter 2 covers races. There are 9 races in the PHB – the 4 primary (dwarf, elf, halfling, human) and 5 uncommon (dragonborn, gnome, half-elf, half-orc, tiefling) – each with a little bit of sub-race variant or an option to guide that permits a little variation and character differentiation. For example, you’re an Elf? Are you a high elf (bonus INT, bonus cantrip), a wood elf (bonus WIS, better stealth), or dark elf (bonus CHA, bonus darkvision, racial spell, disadvantage in direct sunlight)? Each race has similar options.

Chapter 3 introduces classes. The PHB comes with 12 classes, so already it gives more bang for the (considerable) bucks than 4E did. The classes consist of: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard.

Each class has a few subclass options to distinguish one version of the class from another. For example, you may have the nimble thief, the brutal assassin, or the arcane trickster, all falling under the rogue class.

Yes, that’s right, magical rogues.

My favorite section is Chapter 4, Personality and Background. It’s character concept Heaven, with an explanation of four characteristics to guide a player’s understanding of their character from a sheet of numbers to a living person. This chapter introduces traits, ideals, bonds, and flaws, and that’s where I’ll focus the majority of this post.

Traits describe likes or dislikes, past accomplishments, fears, mannerisms, and the influence of ability scores. (Perhaps my dextrous rogue takes pride in his nimble fingers and specifically his ability to pull off sleight-of-hand without getting caught.)

Ideals are what drives your character. It’s the principle she’ll never go back on, the rule that guides his decisions, the goal that keeps her up at night. If you don’t have an idea off the top of your head, don’t worry; the PHB provides a bunch of examples to choose from later.

Bonds are those ties which connect your character to someone, something, or somewhere else. It’s the prior allegiance or baggage your character brings–whether that turns out to be a burden, a weakness exploited by a villain, or a source of inspiration that pushes your character to heroic deeds.

Finally, flaws are your character’s blind spots or weak points. What vice does this character secretly cling to? What drives them into fits of rage that might challenge their morals?

When I reviewed the Starter Set, this was a feature I loved about the pre-made character sheets. Seeing it fleshed out in the PHB makes me a happy player / DM.

And if a player gets stuck, the PHB includes backgrounds that might further embellish or expand a concept of a character. Each background gives some story details that can help out in a pinch in-game or can be used as hooks by the DM to motivate a character to action.

My first party had a player who was a “by-the-dice” guy; he rolled an appropriate die for what class, and what race he’d play. He rolled a set of stats and took them in order. When he got “paladin” he rolled a die based on the provided list of gods. He ended up with a Dwarf paladin who worshiped Nature. How’s that for a unique concept?

If you’re a by-the-dice player, the PHB hooks you up. Chapter 4 includes tables to cover each characteristic for a chracter’s background. You can choose an appropriate ideal, bond, or flaw… or let the dice create a concept for you.

My D&D Next character Lamoncha (from the post mentioned at the beginning) was designed to be an artisan who crafted intricate mechanical trinkets based on his time spent with the gnomes near his birthplace. Here’s an example of how he’d shake out with a random-rolled Guild Artisan background:

Guild Artisan:
Business trade: wagonmaker / wheelwright (1d20 – rolled 18)
Personality trait: “I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.” (1d8 – rolled 8)
Ideal: “Community: It is the duty of all civilized people to strengthen the bods of community and the security of civilization. (Lawful)” (1d6 – rolled 1)
Bond: “I owe my guild a great debt for forging me into the person I am today.” (1d6 – rolled 3)
Flaw: “No one must ever learn that I once stole money from guild coffers.” (1d6 – rolled 3)

That’s something you can start a character with. He’s arrogant, but he’s noble. He’s driven by a sense of duty based on a debt owed, both figuratively (out of gratitude) and literally (due to his secret theft). And that’s just rolling dice without giving any thought.

It’s really that easy to come up with a character concept if you have no previous idea walking in.

Here’s an example from start-to-finish, rolling dice for every decision:

Race: 1d10 for 9 races, rolled 9 = Tiefling (one of the few classes without subracial options)
Class: 1d12, rolled 7 = Paladin. To add to my concept, I’ll roll now for the 2nd level choice of fighting style.
Fighting Style at 2nd level: 1d4, rolled 2 = Dueling (bonus for wielding only one melee one-hand weapon).
Ability Scores: 4d6 minus lowest, rolled 15 STR, 10 DEX, 11 CON, 14 INT, 10 WIS, 12 CHA (Not a perfect set for a pally, since CHA and CON should be up there right after STR, but it’ll do. So I have a smarter-than-average paladin who’s not as tough as others.)
Gender: 1d4 split evens/odds, rolled 1 = Male
Height: using provided base 4’9“ + modifer 2d8, rolled 9 = 5‘6“
Weight: using provided base 110 lb + height modifier of 9 x(2d4), rolled 6 = 164 lbs. (Does this matter? Not really. But a character can be completely random, and might end up shorter or taller, larger or smaller than average, and that might add something.)
Alignment: 1d10 for 9 possibilities, rolled 2 = Neutral Good “folk do the best they can to help others according to their needs.” (I lucked out, since a Chaotic Neutral paladin might be quite the contradiction.)
Deity: 1d8 for 7 Neutral Good deities, rolled 7 = Mystra, goddess of magic, with domain of Knowledge (using the Forgotten Realms list provided in the Appendices)
Background: 1d12 for 11 backgrounds, rolled 10 = Soldier (skill proficiency for Athletics and Intimidation, some equipment listed)
Specialty (Soldier): 1d8, rolled 4 = Cavalry
Feature (Soldier): Military Rank (with description of how that plays out in social interaction)
Personality Trait (Soldier): 1d8, rolled 8 = “I face problems head on. A simple, direct solution is the best path to success.”
Ideal (Soldier): 1d6, rolled 1 = Greater Good. “Our lot is to lay down our lives in defense of others.”
Bond (Soldier): 1d6, rolled 4 = “I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.”
Flaw (Soldier): 1d6, rolled 6 = “I’d rather eat my armor than admit when I’m wrong.”
Starting wealth (Paladin, 5d4 x 10, rolled 11) = 110 gp

So now I’ve got a Tiefling Paladin who served as a cavalry soldier and suffered a terrible defeat. He’s not a sword-and-board “tank” but a powerful and skilled striker. He’s smarter than average, and his chosen deity is focused on knowledge, so that gives him perhaps a touch of the rational and logical beyond your average religious devotee motivated by faith. He’s straight-forward and direct, willing to sacrifice, seeking to help others… but (perhaps due in part to his above-average intelligence) he won’t admit when he’s wrong. And he has a history that drives him to do good, but might also be a tie to connect him to the story of the campaign, when the last survivors of his defeated company fall under the sway of the new dragon cult encroaching on the borders of civilization…
Yeah, that works as a concept, eh?

Chapter 5 covers equipment, and that looks pretty much like previous versions. One addition I like is the “trinket” table. It’s a d100 table of odds and ends that might be part of a character’s story, since each character gets to start with one. It can also be a DM tool to provide something more in a treasure hoard than just “X gold pieces and a +1 sword.” To me, it’s ripe with possible hooks.

The Soldier background states that the character already has “an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp.” But everyone also gets a trinket!

Our tiefling paladin’s trinket, rolling 73, is “the shell of an egg painted with scenes of human misery in disturbing detail.”
I did not roll for the trinket prior to writing the bit above, but this fits perfectly as a token of the true nature of the dragon cult mentioned. Perhaps a former comrade brought this as evidence of what’s really going on, before she suddenly and mysteriously disappeared.

Finally, Chapter 6 is the “optional” chapter, covering multi-class rules and feats. These can be ignored at DM and group discretion, which is great for newbie players who don’t need to be overwhelmed with more options on top of everything thus far. Looking over the multi-class rules, it seems to make more sense than 4E ever did. I can easily picture my fantasy story’s main character as a cleric/warlock multi-class character. The rules make it easy to see how that might play out, covering possible rule conflicts and how different class features interact with one another. Minimum ability prerequisites are established to keep my kids’ favorite NPC, the dumb-as-dirt “HorcSorc” half-orc Sorcerer from going Wizard, and so on.

For feats, there’s enough to give you something useful, but no pages and pages of options like 4E.

There’s a decent section to cover how the game actually plays, with Chapter 7: Using Ability Scores, Chapter 8: Adventuring, and Chapter 9: Combat. These all look pretty familiar compared to 4E. I’ve noted elsewhere that advantage and disadvantage seem (to me) to be the biggest change. Instead of a million bonuses, if you have a lot of things in your favor, you roll 2d20s and take the higher as your attempt. If you have things working against you, you take the lower of 2d20. It seems elegant and simple, but I still have yet to see it in play to know how well it works.

The last part of the book covers spells, and there are plenty: 3.5 pages of 4 columns per page listing all the spells, since 8 classes use magic. So there are heaps of magic to start with. Spells fill a quarter of the book, from pg 211-289 out of 320 pages. Naturally, pally and ranger are shortest lists, and wizard goes on forever. But the point is, magic is robust in 5E.

And I don’t just mean in the spellcasting mechanics.

I’m quite pleased. The character sheets may be flat but that doesn’t mean the characters have to be. With a little creative thought or even just a few dice rolls, your character can go from zero to 3D with ease.

Thanks for reading! Have you checked out the PHB or playtested 5th Edition? What are your thoughts on it?

Is there something I didn’t answer? Ask a question in the comments, and I’ll look into it.

Bordermarches: Gracemarks

You can’t go around hoping that most people have sterling moral characters. The most you can hope for is that people will pretend that they do. – Fran Lebowitz

We all know the logic of “Don’t judge a book by its cover.” Our initial impressions of a thing may be way off once we look closer. That’s never more true than when dealing with the complexities of people.

But what if you could tell a person’s character at a glance?

What if you could know with near certainty?

That’s the idea that sparked my plan for how the Divine interacts with the populace of the Bordermarches.

This is the fifth in a series about the fantasy setting of the book I am writing. So far, I’ve introduced the world in general, the views of its people about science, the way magic works, and the various Aspects of the Divine.

Story is about people, not the pantheon of gods.

To be fair, stories about the gods, like Greek mythology, are more about exaggerations of people than about the Divine. The gods are like us writ larger than life, and their squabbles mirror those common to humanity. (My atheist friends would gently remind me that they see this as true about all faith.)

Even without a pantheon, even in a setting with only one God (or none at all), there are certain values or ideals that receive greater attention from one person than another. Where those values differ, there is room for conflict and story between characters.

Still, explaining the Divine in the Bordermarches serves to better explain how characters are empowered by their faith. Divine power is a common element of fantasy, just like magic. And just like my thoughts about a magic system, I do not want a Divine power system that boils down to “I can do these things because miracles!”

In my post on magic, I referred to Brandon Sanderson’s thoughts on explaining magic systems in a story. Here’s the link to the First Law, which I find very useful.

My thought process is this: If magic and Divine empowerment are commonplace experiences in this world and have been for all of recorded history, there has to be some knowledge in place about it. People would develop common terms for important parts of the system.

There may still be some mysteries, but there’s a generally understood “way things work.”

For the power of the Divine in the Bordermarches, that “way” is called the Gracemark.

The Gracemark is a symbol on the back of the individual’s dominant hand that normally looks like a tattoo about the size of an apple. There are seven marks, one for each pair of Aspects of the Divine. Individuals usually only have one mark, based on their primary passion or desire.

This mark glows electric blue when the power granted by the Aspect of the Divine is in use.

There are two types of Gracemarks, depending on the source:

1. Gracebrands are granted by the appropriate religious order upon a successful selection process. The nominee is examined and questioned and approved (or not) based on their known character and their perceived merit. The religious orders have devices that can track or sense the use of Divine power through a Gracebrand. This gives them some oversight of those individuals who do good or evil in the name of an Aspect.

At any given time, about forty percent of the populace of the Bordermarches has a Gracebrand.

2. Gracemarks appear spontaneously on approximately ten percent of the population. There is no definite trigger, but Gracemarked individuals in every case show an unwavering passion and zeal for something related to the Aspect whose mark they receive. Usually these individuals have been overlooked or rejected by the religious order’s selection process. The methods the orders employ to track and sense Gracebrands do not work on Gracemarks.

The commonly accepted explanation (of course unproven) is that Gracemarks come directly from the Aspects of the Divine.

The big question is, what do these Gracemarks actually do?

I borrowed from the words of Jesus, when asked “what is the greatest commandment?” His answer is that the first great commandment is to love God with all your heart, soul, mind, and strength.

Gracemark powers fit into one of those four categories.

Heart: This usage is called a Pulse. It releases Divine power externally, inspiring or strengthening a target other than the Gracemarked individual. Perhaps it might promote loyalty (Love/Beauty), or cure a person suffering from poison or disease (Nature/Growth). It can inspire others toward purity (Light/Truth) or against evil (Justice/Order). It can even heal (Eternity/Life).

Soul: This usage is called a Glimpse. The soul is the seat of emotion and will, and Glimpsing provides the Gracemarked individual with an emotional internal sense about a given thing. This is more an impression than an analysis of data. For example, one could sense the resolve or unwavering nature of another (Strength/Passion), or get an overall impression of another’s moral purity (Light/Truth). A Gracemarked person might have a sudden revelation about what is taking place in another person or in the world around them (Knowledge/Creativity). They may get a generalized idea of the past or future state of a thing (Eternity/Life). In every case, it is a non-empirical and vague intuition based on the particular Aspect for which the individual is marked.

Mind: This usage is called a Gaze. It is another internal revelation power. But the difference between this and a Glimpse is that the information provided by a Gaze is like empirical data to be analyzed. This enables special tracking skill, as the Gracemarked individual sees evidence of their quarry’s passing (Nature/Growth). It can enable an internal “compass” that points to someone the Gracemarked individual is bound to (Love/Beauty), like a spouse and children, or perhaps subordinates in a military unit.  This enables detection of evil (Justice/Order), or simply detection of life (Eternity/Life). It also enables a Divine sort of lie detector test (Light/Truth). It may even be used to get clairvoyance or prophecy (Knowledge/Creativity).

Strength: This usage is called a Strain. In almost all cases, it is an internal boost, an imbuement of Divine power that strengthens the Gracemarked individual. The Gracemarked person may exhibit superhuman strength (Strength/Passion), which is no surprise. They may heal themselves by setting their bodies and wounds back to the way they should be (Justice/Order). They may receive special knowledge about how to do a particular thing they’ve never been trained for (Knowledge/Creativity). They can seem to slow time by dramatically increasing their reaction and movement speed for a brief period (Eternity/Life).

The exception to the internal rule is the Gracemark of Light/Truth, which enables single-target healing. These individuals use their strength of devotion to Strain on behalf of another in need.

Each Gracebrand has two powers associated with it, depending on the particular Aspect. Those with Light/Truth can Gaze as lie detectors and can Strain to heal others. Those with Nature/Growth can Gaze to track a target and Pulse to cure poison or disease.

Gracemarks enjoy access to all four types of powers associated with their particular Aspect. This, coupled with the fact that they cannot be tracked by and do not conform to the religious orders, makes their bearers persons of interest among the political and religious elite. Having a Gracemark in the Bordermarches means having a target on your head.

When asked about the greatest commandment, Jesus surprised His questioners by providing two. He followed the first by saying, “And the second is like it:”

Love your neighbor as yourself.

What happens if a Gracemarked individual violates their personal morality or their religious order’s commands?

Is a Gracebrand or Gracemark license to do whatever you want with Divine power?

Gracebrands can be deactivated by the religious order. The specifics are not commonly known, but the religious orders police their own and punish those who violate the accepted teachings of their Aspect. The process leaves a scar in the place of the brand. This clearly identifies that the individual once held favor with the Divine or the religious orders but was stripped of their access to that power.

Gracemarks have at times been known to vanish as well. However, the religious orders do not have control over these marks, and the individuals who bear them are usually unwavering in their commitment to the ideals represented by their Aspect.

If a Gracemark vanishes, it leaves a scar just like a Gracebrand.

That captures most of the details of how the power of the Aspects of the Divine fits into the Bordermarches.

Of course, what would a fantasy setting be without evil? And what self-respecting evil power would not corrupt the good into their own twisted service? Next, I’ll cover the seven Daemons and the empowering Curses they bestow on those who follow their ways.