Every since "The Lord of the
Rings", epic fantasy novels have been high on the bestseller list.
Every thought of writing one? WELL HERE'S HOW.
Structure
1. Create a main character. Most of the people who read
your book will be unconfident males. So make your main character a
Loser. Aimless, shy, cowardly, guilty, ill, lazy, rural - any of these will
do.
2. Create a Quest. Out of the blue, the Loser must be
suddenly told that the fate of the whole world ?or some other world -
rests in his incompetent hands. To save the world he must perform some task,
confront some nameless foe, learn some mysterious skill etc.
3. Create a Motley Bunch of
Companions. The Loser/Hero must have a Motley Bunch of
Companions drawn from different human species e.g. dwarf, elf, Rotarian
etc. Each of these companions will have one particular skill such as sword
fighting, lasso twirling etc which will come in handy at a particular part
of the story. |

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4. Create a Wise but Useless Guide. The Guide is wise
adviser who knows all about the Quest, but never fully reveals it. He also
appears to have immense powers but will not use them when they are most
required. (See Part 7: "Make it Long.")
5. Create the Land The first thing the Motley Bunch
must do is travel some phenomenal distance through an assortment of vastly
different terrains and climates. All Fantasy Lands have every conceivable form
of climate and landform - mountains, deserts, swamps, glaciers, forests -
arranged randomly across the landscape contrary to any known principles of
geography or ecology.
Note: All fantasy worlds are roughly square. i.e. the shape
of the double page of a paperback.
6. Create the Enemy Every Fantasy Land has a Dark
Enemy, an almost omnipotent ArchVillain who is trying to utterly destroy it.
It is not clear how the ArchVillain benefits from this. This Villain always
has access to vast armies which require no food, payment or other provisioning
and can travel thousands of mile and lay siege to cities without any need for
a catering corps. For all this, the Enemy is completely dependant on some
insignificant object such as a ring or a piece of rock for his
power.
7. Make it long. The important thing about an
epic fantasy novel is that the reader must be exhausted at the end of it. They
must feel that they have overcome as many obstacles in getting through the
book as the heroes have in fulfilling the quest. So the book
must be as difficult to read as possible. To do
this:
(a) Tell the story in incredible detail. Describe every day of the
journey, how far they walked, what they ate, the weather, where they slept,
especially days where nothing happens.
(b) Fill every dramatic situation with lengthy introspection. At every
moment of crisis the hero must minutely examine his feelings, perceptions,
identity, whether he left the gas on etc.
(c) Never take the easy way out of a crisis. For example, if the Wizard
Guide holds great power, he will never use it to solve a situation. To
illustrate.
WRONG
Groll turned his grisly head and raised the black shaft to strike. se
the Gnarlstone" cried Stephen. "No worries" said Gordian and the venerable
wizard raised the orb and muttered the Arnic words "Hastalavista". A
bright flash flared and the Troll King slumped into a pile of grey-green
mush.
RIGHT.
Groll turned his grisly head and raised the black shaft to strike. se
the Gnarlstone" cried Stephen. "No" said the wizard sagely. "If we use the
Gnarlstone for harm we will only increase the power of the Enemy." Then
the shaft struck and Gimlet the Dwarf fell cloven."
If Wizards and Lords actually used their
magical powers they wouldn need the Loser/Hero to save them and the book
will be over in a hundred pages. So, although wizards can bring trees to
life, summon spirits from earth and sky, they have to use guile to defeat
the stupidest troll.
At the same time you will need to find ways to: |
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8. Skip the hard parts. Despite the need to keep
the book long, some bits are just too hard to write. A thousand mile journey
by foot is long, but easy to write. Battles on the other hand are hard
because there a lot going on and you probably require some knowledge of
military strategy. So if youe writing a battle scene and it just getting
too hard, simply have the hero suffer a wound and lapse into unconsciousness:
e.g.
"?then suddenly his head exploded and a mist enveloped him and he felt
himself falling down into an ethereal tangible blackness. Badcolds sword,
still swinging through the air, seemed caught, imprisoned in time. The sound
of the battle was suddenly a long way away but just as he closed his eyes and
the black cloud engulfed him he thought he heard someone crying from the
grassy knoll, "The Toasters are coming. The Toasters are
coming."
Voile. Next thing our hero wakes on a white alabaster slab in the Healing
Room where the Pure Maiden Warrior (see "Characters" below) tells him
that the battle is over and, Guess what? They won! Result: you've saved 50
pages of intricate military description.
For other difficult plot points such as Impassable Mountain Ranges see
"Caves" below.
9. Lead up to a cataclysmic battle. Although the
Enemy powers are magical, for some reason he must always try to defeat the
good guys with good old fashioned hand to hand combat. No matter how much
magic power a wizard, king or queen has, they will always end up charging
around a battlefield slashing away with a sword.
10. Kill almost everybody. The Loser/Hero must achieve
his goal, gain the power, discover the secret word or whatever only at the
last possible moment when all seems lost. To do this it will be necessary
to make him fall down and twist his ankle, have an identity crisis, become
enchanted etc continually on his way to the goal. Most of the Motley Bunch
must die in terrible pain and degradation before the Loser/Hero gets his act
together. This is to keep us mad at the Enemy, thought it is basically the
Loser/Hero's fault for being so slow and incompetent.
Okay. Now let look at some other key
points.
Bad Expendables. It will be necessary to create Bad Expendables.
These are the orcs, goblins, trolls, dragons, wights or any other creatures
that we are happy to kill in their thousands. They are usually black, hairy,
sweaty or in some other way unacceptable by middle class Caucasian standards.
Often they are deformed, based on the traditional belief that an ugly body
reflects an ugly soul. It is our way of doing a service to the sick and
disabled by reminding readers that people who are disfigured look that way
because theye evil.
Note that in Fantasy Lands the concept of reform or
rehabilitation is unknown. All allies, minions, vassals and instruments of the
Enemy must be summarily killed even if they served their master primarily out
of fear.
Tough Old Warriors All fantasy novels must have an elite
brotherhood of highly trained, pathologically loyal, hereditary fighters.
These are invariably sturdy, sullen and have livid scars, one eye missing,
only one arm etc. Contrary to reality, the more injuries they bear, the
greater their fighting skills.
Pure Maiden Warriors. Losers are scared of sexuality or
dependency in women, so women in fantasy novels are so powerful and pure they
make Joan of Arc look like Pamela Anderson. They are strong, noble, loyal,
brave, high-bred and usually die in the end ?well what else are we going to
with them? Theye too scary to marry, and no one in Epic Fantasy Novels ever
has sex.
Body Types. Skinny people are wily
and intelligent, big strong bear-like people are invariably
dumb.
Character Names. To make Character Names, just run some nonsense
syllables together until it looks like a foreign language. If they are
unpronounceable they will be seem even more authentic. "Y"s, "H"s and
apostrophes add an exotic feeling. Words like "Dnrht", "ynhazzmhn",
"jbreheh" are all acceptable.
It is a good idea to throw in a few names which are just normal English
words combined randomly: "Rusk Montana", "Heron Alibi" or "Ermine
Dayglo".
Technology Fantasy Worlds always have inexplicable gaps
in their technology. They are ruled by councils of venerable sages who are the
guardians of the accumulated learning of thousands of years and yet have never
got around to inventing anything that might actually help them against wights,
trolls and orcs - such as a .44 Magnum. Many Fantasy Worlds possess fine metal
working, word-working and the ability to make crossbows, catapults and
elaborate secret trapdoors but have no wheeled
transport.
Note: Fantasy Worlds never have working
economies. Very few people work, there is little agriculture and it is not
clear where food comes from.
Magic When wizards shoot blasts of magic at each other the Good
Wizard's fire is always blue, and Bad Wizard' is always green or
red.
Dwellings There are three sorts of dwellings in fantasy
novels ?caves, huts and castles.
Caves are the fantasy writer best friend. They are the locations
for hidden weapons, centres of wisdom, hide-outs of monsters etc. They
require very little description and can be joined together to make a
labyrinth. As in Hollywood, all caves have flat floors.
Caves are
also useful if you find you have written yourself into a corner by creating
an insuperable geographic obstacle such as an Impassable
Mountain Range etc. This can be simply solved by taking the Motley Bunch of
Companions underground. When they emerge from the tunnels-
after days of walking in pitch darkness - they find themselves miraculously
on the other side of the Impassable Mountains or whatever. The writer has
also saved writing fifty pages of detailed
description.
Huts are always in remote locations. Anyone who lives in a hut is
simple and good.
Castles are always "hewn from the living rock" whatever
that means. Rooms in castles are almost completely bare with a minimum of
decoration.
The Enemy's Stronghold. The Loser/Hero must
eventually penetrate the Enemy's Stronghold. This is never particularly hard
to do. Stronghold sentries are never alert and Loser/Heroes can always
approach to within 20 feet of the most heavily guarded installation without
being detected.
Even the most heavily fortified stronghold always has small
unguarded side door where the garbage goes out. Once inside the Enemy's Castle
there is only a smattering of people walking casually about. The Loser/Hero
will be able to penetrate right into the Enemy's most inner sanctum without
being detected.
Note: the Enemy's fatal flaw will always be that he is
over-confident.
That's all you need to know.
So get writing and start your career as
an Epic Fantasy Novelist today. |