Showing posts with label Fantasy World Building. Show all posts
Showing posts with label Fantasy World Building. Show all posts

On Writing [Fantasy World Building]: Info-Dumps and How to Avoid Them

Ah, info-dumps! The bane of fantasy writers the world over.

A large volume of data supplied at [one] time, says the internet.

Czech: informace o výpis

In writer terms:
A great wad of information on backstory placed at an inappropriate time and/or in an inappropriate manner.

What's the lure of this? You've spent all this time developing your world and you desperately want to let the reader know all about it!

Give it time.

Your readers are smart. They don't need to know everything from the beginning. The most important thing in the first three chapters is to hook your reader into the adventure.

Start where the story starts (more on this in another post) and stay relevant to the action.

The biggest info-dump offenders are prologues and first chapters (Ryan, I'm looking at you).

Yes, yes, I've written a prologue and in my old draft I had a nice, juicy info-dump. I can tell you now, my new first chapter is much stronger without the storyteller character, and without it being seven years before the story even starts.

Don't bother reading the next five hundred paragraphs unless you really want to. This is an example of an info-dump from my old draft -- in Chapter One -- and an example of what not to do. (It also involves the fantasy trope of the storyteller!)

Also, this was almost 70,000 words ago and I'm a much better writer!

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“And so the Great Peace of the Gods returned once more. Since then our country, Duthonne, and Meira to the north-east have not warred due the differences in our beliefs.”
One of the children chimed in, “Old Hanne? Do you think the war will ever start again?”
“I hope not, child, for the War of the Gods was one of horrors beyond your imagination. Ah, Eoin...and Saera, too. Please come join us.” They sat on the grass in front of him.
“What was so horrible about the War of the Gods?” asked one of the children.
“They didn’t just use normal weapons. At the beginning of time the Gods sent down gifts into our world. These gifts were supposed to make the world perfect. The Gods hoped that our people would be able to use these gifts to solve our problems. Careus Aura would allow a person to alter time. A man could decrease the amount of time it took for a berry bush to grow. There was Kathes Aura. With this gift one could take control of the nature around them. The Gods were confident that their Solution was the key to the success of this world, but not all had gone to plan. While the Gods’ plan was near to perfect, humankind was, and is, imperfect. If things had been different, if humans were better people, the Solution may have worked. But we were blinded by our hatred for each other. People began to exploit the Auras to their own ends.
“Duthonne and Meira have differing concepts of which Gods are good and which are evil. For example, Maechre, the God of the Passing, is revered by our people as the one who allows our friends and family to pass into the Overworld so that they can rest in peace. The people of Meira, however, fear him as they believe that he is the one responsible for the deaths of those close to them. It is due to humanity’s flaws that the War broke out between the two countries. Humanity’s ‘Blindness’ was our inability to see the good in others. We could not understand that there is no such thing as good and evil, right and wrong. There is only what people think. Yet people still believe today that they must be right. The Church teaches us that the Aundes, the Goddess of Light, is to be held in contempt. It is taught that with her light she blinded us, and in doing so she began the War of the Gods.”
“What about Arlea? What Gods do they look up to over there?” asked Eoin.
“Ah, the island to the north,” said Old Hanne. “It’s quite simple. Arlea didn’t adopt a preference to any of the Gods. It is in fact the only place which retained its traditions fully. Duthonne and Meira have changed so much now that they are but a shadow of what was. The two countries adapted separately from one another until now they are quite different. Come to Duthonne and you will see in each town a hint of culture, different from what you would see in Meira. However, travel to Arlea and you will not only see Arlea as it is, but Duthonne and Meira as they were. It is the nature of humankind to adapt and change. The people of Arlea had been served well by tradition, though, so they continued to live by tradition.
“Now, didn’t you three say you had to be home about now?” Old Hanne directed his question to the other children.
“Oh!” Quickly the three got up and ran off, leaving just Eoin and Saera with Old Hanne.
“Tell us another story, Old Hanne!”
“Saera!”
“Well,” began Old Hanne, “do you know the Tarne River to the east?”
“Of course we do.” This was the river that the two would spar at to pass time.
“I’ve heard tales about a waterfall that can be found if you follow the river south. Do you remember what I said about Aundes, the Goddess of Light?”
“Yes,” said Eoin. “She’s evil because she started the War of the Gods.”
Hanne lowered his voice to a whisper. “Well, that’s what the Church says, but what they say isn’t necessarily true. I told you that Aundes blinded us and because of that we can’t see the good in each other.” Old Hanne raised his voice back to normal. “I don’t believe that. You see, people don’t like to think that some things are their fault, and so they blame them on other people.”
“So, Aundes didn’t blind us? It was just made up as an excuse?” asked Eoin.
“Probably. All I’m saying is that you shouldn’t just believe what the Church says. In our society, the Church has the greatest influence. Too many people today think that just because they says it’s true, it must be. I know much because I’ve always asked myself questions. From my studies of the world I now understand that there isn’t really good or evil. This idea is based only on what people want to believe: that they are right.”
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Eight . . . hundred . . . and . . . fifty . . . four . . . unnecessary . . . words.

Why are info-dumps so bad? Because they slow down the real story, the story your readers are actually interested in.

How to Avoid Them

Stop! Reconsider before throwing them down in slews in the first three chapters. What your readers do need is grounding -- they need to know where the characters are, what they're doing and why. But of course, don't tell us these things (otherwise it would become an info-dump), but show us.

My new first chapter that I plan to write in my next draft, the main characters start out alone, hungry and desperate. But I don't want to go telling everyone why they're desperate. I'll show them instead. So in my first scene the MC will be sneaking into a house at night-time to steal a loaf of bread. That shows that they're desperately starving -- it doesn't need to be said

Later, we will find out through the dialogue of the characters that their father was taken away by the government. Or perhaps another way to approach this would be for the characters to have a discussion, which would then prompt a thought by the MC as to what had happened with the father.

And I think that's an important technique to take away from this.

Demonstrate your world-building through prompt.

When your character sees something for the first time in the book, that's a good time to throw in a line or a paragraph about it.
The path came to a gradual incline, and the horses soon began to pant. They continued to the top of the hill, where Eoin could see the entire capital city from where he stood on the hill. The water surrounding it sparkled in the thirteenth-hour sunlight. Three bridges spanned the water to link the city to the mainland. Two of them were in ruins.
Within the city, great buildings rose higher than the ones Eoin was used to back in Tarne. Rising above almost all the others he could see the church. The front of its roof was adorned with statues of the four good gods. The only building that rose higher than the church was that of the Grand Tower. Here lay the seat of power in all Duthonne. Since the King’s death several hundred years ago, they held dominance over the land as there had been no royal blood to replace the King.
The great thing is, once you've cut all those info-dumps from the beginning, it's much easier to find things to write about when you come to new places, because you didn't blow it all in the beginning.

World-build to your heart's content; it can only make your world richer and truer. Just don't expect it all to get mentioned.

Fantasy World Building: Social Groups and Organisations [The Church]

A rich fantasy world calls for several social groups and organisations that, of course, affect each other. These don't have to be involved with your main plot, but it helps when your characters come across one or another of these groups to know what condition they are in.

I wrote a lot about certain groups in my last Fantasy World Building post, but this time I will include the smaller parts of society and show how they affect each other.

Social Groups and Organisations in Duthonne

The Church: When the King was overthrown in 218p.i. (which was also three years before his death), immediate power was given to the Church. The Church were expected to seek out a suitable successor to the throne. However, the Church quickly became addicted to the power and refused to give it away. Over hundreds of years the Church passed on their power to their own heirs or next of kin, until they were finally overthrown in 703p.i. (which is also the year Aundes Aura takes place). Over their roughly 500 years of power, the Church taught the people of Duthonne to hate those who don't agree with their beliefs and brand them as heretics.

Fantasy World Building: Society and Societal Factions


The world is made up of multiple societies who feed off themselves or each other in order to survive. As I write, more and more "societies" under the one umbrella society come into play, and I find the world is suddenly more layered, that there is a lot more going on beneath the surface than I initially realised. I have something of a minimalistic approach to pre-novel world building. More groups within groups keep piercing my skull, though, and I have to take note of them before they escape my mind.

All of these societies and factions relate directly to my plot, so it was natural that they would occur to me. But why not add societies that flesh out the world from the start? What I feel is important here is that the groups add a more dynamic feel to the world, that they all interact in some way, with their own goals in mind. Almost like characters in their own right.
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I began with only the countries' societies.

Duthonne: Moderately religious. Strongly oppose heretics. They believe that four of the gods are good and that the other three are evil.

Meira: Moderately religious. Lightly oppose heretics. They believe the opposite to Duthonne about the gods, and the two countries war over this.

Arlea (island): Strongly religious. Believe that all gods are good. They have traditional beliefs and are the constant where the other two countries have developed their beliefs.

Then I began to wonder: Who is in control of these countries? Not all societies are the same in this respect.

The Church: They are the seat of power in Duthonne. Seven hundred years ago the King died and their was no heir to replace him. The Church were given power and have held dominance to this day. They believe very strongly, and are far too narrow-minded as far as teaching children about the gods. Their teachings have fuelled the wars, making many people fully believe that the people of Meira are as evil as the gods they worship, and ought to be wiped out.

Those who oppose the Church are punished, the punishment being equatable to the crime. Punishments can go as far as torture and execution.

The Queen of Meira: Elegant and powerful, she loves her people and treasures their lives. She is strong in her beliefs, but she doesn't go as far as the Church when it comes to punishment. She is willing to collaborate with various groups in order to help her country.

So what else is there? I was reading a book when the next came to me, and I had to stop reading to go and take note of it.

The Order: A faction devoted to the gods. All seven of them. Each member of the Order fights with the weapon of their choice. They know when the world is in grave danger and know a number of rituals in order to prevent it from happening. These are good guys, but their means might not be in line with what other people want.

And this last group came to me the other night when I couldn't sleep.

The Underground: A faction of thieves and pickpockets in Emareus, the capital city of Meira. They know ways into the castle that even the guards don't know about. The "Thief-King" has the supreme Aura -- that of Elcalades, the Giving Father. The group is made up of men and boys, mostly poor and orphaned. The group offers them a home as children, and they grow up in the environment and learn to survive in the streets.
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All these groups affect each other. They all have a purpose in mind. Teach, rule, serve, survive. The way they interact can create a very dynamic feeling, and when unlikely collaborations occur, they become all the more intriguing.

What could possibly bring the Thief-King to work with the Queen?

Why do the characters seem to think the Order is bad when it is actually good?

Who can bring down the Church, or find someone in the King's bloodline to take over the throne?

While we're journeying with our characters, things are happening on the other side of the world. Know what's going on, and you will know your world all the better.

Fantasy World Building: Hierarchal System: An Appendix

Catholic:                                      Anglican:

GOD                                             KING
   ^                                                ^
Pope                                            Bishop
   ^                                                ^
Kings                                           Priest
   ^                                                ^
Bishops                                  Peasants/Serfs
   ^
Priests
   ^
Peasants/Serfs

Fantasy World Building: World History


The history of our world is very important. It is what made us who we are now. Thus, if we want to create an authentic world for our story, we need to have a fair knowledge of its history. Having this knowledge will make your world deeper and richer. Things that happened in the past are related to the things that are happening now. If something bad is happening, it's probably happened before. For example:


Wars: They are happening now, and they have happened plenty of times before. There are various types of wars; they don't all have to be guns or swords. See how present "wars" could relate to the past.

Political War: People of high status fighting over events of the past.

Social War: Aborigines wanted a formal apology for actions taken during the White Australia movement.

War Over Land: The Gaza Strip. Who really had it first? Where else have people fought over land? (The United Kingdom)


Religion: Where did they begin? How have they changed?

                                  > Protestantism
Judaism > Christianity
                                  > Catholicism > Anglicism

Islam

Hindu

Buddhism

(And I believe there are plenty more)

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In Aundes Aura, the religion and wars are very related. Válkia used to be one big country, but an island split off from the west, and the north an south adopted differing beliefs based on the gods. The countries then split into three. The north and south now war over who is right about the gods, about which of them are "good" and "evil".

An example of the relation to the story is when the group travel to Tierra, and they find it half-destroyed. This is because the village was making trades with the other country (as it sits on the border), and the Church of Duthonne didn't want them making trades with "non-believers". So what did they do? Attacked it. But the problem is, Tierra's main source of food and other supplies is the villages in Meira.

I know that the Church would go this far. They are so purist that they won't even allow trades with the other country. The fact that they have warred with each other simply due to their beliefs in the past makes it entirely probable that the Church might do something like this -- destroy a village in a brutal attempt to force compliance.
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Our own world has a history, and that is what makes it true. If you have some knowledge of the history of your story's world, you can place details in the story that relate to its history, and this can help make the story truer, deeper and richer. More authentic.

Fantasy World Building: Mythology and Religious Beliefs



When writing a fantasy, it is important to realise that the genre is based on real life -- history. Many of the concepts are taken from aspects of our own world, and then new concepts are added on top of that. That's why in a fantasy based in a medieval world, characters fight with swords or spears, bows or knives, axes or halberds. They do not fight with enkylas.

I suppose this is to give the reader some sense of realism, some believability and familiarity. Taking facts from history can make us feel almost like it is a part of history.

So when you are creating your mythology, or deciding on what your characters believe in, how do you go about it? Well, similarly to creating a unique hierarchal system, you must delve into Real Life, and find out what people from different countries and cultures believe.
____________________ 

Judaism:
Unlike Christianity and Islam, Judaism has no official creed or universal doctrinal requirements for membership. In general, a person can be considered "Jewish" whether he adheres to a complete system of beliefs about God and the afterlife, holds only a few simple beliefs that give meaning to ritual, or even (at least in liberal Judaism) does not believe in God at all.

This diversity in Jewish belief arises in part because actions (good deeds and the mitzvot), not beliefs, are the most important aspect of Jewish religious life. In addition, the term "Jewish" can be used to describe a race and a culture rather than a religion, so some who identify themselves as Jewish may have little interest in the beliefs and practices associated with the religion of Judaism.
 
Roman Beliefs:
The Romans believed in many different gods and goddesses. For everything imaginable they had a god or goddess in charge. Mars, for example, was the god of war. This meant he was good at fighting and it meant that he had most of all the soldiers at heart. A Roman soldier would hence most likely pray to Mars for strength in battle.

Minerva was the goddess of wisdom, intelligence and learning. A schoolboy would ask her to help him learn his grammar, or the emperor would ask her to give him wisdom so that he might rule the country wisely.

This meant that the Romans had hundreds of different gods, and all of their statues are held within the pantheon.

Muslim:
In Islam there are no complicated or elaborate rites performed when a person is dying. When a Muslim is close to death, he or she is encouraged to utter the declaration of faith, 'there is no god but God; Muhammad is the messenger of God.' It is also common for someone present to recite verses of the Qur'an and pray for the peaceful departure of the soul.

Burial of a body should take place as soon as possible; it is best if this can happen within 24 hours after death. The person is expected to be buried in the town / city where they died. Cremation is generally prohibited.

Muslims have great concerns about post mortems unless there is a valid reason. This is because even in death, a person's body must be handled with respect and care. Post mortems are regarded as violent and intrusive.

Like Christianity, Islam teaches the continued existence of the soul and a transformed physical existence after death. Muslims believe there will be a day of judgement when all human beings will be divided between the eternal destinations of Paradise and Hell.
 
Christianity:
"I believe in God, the Father Almighty, creator of Heaven and Earth."
 
Christians believe in one God, who created the universe and all that is in it. God is a person, but of a somewhat different type than human beings. While humans have both physical and spiritual elements, God is entirely spiritual. That is, he exists outside the normal physical universe.

Human beings are created in the image of God. Obviously there are differences, since we are physical and God is not. What we share with God is the fact that we are rational beings, capable of making responsible decisions, and capable of relationships with each other and with him.
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This was all just quick research, and may not be entirely accurate. If anyone as a more accurate description of any of these religions, or would like to suggest more, please let me know and I will edit them and add them in.
So you can see here, there is much you can do. You may want to mix and match, or you may want to choose one religion and base your mythology or religion off that.
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I would say that the mythology I created for Aundes Aura is most similar to the ancient Roman mythology. I have assigned seven gods and goddesses to seven "jobs" that are involved in the world or the society:
- The World
- War
- Nature
- Light
- Dreams
- Death
- Time

Válkia used to be a continent of one land mass, but when the land broke apart, so did the religion. The island to the north-west, Arlea, remained traditional in its beliefs that all the gods were good.

Duthonne to the south, and Meira to the north adapted opposing beliefs for which gods were good and which were bad, giving reasons for their choices.

More recently, I decided that I wanted Faine to have an interesting trait, and thus he is superstitious. I looked up Jewish superstitions to base them on and discovered that if your right(?) eye itches, it is a sign of good news to come. Another Jewish tradition, which I may have to alter for the story, is that when one refers to someone who has passed away, one must say "May s/he rest in peace". I look forward to doing more with this as I rewrite my beginning.

Fantasy World Building: Hierarchal System


Before deciding what type of hierarchal system your world will have, or how it will function differently from those that already exist, one must research the current hierarchal systems. Below are definintions of some of the hierarchal systems.

Dictatorship: When a person takes control of a country without necessarily having been consented to do so by the public. This government is ruled by either one person or a group of people. In a literary context, examples of dictators include Big Brother in George Orwell's Nineteen Eighty-Four, the Wizard in L. Frank Baum's The Wonderful Wizard of Oz, Jack in William Golding's Lord of the Flies and Napoleon in George Orwell's Animal Farm.

Manorialism: Manorialism was characterised by the power in a lord, supported economically from his own direct landholding and from the obligatory contributions of a legally subject part of the peasant population under his jurisdiction. These obligations could be payable in labor or, on rare occasions, in coin.
Demesne: The part directly controlled by the lord and used for the benefit of his household and dependents.
Serf (dependent) holdings: The peasants here are obliged to supply the lord with specified labour services.
Free peasant land: Without such obligation as the serf  holdings, but otherwise subject to manorial jurisdiction and custom, and owing money rent fixed at the time of the lease.
 
Theocracy: Theocracy is a form of government in which a god or deity is recognized as the state's supreme civil ruler. It is a form of government in which divine power governs an earthly human state via religious institutional representatives, replacing or dominating civil government. Theocratic governments enact theonomic laws.
The head of state of the Vatican is the pope, elected by the College of Cardinals, an assembly of senior Catholic clerics. A pope is elected for life, and voting is limited to cardinals under 80 years of age. A secretary of state, directly responsible for international relations, is appointed by the pope. The Vatican legal system is subject to the dictates of the pope.

Monarchy: A Monarchy is a form of government in which supreme power is given to an individual who is the head of state, often for life or until abdication. The person who heads a monarchy is called a monarch. It was a common form of government in the world during ancient and medieval times.
Hereditary rule is often a common characteristic, but elective monarchies are also considered monarchies, and some states have hereditary rulers, but are rather considered republics.

Republics: A republic is a form of government in which the head of state is not a monarch, and the people have an impact on its government.
The most common definition of a republic is a state without a monarch. In the United States, Founding Fathers like James Madison defined republic in terms of representative democracy as opposed to only having direct democracy, and this usage is still employed by many viewing themselves as "republicans".

Commonwealth: A traditional English term for a political community founded for the common good or in which all participants have equal standing.
The Commonwealth of Nations (formerly the "British Commonwealth") is a voluntary association of 54 independent sovereign states, most of which are former British colonies, or dependencies of these colonies, plus the United Kingdom itself. The Commonwealth's membership includes both republics and monarchies. The hereditary head of the Commonwealth of Nations is Queen Elizabeth II. She also reigns as monarch directly in a number of states; notably the United Kingdom, Australia, Barbados, Canada, Jamaica, and New Zealand. The Commonwealth of Nations is sometimes referred to as the New Commonwealth in a British context.
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There are countless forms of governments, but with some research, you can create your very own, unique hierarchal system. This can be done either by taking aspects from systems you have learned about and melding them together, or by creating your own based on what you now know.

The system I have employed in ''Aundes Aura'' is a fusion of Monarchy and Theocracy, giving and taking different aspects of the government. At the top of the hierarchal ladder is the king or queen, whose own rule is largely dictated by the beliefs of the church. Then come the high priests, who are divinely guided. Next step down are lords or priests who may have ownership of a village, which includes the central market district and the outer farming fields. And finally come the peasants who serve by either working fields or running a store within the market district.

See what you can do with your own governmental hierarchy.

Fantasy World Building: The Land

Welcome to the first installment of my Fantasy World Building series of posts. The posts will include: World History; Beliefs; Research; Maps (in-depth). More ideas for the series may crop up, and as always I am open to suggestions. So, without any further ado:

Before your characters begin their journey you will need a world ready for them to explore. This doesn't mean you will need to know every nook and cranny of the land, but it helps immensely when you know exactly where your chracters are, and where it is they're going.

For starters, you will want the country within which your characters will be travelling. If the journey spans a number of countries, you should include those as well. The best way I've found to visualise my world is to draw a map. It doesn't matter whether it looks good or bad, all that matters is that you can see where your characters are or where they are headed. Below is an image of the map I drew for my latest work-in-progress, Aundes Aura.



I have called this world Válkia. I believe there are more details to the world, particularly in Arlea, but considering my characters have only just left their home town, I don't think it is absolutely vital that I have those details right now. For the names of my towns and my countries, you may or may not have noticed that I have borrowed heavily from other languages in my quest for interesting names. The name "Tierra" comes from the Spanish word for "earth". The name "Arlea" bears a resemblance to the French "Arles". "Robarre" is what I came up with when thinking about the French pronunciation of "Robert", being "Robear". The capital "Parthon" comes from the French words "by" and "tuna", mashed together. The name of the southern country comes from the phrase "Du thon" meaning "some tuna". Finally, "Mengerikaan" in Arlea borrows from the Indonesion word for "horrible", being "mengerikan".

This is all very random, no? The roots of these names are meaningless to the point of ridiculousness (tuna, anyone?), but they help me name the places nonetheless. Who says that the names have to mean anything?

As you can see, though, each country has a different linguistic influence. Duthonne is very French driven, and Arlea so far has island-like influences, almost like a tribal language. Meira is far more subtle with its names. One town I have not found the right name for is "Anoria", near the mountain range, but for now at least I have something to work with.

Even more so than what I have drawn on my own map, there need to be differences in your landscape to make it feel more realistic and keep it a little interesting. I think my map may be geographically incorrect, but I doubt that matters much. Which is more important? The story? Or whether or not that mountain range can be there due to the placement of tectonic plates on the world? Like I said, the aim here is to keep the adventure interesting. Grassy fields are nice, but if the whole book were set in grassy fields... well, it hurts me inside to imagine that, both as a reader and a writer.

Within or between the countries you have created, you will want some conflict. This outer conflict will be very much related to your World History, and having one will help you with the other. For example, in The Lord of the Rings, there are the creatures of Mordor who act in the favour of Sauron. Pure Evil. But beyond that, there are the men of the east. Then, stacked on top of that, there are the quarrels between the allied countries, between their own countries, and between their own houses or clans.

Maybe in your own novel, there are two equally fit candidates for the Throne--how do we decide who will be King? Someone assassinates one of the canditates, perhaps? But this is not in any way related to the main characters, it is simply backstory to the world, or history. See how thinking of the outer conflict has brought us to create some history, some reality to this world?

Finally, what do you want your villages, castles or landscapes to look like? Will you go early medieval with small, stone houses? In my case, I have chosen an Elizabethan style for my world. To make sure I understood what I was talking about, I did some research to find out how the buildings were made. Elizabethan buildings had a squared wooden frame, between which was woven a "wattle" (sticks and twigs). A white plaster called "daub" was then spread over the "wattle" to create the walls.

Sometimes it is easier to "see" what your village or area looks like if you draw it. I rarely draw, but here is something I tried out recently.
Welcome to Emareus, the capital city of Meira. This here is the village district. If you follow that path through the forest, you will come to Emareus Castle, where the Queen resides. Of course, there aren't just nine houses in the entire village.

And that concludes my first entry into the Fantasy World Building series. I hope you had as much fun reading it as I did writing it!

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Welcome to The Dark Corner of the Mind. My name is Ryan Sullivan and my aim with this blog is to help others with their own writing, as well as to make note of some of my own writing endeavours.

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