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@estorica
The Emperor of Jade Tournament #event is starting in about two weeks! If you're looking to write a good fight scene, we've got you covered https://bit.ly/2MCqmu6
Estorica is back!! You saw us in open beta but we are up and fully running now. We are so excited and thankful to have a great team of staff and a great starting group of members to help get the...
Estorica is putting out a newsletter every month to give updates on what our RP is doing. Check it out!!!
The gods once guided and sheltered the world of Estorica, but they have since disappeared, and so went the land's history and its magic. Now, magic has woken again and brought back the races of the world that were thought long gone, but the history which would give them answers remains lost. There is a feeling that time might be running out, but the Abyss which has remained a mystery and danger since appearing might hold the answers to these questions, and the key to a building disaster lurking in people's minds.
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Staff Note:
I’m going to be taking a break from running RPGAdverts while I mourn the sudden passing of my dad. A week or two tops, since keeping busy does help me mentally. But there’s a lot to do to give him his final resting place and it’s exhausting on every possible human level.
I will be turning off the submissions in the meantime, so the advertisements do not pile up on me. Thank you for your patience during this difficult time.
Healing to you and your family. We appreciate the heads up. You take as much time as you need.
How much description is too much? Should there be a certain length?
The Right Amount of Description (Five Tips!)
1) The right amount of description is whatever amount creates a mental picture for the reader, which is your ultimate goal as a writer. Outside of that, it’s a matter of opinion. Some readers and writers like a lot of description, others prefer less. It’s up to you find the right balance beyond creating that mental image.
2) Consider what’s important to the story when you go to describe something. Descriptions should pull weight… they should mean something. They have to tell us something about the story or character, give us information to understand how the object will be used, or set the stage for the scene. Don’t describe a dead plant in the corner of the room unless it’s relevant somehow, like it tells us that no one has been home for a while. Details matter.
3) Don’t bother trying to find the “perfect description,” because no such thing exists. No matter how well you describe something, your reader isn’t going to imagine it exactly the way you do. That’s because we all come at things with a different set of knowledge and experience. What I imagine when you say “the big harry monster” will be different from what someone else imagines. Aim for creating a description that gets your reader in the right ballpark.
4) Sometimes less is more, because it’s much easier to annoy readers with too much description than with too little. Choose a few important details about the thing and focus on those.
5) Pretend you’re talking to a sketch artist, because the item you’re describing is lost and you need them to draw it so people can look for it. What features would you find important enough to mention? These are the details to focus on in your description. :)
————————————————————————————————-Have a question? My inbox is always open, but please make sure to check my FAQ and post master lists first to make sure I haven’t already answered a similar question. :)
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Injuries Reference List
If you’re writing anything where your characters are getting injured a lot, it might be helpful to have an injuries reference list on hand. WELL, DON’T WORRY ABOUT IT BECAUSE I CREATED ONE. This is mostly the result of me having to look up something every time a character was gravely injured/being a lifeguard for seven years. I have some knowledge of first aid and how it might apply to the characters in your story.
Simple scrapes/cuts: There’s usually not much to worry about besides MAYBE an infection, which can be avoided with rubbing alcohol or peroxide. Remember, peroxide usually doesn’t burn or sting, but rubbing alcohol probably will. These injuries will bleed for a short amount of time, but it shouldn’t last too long.
Bruising: These occur when the blood vessels break under the skin, forming discoloration of the skin. The colors can vary, but they are usually purplish, bluish, or yellow. Again, this injury is usually not serious if it’s a result of a bump or cut, but if there’s significant bruising over a large area of the body there might be a serious problem. Usually time heals bruising.
Sprains: A sprain is torn or stretched ligament, but it is NOT a break. It is very common for someone to sprain an ankle or a wrist and it usually doesn’t require serious medical attention. The area might swell and should be iced. Sprains are usually treated with rest and a device that compresses the area—such as a sling or a bandage.
Broken bones (arms, fingers, legs, toes): Breaks can be serious, especially if they have to be set back into place. A person will most likely not be able to put pressure on a broken bone until it is healed (which could take weeks). A broken bone is REALLY serious when it fractures or breaks through the skin completely. If you write a character in this sort of situation, they will need to worry about infection and they might have to wait until the swelling goes down before splitting or covering.
Burns: Obviously, there are different degrees of burns, but simple burns will most likely be treated the same. Even the smallest burns will probably sting like hell, so it can be hard to function with an untreated burn. SERIOUS burns might require amputation (I’m talking about maybe 3rd to 4th degree burns). As a 1st degree burn is healing, it might itch—think how sunburn starts to itch after a while.
Broken back: A broken back can lead to paralysis, so you need to be very careful with how you treat someone. Your characters shouldn’t be throwing anyone over their shoulders with a back injury because it will only lead to more serious problems. If you suspect that someone has broken or injured their back, you need to keep them still until there is a way to safely move them.
Amputation: This happens when the removal of a body part because necessary to someone’s survival.If someone has a bad infection or there’s no way to stop the bleeding (you’ve applied a tourniquet, which will most likely end up causing an amputation later), a character might have to amputate in a serious situation.
Dislocated limb: If a bone “pops” out of its socket, a character might have to put it back into place. A dislocated limb restricts movement, so your character might not be able to go forward until the situation is resolved. Arms and fingers are commonly dislocated and there will probably be pain when they’re set back into place. Those limbs should be rested and iced to prevent swelling.
Jammed fingers: If you get your finger caught in a door, for example, and it doesn’t break; you might have a jammed finger. I’ve had a few of these in my life, which usually causes bruising and some pain, but it heals on its own. These types of injuries can be from jamming your fingers against something hard and you might lose a finger nail. They will most likely hurt for a while until they are healed.
Stab wounds: These are usually deep cuts by a knife or a sword or another sharp object. They need to be treated, as they are prone to infection, and they should be bandaged. If the bleeding is excessively bad, a common way to stop the bleeding is to get stitches or cauterize the wound. Cauterization is the process of burning the wound in order to seal it up. Think of lightsabers in Star Wars. No one bleeds when they’re cut because the “blade” of the lightsaber cauterizes the wound as it cuts. Your characters might have to stitch someone or cauterize someone in an emergency situation.
Gunshot wounds: Getting shot is a serious/life threatening situation, so your characters would need immediate medical attention.In an emergency situation, the bullet might have to be dug out and the wound cauterized if the bleeding is severe. If the bullet goes in and out, you might just have to worry about infection and covering the wound. A gunshot wound will be painful and will take a while to heal. If someone is shot in the leg, they will have trouble walking. The limbs will need time to heal.
Poisoning: This is a wide topic that could include food poisoning to being poisoned by another character, but they will probably feel very sick. Symptoms will include vomiting, dehydration, diarrhea, etc. Your character might get severe stomach aches and will not be able to function.Being poisoned can be deadly and can happen quickly. A medicine called Ipecac will induce vomiting in order to get the poisons out of someone’s symptoms, but will not work for EVERYTHING. Further treatment might be necessary.
Stomach wound: A person with a stomach wound will not last very long without addressing it. If it is deep enough, it will kill off your character unless the bleeding and infection can be stopped. Infection is usually what kills people with stomach wounds or gunshot wounds.
This is a list to be used for WRITING purposes only. Obviously you should call a doctor or get emergency treatment if something is serious. I also wrote this list assuming that your characters don’t have access to medical professionals, so keep that in mind. Hope this helps!
-Kris Noel
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The Vagary
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Cthulhu Wars by Darren Tan
Cavus is home to different life forms, that can be broken down based on races, species, type, and origin. The first method of separating all of the forms of life in Cavus is done by origin. Within...
Goliath Paladin by Phill-Art
The amazing concept art of Kiki’s Delivery Service by Studio Ghibli
The Art of Kiki’s Delivery Service: A Film by Hayao Miyazaki
Worldbuilding 9 – Gleaning Other Tidbits
Welcome, Gentle Readers. We’re continuing our articles about creating a campaign for D&D 5E. We wandered through the Races & Classes and came up with lots of intriguing details about our world. It’s time to examine some other elements of the Player’s Handbook and Dungeon Master’s Guide.
One of my favorite new rule sets in D&D 5E involves adding Backgrounds. This was something that was late to the game in 4E, and I think character backgrounds really add a lot to the game, making a third axis, along with race & class, for defining who your character is, what they can do, and how to roleplay them. In many ways, a character’s background helps define who they were prior to being an adventurer.
A lot of these backgrounds, while excellent, don’t necessarily offer much we couldn’t have already guessed. The world tends to model on medieval Europe, with Commoners, Nobles, and, presumably, a Merchant Middle-Class (which the Guild Artisan background would fit firmly into.) Some of them, however, make certain facts likely about the campaign world.
That Merchant Middle-Class includes guilds, reminiscent of those of Germany in the Middle Ages. These guilds are important to both the Guild Artisan background (which includes an ability to seek refuge with your guild if you’re accused of a crime, the ability to seek food and lodging from other guild members, and the need to pay dues) and the Criminal background. As I mentioned in an earlier article, I love the idea of a Guild of Thieves, so this pretty much cements for me that they’ll exist in this campaign setting.
One other background that immediately suggests story or campaign elements is the Spy background. Traditionally, spies gather information for one country, getting it from that country’s enemies. The write-up for Spy is a little more general, making them people who’re good at collecting information. I like this idea, but it does make me think about the more traditional role of spies, as well. Perhaps one or more of my robber barons and knights will be paranoid enough to hire a spy, or even to keep them in his employ like a secret police? It gets my thoughts working.
A spin through the magic-item section raises some interesting ideas. I really like the tables for determining things like what culture made an item, quirks it has, and so forth. It makes magic-items more special. It’s fascinating to think about the differences between something forged by elves and something forged by demons. Some items will naturally suggest an origin, but tables are always fun to play with.
There are plenty of story details in the various magic-items, but several entries bring back a pair of familiar names – Ioun and Vecna. I don’t particularly want to make these two of the deities in my current campaign, but I hate to discard such a wonderful piece of D&D history, so I decide on a new origin for them.
Ioun and Vecna were brothers, mages who were particularly masterful members of their craft. Both were seekers after knowledge, but, where Ioun generously gave of the knowledge he found, Vecna became more secretive and withdrawn. Despite their differences, Ioun remained loyal to his brother, until the day when Vecna revealed that he sought immortality at any cost…performing an experiment that killed the woman that both brothers had loved. Ioun then became Vecna’s sworn enemy, leading others to try and overthrow him. Vecna, however, withdrew away from the living and eventually found he secrets of a terrible way to cheat death. He became a powerful lich who remains in existence to this day, finding forbidden secrets that remain scattered through the world, seeking some as yet undefined goal.
I love the section on artifacts, but I’m not ready to write history around them yet. I can come back to this later.
We’ve pretty much made our way through the D&D Player’s Handbook and even poked into the DM’s Guide. It’s clear there’s tons of information there able to inspire ideas for our Beyond the Borderlands campaign. The cultures of Civilization fall into traditional roles of nobility, the peasant class, and a middle class of merchants and artisans, largely ruled by their guilds.
With these elements gelled, I intend to start thinking about moving forward to create more solid details about the cultures that’ve ruled Civilization in the past. With our next article, we’ll begin to conceive of the history of our setting. For now, please feel free to add any comments. Love to hear from you.
Feudal Japan: The Shogunate - Character Design by Artur Nakhodkin
How to write better descriptions
1. Avoid weak words
Compare these:
He ate the sandwich
She walked towards the lake.
to these:
He devoured the sandwich
She strolled towards the lake.
Which sentences tells you more? The latter ones. Why? Because devoured and strolled are stronger words than ate and walked. They’re more specific, so they give you more information. To get across the same information with ate and walked, you’d have to add more words: ‘she walked slowly,’ ‘he ate quickly.’
Obviously this isn’t saying you can only ever use strong words–that would likely quickly devolve into purple prose–but If your descriptions only ever include general terms: ‘it smelled good’ ‘he walked over to greet her’ etc. you’re making it harder for your reader to get an accurate picture of whatever is happening in your scene.
So how do you spot a weak word? The biggest problem with (and easiest way to spot) a weak word is that it needs support from other words to really get its meaning across. If you find yourself adding adverbs and adjectives to a term, question whether or not there’s a more concise way to get your point across instead.
2. Be Specific Where Details Are Important
This isn’t to say you should describe everything in every scene in perfect detail, but being specific matters.
Which is more engaging?
He devoured the sandwich
The book smelled magical.
or
He devoured the sandwich, stopping only to lick up the melted cheese that seeped through his fingers and ran down his palm.
The book smelled like a sunlit afternoon.
Again, the latter ones. They take you into the scene. They evoke the senses. It’s the difference between telling and showing. Devoured is a strong verb, but it doesn’t give us a clear image of what is happening. Showing the character licking away the cheese gives the reader a sense of the desperation and hunger of the action. Evoking a sunlit afternoon is evoking your reader’s memories of their own sunny afternoons.These examples are statements with evidence. They provide details.
You want to invite your reader into the scene, not give them a summary of the events.
Additionally, specifics make the world feel real. They convince readers that the world actually exists. They keep the story in your readers’ minds once they’ve finished reading.
This being said, don’t pull a GRRM and describe every meal your characters eat. Some things just aren’t that important. There are MANY occasions when it’s okay to tell instead of show.
3. Remember the point of view.
Who is giving the description?
If you’re writing in 1st person or 3rd person limited, remember how your character feels about what you’re describing. If you’re describing a strawberry field, a person who was raised on a strawberry farm is going to see it differently than someone who is deathly allergic to strawberries, who is going to see it differently from a Beatles fanatic.
Maybe the Beatles fanatic is deathly allergic to strawberries and this field brings up a whole bucketful of conflicting emotions.
Which is all to say:
Good descriptions reveal character as well as scene.
If this description is coming from a character’s point of view: what is that point of view? What is this scene making your character feel? Don’t let your narrator slip away from the page.
This connects to my last point.
4. Remember why you’re including it.
Novel writing is persuasive writing. It’s an exercise in persuading your reader that your story is true, that your characters are real people. It’s an exercise in persuading your readers to feel what you want them to feel.
(There’s a well-known quote about this somewhere, but I can’t remember it exactly.)
Every description must add to the story. It should be doing something: working for some larger goal, advancing the plot, revealing character.
Maybe you’re describing a house because you want your reader to see why your character doesn’t want to move.
Maybe you’re describing this lovely-smelling book because you want the reader to know that it’s important to the character. That her favorite memories are of reading it in the attic of her grandmother’s house.
When you’re writing out a description, identify its purpose and make sure it fulfils it.
It’s okay if at first you don’t know how the house makes the character feel, or if she’s running or strolling towards the lake, or why the book is so important. Sometimes you just know it’s there. That something happened. Usually things become clearer as you write further and get to know the story and characters yourself.
Once you do know what you’re trying to say with your story, make sure you say it with every chapter, every description, and every word.
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