Yo no sabía que me gustaban las historias de terror hasta que entré en el taller de escritura. Sin embargo, una cosa es leerlos y otra cosa muy diferente es escribirlos, y el terror es difícil. Mi cuento para esta antología se llama: Perdóname padre. La dificultad que tuve para escribir este cuento fue que tomé elementos religiosos sumamente básicos que para nada asustan a alguien. Aunque, tal vez para algunas personas ajenas a la religión sea insoportable experimentarlo. Para ser sincera, muchas cosas de la vida religiosa me son por completo desconocidas. Confieso que tengo miedo de la recepción de este cuento tomando en cuenta que dos de mis tíos abuelos son/fueron sacerdotes, y la familia entera como tal es muy apegada a la iglesia.
La guardería intergaláctica para la que trabajaba Nova32, servía como criadero de muchas especies interplanetarias dentro de la jurisdicción de la confederación. Pero a diferencia de los bebés adorables que se conocían dentro de los confines de la galaxia, estos eran monstruosos. En especial los que Nova32 tenía la obligación de vigilar. Los niños, si...
Publiqué un cuento de ciencia ficción con extraterrestres en una guardería intergaláctica, donde los “pequeños” se divierten jugando con sus juguetes.
Después de un año de encierro, Veneziano ya no puede resistir más y explota en un acto que dejará a sus hermanos, Romano y Seborga, perplejos, incapaces y perdidos; no solo por Veneziano, sino por la relación que tienen entre sí, como naciones, como hermanos, como familia. El encierro y la pandemia no solo han mellado en la sociedad sino en las mentes y corazones de estas tres naciones que se hacen llamar familia. ¿Será Romano el hermano mayor a cargo? ¿Será Seborga el niño que se aleja de los problemas para que no los sufra? ¿Será Veneziano el hermano perfecto que lo resuelve todo? O todo se derrumbará en un pozo de tristeza, arrepentimiento y desolación.
Después de un año de encierro, Veneziano ya no puede resistir más y explota en un acto que dejará a sus hermanos, Romano y Seborga, perplejos, incapaces, y perdidos; no solo por Veneziano, sino por la relación que tienen entre sí, como naciones, como hermanos, como familia. El encierro y la pandemia no solo ha mellado en la sociedad sino en las mentes y corazones de estas tres naciones que se hacen llamar familia. ¿Será Romano el hermano mayor a cargo? ¿Será Seborga el niño que se aleja de los problemas para que no los sufra? ¿Será Veneziano el hermano perfecto que lo resuelve todo? O todo se derrumbará en un pozo de tristeza, arrepentimiento y desolación.
Through Sensory Triggers
A sound, smell, or physical sensation can catapult a character into a memory.
Example: The faint scent of jasmine wafted through the open window, pulling her back to her grandmother’s garden. She could almost feel the warm sun on her back as they planted flowers together, her grandmother’s laugh ringing in her ears.
Sensory cues are especially effective because they feel immediate and relatable.
Using an Object or Photo
Physical items are natural prompts for reminiscing.
Example: He picked up the crumpled letter, its edges worn with age. As his eyes scanned the familiar handwriting, the years fell away. He was 16 again, reading those very words for the first time.
Dialogue That Sparks a Memory
A conversation can easily lead to a flashback when a particular word or phrase resonates.
Example: “You always overthink everything,” she said, laughing.
He froze. Those were the exact words his father had thrown at him that night, before slamming the door and leaving for good.
A Character’s Internal Reflection
This works well in introspective or emotional scenes.
Example: As she stared at the divorce papers, her mind drifted to the first time they’d met.
A Sudden Triggering Event
High-emotion events often cause memories to resurface.
Example: The screech of tires on asphalt sent a cold shiver down her spine. In a heartbeat, she was back on that icy road, watching headlights careen toward her father’s car.
Dream or Hallucination
For a more surreal tone, a dream or hallucination can segue into a flashback.
Example: The dream unfolded like a reel of film, showing her the beachside house they’d once called home. She saw herself, small and wide-eyed, chasing the waves as her father’s voice called out in laughter.
Abrupt, Emotional Break
For intense moments, an abrupt flashback can mimic a real-life flood of memory.
Example: The argument escalated, he slammed his fist on the table. The sound echoed in her ears, morphing into the memory of her father’s hand hitting the dining room table, his voice booming in anger.
Ways to End a Flashback
Tie Back to the Trigger
Return to the sensory cue or object that initiated the flashback.
Example: The scent of jasmine faded, and she blinked, back in her office. The garden was gone, replaced by the gray walls and the cold glow of her computer screen.
Return to Present Action
Use a sharp, present-day event to jolt the character back.
Example: “Hey, are you even listening?” Her coworker’s voice snapped her out of the memory. She turned, realizing she’d been staring at the clock for minutes. OR “Are you okay?” His voice cut through the silence, pulling her out of the memory. She nodded quickly, hiding her unease.
Reinforce the Emotional Impact
Show how the flashback has affected the character’s current emotions or decisions.
Example: The memory left her hands trembling. She wiped her eyes quickly, unwilling to let the tears win this time. She had a meeting to face.
Transition with a Parallel Action
Use a seamless flow between the past and present through similar actions or emotions.
Example: In the memory, she had dropped the vase, its shattering echoing in the quiet house. Back in the present, her hand hovered over a similar vase on the shelf. She hesitated, her breath shallow, before carefully setting it down as if the past might repeat itself.\
Narrative Reflection
Let the character or narrator explicitly acknowledge the memory and its significance.
Example: She exhaled, shaking off the memory like dust from an old book. It didn’t matter anymore, she told herself, but her heart still felt heavy.
Anchor to the Setting
Bring the reader’s focus back to the surroundings.
Example: The memory faded, and she was left staring at the cracked pavement under her feet, the late afternoon sun casting long shadows over the street.
Struggling with emotional scenes? Here are some tips for writing emotion!
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1. While you’re writing, try to build an explanation for their feelings. What triggered their emotion? Is their reaction rational or are they overreacting? Do they fight, flight, fawn or freeze when provoked? Do they feel threatened?
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2. Show, don’t tell. Describe what is happening instead of plainly stating the situation. Try not to use words like sad, happy, devastated, in pain, angry, nervous, scared, or worried. They cut back on the emotional integrity of the scene and make it hard for readers to connect with your characters. Here are some different behaviors for different emotions.
-Eager-
Bouncing up and down
Unable to sit still
Breathing deeply
Fidgeting
Pretending to do something
Trying to stay busy
Constantly looking at the clock
-Nervous-
Red and hot face
Sweaty palms
Voice cracks
Shaky hands
Biting nails
Biting lips/inside of cheek
Wide eyes
Shallow breathing
Heart racing
-Excited-
Wide smile
Squeal/scream
Bouncing up and down
Fidgeting
Playing with hands
Tapping foot
Talking fast
Tapping pencil
Pacing back and forth
-Scared-
Curling up/bringing knees to head
Closing eyes
Covering ears
Stop breathing or breathing quickly
Biting nails
Shaking
Gritting teeth
Hugging/squeezing something tight
-Frustrated-
Stomping
Grunting/mumbling/yelling
Deep breaths
Red and hot face
Hitting/kicking something
Pointing
Straining/veins become more visible
-Sobbing-
Eyes filling up with tears
Eyes burn/turn red
Red cheeks
Face becomes puffy
Pursed lips
Holding head down
Hyperventilating
Fast blinking
Trying not to blink/holding back tears
-Happy-
Smiling wide
Laughing loudly
Cheeks hurting
Talking loudly
Higher pitched voice
Animated/expressive
-Upset-
Walking slowly/shuffling feet
Head down/avoiding eye contact
Biting inside of cheek
Dissociation
Keeping quiet
Fidgeting
-Bored-
Pacing back and forth
Sighing loudly
Complaining
Fidgeting
Blank face
Looking for something to do
Making up stories
Talking about random topics
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3. Try and bring some trauma into your character’s emotions. For example, something might happen that reminds them of a suppressed/traumatic memory. This is an easy way to hook your reader and have them really feel like your character is a real person with real emotions. They might have some internal conflict they need to work through and a certain situation reminds them of that. They might become irritable at the thought of their traumatic experience and they might snap at whoever is nearby.
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4. Most characters won’t dump their entire backstory or feelings in a conversation. Try and reserve your character’s emotions to make more interesting scenes later on. For example, your character may be triggered and someone may ask them what’s wrong. Will they give in, soften up and share? Or will they cut themself off and say they’re fine? Also take into account that your character might not know the other character very well and won’t be comfortable sharing personal information with them, like details regarding their trauma.
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5. Last but not least, you don’t need to have a major event happen to connect emotionally with your audience. You don’t have to kill off a character every time you need to spice up your story, even simple interactions can just help your readers understand your character better. Show how they react to certain topics or situations. Describe their feelings, their surroundings, their body language. Their defense mechanisms will help the audience to better understand what kind of person they are.
because "my parents hit me or force me to be perfect" won't cut it for every character in the cast
-characters who grew up poor. poverty is traumatizing, people. i wanna see characters who never ask for anything, count dollars and coins, freak out when the bill isn't split fairly and immediately suspect bed bugs when someone says they're itchy. and mention the ugly stuff too. smelling bad and having water stains on the walls. ice cream for dinner and not eating breakfast. lights going out and fourteen year olds supporting a family of five.
-characters who were neglected. not physically abused, neglected. who don't understand why people care when they don't show up, or seem kind of down today, or leave a party without saying goodbye. who are too independent for their own good. who can't think of anything to say when asked to describe their parents. who are okay with being lonely. who always feel lonely. who get uncomfortable if you even ask them how their day was. who does that?
-characters who were smothered. who were treated like a toddler well into their teens. who were practically stalked by their own parents, never allowed a moment of privacy. who were constantly belittled and denied their autonomy as the adults in their life made every decision for them. regardless of how loved they truly were, this is abuse. this could go in two diverging directions: end result of a very guarded, mature character feeling a constant need to prove themself, or end result of a passive, immature character who requires attention, praise and constant assistance. both have extremely low self-esteem.
-characters who are fundamentally different from their family. maybe they're queer, or adopted, or disabled, or aren't fully related to the rest of them (bonus points if they aren't the same race as their family). characters who watch like a ghost as everyone else smiles and bonds. and maybe it's their fault that they're like this, or maybe it's their fault for not reaching out to the family themself, but... nobody else had to ask for it.
Random pieces of advice about worldbuilding and plot.
If every story is worth telling, there are some elements to take into account to make it right.
Every cause has consequences. A story is logical in one way or another. Whether you plan your story or go with the flow, if you ask about: the origins, reactions and actions to be taken following an event, the pieces somehow will ‘click into place’.
Everything has a cost. Magic system, war, life in general... Don't forget that resources are not unlimited. Consider the societal, social, natural, (magical, if need be) limitations.
Challenge the statut quo and the villain's motivations (if there's a villain in the original sense of the term) : Ask yourself why the villain wants to ‘change the world’ (and really question his legitimacy) and what the world should look like after the final confrontation. If we come back to the original point, it's that the plot didn't serve any purpose, being no more than a ‘historical aside’. Remember that everything happens for a reason, so make that reason a good one.
Make actual research about geography and climate: forest, desert and especially rivers can't pop out of nowhere, they must respect certain natural principles. For example, a river must have its source somewhere, often high up in the mountains. So it seems logical that a river should be close to a mountain. Be careful if you want to incorporate a map in your story !
Be careful when you rely on chance, fate or whatever you call it. I still can't work out whether it's worse than deus ex machina - especially if it's done badly. As far as I'm concerned, if you work well enough with the cause-consequence chain and have a good grasp of the limits of your universe, you won't need to rely on this kind of process. this one is actually pretty personnal, you have every right to disagree.
Small fantasy worldbuilding elements you might want to think about:
A currency that isn’t gold-standard/having gold be as valuable as tin
A currency that runs entirely on a perishable resource, like cocoa beans
A clock that isn’t 24-hours
More or less than four seasons/seasons other than the ones we know
Fantastical weather patterns like irregular cloud formations, iridescent rain
Multiple moons/no moon
Planetary rings
A northern lights effect, but near the equator
Roads that aren’t brown or grey/black, like San Juan’s blue bricks
Jewelry beyond precious gems and metals
Marriage signifiers other than wedding bands
The husband taking the wife's name / newlyweds inventing a new surname upon marriage
No concept of virginity or bastardry
More than 2 genders/no concept of gender
Monotheism, but not creationism
Gods that don’t look like people
Domesticated pets that aren’t re-skinned dogs and cats
Some normalized supernatural element that has nothing to do with the plot
Magical communication that isn’t Fantasy Zoom
“Books” that aren’t bound or scrolls
A nonverbal means of communicating, like sign language
A race of people who are obligate carnivores/ vegetarians/ vegans/ pescatarians (not religious, biological imperative)
I’ve done about half of these myself in one WIP or another and a little detail here or there goes a long way in reminding the audience that this isn’t Kansas anymore.
Some notes on worldbuilding with carnivorous cultures:
Animals feed more people than you think. You don't kill a cow for just one steak, this is a modern kind of idea since we're removed from the actual animals we eat our meat from. In fact, slaughtering a single cow often means a feast time for possibly dozens of people. Every part of an animal can be used, and you can see this in cultures that live by ranching and transhumance.
Here, you should look at the Mongols and the people of the Eurasian Steppe, the people of the North American Plains, the people of the Pampas (fun fact; Buenos Aires was called the "carnivore city"), European and Asian cultures that practice transhumance, and those of the Arctic circle.
There are many ways to cook meat, but arguably, the most nutritious way to consume meat is in stew, as it allows you to consume all the fats of the animal and add other ingredients. In fact, mutton soup and stew historically was one of the basic meals for the for people in the Eurasian Steppe, who are one of the people with the highest meat consumption in the world.
Of course, meat spoils away easily. Fortunately, from jerky to cured meats, there are ways to prevent this. In pre-industrial and proto-industrial societies, salted meat was the main way of consumption and exporting meat. This makes salt even a more prized good.
Often, certain parts of animals like eyes, the liver, the testicles, the entrails, are considered not only cultural delicacies but as essential for vitamins and nutrients unavailable in environments such as the poles. The Inuit diet is a very strong example.
Pastures and agriculture have often competing dynamics. The lands that are ideal for mass pasture, that is, temperature wet grasslands, are also often ideal for agriculture. So pastoralism has often been in the margins of agrarian societies. This dynamic could be seen in the Americas. After the introduction of cattle and horses, the Pampas hosted semi-nomadic herdsmen, natives and criollo gauchos. The introduction of wire eventually reduced this open territory, converting it into intense agriculture, and traditional ranching was displaced to more "marginal" land less suitable for agriculture. Similar processes have happened all over the world.
This also brings an interesting question to explore. Agriculture is able to feed more people by density. What about species that DON'T do agriculture, because they're completely carnivorous? The use of what human civilization considers prime agricultural land will be different. They will be able to support much higher population densities than pastoralism.
Pastoral human populations have developed lactase persistance to be able to feed on dairy products even in adulthood. This mutation has happened all over the world, presumably with different origins. In any mammalian species that domesticates other mammals such a thing would be very common if not ubiqutous, as it massively expands the diet. Milk provides hydration, and cheese, yogurth and other such products allows long lasting food sources.
What about hunting? Early humans were apex predators and we are still ones today. However, humans can eat plants, which somewhat reduces the hunting pressure on fauna (though not the pressure of agrarian expansion which can be even worse). An exclusively carnivorous species (for example some kind of cat people) would have to develop very rigid and very complex cultural behavior of managing hunting, or else they would go extinct from hunger before even managing domestication. These cultural views towards hunting have also arosen in people all over the world, so you can get a sense of them by researching it.
It is possible for pastoral nomadic people, without any agriculture, to have cities? Of course. All nomadic peoples had amazing cultures and in Eurasia, they famously built empires. But they traded and entered conflicts with agrarian societies, too. They weren't isolated. Most of nomadic societies were defined by trade with settled ones.
The origin of human civilization and agriculture is still debated. It would be probably completely different for a non-human carnivorous society. One possible spark would be ritual meeting points (such as the historical Gobleki Tepe) or trade markets growing into permanent cities. But in general, pastoralism, hunting and ranching favors low-density populations that would be quite different.
Fishing, on the other hand, is a reliable source of protein and promotes settled cities. One can imagine acquaculture would be developed very early by a civilization hungry for protein.
Other possibilities of course are the raising of insects and mushrooms, both very uncommonly explored in fiction besides passing mentions.
Of course, most carnivorous species have some limited consumption of plant matter and many herbivores are oportunistic predators. The main thing to ask here is what the daily meal is here. For most human agrarian cultures, it's actually grain (this is where the word meal comes from). What about species that cannot live with a grain-based diet? You will find that many things people take for granted in agrarian society would be completely different.
As I always say: the most important question you can ask is "where does the food comes from?"
I hope you found these comments interesting and useful! I would love to do a better post once I'm able to replace my PC (yes, I wrote this all in a phone and I almost went insane). If you like what I write and would love to see more worldbuilding tips, consider tipping my ko-fi and checking my other posts. More elaborate posts on this and other subjects are coming.
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