Whumpee never hid their scars. Sure, asking about them would get you a blank look and, if they were feeling especially talkative that day, a “rude” or “none of your business”. But they never hid them.
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@the-writing-pancake
Whumpee never hid their scars. Sure, asking about them would get you a blank look and, if they were feeling especially talkative that day, a “rude” or “none of your business”. But they never hid them.
You may have answered this before, but what sort of homes do HF Prowl and Dratchet live in? Like what do their houses look like?
Oooh, I've taken stabs at describing their living arrangements in the past, but there is always more to say. Here is my most fulsome attempt to date:
Empty is how I would describe Prowl's home for most of his adult life. First he stayed with Chromedome -- stayed is how he thought of it, not lived, he never dared to think of it as living together, even though he slept in Chromedome's bed every night for several years -- and then during the war he mostly gave up on the idea of a fixed address and took refuge in a series of boltholes, hideouts, hotel rooms, and anonymous short-term rentals: anything that made him difficult to track down or ambush. Sometimes he just slept in his fortified office at High Command.
But he has a house. And once the dust settled to his satisfaction, he actually began living in it all the time. It's a far cry from the white-picket-fence fantasy he cherished in his youth; his dreams of anodyne, utopian domesticity died slowly, so that by the time he was ready to settle down, it was into something that suited what he had become-- solitary, paranoid, and a trifle grandiose. The accessible side of the structure is a low, modern single storey huddled behind a wall of greenery and bristling with cameras, while the back spills three levels down a sheer slope like the lair of a Bond villain.
Inside it's spare, dark, rather obviously expensive -- polished wood, fieldstone -- and almost entirely anonymous, except for odd flourishes of achingly poor taste. (Prowl has a soft spot for corny, grandma's-attic landscapes.) There are cameras inside too, and doors that snap shut to stymie intruders. There are caches of weapons and more than one panic room. The kitchen is lit by an excoriating, interrogatory overhead light, which Prowl leaves on overnight. His bedroom is like an arctic cave. He has invited exactly nobody into it (his hookups are always offsite), but Mesothulas has broken in several times and has tacit permission to sleep there.
Things you will not find in Prowl's house: books (he reads only screens), photographs (on display at least; we are not counting the box of painful memories he keeps at the back of a closet).
Drift and Ratchet, on the other hand. On the very other hand. I suppose their house has some things in common with Prowl's: it too hides behind a lot of vegetation (a proscenium of scrubby, gnarled oaks that drop acorns everywhere in September, a patch of radioactively large rhododendrons), and it also comes loaded with potentially unpleasant surprises.
However, its aspect is not forbidding or secretive. It's homey, would be the word. The proper architectural term is Craftsman, but "old pile" works as well. Lived in, worked on, just this side of ramshackle, always in the process of falling apart and being renewed. Big gables, faded prayer flags twisting off the back porch. Windows flung open in hot weather, conveying currents of wind and dust. Dark floorboards scored by generations of dogs' claws; stained glass casting poignant lozenges of rainbow light. There is a lot of wood-- on the walls and floors and stairwell and ceilings -- none of it matching.
Visitors are left with an impression of warmth, both in the sense of a rumpled lived-in-ness, as well as literal warmth: the house lacks air conditioning, and in the winter the furnace runs at full bore to stave off the chills that bedevil Drift. (The winter that Ratchet died, the furnace died also, and Drift spent several days frozen with grief in front of a half-lit fireplace. The dogs kept him warm.)
Drift and Ratchet do not collect art, nor have they inherited any; their walls are colonized instead by Drift's books and arcana, bolts of patterned textile, and swords (in the sword room), while still others sit carelessly blank to the end of their days. Everywhere are benign boobytraps set by Ratchet -- a gaping hole in the staircase awaiting the new boards he's cutting, a bathroom dismantled into its constituent plumbing and shrouded in plaster dust -- as well the less benign cupboard where he keeps his pistols. The kitchen is cluttered and unruly and smells of coffee.
I could go on, as there's more, but I'll stop. Suffice it to say that it's the sort of home Prowl would desire intensely but could never produce or even imagine on his own, and the awareness of this sometimes strikes him through the heart like an arrow. On the other hand, he has his lair, with a walk in closet full of identical suits, and it pleases him.
basically I think that if your protagonist doesn’t want to fuck someone so bad it makes them look stupid, then there probably isn’t enough energy in your story. “Fuck someone” isn’t literal btw—they can want to uncover the secrets of their parent’s death, they can want to prove their worth, they can want a donut from one particular bakery—it can be anything so long as they want it so bad that they’ll make decisions that make any sane person go “are you a moron??”, with little to no forethought, or even tons of forethought and this is still the option they chose. Because they want to fuck that thing so bad.
wait isn’t that just giving your characters a motivation???
You’d be surprised at how many people fail to give their characters motivation, and so write a story that’s less good than it could be.
It’s surprisingly easy to come up with an incredibly cool plot and characters without giving the characters enough motivation to make it actually compelling enough to read or even write. If you have a cool af idea that you somehow just can’t bring yourself to write, ask yourself what the main character wants, and how is that driving their decisions?
They need to want it so bad that it makes them look stupid. They need to impulse-buy a half-broken spaceship by mortgaging radioactive land, because they’re just that desperate to prove themselves more than a discarded scrap of a far greater history. They need to want their home and their people safe so much that they’ll risk their own soul to march across hundreds of miles of unknown and terrible danger to throw a cursed ring into a volcano. They need to love someone so much, and need them to know it, that they’ll blurt it out in the middle of a press conference or royal ball, or surrounded by enemies with a garrote at their throat or about to be frozen in carbonite or in the middle of a storm-tossed sea battle between pirates, British Navy, and the undead—or, they need to love someone so much that they’ll swear fealty to an evil emperor and kill a bunch of friends and children for the power to save them. They need to be so balls-to-the-wall insane in at least one regard that the plot isn’t just happening to them, they are in some way causing the plot.
Also keep in mind! When it comes to character development, “WANT” is NOT the same as “NEED”! Sometimes a character knows what’s good for them, what will truly often make them happy, but more often they don’t. They want the acclaim and adoration of the crowds, but really they need the recognition, acceptance or love of one particular person—and maybe that person is their own self. They want to avenge the loss of their loved one, but really they need to accept the loss and move on. A refusal to accept what they need is usually going to get in the way of what they want—and sometimes they figure it out just in time to go forward and climactically achieve their goal, or maybe they double down on their character flaws in a classic display of Greek tragedy!
"Fuck someone” isn’t literal btw
As an Aro-Ace who was very uncomfortable with your post until this point: THANK YOU!
Also, one caveat: there is one rare type of story where the protagonist cannot become stupid over what they're after. This is the detective story where their character is in many ways a placeholder for the audience to try to solve the puzzle (as opposed to more thrilery types of detective story) and the detective's internal motivations are basically irrelevant because they are in many ways a framing device.
Ironically, ACD Sherlock Holmes, who most people would immediatley think of for this sort of always detached detective, does not always fit this caveat protag type. He can and has done stupid.
This is because a lot of detective stories have the detective as a sort of framing device, examining the motives of everyone else in the story. The absence of the main character's fuck-stupid-drive is more than compensated for in terms of everyone else having an outsized one.
Same rule also applies to things like video game stories where the protagonist is more of a proxy character & lens for the player to examine the world, while the rest of the cast has motivation to spare. Basically, you can have a protagonist who is relatively normal about things if you make up for it by having everyone else pick up the slack (and then some).
Also you don't need to start out with your protagonist's motivation being at 11, you can start a bit sooner and then use whatever event dials it up and breaks off the knob as your opening climax. For instance, at the start of Star Wars, Luke's motivation to go travel and rescue Leia is pretty strong but it's not strong enough to override his loyalty to his aunt and uncle. It's only when they are dramatically killed that his drive becomes powerful enough for him to follow some old guy he barely knows to booking a shady smuggler's ship off-planet and go try and punch an interstellar empire in the nuts.
V.E. Schwab's advice for creating memorable characters - works for both protagonists and villains
source post: X
This is really good advice.
It also ties neatly into the simplest version of the formula for getting people emotionally engaged with your characters: or how to build the moment in which your character starts moving from their initial state to the state in which they'll start changing their own lives.
First, you figure out the one important thing the character believes that they're wrong about. There's usually a core misperception that they haven't examined. Once they're forced to engage with it, it'll start to change everything about their perception of the world they're inhabiting and/or the people in it.
Then, as V.E. says, you identify the character's great desire and their great fear: the thing that character wants more than anything, and the thing or situation that terrifies them, and that they'll go to any lengths to avoid.
And having identified these two objects or situations, you build a situation in which the two forces will be in close, direct opposition to one another... then drop the character down in between them, and squeeze. Those two opposing forces become the jaws of a vise... and you crank the vise more and more tightly closed until the character has no choice but to acknowledge those opposing forces, and start (even in a small way) to deal with the pressure being exerted and push their way through.
This does not have to be, initially, a great climactic moment. In fact, it works better if it's not. It's more effective if your character has a brief low-intensity brush with these conditions-in-conflict early on. That way, when your big resolution scene comes along about two-thirds or three-quarters of the way along through the story arc, you'll have set up a resonance between that earlier hint or intimation of what's to come, and the really big blowoff. Your readers will recognize the resonance—the throb of tension between the two occurrences, like the vibration of a plucked string—and will find satisfaction both in the true resolution having been partially telegraphed earlier, and in how it's now being experienced and resolved in full.
This approach also allows you to set up more minor resonances between the realization of the conflict and its final resolution. These can serve to bind the structure of the work more closely together: to make it look (and be) less like a series of loosely strung-together plot events, and more like a unified whole, in which ripples of story business flow backwards and forwards, interpenetrating and influencing one another, and hinting at the big one to come.
But none of this can happen until the paired and opposing what-do-they-most-desire, what-do-they-most-fear axes have been defined. So that's a subject it's smart to spend some while thinking about (and for all your characters, not just the major ones), to be sure you're getting it right.
It's not unusual to get the wrong answers, or merely superficial ones, while you're still working out what's actually going on with the characters. So take your time. Eventually you'll find a set of answers that feel unquestionably right... and you can then nail those down in your notes and get on with making the kind of "good trouble" for your characters that will see them made complete.
im a fucking sucker for the “character gets so badly injured that they can’t think clearly and start calling for help in a distressingly vulnerable way.” characters who start using nicknames for their friends they haven’t used since they were kids. characters who start begging for their brother they haven’t seen in years to be there. characters who would usually use their parents’ names or call them mother/father/etc crying out mama when they go down. u understand.
Characters who are so closed off abouf their past calling out a name their new friends have never heard before
No wait that’s actually an amazing idea
WEIRDLY SPECIFIC BUT HELPFUL CHARACTER BUILDING QUESTIONS
What’s the lie your character says most often?
How loosely or strictly do they use the word ‘friend’?
How often do they show their genuine emotions to others versus just the audience knowing?
What’s a hobby they used to have that they miss?
Can they cry on command? If so, what do they think about to make it happen?
What’s their favorite [insert anything] that they’ve never recommended to anyone before?
What would you (mun) yell in the middle of a crowd to find them? What would their best friend and/or romantic partner yell?
How loose is their use of the phrase ‘I love you’?
Do they give tough love or gentle love most often? Which do they prefer to receive?
What fact do they excitedly tell everyone about at every opportunity?
If someone was impersonating them, what would friends / family ask or do to tell the difference?
What’s something that makes them laugh every single time? Be specific!
When do they fake a smile? How often?
How do they put out a candle?
What’s the most obvious difference between their behavior at home, at work, at school, with friends, and when they’re alone?
What kinds of people do they have arguments with in their head?
What do they notice first in the mirror versus what most people first notice looking at them?
Who do they love truly, 100% unconditionally (if anyone)?
What would they do if stuck in a room with the person they’ve been avoiding?
Who do they like as a person but hate their work? Vice versa, whose work do they like but don’t like the person?
What common etiquette do they disagree with? Do they still follow it?
What simple activity that most people do / can do scares your character?
What do they feel guilty for that the other person(s) doesn’t / don’t even remember?
Did they take a cookie from the cookie jar? What kind of cookie was it?
What subject / topic do they know a lot about that’s completely useless to the direct plot?
How would they respond to being fired by a good boss?
What’s the worst gift they ever received? How did they respond?
What do they tell people they want? What do they actually want?
How do they respond when someone doesn’t believe them?
When they make a mistake and feel bad, does the guilt differ when it’s personal versus when it’s professional?
When do they feel the most guilt? How do they respond to it?
If they committed one petty crime / misdemeanor, what would it be? Why?
How do they greet someone they dislike / hate?
How do they greet someone they like / love?
What is the smallest, morally questionable choice they’ve made?
Who do they keep in their life for professional gain? Is it for malicious intent?
What’s a secret they haven’t told serious romantic partners and don’t plan to tell?
What hobby are they good at in private, but bad at in front of others? Why?
Would they rather be invited to an event to feel included or be excluded from an event if they were not genuinely wanted there?
How do they respond to a loose handshake? What goes through their head?
What phrases, pronunciations, or mannerisms did they pick up from someone / somewhere else?
If invited to a TED Talk, what topic would they present on? What would the title of their presentation be?
What do they commonly misinterpret because of their own upbringing / environment / biases? How do they respond when realizing the misunderstanding?
What language would be easiest for them to learn? Why?
What’s something unimportant / frivolous that they hate passionately?
Are they a listener or a talker? If they’re a listener, what makes them talk? If they’re a talker, what makes them listen?
Who have they forgotten about that remembers them very well?
Who would they say ‘yes’ to if invited to do something they abhorred / strongly didn’t want to do?
Would they eat something they find gross to be polite?
What belief / moral / personality trait do they stand by that you (mun) personally don’t agree with?
What’s a phrase they say a lot?
Do they act on their immediate emotions, or do they wait for the facts before acting?
Who would / do they believe without question?
What’s their instinct in a fight / flight / freeze / fawn situation?
What’s something they’re expected to enjoy based on their hobbies / profession that they actually dislike / hate?
If they’re scared, who do they want comfort from? Does this answer change depending on the type of fear?
What’s a simple daily activity / motion that they mess up often?
How many hobbies have they attempted to have over their lifetime? Is there a common theme?
STOP DOING THIS IN INJURY FICS!!
Bleeding:
Blood is warm. if blood is cold, you’re really fucking feverish or the person is dead. it’s only sticky after it coagulates.
It smells! like iron, obv, but very metallic. heavy blood loss has a really potent smell, someone will notice.
Unless in a state of shock or fight-flight mode, a character will know they’re bleeding. stop with the ‘i didn’t even feel it’ yeah you did. drowsiness, confusion, pale complexion, nausea, clumsiness, and memory loss are symptoms to include.
blood flow ebbs. sometimes it’s really gushin’, other times it’s a trickle. could be the same wound at different points.
it’s slow. use this to your advantage! more sad writer times hehehe.
Stab wounds:
I have been mildly impaled with rebar on an occasion, so let me explain from experience. being stabbed is bizarre af. your body is soft. you can squish it, feel it jiggle when you move. whatever just stabbed you? not jiggly. it feels stiff and numb after the pain fades. often, stab wounds lead to nerve damage. hands, arms, feet, neck, all have more motor nerve clusters than the torso. fingers may go numb or useless if a tendon is nicked.
also, bleeding takes FOREVER to stop, as mentioned above.
if the wound has an exit wound, like a bullet clean through or a spear through the whole limb, DONT REMOVE THE OBJECT. character will die. leave it, bandage around it. could be a good opportunity for some touchy touchy :)
whump writers - good opportunity for caretaker angst and fluff w/ trying to manhandle whumpee into a good position to access both sites
Concussion:
despite the amnesia and confusion, people ain’t that articulate. even if they’re mumbling about how much they love (person) - if that’s ur trope - or a secret, it’s gonna make no sense. garbled nonsense, no full sentences, just a coupla words here and there.
if the concussion is mild, they’re gonna feel fine. until….bam! out like a light. kinda funny to witness, but also a good time for some caretaking fluff.
Fever:
you die at 110F. no 'oh no his fever is 120F!! ahhh!“ no his fever is 0F because he’s fucking dead. you lose consciousness around 103, sometimes less if it’s a child. brain damage occurs at over 104.
ACTUAL SYMPTOMS:
sluggishness
seizures (severe)
inability to speak clearly
feeling chilly/shivering
nausea
pain
delirium
symptoms increase as fever rises. slow build that secret sickness! feverish people can be irritable, maybe a bit of sass followed by some hurt/comfort. never hurt anybody.
ALSO about fevers - they absolutely can cause hallucinations. Sometimes these alter memory and future memory processing. they're scary shit guys.
fevers are a big deal! bad shit can happen! milk that till its dry (chill out) and get some good hurt/comfort whumpee shit.
keep writing u sadistic nerds xox love you
ALSO I FORGOT LEMME ADD ON:
YOU DIE AT 85F
sorry I forgot. at that point for a sustained period of time you're too cold to survive.
pt 2
also please stop traumadumping in the notes/tags, that's not the point of this post. it's really upsetting to see on my feed, so i'm muting the notifs for this post. if you have a question about this post, dm me, but i don't want a constant influx of traumatic stories. xox
“Wait… So this whole time, you weren’t under my mind control?”
Genuinely I think one of the best things you can do to build characters in your story is give them a kink. You do not have to put that kink in the story. You do not have to tell anyone but yourself. But thinking about their wants and needs and what would bring them comfort or desire, about whether they crave power or crave a situation where they're blessedly free from any power, about which taboo they might kind of want to cross, is really useful for getting inside their head. Also "what situation would make my character stupid horny enough to make a terrible mistake?" is a good plotting device. "It's a plot hole that they made that dumb decision" no they were just whistling like a lustful kettle and forgot to turn their brain on.
you are offered a hundred bucks BUT you have to explain omegaverse to your grandma
sure I could use a hundred bucks
that is in no way enough money
I would do it for free because I hate my grandma
my grandma already knows about omegaverse
try this: when the caretaker notices that whumpee is privately bleeding out or has a high fever, instead of pointing it out and telling them, they just disapprovingly say whumpee’s name under their breath
obsessed with characters being saved against their will. being knocked unconscious and carried away from a danger they won't stop trying to fight. being shoved through a portal somewhere far away and safe right before it closes. trying to self-sacrifice only to have the exact person they're trying to save swap their places at the last second. getting the only cure to the disease or curse bc the person administering it loves them too much to give it to anyone else, including themselves. being thrown to safety right as they had accepted dying. someone else they thought had gotten to safety running back to drag them out of danger. it's so fucking tasty
Fun places/times for Whumpee to collapse: Part 2
because you guys seemed to really like Part 1
In a crowd
In private, where there's no one to make sure they wake up again
At the dinner table
In a ballroom
In the middle of dancing. Does their partner catch them? Let them fall?
After resetting their own bones
In a window, after pulling themself through
On the way to their own execution
Lifting/Holding up something that could crush them and/or someone else
Holding up something that could crush Whumper....hmm
While donating blood to a blood bank
While being a blood bank...
Doing physical labor against their will
Right as they realize they've been poisoned by someone they trust
Fighting a fast-acting sedative, knowing it's no use
Leaning in to smell something but oops! it's chloroform
Accidentally sedating/poisoning themself
Coming down from a drug-induced high
Leaning against the shoulder of a stranger
show, don't tell:
anticipation - bouncing legs - darting eyes - breathing deeply - useless / mindless tasks - eyes on the clock - checking and re-checking
frustration - grumbling - heavy footsteps - hot flush - narrowed eyes - pointing fingers - pacing / stomping
sadness - eyes filling up with tears - blinking quickly - hiccuped breaths - face turned away - red / burning cheeks - short sentences with gulps
happiness - smiling / cheeks hurting - animated - chest hurts from laughing - rapid movements - eye contact - quick speaking
boredom - complaining - sighing - grumbling - pacing - leg bouncing - picking at nails
fear - quick heartbeat - shaking / clammy hands - pinching self - tuck away - closing eyes - clenched hands
disappointment - no eye contact - hard swallow - clenched hands - tears, occasionally - mhm-hmm
tiredness - spacing out - eyes closing - nodding head absently - long sighs - no eye contact - grim smile
confidence - prolonged eye contact - appreciates instead of apologizing - active listening - shoulders back - micro reactions
Do you have any tips on how to write a character who’s being manipulated?
Your blog has been very helpful to me! :) thanks a lot
Quick Tips for Writing Manipulative Characters
To convincingly write a character who is being manipulated, you must first understand how to write a believable manipulator. Often hidden in plain sight, manipulators pull the strings, guiding the actions of those who are often unaware that they're dancing to someone else's tune.
Let’s look at manipulators as puppet masters, exploring how they function and how their actions echo throughout your story. By understanding the manipulator, you'll better equip yourself to create realistic characters who are unwittingly under their sway.
How do they behave?
Play the victim to garner sympathy
Charming and persuasive
Twist and distort the truth to suit their agenda
Play mind games
Are silver-tongued
Passive-aggressive when confronted
Use guilt to control others
Don’t hesitate to lie or deceive
Demonstrate a sense of entitlement.
Project their feelings onto others
How do they interact?
Play different roles with different people
Prefer indirect communication to direct confrontation
Gaslight others, making them doubt their own perceptions
Shift the blame onto others
Exploit others' vulnerabilities
Use people’s secrets against them
Make others feel obligated or in debt to them
Use flattery to get their way
Create conflict between other characters
Deliberately create confusion and chaos
Describe their body language
Maintain intense eye contact
Use touch to seem friendly and intimate
Facial expressions often don't match their words
Use large, expressive gestures to dramatise
Have a confident and exaggerated posture
Soften expression to look more trustworthy
Smile artificially or excessively
Lean in close, invading personal space
Mirror others’ behaviours to seem more likeable
Mimic emotions they may not feel
Describe their attitudes
Believe they are always right
Feel entitled and superior
Lack empathy
Highly competitive
Often impatient and intolerant
Controlling and like to be in charge
Rarely apologize sincerely
Often play the martyr, acting self-sacrificing
Can be sceptical of others’ intentions
Kindness is often an act
Positive narrative effects
Paradoxically, manipulative characters can have a positive narrative effect on those they manipulate. These characters can act as a catalyst for change, pushing others to unlock hidden potential and indirectly teaching them to be more cautious. In the face of manipulation, characters can mature and grow resilience.
Manipulative characters can also reveal people’s true natures by tricking them into revelations or by fostering unity as others band together against them. Furthermore, their actions can create dramatic plot twists, make people question their own perceptions and realities, and add intrigue.
Negative narrative effects
Manipulators can cause emotional and psychological distress, breed distrust and insecurity, and disrupt relationships and friendships. These characters often lead others to make damaging decisions, creating a toxic environment.
By exploiting and exposing others' vulnerabilities, manipulators make individuals question their self-worth. The extent of their manipulation can even cause physical harm and lead to the downfall of other characters. Their lasting legacy? Emotional scars that define their victims long after the manipulator has exited the narrative.
obsessed with characters being saved against their will. being knocked unconscious and carried away from a danger they won't stop trying to fight. being shoved through a portal somewhere far away and safe right before it closes. trying to self-sacrifice only to have the exact person they're trying to save swap their places at the last second. getting the only cure to the disease or curse bc the person administering it loves them too much to give it to anyone else, including themselves. being thrown to safety right as they had accepted dying. someone else they thought had gotten to safety running back to drag them out of danger. it's so fucking tasty
Fantasy Guide to Wards and Fostering
I get a lot of asks about wards and recently it's been a FAQ. So here's a quick guide to warding.
What is Warding?
Warding was a tradition in which a noble it royal family would take in a child from another family to their home for the purpose of educating them and preparing them for adulthood or to protect their interests. Warding was seen as a big compliment to the family of the foster child, especially if the family that fosters their child is much higher ranking. However, warding could also be in response to the family's misbehavior and insubordination or in some cases their death. Warding isn't adoption. Warding does not entitle the child to inherit anything. They cannot inherit a place in the succession, they cannot inherit lands or money or titles.
The Ward
The ward was usually a child of a lower ranking family, between the ages of seven to maturity at 16 or so. Wards usually had parents in which case the foster family was charged with the child's physical and educational welfare. The ward could return to their parents at any time either at their insistence or with the blessing of their foster family. Wards were raised alongside the host family's children as well as other wards. They were fed, clothed and educated by their foster family as essentially treated as part of the family. However, wards that come from unfriendly or rebellious families were essentially used as chips for good behaviour. If their parents or kin act up, they could be killed. Wards could also be orphaned. In this case, their foster father would have control their lands and money which is why an overlord would seek to claim warship over a vassal heir to ensure peace. Wards could also be adopted by family.
The Foster Family
The family were nearly always higher ranking and usually had another motive other than charity for taking in the ward. Sometimes the child could be used as collateral against an untrustworthy family or sometimes they were prospective spouses for the family's heirs. It was the responsibility of the foster family to discipline, educate and protect the ward. They would be charged with teaching the ward all the trappings of their position from warfare to statecraft to etiquette.
Wards to Royal families
In some cases, a ward might strike gold and be warded at court by the monarch. Wards would live at court but would be unlikely to be taught the skills by the monarch or Consort personally but would be provided with the best tutors. Wards could be brought in to be companions to the Royal children or in order to ensure their inheritances were not subjected to disputes if they were orphans or again, if their family were likely to commit trouble. Royal wards were always nobility but in some rare and extreme cases they could also be total themselves, usually of displaced and exiled families or as prospective matches to royal children.
Wardship & Women
In some cases, an unmarried woman or a widow could be placed in the protection of an overlord or male relative in order to protective her interests. If a woman was the heir to a grand title or vast fortune and had no father or brother, the monarch or overlord would insist that a male relative or her overlord would take her in lest her claim put her in danger. Usually, it would be up to their host to arrange a match or aid her in brokering one herself.