This is the first of many updates to come in our attempt to show how we’re creating an online graphic novel. I don’t usually name a story until it’s been completely outlined, and I’d hate to go with a working title that might alter expectations. For now, we’ll call it Project GN.
My thought progression when creating a fantasy world is to first focus on the magic system, if there’s going to be one at all. Determining what type of and to what extent magic exists in the world will help in shaping the prevalent government and social systems. Some may think of magic as the opposite of technology, but I like to think that magic supplements (or supplants) it. In my mind, they’re two different systems being used as tools to reach the same goals.
The easiest part of this particular decision is determining what not to use. There are numerous magic systems from the collective work of others that readers are familiar with and will know immediately what to expect. While convenient for the writer, using one of those systems or anything similar can hurt or detract from the story. It’s a personal decision, as always with writing, but there are factors I like to consider. How great a role does magic play in the story? Will this system enhance or distract from the story? What sort of expectations will the reader have going into the story as a result of this magic system? Can I adapt or change this system without jarring the reader from the story? Will using this system call attention to similarities with other stories?
It’s difficult or unlikely to create something entirely new. Putting a new twist on an old notion or putting tried concepts together to form a new one often works just as well. For this story, I wanted a magic system that at least appears to be new. First, I want to mention briefly the systems I avoided.
Witchcraft: Hints of alchemy, black arts, etc, this also has childish connotations better suited to a lighter fantasy story. We’re aiming for something dark here.
The Force: Basically some unexplained, do-it-all magic with no clear laws as to what it can and cannot realistically accomplish.
Voodoo: Much like witchcraft, with thaumaturgy, but more tribal in nature.
Shamanism: Again more tribal, with a focus on animal spirits, totems and chanting.
Druidic: Very close to nature, but also highly spiritual.
Wizardry: The notion that spells are a complex litany of words spoken in some other, usually dead (unused for communication), language. Runes, scrolls, etc would fall under this category as well.
Artifacts: All magic stems from mysterious items scattered about the world, though no one seems able to duplicate them.
Worship: Magic stems from the gods, unseen or otherwise. The reverse is true as well, as the faith of devoted followers grants power to the gods.
Avatar: From the Nickelodeon cartoon, a beautiful mix of martial arts and magic.
I’m sure there are others, but these are the ones that popped into my head while I was thinking of what not to use. I came up with a list of magic systems that didn’t fit squarely into one of the above categories and passed it along to Henning. We talked about which system appealed to us and which would fit the story best. Here are some examples of what we did not choose.
Magic as a Curse?
This is more focused on the effects magic has on those who can wield it. Magic is energy shaped by will, conjured up from within (life force). Using it can exhaust the caster, while overuse can kill. Magic is both hated and feared for its destructive nature. Though it can be used to heal or help others, its potential for harm is too great to be allowed. Those who show an inkling of ability are hunted and killed without mercy. To be afflicted with magic is to lose all family and friend, to be apart from society, forever alone and in fear of being discovered.
Magic as a Gift?
All about us are mystical creatures, for the most part unseen but to very young children and those few touched with the Spark. Called fairies or sprites by those who catch a glimpse of color in the darkness, these creatures are the source of all magic. They live out of phase with our world but can be seen and communicate with a select few, those born at a specific time, when stars and planets align but once every hundred years. These creatures, the Fey, channel energy with their thoughts, in essence granting power to enact the will of those they speak with. This unusual form of communication leaves burn marks on the skin, which has the impression of being touched by a jolt of lightning. Thus, touched by the Spark or Struck are common vernacular for one who wields magic.
Magic as a Symbiote?
Magic stems from mystical creatures, the Fey, who appear at the earliest stages of life as glowbugs. In order to survive, they must bind with a host by dispersing their essence into the skin of any warm body that comes near. Animal hosts are fairly harmless, exhibiting little to no effects, though the few who are an exception to that rule gave rise to stories of lycanthropy. It’s only when a Fey is bonded to a human of particular bloodlines that the relationship grows beyond the norm. The host undergoes a slight physiological change, one that allows use of the Fey’s inherent magic. In time, the host will grow strong enough to draw magic from the world, from the land and all living creatures. Shaped by will, this stolen energy can be used to accomplish great things or cause terrible destruction.
While these systems could work, two other ideas I came up with had a greater appeal to Henning and I. Rather than discard one, we decided to use an adaptation of both. We debated showing absolutely every detail of the story creation process by describing in detail the system we plan to use. We decided that would detract from the story. Knowing everything ahead of time might make for great instruction, but it would greatly damage the entertainment value. We’d rather leave open the suspense and enjoyment of discovery as well. So rather than explain the magic system we did settle on, I’ll save that for the graphic novel to convey.
Rules
Now that a system has been decided on, some thought needs to go into what form and effect that magic will take. Despite this being a fantasy world, logic cannot be thrown out the window. Any rules created must make sense within context. Once a rule is created, it cannot be broken without a damn good reason. Consistency and contextual logic are immensely important to keeping the reader immersed.
The most logical use of placing rules on a magic system is to maintain control of the story. If the main character (MC) becomes all-powerful, there’s little thought needed to solve whatever dilemma presents itself. Believable constraints, however, can lend themselves to some witty puzzle-solving. Perhaps magic cannot be used to kill a person outright, but it can be used to unravel the rope that holds suspended a candelabra overhead. Or maybe magic cannot hold back a command of soldiers, but it can heat the pommel of their swords to an unbearable temperature or conjure up vines to wrap about their feet.
I just want to point out that it’s all too tempting to use a mentor relationship when conveying such rules. A more entertaining approach is to let the MC discover any constraints on his own, allowing the reader to be a part of the discovery. This harkens back to the “show don’t tell” theory of writing.
Limitations
This is somewhat of an extension on Rules. Not being able to kill with magic as a rule is also a sort of limitation. It’s important to have firmly in mind just what magic can and can’t do in your world. This should always be in the back of your thoughts when deciding on other factors that shape the MC’s existence. Magic that permeates all aspects of life will affect government and technology, economy and relations with neighboring kingdoms. Magic that can harm will affect warfare. Magic that can heal will affect population and city growth.
When thinking on the grand feats your magic can accomplish, it a good idea to imagine the best and worst of human nature. Magic is power, and power does corrupt. There will always be the few at either end of the spectrum, those striving to better the lives of every person while others seek to bend the world to their will. The limitations you place upon magic as a whole will affect the very conflict at the core of your story.
Impact
This is an extension of Limitations. It’s a good idea to write out any aspect of the story that will affect the main characters. Once the magic system is in place, there are a few questions to consider. To what extent does magic supplement or supplant technology? Take a moment and think on the daily life of people in your world, from the farmer in the fields to the baker in town, from the soldier on the walls to the magician in his study. Technology itself is a separate system I’ll get to later on, so focus for right now on how magic specifically affects everyone from day to day.
Is it feared by the masses or beloved by one and all? Is it cursed by those who have it or sought by those without? Is it abundant or rare? Free or tightly controlled? Is it inherent or learned? Does it cause a social or economic gap?
History
When deciding on the plot, a question I always ask myself is Why write about this particular moment in time? When creating a world, it’s important to think on events that have already passed and what effect they’ve had upon society as a whole. Are we going to write about one of those earth-shattering events, or are we focused on the aftermath? Showing how past events have shaped the story’s present is one way of immersing the reader. It will, of course, depend on your delivery.
A brief timeline might prove helpful and can be used as a reference while writing. It’s easy to forget one of the many details you need to remember when creating a world. Any inkling of inconsistency will pull your reader from the story.
