Since it's been several months and a
few hundred pages since I last wrote about my book-in-progress here,
I have a bit clearer idea of where it's going. So I'm going to share
with you again a little blurb about it. You could call it a fantasy,
since it takes place in an imaginary world, involves imaginary races,
and works on a sort-of magical system. You could also call it an
allegory. My way of understanding the our world comes out in my
writing, even if I'm writing about an imaginary world . . . and
sometimes even when I'm not trying to draw parallels. I often
surprise myself with them.
I'm not going to tell you everything
about the magic system and the characters here (so I don't spoil it),
but here are some things that might pique your interest.
Some General Background
In this world (called Vael), everyone
possesses a glass that they wear as a pendant. Not everyone knows
what it's for yet. Sometimes it glows brighter than at other times,
but there is always light in it as long as the wearer is alive.
Most of this story takes place in the
empire Arlithed, which sprawls over many hundreds of miles and is
home to the people of many tribes. It is ruled by a law, which
provides for a governing body called the Order of Protectors to
defend the people and their liberty. Among the magistrates are two
consuls. One wears the Crown, and the other wields the Scepter as a
check to the crown. All true crowns derive their authority from laws
and principles acknowledged by the people. Any crown of unknown
origin could be dangerous. The source of its power must be known.
Characters
Two scullery maids, an Official Taster,
a guard, and an advisor to the consuls. All are far from home and
find themselves in the same place: the Forum at the capitol of
Arlithed, the great empire of the west.
Periwinkle, Daugher of Lily and Herb |
Periwinkle and Primrose, the scullery maids
come from a Wood Spritish clan. They and other Spritish children had
learned their letters from traders. Their parents encouraged them to
seek a more comfortable way to live. Rose wants to find her place
among the great people in the stories, so she takes Winkle with her
to the city to live and work until they can enter the University. As
they begin to realize that it might take longer than expected, they
find themselves entangled in mounting strife between political
powers.
Winkle was the first among others her
age to learn how to read, but she is shy about speaking the state
language (which is the written language). She must battle her fears,
not only to satisfy her curiosity, but to find and pursue the right
path. Others always seem to think they know where she ought to go,
and since they speak louder and more persistently than she does, she
often finds herself going where she'd rather not. Will she be able to
turn back and find the wonders she reads of and dreams of?
Lieutenant Vendil
Holstor-Aelfeld
|
The Official Taster is a runaway Desert
Sprite named Bean. Eating and teasing are his favorite pastimes. (He
is the part of the reason Sprites get blamed for all the mischief.)
What he really wants is freedom with no attachments or obligations.
Then he begins to see how his choices affect others.
Vendil, the guard is a member of a
long-lived, but mortal race. He has traveled widely, searching for a
place and a people he could belong to. Experience showed him both the
good and the dark side of humanity. Now that he knows where he
belongs, other causes demand his loyalty. He wishes to defend his
country and his new friends, but how can he show them the beauty of
the land he calls home when he is so far away?
Lady Dorthea Neva-Erl |
The advisor, Dorthea lives for the
state, an intrepid check to those who seek to assert excessive
authority over the people of Arlithed. When she loses what is closest
to her heart, only the rumor of a home long forgotten gives her
desire to live any hope. Every step she takes is challenged by her
foes and other forces. She must learn to trust her friends when her
own strength is not enough.
After the advent of an unknown crown,
the empire begins to fall into the hands of enemies and to fragment.
These Sprites and Tall Folk take their part, great or small, to try
to hold it together for the sake of its citizens and their liberty.
Piece by piece, they learn of greater forces at work than mortal
contests for power. The deeper conflict rages most fiercely in their
hearts, as it does in the hearts of all mortals. For they are the
children of the great Eilefor who fashioned the world for them to
live in.
Their hidden enemy envies them. He
strives to satisfy his resentment by dragging them away from the path
that leads to their true home. They struggle against despair, doubt,
confusion, and physical adversaries.
Dorthea must find hope to lift her from
despair before it consumes her. Vendil must loose the burden of past
pain or he will always run against a barrier. Consequences of Bean's
thoughtless choices come around, and he tries to make amends and
regain trust. When Rose's dreams fall apart, she begins to flounder.
Fear binds Winkle, and she must find courage strong enough and break
it or she will forever depend on the whims of those who speak louder.
On top of these challenges, many noble, but heavy causes force each
to choose between them.
With their eyes, they cannot see
Eilefor. Yet he is not hidden to them if they can open their hearts.
If they do not trust him, they cannot travel far on the path that
leads home. Only as they move forward, step by step, and follow each
piece of light can they find the way through the mist. If they do,
they must also guide fellow mortals to refuge from impending
calamity. In their journeys, culminating in the final battle, each
faces two alternatives: eternal liberty or unending captivity.
(Note on the drawings: These are my drawings, but I have a friend who is actually trained in art working on some others.)