I’m Going to GIFCON This Week!

After a month of preparing, I’m heading to Scotland on Monday to speak at the Glasgow International Fantasy Convention on my Rats in the Walls project!

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You can check out the details of the project here, and read an excerpt from my speech here. You can also check out the promo video Alex Sherman and I made for the project here.

Don’t forget about the Rats in the Walls, son!

Four Rules for Building an Alternate Reality Game (ARG)

The following is an excerpt from my upcoming GIFCON presentation speech on my Rats in the Walls project, which was a limited ARG that took place from March–May 2015. This part of the speech talks about the four guiding principles I used to structure the whole project.

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What defines an ARG?

If you look at other ARGs, like the ones for the film The Dark Knight or the games Portal 2 and Halo 3, you’ll notice a couple uniting traits: these are multimedia stories, they allow audience participation, they pretend to take place in the real world, and they are actually essentially marketing campaigns.

Real-World Stories

“Real-world” means that ARGs have a lot in common with a hoax. A great example of an early alternate reality story is H.G. Wells’ War of the Worlds, where the world of the story and reality became indistinguishable and suspension of disbelief was achieved to the point that Wells managed to cause a national panic. ARGs are identical to everyday life, but there’s a divergence from reality where the story takes place. Conspiracies and espionage stories do well because they take advantage of a hidden dimension that seems real.

Utilizing Multimedia

“Multimedia” means that you’re not constrained to work on a page. Using Twitter as a platform meant I could incorporate videos, pictures, text, hashtags, and reach people online and on their phones. Much of the work I did was live performances, chalking circles, walking around with a sign, and handing out flyers. I also worked with a friend of mine to create a promotional video for the project.

Since the project was meant for the Twitter Fiction Festival, much of the “narrative” aspect had to be communicated in a way that matched the medium. To create the “events” of the purely fictional parts of the story, like trains being abducted or the communications between Kilroy and Bill Bratton, I had to create a number of fake Twitter accounts that reported on events as if they were real people reacting to developments happening around them.

Audience Participation

On the other side was audience participation. ”Audience participation” means that you’re allowing people to take part in the story’s development. This is where the ‘game’ aspect comes in with an “alternate reality game”—the audience become players attempting to guide the narrative. In this respect, DMs, hypertext authors, and game designers have a much better handle on creating these narrative structures than traditional authors: you have to learn to create contingencies and alternate outcomes and plotlines, so that players’ choices have significance. Other aspects include being able to manage players, keeping them interested, and stopping them from breaking the game.

Marketing as Storytelling

The “marketing” aspect is interesting. With an ARG, your story is your marketing, and you gain your audience by catching people’s interest. ARGs, when done right, are really a form of viral storytelling, which means being shared and talked about is as important as the story itself, because that’s how you get readers. Publicity from ANIMAL New York, the HP Lovecraft Historical Society, and photographers like Daniel Albanese helped gain exposure through news outlets, but ideally, you’d want to make your ARG as shareable as possible. Tapping into specific communities and targeting certain kinds of people online or in real-life is essential.

A Manifesto for Neo-Fantasy

When people ask what I write, I usually say “fantasy.” From there, people ask if it’s like Game of Thrones or Lord of the Rings, and I would go “Ehh, kind of.” I can name some of the books that influenced me, like Mountains of Madness or Wizard of Earthsea, but they aren’t good comparisons to what I write now. So I’m coining a new phrase: “neo-fantasy.”

I use the term “neo-fantasy” because nothing else seems to fit. The stories I’m writing are mythopoeic, but the label ‘high fantasy’ doesn’t work because these are the stories of individuals, not of empires, quests, or battles between good and evil. Dark themes like cannibalism, murder, and even outright horror appear in my writing, but don’t define it, like dark fantasy. Moral ambiguity and grittiness are often present, but my stories don’t rely heavily on them, like grimdark. Slipstream’s blending of science fiction, fantasy, and literary elements seems right, but the emphasis on cognitive dissonance and confrontations with reality doesn’t.

“Neo-fantasy,” as I see it, is a kind of hybrid between mythopoeic fantasy, literary fiction, and something like cyberpunk. These are some of the characteristics:

  1. Comprehensive worldbuilding. It is set in a secondary world with a fully developed history, cultures, magic, and setting. The realism, depth, and verisimilitude of each of these elements is especially important—the worldbuilding must be thorough and comprehensive.
  2. Magic is crucial. The use of magic is usually connected to the conflict of the story, and is often its solution. Magic is generally handled in a systematic, analytical way comparable to computer programming, but has a metaphysical dimension to it: magic usually represents a conduit to meaning, truth, or a greater reality. It is not reducible to a ‘science’, however.
  3. The conflicts in neo-fantasy always have a personal element. Emphasis is placed on internal struggles and an exploration of the characters.
  4. Neo-fantasy is essentially humanist. Humans are empowered to shape their lives and the world around them, and there are no limits to the power or understanding that humans may achieve. There are beings more powerful than humans, but they are either derived from humans or able to be surpassed.
  5. Neo-fantasy’s primary goal is to explore the sublime. ‘The sublime’ represents the extremes of wonder and terror within life. Reverence, awe, and despair are also key themes.

My short story The Crownless King is a good example of neo-fantasy: the story takes place in a world with a strong history and magic system, and the central conflict is whether the protagonist, the wizard Samal, will save his apprentice Iz or let the weight of his past crush him. They key themes of The Crownless King are despair, horror, and death, but against it all stands the small hope that the human spirit can survive.

The term “neo-fantasy” may never come into general usage, but that doesn’t matter to me as much as having a term that I can use to unite all of these thoughts under one umbrella and articulate them to people who haven’t read my work. Everyone wants to be part of something new, avant-garde, and fashionable, but the wars over genre and theory matter less than the stories themselves.

New Essay in Clarkesworld Magazine: “Frodo is Dead: Worldbuilding and The Science of Magic”

I’ve said this before: magic should not be science. Magic can be systematic and internally consistent, but it shouldn’t be reduced to a human tool, like astronomy or chemistry. A lot of writers and worldbuilders don’t seem to understand the difference–didn’t Arthur C. Clarke famously say that “Any sufficiently advanced technology is indistinguishable from magic?”

But there is a difference. That’s what my new essay is about.

In this essay, titled “Frodo is Dead” I wanted to show how basing magic off of science, ration, and the Enlightenment philosophies that informed them inevitably leads to a breakdown of its fantasy world by turning it into a mirror of our world.

You can read the essay here on Clarkesworld!

Five Years Worth of Sketches: Ritual Magic, Death Masks, and Helmets

This weekend I finally started digging into about 5 years worth of sketches and thumbnails doodled in the margins of my school notes. The majority of the sketches are for helmets, masks, and faces, but there are some symbols and ritual magic designs.

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Most of the helmets on the left are meant for Redcaps, which are elves that have warped their bodies into killing machines. Their helmets usually have a grinning skull motif, like death masks. On the right are robes, designs, and a mask for a necromancer. The almond-shaped mask design is one of the oldest masks I made.

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Most of the designs on the left are ritual hook designs, surrounded by symbols. I’m not sure what I’ll use them for yet. The other symbols scattered around the page are for necromancy. On the far bottom-right corner is a sketch of the god of death, Erroth.

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I’ve been experimenting with creating a language of symbols for magic based on Chinese or Japanese pictograms. The two blocks in the center and left are some automatic drawing examples. On the right is a design based around the mask of the god of death.

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More helmets on the left, and death masks on the right. The mace in the middle is a take on the Gae Bolga, the famous weapon of Cuchulain, the Irish hero.

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These are some assorted drawings of faces, including the skull-like face of a necromantic character and the alien-like neck and head of Absurdity, which is an embodiment of chaos.

New Books! Wabi-Sabi and Tibetan Buddhism

So I swung by the Spoonbill & Sugartown Bookstore in Brooklyn today while running errands and some cool books. The bookstore itself was fascinating and had a lot of cool, eclectic titles, including the Atlas Obscura and the new Non-Stop Metropolitan. There was a surprising amount of stuff on magic and mysticism, which caught my eye. In the end, though, I picked out these two to help me with my Buddhist-inspired fantasy worldbuilding.

Wabi-Sabi for Artists, Designers, and Philosophers

“An updated version of the seminal 1994 classic volume on the beauty of things imperfect, impermanent, and incomplete.”

Wabi-sabi is something I’ve always wanted to read more about, but all I could ever find was the Wikipedia page. I’m really interested in its connection to Zen Buddhism.

Wabi-sabi, as I understand it right now, is an aesthetic and life philosophy that centers on incompleteness, flaws, and authenticity. It has a lot in common with Daoism and Buddhism, and can be extrapolated to everything from dishware to clothing and architecture. I’ve always thought it was cool how people found ways to turn living into an art, especially when the that ‘art’ is tied up with the inevitability of death and decay.

 

The Tibetan Book of Living and Dying

“A newly revised and updated edition of the internationally bestselling spiritual classic, The Tibetan Book of Living and Dying, written by Sogyal Rinpoche, is the ultimate introduction to Tibetan Buddhist wisdom. An enlightening, inspiring, and comforting manual for life and death that the New York Times calls, “The Tibetan equivalent of The Divine Comedy.”

I’m kind of wary of bestselling books written by self-identified Buddhist monks (especially the Dalai Lama), but I thought this would be a good reference point for creating a philosophy about life and death for my world. One of the things I’ve realized is that I don’t have much in mind for burial procedures or rituals, let along day-to-day philosophy.

Tibetan Buddhism also produced the Bardo Thodol, which I still haven’t read, but want to.

The Nokizi: A Fictional Necromantic Manifesto, Part 1

I was playing through TES III: Morrowind recently, and I came across three books in a necromancer dungeon: Darkest Darkness, Arkay the Enemyand N’Gasta, Kvata, Kvakis. I remembered these from years ago, and was excited to see them again: these are necromantic books you can actually read in-game–they’re short, and they give you a bit of insight into the beliefs and ideologies of the black mages you’re going up against. My favorite was A Game at Dinner, which was a sort of epistolary novel from a spy to their dark lord.

I’m writing a new story about the necromancer Yute, who I spoke about in my last post about the psychopathic mind, and one of the main plot points of the story is his own manifesto, The Nokizi. The Nokizi is meant to be a book similar to Arkay the Enemy: something to be passed around and read by the initiated members of the necromancer community.

But ever since I first conceived Yute, I wanted his necromancy to be at odds with the popular ideas of the day–I imagined him as an unorthodox figure, a radical other necromancers would be wary of, like Malcolm X or Timothy Leary. As soon as I imagined him, he needed an establishment to rebel against.

The Nokizi is Yute’s critique on the current state of necromancy and the major figures whose work has influenced it. These figures include Amassad, Togorun, and Banasail, all three of whom have achieved a different kind of immortality and huge followings of acolytes. These three are sort of like Hindu gurus who promise their followers eternal life and enlightenment if they follow their teachings. Yute, meanwhile, is based off the Bodhidharma, the iconoclastic founder of Zen in China.

I imagined that Yute brought all of his new ideas before the gurus first, expecting to gain praise and recognition from the masters and cement his position as a new master. It would be a sort of “look at me, I found a new path that is undeniably better than all of yours, and now you must admit it.” Instead, he was laughed and jeered out of their temples and abodes and derided by all their students, one after another. Yute, not one to take humiliation well, devised his Nokizi as a critique of the establishment that rejected him, and a manifesto for his new method and philosophy.

The actual critique is a blend of mathematics, paradoxes, parables, German philosophy, and Rinzai Zen, with the goal of showing that 1) Amassad, Togorun, and Banasail are all going about immortality in the wrong way, 2) the current conception of time and the self are wrong, and 3) that immortality seekers should employ mathematics, not body-modification or other techniques, to achieve immortality.

At the very end of the Nokizi is an encrypted portion, along with the promise that anyone who solves the cipher will gain the secret to his new method. The idea is that, though the necromantic community rejected him before, he is willing to allow converts into his new method if they are clever enough. But it’s all a trick–the insanely complicated cipher encrypts only a bunch of gibberish and nursery rhymes, as a giant, spiteful fuck-you. “You had your chance to be my acolytes, and you laughed me down,” is Yute’s internal reasoning. “So I’ll show you what you’re missing, offer you my secrets, then laugh at you.”

Yute’s a twisted kind of character.

You can read the first part of the Nokizi here.

Worldbuilding: Map of Lechuguilla

The real Lechuguilla is a mind-boggling vast, terrifyingly beautiful system of caverns in Mexico. My Lechuguilla (I’m using the name as a placeholder until I can create a fitting name) is an underground city constructed after the surface of the world became uninhabitable. I drew a new version of the city today, and I wanted to share it on the blog.

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As I imagine it, the main feature of the city would be a pair of hollow spheres whose walls are lined with tiles of glass. A magical light source would hover in the center of the spheres, creating something like a lighthouse, with the light spilling down two long shafts, which lead to the main chambers below. As day changes to night, one shaft would be illuminated with strong light, creating a “day” in one chamber, while the other shaft would have weaker light, creating a “night” in the other chamber.

Both chambers have several stone pyramids, sort of like NERV HQ in Evangelion. Each pyramid has a second, upside-down pyramid attached to the bottom, which hangs down in an even larger lower subterranean chamber, where a series of columns meet the apexes of the pyramids. The pillars hold up both the lower and upper chambers and extend into a vast underground lake, which is heated by subterranean magma channels.

One of the toughest parts of creating an underground city is devising the layout in three dimensions. On the right side of the image above, I included a vertical look at the city, which shows some of the lateral chambers.

 

My New Grimoire

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I love this book. I picked it up from Poetic Earth’s booth at New York Comic-Con this year, and it’s got a hand-tooled leather cover. Last night, I made the first entry in it on the title page (see above).

The triangle-tesseract design is the same one that came to me in a dream several years ago, after a night of reading too much about fractals. If you place each letter of the word “OROBORO” at the right vertices, the name should repeat perfectly across the whole design, meaning you can read “OROBORO” forever in three dimensions.

Beneath that is the phrase “ONE THOUSAND EYES OPEN.” This is the same phrase I used for one of my artists books, which used origami and an eye design to create an interactive little book that read “ONE THOUSAND EYES OPEN” no matter how you folded it.

At the far bottom, I drew the symbols of the three gods in my canon: Erroth, Sol, and Ormun.

I’m planning on using this book as a reference document for my worldbuilding, especially magic systems. Right now, I’m thinking of including diagrams of the Sephiroth, Qliphoth, Eightfold Path, the Five Skandhas of Existence, Pascal’s Triangle, and the Sierpinski Gasket, along with notes from my notebooks. This way, I’ll have all my notes and inspirations in one convenient tome.