Monthly Archives: January 2015

For Whom Do We Write Picture Books?

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A Childhood of Books

So recently I was reading The Writer, a literary magazine that gives great tips and advice for well, you guessed it, writers. One article in particular looked at how the books read in childhood influences a writer. It got me thinking about how my childhood looked and what stories I can still remember and enjoy today.

Looking back, I loved to read since I could remember. I would often read signs when walking like “Stop” or “Flatbush Avenue” or “Please curb after your dog”. When it came to books, my favorite was picture books with vibrant images to keep me interested as I read them. There was a huge bookshelf in the corner next to the couch, you see, full of books I would read over and over again along with books my grandma and mother accumulated over the years.

That being said, I didn’t like writing for the longest, especially when it came to school. The only time I actually started to like writing was when I was writing what I was interested in which was probably guessed by everyone. So the following are the books that I consider significant in influencing my decision to writing stories.

 

Charlie Brown’s Cyclopedia

I read a lot of  kid encyclopedias at my grandmas apartment since those where the only things on her book self and the only gifts my uncle would buy for me. These were definitely my favorites, and the first time I met the Peanuts gang.

Junie B. Jones

I remember reading a lot of these at school and the book fairs there would always have another Junie B Jones book to buy.

Jigsaw Jones

 

My grandmother bought me a few of these books and I liked the stories they told and way a kid detective would solve cases.

Forged By Fire

Front Cover

This was one of those books you had to read in school but the first of those I actually liked. Probably the first book without pictures I liked, I got behind the characters, and I also remember I read this around the time my first sister was born so I think that might have helped me connect with the main character.

 Super Diaper Baby

So I didn’t actually read the Captain Underpants books for some reason, but I did get to read this one. My favorite parts were probably the flip-o-rama pages and maybe the closest to a comic I read up to that point.

 

 

Well those are my most memorable childhood book series, I’ve read more but I can always rethink these for memory. Let me know what you readers thought about them in the comments, or if anybody has any recommendations for me or stories they would like to share. And always, thanks for reading!

Vanessa Fly Trap Characters: Georges Scout

Georges is the father of Tony and Kate Scout and the adoptive father of Vanessa and Victor Sprout.

Appearance

Georges Portrait

He is a well built man with a tan complexion. His current style is his brown hair with a spiky top and darker highlights in the front, along with a thin beard and even thinner mustache.

He typically wears a blue polo shirt sporting the male symbol in front and khaki jeans with his brown sneakers.

Background

Georges was born in Cap-Haïtien, Haiti to a small family including his older brother. Often his brother was aloof and he didn’t like the way he was raised by his strict and overtly religious father.

His first trip to the US was as an exchange student in high school, where he met Elizabeth. Soon she convinced him to college in America to further his study in civilian engineering. He started off as the students handyman until he got a job with a New York Building firm. He worked as a reinforcing iron worker, moving from residential to commercial and industrial construction. When Elizabeth decided to adopt Vanessa and Victor, he wasn’t about it at first but he warmed up to them as well.

Personality

Georges isn’t too hard to get along with: he’s patient, very steady under pressure, and isn’t fussy about whose company he keeps. He also has a sense of humor and an excellent memory, and enjoys limericks, funny jokes, and good conversation. Like most Haitian men he adores a good malt drink and coffee in the morning.

Something of importance to Georges is how he views society and how it affects his family. It might have something with growing up in a strict family but Georges isn’t as hung up on things like following the crowd and often encourages his family to focus on what they like instead of listening to what they should like. He also strives to be there with advice when he can and give his opinion on how to solve a problem.

He does however like going at his own pace with things. For some this makes him slow and he tends to not be the best with deadlines.

His parenting style started off focusing more on responding to his kids and being very nurturing and loving to avoid confrontation. However this led to him being seen more like a friend than a parent by toddler Tony and instead of punishment he had to use bribery with toys, gifts, and food to get him to behave. With a new baby, he knew he was being too permissive so he worked with his wife to make his rules and punishments more consistent. However he still takes the time to be there for them after their punishment is over.

Likes: Malt drinks, coffee, comedy movies, superheroes, teaching his kids Haitian Creole, changing people’s expectations, Kompas music, progressive values, dance hall,

Dislikes: When his wife worries, caramel, butterscotch, the Deep South, stubborn types, certain conservative values, rushing through things

Hobbies: building model planes and ships, blogging, jogging, biking, wood crafting, Dominoes, Poker, making small metal sculptures

Relationships

Family

  • Elizabeth is his wife.
  • Tony is his son and first child
  • Kate is his daughter and second child
  • Vanessa is his adoptive daughter
  • Victor is his adoptive son
Friends
  • Marlin
  • Tyrone
  • Paulani
  • Jean-Baptiste
Skills
  • Wood crafting
  • Fixing things
  • Native Haitian Creole Speaker
  • Fluency in French and English
  • Model building
  • Construction
  • Welding

Collapse of the Spirit Realms & Lunar Civilization

Significant Events

  • While the major wars provided economic and technological booms, the dragging on of multiple smaller ones damaged the budgets and reputations of the Jinn and Faerie civilizations.
  • During the various warring periods, more and more spirits move to the spirit world to escape from the physical wars.
  • Deadly threats by Ghuls are artificial dragon breeds known as Jabberwocks that become stronger by absorbing/eating various forms of arcane magic; including bio-magical beings like the faye and spirit species.
  • Poor transferring of jabberwocks by Ghuls causes them to escape into wild and become an invasive species on most Kaf wildlife and attack all kinds of sentient beings using ordered spell craft or their supernatural/preternatural abilities,  even ghuls themselves.
  • Some jabberwock follow spirits into their various home dimensions. They breeding quickly there, causing rampant damage to the spiritual energies and attack the local spirits.
  • Within a century, the jabberwock infestation causes a disturbance in the stability of many spirit realms. In order to prevent the jabberwock from destroying all of the spirit realms, angels sent by an unnamed god join forces with martial guardian spirits to slay the monstrous lifeforms.
  • During this time most spirits become less preoccupied with physical world including deities protecting their domains, as such prayers and the like go unanswered for longer periods of time.
  • Most divinities are able to eradicate the invasive species but the damage done to the majority of spirit realms is too large to recover them in time. Evacuation efforts are made to clear out all the spirits of these doomed worlds and most have no choice but to live in the ethereal layer of Kaf.
  • Only very few spiritual realms remain, the domains and homes of many spirits, including deities collapsed and are dissolved into the aether.
  • A desperation mission is made to stop the operation of a Ghul doomsday device powered by immortal deities and designed to eliminate an entire species of people at a time. The resulting struggle results in the apparent destruction of the entire Ghul species.
  • In the physical world of Kaf, global temperatures rise connected to the rapid increase in greenhouse gas emissions of coal plants. This causes the melting of polar regions, increasing the sea level and causing islands and shore lines to be underwater.
  • The dramatic increase in the ocean temperatures leads to the gradual extinction of various forms of sea life including aquatic faye and magical beasts.
  • The occurrence of natural disasters increase, including volcanic eruptions, earthquakes, tsunamis, and hurricane systems.
  • The raw mana turbulence makes its return with the destruction of the World Trees wreaking worldwide havoc.
  • Many species of faye like Elves, Dwarves, Centaurs, and Trolls die out or diminished to critically endangered numbers, the Faeries Courts dissolve as a result.
  • Previous grassy plains and cleared forests soon become barren deserts
  • With constant disasters killing off beings and making it resources harder to find, many towns and industrial plants previously occupied by various civilians were becoming more abandoned.
  • More and more had to live off what they could find from the fallout of the wars or become bandits who stole from others to get what they need.
  • Depletion of resources and technology lead to many people’s dying off and those that survived reduced to subsistence living.

“Qarin”
Genre: Utopian Near-Future
Tech:
Power-Electric motors and generators, Nuclear fission

Transportation– (military) liquid-fuel rocket, Ion drive spacecraft (civilan) electric carts

Medicine– inoculation, isolated antibiotics, injections, imaging scanners

Cooking– electronic stoves and ovens, microwaves

Communication-telegraph, radio transmission, black and white video, sound recorders

Weaponry-Machine gun, Assault rifle, C4 grenade, flash grenade, Rail-gun, Coil gun, electrolaser, EMP generators, ion cannon, Kevlar armor, carbon-nano-fibers

Significant Events

  • Improvements on past spacecraft are carried out by enlisted Lunarians and overseen by Faerie, to develop spaceships that can reliably send over advanced weaponry and ammunition to Kaf.
  • Various forms of circuitry and electronics are developed via assembly lines in factories employing Lunarians  to be integrated in weaponry and location devices.
  • Soon various forms of robotics arise from advancement of the golem spellcraft and alchemy of Kaf
  • Research into micro technology develops programmable nanobots able to build organized units including objects, tools, machinery,  and even function as an automaton.
  • Nanobots are programmed and constructed into automatons to entertain soldiers and serve as walking transplants for wounded warrior’s organ replacements.
  • Lunar societies face cataclysm when Ghuls break into fortified cities, factories and research centers; Lunarians and Fairies prepared for attack put their children, adolescents and selected caretakers in suspended animation to survive the onslaught.
  • Isolated Qarin elves are surprised and those who survive scatter into the wilderness of the moon.

Ghul Warring Period

  • Civil unrest begins within the Djinn culture: class and race riots erupt regarding the unequal treatment of the privileged Marid towards Ifrit and Silat races, weakening the species’ international influence.

 

  • Invasion from Ghul Jinn involved attacks from floating disc spacecraft causing damage to a ogre dwelling and elven city.

 

  • Both Seelie and Unseelie Courts declare war on invading Al-Ghul threat.

 

  • Attack spurs the rapid advancement of warfare related weaponry and offensive ordered spellcraft.

 

  • Civil unrest begins within the Djinn culture: class and race riots erupt regarding the unequal treatment of the privileged Marid towards Ifrit and Silat races, weakening the species’ international influence.

 

  • Early spacecraft invasions are met with far range gunpowder based weaponry such as cannons and immense siege engines.

 

  • Ghuls enhance their troops by having them possess armor crafted for rare minerals from space asteroids, or using various grades of chemical weaponry and refined ectoplasmic strains; ghuls use self-genetic alterations to create classes designed for combat or servitude.

 

  • Faye and spirits on Qarin are assigned to develop advanced weaponry to combat Ghul forces; they assign the Lunarians to be the workforce for new applied military science and research in exchange for providing necessities.

 

  • With the increasing focus on combat, Homins are largely ignored as expansion toward forests was slowed; wrecked ships and aircraft from Earth land in Kaf human territory.

 

  • Dragon populations decline greatly due to Faye settling into their habitats and being hunted due to fear and attacks on livestock; this causes animosity towards Slyvan faye who raise and respect wildlife.

 

  • Deities attempt to influence Kaphian societies by spreading worship of themselves by using their miraculous abilities against the Ghuls; Infighting begins between various pantheons due to multiple ‘’gods’’ drawing power from the same sources- multiple gods/goddesses of the sun, etc.

 

  • Weapons and textile industry (like bleaching clothes) required mass mining of sulfur and lead.

 

  • Steam engines were first developed to pump water out of flooding mines.

 

  • Steam engines used cheap coal to keep coal cheap & cheap coal created the opportunity for railroads and steel, which created a positive feedback loop; rails needed steel which was heavy so steel needed railroads.

 

  • Wages for soldiers and manufacturers were high & energy was cheap. The prices led to an industrial war-effort by giving firms incentive to invent technologies that substituted capital, coal, and firepower for labor.

 

  • Small village populations required firearms for militias and larger settlements put up drafts during the war times.

 

  • As the armies of Ghuls and Faerie Courts wage war, nearby territories raise up militias in an attempt to protect selves from invading forces and quartering soldiers.

 

  • Railroads opened up new avenues for transporting raw materials and weapons across vast differences.

 

  • In order to build railroads, the Courts were given permission in Djinn ruled lands and some of their soldiers to acquire recently claimed territories for expansion.

 

  • Increased need for food to fed armies=more land brought under cultivation limiting biomes like rain-forests.

 

  • Worldwide production consumed more resources & energy and overall sustainability from a destabilizing environment.

 

  • Later warring periods introduced dramatic progress in warfare technologies including those that ran on internal combustion, electricity, magic crystals, even nuclear fission and ectoplasm. Other breakthroughs such as germ theiry, new schools of magic, organ transplants, and robotics are made during research and development efforts for the various conflicts. However the majority of discoveries are kept as military secrets, preventing most civilian and domestic applications of these breakthroughs from occurring.

 

  • Anthropogenic extinction of various species; mega-fauna and magical beasts due to over-hunting, converting various forests into farmland/grazing ranches, and introducing invasive species into new territories.

 

Various Periods of the Wars  (Some of these may have stories that glimpse into them someday)
  • Extraterrestrial Honor Test/ Prank Wars
  • Hypnotic Food infiltration
  • Cattle Abductions
  • Ghul fleet invasions
  • Trench Warzones
  • Court Wars
  • Trans racial Slave Trade
  • Start of Pantheon Infighting 
  • Mystic crystal Cartel
  • Anti-Jinn Riots
  • (Djinn) First Civil Rights Movement
  • Graffiti Platoons
  • Abolitionist Movement
  • Lycanthropy Plague
  • Vampiric Spread
  • Undead Rising
  • Battleship Blockades
  • Age of Piracy
  • Underwater Warfare
  • Air Raids & Aerial Piracy
  • Nuclear Winter
  • Cursed Zones
  • Urban Sprawl and shoot outs
  • Rise of Guerrilla Unit
  • Counter Culture Movement
  • Invasive Jabberwock Infestation
  • Deicide Murders
  • End of the Pantheon Age
  • Doomsday Scare
  • Fall of Lunar Civilizations
  • Global Environmental Apocalypse
  • Mass magical beast/megafauna Extinction 

 

Crash Course links that helped me with this era’s details:

Races of the Old World

Spirits

A spirit is an supernatural,  incorporeal creature that has no physical body. Instead they are composed of etheric matter and energy, which does not interact with everyday matter in most cases, only other ethereal manifestations. As such, they can be touched/harmed only by other incorporeal creatures made of etheric matter,  magic weapons or spells, mana plasma, or supernatural/preternatural abilities.

The majority of spirits are also capable of constructing illusory forms by which they can manifest themselves to interact with the everyday physical world.

Jinn(Sub-type): Jinn are spirit creatures different in that instead of representing or embodying a concept, not incarnations of a few archetypal deities or manifestations of a god. Nor are they merely symbols. They are considered to be, like humans, distinct individuals with their own personalities and paths in life. Also their spirit forms can be influenced by strong electric and magnetic fields due to their etheric energy interacting with electromagnetism in a similar fashion to plasma.

  • Djinn– Jinn that stayed on the planet where Arcane Realm takes place
  • Ghuls-Left the planet long ago and built alien structures that oppose the world of Kaf

Elementals(Subtype)-Nature spirits in tune with various elements that make up the world. Often they will manifest as the element that are in tune with either in humanoid, animalistic or more simple forms.

  • Ignan– elemental spirits inhabiting a body made of flames. Ignan’s who wish to interact with the physical world without destroying anything, can manifest as a luminous room-temperature plasma.
  • Terran-an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it manifests from.
  • Sylphs are the elementals of air who can often assume the form winged lilliputians like pixies but only for short periods of time.
  • Undines are water nymphs whose physical forms closely resemble humans in appearance and size, except for those inhabiting smaller streams and ponds.  The Undines and their subgroups are friendly, approachable, and are very willing to work with people and to help them.  Etheric in nature, they exist within the water itself and this is why they can’t be seen with the normal physical vision.

Kami(subtype)-Spirits that embody special places, areas, regions, even built structures

  • Genius Loci  are spirits of the land that inhabit certain geographic areas, and lie in invisible dormancy until they feel the area they guard is threatened, in which case they rise to defend it.  Spirits of the land, in their natural form, are invisible and intangible. When it wishes to be seen it can manifest as a humanoid, animal, or elemental of its own size and composed of one particular element. The illustration of one in the Monster Manual shows it in the form of a bear made out of wood and earth. In most cases, however, the intelligent, magical entity simply develops from the similarly named “spirit of place” over a great deal of time. In other settings, genius loci are formed by powerful magical events, and in others they are the results of ley lines, mana pools, or an equivalent.
  • Oni-brutish mountain spirits that share some things in common with trolls and ogres. THey often manifest as large humanoids and are sometimes depicted as good or bad, but are usually morally neutral and interested in their own affairs. They prefer huge bludgeoning weapons (iron clubs called kanabō being the most common) and hide loincloths (Usually tiger-striped).
  • Yuki-onna– appear as beautiful women in snowy, cold, or mountainous regions. Some incarnations sleep with lone travelers to steal valuable body warmth, others will simply make them get lost during their travels to freeze to death, yet others will kill travelers by tricking them into touching them or a baby they hold in their hands. More benevolent Yuki-onna will either lead the victims to safety and then sleep with them (or just lead them to safety), or simply leave them alone.

Henge(Subtype)-Spirits that came from animals who learned some of the secrets to spiritual ascension

  • Youko– an intelligent creature descended from foxes who discovered the secret to developing magical powers, including shapeshifting (particularly to human form), enchantment, illusions, Faux Flame, and supernatural wisdom. In fox form, they tend to grow additional tails as they get older, up to nine in total.
  • Bake-danuki- a type of canid spirit with less raw power than vulpines but more skill at shapeshifting and trickery.
  • Tengu- most commonly associated with crows, known for their great agility, magical power and arrogance
  • Bakeneko-A seemingly ordinary cat that develops magical nature through long life. It looks like an ordinary house cat, except for the tail, which splits into two at half-length. It’s said a cat will become a bakeneko after turning 100 years old, where upon its tail splits, it starts using human speech, some how gains transformation powers, a greater intelligence, and other odd abilities.
  • Jorogumo- spider spirits are monstrous in size (as big or bigger than a man) that can take human form to seduce travelers to feed her offspring, and often has the power to allure men with a song.
  • Inugami/Okami- dog-like beings, often similar to werewolves. The Inugami are often masters of black magic.
  • Kappa-anthropomorphic turtle with a domed head, parrot-like beak, and a ring of spikes sticking out from its head.

Dryads-Dryad are tree spirits with the forms of beautiful humanoid women made out of smooth, brown-green wood, or herbaceous stems and with grass and leaves for hair. They can step into and out of trees, and can perform localized teleportation by entering one tree and then magically appearing out of another nearby one.

Celestials– Spirits embodying concepts and fundamental forces, and celestial objects. For a large time of Kaf’s history, they were worshiped as deities for their dramatic

Obakemono(subtype)-monstrous spirits embodying negative emotions and created from accumulation of pollution or ruin

Nurikabe: A monster that takes the form of an animate section of wall. It has the power to turn invisible, and likes to use this power to impede travelers.

 Ushi Oni: Or Gyuuki, means Bull Fiend, and is a sort of counterpart to our Minotaur. In some stories it’s a demonic looking ox with many tails and claws, in others he’s a sort of giant spider, while in others is a sort of wisp fire.

Faery

Are beings with innate preternatural abilities that are also capable of ordered spell-craft and typically connections to nature or similar forces or a particular place. Often they have origins from spirits or magical beasts.

Sylvan:Forest  and nearby grassland fae that often have some animal or plant-like features, may be solitary or form their own communities. They are typically territorial.

  • High Elf:High elves are distinguished from other elves by their place of living, as they usually dwell in stone cities, instead of woods, like wood-elves. Typically high elves consider themselves the most purely good race of all, and haughtily view all other races beneath them, especially other elven races, and they are usually the most magically developed of all elves.
  • Wood Elf:Elves that reside in the forests of the world. Members of this sub race live outside of common civilization and possess a connection with Nature and hedonism that is stronger than those of any other sub race of elves.
  • Centaur:This creature has the sun-bronzed upper body of a seasoned warrior and the lower body of a sleek warhorse.
  •  Huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something preternatural: her long, fox-like tail, and the fact that she doesn’t have a solid back—merely a hole that reveals her body to be a hollow, bark-lined shell.
  • Pixies-are like tiny  elves, only with sneakier, less majestic faces, longer ears, and gossamer insect wings sprouting from their backs. They wear bright clothing, including caps and shoes with curled, pointed toes. However, pixies are normally invisible, even when attacking, and unless they choose to be visible, only others of their race can see them. Although goodly, pixies adore playing tricks and pranks. Some of their favorite pastimes include leading travellers astray, pinching skin black and blue, and stealing invaluable items.
  • Faun-They are around 6 feet tall and have bestial faces. They have goat-like faces and flowing hair. They prefer body painting over clothing. They prefer to avoid combat.
  • Leshy- a nature fae that inhabits the body of a specially grown plant. This male woodland faery protects wild animals and forests. He is humanoid in shape, has a manly but leafy appearance.

Lilliputians:small but with startlingly broad magical powers. They often form small communities and enjoy tricking mortals, especially if they are drunkards, bad tempered, lazy or proud.

  • Sprites– Shy and reclusive, sprites dwell in meadows and wooded glens, where they have appointed themselves the monitors of their lands. Unlike their pixie cousins, sprites are not especially mischievous by nature, and prefer to be left alone.
  • Leprechaun-The leprechaun is a mischievous short humanoid faerie creature.
  • Brownie-a mischievous little creature from twelve to eighteen inches high, usually dressed in green or russet brown.  Most of them appear as very aged, often with long white beards, and their figures are inclined to rotundity.
  • Kobold– may manifest as animals, fire, human beings, and objects, residing in homes or in the mines.
  • Hobgoblin– seem to be small, hairy little men who—like their close relative, brownies—are often found within humanoid dwellings, doing odd jobs around the house while the family is lost in sleep.
  • Pech were a type of gnome-like creatures in of short height but extremely strong. They brewed heather ale and battled against the Scots
  • Gremlin: creature depicted commonly as mischievous and mechanically oriented, with a specific interest in aircraft.
  • Zashiki-warashi:The appearance of this being is that of a 5 or 6 year child with bobbed hair and a red face. Zashiki warashi can be found in well-maintained and preferably large old houses. It is said that once a zashiki warashi inhabits a house, it brings the residence great fortune; on the other hand, should a zashiki warashi depart, the domain soon falls into a steep decline.

Mountain: relatively humanoid fairies dwelling on and in mountains and hills. Territorial but may be willing to make a deal with those who are respectful.

  • Dwarves– a short race, as their name implies, standing between 4’3″ and 4’9″ on average, what Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans.
  • Gnomes-Small, keen mind, bright personality, magically gifted, can turn invisible.
  • Trolls-This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
  • Banshee: a feminine spirit in Irish mythology, an omen of death and a messenger from the Otherworld who begins to wail if someone is about to die.
  • Gwyllion: refers to them as ugly female fae that are usually described as wearing ash colored clothing with an oblong four-pointed hat, and usually carrying a pot in one hand. They also are known by their disturbing laughter and their cries of “Wb!” .
  • Mimi-extremely thin and elongated bodies, so thin as to be in danger of breaking in case of a high wind. To avoid this, they usually spend most of their time living in rock crevices.
  • Oread– was a type of nymph that lived in mountains, valleys, and ravines.
  • Vila -nymphs, who have power over wind, which they delight in causing storms of high winds. They live around hills, mountains, and high mounds.
  • Rokurokubi are human by day but have extremely elastic necks during the night.

Aquatic

    • Nerieds are aquatic beings who inhabit the waves and are spiritually bound to the sea.
    • Selkies:said to live as seals in the sea but shed their skin to become human on land.
    • Asrai-They are said to look like beautiful young maidens, sometimes as young as children, while actually being hundreds of years old.  They may have webbed hands and feet. The Asrai are as deathly afraid of capture as they are of the sun, because if captured or if a single ray of sunlight touches them, it is said that they die and turn into a pool of water. They are, however, said to enjoy bathing in the moonlight.
    • Naiads -water nymph (female spirit) who presided over fountains, wells, springs, streams, brooks and other bodies of fresh water.
    • Oceanids-the patroness of a particular spring, river, sea, lake, pond, pasture, flower or cloud
    • Kelpie: It has usually been described as appearing as a horse, but is able to adopt human form.
    • Aquatic Elves/Nixies: .The Sea elves are a subrace that reside in undersea civilizations. Naturally they are closed off from societies and are also in tune with their environment but only came about during the Ghul warring states period.

Monster-These fae are often cast aside and referred to as monsters by other sentient beings for various reasons not limited to: aggressive nature, monstrous or grotesque features, preying on sentient beings,

  • Naga-Humanoid in shape but have a wide variety of noticeable serpentine features, such as a snakelike tail in place of legs, a complete covering of scales, a hood like a cobra, a snake’s head, or snakes in place of arms.
  • Harpy-Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her.
  • Dullhaun-a headless humanoid faerie, usually seen riding a black horse and carrying their head.
  • Ogre– are giant brutish humanoids that delight in brutality, rape, savagery, and torture. They revel in inflicting misery on others. They are considered bastards by the other giant races except for trolls. They stand between 9 and 10-feet tall and can weigh up to 650 lbs. They tend to be lazy and brutish, preferring to rely on ambush and overwhelming numbers in battle. Ogres often work as mercenaries, hoping for easy plunder
  • Goblins-This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
  • Nukekubi are humanoids that can detach their heads from their necks and float away in search of humanoid and animal flesh.

Constructed

Tsukumogami: Inanimate objects that come to life after a hundred years. These can range from weapons to clothes to umbrellas. The umbrella version (karakasa) is typically depicted with one eye, a mouth, two arms and one leg. Another popular one is Ittan-momen, a floating strip of cotton cloth with eyes and arms.

A Fairy Christmas

My first post of 2015! So this (or I guess “last”) Christmas I was looking for a gift for my younger brother Matthew. So I remembered a certain someone who published a picture book for children and got him  this

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Which works out great since he doesn’t want to sleep unless you read him a story first

Me and Matt

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So thanks to Michelle for the New bedtime story!

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