Anger Magic, Quick Setting Exploration

I hinted at this setting idea over a year ago, but… what would a world where anger is a route to magic look like?

How closely tied are those things? Does someone who is angry automatically have access to magic, or is that something that takes more special effort? Is there something about “only some people” etc?

For my personal interest, I want any anger to potentially lead to magic. And I want the magic that comes from that to often be dangerous & uncontrolled.

But… why then would children not cause lots of deaths? Is there something about coming of age or being older? A sufficient concentration of some environmental toxin / mineral / chemical? If it’s that, why wouldn’t fetuses concentrate the already present material in the womb?

Perhaps it’s gradual tissue damage from exposure to an external source of radiation… like, the sun, or a weird alien moon. Probably thinking about WFRP here, and Morrslieb.

Let’s say that anger becomes a reliable route to magic around puberty. That means that most communities, knowing the danger posed by anger-driven magical effects, would work hard to make sure that anger was avoided like the plague. Children would be taught to not give themselves over to anger, to prevent terrible things from happening as they grew older.

This wouldn’t be healthy. Mostly because I’m not interested in it being a healthy way of mitigating anger, but also because I don’t think pathologically avoiding anger for fear of something awful happening is actually good for anyone. This could even create moments when people—consumed by terror—do terrible things to stop someone who looks like they’re getting angry, like murder in self-defense when you know someone else has a gun… grotesque, understandable, awful, socially accepted.

So if the general population avoids anger and wants nothing to do with anger-magic, where would magic users come from? Where would they come in? Who would bother to train any new generations of magic users?

Oh, oh my. What if a person was known as a great and powerful wizard because they had once been utterly furious and were known for flying into a powerful rage at the drop of a hat? And what if, these days, they had resolved the fury which had once driven them? Perhaps they would want to see the world be different, so that people didn’t kill or hurt each other out of fear of someone being angry?

I like the character, an older magician who is no longer able to tap at will into the magic which made them so well known, feared, and respected… but who still performs the role in hopes of changing the world. They might seek to teach and train younger magic users to be able to think through their anger and channel it (anger and magic both) into more productive ends.

I don’t know if this person would be the central character for anything longer than a short story or piece of flash fic, but they feel worth exploring.

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Fiction Experiment 2/17/2016

The following tidbit is the result of me trying to come up with what it might feel like to fly on a magical skyship in the setting that Mattias, Wendell, Frisbee and I came up with last Sunday.  It’s a setting that we’re hoping to use for RPGs, and at some point soon you’ll be able to enjoy it along with us!  More about that later.

For now, have fun with this…

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Fleshing out the Details

So now that we have a setting, let’s add in some details! One thing that can derail a campaign most are details. Why? Well, because details are at once meaningful and arbitrary. That is, details have to be consistent with your universe, and they shouldn’t establish any themes which your  universe/story isn’t tackling, but they also aren’t always important. I once had to name a tavern at random. So I decided on a color and an animal/cooking object. After all, Black Bull, and the White Swan, or the Red Ladle, are all perfectly good tavern names. And this is how I ended up with the Red Bull Tavern, something Henry was so nice as to tease me about it here, and I’ll probably never hear the end of how I named the Mayor ‘Hamer’, which was intended to be pronounced “ha-Mare”, but ended up being called “Mayor ha-Mayor”. So it is important to make sure to make sure that your random details are unobstructive. But how do you craft important details that are meaningful?

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How to Craft a Good Setting

For me, the most interesting part of a creative body of work is the setting. Many people will talk about the characters, and how interesting they are, or the growth they exhibit. Others will point to the plot. But for me, the setting is the foundation; it sets the grounds for any ‘what if’s that the body of work is asking. Now, there are two general qualities of settings.

The first is the obvious: the familiar. By ‘familiar’, I mean that the setting corresponds to our notions of how it typically is. Familiarity is the reason that elves are tall and willowy and removed from the world, dwarves are short and stocky and miners who love alcohol, and halflings/hobbits are playful but possessed of personal hardiness. Familiarity is why protagonists are young and leave their village with mysterious outsiders, and why young people from small towns are protagonists at all. Familiarity is how we know sons kill fathers and hand-loss will show up in half of sci-fi and fantasy, and everything comes in threes. Familiarity is the stuff on which tropes are built.

In this, a good setting is a lot like a good joke. A good joke is all about establishing expectations, building up a story that we all know and understand, and then, in comes the second element: deviation. I agonized over that word for awhile: ‘deviation’. At first, I thought ‘surprise’. But surprise wasn’t quite the word I was looking for. Surprise indicates that you didn’t really see what was coming; didn’t have an inkling. And while there is room for genuine surprise in stories, for the most part, the spectator — the reader, the watcher, the listener — should see the punchline coming. They might not exactly know what that punchline is, but when it does come it should be followed with ‘of course!’ Whether that ‘of course!’ is followed with an ‘I knew it!’ or a ‘How did I not see that coming?’ is largely irrelevant, although it should fall somewhere on that spectrum. That is to say, the context (the setting) should lead up to the punchline.

In a sense, the conclusion — the end of the book, the punchline, the moral — should feel INEVITABLE, even if it wasn’t predictable. When you hear the ending, it should immediately ring true as the ending, or the setting wasn’t established properly. It certainly isn’t impossible that Frodo could simply take the ring at the end of The Lord of the Rings, but it wouldn’t fit in with the tropes of the book: that hobbits are strong of heart and will, that all ages must come to an age, including the age of The Ring and Sauron (much as the age of the Elves is coming to an end even as the books begin), that the thing that distinguished Gollum from Frodo was his close friendship with even just one remaining entity (whereas Smeagol had killed Deagol). Essentially, the plot should live up to the promises that the setting makes, establishing a strong unifying theme.

Now, I’m playing a little fast and loose with ‘setting’, because I’m starting to include parts of the story. But in this case, I don’t mean the plot. I mean the tropes, the imagery, and so on. Sure, discovering the tree elves of Lothlorien happens as a part of the plot, but it is itself not plot; it is a revelation of setting to the spectator. inverting that story in ways we don’t expect but can still clearly see. Reading about a character losing his hand, or being seen surrounded by ravens, or dying and coming back to life is plot, yes. How it happens is plot. But it is also setting, because it serves to establish what tropes the author finds important, and how he chooses to invert them.

If I can walk you through a few examples, I think this will be made clear, but as always, I must warn you of spoilers. In A Song of Ice and Fire (Game of Thrones, on TV), Ned Stark is established as the protagonist quite early on. However, he is killed off before the first book in the series ends. Yes, this is a plot point, but also acts to establish the setting that George R. R. Martin is writing in: in A Song of Ice and Fire, life is short, brutal, and ugly, and you can trust nobody. In a sense, this helps to establish the context of the story. And when the punchline finally comes, that context will be important.

So ultimately, a good setting uses tropes and setting devices to establish the tone of what is expected to happen in the plot.

As such, I’m going to try a new project for my new posts; I’ll be posting a setting I’ve designed, according to these principles, talking about the tropes it exhibits, and how those tropes are inverted, and what those inversions mean!