Tuesday, July 24, 2018

:: FeyGen Prompt #4 ::

SETTING—Zeferino's home
Location: Divine Dirty settlement, kingdom of Ewerercastle
Environment: Mild Mostly Cloudy tundra
Name: Fairy Ringdale
Prominent Places: dining hall, Fairy Ring, Wall, Glen
Leader: Teofilo, manager
Demographics: Neutral Evil ranais
Prominent Professionals: Bookbinder, Organist

HERO
Name: Zeferino (''West Wind'')
Identity: adult male ranai
Physical: a grimy look, wears hand-made vesture
Attributes: Smart, Resolute, Weak, Fragile
Beliefs: Neutral Evil, worships The Djinn
Personality: well-spoken
Voice: high, hoarse
Motivations
    ''I want to save my mother.''
    ''I fear failing my old rival.''
Experience
    Class: Mage (Scholar Magician)
    Craft: Mason
    Knowledge: Information Broker
    Perform: Minstrel (Lute)
    Profession: Chanter
    Skills: proficient liar, incapable linguist
Combat: Sickle, Throwing Knife
Good Movement: climb, Bad Movement: run

Tuesday, July 17, 2018

:: FeyGen Prompt #3 ::

SETTING


Dagrun's home
Name: Effigywich
Location: Dirty Clean homestead, kingdom of Maypoleopolis
Environment: Pleasant Foggy natural caverns
Prominent Places: burial yard, Silver Mine, Effigy, Pond
Leader: Ivor, head of the house
Demographics: Chaotic Good winslies
Prominent Professionals: Woodcarver, Dungeoneer

HERO

Name: Dagrun (''Day of Secret Lore'')
Identity: juvenile male winslie
Physical: a chest birthmark, wears outdated clothing
Attributes: Hardy, Quick, Foolish, Wavering
Beliefs: Lawful Good, worships The Unseelie Court
Personality: wary
Voice: low, quavering
Motivations
     ''I want to measure up.''
     ''I fear being mediocre.''
Experience
     Class: Commoner (Ruffian)
     Craft: Trapsmith
     Knowledge: Theologist
     Perform: Trumpeter (Shofar)
     Profession: Ranger
     Skills: adept sneak, incompetent escape artist
Combat: Club, Shuriken
Good Movement: climb, Bad Movement: swim

STORY

RISING ACTION
     Dagrun's old crush, Arnbjörg, told him not to touch the New Potato at the homestead Pond, but Dagrun did anyway. Later, Dagrun overheard his old crush sigh and say to herself: ''I was almost able to find out who I am...'' 
MAJOR CONFLICT
     Dagrun's old crush, Arnbjörg, said ''We cannot continue on. We are simply too poor.'' Dagrun heard this demand and wanted to provide for his old crush's need, so Dagrun's new crush, Ulisses, permitted him to leave home.
PLOT
     Dagrun embarked on a journey with the help of his protégé, Gwenith, and a map which guided Dagrun to the far away land of Librarian City.
     Dagrun returned to his old crush with all the riches they would ever need because he was such an impressive and adept sneak.
     Dagrun returned home with the help of his protégé, Gwenith, and a map which guided Dagrun back to the kingdom of Maypoleopolis.
     Dagrun's protégé, Gwenith, transformed his into a heightened appearance and status.
FALLING ACTION
     The king of Maypoleopolis gave Dagrun a new treasure as a reward—a magical Pentagram which summoned a helpful Demon on command. And Dagrun lived in comfort and happiness until the end of his days.

PEOPLE


PRESENT RELATION—Dagrun's old crush
Name: Arnbjörg (''Rescuing Eagle'')
Identity: young female winslie
Physical: a deformed finger, wears hand-made accoutrements
Attributes: Clever, Resolute, Weak, Slow
Beliefs: Chaotic Neutral, worships The Marids
Personality: domineering
Voice: high, verbose
Motivations
     ''I want to find out who I am.''
     ''I fear being insignificant.''
Experience
     Class: Expert (Performer)
     Craft: Miner
     Knowledge: Geographer
     Perform: Comedian (False Morningstar)
     Profession: Animal Trainer
     Skills: proficient liar, bumbling linguist
Combat: Flail, Bow
Good Movement: climb, Bad Movement: swim

DISPATCHER—Dagrun's new crush
Name: Ulisses (''Angry'')
Identity: young female ranai
Physical: short legs, wears repulsive garb
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Evil, worships Fate
Personality: determined
Voice: even, appealing
Motivations
     ''I want to free my friend.''
     ''I fear getting caught.''
Experience
     Class: Expert (Hunter)
     Craft: Woodcarver
     Knowledge: Dungeoneer
     Perform: Fiddler (Viol)
     Profession: Chaplain
     Skills: masterful survivalist, rookie appraiser
Combat: Hatchet, Throwing Hammer
Good Movement: climb, Bad Movement: swim
HELPER—Dagrun's protégé
Name: Gwenith (''Wheat'')
Identity: very young female winslie
Physical: perfect hands, wears non-traditional costumery
Attributes: Clever, Resolute, Frail, Slow
Beliefs: Neutral Evil, worships The Strangers
Personality: energetic
Voice: even, breathy
Motivations
     ''I want to measure up.''
     ''I fear losing the esteem of my niece.''
Experience
     Class: Fighter (Brute)
     Craft: Carpenter
     Knowledge: Geographer
     Perform: Orator (Technology Encyclopedia)
     Profession: Trumpeter
     Skills: skilled escape artist, awkward sneak
Combat: Club, Bola, Half-plate Suit, Tower Shield
Good Movement: climb, Bad Movement: swim

ROYAL RULER—king of Maypoleopolis
Name: Imamu (''Spiritual Leader'')
Identity: dead male leonian
Physical: a hunchback, wears excessive garb
Attributes: Nimble, Resolute, Weak, Fragile
Beliefs: Lawful Good, worships The Unseelie Court
Personality: dejected
Voice: high, wheezy
Motivations
     ''I want to see justice served.''
     ''I fear being unloved.''
Experience
     Class: Aristocrat (Noble)
     Craft: Musical Artisan
     Knowledge: Naturalist
     Perform: Comedian (False Morningstar)
     Profession: Costumer
     Skills: skilled linguist, inept bully
Combat: Glaive, Bow, curled claws
Good Movement: climb, Bad Movement: swim

OTHER


LEGENDARY ITEM—Summoning Object
Name: Fantastic Pentagram
The ''Fantastic Pentagram'' is a legendary Narrow, Plain Pirium Pentagram that summons a notable female Demon named Gwenith on command.
SUMMONED CREATURE
Name: Gwenith
Identity: Demon
Attributes: Clever, Resolute
Personality: energetic
Voice: even, breathy
Knowledge: Geographer
Skills: masterful escape artist
Movement: fly
FAR AWAY LAND—Dagrun's destination
Name: Librarian City
Location: Clean Maintained city
Environment: Searing Partly Cloudy marsh
Prominent Places: Cathedral of Fate, Tor, Freestanding Door, Stream
Leader: Hermenegildo, governor
Demographics: Neutral Good ranais
Prominent Professionals: Jeweler, Librarian

HOME KINGDOM—the ruling capital of Dagrun's home
Name: Maypoleopolis
Location: Divine Elaborate kingdom
Environment: Pleasant Breezy mountain
Prominent Places: colossal Diamond statue of a fenris female, Geoglyph, Freestanding Door, Maypole
Leader: Tariro, ruler
Demographics: Neutral Good leonians
Prominent Professionals: Inventor, Diplomat

Sunday, July 8, 2018

:: FeyGen Prompt #2 ::

Having given the first prompt a critical look after some feedback, I give you FeyGen prompt #2. This version is designed to be easier for a writer to assimilate, and should resemble an actual outline rather than a readable story. Included at the beginning are the Setting and Hero profiles to get you started, and at the end are character, item, and location profiles for everything else. Per usual, let me know how writing your own story from this prompt works for you.

Happy writing!
Jay

FeyGen Prompt #2


SETTING—Tiwlip's home
Name: Millerham
Location: Vacant Wild hamlet, kingdom of Danksia
Environment: Temperate Smoky islands
Prominent Places: guardhouse, Tor, Eternal Fountain, Well
Leader: Ohtli, sheriff
Demographics: Chaotic Neutral humans
Prominent Professionals: Carpenter, Miller

HERO
Name: Tiwlip (''Tulip'')
Identity: juvenile female human
Physical: broad shoulders, wears natural wardrobery
Attributes: Charming, Resolute, Frail, Fragile
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: nervous
Voice: mute
Motivations
     ''I want to build a relationship with my childhood friend.''
     ''I fear being evil.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Cook
     Knowledge: Arcanist
     Perform: Flautist (Flute)
     Profession: Midwife
     Skills: masterful appraiser, inept costumer
Combat: Morningstar, Sling
Good Movement: run, Bad Movement: climb
_____________________________________

MAJOR CONFLICT

     Secretly, Tiwlip's protégé, Andresa, said to herself: ''I am going to explore,'' and then drowned Tiwlip's brother, Gwenith. Tiwlip was sentenced to death. Later, she was secretly freed by her niece, Xochitl, and left the hamlet to right the wrongs committed by her protégé. 

PLOT

     Tiwlip encountered her father, Kaiya, who attempted to destroy Tiwlip using special tactics. Tiwlip reversed her attacker's tactics and defeated him. Tiwlip's father gifted the legendary Perfect Chainmail to him.
     Tiwlip embarked on a journey with the help of her family friend, Chandra, following tracks to arrive at the far away land of Musical Artisan City. 
     Tiwlip encountered her protégé, Andresa, in Musical Artisan City, where she banished her outright. At a crucial moment during these events, Tanganutura, the prince, marked Tiwlip with an auspicious royal seal on her chest.
     Tiwlip saved her brother, Gwenith, from drowning by reviving the dead. 
     Tiwlip returned home with the help of her family friend, Chandra, following tracks to arrive back at the kingdom of Danksia.
     Andresa chased Tiwlip, attempting to take advantage of her frailty. Tiwlip escaped with the help of her family friend, Chandra, who increased her toughness.   
     Tiwlip's protégé, Andresa, committed suicide.

FALLING ACTION

     The prince wanted to join Tiwlip on her adventures. Tiwlip and Tanganutura were married, and they lived happily for a time. However, all too soon, Tiwlip's old rival, Adalwulf, came and seduced Tanganutura. And so, a new adventure began...
_________________________________________

PRESENT RELATION—Tiwlip's brother
Name: Gwenith (''Wheat'')
Identity: young male human
Physical: fluid movements, wears unique clothing
Attributes: Charming, Resolute, Frail, Slow
Beliefs: Chaotic Evil, worships The Wood Aspect
Personality: apologetic
Voice: even, taut
Motivations
     ''I want to avoid being noticed.''
     ''I fear being incompetent.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Alchemist
     Knowledge: Planar Theorist
     Perform: Comedian (False Minecart)
     Profession: Jester
     Skills: adept costumer, bumbling liar
Combat: Guisarme, Throwing Hammer
Good Movement: run, Bad Movement: climb

VILLAIN—Tiwlip's protégé
Name: Andresa (''Courageous'')
Identity: juvenile female human
Physical: broad shoulders, wears higher-class vestments
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Evil, worships The Primal Spirit of Buffaloes
Personality: hopeless
Voice: high, singsong
Motivations
     ''I want to explore.''
     ''I fear being unloved.''
Experience
     Class: Expert (Professional)
     Craft: Weaver
     Knowledge: Naturalist
     Perform: Jester (Joke Tunic)
     Profession: Herald
     Skills: proficient linguist, amateur escape artist
Combat: Hatchet, Bow
Good Movement: run, Bad Movement: climb

DISPATCHER—Tiwlip's niece
Name: Xochitl (''Flower'')
Identity: juvenile female human
Physical: toned muscles, wears wild coverings
Attributes: Clever, Resolute, Weak, Fragile
Beliefs: Lawful Good, worships The Light
Personality: drained
Voice: high, hearty
Motivations
     ''I want to avoid being noticed.''
     ''I fear suffering an unavoidable catastrophe.''
Experience
     Class: Exemplar (Luminous Priest)
     Craft: Cook
     Knowledge: Geographer
     Perform: Flautist (Flute)
     Profession: Piper
     Skills: expert costumer, bungling investigator
Combat: Pick, Javelin
Good Movement: run, Bad Movement: climb

DONOR—Tiwlip's father
Name: Kaiya (''Spear'')
Identity: young adult male human
Physical: fluid movements, wears approachable accoutrements
Attributes: Charming, Resolute, Frail, Slow
Beliefs: Lawful Neutral, worships The Wood Aspect
Personality: troubled
Voice: mute
Motivations
     ''I want to follow my dream.''
     ''I fear wandering aimlessly.''
Experience
     Class: Exemplar (Sylvan Witch)
     Craft: Alchemist
     Knowledge: Naturalist
     Perform: Minstrel (Mandolin)
     Profession: Minstrel
     Skills: talented costumer, amateur sneak
Combat: Bastard Sword, Javelin
Good Movement: run, Bad Movement: climb

HELPER—Tiwlip's family friend
Name: Chandra (''Moon'')
Identity: juvenile female human
Physical: a collected look, wears rustic accoutrements
Attributes: Hardy, Tough, Uncouth, Wavering
Beliefs: Lawful Good, worships The Djinn
Personality: anxious
Voice: high, clear
Motivations
     ''I want to oppose a new acquaintance's plans.''
     ''I fear being separated from my father.''
Experience
     Class: Expert (Folklorist)
     Craft: Blacksmith
     Knowledge: Engineer
     Perform: Jester (Joke Tunic)
     Profession: Bookseller
     Skills: adept costumer, inept animal handler
Combat: Hatchet, Bola
Good Movement: run, Bad Movement: climb

ROYAL HEIR—prince of Danksia
Name: Tanganutura (''Bitter Tears'')
Identity: juvenile male córean
Physical: a piercing gaze, wears lower-class wardrobery
Attributes: Strong, Resolute, Foolish, Slow
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: curious
Voice: low, breathy
Motivations
     ''I want to learn all about Technology.''
     ''I fear being alone.''
Experience
     Class: Aristocrat (Commander)
     Craft: Inventor
     Knowledge: Historian
     Perform: Chanter (Hymnal)
     Profession: Costumer
     Skills: adept diplomat, inexperienced sneak
Combat: Hatchet, Dart, sharp beak
Good Movement: run, Bad Movement: climb

ROYAL RULER—king of Danksia
Name: Truganini (''Grey Saltbrush'')
Identity: very old male córean
Physical: a thin frame, wears natural apparel
Attributes: Nimble, Resolute, Weak, Slow
Beliefs: Neutral Evil, worships The Wood Aspect
Personality: moody
Voice: even, guttural
Motivations
     ''I want to see justice served.''
     ''I fear suffering my childhood friend's wrath.''
Experience
     Class: Aristocrat (Noble)
     Craft: Inventor
     Knowledge: Planar Theorist
     Perform: Fiddler (Fiddle)
     Profession: Astronomer
     Skills: experienced investigator, inept acrobat
Combat: Sickle, Crossbow, sharp beak
Good Movement: run, Bad Movement: climb

LEGENDARY ITEM—Gear
Name: Perfect Chainmail
The ''Perfect Chainmail'' is a legendary Perfect, Wide Pirium Chainmail enchanted with Shadow Operative's magic.


FAR AWAY LAND—Tiwlip's destination
Name: Musical Artisan City
Location: Haunting Inviting city
Environment: Icy Gusty glacier
Prominent Places: catacombs, Geoglyph, Barrow, Delve
Leader: Pengana, governor
Demographics: Chaotic Good córeans
Prominent Professionals: Musical Artisan, Organist

HOME KINGDOM—the ruling capitol of Tiwlip's home
Name: Danksia
Location: Divine Overcrowded kingdom
Environment: Warm Dank cloud forest
Prominent Places: university, Tor, Pedestal, Well
Leader: Kala, ruler
Demographics: Lawful Evil córeans
Prominent Professionals: Inventor, Maid

OLD KINGDOM—the kingdom before Danksia
Name: Mildforth
Location: Serene Modern fort
Environment: Mild Hazy hewn underground
Prominent Places: academy, Shaft, Memorial, Trail
Leader: Nahuel, commander
Demographics: Neutral Good sirens
Prominent Professionals: Weaponsmith, Papermaker

Wednesday, July 4, 2018

:: FeyGen Prompt #1 ::

This is the first of hopefully many prompts randomly generated by my custom-built fairy tale generator, #FeyGen, which was born today in its 1.0 form. Please help me beta-test FeyGen by using this prompt to write your own story (using this blog as your guide for words you don't know), and let me know how it went!

Thanks!
Jay


FeyGen Prompt #1

This tale is about Agu, an old male ranai, whose name means ''Leopard''. Agu was distinguished by a piercing gaze and wore minimalistic clothing.
     ''I want to rule,'' Agu would say in his even, booming voice, ''but I fear being unfulfilled.'' Agu was Smart and Resolute, but could also be Weak and Fragile. He obeyed the law when it was convenient and may or may not have always done what he said. He helped others when it suited him and usually expected fair compensation.
     Agu was a skilled liar but a terrible appraiser. He practiced the Glassblower's craft, and had experience as a professional Orator. He was a studied Geographer. In combat, Agu preferred a sword or a sling.
     Agu came from the ranai village of Warm Village. Found in the marsh, Warm Village was both Haunting and Modern. The weather was usually Warm and Polluted and the folk there were Chaotic and Good. The messenger station was the first thing you'd see as you entered the village, but it was also known for its Agate Mine, Henge, and Promenade.
     
Once upon a time, in a little village in the marsh, there lived a Historian's son named Agu. Now, Agu was an aging ranai man with a piercing gaze and an uncontrollable demeanor.
     Dimas, Agu's brother, approached Agu and said ''Whatever you do, you must not disturb the Chainmails that are in the messenger station under any circumstances. If you do, things shall go very poorly for you.'' But Agu did not heed the warning, and when Dimas was not looking, he crept to the messenger station and touched the Chainmails. 
     At that time a little ranai lad with long legs hid nearby, eavesdropping on Agu. ''Hmm,'' muttered the ranai lad when he had seen and heard what he was waiting for, quite arrogant about the matter. And without a sound, the ranai lad crept away. 
Along came that ranai lad, now revealed as his true self, and banished Agu's father from the village. ''I am Dimas,'' the ranai lad said, ''and I intend to hide who I really am!''
     After these events, Agu encountered a little winslie lad with a frail physique and wearing traditional clothing. It was Agu's childhood friend, Mohana. ''You are banished from the village, Agu,'' he said. ''You must leave, now!'' And so, Agu took an available Rowboat and left, resolving to right the wrong that Dimas had done. 
     As Agu traveled through the marsh, he heard of a Excellent Centipede, which he resolved to take with him on his journey. To acquire it, however, Agu was compelled to take it by force. It was a ancient female Steel-colored Centipede with narrow shoulders. It had a low, thin voice, was Clever and dissatisfied, and was a studied Engineer. 
     ''Come Agu,'' said Tanganutura. ''We must get you to Wild City, and to do it I must help you follow these tracks.'' And that was precisely what they did.       
     At last, Agu brought back his father, Quirino, to Warm Village by means of seduction. 
     ''Come Agu,'' said Tanganutura. ''We must get you home to Warm Village, and to do it I must help you follow these tracks.'' And that was precisely what they did. 
     Meanwhile, Dimas plotted, and when the time was right, he unleashed his plans to tear down Agu's resolve. ''Agu thinks he's Resolute, does he?'' Dimas muttered to himself, watching Agu walk straight into his terrifying trap. ''In a moment, Agu will be no more...'' The trap took its toll, but Tanganutura intervened, lending yet greater resolve to Agu in this moment of need. 
     Something seemed amiss shortly before arriving at Warm Village; as it happened, a certain adult male ranai with a piercing gaze and wearing sophisticated dress appeared. It was Sergio, Agu's grandfather. ''What are you doing here?'' Agu asked. ''I am here to steal and replace something of yours, of course,'' Sergio replied. And that is precisely what he did. Then, Agu was banished. Agu acquired the power of the legendary Excellent Marid by discovering it in a fateful encounter. Agu encountered the villain, Sergio, and , finding him vulnerable, slew him outright. In the end, Agu was the victor. During the epic conflict, Shanti, the king,  physically marked Agu. At last, Agu discovered the replaced item. On the way, however, he was chased down by Sergio, who Agu After having finally arrived at home, Tanganutura disguised Agu as the apprentice of the king's Diplomat. 
     As Agu entered Warm Village, he saw that there was a great celebration, and at its center was a certain adult male ranai. It was Sergio, Agu's grandfather, who was about to claim Agu's reward in his place. 
     Shanti, the king, proposed a test of Cold dangers. Agu could not overcome those dangers, so Tanganutura intervened, overcoming all of those dangers in advance, before Agu even reached them. ''You have passed,'' said Shanti, the king. 
     And in their meeting with the  the king, Agu's new acquaintance revealed him for who he truly was: ''May it please  the king,'' Taktuq began, ''I present to you, my master, Agu.'' And  the king recognized him at last. 
     And when Agu was received with open arms, Sergio was dejected, and revealed himself for who he truly was. 
     It was at this moment that things began to take a turn for the better at last. For Tanganutura used magical means to transform Agu, realizing his true potential in appearance and power. 
     It was then that the villainous Dimas entered, submitting himself for judgment. The king reviewed his crimes, at last passing no judgement, but releasing him to the draconian people in disgrace. 
     Finally, Tanganutura presented herself. ''I am not your protégé,'' she admitted, removing her disguise. Beneath was not Tanganutura as Agu had thought, but the princess, Abhay. ''It was I that provided you with the Excellent Centipede, and watched over you on your journey. Now, Agu, if you will have me, I give myself to you as your wife.'' Agu was uncontrollable and approved. And so Agu and Abhay were betrothed, but before they could be married, a new threat reared its ugly face. For Ru, Agu's nephew, came and , saying: ''I plan to see justice served, and nothing will stop me!'' And so, a new adventure began...