Structural Amendments

I have decided to continue with the Flats theme throughout the whole book, so I am inserting interludes between the parts, carrying on with Barge, Squirrel and Duck story. I just feel like dropping the whole world of the Flats after the prologue is a waste of an interesting and rather unusual settings for some hard-core action.

Thus the structure will be:


Part I

Interlude I

Part II

Interlude II

Part III


More words to write, hex it.

Hello, The Circle of Known Lands…

I was very tempted to keep the automatically generated first post as it was, for I am not entirely sure, what is the purpose of this blog (yet, but being mainly a discovery writer—I cannot believe I just called myself a writer—I have little doubts, that it will come to me as I blog ahead. Or blog away?…)

One shall see.

Awakening Magic

From older notes:

The traditional concepts of awakening magic, like spells, passes/gestures, potions and so on, must be tied to the three kinds of magic, discussed earlier. For the Gifts, spell could be a concentration mantra, to help to invoke the ability, gestures—a combination of moves, like a dance or a martial art form, performed for the same reason. Potions, naturally, are performance enhancing drugs. For the Imprinted (Souled? Sounds too close to “soiled”, but that could be the case, too…) Objects—the same principle, for the Heeder needs to get himself into the state of trance to communicate with the stored soul.

The spell for the Magical Object could be a voice command for a higher tech, gesture as well, a form of interface, potion could be fuel for some of them, or catalyst of sorts…

Three Concepts of Magic (from older notes)

  1. Gifts—Natural (and not so natural) human abilities, taken to the extreme, like strength, speed, or senses (sight, hearing, smell, all of them).
  2. The six highest leaders of the Mountain Rim Sanctuary had achieved the next stage of telepathic connection—collective consciousness. Every one of them resides in one of six towers of the Rim, watching over the Haven Valley and the Outside World. They rule as one, they have a singular memory pool, and a singular personality. When one of them dies, one of the Devoted (a Twinlink, who was accidentally, or on purpose, severed from their sibling) steps in, so there is always six. This is as close to an immortality, as it could be. Instead of rejuvenating one body, the conclave just replaces one of the six. They has(!) no fear of death, naturally.

  3. Magical Objects (Artifacts)—mysterious objects which do random things. Based on the known postulate, that a higher tech from a more advanced civilization is indistinguishable from pure magic. A magnifying glass could be perceived by a caveman as higher magic, than a laser pointer, and in many ways more practical as well.
  4. Imprinted and Souled Objects (objects, which carry information or emotions).