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:
More words to write, hex it.
282,932 as of today. I am beginning to doubt my tentative goal of 300,000.
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.
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…