1. Study Vampire Legends and Lore: Immerse yourself in vampire mythology and folklore from various cultures. Familiarize yourself with popular vampire tales, historical references, and the diverse interpretations of these immortal creatures.
2. Immortality and Eternal Life: Explore the themes of immortality, longevity, and the consequences that come with eternal life. Delve into the existential questions, moral dilemmas, and emotional complexities that arise from living through the ages.
3. Supernatural Abilities and Weaknesses: Define the unique set of supernatural abilities and weaknesses your vampires possess. Consider powers such as superhuman strength, speed, heightened senses, and the need for blood as sustenance. Establish the vulnerabilities, such as sunlight, garlic, holy symbols, or wooden stakes, that can be used against them.
4. Bloodlust and Temptation: Portray the powerful and primal urge vampires have for blood. Describe the inner struggle to maintain control, resist temptation, and reconcile their predatory nature with their humanity. Explore the psychological and moral conflicts that arise from their insatiable thirst.
5. Immortal Society and Clans: Create a complex social structure and hierarchy within the vampire community. Develop vampire clans or covens, each with their own traditions, rules, and relationships. Explore the dynamics between older, more influential vampires and newly turned ones.
6. Nighttime Environments and Atmosphere: Craft a vivid portrayal of the vampire's nocturnal world. Describe the allure of moonlit nights, mysterious gothic settings, and the ethereal beauty that accompanies their existence in the shadows.
7. Vampire Origins and Transformations: Establish the origins and methods of vampiric transformation in your story. Explore the lore behind their creation, whether through a bite, a curse, or a supernatural event. Consider the physical and emotional changes that occur during the transformation process.
8. Hunting and Feeding Rituals: Delve into the rituals and methods vampires employ when hunting for blood. Describe their seductive charm, mesmerizing allure, and the art of choosing and mesmerizing their prey. Showcase the duality of violence and sensuality that accompanies their feeding.
9. Humanity and Redemption: Allow your vampire characters to grapple with their lost humanity and the possibility of redemption. Explore their desires to reconnect with their past, form meaningful relationships, or find purpose beyond their existence as predators.
10. Vampire Hunters and Threats: Introduce conflicts and adversaries that challenge your vampires' existence. Include vampire hunters, rival factions, or other supernatural creatures that pose a threat to their secrecy and survival.
Remember to infuse your writing with atmospheric descriptions, emotional depth, and explore the complexities of the vampire's existence. Let your imagination soar as you delve into the captivating world of vampires.
Fantasy Guide to Royal Children - Heirs and Spares
The lives of Princesses and Princes are of interest to most fantasy writers, it's where many of our heroes, side characters and antagonists hail from. But what is there life like? Is it always ballgrowns and servants? Or something more?
The first thing to know about royal children and siblings is that there's a very strict precedence of importance. Is it fair? No. But this is a system, it doesn't have to be fair. The heir comes first without argument. They are the most important child, they are always greeted first, they are the one to stand next to the monarch or their parents at occasions, they literally go first - and this doesn't change with age, if the heir is the youngest, they still have precedence over their siblings. After the heir, order of predence goes by age and the order effects the life of the children. For example, the older sister will marry begore any of her sisters. This order of deference will be so engrained in your character's life that they will believe it the norm and rarely question it, it probably won't spark any in-fighting.
Royal children are usually raised one of two ways. Either they are raised at court, in the same Palace as their parents or they are raised away from court under the care of trusted servants. Being raised away from their parents isn't a sign of remoteness or dislike or terrible parenting, it was a way of break a child into the constraints of royal life while giving them freedom of scrunity or danger. Usually these children are raised in the countryside for their health, as cities are usually cesspits for disease. Their parents would come to visit them or allow them to visit them at court. Children raised at court are raised with a higher level of scrunity and attention. They will be in the public eye.
Royal children will always be surrounded by staff. There will be nurses to wash and dress them, nannies to discipline and direct them, guards to protect them and usually, a guardian known as a governess to run their household and care for their needs. Staff are not allowed to hit royal children and must obey their commands. Some royal children were very close to their staff:
Kat Ashley and Elizabeth I
Baroness Lehzen and Queen Victoria
Klementy Grigorievich Nagorny and the Tsarevich Alexei Nikolaevich
Lala Bill and Prince John
However, some royal children faced neglect from their staff. George VI was abused by his nanny, who would pinch him during important occasions, openly favour his elder brother over him and deny him food, which many have been a cause of his speech impediment. After the Russian Revolution, another of the Tsarevich's nannies proved less loyal than the other. Andrei Yeremeyevich Derevenko abandoned his charge, but not before ordering the boy around and insulting him.
Royal children would be educated withing their home by tutors. They would usually take lessons all together (the heir may take other lessons). A royal child would recieve an education in languages, arithmetic, geography, etiquette, dancing, music, sports such as riding and literature. Sometimes they would even share lessons with the children of trusted nobles or their cousins. Only the heir will be taught statecraft and how to reign. There is no rhyme nor reason a spare would learn how to rule.
Some royal children are taught the value of their position. Many royal children will be raised strictly to adhere to their social standing and their place in it. Some children may be raised in isolation, kept from mingling and raised to think of themselves as higher than those around them. Some royal families preferred to raise their children as "normal" as possible. The last Romanov children slept in camp beds, with no pillows and we're expected to tidy their own rooms and help the servants. They didn't even use their proper titles, they were called by their names and given a tight monthly allowance to spend. Alexandra of Denmark and her sisters used to make their own clothes. Some royal children could even be encouraged to play with the children of servants and staff as well as nobility (Kolya Derevenko and Tsarevich Alexei Nikolaevich, Winifred Thomas and Prince John). Companionship was a great honour for noble and common child alike as sometimes, they would be invited to live or be educated alongside by the royal children.
Royal children will not undertake royal duties until they are of age. Younger children be be present for large scale events such as jubilees but would not be expected to partake in any duties themselves. When they are of age, they will usually be granted an annual allowance, be invited to social events, invited to be patrons of charities and participate in royal duties.
Heirs have more responsibility, all the prestige, more power but they have less freedom, less room to explore their own lives and be expected to always be the epitome of perfect. Heirs will be given responsibilities in government, sitting in on state meetings or undertaking state duties.
Spares have little in the way of real power but have the ability to live less regimental lives and gave more agency in their personal lives. Spares may act as ambassadors to other nations or undertake state visits on behalf of the monarchy or even take positions in the army. Spares are encouraged to find positions to support themselves outside the family, either in a marriage or undertaking some service to the country. Spares who stay in the country, tend to act as unofficial advisers to their sibling when they become monarch.
When royal children grow up, there are usually certain expectations and limitations.
Heirs will be married quickly, the lineage must be secure. Heirs will usually marry either as part of a political alliance or marry somebody suitable - from a good family, the right background, and able to fit into a certain mould (i.e malleable, amiable and loyal). They will be expected to focus on the country, it's needs and support the monarch at all times. Their social circles will be scruntised, their every move will be noted and remarked upon. Heirs will never gave to worry about funding their lifestyle, the Crown is their job and it supports them.
Spares can marry or remain single if they choose, (but if the monarch instructs them go marry they must). Spares can travel, they can be idle, they can even persue amusements not permitted for the heir. Spares can win glory on the battlefield and mix with all sorts of people. That isn't to say spares are useless, spares often occupy very important spaces in society and government. Spares will usually take these positions not for just status but also for the pay. This is why spares are granted royal titles such as dukedoms (they can make money off the lands, be able to build a dynasty for themselves and their heirs and gain status).
Fantasy Guide to A Great House (19th-20th Century) - Anatomy of the House
When we think of the Victorians, the grand old Gilded Age or the Edwardians, we all think of those big mansions and manors where some of our favourite stories take place. But what did a great house look like?
All great houses are different and some, being built in different eras, may adhere to different styles. But the layout of certain rooms usually stayed somewhat the same.
The highest floors including the attic were reserved the children's rooms/nursery and the servants quarters.
The next floor would be reserved for bedrooms. On the first/ground floor, there will be the dining room, drawing room, library etc.
The basement/cellar would be where the kitchens and other food related rooms would be. Servants halls and boot rooms may also be down here too along scullery, where sometimes a maid would clean.
Boot Room: The Boot Room is where the valets, ladies maids, hallboys and sometimes footmen clean off shoes and certain items of clothing.
Kitchen: The Kitchen was usually either in the basement or the first floor of the house, connected to a garden where the house's vegetables were grown.
Butler's Pantry: A butler's pantry was where the serving items are stored. This is where the silver is cleaned, stored and counted. The butler would keep the wine log and other account books here. The butler and footmen would use this room.
Pantry: The Pantry would be connected to the kitchen. It is a room where the kitchens stock (food and beverages) would be kept.
Larder: The larder was cool area in the kitchen or a room connected to it where food is stored. Raw meat was often left here before cooking but pastry, milk, cooked meat, bread and butter can also be stored here.
Servants Hall: The Servant's Hall was where the staff ate their meals and spent their down time. They would write letters, take tea, sew and darn clothes. The servants Hall would usually have a fireplace, a large table for meals, be where the servant's cutlery and plates would be kept and where the bell board hung. (these bells were the way servants where summoned)
Wine Cellar: The wine cellar was where the wine was melt, usually in the basement. Only the butler would be permitted down there and everything would be catalogued by him too.
Butler's/Housekeeper's sitting rooms: In some houses, both the butler and the housekeeper had sitting rooms/offices downstairs. This was were they held meetings with staff, took their tea and dealt with accounts.
Scullery: The scullery was were the cleaning equipment was cleaned and stored. The scullery may even also double as a bedroom for the scullery maid.
Servery: The Servery connected to the dinning room. It was where the wine was left before the butler carried it out to be served. Some of the food would be delivered here to be carried out as well.
Servant's Sleeping Quarters: All servants excepting perhaps the kitchen maid and outside staff slept in the attics. Men and unmarried women would be kept at seperate sides of the house with the interconnecting doors locked and bolted every night by the butler and housekeeper. If the quarters were small, some servants may have to share rooms. Servants' bathrooms and washrooms would also be up there, supplied with hot water from the kitchens.
Dining room: The dining room was where the family ate their breakfast, lunch and dinner. It was also where the gentlemen took their after dinner drink before joking the ladies in the drawing room.
Drawing room: The Drawing Room was sort of a living/sitting room. It was mainly used in the evenings after dinner where the ladies would take their tea and coffee before being joined by the men. It could also be used for tea by the ladies during the day. The drawing room was seen as more of a women's room but any of the family could use it. The drawing room was a formal room but could also be used for more casual activities.
Library: The library is of course where the books are kept. The family would use this room for writing letters, reading, doing business with tenants and taking tea in the afternoons.
Bedrooms: The bedrooms would take up most of the upper floors. The unmarried women would sleep in one wing with bachelors at the furthest wing away. Married couples often had adjoining rooms with their own bedrooms in each and equipped with a boudoir or a sitting room.
Nursery: Was where the children slept, usually all together until old enough to move into bedrooms. They would be attended to be nannies and nursemaids round the clock.
Study: The study was a sort of home office where family could do paperwork, chill and write letters.
Dressing room: Dressing Rooms where usually attached to bedrooms where the family would be dressed and their clothes would be stored. The valets and ladies maids would have control of the room.
Hall: The hall was where large parties would gather for dancing or music or to be greeted before parties.
Most of these Great Houses were inherited which means, they came with a lot of other people's crap. Ornaments from anniversaries, paintings bought on holiday, furniture picked out by newly weds, all of it comes with the house. So most of the time everything seems rather cluttered.
As for Servant's Quarters, most of the furnishings may have been donated by the family as gifts. Most servants' halls would have a portrait of the sovereign or sometimes a religious figure to install a sense of morality into them.
Instead of say:
Ask, enquire, reply, answer, state, hiss, whisper, mumble, mutter, comment, bark, assert, shout, yell, holler, roar, rage, argue, implore, plead, exclaim, gasp, drawl, giggle, whimper, snort, growl, scream, sing, stammer
Instead of run:
Sprint, dart, bolt, canter, gallop, trot, zoom, hurry, speed, jog, saunter, scamper, hurtle, rush, scramble, spring, swing, swoop, dive, careen
Instead of walk:
Stroll, hike, promenade, saunter, march, amble, stride, tread, pace, toddle, totter, stagger, perambulate
Instead of look:
Observe, glance, stare, examine, peek, study, notice, see, glare
Instead of go:
Leave, depart, shift, take off, move on, quit, exit, take a hike, travel, drive, proceed, progress, run, walk away
Instead of eat:
Pick at, nibble, munch, chew, gobble, devour, consume, demolish, gulp, swallow, scarf, wolf
Instead of hold:
Grip, clench, grasp, seize, reach, embrace, clamp, clench, clasp, grab
Instead of give:
Provide, offer, present, hand over, deliver, contribute, furnish, donate, bequeath, pass over, pass to, extend, assign, allow, lend, bestow, grant, award, confer
Instead of let:
Allow, permit, authorise, agree to, consent to, accede to, give permission for
Instead of put:
Place, set, lay, position, settle, leave, situate, locate, plant, deposit, plonk, plunk
Instead of pull:
Yank, heave, haul, draw, cart, lug, hump, drag, tow, jerk, attract, pluck, wrench
Instead of move:
Progress, transfer, shift, topple, change, redeploy, refocus, relocate, prod, nudge, induce, cause, budge, stir, lead, encourage, propose, induce, slink, scamper, careen, zip, ram, drift, droop, heave, edge, stalk, tiptoe, creep, crawl, plod, waddle, drag, stagger
Sensory verbs / quiet:
Sigh, murmur, rustle, hum, patter, clink, tinkle, chime, whir, swish, snap, twitter, hiss, crackle, peep, bleat, buzz
Sensory verbs / noisy:
Crash, thunder, clap, stomp, beat, squawk, shout, yell, explode, smash, detonate, boom, echo, bark, bawl, clash, smash, jangle, thump, grate, screech, bang, thud, blare
Instead of tell:
Order, command, instruct, dictate, require, insist, warn, caution, decree, mandate, charge, direct, dominate, lead, rule
Instead of like:
Love, adore, yearn, treasure, worship, prefer, idolise, cherish, admire, enjoy, be fond of, be keen on, be partial to, fancy, care for, appreciate, hold dear
Instead of want:
Desire, crave, covet, yearn for, aspire to, envy, fancy, require, wish for, hanker after, need, lack, miss, aim for, choose
Instead of cover:
Bury, wrap, conceal, mask, veil, hide, cloak, shroud envelope, obscure, blanket, curtain
Instead of throw:
Toss, lob, chuck, heave, fling, pitch, shy, hurl, propel, bowl, cast, drop, project
Instead of surprise:
Confuse, puzzle, bewilder, baffle, bamboozle, disconcert, flummox, perplex
1. Research and understand: Take the time to research and understand the specific type of trauma you're addressing in your novel. This will help you portray it accurately and respectfully.
2. Show the impact: Explore how the childhood trauma has shaped the character's thoughts, emotions, and behaviors. Illustrate the long-lasting effects it has had on their development and relationships.
3. Use flashbacks sparingly: Utilize flashbacks strategically to reveal key moments from the character's past that contribute to their trauma. Ensure that the flashbacks serve a purpose in the narrative and provide deeper insights into the character's experiences.
4. Depict coping mechanisms: Show how the character has developed coping mechanisms to deal with their trauma. This can include avoidance, dissociation, or seeking control in certain areas of their life.
5. Allow for healing and growth: Give your character opportunities for healing and growth throughout the story. Show how they confront their trauma, seek support, and gradually find ways to overcome the impact it has had on their life.
6. Avoid sensationalism: Handle the portrayal of childhood trauma with care, avoiding excessive graphic or gratuitous details. Focus on the emotional journey of the character rather than relying solely on shocking events for impact.
7. Show support systems: Include supportive relationships and resources that aid the character in their healing process. This can involve therapists, friends, or mentors who offer understanding, guidance, and empathy.
8. Highlight resilience: Illustrate the character's strength and resilience in the face of their trauma. Show how they find ways to persevere, grow, and rebuild their lives despite the challenges they have faced.
9. Offer hope and redemption: Provide a sense of hope and the possibility of healing for your character. Allow them to find moments of redemption and transformation, demonstrating that healing is attainable.
10. Approach with empathy: Approach the topic of childhood trauma with empathy and compassion. Treat the characters' experiences with respect, acknowledging the complexity and individuality of each person's journey.
While it's important to approach writing with creativity and imagination, it's crucial to prioritize responsible and ethical storytelling. That being said, if you're looking for information on poisons for the purpose of writing fiction, it's essential to handle the subject matter with care and accuracy. Here is a list of some common poisons that you can use in your stories:
Hemlock: Hemlock is a highly poisonous plant that has been used as a poison in various works of literature. It can cause paralysis and respiratory failure.
Arsenic: Arsenic is a toxic element that has been historically used as a poison. It can be lethal in high doses and can cause symptoms such as vomiting, abdominal pain, and organ failure.
Cyanide: Cyanide is a fast-acting poison that affects the body's ability to use oxygen. It can cause rapid loss of consciousness and cardiac arrest.
Nightshade: Nightshade plants, such as Belladonna or Deadly Nightshade, contain toxic compounds that can cause hallucinations, respiratory distress, and even death.
Ricin: Ricin is a potent poison derived from the castor bean plant. It can cause organ failure and has been used as a plot device in various fictional works.
Strychnine: Strychnine is a highly toxic alkaloid that affects the nervous system, leading to muscle spasms, convulsions, and respiratory failure.
Snake Venom: Various snake venoms can be used in fiction as deadly poisons. Different snake species have different types of venom, each with its own effects on the body.
Belladonna: Also known as Deadly Nightshade, Belladonna contains tropane alkaloids such as atropine and scopolamine. Ingesting or even touching the plant can lead to symptoms like blurred vision, hallucinations, dizziness, and an increased heart rate.
Digitalis: Digitalis, derived from the foxglove plant, contains cardiac glycosides. It has been historically used to treat heart conditions, but in high doses, it can be toxic. Overdosing on digitalis can cause irregular heart rhythms, nausea, vomiting, and visual disturbances.
Lead: Lead poisoning, often resulting from the ingestion or inhalation of lead-based substances, has been a concern throughout history. Lead is a heavy metal that can affect the nervous system, leading to symptoms such as abdominal pain, cognitive impairment, anemia, and developmental issues, particularly in children.
Mercury: Mercury is a toxic heavy metal that has been used in various forms throughout history. Ingesting or inhaling mercury vapors can lead to mercury poisoning, causing symptoms like neurological impairment, kidney damage, respiratory issues, and gastrointestinal problems.
Aconite: Also known as Wolfsbane or Monkshood, aconite is a highly toxic plant. Its roots and leaves contain aconitine alkaloids, which can affect the heart and nervous system. Ingesting aconite can lead to symptoms like numbness, tingling, paralysis, cardiac arrhythmias, and respiratory failure.
Thallium: Thallium is a toxic heavy metal that can cause severe poisoning. It has been used as a poison due to its tastelessness and ability to mimic other substances. Thallium poisoning can lead to symptoms like hair loss, neurological issues, gastrointestinal disturbances, and damage to the kidneys and liver.
When incorporating poisons into your writing, it is essential to research and accurately portray the effects and symptoms associated with them. Additionally, be mindful of the potential impact your writing may have on readers and the importance of providing appropriate context and warnings if necessary.
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1. Build a rich and immersive world: Create a detailed and imaginative fantasy world with its own history, geography, cultures, and magical systems. Consider the rules and limitations of your world's magic to ensure consistency.
2. Develop unique and compelling characters: Craft memorable characters with distinct personalities, strengths, flaws, and goals. Explore how their backgrounds and abilities shape their experiences and interactions within the fantasy realm.
3. Weave in elements of magic and mythology: Introduce mythical creatures, mystical artifacts, and ancient legends into your storytelling. Use them to add depth, mystery, and wonder to your fantasy world.
4. Embrace world-building details: Pay attention to small but significant details in your world-building, such as food, clothing, customs, and languages. These details will enhance the believability and richness of your fantasy setting.
5. Create a compelling conflict: Develop an engaging conflict or quest that drives your story forward. This conflict could involve a battle between good and evil, a personal journey of self-discovery, or a struggle for power and redemption.
6. Blend familiar and unique elements: Combine familiar fantasy tropes with fresh and inventive ideas to create a unique reading experience. Balance the comfort of the familiar with the excitement of the unknown.
7. Use vivid and descriptive language: Paint a vivid picture with your words, using descriptive language to transport readers into your fantastical world. Engage all the senses to bring your settings, creatures, and magic to life.
8. Establish consistent rules and logic: While fantasy allows for imagination and magic, it's important to establish rules and logic within your world. This will ensure that readers can follow and invest in the story without feeling confused or disconnected.
9. Include themes and depth: Explore deeper themes and messages within your fantasy story. Address topics such as power, identity, morality, and the human condition to add layers of depth and resonance to your narrative.
10. Read widely in the fantasy genre: Immerse yourself in a variety of fantasy novels to familiarize yourself with different styles, world-building techniques, and storytelling approaches. Analyze what works and doesn't work for you as a reader and apply those insights to your own writing.
Remember, fantasy writing is an opportunity to unleash your imagination and transport readers to extraordinary realms. Have fun, be creative, and let your passion for the genre shine through in your storytelling.
Happy writing and happy adventures in the realm of fantasy!
How to think of a meaningful plot when writing fanfiction?
A lot of advice on plot structure starts with determining an inciting incident or a change to the world, but in a fanfiction context most of that real estate is already spoken for by the canon itself. I've always struggled a lot with finding *things to write about* when I want to go beyond small "plotless"/fluff fics. How do you figure out an original plot that manages to fit "in between" the existing canon in a way that still feels cohesive?
If you want to write plot-based fan-fiction of your favorite canon source, there are lots of ways to do that...
1 - Mimic Canon Conflicts - What type of conflicts are at the heart of the canon story? For example, let's say you're writing fan-fiction for your favorite legal drama. Canon conflict probably mostly revolves around trying legal cases. So, creating your own legal case for the team to solve would be a good option.
2 - Explore Off-Screen/Implied Events - Sometimes characters reference events that happened in the past or off-screen. These can be great sources for a conflict. For example, maybe two characters are sent to a prison to interview a potential witness, but this happens off-screen and is only referenced when they return. Maybe someone asks how it went and one of the characters says, "Don't ask." Maybe it's because they didn't get much information, but this could be a fun place to explore something more happening. What if there was a lockdown when they were at the prison? What if their car broke down on the way home and they ended up in a weird situation? What if their interview with the potential witness led them on a wild goose chase to track down another potential witness or some source of information? Lots of possibilities in off-screen/implied events.
3 - Explore Character Backstory/Personal or Professional Life - Characters usually have interesting back stories and sometimes interesting lives beyond what's explored in canon. The team in your favorite legal drama all had lives before they joined that legal team, and they all have personal lives, too. These can be great places to look for potential conflicts/plot ideas.
4 - Explore Character Relationships - Character relationships are a fun source of conflict. Are there two characters who don't get along? Maybe it'd be fun to see what happens if they get snowed in at the office together for a weekend. Are there two characters who have good romantic tension? What happens if they get sent on a dangerous errand together?
5 - Take an AU Approach - Sometimes it's fun to take canon events and flip them upside down as though they occurred in an alternate universe. Maybe there's a high profile case the team almost lost, which would have been disastrous, but they ultimately won. So, explore what would have happened if they'd lost. Or, what happens if a different character led the case? What happens if a character makes a different decision than they did in canon? These are all great possibilities for conflict.
There are lots of other possibilities, of course... crossovers, genre flips, introducing original characters, and so much more. But hopefully this list will give you some good places to start.
Have fun with your story!
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1. Bright, azure eyes: Referring to the brilliant, vivid shade of blue reminiscent of a clear sky.
2. Deep sapphire eyes: Comparing the color to the rich, dark blue of a sapphire gemstone.
3. Clear cerulean eyes: Describing a pure, bright blue hue akin to the color of a clear cerulean sky.
4. Sparkling turquoise eyes: Likening the color to the shimmering, greenish-blue tones found in turquoise gemstones.
5. Icy blue eyes: Describing a pale, cool blue shade reminiscent of ice or winter.
6. Piercing cobalt eyes: Suggesting a striking, intense blue color akin to cobalt metal.
7. Dreamy cornflower eyes: Comparing the color to the soft, delicate shade of cornflower petals.
8. Electric blue eyes: Referring to a vibrant, intense blue hue that appears to be charged with energy.
9. Oceanic blue eyes: Describing a deep, alluring blue color reminiscent of the vastness of the ocean.
10. Steel-blue eyes: Likening the color to the cool, steely hue of metal.
11. Aquamarine eyes: Comparing the color to the soft, bluish-green tones of the gemstone aquamarine.
12. Gentle baby blue eyes: Describing a light, soft blue color similar to the eyes of a newborn.
13. Enchanting cerulean eyes: Suggesting a captivating, magical shade of blue.
14. Cool periwinkle eyes: Referring to a soft, light blue hue with a touch of lavender.
On the anniversary of her birthday…
Creating unique and interesting characters is essential to any good story. Here are some ideas for character personalities to help you develop your own characters:
The Rebel: A character who defies authority and rules, often causing conflict but also inspiring change. Stubborn, working for a greater cause, but often ignores those closest to them.
The Optimist: A character who always sees the bright side of things, even in the darkest of situations. They might be the comic relief, and they’ll tend to be naive in dangerous situations and often put themselves at risk of heartbreak because they see the best in people.
The Pessimist: A character who always expects the worst, often bringing down the mood of those around them. They might be very sarcastic, witty, and grumpy, and they can only be handled well by certain characters - they match well with softer, laidback personalities.
The Perfectionist: A character who strives for perfection in everything they do, often to the point of obsession. They’ll never really be satisfied with anything they achieve, no matter how good it is, and they have trouble with friendships and relationships.
The Joker: A character who uses humor to cope with difficult situations, but may also use it to mask their true feelings. They often feel a lot worse than they let on, and they put others ahead of themselves.
The Loner: A quiet character who prefers solitude and may struggle with forming connections with others, though they tend to be quite emotionally smart and observant.
The Leader: A character who takes charge and inspires others to follow them, but they can get carried away with the power in their hands. They’re confident and they know it, and they often end up hurting people with their behavior.
The Follower: A character who prefers to take direction from others and may struggle with making decisions on their own. These are often very passive characters who rely on help from others - typically from one specific protector.
The Nurturer: A character who is caring and compassionate, often putting others' needs before their own, and making sure that everybody else is happy. They have people-pleasing tendencies and will hide their own opinions if they find it might upset others.
The Adventurer: A character who is always seeking out new experiences and challenges. They may be impulsive and thrill-seeking, but also courageous and resourceful.
These are just a few ideas to get you started. Remember, the key to creating memorable characters is to make them unique and multi-dimensional, beyond the archetype of personality that they fit into!
The Character Bible and my two other Writer’s Toolboox are dropping in just 8 days! They’ll have masses of resources, materials, character theory and even customizable character sheets.