Just an inspiring author posting summaries, concepts, and plot galore!
71 posts
Stuck on your WIP? Unsure of how a scene should go? Feel as though your story is lacking substance? Enduring with the frustrations of writer’s block?
Why not try throwing in a plot twist?
A messenger brings bad news
Something important is stolen
Someone vanishes without a trace
An important item is damaged
Protagonist recognizes a face in the crowd
Someone seems to intentionally fail
Protagonist finds an item thought lost
A charitable act has a harmful result
A cruel act has a beneficial outcome
Someone unexpectedly returns the favour
A raging storm moves across town
A gift makes a character the target of a murderer
A fallen enemy makes one last attack
Only one character in danger can be saved
An enemy saves the life of Protagonist’s friend
A will from a long-lost relative appears
A secret rival seeks to replace Protagonist
A thief makes Protagonist their next target
An obscure law suddenly becomes important
Strangers mistake Protagonist for a fugitive
A tool breaks when needed most
“Protection from fairies” is no substitute for a condom with your supernatural partner.
Glass teapot with floral scented tea, with three glass teacups
Mismatched floral teacups, some half full of tea
Rain spattered windowpanes
Candles placed haphazardly around a cluttered space
Bird skulls neatly arranged by size on a dark wooden shelf
Immense books with well-thumbed pages with cracked leather covers and several silk bookmarks filling a bookshelf
Small green shoots sprouting from glass jars and bottles, budding
The scent of herbs drying as the hang from the ceiling
Tiny bottles and flasks labeled absinthe in elaborate but unsteady handwriting
Minutely detailed renderings of human anatomy plastered to one wall
Dusty and faded lace curtains tied back with a length of ribbon
A closet that presents outfits depending on your mood
The scent of wood smoke and wax
Books laying half open and scattered across the room
A worn oval rug that retains its bright colors
Crystals clustered on a desk, some rough, some polished Note: This is not meant to be dismissive of pagan culture or modern magic practitioners! Please feel free to let me know if there’s a way I can be more respectful!
Okay but I’m all about faeries? Faeries with otherwise human features but intimidating yellow goat eyes. Faeries with unnaturally long fingers and nails and long sharp teeth. Faeries who’s bodies constantly shift and change. Faeries like poison dart frogs, small and brightly colored, and highly toxic. Faeries with a fondness for collecting unsavory things, like rusty scissors, fish hooks, and syringe needles. Faeries with long, prehensile tongues.
Demon kids loitering outside of convenience stores, lighting up cigarettes with their own flames
Werewolf girls snarling at men who dare to cat call them, baring fangs to show they are not to be trifled with
Sirens crooning into a mic in a smoky bar, voices resonating with otherworldly passion
Vampire EMTs taking night classes and struggling to get into medical school
Alarunes dutifully tending to their gardens, whispering encouragement to their seedlings
Satyrs being the most charming baristas ever seen, flirting with every customer
Gorgons uploading fashion tips and make up tricks onto their blogs
Nagas chatting with their centaur friends about how hard it is to workout when you’re not bipedal
Sphinxes posing annoying riddles at a train stop and then leaving
Hybrid monster kids not being sure where they belong but learning to love themselves anyway
You couldn’t live this lie any longer. You finally confess to your blind spouse the truth of your cursed Gorgon nature, only for them to finish sipping their tea before calmly responding. “Of course you are, I’ve always known.”
You couldn’t live this lie any longer. You finally confess to your blind spouse the truth of your cursed Gorgon nature, only for them to finish sipping their tea before calmly responding. “Of course you are, I’ve always known.”
It must suck being the second generation of a post apocalyptic world cause like half the population is gonna be named Hope or some shit
Can we talk about how in zombie shows/movies/books they always find a veterinarian and not a surgeon? Are veterinarians deemed more likely to survive the apocalypse?
I was worldbuilding two bog standard fantasy species, wise old tree dudes and impulsive little rat guys, when I realized it was far funnier if they had each other's personalities.
The rat guys think fast and talk fast, but they're incredibly conservative and like to cover all the angles before they take any action. This comes with being a prey species: their ancestral environment had lots of clever traps and devious hazards, so you get rat councils wisely working the problem.
The tree dudes speak and move slowly, but they will propose and then do the most insane things you can imagine. They can slot together a rocket in an afternoon and will then use it without so much as a test fire first. They test new potions by quaffing them down, sometimes not even waiting for it to cool (though they're tree dudes, so I guess quaffing a potion just means pouring it over their root legs). This comes from the ancestral selection process too: the tree dudes that won were the ones that took big risks, that grew faster, stronger, and tried new things without worrying about consequences. The tree dudes evolved in an era when they had no natural predators and their only competition was each other.
And this is, of course, initially confusing for any human who makes contact with them. If a giant bearded tree nods at you solemnly and tells you to go through a portal, your first thought is not that he's curious about what will happen to spacetime. And if a hyperactive little rat guy tells you with some urgency that you must accompany him into a ruined city, you won't immediately think that this is step 11 of his branching 27 step plan.
Random linguistic worldbuilding: A language with six sets of pronouns, which are set by one's current state of existence. There's a separate pronoun for people who are alive, people who are dead, and potential future people who are yet to be born, and the ambiguous ones of "may or may not be alive or aleady dead", "may or may not have even been born yet", and the ultimate general/ambiguous all-covering one that covers all ambiguous states.
The culture has a specific defined term for that tragic span of time when a widow keeps accidentally referring to their spouse with living pronouns. New parents-to-be dropping the happy surprise news of a pregnancy by referring to their future child with the "is yet to be born" pronoun instead of a more ambiguous one and waiting for the "wait what did you just say?" reactions.
Someone jokingly referring to themselves with the dead person pronouns just to highlight how horrible their current hangover is. A notorious aspiring ladies' man who keeps trying to pursue women in their 20s despite of approaching middle age fails to notice the insult when someone asks him when he's planning to get married, and uses the pronoun that implies that his ideal future bride may not even be born yet.
A mother whose young adult child just moved away from home for the first time, who continues to dramatically refer to their child with "may or may not be already dead" until the aforementioned child replies to her on facebook like "ma stop telling people I'm dead" and having her respond with "well how could I possibly know that when you don't even write to us? >:,C"
Why is it that every werewolf book is this weird testosterone fueled alpha male/female romance thing?Â
Like guys. Werewolves are family groups. They are basically big ol’ dog families. Your werewolf family wouldn’t be made up of alpha males fighting each other for dominance and subjugating females.Â
If there was a werewolf in your neighborhood, they’d be that family of 10 kids always roughhousing outside and their house is the one all the neighborhood kids go to hang out at because Mr. Werewolf and Mrs. Werewolf are the Cool Parents that their kids find really embarrassing.Â
what will your character do..
(reblog and brainstorm, lovelies! u can also write drabbles with theseee )
if they're met face to face with their plot, with no warning?
if they're stressed?
if they're happy? who will they want to share it with?
if they're sad? will they go to anyone for comfort? if yes, who?
if they're forced into a life of death situation?
if they're being threatened?
if they're kissed by their ex?
if they're confessed to by someone who they had no clue liked them? (given, they're single or not)
if their lover betrays them?
if they're coughing up blood out of the blue?
if there's a strange presence in the room, and it feels ominous?
if they discovered a dead body?
^ if the dead body is their best friend? (great question to start and develop a plot)
if their enemy is at their doorstep, bruised and injured?
if they had to share a bed with someone they don't particularly hate? ahem
if they had to be fed by someone they didn't like/their crush?
if their partner-to-be? enemy? pulls them into a secluded and shushes them? (their bodies pressing and all that!!)
when asked to choose between their family and their lover? (given the circumstances of ur story)
when kissed on their head by their enemy after a near death experience?
if they're dancing with a stranger, and the stranger says 'stop dancing, sweetheart and you'll hunted. do u wanna die?' ?
if they find out the food that served to them has glass dust on it? (who is it served by?)
when being pulled into a hug when they most need it by someone they least expect?
when they have to hold someone they loved at a gun point? why would it even occur?
when they have to choose between their own life and their lover's?
when they've to give up something (of great importance to the character) to save their lover?
I'm a big fan of wizards-as-programmers, but I think it's so much better when you lean into programming tropes.
A spell the wizard uses to light the group's campfire has an error somewhere in its depths, and sometimes it doesn't work at all. The wizard spends a lot of his time trying to track down the exact conditions that cause the failure.
The wizard is attempting to create a new spell that marries two older spells together, but while they were both written within the context of Zephyrus the Starweaver's foundational work, they each used a slightly different version, and untangling the collisions make a short project take months of work.
The wizard has grown too comfortable reusing old spells, and in particular, his teleportation spell keeps finding its components rearranged and remixed, its parts copied into a dozen different places in the spellbook. This is overall not actually a problem per se, but the party's rogue grows a bit concerned when the wizard's "drying spell" seems to just be a special case of teleportation where you teleport five feet to the left and leave the wetness behind.
A wizard is constantly fiddling with his spells, making minor tweaks and changes, getting them easier to cast, with better effects, adding bells and whistles. The "shelter for the night" spell includes a tea kettle that brings itself to a boil at dawn, which the wizard is inordinately pleased with. He reports on efficiency improvements to the indifference of anyone listening.
A different wizard immediately forgets all details of his spells after he's written them. He could not begin to tell you how any of it works, at least not without sitting down for a few hours or days to figure out how he set things up. The point is that it works, and once it does, the wizard can safely stop thinking about it.
Wizards enjoy each other's company, but you must be circumspect about spellwork. Having another wizard look through your spellbook makes you aware of every minor flaw, and you might not be able to answer questions about why a spell was written in a certain way, if you remember at all.
Wizards all have their own preferences as far as which scripts they write in, the formatting of their spellbook, its dimensions and material quality, and of course which famous wizards they've taken the most foundational knowledge from. The enlightened view is that all approaches have their strengths and weaknesses, but this has never stopped anyone from getting into a protracted argument.
Sometimes a wizard will sit down with an ancient tome attempting to find answers to a complicated problem, and finally find someone from across time who was trying to do the same thing, only for the final note to be "nevermind, fixed it".
A long time ago, you were cursed by a witch to grow 1 inch every year you live. This wouldn't've been an issue if you weren't also cursed by a wizard to live forever.
Define Her Allure: Craft her as enigmatic, charming, and intelligent. She should draw people in with her charisma and mystique.
Give Her Depth: Avoid clichés by giving her a unique backstory, motivations, or vulnerabilities that shape her actions.
Choose Her Strengths: Highlight skills like manipulation, resourcefulness, or combat abilities that give her an edge.
Decide Her Purpose: Determine if she’s an ally, antagonist, or morally gray character, and how her actions drive the story.
Design Power Dynamics: Show how she wields control or influence over other characters, often exploiting weaknesses.
Weave Intrigue: Keep her intentions ambiguous to maintain tension and mystery.
Contrast With Others: Develop relationships that show how she contrasts with or complements other characters (e.g., a vulnerable hero or a rival villain).
Show Complexity: Explore the layers in her interactions, such as her ability to mix truth with deception.
Reveal Gradually: Unfold her true nature over time, leaving both characters and the audience guessing.
Use Symbolism: Incorporate elements of her look that reflect her personality, like bold colors, sleek outfits, or unique accessories.
Convey Confidence: Show her self-assuredness in the way she moves, speaks, and holds herself.
Highlight Ambiguity: Blend qualities that make her both alluring and dangerous (e.g., a soft smile hiding sharp intent).
Establish Power Plays: Showcase her intelligence and cunning through strategic actions, manipulations, or daring risks.
Create High Stakes: Put her in situations where she must outwit others or face consequences.
Balance Strength and Vulnerability: Let her excel in some areas while occasionally exposing a flaw or fear to humanize her.
Choose Her Outcome: Decide if she triumphs, meets her downfall, or remains ambiguous at the story’s end.
Reflect Growth or Decline: Show how her actions shape her destiny—whether she evolves, succumbs, or holds her ground.
Tie Back to Themes: Ensure her arc aligns with the overarching themes of the story, like betrayal, love, or revenge.
Phyllis Dietrichson (Double Indemnity): Uses charm and manipulation to pull others into her schemes, embodying the classic femme fatale archetype.
Mal Cobb (Inception): A tragic yet dangerous figure, her motivations blur the lines between reality and illusion.
Nikita (La Femme Nikita): Balances vulnerability and lethal skill, creating a layered and compelling character.
Catherine Tramell (Basic Instinct): A brilliant, enigmatic writer whose intelligence and seduction make her a master manipulator.
Milady de Winter (The Three Musketeers): A cunning and ruthless antagonist, she uses her wits and charm to outmaneuver the heroes.
Amy Dunne (Gone Girl): Subverts the idea of victimhood with her calculated and chilling actions, redefining the femme fatale for modern audiences.
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I'm a big fan of wizards-as-programmers, but I think it's so much better when you lean into programming tropes.
A spell the wizard uses to light the group's campfire has an error somewhere in its depths, and sometimes it doesn't work at all. The wizard spends a lot of his time trying to track down the exact conditions that cause the failure.
The wizard is attempting to create a new spell that marries two older spells together, but while they were both written within the context of Zephyrus the Starweaver's foundational work, they each used a slightly different version, and untangling the collisions make a short project take months of work.
The wizard has grown too comfortable reusing old spells, and in particular, his teleportation spell keeps finding its components rearranged and remixed, its parts copied into a dozen different places in the spellbook. This is overall not actually a problem per se, but the party's rogue grows a bit concerned when the wizard's "drying spell" seems to just be a special case of teleportation where you teleport five feet to the left and leave the wetness behind.
A wizard is constantly fiddling with his spells, making minor tweaks and changes, getting them easier to cast, with better effects, adding bells and whistles. The "shelter for the night" spell includes a tea kettle that brings itself to a boil at dawn, which the wizard is inordinately pleased with. He reports on efficiency improvements to the indifference of anyone listening.
A different wizard immediately forgets all details of his spells after he's written them. He could not begin to tell you how any of it works, at least not without sitting down for a few hours or days to figure out how he set things up. The point is that it works, and once it does, the wizard can safely stop thinking about it.
Wizards enjoy each other's company, but you must be circumspect about spellwork. Having another wizard look through your spellbook makes you aware of every minor flaw, and you might not be able to answer questions about why a spell was written in a certain way, if you remember at all.
Wizards all have their own preferences as far as which scripts they write in, the formatting of their spellbook, its dimensions and material quality, and of course which famous wizards they've taken the most foundational knowledge from. The enlightened view is that all approaches have their strengths and weaknesses, but this has never stopped anyone from getting into a protracted argument.
Sometimes a wizard will sit down with an ancient tome attempting to find answers to a complicated problem, and finally find someone from across time who was trying to do the same thing, only for the final note to be "nevermind, fixed it".
when the zombie apocalypse came, everyone raided gun stores. Except you. You raided a medieval armory and now, armed with full plate armor and a long sword, you will take back your home
OP made the post unrebloggable but said it's fine to screenshot and I'm in love with this
Some obvious facts:
The Black Death reduced the population of Europe by between one third and one half.
Vampires are immune to mortal ailments.
Late 14th-century Europe suffers from a massive vampire surplus.
Demons and monsters that torture people because they feed on human suffering are so dumb. People are suffering everywhere my guy go literally any place and take a deep whiff.
Whether you are writing a futuristic dystopia or a cloud city of dragons, you need to figure out how people get basic supplies. These are often the most overlooked worldbuilding questions since it’s more fun to think about how cultures honor the dead or where the mountain ranges are, but answers are necessary to create a complete world.
-Where does the water come from and how is it distributed?
-Who makes the food?
-Who transports and distributes the food?
-If your world has modern utilities, are they widespread or only for the rich? For that matter, do utilities have to be modified to work in your world (for example, electric lines with anti-magic coating)?
-What happens to trash?
-What happens to sewage?Â
-What building materials are available?
-What do people do when they get sick?
-What do people do in the case of a natural disaster?
-What do people do in the case of a fire?
-How are large objects moved?
-How are items that take skilled labor to make created and distributed?
Remember, the answers might be different for people at different economic levels.
I was worldbuilding two bog standard fantasy species, wise old tree dudes and impulsive little rat guys, when I realized it was far funnier if they had each other's personalities.
The rat guys think fast and talk fast, but they're incredibly conservative and like to cover all the angles before they take any action. This comes with being a prey species: their ancestral environment had lots of clever traps and devious hazards, so you get rat councils wisely working the problem.
The tree dudes speak and move slowly, but they will propose and then do the most insane things you can imagine. They can slot together a rocket in an afternoon and will then use it without so much as a test fire first. They test new potions by quaffing them down, sometimes not even waiting for it to cool (though they're tree dudes, so I guess quaffing a potion just means pouring it over their root legs). This comes from the ancestral selection process too: the tree dudes that won were the ones that took big risks, that grew faster, stronger, and tried new things without worrying about consequences. The tree dudes evolved in an era when they had no natural predators and their only competition was each other.
And this is, of course, initially confusing for any human who makes contact with them. If a giant bearded tree nods at you solemnly and tells you to go through a portal, your first thought is not that he's curious about what will happen to spacetime. And if a hyperactive little rat guy tells you with some urgency that you must accompany him into a ruined city, you won't immediately think that this is step 11 of his branching 27 step plan.
You are the child of Death. Everyone always assumes that you were adopted, but you are in fact Death's biological child, although they are unwilling to tell how exactly this happened.
“So mermaids and sirens are two different species?” “Just so. My people, what you call mermaids or merfolk, share a common ancestor to you humans, making us distant cousins. What you call sirens, however, are fish that evolved to look and sound like humans to attract their favorite prey.”
-Big bad towards Johanna Everstone.
Theres a wandering immortal who has been planting flowers and trees after the fall of Humanity..700 years later the remaining survivors wake up from cryosleep to a foreign, yet breath taking earth.
Some say that an invisible red string is tied around the fingers of soulmates meant to be together forever. As it turns out, you can see these red strings, and have therefore created a highly successful matchmaking business.
I loveee fantasy settings doing magical exhaustion:
burnt out pyromancers emitting steam and smoke
tired cryomancers shivering with visible foggy breath
weary necromancers looking ill and hearing voices
frazzled healers receiving the same cuts, bruises, and injuries of their patients