DISCIPLE continues...

Monday, January 28, 2013

World Building Blogfest: Geography and climate

Welcome to the World Building Blogfest -- which I am using to wrap up my blog tour for the first two parts of my fantasy epic, Disciple. I'll be talking about Wodenberg, the kingdom my heroine Kate calls home, all week.

This is a great time for me to post my map online! It's in the ebook and the paperback, of course, but I'll post an extra large version here so you can zoom in and look around.

Click here to read my previous post (over at my writing blog) about geography.

A secluded northern vale...
Wodenberg is a broad, rolling valley cut between two mountain ranges by the glaciers of the last ice age. Only Mount Woden survived — it was carved out and left standing in the middle of the vale. The heavy moraines abandoned when the glaciers melted made for a line of rocky hills along the valley’s southern border. 

Forest took over from there: pines, sugar maples, paper birches. A deep lake settled into a notch the glaciers had left in the middle of the valley. Rain and meltwater rolled off the high mountain slopes toward two coasts — one to the north, one to the south. The Neva River, southbound, carved its way through the line of hills and spilled into the lower lands. 

When people found their way up through the two lowest passes into the valley, at Ansehen and Knapptal, they brought their sheep and goats. It was a cool-weather valley, snowy in the winter thanks to the coastline on the north, but good for herding, foraging and hunting. Thin, sandy soil kept farming from catching on as quickly as it did in the land below the valley, but it did settle in eventually. 

And there were founts, the people quickly learned. Places where kir welled up from the earth and ran free in fresh water. Often, in a place where a spring had no business being — such as the icy peak of Mount Woden. 

There were saints guarding the founts, already, when ordinary folk came. Lonely, half-wild saints. Or so the legends say.

For common folk, the saints are as good as parts of the geography. Saints are kir-mages at the pinnacle of talent; they take ownership of founts, which fuel their magic, and guard them jealously. They never die of natural causes, as kir preserves them from age and other saints will murder them both for their founts and to harvest their hoarded wisdom. Even so, many saints live for centuries.

Common folk can no more kill a saint than raze a mountain, so naturally a saint's word is law in his (or her) kindgom. His descendants generally rule the land as kings and nobles. And while a saint's kin may be talented with kir themselves, they're no more likely to be than anybody else. New saints, elect, any rank of kir-mage, can arise from any family. 

Click to embiggen. This will be available in the Goodies Index too.

Disciple, Part II on sale April 1st!
Pre-order Part II, or pick up a bundle of both parts, NOW at Kickstarter! Click on the widget to see the book trailer and the pledging options -->  

Read a sample of Part I, Chapter 1 • Read a sample of Part II
Cover and blurb for Part I or Part II

Goodreads links:
Disciple, Part I • Disciple, Part II

1 comment:

Sharon Bayliss said...

It's cool to learn more about the "founts"! I look forward to learning more.

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