The many origins and inspirations of The Dreamcatchers

This is the third post on the creation of The Dreamcatchers. I already wrote on the initial origins (where the idea came from, how the dreamcatchers’ appearance was based off Marvel villain, Dr. Doom) and how the book took on a new identity as it evolved, but today I wanted to do a deep dive. Let’s talk more about everything Dreamcatchers, answering so many questions. My goal is to provide you with an inside look at my writing process and even my inner mental workings.

So, without further ado – let’s talk about The Dreamcatchers!

Character names

Every author will tell you that a character’s name matters. It becomes part of their larger personality and an easy mental association as you write. Having the name nailed down can call to mind a fully formed image of the character in your mind.

“Oh, I’m writing about so-and-so! That’s easy! They look like this and they act like this because of what happened years ago, plus this person they met…” You get the idea – the name becomes a mental bookmark in your brain. It marks the start for a chapter detailing your entire character.

So choosing the right name matters. When I began writing Dreamcatchers, I wanted to convey that most of the main characters weren’t human right away. So, I chose names that, for the most part, sounded very alien to me. What better place to start than one of my favorite video games of all time, Mass Effect.

Vakarian Dreamcatchers
“I’m Garrus Vakarian and I was an inspiration for The Dreamcatchers!”

To better humanize Dreamcatcher – give him a life outside of his job – I decided to name him after long-time wing man and BFF Garrus Vakarian. This name grab served another purpose besides honoring a game series. I wanted Vakarian to be balanced. Garrus is always a constant in the Mass Effect series – a character who can be depended on time and time again. That was also my vision for Vakarian. At his best, he is in control and there for his fellow squad mates – just like Garrus.

When it came to the other nefiri, most came to me as I wrote, without one single source of inspiration. There were three exceptions. Fidel, a.k.a. Duckie, was named after a close friend of mine – using her last name instead of her first. Romaniuk has similar origins.

Then there was Zarel – specifically his codename, The Midnight Phantom. When I was younger, I used to attend a camp in Maine called Birch Rock Camp. This place had local legends – stories the campers and counselors told to entertain ourselves. One of my favorites was the Midnight Phantom, a prankster who would move stuff around during the night. You could always tell he’d been there because he would leave his initials – MP.

Since Zarel was intended as a comic relief, I felt that the Midnight Phantom was a natural fit for his codename. In regards to his appearance – I went a different route: ‘

Gorefiend Zarel Dreamcatchers
It’s tough to get captures from old games but Gorefiend’s picture is in the upper left.

Warcraft II was my favorite video game growing up, in large part due to its incredible art style. One NPC – Teron Gorefiend – had what looked like a disfigured face, hidden largely by a scarf and his hood. This image has stuck with me throughout the years and, when the time came, I felt it was a terrific basis for Zarel’s facial structure.

Quick side note: Gorefiend’s yellow hood also inspired the choice of female dreamcatcher garb.

The technology

Part of what I loved most when writing The Dreamcatchers was their technology. On the one hand, it’s very traditional fantasy. A big part of this is the lack of traditional firearms, which made sense to me since there is no gunpowder in their world. To compensate, many dreamcatchers still use bows, namely crossbows. But this does not mean they’re outdated.

At every other turn, I wanted the nefiri to come off as a technically advanced race. Part of it is there world structure. It isn’t easy to navigate the Nether, and Inspiration is even more hazardous. To get around, the nefiri had to be hardy and capable of building impressive machines.

Some of this notion came from Eoin Colfer’s Artemis Fowl series. I’ve always loved how he blended the fantastical with the technological, so I sought to strike a similar balance. If Colfer’s faeries could adapt to a challenging world, then so could my nefiri.

Dreamcatchers damsel pod
The damsel pods were based off of damselflies and have similar designs.

The villain

Incubus was a lot of fun to write as well, in part because he was one of the rare points when I got to project beyond the The Dreamcatchers. To all of you who have trouble understanding what exactly he’s talking about, all I can say is – just wait. After you read The Night Terrors, go back and check his dialogue. You won’t be disappointed.

I knew early on that I wanted him to be a shapeshifter. This comes from my own experience as a lucid dreamer. When I was fighting back against my nightmares, I noticed the more persistent ones had the ability to change forms, adapting to whatever would scare me the most. How nice of my subconscious to put in that extra effort.

In regards to Incubus’ appearance in the Inspiration, I used two primary sources. The first was Hayao Miyazaki and his demons from Princess Mononoke. The second once again came from Marvel. Anyone watching recent movie trailers might have seen this one:

Venom and Carnage are my two favorite Spider-Man villains. I love how their bodies change to fit the situation (like arms turning into weapons). When I was thinking of how Incubus’ skin should look outside of the dream, the texture of the symbiote was in my head.

The music I wrote to

A lot of authors listen to music when we write. I’ve always found that it helps shut out the world and allows me to focus more on the story in front of me. My goal with musical choice is to have it enhance the scene I’m writing. For starters, when Tony and Vakarian fly, I wanted to use something inspirational. The initial teaser music for How to Train Your Dragon 2 was a perfect fit:

Vakarian’s final showdown with Incubus was another moment very charged with musical influence. The initial fight in Inspiration had multiple parts. The showdown with the omen was inspired by part of the Transformers: Dark of the Moon soundtrack. Vakarian’s fight with Incubus came from a sampling from V for Vendetta.

As for the fight in the Dream itself? Well, that actually came from The Hobbit: The Battle of the Five Armies. I loved all the imagery surrounding Bard and Smaug. The idea of this single lone warrior against an overwhelming force really summed up what I wanted the final fight to feel like. As much, the music from this scene also factored into The Dreamcatchers finale:

Lastly, we need to talk about Tony and Fidel’s victory moment. Since the book has just come out, I don’t want to go too much into spoilers. For this particular point, I reached back to one of my favorite scenes as a kid and used the corresponding music:

So there you have it! There’s more – so much more to say – but I hope this has satisfied at least some of your curiosity when it comes to the novel writing process. Writers are like sponges. We absorb the art around us and transform it into something new (or at least try to).

Writing a novel is a process, equal parts inspiration from without as well as within. Not all ideas fit together well, and that’s part of the trick. I don’t think I ever would have used anything from Dragonball Z in a “serious” story but for a fantastical adventure like The Dreamcatchers, it made perfect sense.

As a storyteller, feel out ideas by tone and try to group them accordingly. You’ll find it may help!

That’s all for now. If you’ve bought a copy of The Dreamcatchers –  thank you so much for reading it! I hope you found it as entertaining to read as I did to write. I’ll leave you now with one teaser. A look ahead to The Night Terrors. As with Dreamcatchers, I’m using music to help write certain scenes. Here is one of the tracks I’ve been listening to a lot:

As always, if you’d like to get your own copy of The Dreamcatchers, it is available on Amazon and Barnes and Noble. Ta ta for now!

Writing tip: Beat up your Heroes

Author William Faulkner once said, “In writing, you must kill all your darlings.” While some writers (like George R. R. Martin) may take this literally, I personally doubt that Mr. Faulkner meant to imply that you should send all your heroes to an early grave. No, he more likely meant that writers should not be afraid to abandon ideas, even their favorite ones.

When I write, I have many ideas that I personally love but make for bad storytelling. A lot of them involve my protagonists. Mainly, I don’t like to see my main characters get hurt. Well, a little hurt maybe – but not devastatingly crushed. While I’m sure my protagonists appreciate this – as much as any imaginary person can – it can make for a boring story.

In my last blog post, I talked about the unlikely hero character archetype. This person is always the last the reader expects to see saving the day. David defeats the giant Goliath with his wits and a well-placed stone. Well, imagine David didn’t fight a giant. What if he instead fought a middle-sized, slightly overweight man named Gerald? Suddenly the victory isn’t so fantastic.

This gets to the heart of today’s writing lesson: While you maybe shouldn’t kill all your darlings, don’t be afraid to beat them (emotionally or physically) to a bloody pulp.

Raising the stakes

Beating up your protagonist raises the stakes. David is fighting a man – not just any man, a giant – not just any giant – a warrior – not just any warrior, an undefeated warrior, someone everyone else is absolutely terrified of. At every increase of Goliath, David’s struggle seems more hopeless. However, it is making the reader that much more invested in the story. Beating an unbeaten warrior giant sounds a lot more interesting than getting the best of middle-aged Gerald.

setting stakes writing
Adventure stories are often in “exotic” locations because these are seen as more dangerous. The stakes are higher than say, an American city, where most people live in relative comfort.

Let me use a more personal example:

Throughout my blog you’re going to see a lot of criticism of my own writing, well let me begin with The Dreamcatchers. While I am overall pleased with my first effort, I won’t pretend it is perfect. In Dreamcatchers, the main villain is a night terror named Incubus. He’s a dangerous dude.

As a reader, you know this because he badly injures the protagonist early on, poisoning and nearly crippling him. In addition, he wins the next two encounters that he and the protagonist have. This sets up a final confrontation where it is unlikely that the protagonist (Vakarian) will win on his own.

While all this is great, part of me wished I had Incubus win more. One of the difficult aspects of The Dreamcatchers is that we never see the “real” world. Our main human character, Tony, is always asleep. Therefore it is difficult to see how Incubus is really threatening him – outside of disrupting his sleep patterns. I attempted to combat this problem by including a prologue where we see another human character suffer direct, substantial complications from a night terror attack.

Was it enough to raise the stakes? I’m not sure. I hope so. It is one of the issues I hope to address more in The Night Terrors.

Since my main human character was a child – and the book is young adult – part of me wanted to shield him from a life-and-death struggle, but this is not conducive to great writing. Look at the Harry Potter series: Aimed at (and starring) children, these books feature death, maiming, and a whole lot of broken limbs. I remember always feeling like Harry and his friends were in real danger – and that is what made their victories all the more incredible and satisfying.

To put it in simple terms: Your characters can’t get up if they don’t fall. While a stagger is less painful, it is also less interesting to read about.

Establishing a strong threat

Your protagonist isn’t the only one who benefits from a bruising plot line. One of the chief problems I see with villains today is that many of them are not very threatening. The conflict, especially in a lot of children’s entertainment, is often in stalemate – with the heroes achieving many more victories than the villains.

A huge example of this is the original Transformers cartoon. It opens with a grim situation: The war is practically over and the Autobots have all but lost. Their home planet – Cybertron – lies in the hands of the Decepticons. Megatron has more people, resources, and strategic locations. Despite this, he loses every single episode.

Megatron villain writing
While Megatron still served his purpose (and his design plus Frank Welker’s voice acting made him popular), he was never really that intimidating. Before the animated movie, Megatron didn’t have many victories.

Suddenly Megatron doesn’t seem threatening. He’s cool – yes – but competent? He keeps a second-in-command who literally betrays him every third episode. Megatron is a victim of bad writing. He is never winning the situation because the heroes aren’t having any real challenges.

In contrast, the Megatron in Beast Wars wins every major struggle up to the end. This is made more impressive by the fact that he doesn’t have the resources of his predecessor, nor the manpower.

If you want to write a strong villain, they have to win at least 66% of the time. Not only does this make them a serious threat, it also makes it that much more satisfying when the hero prevails.

Producing a satisfying climax

A lot of this ties into plot structure. Here is the classic plot outline:

plot-outline-1

As you can see, everything builds to the climax. The higher that point is, the more satisfying it will feel to the reader. Everything in a story is functionally in service to the climax. All of the hero’s trials and failures make that final moment – that point of either victory or defeat – all the more meaningful.

If you haven’t truly endangered your protagonist in some way then expect this moment to hit without its full impact. If you’ve written a story about a relationship for instance, but we never doubt that it will end, then the moment of salvation will come off as less of a “YES!” and more of a “Oh yeah, makes sense…”

Again, in order to pick themselves up, the protagonist must fall, albeit not always literally.

Writing Character Workshop: Jar Jar Binks

When Star Wars Episode I: The Phantom Menace released in 1999, reception was mixed to put it lightly. While many children (including myself) enjoyed the movie, it sent ripples of anger through the more adult Star Wars fanbase and drew ire from movie critics overall. While many, many, many…many dissections of Phantom Menace have been completed since that 1999 launch – what’s one more?

For my own examination into the film, I want to focus primarily on Jar Jar Binks – a side character who drew particular ire for what many fans saw as his annoying nature or tendency to devolve the film into dirty humor (fart and poop jokes). Let me say this now – this is not intended to be a “hate” essay. I have nothing but respect for Ahmed Best, who has suffered more than enough at the hands of harassing jerks and jackasses claiming to be Star Wars fans.

This article is intended to view only how Jar Jar Binks was written. Let’s examine what kind of character Jar Jar was supposed to be and what function he may have been intended to serve in the story. For those who have seen the film and want a refresher, here is a rundown of every scene with Jar Jar Binks present:

What type of character was Jar Jar supposed to be?

When George Lucas first conceived of Star Wars, he drew a great deal from the past. One of his primary inspirations was Joseph Campbell, a renowned mythologist who had spent years analyzing ancient myths from across the world. Campbell believed in the idea of the “monomyth” or that every heroic tale from the past has a common core and can be broken down into similar elements.

For instance, many heroes begin their journey as outsiders, drawn into a larger conflict rather than being present with it from the very beginning. Going on said hero journey challenges the protagonist, who ultimately returns victorious but a changed person. Lucas used this idea and many others from Campbell in his original Star Wars trilogy, and the themes have been present in the series ever since.

monomyth

Using Campbell and this idea of monomyth means relying on established archetypes. An archetype is a typical example of certain person or thing, or an idea that has been replicated many times over. For instance, a bully is a character archetype. Every bully shares certain traits – namely intimidation and an abusive nature. The idea of a bully has become so ingrained in society that simply saying the word evokes a near complete image.

When Lucas created his characters for Star Wars, he used archetypes to form the foundation. Luke Skywalker – the heroic outsider, Obi Wan Kenobi – the wise old mentor, Han Solo – the scoundrel with a heart of gold, Princess Leia – the princess in distress: All of these characters came from an already established foundation of traits and personality. When Lucas wrote the prequels, he attempted the same thing. It is easy to read Shakespeare’s Othello in the tragedy of Anakin Skywalker or Oedipus in his desire to alter a prophecy.

Regardless of how well it worked, Lucas clearly had visions of grandeur on his mind. So, what about Jar Jar? Where does he fit in?

Jar Jar as the fool

A popular character archetype that owes a lot to Shakespeare is the fool or clown. This character is, by nature, ridiculous and outwardly very stupid. They are usually of low stature and aren’t doing well in their life. However, they are apart from the situation – no one directly trusts the fool, but the fool is typically present. This can give them wisdom, as they tend not to have subtly. When a fool speaks, they state the obvious, which can include information that the protagonist has overlooked.

A famous fool includes Dory from Finding Nemo. What she may lack in brains, she makes up for in wisdom, directly stating the flaws in Marlin’s parenting techniques.

character fool
Many fools tend to be sidekicks, giving them ample opportunity to travel and communicate with the main character.

Is Jar Jar a fool? He is certainly ridiculous enough to qualify on that level. Jar Jar is clumsy, clownish and prone to self-deprecation. However, what wisdom does he bring?

There two scenes that may qualify. The first comes at his introduction, right after he has met Obi Wan Kenobi and Qui Gon Jinn. Jar Jar suggests that they seek the gungan city for shelter and to hide from the droid army.

In the second scene, an anxious Padme is reflecting on the plight of her people. Jar Jar happens to mention that his race, the gungans, have a huge army that can challenge the invading droid forces. While Jar Jar never directly states that the gungans can help, Padme uses this information later to make her plan to fight back.

Jar Jar also states that relations between the naboo and gungans are strained but really doesn’t elaborate further. As far as this writer’s recollection, these are the only moments where Jar Jar may fit the mold of a fool.

Jar Jar as the heart

A more recent character archetype is the heart. Born out of many television ensembles, the heart is a member of the team that has no real special talent or skill. However, they serve as a moral compass, helping every other character around them maintain equilibrium and a healthy psyche. Hearts can be smart or stupid, strong or weak – but their primary strength must always lie in their emotional capacity.

The character Bolin from The Legend of Korra is a heart. While never stated, it is implied that he is not as strong a fighter as Korra or Mako, nor is he particularly smart. Instead, Bolin is trusting and giving, always there for friends that need a hand. His primary motivation comes from a desire to help others, a trait common in many heart characters.

The Heart can be similar to a fool, but with more positive intentions.

At first glance, Jar Jar Binks may look like a likely heart. However, there are problems with this fit. Jar Jar is often reluctant to help, oftentimes being volunteered for assignments he didn’t ask for. Also, apart from the Padme scene, Jar Jar is rarely shown comforting another character.

Jar Jar as the unlikely hero

At the heart of Star Wars is a love for the unlikely hero. Anakin, Luke and Rey have all come from humble origins to take center stage in galactic affairs. The same can be said of Han Solo, Finn, and Rose. None of these people began with the traditional, noble heritage of a hero – they instead earned their place through courageous acts or unnatural talent.

Unlikely Hero Tan smaller
David, in his fight with Goliath, became one of the first and most famous unlikely heroes.

Jar Jar Binks definitely fits this bill, at least on the surface. He comes from nothing – an outcast of his own people. By the end of the film, however, he is a victorious general and well on his way to becoming a senator that will represent Naboo on the galactic stage. From a storyboard perspective, Jar Jar fits this archetype to the letter.

But let’s look closer: Is Jar Jar a hero? Does he in fact do anything to really save the day? Jar Jar’s role in the finale is to lead the gungan army against the droids. It is intended as a diversion to allow the other protagonists to act. Jar Jar loses this battle and is captured. Faced with this development, he promptly surrenders.

When Anakin destroys the droid control ship, the droids are deactivated and the gungans saved. Given how he acted, I say it is reasonable to compare Jar Jar more to a character in distress rather than an active hero. He is never looking beyond his personal safety.

Writing exercises: How would you improve Jar Jar Binks?

I personally believe that Jar Jar Binks has elements of all three character archetypes above. I believe his character suffers from poor implementation of these ideas into the script. He certainly has the negative elements of a fool but is not given enough opportunity for the positive. He appears well meaning but is never anyone’s emotional center. And he is given countless opportunities to perform a heroic action but never rises to the challenge.

He, like many elements of George Lucas’ prequel trilogy, feels like a rough draft of a competent character.

So, rather than dwell on the failure – how can we fix him? Well, I for one believe that all strong character writing begins at the three scales: competency, sympathy, and productivity. A well written character has a mix of these traits on a scale system. For instance, a character can be very competent but unsympathetic or vice versa. Most writers tend to use middle degrees on these scales rather than turning one all the way up or down.

Fixing Jar Jar begins with looking at his three scales, all of which are too far down (in my opinion). Altering these scales alters Jar Jar. Writers should be careful to keep the original idea in tact. It’s easy to fix Jar Jar by transforming him into someone else entirely, but more challenging to simply make alterations.

If Jar Jar is supposed to be the fool, turn his sympathy and productivity up to have him make more emotional impact. To be an unlikely hero, turn up the competency. However you approach it, keep your archetype goal in mind.

This exercise can be a simple scene rewrite or a full plot makeover. If you’re curious to see how you did, I recommend posting on FanFiction.net. You can use a pen name and the feedback can be helpful.

Jar Jar Binks may have earned the fan’s hatred (not that it takes much) but I believe he is a character built on solid bones. Looking at his failure requires studying character construction and plot development, two things that can only make you a stronger writer. Best of luck!