Lore-Based Storylines

Lore-Based Storylines

Worldbuilding and lore get used interchangeably a lot, but they’re not quite the same job. Worldbuilding is the sum total of what you know about your setting. Lore is the specific slice of that knowledge the story actually leans on, the myths, histories, and half-remembered events that shape why characters act the way they do right now.

A story can be milieu-heavy without being lore-based. A lore-based story is one where the past isn’t just backdrop. It’s load-bearing. Pull it out and the present-day plot collapses.

The Rule You Already Know

There’s a line worth repeating here, one I’ve landed on before in thinking through worldbuilding: the best worldbuilding usually isn’t explained to the reader directly. It’s experienced. You don’t see gravity, you feel it when it puts you on the ground.

Lore works the same way. The strongest lore-based stories don’t open with a history lecture. They open with a character bumping into the consequences of history, a ruin nobody will walk past after dark, a name that makes an entire room go quiet, a law nobody remembers the reason for but everyone still obeys. The reader learns the lore is important before they learn what it actually says. That order matters more than people think.

Lore Wants to Be Withheld

Because lore lives in the past, it’s tempting to front-load it. Chapter one, page one: five hundred years of history before anyone does anything. This kills momentum almost every time, because the reader has no reason yet to care about kings and wars they haven’t met the consequences of.

Lore earns its place by consequence first, explanation second. Show the ruin, then let a character explain what happened there only once the reader is already curious enough to want the answer. This is functionally the same idea/character pacing question from the MICE quotient: the story opens with a question the audience actually wants answered, not one you’ve decided they should want answered.

Sources of Lore Inside the Story

Lore rarely needs a narrator standing outside the story to deliver it. It usually arrives through people and objects that were already going to be there anyway:

  • A character who lived through it, and remembers wrong, or remembers selectively.
  • A physical object (a monument, a scar, a banned book) that forces the question of why it exists.
  • An institution that still enforces a rule nobody living can explain, which is its own kind of lore delivery.
  • A song, prayer, or children’s rhyme that’s technically history, worn down into something people recite without meaning.

That last one is worth dwelling on. Lore that’s decayed into ritual, a phrase everyone says but nobody can unpack, tends to land harder than lore that’s still treated as fact. It signals time has passed, that the event mattered enough to survive but not enough to stay accurate.

The Trap: Lore as a Substitute for Story

Lore-heavy fiction has a specific failure mode. The writer falls in love with the history and starts mistaking depth of world for depth of story. You end up with pages of internally consistent backstory and nobody currently in the scene wants anything.

The test is simple: does a character in the present timeline want something because of this lore, or does the lore just exist because you built it and you’re proud of it? If it’s the second one, it belongs in your notes, not on the page. Worldbuilding is for you. Lore that makes it into the story has to be for the reader, meaning it has to be doing work on someone’s present-tense motivation.

Unreliable Lore Is Underused

One of the more interesting moves available to a lore-based story is letting the lore be wrong, or contested. Two cultures remembering the same war differently isn’t just texture, it’s conflict you get for free. A character built their entire identity on a legend that turns out to be propaganda. That’s not just backstory, that’s an event-story climax hiding inside what looked like a milieu setup.

Treating lore as fixed and true removes one of the more useful tools available: the reveal that history lied.

The Point

Lore-based storylines work when the past keeps pressure on the present. If your history section could be deleted and nothing in the current plot would need rewriting, it isn’t lore yet. It’s just notes you haven’t found a use for.

Keep writing.

The MICE Quotient.

The MICE Quotient.

Last post I ran through Milieu, Idea, Character, and Event as four ways of categorizing a story. That was the overview. This is the part where it actually gets useful: not as a filing system, but as a tool for figuring out where your story should begin and end.

The Real Problem MICE Solves

The usual advice for where to start a story is “find the inciting incident.” That’s fine advice, except it’s vague to the point of being nearly useless. Inciting incident according to what standard? The character’s life? The world’s crisis? Their internal realization?

Orson Scott Card built the MICE quotient to answer a sharper question: what element opens the story, and what has to happen for that same element to close. Once you know which of the four you’re actually writing, the correct beginning and ending point stop being a guess.

Each Type Opens and Closes on Its Own Terms

Milieu opens the moment a character enters an unfamiliar place, and it closes when they leave it (or it stops being unfamiliar to them). That’s why so many milieu stories start with arrival and end with departure or transformation into someone who now belongs. The container is the world itself, so the story is only “done” once the character’s relationship to that world has resolved one way or the other.

Idea opens with a question. Not a mystery necessarily, but a genuine unknown that the reader wants answered: what if, or why does, or how could this be true. It closes the moment the question is answered, whether the answer is comforting or not. This is why idea stories can feel unsatisfying if they wander past the answer. Once the reader knows, the story’s job is finished.

Character opens when a character becomes dissatisfied with their situation and closes when they either become satisfied with it, or make peace with the fact that they won’t be. Everything in between is the character trying, failing, adjusting, and trying again. There’s no external event required to open or close this kind of story. It’s entirely internal.

Event opens when something goes wrong with the world, though not usually at the exact moment it breaks. It opens when the person capable of addressing it steps into the frame. It closes when the wrong has been righted (or permanently isn’t going to be), and the world settles into whatever its new normal is.

The Maguffin Trap

Here’s where it gets interesting. Readers frequently don’t care about the same thing the plot claims to be about. Hitchcock had a word for this: the maguffin, the object or stakes the characters chase, which the audience doesn’t actually care about nearly as much as they care about the people chasing it.

Plenty of readers of Ender’s Game will tell you they were never that invested in the war against the Buggers. What kept them reading was Ender’s fight against an unjust system built to break him. The Buggers were the maguffin. Ender’s internal struggle was the character story running quietly underneath the event story.

This matters for MICE because it means your story can be structured as one type on the surface while carrying a second type as its real emotional engine. That’s not a flaw. It’s usually why the story works at all.

Combining and Nesting

You rarely get a pure specimen of any single type, and you don’t need one. What you do need is clarity about which type is doing the structural work, meaning which one determines your actual opening and closing points, because that’s the type the reader will hold you to.

A common pattern is nesting: opening with milieu (arrival in a new world), then opening a second layer with event (something’s wrong here), then closing the event thread before you close the milieu thread (the character resolves what’s wrong, then leaves, or settles in). Close the layers in roughly the reverse order you opened them, and the story tends to feel structurally sound even if the reader couldn’t tell you why. Get the order backward and it feels like the ending came from nowhere, or that the story kept going past its natural stopping point.

Using This Practically

If a draft feels like it doesn’t know where to end, don’t reach for a plot fix first. Ask which MICE element actually opened the story. If you opened with a character’s dissatisfaction, your ending needs to resolve that dissatisfaction, not just wrap up the external event. If you opened by dropping a character into a strange world, the story isn’t over just because the villain’s defeated. It’s over when their relationship to that world is settled.

The categories aren’t a cage. They’re a way of catching yourself before you write four hundred pages toward an ending that doesn’t answer the question you actually opened with.

Keep writing.

Faith as a Resource, Not a Vibe.

Faith as a Resource, Not a Vibe.

So here’s a thing I never see fantasy do enough of: treat belief like it’s actually made of something.

Most secondary-world religions work like this — a god exists, people worship it, the worship happens because the god is powerful, the end. Fine. Boring. In Dyjian, I wanted belief to be a raw material. Something you generate. Something you can run out of.

The Three Currencies of Dyjian.

There are, near as I can tell (I’m a discovery writer, so “near as I can tell” is doing real work in that sentence), three ways to fuel power in this world, and none of them are metaphors:

Blood. The Kyusoa — synthetic, doll-like things — carry Aelythian power in their blood. You kill one, you get a finite resource. Ugly, straightforward, and it’s why Mokallai’s entire war is basically a body count with a plot attached.

Artifacts. The Ra’Ol stones anchor reality to the planet itself. Rare, individually marked, and useless to you unless you’re someone they’ll actually answer to — an Alyi’s voice, minimum. This one’s about access, not supply.

And then there’s Mankind, who don’t have a shred of Aelythian ability. No blood magic, no claim on the stones. And yet Eyuwre — the Purger of Worlds, an entity who is deeply unbothered by almost everything — says, flat out, that belief is the blood pumping in the heart of their Deus Ex.

Their devotion is the one renewable resource in the whole system. It scales with headcount in a way blood and rocks just don’t.

Once I Had That, the Plot Basically Wrote Itself.

Mokallai doesn’t want an army. Well, he wants an army too, don’t get me wrong. But what he actually wants is a religion, because a religion is a power plant that doesn’t require you to keep killing things, and it doesn’t run dry as long as people keep showing up to believe in it.

That’s why he lets Mankind call him “god” even though the word visibly makes him flinch every single time. It’s not vanity, or at least it’s not only vanity. It’s fuel management. Y’all, he’s basically running a utility company.

Once belief is a real resource and not just texture, it has to start behaving like one, or the whole thing falls apart:

It gets manufactured on purpose. Laylen’s hymn isn’t just there to be creepy and atmospheric (though, hoo boy, is it creepy and atmospheric). Thousands of voices chanting in the Tenchmok is production. That’s the factory floor.

It becomes somebody’s fault. Einarriel — one of Mokallai’s own — built the original following, back before Maowd-Ib showed up and got all the credit for it. His slow, mortifying realization (“I give him that power,” he mutters to himself, a beat too late to matter) only lands because we’ve already watched belief get treated as something you can build and hand off like inventory.

It creates actual scarcity. If devotion is fuel, a crisis of faith is a fuel shortage. Dyiij falling apart with guilt isn’t just an emotional beat for its own sake — it’s an Alyi realizing she let the plant run unsupervised for way too long.

The Craft Bit, If You Want One.

Here’s what I’d tell myself a draft ago, if past-me were the type to listen (she was not): a magic system built on an abstract theme — faith, control, submission, whatever — earns its keep the second the theme gets hard rules instead of just mood. “Belief is powerful” is a vibe. “Belief is harvested, has a body count, and can be redirected by whoever controls the narrative” is a system. Systems make plot for you. Vibes just sit there looking thematic.

I won’t tell you what happens when someone tries to corner the entire market on belief itself. But I will say: that’s the shape of where this is headed, and it’s the reason Mokallai’s ambitions stop fitting on one planet fairly quick.

Until next time.

Experimental Structure & Storytelling Types.

Experimental Structure & Storytelling Types.

I promised this one a while back, in “On What to Write.” I said the kind of storytelling you use deserves a post of its own, separate from genre and style. Here it is.

Structure Is Not the Same Thing as Form

Before getting into types, it’s worth untangling two words people use interchangeably: form and structure.

Form is the container. A story can take the form of a letter, a diary, a string of emails, a verse narrative. Form is what the reader is holding, visually and conceptually, before they’ve read a single line of plot.

Structure is the skeleton underneath: how many setbacks the character faces, where the climax lands, whether there’s a long comedown after the conflict resolves or none at all. You could write the exact same structure as a straight third-person novel or as a fractured series of first-person fragments from five different heads. Same bones, different skin.

Most writers only ever think about structure. Form is the one people forget they’re allowed to touch.

The MICE Quotient

Orson Scott Card broke story down into four categories, not plots, but structures, organized around the question of what actually opens and closes the story. He calls it the MICE quotient: Milieu, Idea, Character, Event.

Milieu. The story is about the place. A character arrives somewhere strange, takes it in, is changed by it, and either leaves or doesn’t. Gulliver’s Travels is the textbook case; nobody reads it for Gulliver’s inner life. They read it for the lands. If your story keeps wanting to stop and look around, you’re probably writing milieu, whether you meant to or not.

Idea. The story exists to chase down a piece of information. What if a virus only killed people with the gene for telepathy. The idea sits in the driver’s seat, and the plot is just the mechanism for uncovering it. Everyone’s actions and dialogue exist to serve that one central question. Hard science fiction lives here.

Character. The plot is a byproduct of who the characters are. Each scene happens because of the last person’s reaction to the one before it. This is the type where outlining ahead of time can actually work against you. The honest version of a character-driven story is one where you find out what the character does by sitting down and watching them do it.

Event. Something has gone wrong with the world, and the story doesn’t start at the moment it breaks. It starts when the person capable of fixing it steps into the frame. It ends when the wrong is righted, though not necessarily returned to exactly how it was. Most fantasy is event-driven. So, for what it’s worth, are Macbeth and Emma.

None of these are pure in practice. A milieu story can carry a murder mystery in its side pocket. A character story can have a strong secondary interest in the world. The categories aren’t rules so much as a way to figure out where your story actually opens and closes, which, according to Card, is the harder question than most people admit.

Where Form Gets Weird

This is where I’d point back to something I already wrote about directly: second-person narrative. Most of the industry treats “you” as a gimmick reserved for Choose Your Own Adventure books, a form so narrow it barely counts as a real option. But nothing stops you from using second-person address inside a closed, linear, traditional structure, where “you” doesn’t mean the reader at all, but the story’s own nameless protagonist.

That’s a form choice layered on top of whatever MICE structure the story already has. It doesn’t change whether the piece is milieu or character or event. It changes the distance the reader stands at while experiencing it. Readers I’ve talked to about that kind of story keep circling back to the same reaction: a mix of being pulled in and being unsettled by not quite fitting the “you” they’ve been handed. That’s form doing its job.

The Point

Knowing these categories isn’t about picking one off a shelf before you start typing. It’s a diagnostic. If a draft feels shapeless, ask which one you’re actually writing. You’ll often find you’ve been trying to write two incompatible types at once, or you’ve picked a form that’s fighting your structure instead of sharpening it.

Keep writing.

Rehearsing Characters Before You Write Them.

Rehearsing Characters Before You Write Them.

I’ve called myself a discovery writer before, and that’s still true. I don’t work from a locked outline, and I’ve said as much: outline the miscellaneous stuff, let the rest stay loose, let the imagination do the work without hand-holding. But there’s one place where I don’t discover anything. I plan it, in advance, before a word of the draft exists. The ending.

That sounds like a contradiction. It isn’t. It’s just a different kind of preparation than the one most craft advice assumes exists.

Two Different Kinds of Not-Knowing

Most of the pantser-versus-plotter conversation treats “discovery writing” as one thing: you sit down, you don’t know what happens, and you find out by writing it. That’s true for a lot of what I do. Scenes, dialogue, the shape of a chapter, I find those the way a discovery writer is supposed to.

Endings are different, and I think they have to be. An ending is a promise the whole book has been making, whether you meant it to or not. If you don’t know where a character is headed, you can’t tell whether the scene you’re drafting today is moving toward it or wandering away from it. So before I draft, I walk through potential endings with the characters. Not on the page. In my head, sometimes on paper, the way you’d rehearse a scene before performing it. I need to be confident they’ll get what they’ve earned before I trust myself to write the two hundred pages that lead there.

Rehearsal, Not Prophecy

This isn’t the same as outlining a plot beat by beat. A rehearsed ending isn’t fixed in stone, and it usually deviates some from the version I started with. What rehearsal gives me isn’t a guaranteed outcome. It’s confidence that the character’s performance, meaning their choices, their capacity for change, what they will and won’t do under pressure, is solid enough that when the draft finally arrives at the ending, it isn’t a surprise to me. It’s a confirmation.

That’s the part that took me a while to articulate even to myself: I’m not planning what happens so much as I’m planning who’s capable of what. Once I trust that, the actual events can still shift without the ending falling apart, because the character underneath it hasn’t changed.

When It Goes Wrong, It’s Never the Character’s Fault

Here’s the part that surprised me when I actually sat down and thought about it. When an ending gives me trouble mid-draft, it’s almost never because a character stopped behaving the way I expected. The rehearsal already caught that problem before it could happen. When I struggle, it’s structural. Pacing that’s built up more tension than the ending has room to spend. A technical knot in the plot that needs untangling before the character can do what they were always going to do.

That’s a useful diagnostic, honestly, and one I didn’t have language for until I had to explain it out loud. If your ending feels wrong, ask which kind of wrong it is. A character problem means you didn’t rehearse them enough, you’re asking them to do something they haven’t earned yet. A structural problem means the character’s fine, but the scaffolding around them needs work. Those get fixed completely differently, and conflating them wastes time solving the wrong one.

The Practical Version

If you want to try this without overhauling how you write: before your next draft session, don’t outline the ending. Rehearse it. Sit with the character, ask what they’d actually do if the story ended today, and see if the answer feels earned or forced. If it feels forced, that’s information. Either the character isn’t ready yet, or the ending you had in mind was never really theirs to begin with.

Keep writing.

A Villain Who Wins And Then Just… Stands There.

A Villain Who Wins And Then Just… Stands There.

Mokallai gets everything he wants about halfway through this arc. Dyiij’s fealty, a truce, total leverage over an entire planet. And what does he do with that victory?

He cups his face in his hands and can’t answer his own question: to what was he even aiming for?

That’s the villain beat I’m proudest of so far, and I want to talk about why “winning feels like nothing” is scarier to write than “still hasn’t won yet.”

Menace Is Easy. Hollow Is Hard.

It is genuinely not difficult to make a villain frightening. Give him power, give him a body count, have somebody tremble in a hallway when they hear his name. Mokallai’s got all of that already — the Kyusoa skull throne alone is doing a lot of heavy lifting on the intimidation front.

But menace on its own is kind of a dead end, storytelling-wise. Once he’s won, what’s left? If the answer is “more winning,” you’ve basically written a video game boss, not a character.

So instead: he wins, and it curdles instantly. Bitter bile in the back of his throat. That’s the good stuff. That’s the beat I’d tell past-me to chase harder if I could go back and lean on it earlier in the draft.

The Compensating-For-Something Villain.

The other thing I like about him is that he’s insecure in a way that’s almost embarrassing to watch. He’s running the Einarriel-versus-Maowd-Ib rivalry like a jealous manager who can’t stop playing favorites. He flinches at the word “god” even while tolerating an entire cult built around him. That’s not a guy who feels powerful. That’s a guy performing powerful, badly, in front of the two people closest to him, and I think readers clock that even when the characters in-scene don’t.

A villain who’s compensating reads as a person. A villain who’s just powerful reads as weather.

Where I Think I Still Have Work To Do.

If I’m being honest with myself (an occasional and uncomfortable hobby of mine), his whole immortality obsession is currently more stated than felt. We know what he wants — to become Deathless, to force his way into Blaqnyon on his own terms — but not enough about why that, specifically, versus any other kind of ultimate power a guy in his position could chase. Since the hollowness is already my strongest card with him, I owe him one more scene that roots the immortality thing in something actually his: a fear, a memory, somebody he lost. Otherwise it’s just “villain wants ultimate power,” and I already know I can do better than the default.

He’s also, right now, defined a lot through other people’s reactions to him — crueler than Ib expects, softer than Einarriel expects. Which, fine, that’s a legitimate way to build someone. But it makes him a little reactive on the page. The “what was I even aiming for” scene, where we’re just alone in his head with no one around to define him against? That one did more character work in one paragraph than three scenes of other people describing him.

Lesson to self: more of that, please.

Until next time.

~Spenx