I never really get around to publishing anything. While this is probably because I am a awful bad writer who people point and laugh at when my back is turned, I prefer to think it's because I don't like the approach fiction magazines take in selecting the work that gets put into them. This is mainly because much like every other social sector of the world, there are 'cool' and 'popular' groups (yes, even among nerdy literary folks) who dominate the scene, and those of us who are either too bizarre or not bizarre enough have to form little cults and burn effigies to our dark and twisted gods in relative silence.
It isn't that I send stories in to publishers and get them rejected constantly. It's more that I read the guidelines and suggestions those publishers make to applicants and they scare me off before I even get there. I think, "Meh, why bother? I'm more interested in writing things anyway. Publishing just takes up time. Hey, I'm out of tea - I need more tea. I wonder if there's any Earl Grey left? Hmm... (plod plod plod)"
What follows is an example of the ridiculousness that springs about when a magazine is looking for an 'edge' to make it unique in the market, and how I reacted to it.
For the better, I think.
In 1998 Kathy Pulver and J. S Burke made a list of cliches which have become 'overused' in fantasy fiction. Upon being greeted with the sheer number of these restrictions, I decided to point out exactly how wacky a story would have to get before it could comply with all of their rules. This became the basis for the story I'm currently working on, "
As the World-Corpse rots its Final Song". Along with the bullet point list of cliches provided by Pulver and Burke, I have added my solution to avoiding the cliche.
The Epic Most Non-Cliche Fantasy Story Ever:
PLOT
The
characters in this story are going to each be 12 feet tall. They
cannot be little, and being regular-sized is also a bit of a cliché.
Rather than coming from anywhere English, they shall come from a
country resembling Antarctica.
The
hero shall have a wise teacher from outside of their species to avoid
any confusion. It this instance, the protagonist will have spent most
of its childhood imitating penguins.
The
Hero is a eunuch.
The
hero is questing for nothing of any particular value to their life.
In other words, a sandwich, despite the fact that he isn't hungry.
No
swords, wizards, stones, friars or noblemen shall be appearing in
this story.
The
hero has three identical companions who don't have any sort of
personality, and thus no personality clashes. They follow the hero
because they are fish who have had their souls chained to him by
voodoo-esque magic.
The
hero is quite experienced, and only picks on people who are smaller
than him.
Modern
human, usually an American, gets pulled into a fantasy world,
usually a pseudo-medieval one, and manages to save the day without
dying of disease or ignorance.
The
hero comes from a prehistoric age and is transported to one akin to
medieval Australia.
At the end he dies of food poisoning.
This
is not a computer game, and the hero is not trapped anywhere.
The
hero is the son of two very boring people who like to cook fish.
The
villain is not related to the hero at all. In fact he isn't even
capable of reproduction.
The
hero is an only child.
The
hero has two separate personalities which co-exist, are aware of one
another, and are identical.
The
hero has a morbid fear of short people.
The
hero is blind.
The
hero wants absolutely nothing to do with politics. He has a difficult
enough time navigating his way through life without being swallowed
by demons. He has never even seen a pig. Because he's blind.
The
hero has been both raped and heard his parents being killed, but
thought to himself; 'Meh. Live and let live'.
CHARACTERS:
The
villain wishes to free the spirits of the dead fish out of a
misguided sense of fishy justice.
The
hero is completely selfish, and clubs seals on public holidays.
All
the politicians the Hero has ever met have been really stand-up guys.
The
hero frequently disguises himself as a girl as a means of stopping
people from thinking he is an adventurer.
The
heroine is a elderly narcoleptic who has very little will to live.
The
hero has a hare-lip and terrible fashion sense, He
is obsessive about shaving.
All
the wise characters are children. Because that makes more sense.
The
hero defeats the villain and earns his sandwich simply to prove a
point.
The
hero is identified as one of several thousand heirs to his homeland
by nothing in particular.
The
penguins couldn't care less about politics. All the politicians are
doing a good job anyway.
Despite
being surrounded by ghost-fish, the hero is an atheist. All the
priests he knows are agoraphobic.
The
hero brags about his many successes to whoever listens.
Despite
his experience, the hero is always messing things up.
The
heroine has quadruplets from a prior engagement with the hero.
The
evil characters are rugged and attractive. And they are only
homosexual because it's a life choice, okay?
Evil
= beautiful, wise, kind; while
good = ugly,
stupid and
mean.
All
magic in the story results in the loss of a limb.
There
are no swords in this story.
SETTINGS/WORLD
ELEMENTS:
All
the evil characters are equipped with pointy sticks.
All
the races in the story have absolutely no effect on the personality
of the characters.
The
heroine has a mangy old goat she calls her 'steed'.
There
are no apostrophes in the fantasy languages.
Fantasy
names beginning with X, Z, G, K, or any other hard consonant.
The
hero's name is Polodis.
The
Villain's name is Hilysere.
The
heroine's name is Seff.
Polodis
is a witchdoctor. Hilysere is a paladin and Seff is a menopausal
single mother.
No-one
sacrifices themselves, or is resurrected.
The
villain bears no disfigurements.
The
villain hands out free stuff to his henchmen regularly and lets them
nap when they've been working too hard.
The
villain punishes his henchmen by making them write out lines.
The
villain's lair is incredibly well signposted.
All
the minions have law degrees. That's
why they're minions and not evil geniuses. * sarcasm *
The
parents of the hero are undead. And very loving and affectionate.
All
the bars are inhabited by lovable, sleepy drunks.
All
the innocent characters die, despite the hero's half-hearted effort
to save them.
All
the secret passages are booby trapped. That's why everyone just used
the main walkways.
The
fish frequently try to kill Polodis and break free of his control.
The
main characters are non-confrontational and perfectly willing to talk
things out over a cup of tea.
Polodis'
and Seff's people are based off the Inuit tribes.
Hilysere's
people are based off the aboriginal Australians.
Polodis
has studied the warrior techniques of a gypsy community based off the
french aristocracy.
Elves,
orcs, dwarves, trolls, dragons, unicorns and any other race that has
appeared in Dungeons and Dragons.
No
species ever to have been in D&D is in this story. Not even
humans. The
main characters are all from an intelligent species called the
'Kahal' who resemble limbed tapeworms.
The 'fish' are amphibious eels and the 'penguins' are rare arctic
domino ravens.
All
the women fill subservient roles as maids, wenches and housekeepers.
Kahal
women are known to be particularly fierce and ugly.
All
the artifacts in the story are ordinary and can only be exchanged for
soup coupons.
The
Jempia (Aussie desert tribes) are sexist, right-wing republicans.
The
hero is addicted to a chemical hallucinogenic from his homeland
called 'Sweet Snow' which temporarily causes dimensional instability
and lets lusty undead demons pour through into the world.
Magic
is known only as a connection to the 'Graymerry' and has no defining
characteristics.
While
connected to the Graymerry, anything can seep through.
Magic
can be shut down by ending the connection to the Graymerry.
The
magic system will deliberately upset the plot at some point.
Jempai
considers virgins to be holy, and only kill people after making sure
they have had sex at least once.
There
are no psychic bonds to the zombie-fish. They have to be spoken to
directly.
The
characters make no reference to 'dudes, jazz, or hip swagger'.
The
Singer-priests of Jempai are protestants, and have a polytheistic
religion based on the worship of the 'spirits' of a natural biome
nearby.
The
arctic Mapek people are Patriarchal Monotheists and are 'good'. The
Jempai are Matriarchal and are 'evil'.
The
Mapek worship the great whirling world-corpse, while the Jempai
worship the Desert-Whispers
There
are no nobles, and the savages shave.
The
characters communicate with one another through the use of charades.
The
city dwellers are all kind and strong, despite the fact that they
live in a desert with few resources.
There
are no female warriors, and they surrender to men just to be
friendly.
The
Jempai city of Dani is full of adobe buildings on the edge of a
river. They enjoy eating giant river lizards.
Nobody
wants the Jempai women. They're scary.
Jempai
society is based on the idea of building every industrious action
into a song. Adventurers are scorned for their laziness and are made
fun of by the populace.
The
matriarchs and patriarchs of Jempai and Mapek have no real authority,
just like real parents.
There
are no shops, only a culture with a very loose description of
'property'.
Dani
has only one tavern, and its wenches are vile beyond all description.
The
world shall read as though made by a very good Dungeon Master! (No
Greyhawk or Faerun references)
No
swords. At all.
None.
Pelts
and full body wraps abound!
Baby
killers are revered in Dani for their initiative. The concept of
charity is abhorred in Mapek.
Jempai
is built around the principles of Industry, Paucity and
Self-destruction.
None
has ever existed anywhere. That would just be silly.
No
slaves. Or swords, for that matter.
No
nobles, either! Only really dedicated politicians.
Sex
is Free!
Dani
refuses to allow any sort of unnecessary good to come into the
economy. They sell food and houses.
There
are no healing potions. Only psychedelic drugs that open gateways to
the Graymerry.
Zombies,
vampires, werewolves, shape-changers, etc.
The
only magical beings in the world are undead spirits infused with
demon souls and self-sustaining song-beings.
Vampires
don't exist, as it says one line up.
They.
Don't. Exist.
Nope,
not at all. Divine Geographies and Death-Echoes only.
Due
to the great confusion between good and evil there are no elite
guards. Only confused peasantry.
Fairies
and witches are cliches. They can't happen anyway.
All
the fish are very talented at picking locks,
but none of them can fight.
Most
of the animals behave like startled rocks. And roll over when they
get scared.
The
Mapek are pale corpse-like people with upturned noses and loads of
white hair. (and resemble tapeworms, too).
The
Jempai have frizzy black hair, dark skin, and bulging muscles. And
resemble tapeworms.
All
of Polodis' childhood friends were eaten by wild animals.
There
can be no dragons.
Definitely
no.
Nope.
Only humans who act like animals. Or like startled rocks.
There
is no afterlife. Spirits are left rotting on the great world-corpse
until it falls into the sun.
People
love magic users. They parade after them and worship them. Because
that's better.
Horses
appear in D&D! They cannot exist!
Magic
is not gender-specific.
Brutality
is universally accepted by all.
Thieves
do not exist in Jempai, because paucity is considered moral and
no-one wants to steal anything. In Mapek thieves steal souls and are
considered to be greatly entertaining.
The
slummish streets of Dani are dusty and filthy.
Dani
is simply built around the river.
Beggars
are beheaded for being morally inept. They
operate through a beggar's guild which is well known by the general
public.
Magic
cannot be bought or sold. There are no magical artifacts, after all.
Polodis
is addicted to Sweet Snow, as it is the only thing that allows him to
see.
Lanterns and wooded areas have not been invented yet.
The
Jempai have no tests for virginity. They just sex people up.
Seff
chain-smokes
and burps
frequently.
Polodis
is an atheist. He doesn't believe the World-Corpse has any sort of
intelligent direction.
The
Mapek recently invented the wheel, despite living on ice lakes.
Only
gestures remain common to the Mapek and the Jempai people. Their
languages have evolved into different entities.
Seff
has a weak bladder and leaves to go to the bathroom frequently.
In
Mapek people trade using bones, the larger the more valuable. In
Jempai the general idea is to lose your money as quickly as possible
so you can't be accused of being a noble.
The story soon to appear above is what followed on from this insanity.