Tag Archives: psychopathic-aliens

#amwriting…to music

I’ve been doing a lot of creative type writing lately – thank dog – and music is an integral part of my writing process, so I’ve been actively hunting for tracks that ‘talk to me’. This is the latest one I discovered on SoundCloud:

You can find more of Myuu’s music here https://soundcloud.com/myuu

This music defies easy description. The closest I can come is to call it ‘atmospheric’, but more in an emotional sense than in a ‘world’ sense. It kindles emotions…in me, emotions that fit the characters I’m writing about.

The Vokh and iVokh know pleasure and pain, hatred and fear, honour and betrayal, and some even feel intense loyalty and protectiveness towards each other, but none of them feel the softer, tender emotions we humans take for granted.

To write the character of an iVokh, I need to feel the dark emotions it experiences, and for that I need dark, haunting music, like this.

Hope you like,

Backstory, World building & Motivation

As a reader, one problem I’ve always had with plot driven stories is that the motivation behind pivotal events is often paper thin. The author wants Character X to do something or be somewhere because the rest of the plot depends on it. A flimsy excuse is offered, and the story moves on, usually without me. I’m fussy, no apologies.

Well, imagine my dismay when I found that I was in precisely the same situation with book two of Vokhtah. 😦

I’m a pantster by nature, meaning I don’t like to outline, but the second book of a series inevitably constrains how freely you can write because much of the world building and ‘rules’ have been set in concrete as part of book one. You can’t suddenly unwrite details that are no longer convenient.

And that’s the problem I’ve been tiptoeing around for weeks. I have a character who calls itself Death*. It appears in book one as the assistant to the Yellow. In book two, however, I need Death to be at the entrance to the Settlement when Kaati** arrives. The trouble is, for higher level Messengers*** like Death, gate duty would be seen as a dreadful punishment.  I’m talking maximum humiliation here.

So what could Death possibly do that would result in such a public punishment?

I already had some of Death’s back story and the world building from book one, but the ‘crime’ and its motivation eluded me. I tried to fudge it, but my subconscious wouldn’t let me. Every time I sat down to continue the story, I’d find myself going over that scene, again and again and again. Yet no matter how much I polished the words, it still felt like a bloody fudge so last night I spat the dummy and decided to delete the whole scene and start from scratch.

Oddly enough, I had a great night’s sleep, and this morning I started writing the outline, yes the outline, with a clear head. Two thousand words later, I finally have all the background and world building needed to explain Death’s motivation for being where it needs to be. Yes! 😀

I won’t spoil the story by giving it all away, but I will explain some of the world building that emerged. It revolves around the Guild of Healers and how their Council works. In a nutshell, the Council is made up of a total of seven Councillors who are the most powerful Healers in the Guild.

But Councillors are not chosen solely on merit. When a Councillor dies, or disappears [as happened with the leader of the Blue faction****], a replacement is usually chosen by a vote amongst the remaining six Councillors.

Now this is where things become interesting as the Councillors are divided into two dominant factions. Those in the Yellow faction believe that all Vokh abominations must be killed. Those in the Blue faction believe that not all abominations are dangerous. In fact, they believe that some abominations actually decrease the aggression of the Vokh and thus should be allowed to live and breed.

And finally there’s the Green. It has no faction of its own and its purpose is to break any deadlock between the two major factions. In the past, Councillors chosen as the Green tended to be strictly neutral. In book one, however, the current Green tends to side with the Yellows more often than the Blues. In book two, it continues to side with the Yellows until Death does something that really ticks it off.

If the Green lends its vote to the Blue faction it will cause a deadlock in the selection of the seventh Councillor – i.e. three Yellow faction members versus two Blues plus the Green.

In situations where the Council is deadlocked, the vote must be thrown open to the entire Guild. If that were to happen, the Yellows might still manage to get another Yellow voted onto the Council, but it would not be a certainty, and the delay could seriously disrupt the Yellow’s plans [the Yellow is the leader of the Yellow faction].

I can’t tell you what Death did, but it works perfectly with the Machiavellian politics of the Guild and its own, personal motivation. At this point I have no idea how much of this world building/back story will end up in the actual book, but at least I’ve stopped fighting my ‘muse’, and we’re both happy for the first time in weeks!

The sun is shining, the wind is mild and my Sunday is turning out to be a really good day. Hope you enjoy your weekend as well.



* Both Vokh and iVokh keep their personal names secret, and in public are known solely by rank or profession.

** Kaati is the young Apprentice from book one. Book two follows what happens to Kaati after parting company with the Blue/Messenger at Needlepoint gather.

*** Messengers are Healers who act as ‘enforcers’ for the will of the Guild of Healers. They are distinguished from ordinary Healers by their ability to inflict pain without suffering any of the empathic consequences that affect true Healers.

**** The leader of the Blue faction was known as the Blue. This powerful Healer left the safety of the Settlement to stop the guild from shooting itself in the foot. See book one, Voktah.

An excerpt from Vokhtah, Prelude to the Storm

Dear friends,

So many of you have said encouraging things about the Tukti that you’ve given me the courage to post an excerpt that can be read as a short story, more or less.  I will need to provide a little bit of context though. The Vokh are the rulers of the world of Vokhtah. The are extremely aggressive, psychopathic beings who cannot be in close proximity to each other without fighting. So each Vokh lives alone in an eyrie with small servitors called iVokh. The iVokh are far less aggressive than the Vokh but are still borderline sociopaths.

The following excerpt is about one distinct group of iVokh who are called Traders. The Traders and the Healers are the only two groups who live independent of the Vokh. The official leader of the Traders is called the Quartermaster and here, the old Quartermaster is dead, apparently having died in its sleep.

Read on :

The Traders were all gathered in the Great Hall, paying their last respects to the old Quartermaster when the Old One snuck back into the caverns that had once belonged to its Master. It found the four large cushions scattered untidily around the low table in the centre of the main cavern.

One of the cushions was already stained with spots of dried blood but the Old One was not interested in the new Quartermaster’s careless feeding habits. Plucking the cushion from the floor it hurried over to one of the torches and carefully examined the cured tukti leather for any rips or tears. There were none. Then it turned the cushion over and gave the same, meticulous attention to the thicker akaht hide that had been used on the bottom. Again it found nothing.

Returning the cushion to the exact spot in which it had found it the Old One went through the same careful process with the second and third cushions. Still nothing.

The fourth cushion had been thrown to one side and when the Old One lifted it up its cilia went rigid with distress. This must have been the cushion its Master had used the most because its scent still lingered in the soft leather, the combination of dreamweed and sweat as distinctive as the features of its face.

Hugging the cushion to its chest, the Old One stood with its head bowed for a long moment before it finally stirred and took the cushion closer to the light. As with the first three cushions it found no rents in the soft tukti leather on top and no holes in the seams. However when it flipped the cushion over its eyes were immediately drawn to the three curved gashes that marred the thick hide. Too clean and sharp to be the marks of abrasion, the two smaller holes were spaced fairly close together while the third and largest was some distance away.

The Old One did not know what could have made those holes but as it ran its hand over the leather it poked a finger in each of the smaller holes. When it pulled its hand away there were small red hairs caught under the two claws of its left hand. It stared at its fingers for a score of heartsbeats before poking its fingers back in the same holes. This time however it stretched its thumb as far as it would go towards the larger, solitary hole. Even at full stretch its thumb fell short of the hole…

but thumb of Plodder could reaching

That insight made the Old One go cold and it dropped the cushion with a hiss of dread.

Why would its Master poke holes in the bottom of a cushion… and then replace it so the holes would not show?

Snatching the cushion up again the Old One lowered its head until its cilia were almost touching the holes left by its master’s hand. Then it sniffed, long and deep. The scent of dreamweed and sweat was very faint but it was there, as was the sharp, acrid smell of fear.

The Old One was shaking as it returned the cushion and then let itself out of the cavern for the last time. It was still shaking half a turn later as it squatted in a disused storage cavern trying to make sense of the unthinkable. Ever since leaving the new Quartermaster’s cavern it had been searching for innocent reasons to explain what it had found yet in the end only one terrible explanation fit all the facts – four circuits ago someone had entered the private sanctum of its Master and had used that cushion to end its life.

For someone like the Old One who had been trained in the Teller fighting techniques the stench of murder was unmistakable. It had been taught to kill in a score of silent ways and smothering had been one of them.

The Tellers who had come to kill the Master must have known of its growing use of dreamweed and must have hoped to use the weed induced lethargy to make a quick, natural looking kill. But its Master had not yet been an addict and it had been a Plodder. It must have awakened and tried to push the cushion away. That was why it had been found with tukti hairs beneath its claws.

As the Old One rocked backwards and forwards, its cilia rigid with a keen it did not dare release it tried to convince itself that death had found its Master quickly and without pain yet it had known the old Trader too long and too well to believe that comforting lie. Plodders never gave up and despite being old and fat its Master had been a Plodder. It would have kept on fighting until the moment its hearts had finally stopped. A long, slow, merciless death…


Apologies if anyone found this snippet too confusing.




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