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Mark II [Hidden World Urban Fantasy]
Afterword & Character Stats: Volume 1

Afterword & Character Stats: Volume 1

I started this story as a fan fiction years ago. You could probably find it if you're curious enough, but I won't give any more clues since there are plenty here already.

Eventually, I abandoned it because it really had gone a bit too far afield from the original source material. I figured, hey, if I'm gonna write this story, I might as well make it my own, right? I started over, thinking through the world and the characters, drafting and throwing whole chapters out and redrafting them again and again. About half a year ago, I started publishing here on Royal Road, and now we're a full volume down.

Fuck yeah.

Here I'll be sharing some of my experience writing this volume, as well as some info about the future of this story. If you're interested in that stuff, great. If not, that's fine. Review, rate, favorite, whatever, see ya next chapter.

- - - — MKII — - - -

First of all, I had zero clue this volume would get this long. Really, I've had this plot in my head for so damn long that actually seeing the word count is sorta surreal—every time I look at the number, I'm expecting it to be like half of what it actually is.

Would you believe that I actually cut a pretty sizable chunk out too? The way I always pictured it, the flashback to ten years before would've taken three chapters, not two; I had a few more scenes I wanted to write for it. Not only that, I also had an entire different flashback planned for Clover and Daphne.

But then I really sat down and thought about it. Flashbacks can absolutely kill a story's pacing, and it takes a lot to justify their inclusion. I felt the first was necessary to help set the stakes and the emotional core of the conflict, so I kept it in. The second, though? I would've loved to have it in there, but the only place it would've made sense to put it would've been during the second act, right before the Scouts make their first escape. That would've been too soon after the first flashback for me, and I felt it would've slowed things down way too much.

So I cut it, and I'm sorry I did, but I'm also glad I did. It's a weird, contradictory feeling. Ultimately I'm satisfied with how things went, but in an ideal world I'd have my cake and eat it too, narratively speaking. Still, I think it helped me give the characters more of an inner life. You can't see their backstory, so you have to feel it in the way they speak and act, the things they think, etc. Hopefully I was able to do that well.

Deadlines were also a big part of my process. Not gonna lie, I rushed through some parts (maybe you can tell where). But broadly I'd say it was good to have them; more than once I found myself writing a good ten paragraphs before cutting all of them out after realizing I was making a scene way more complicated than it needed to be, and that realization only came because I knew I'd have to come out with a chapter today. Maybe I'll go back and really flesh out certain sections, but for now I'm pretty happy with the story.

And what really is that story, anyway? Far be it from me to explain it to my readers; rather, I'd like to just share my own perspective on it.

Originally, I had a big sort of treatise, but then I started disagreeing with it too quickly for me to feel comfortable sharing here. I guess to some degree I can't really say anything grand or definitive about the story, particularly because it's mine, and particularly because it's still in progress. In a broad sense, I want the story to be about what it means to live a good life, and all the things that keep people from doing so. Probably the three big themes I want to deal with are nature, artificiality, and control.

With regard to the premise, I also wanted to write a hidden world story where the hiddenness of the world is an actual important part of the plot. Already we can see areas of fracture, the potential for dissolution. That's only gonna keep growing as the story goes on.

- - - — MKII — - - -

So, what's gonna happen now? I'll tell you by sharing what exactly it is that I'm trying to do.

Mark II is basically an excuse for me to write whatever I want. The world is expansive enough for a broad range of events, and the tone can (hopefully) be serious or comedic depending on what I think is appropriate at any given time. Sure, there's some stuff I wouldn't be able to do—not sure if I could really pull off psychological horror, for example—but that's also the kind of stuff I'm never gonna feel like doing anyway.

I made this big world, and then I made a pretty sizable main cast in the Roxbury Outpost. The idea was to introduce all of them right off the bat, then split them off into smaller teams per arc to join Red on his adventures.

Volume 1 has Red go off with Malcolm and Clover, during which the three navigate a pretty involved and fairly self-contained plot, one featuring its own central tension and cast of side characters. Volume 2, then, will be much the same as the first, just with an entirely different cast and taking place in an entirely different slice of this setting.

It's the kind of shonen story I love—a lengthy epic that hops from one miniature world to the next even as a greater plot gestates in the background. That greater plot will of course unfold throughout the story, but it won't take center stage for a good long while.

All in all, I've planned for six big plot arcs in total, including this one. That means that now there are five left. It's hard to say now before they're written, but the others should all average out to about the same length as Volume 1, give or take a few chapters. It's a pretty intimidating thing to consider, but this far into it I've grown pretty confident that I can see it through.

And that's pretty much my approach to this story. In a way, it's definitely more for me than for any of you—it's great to have this sort of creative outlet—but I'm so thankful for anyone that's been able to find their way here, thrilled about anyone who's enjoyed my work, and humbled by any feedback that folks have taken their time to provide.

So I'll ask anyone who's made it this far: we're a whole volume down here, and though each arc will be different, I think this is probably enough story at this point for you to have made up your mind about it...

And, well, what do you think? I assume that anyone who's actually sat through over a hundred thousand words of this stuff has to like it on some level. Or maybe you're just a very particular sort of masochist, I don't judge.

What I'm saying is, drop a review! Comment some stuff! Add this story to your favorites! Tell your friends! Help me out here!

- - - — MKII — - - -

With that out of the way, I figured this milestone also called for a little gift from me to you. Nothing crazy, but I made it on the side for fun, and thought it might be interesting if nothing else.

Below, you'll find RC profiles for all major characters in Volume 1. You will have already met some other characters, like certain Roxbury Rangers, whose info I will keep secret for now. Hey, I need to save some surprises, right? They'll get theirs during their own arcs.

Quick clarification: these stats are not objective. They fit the standard RC profile record template, and are measured based on eyewitness reports (generally collected and sent by archivists like Baba). What you see here is either demonstrated by evidence that the RC itself could realistically have or based on speculation formed by said evidence. For certain characters, like the main ones, this is just what the records say at this point in the plot and are thus subject to change as they grow and develop new abilities.

FROM THE RANGER CORPS ARCHIVES

RANK & EXTERNALITIES

Star/Danger Rank: Number of stars given to Rangers by the RC to determine rank in the organization and/or number of stars given to unlicensed Mystic entities to determine their threat level.

1: Has been approved by the RC to engage in Mystic activities. Civilian forces could theoretically arrest or execute with little risk of failure.

2: Has been successful in several missions and/or can be trusted to dependably engage in low-level Mystic activities. Civilian forces could theoretically arrest or execute with the assistance of a licensed Ranger.

3: Has been successful in many missions and/or can be trusted to dependably engage in high-level Mystic activities. Must be confronted by a team of licensed Rangers or a specialized Enforcer.

4: All previous accolades and responsibilities apply. Has the authority to lead an outpost as captain. Must be confronted by multiple teams of licensed Rangers or a team of specialized Enforcers.

5: All previous accolades and responsibilities apply. The RC would have to amass a vast array of resources to arrest or execute, at great risk of failure.

Mystic Art: Categorized technical application of Spirit energy. Also called a "trick" in magician slang.

Mastered: [REDACTED]

Talisman: Mystic tool reportedly under possession of the subject.

[REDACTED]: [REDACTED]

PROFICIENCY

The following categories reflect competence across various dimensions and are enumerated 1-5 depending on individual performance, with 1 as the lowest level of performance and 5 as the highest. Taken together, these points add up to one Proficiency Total (PT).

MIND

Skill: Reported proficiency in specialized non-Mystic faculties.

Knowledge: Reported comprehension across multiple conceptual dimensions.

Resilience: Reported capacity to sustain psychological stress and adjust to new or unpredictable conditions.

BODY

Constitution: Reported capacity for physical strain.

Power: Reported capacity for physical force output.

Agility: Reported ability to move quickly and easily.

SOUL

Spirit: Assumed Spirit energy volume.

Artistry: Reported proficiency in the use of Spirit energy.

1: Capacity to use the three Root Arts.

2: Capacity to manifest a specialized Mystic Art.

3: Capacity to proficiently manifest multiple Mystic Arts, or great proficiency in a single Mystic Art.

4: Capacity for extreme force output or extreme versatility through total mastery of a Mystic Art.

5: [REDACTED]

+ : Can theoretically exceed reported capacity due to either great internal ability or through assumed external yet contingent means. Adds 1 point to Proficiency Total (PT).

PROFILES

ROXBURY OUTPOST

Red Two

Age: 16 (?)

Star Rank: 1

Mystic Art: N/A

Talisman: N/A

Skill: 2

Knowledge: 1

Resilience: 5

Constitution: 4

Power: 4

Agility: 3

Spirit: 5+

Artistry: 1

PT= 26

Malcolm Column

This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.

Age: 15

Star Rank: 2

Mystic Art: Furnace

Talisman: N/A

Skill: 3

Knowledge: 3

Resilience: 4

Constitution: 2

Power: 2++

Agility: 2

Spirit: 3

Artistry: 3

PT= 24

Clover Fall

Age: 23

Star Rank: 1

Mystic Art: Growth Sprout

Talisman: N/A

Skill: 3

Knowledge: 4

Resilience: 4

Constitution: 2

Power: 2

Agility: 2+

Spirit: 2

Artistry: 2

PT= 22

ELD HIGH COUNCIL

Harmony (Queen)

Age: ?

Danger Rank: 3

Mystic Art: Wind Dance (Mastered)

Talisman: N/A

Skill: 3

Knowledge: 4

Resilience: 4

Constitution: 2

Power: 2+

Agility: 3+

Spirit: 2

Artistry: 4

PT= 26

Harmony (King)

Age: ?

Danger Rank: 3

Mystic Art: Wind Dance (Mastered)

Talisman: N/A

Skill: 3

Knowledge: 4

Resilience: 4

Constitution: 3

Power: 3+

Agility: 4+

Spirit: 4+

Artistry: 4

PT= 32

Alexander Arion

Age: 54

Danger Rank: 2

Mystic Art: Bullrush

Talisman: N/A

Skill: 2

Knowledge: 2

Resilience: 3

Constitution: 4

Power: 4+

Agility: 2+

Spirit: 3

Artistry: 2

PT= 26

Silviamon

Age: 73

Danger Rank: 2

Mystic Art: Evil Eye

Talisman: N/A

Skill: 3

Knowledge: 4

Resilience: 2

Constitution: 2

Power: 2

Agility: 1

Spirit: 4

Artistry: 2+

PT= 21

Lorcana (Alone)

Age: 35

Danger Rank: 2

Mystic Art: Spirit Bond (Mastered)

Talisman: Lance of Olyndicus

Skill: 4

Knowledge: 3

Resilience: 3

Constitution: 3

Power: 3+

Agility: 3

Spirit: 2

Artistry: 3

PT= 25

Khurang (Alone)

Age: 26

Danger Rank: 2

Mystic Art: Spirit Bond (Mastered)

Talisman: N/A

Skill: 2

Knowledge: 1

Resilience: 2

Constitution: 3

Power: 4

Agility: 4

Spirit: 2

Artistry: N/A

PT= 18

Lorcana & Khurang

Danger Rank: 2

Mystic Art: Spirit Bond (Mastered)

Talisman: Lance of Olyndicus

Skill: 4

Knowledge: 3

Resilience: 4

Constitution: 3

Power: 4+

Agility: 4

Spirit: 2

Artistry: 3

PT= 28

Jahdiel Lefadala

Age: 21

Danger Rank: 2

Mystic Art: Amber Arsenal (Mastered)

Talisman: N/A

Skill: 3

Knowledge: 2

Resilience: 2

Constitution: 2+

Power: 2+

Agility: 3+

Spirit: 3

Artistry: 3

PT= 23

ECO-SCOUT BRANCH

Daphne Fall

Age: 49

Star Rank: 3

Mystic Art: Spirit Bond (Mastered)

Talisman: N/A

Skill: 3

Knowledge: 4

Resilience: 3

Constitution: 2

Power: 2+

Agility: 2+

Spirit: 4

Artistry: 4

PT= 26

Samuel Dean

Age: 19

Star Rank: 1

Mystic Art: Wave Maker

Talisman: N/A

Skill: 2

Knowledge: 3

Resilience: 2

Constitution: 3

Power: 2

Agility: 1

Spirit: 2

Artistry: 2

PT= 17

Lila Stewart

Age: 18

Star Rank: 1

Mystic Art: Helping Hands

Talisman: N/A

Skill: 1

Knowledge: 3

Resilience: 3

Constitution: 1

Power: 1

Agility: 1

Spirit: 2

Artistry: 2

PT= 16

OTHER ELD MEMBERS

Joseph "Dimple" Arion

Age: 17

Danger Rank: 1

Mystic Art: N/A

Talisman: N/A

Skill: 2

Knowledge: 3

Resilience: 3

Constitution: 1

Power: 1

Agility: 2

Spirit: 1

Artistry: 1

PT= 14

Jennifer Oak

Age: 17

Danger Rank: 1

Mystic Art: N/A

Talisman: N/A

Skill: 2

Knowledge: 3

Resilience: 3

Constitution: 1

Power: 1

Agility: 1

Spirit: 1

Artistry: 1

PT= 15

Bessie

Age: 40

Danger Rank: 1

Mystic Art: N/A

Talisman: N/A

Skill: 1

Knowledge: 2

Resilience: 2

Constitution: 2

Power: 1

Agility: 3

Spirit: 1

Artistry: N/A

PT= 12

UNAFFILIATED

Mara Armstrong neé Column

Age: 36 (Deceased)

Star Rank: 4

Mystic Art: Dragonheart

Talisman: N/A

Skill: 4

Knowledge: 3

Resilience: 5

Constitution: 3

Power: 3++

Agility: 3

Spirit: 4

Artistry: 4

PT= 31

"Bulletproof" Seigfred von Galvain

Age: 28

Danger Rank: 2

Mystic Art: Full Metal Body (Mastered)

Talisman: N/A

Skill: 3

Knowledge: 3

Resilience: 5

Constitution: 3++

Power: 3+

Agility: 3

Spirit: 2

Artistry: 3

PT= 26

Frank Rollins

Age: 33

Danger Rank: 1

Mystic Art: N/A

Talisman: N/A

Skill: 2

Knowledge: 2

Resilience: 3

Constitution: 1

Power: 1+

Agility: 1

Spirit: 1

Artistry: N/A

PT= 15