Slann
Scalenex
Keeper of the Indexes
- Messages
- 11,463
- Likes Received
- 20,371
- Trophy Points
- 113
How to keep your Story Characters Alive Tactica
EDIT: I guess this is more about why to keep your characters alive rather than how. Anyone can not kill someone.
This contains spoilers for my writing since I am narcissistically using examples from my own writing.
Apparently, a Scalenex made a profile post promising to write this, and I Scalenex, keep my promises.
(I, handsome, wise and cunning Scalenex am aware that due to recent events, some may believe the words in the preceding sentence could lead to abuses) Be warned, Scalenex is vengeful. That promise I will keep.
In case it needs to be said
Don’t kill off the entire world.
If everyone dies, death loses all meaning. You cheapen the effect AND you leave no room for sequels. Even the End Times left some people alive. In a movie, play, TV, or some other live action medium you can occasionally kill EVERYONE and drive home emotional resonance with viewers. Visual media can use special effects, musical numbers, or jarring silence to let the audience emotional connect with the dead, but this is risky. You can’t get away with that at all in the written medium. You need to have at least one character survive to have emotional resonance.
Someone the audience can relate to has to mourn the dead or the audience will not mourn the dead. If deaths don’t make your audience sad why do it?
Before the Death (or unlikely survival)
Don't miss the Forest for the Trees
Never be afraid to kill a character. If you can’t think of a reason to keep a character alive, then they can probably die. The reverse is true. If you can’t think of a reason to kill a character, then don’t.
Before someone writes a predictable "You aren't the real Scalenex!" you need to understand that the goal of my writing is not to kill people. That is merely a means to an end.
Kurt Vonnegut’s sixth rule of short story writing:
“Be a sadist. No matter how sweet and innocent your leading characters, make awful things happen to them—in order that the reader may see what they are made of.”
Death is just one of many awful things you can have happen to a character. Death is a very efficient means of following rule six.
The biggest reason to not kill a character is to let them suffer longer (ie you are planning a sequel) or death is too good for them, or death is too predictable.
Simple Deaths
The Warhammer Fantasy world is a very violent place. It’s defined by the clash of armies. You can’t make it like a Transformers cartoon where two armies clash shoot a lot and EVERYONE dodges at the last second. Even if you want your main characters to live, Redshirts and mooks should die assuming you have a battle. If no one dies, make sure the characters realize this is unusual and special.
You can have a political story with no deaths, as long as someone loses and death seems to hang in the air, but if you are telling a war story, at least kill nameless characters. It's hard to tell war story without death, though if you are a Game of Thrones fan, you can have some nice courtly intrigue between battles where no one actually dies (though lots of people die in courtly intrigues too).
Develop Your Characters
Whether your main characters live or die, the reader should care if they live or die. EVERY sentence in a short story should either advance the plot or develop a character. If you are writing a longer story, you can get by with subplots, exposition, and setting building in a larger piece but don’t neglect your main characters unless you want to rewrite the Silmarillion. I guarantee you Tolkien would have never been able to get the Simarillion published without first developing a fan base with his character driven novels.
Your protagonist needs to be someone the reader can identify with on some level. Making a relate-able character is worthy of a writing literary tactica by itself. The short version is give to your protagonist hopes, fears, and goals. Make the goals matter so the audience cares when the character succeeds or fails. The protagonist should have both noble characteristics and flaws. It doesn't really matter if your protagonist is a hero or villain as long as he/she/per has nuance. You can lean heavily towards noble characteristics or flaws but protagonists should never be totally perfect or completely rotten to the core. You either need to (eventually) reveal a chink in the armor of seemingly perfect heroes or villains or use them as distant peripheral paragons of evil or good.
It's okay to have one dimensional characters, but they should be on the periphery of your stories. While nerds can amuse themselves speculating whether Superman or Goku would win a duel, said fight would suck in a non-visual medium. It's fine if you want to have Grimgor fight Chakax, but it would be easier to write a nuanced story about a lowly Skink Chief fighting a lowly Goblin Big Boss. The former is an irrestible force versus an immovable object wheras the latter two could be much easier for readers to relate to.
I am only about two thirds Thanqol as of writing this. I have many grievances with the book, but I believe the GW writers were wise to marginalize the Slann early and force the Saurus and Skink leaders to the fore.
Success and Failures
The character needs to experience some small successes. If they always fail, death will be an improvement. If a character never fail they risk becoming a joke. They can’t always win either, we are technically writing fan-fiction here. Perfect protagonists are an easy trap to fall for. No Scaly Stus.
Best to temper success and failure together. A success should come with a higher than expected cost or something to make it bittersweet, even if it’s only the realization that greater challenges are to come (though admittedly the “greater challenges to come” thing is a bit overdone in WHF). Failure should have hope afterward, or a moral victory. Generally the protagonist should have a noble losing effort. They may have lost to their nemesis but they left a literal permanent mark on their nemesis through a scar.
Symbolic death
You built a likeable character with nuanced depth. Even if the protagonist is a necrotic animated lizard, the character needs to be "human" enough for readers to identify with. He, she, or per has goals the readers care with. Now what?
Here is a list of things you can do to make a character suffer without killing them. Warning I'm going to spoil my works a lot, so read up to Legacies if this is an issue for youl
Pyrrhic victory
The victory comes at such a great cost it feels like a defeat. GW writers use this a LOT with the Forces of Order. The Dwarfs win most of their battles in terms of strategic objectives but pretty much always lose a larger portion of their population than their enemy. Yawn.
Look at your protagonists alone here.
Victory may come with breaking a taboo or crossing a line the character never thought to cross.
Huan-kai saved his kin from a rampaging Troglodon but then had remorse for killing a Troglodon (a venerated creature). Not just killing a Troglodon in a natural life cycle but sucking said Troglodon into oblivion separating the Troglodon from the natural order and basically looking like a witch to the only family he really had.
A costly victory or survival is more poignant if the character loses something they value but originally took for granted.
Huan-kai had a miserable life but he always tried to enjoy the little things. Sunny rocks, baked potatoes and grubs, fresh fruit. Naturally undead Huan-kai cannot eat, taste, or feel warmth.
To reference @discomute. He had a character escape the clutches of evil Kayishen. He turned his back on his family and neighbors, survived the harsh jungle, broke a taboo/crossed a moral line all to survive and warn Klodorex. Then he lost something he never expected to lose…his humanity.
Belrikt was annoyed by the long-winded scribe Stroln, but he secretly appreciated his good nature despite his galling lack of wisdom. Belrikt planned to nobly sacrifice himself to save his brethren, but Stroln unforgiveably beat him to it. He lost Stroln before he even realized that he appreciated Stroln. Belrikt also had an awesome speech at this event highlighting his tragic condition.
My very first Lizardmen piece had Kaitar die saving four Slann. He nobly led his people in their time of greatest need rising from a lowly underdog to a great hero (who still fought underdog battles). The entire Kahoun mourned his passing for generations. That’s a phyric victory. The fact that the First Children of the Old Ones lost lots of soldiers and the Daemons didn’t permanently lose soldiers, that’s par for the course for WHF Forces of Order. The personal loss is what matters.
To be technical though. Not one Scalenex piece has a Pyrrhic victory in it. The definition of a Pyrrhic victory is a victory whose cost is so high, it's tantamount to defeat. The cost for victory are high, but never TOO high. I have never actually gone that far as to have a true pyrric victory (maybe The Fall of Turochlitan but that doesn't follow a short story format). I should have called this section "costly" victory but "pyrrhic" sounds cooler.
Now to use my own stories for examples: SPOILERS AHOY!
Renliss' Journey to Lustria: Renliss gets his freedom and knowledge. He just suffered humiliation to get there.
Orphaned Temple City: Slann are saved and the Klodorex is reunited with it's leaders. Kaitar just had to die. But one Saurus hero for four Slann AND two imprisoned Daemons is a trade-off the First would do over and over again.
Divided We Fall: Most of the adventuring party dies but the Southands and Lustrian Slann are reunited. A greater Daemon is more or less permanently killed which is no mean feat. More importantly they found their McGuffin and delivered it where it needed to go.
New Alliances: A lot of good people die but an alliance is forged between the Southland's Lizardmen and Dwarves. The bad guys lose.
Legacies: Huan-kai worse than dies and his reputation dies but the forces of Chaos are still beaten. Unless you take Adrienne's side, in which case she lost and did not win a Pyrric victory.
Dead Water: Renliss accidentally destroys most of his war spoils, but he still walks away with more than he started with.
Sacrifice
Nobly sacrificing one’s life for another is a common literary staple. It’s a classic, not a cliché. Kaitar did it at the climax of “Orphaned Temple City”. Half the cast of “Divided we Fall” did it. Tay the Kroxigor only had one line ““Dead warmbloods not hurt my friends again!” Hopefully his death made you sad. Stroln sacrificed himself for Belrikt.
Two important things. First, it needs to seem like a worthy sacrifice or at least an unavoidable one. Second you need survivors’ guilt.
Zat-kai not only died, but he lost his chance to make a name for himself. He finally stopped being second fiddle but his great deeds are secret to all but three living Skinks, and boy do they have survivors’ guilt. I plan to keep Belrikt, Preylot, and Tal-Lat around a long while. Death would be too nice for them.
Besides death as a sacrifice, a good way to use this without killing someone is to have a protagonist willingly give up what they value most.
Really the difference between literary sacrifice and a Pyrric victory is just the math. A sacrifice is worth it. Maybe barely worth it. Maybe one character suffers a disproportionate share of the cost, but it's not a pointless or futile loss.
That's all fine and good. A downer ending is okay once in a while, but if your piece is longer than a short story, it's okay to have a happy ending. As long as the character(s) earned it. Relate-able underdog does good covers most movies and novels. It's very hard to break this formula and still have your piece be well-received. There are very few well-liked movies or books that break this formula. I can't think of something that qualifies that's not a dystopian allegory (1984, Animal Farm, Planet of the Apes). Even those mostly involved plucky underdogs that almost won.
Body Horror
If the characters are practically begging for death, they probably shouldn’t die.
Belrikt was trying to sacrifice himself nobly but then he couldn’t. A more extreme example, Skaven normally do anything they can to live, so if they want to die things are bad. One half of my Skaven short stories has the protagonists suffer unspeakable non-ending torture. One case was an almost literal “I have no mouth and I must scream.”
Body horror is big on this. I tried to do this with Huan-kai’s new undead state, but both @discomute and @ravenss do a good job with body horror in their pieces.
Inverse of Killing Likeable Characters
You'll notice I've had a few jerk Skink Priests. They all lived. If people dislike a character you can get almost as much resonance by NOT having bad things happen to them. It heightens the sense of unfairness for the bad things happening to the protagonist.
Not that the jerks always get to live. I hope my readers were pleased when Captain Dreher died. Sometimes you need to subvert patterns, similar to keeping a likeable character alive just to keep things somewhat unpredictable, sometimes you want to kill the guy readers love to hate.
Other Genres
The above is assuming you are trying to tell a dramatic story. If you are aiming for laughs instead, ignore everything I said (unless it's parody in which case take everything I said to ridiculous extremes). If you are trying to tell a fictional anthroplogical history (like the Silmirillion) then your goal isn't to tug on heart strings but to create an interesting cohesive picture. If you are just writing back story ("this is my army fluff", in my case the Fall of Turochlitan, "This is my RPG setting") then your goal is to establish a setting that provides a foundation for actual stories.
Those aren't the only things you can write about. You could write a piece focusing on the alien rather than the human side of character or try to add pizzazz to a battle report.
EDIT: I guess this is more about why to keep your characters alive rather than how. Anyone can not kill someone.
This contains spoilers for my writing since I am narcissistically using examples from my own writing.
Apparently, a Scalenex made a profile post promising to write this, and I Scalenex, keep my promises.
(I, handsome, wise and cunning Scalenex am aware that due to recent events, some may believe the words in the preceding sentence could lead to abuses) Be warned, Scalenex is vengeful. That promise I will keep.
In case it needs to be said
Don’t kill off the entire world.
If everyone dies, death loses all meaning. You cheapen the effect AND you leave no room for sequels. Even the End Times left some people alive. In a movie, play, TV, or some other live action medium you can occasionally kill EVERYONE and drive home emotional resonance with viewers. Visual media can use special effects, musical numbers, or jarring silence to let the audience emotional connect with the dead, but this is risky. You can’t get away with that at all in the written medium. You need to have at least one character survive to have emotional resonance.
Someone the audience can relate to has to mourn the dead or the audience will not mourn the dead. If deaths don’t make your audience sad why do it?
Before the Death (or unlikely survival)
Don't miss the Forest for the Trees
Never be afraid to kill a character. If you can’t think of a reason to keep a character alive, then they can probably die. The reverse is true. If you can’t think of a reason to kill a character, then don’t.
Before someone writes a predictable "You aren't the real Scalenex!" you need to understand that the goal of my writing is not to kill people. That is merely a means to an end.
Kurt Vonnegut’s sixth rule of short story writing:
“Be a sadist. No matter how sweet and innocent your leading characters, make awful things happen to them—in order that the reader may see what they are made of.”
Death is just one of many awful things you can have happen to a character. Death is a very efficient means of following rule six.
The biggest reason to not kill a character is to let them suffer longer (ie you are planning a sequel) or death is too good for them, or death is too predictable.
Simple Deaths
The Warhammer Fantasy world is a very violent place. It’s defined by the clash of armies. You can’t make it like a Transformers cartoon where two armies clash shoot a lot and EVERYONE dodges at the last second. Even if you want your main characters to live, Redshirts and mooks should die assuming you have a battle. If no one dies, make sure the characters realize this is unusual and special.
You can have a political story with no deaths, as long as someone loses and death seems to hang in the air, but if you are telling a war story, at least kill nameless characters. It's hard to tell war story without death, though if you are a Game of Thrones fan, you can have some nice courtly intrigue between battles where no one actually dies (though lots of people die in courtly intrigues too).
Develop Your Characters
Whether your main characters live or die, the reader should care if they live or die. EVERY sentence in a short story should either advance the plot or develop a character. If you are writing a longer story, you can get by with subplots, exposition, and setting building in a larger piece but don’t neglect your main characters unless you want to rewrite the Silmarillion. I guarantee you Tolkien would have never been able to get the Simarillion published without first developing a fan base with his character driven novels.
Your protagonist needs to be someone the reader can identify with on some level. Making a relate-able character is worthy of a writing literary tactica by itself. The short version is give to your protagonist hopes, fears, and goals. Make the goals matter so the audience cares when the character succeeds or fails. The protagonist should have both noble characteristics and flaws. It doesn't really matter if your protagonist is a hero or villain as long as he/she/per has nuance. You can lean heavily towards noble characteristics or flaws but protagonists should never be totally perfect or completely rotten to the core. You either need to (eventually) reveal a chink in the armor of seemingly perfect heroes or villains or use them as distant peripheral paragons of evil or good.
It's okay to have one dimensional characters, but they should be on the periphery of your stories. While nerds can amuse themselves speculating whether Superman or Goku would win a duel, said fight would suck in a non-visual medium. It's fine if you want to have Grimgor fight Chakax, but it would be easier to write a nuanced story about a lowly Skink Chief fighting a lowly Goblin Big Boss. The former is an irrestible force versus an immovable object wheras the latter two could be much easier for readers to relate to.
I am only about two thirds Thanqol as of writing this. I have many grievances with the book, but I believe the GW writers were wise to marginalize the Slann early and force the Saurus and Skink leaders to the fore.
Success and Failures
The character needs to experience some small successes. If they always fail, death will be an improvement. If a character never fail they risk becoming a joke. They can’t always win either, we are technically writing fan-fiction here. Perfect protagonists are an easy trap to fall for. No Scaly Stus.
Best to temper success and failure together. A success should come with a higher than expected cost or something to make it bittersweet, even if it’s only the realization that greater challenges are to come (though admittedly the “greater challenges to come” thing is a bit overdone in WHF). Failure should have hope afterward, or a moral victory. Generally the protagonist should have a noble losing effort. They may have lost to their nemesis but they left a literal permanent mark on their nemesis through a scar.
Symbolic death
You built a likeable character with nuanced depth. Even if the protagonist is a necrotic animated lizard, the character needs to be "human" enough for readers to identify with. He, she, or per has goals the readers care with. Now what?
Here is a list of things you can do to make a character suffer without killing them. Warning I'm going to spoil my works a lot, so read up to Legacies if this is an issue for youl
Pyrrhic victory
The victory comes at such a great cost it feels like a defeat. GW writers use this a LOT with the Forces of Order. The Dwarfs win most of their battles in terms of strategic objectives but pretty much always lose a larger portion of their population than their enemy. Yawn.
Look at your protagonists alone here.
Victory may come with breaking a taboo or crossing a line the character never thought to cross.
Huan-kai saved his kin from a rampaging Troglodon but then had remorse for killing a Troglodon (a venerated creature). Not just killing a Troglodon in a natural life cycle but sucking said Troglodon into oblivion separating the Troglodon from the natural order and basically looking like a witch to the only family he really had.
A costly victory or survival is more poignant if the character loses something they value but originally took for granted.
Huan-kai had a miserable life but he always tried to enjoy the little things. Sunny rocks, baked potatoes and grubs, fresh fruit. Naturally undead Huan-kai cannot eat, taste, or feel warmth.
To reference @discomute. He had a character escape the clutches of evil Kayishen. He turned his back on his family and neighbors, survived the harsh jungle, broke a taboo/crossed a moral line all to survive and warn Klodorex. Then he lost something he never expected to lose…his humanity.
Belrikt was annoyed by the long-winded scribe Stroln, but he secretly appreciated his good nature despite his galling lack of wisdom. Belrikt planned to nobly sacrifice himself to save his brethren, but Stroln unforgiveably beat him to it. He lost Stroln before he even realized that he appreciated Stroln. Belrikt also had an awesome speech at this event highlighting his tragic condition.
My very first Lizardmen piece had Kaitar die saving four Slann. He nobly led his people in their time of greatest need rising from a lowly underdog to a great hero (who still fought underdog battles). The entire Kahoun mourned his passing for generations. That’s a phyric victory. The fact that the First Children of the Old Ones lost lots of soldiers and the Daemons didn’t permanently lose soldiers, that’s par for the course for WHF Forces of Order. The personal loss is what matters.
To be technical though. Not one Scalenex piece has a Pyrrhic victory in it. The definition of a Pyrrhic victory is a victory whose cost is so high, it's tantamount to defeat. The cost for victory are high, but never TOO high. I have never actually gone that far as to have a true pyrric victory (maybe The Fall of Turochlitan but that doesn't follow a short story format). I should have called this section "costly" victory but "pyrrhic" sounds cooler.
Now to use my own stories for examples: SPOILERS AHOY!
Renliss' Journey to Lustria: Renliss gets his freedom and knowledge. He just suffered humiliation to get there.
Orphaned Temple City: Slann are saved and the Klodorex is reunited with it's leaders. Kaitar just had to die. But one Saurus hero for four Slann AND two imprisoned Daemons is a trade-off the First would do over and over again.
Divided We Fall: Most of the adventuring party dies but the Southands and Lustrian Slann are reunited. A greater Daemon is more or less permanently killed which is no mean feat. More importantly they found their McGuffin and delivered it where it needed to go.
New Alliances: A lot of good people die but an alliance is forged between the Southland's Lizardmen and Dwarves. The bad guys lose.
Legacies: Huan-kai worse than dies and his reputation dies but the forces of Chaos are still beaten. Unless you take Adrienne's side, in which case she lost and did not win a Pyrric victory.
Dead Water: Renliss accidentally destroys most of his war spoils, but he still walks away with more than he started with.
Sacrifice
Nobly sacrificing one’s life for another is a common literary staple. It’s a classic, not a cliché. Kaitar did it at the climax of “Orphaned Temple City”. Half the cast of “Divided we Fall” did it. Tay the Kroxigor only had one line ““Dead warmbloods not hurt my friends again!” Hopefully his death made you sad. Stroln sacrificed himself for Belrikt.
Two important things. First, it needs to seem like a worthy sacrifice or at least an unavoidable one. Second you need survivors’ guilt.
Zat-kai not only died, but he lost his chance to make a name for himself. He finally stopped being second fiddle but his great deeds are secret to all but three living Skinks, and boy do they have survivors’ guilt. I plan to keep Belrikt, Preylot, and Tal-Lat around a long while. Death would be too nice for them.
Besides death as a sacrifice, a good way to use this without killing someone is to have a protagonist willingly give up what they value most.
Really the difference between literary sacrifice and a Pyrric victory is just the math. A sacrifice is worth it. Maybe barely worth it. Maybe one character suffers a disproportionate share of the cost, but it's not a pointless or futile loss.
That's all fine and good. A downer ending is okay once in a while, but if your piece is longer than a short story, it's okay to have a happy ending. As long as the character(s) earned it. Relate-able underdog does good covers most movies and novels. It's very hard to break this formula and still have your piece be well-received. There are very few well-liked movies or books that break this formula. I can't think of something that qualifies that's not a dystopian allegory (1984, Animal Farm, Planet of the Apes). Even those mostly involved plucky underdogs that almost won.
Body Horror
If the characters are practically begging for death, they probably shouldn’t die.
Belrikt was trying to sacrifice himself nobly but then he couldn’t. A more extreme example, Skaven normally do anything they can to live, so if they want to die things are bad. One half of my Skaven short stories has the protagonists suffer unspeakable non-ending torture. One case was an almost literal “I have no mouth and I must scream.”
Body horror is big on this. I tried to do this with Huan-kai’s new undead state, but both @discomute and @ravenss do a good job with body horror in their pieces.
Inverse of Killing Likeable Characters
You'll notice I've had a few jerk Skink Priests. They all lived. If people dislike a character you can get almost as much resonance by NOT having bad things happen to them. It heightens the sense of unfairness for the bad things happening to the protagonist.
Not that the jerks always get to live. I hope my readers were pleased when Captain Dreher died. Sometimes you need to subvert patterns, similar to keeping a likeable character alive just to keep things somewhat unpredictable, sometimes you want to kill the guy readers love to hate.
Other Genres
The above is assuming you are trying to tell a dramatic story. If you are aiming for laughs instead, ignore everything I said (unless it's parody in which case take everything I said to ridiculous extremes). If you are trying to tell a fictional anthroplogical history (like the Silmirillion) then your goal isn't to tug on heart strings but to create an interesting cohesive picture. If you are just writing back story ("this is my army fluff", in my case the Fall of Turochlitan, "This is my RPG setting") then your goal is to establish a setting that provides a foundation for actual stories.
Those aren't the only things you can write about. You could write a piece focusing on the alien rather than the human side of character or try to add pizzazz to a battle report.
Last edited: