| name | forbidden-lands-writing-voice |
| description | Draft, revise, or audit Forbidden Lands 2E manuscript prose. Use for rules, examples, tables, vignettes, epigraphs, legends, NPCs, locations, encounters, and GM guidance that must be clear, concrete, setting-native, playable, and free of generic AI style. Covers concise rules voice, physical dark-fantasy fiction, dialogue, sensory detail, register control, and sandbox-facing situation writing. |
Forbidden Lands Writing Voice
This skill covers the complete literary and mechanical voice standard
for the Forbidden Lands 2E manuscript. It defines two voice modes that
must coexist in the book, names the authors whose techniques define the
fiction mode, and gives the operational rules for the rules mode.
Use this skill as the complete prose router. Load only the references required
for the passage and pair it with forbidden-lands-lore whenever the prose
makes setting claims.
The Two Voices
The Forbidden Lands manuscript operates in two distinct voice modes.
Both are mandatory. A chapter that gets the rules voice right but
writes weak fiction is half a manuscript. A chapter with vivid fiction
and mechanical mush is the other half.
The Writing Voice
Scope: Fiction vignettes, epigraphs, flavor exposition, novella-style
worldbuilding passages, NPC introductions, atmospheric scene-setters, the
in-world fiction that opens chapters or sections, and backtick-offset
prose blocks meant to be read as fiction first.
What it must do:
Pre-feudal medieval survival fantasy with a Swedish tone, the
realistic authenticity of village life, and a soft Tolkienesque
poetic worldbuilding.
Each clause is a constraint, not a mood. The prose must be:
- Physical before atmospheric — body, weather, food, iron, wood
- Small-scale before epic — village before kingdom, family before
faction, one bad winter before the war
- Morally weighted without moral resolution — every faction has
a price, every choice has a cost, no one is simply right
- Melancholy as baseline — joy is earned and small; loss is older
than the speaker
- Oral-culture patterned — people speak in memory and repetition,
not analysis
The literary tradition below defines its technical lineage. The eight
author deep-dives are the primary operational references for this voice.
The Rules Voice
Scope: Talent descriptions, skill definitions, attribute rules,
combat procedures, journey phases, item and spell entries, example
scenes demonstrating a mechanic, GM guidance, tables, and all rules
text in the corebook or any supplement.
What it must do:
The rules voice belongs to a game designer who has playtested the
system until its failure modes are known. It writes:
- Declaratively — not "players may wish to consider," but "roll"
- From consequence — trigger first, decision second, consequence third;
not in the order the designer thinks about the rule
- Without design commentary — no "this elegant mechanic," no design
philosophy intrusions
- In second person for player-facing instructions — "you roll," not
"the character rolls"
- With radical compression — one paragraph, one rule; one sentence
if the rule allows it
The rules voice has five manuscript registers: pure rules, mixed bridge
(world truth and game operation in the same sentence), item description,
example scene, and flavor exposition. See references/rules-voice.md
for the complete game-designer persona, paragraph shapes, multi-rule
sequence writing, progressive disclosure architecture, and the
submission checklist.
The Literary Tradition
This voice draws technique from eight modern literary lineages. Use the
techniques to solve sentence and scene problems; do not mimic a living author's
distinctive voice or reproduce recognizable passages.
The authors analyzed in this skill define the general manuscript
registers the project requires:
| Author | Primary Contribution |
|---|
| Andrzej Sapkowski | Monster-as-contract, village ecology, fable structure, Eastern European pre-Christian daily religion |
| Guy Gavriel Kay | Elegiac register, sacred geography, long memory, soft Tolkienesque poetic inheritance |
| K.J. Parker | Pre-industrial craft authenticity, economic realism, unreliable pragmatist narrator, dark comedy |
| Ursula K. Le Guin | Anthropological village authenticity, absence as presence, ecological specificity, the unhurried sentence |
| Bernard Cornwell | Dark Ages physical survival, food and weather as constant pressure, first-person pragmatist, no clean heroes |
| John Gwynne | Norse/Dark Ages oath culture, body-first narration, shield-wall perspective, physical grief |
| Joe Abercrombie | Close-third confessional, physicality as psychology, bathetic pivot, dark humor as character property, violence as claustrophobic aftermath |
| Glen Cook | Military annals voice, radical understatement, logistical baseline, character through repeated habit, structural absence as emotional content |
When To Load Which Reference
Load by scene type, not by preference:
- Village scenes, NPC texture, daily life → Le Guin + Cornwell +
Sapkowski
- Monster encounter, ecological horror → Sapkowski + Cook
(
references/author-glen-cook.md for understatement and logistics)
- Moral dilemma, faction conflict → Abercrombie + Sapkowski +
Parker (
references/author-abercrombie.md for moral weight through
consequence)
- Artifact or relic with history → Kay + Parker
- Battle or combat → Cornwell + Gwynne + Cook + Abercrombie
(
references/author-glen-cook.md for military logistics;
references/author-abercrombie.md for violence in claustrophobic
detail and aftermath)
- Grief, long memory, sacred place → Kay + Gwynne
- Economic pressure, craft, survival mechanics → Parker + Cornwell +
Le Guin
- Mercenary company, contracted violence, hired sword →
references/author-abercrombie.md + references/author-glen-cook.md
- Vignette or epigraph → Kay + Sapkowski
- Rules prose, game example scenes, chapter structure →
references/rules-voice.md
- Humanizing or auditing a draft → anti-AI humanizer first
Bundled References
-
references/anti-ai-humanizer.md
55 named AI writing patterns, each with AI example, human fix,
and Forbidden Lands application. Also contains the 7-layer
failure taxonomy, author-specific evasion techniques, the
full diagnostic checklist, and the revision protocol. Load
this first when auditing or humanizing a draft.
-
references/composite-voice.md
How the six authors combine into one working voice. Priority
hierarchy when techniques conflict. Register map by scene type.
Worked examples of the composite voice applied to FL2E scenes.
Anti-patterns of misapplication.
-
references/author-sapkowski.md
Andrzej Sapkowski: techniques, sentence architecture, the false
threshold structure, fable frame, monster-as-contract, dialogue
as duel, the price mechanism, pre-Christian ecology.
-
references/author-kay.md
Guy Gavriel Kay: techniques, elegiac omniscience, sacred geography,
long memory, the "last time" marker, death in subordinate clauses,
song as structure, parallel construction as emotional intensifier.
-
references/author-parker.md
K.J. Parker: techniques, the unreliable pragmatist narrator,
technical procedure as character, economics as plot, institutional
characters, dark comedy through incongruity.
-
references/author-leguin.md
Ursula K. Le Guin: techniques, thick description, custom over drama,
gift economies as worldbuilding, absence as presence, the unhurried
sentence, ecological specificity.
-
references/author-cornwell.md
Bernard Cornwell: techniques, food and weather as constant pressure,
first-person survivor narration, the loyalty test, tactical
geography, death without ceremony.
-
references/author-gwynne.md
John Gwynne: techniques, body-first narration, oath as narrative
spine, shield-wall perspective, grief as physical, oral-culture
tells, the named object.
-
references/author-abercrombie.md
Joe Abercrombie: close-third confessional tied to character
psychology, physicality as psychology, the bathetic pivot,
dark humor sourced in character not narrator, violence as
claustrophobic and undignified, aftermath worse than event,
moral weight through consequence.
-
references/author-glen-cook.md
Glen Cook: the annalist voice, radical understatement, logistical
baseline as default mode, character through repeated habit,
structural absence as emotional content, dark humor as survival
mechanism, the material catalogue as world-building.
-
references/rules-voice.md
The game designer register. Two manuscript temperatures (Härenstam
cool precision vs. Granström warm-dark). The five manuscript
registers (rules, mixed bridge, item, example, flavor). Chapter
temperature map. Paragraph shapes. Multi-rule sequence writing.
Progressive disclosure architecture. Recurring characters in
examples. What AI gets wrong in rules prose. Load when writing
or auditing any rules text, talent, spell description, item entry,
or example scene.
-
references/sentence-architecture.md
Per-author sentence profiles, the Forbidden Lands target sentence,
rhythm techniques, variation strategies, and diagnostic questions.
-
references/dialogue-mechanics.md
Per-author dialogue profiles, oral-culture sentence patterns, dialect
without parody, silence between lines, implied conversation, tags,
attribution, and when to skip dialogue entirely.
-
references/sensory-vocabulary.md
Priority sense hierarchy, weather as character, food as worldbuilding,
body as consciousness, sound before sight, specific vs. generic
decision tree, master vocabulary lists by environment type.
-
references/worked-examples.md
13 wrong/correct pairs targeting the 13 highest-frequency AI
patterns. Quick Diagnostic checklist. Use when an abstract
rule is not landing — read the correct example, not the rule.
-
references/rewrite-calibration-examples.md
10 before-and-after pairs across all six manuscript registers:
item description, injury naming, proposal tone, fiction opening,
spell description, cultural flavor, mixed bridge, talent, journey,
and item distinction. Each pair includes change notes explaining
what was cut, what was added, and why. Load when calibrating
voice for a specific register — these are register-focused where
worked-examples.md is pattern-focused.
-
references/register-contrastive.md
Same scene (arrive at dark village, gate barred, no dogs, no fire)
rendered in all six author registers with cross-register notes.
Use when checking whether a passage sounds like the named register
or has drifted.
-
references/world-vocabulary.md
Setting-specific vocabulary rules. How the three human peoples
name themselves in speech, thought, and writing. Non-human kin
speech patterns. Divine names in use by tradition. The Older Gods
naming practice. Currency and economic vocabulary. Social rank terms.
Place names. Register rules by culture. Forbidden vocabulary.
-
references/voice-test-protocol.md
Three tests: Quick Scan (14 highest-frequency patterns, binary,
under 2 minutes), Full Pass (all 55 patterns with scoring
thresholds), Author Lens Check (per-register positive and negative
signals). Use as the final gate before integrating prose.
Write for Play
Manuscript prose must help someone decide, imagine, or act. Give each passage a
job:
- teach a procedure
- reveal a usable fact
- establish a concrete situation
- distinguish a person, place, object, or threat
- present a cost, opportunity, or uncertainty
- show the consequence of a rule
Cut lore summary, atmosphere, or design commentary that performs none of these
jobs.
Sandbox-facing prose
Write situations with unresolved pressure. Present:
- what is visibly happening
- what each actor wants
- what constrains them
- what can be learned or changed
- what worsens with time
Do not predict player choices, name the correct moral answer, protect a planned
scene, or state that the adventurers “must” act unless a rule literally compels
them.
Write GM-facing secrets as causes and response logic, not as plot beats. Prefer:
If the miller is exposed, Yawim closes the east road and offers the grain to
the Rust Brothers.
Avoid:
After the adventurers expose the miller, they will confront Yawim in the
climactic scene.
Information prose
Separate:
- observable fact
- common belief
- speaker's claim
- GM truth
- mechanical effect
Do not let omniscient narration erase uncertainty intended for play. Rumors
should identify a source and a concrete claim. Clues should suggest a preparation
or question without announcing the hidden mechanic.
Rules examples
An example should settle a real ambiguity. Include:
- fictional position
- player intent
- rule invoked
- dice or cost
- outcome
- changed situation
Do not make the example merely repeat the preceding rule with names attached.
GM guidance
Give criteria and an operation:
When another Myth could clarify the text's language, symbols, author, or
subject, the GM may let it help; add only the highest directly relevant Myth
Die.
Avoid vague permission such as “the GM may adjust this as needed” unless the text
also names the relevant factors and limits.
Hard Rules
-
Load the anti-AI humanizer before submitting any draft. Run
the 55-pattern diagnostic. Not a suggestion.
-
Choose an author register for each scene. Name it before
writing: "This scene is Cornwell-primary with Le Guin texture."
Mixed registers without a named primary always produce generic
output.
-
Physical before atmospheric. Every scene opens on a body doing
a physical thing in a specific place. Weather, mood, and theme
enter through that body, not before it.
-
The monster is a contract. The relic has a price. The faction
is partly right. These are structural constraints inherited from
the literary tradition and built into the lore. See
skills/forbidden-lands-lore/references/tone.md.
-
Abercrombie and Cook techniques suit the mercenary company voice.
For individual author technique: references/author-abercrombie.md
and references/author-glen-cook.md.
Neither is the general manuscript voice.
Companion Skills
skills/forbidden-lands-lore/SKILL.md — setting authenticity,
tonal classification, encounter anti-tropes
skills/forbidden-lands-bestiary/SKILL.md — encounter design
and monster construction
skills/forbidden-lands-design/SKILL.md — mechanics, player
experience, sandbox procedures, and supplement architecture