As I’ve been discussing these past several weeks, I’m currently preparing to try to meet the National Novel Writing Month goal of 50,000 words in the month of November. As part of that, I created a three-act story outline for the novel I will be writing, which is called Ashbranded. If you’re not familiar with a three-act story structure, this blog post will give you all you need to know to write a novel with the same kind of outline.
What is the three-act story structure?
A three-act story structure is a classic storytelling framework that divides a narrative into three distinct parts: the setup, the confrontation, and the resolution. It helps writers organize their stories and ensure they have a clear beginning, middle, and end. Here’s a breakdown of the three acts:
Act 1: The Setup
In the first act, the story introduces the protagonist (main character), the world they live in, and the central conflict. This act typically includes:
- Introduction of the protagonist: The audience learns who the main character is, what their normal life looks like, and what they want.
- Inciting incident: Something happens that disrupts the protagonist’s normal life, creating a problem or challenge they must face.
- Key elements: World-building, character introductions, and laying the groundwork for the conflict. By the end of Act 1, the protagonist is usually pushed into action, leaving their comfort zone.
Act 2: The Confrontation
The second act is where the bulk of the story unfolds. The protagonist faces escalating challenges and obstacles, and tension builds as they try to resolve the conflict. This act typically includes:
- Rising action: The protagonist encounters difficulties and setbacks while trying to achieve their goal.
- Character development: The protagonist’s inner conflict becomes more apparent, and they begin to evolve as a character.
- Midpoint: Often, there’s a major turning point that raises the stakes, usually revealing new information or creating more urgency.
- Low point: Near the end of the second act, the protagonist may experience a major defeat or setback, making it seem like they might fail.
Act 3: The Resolution
In the third act, the story reaches its climax and resolution. This act typically includes:
- Climax: The most intense part of the story, where the protagonist confronts the conflict head-on. The final battle or major decision is made here.
- Resolution: The conflict is resolved, and the protagonist either succeeds or fails. Loose ends are tied up, and the audience sees the outcome of the protagonist’s journey.
- Denouement: The story closes with the protagonist’s new normal, showing how they’ve changed or what the world looks like after the events of the story.
It’s important to note that many people feel this outline is insufficient to really flesh out the most important arcs of a novel. Jed Herne, for example, uses a seven-part outline instead. Still, for the purpose of Ashbranded, the three-act story structure was enough to get me started. Below is the entire outline. If you have no familiarity with Ashbranded, I highly suggest you read the previous two blog posts to get a clearer idea of the characters and terms I’m using in the outline.
Ashbranded in three acts
Act 1: Setup
1. Inciting Incident: The High Volcaryn Announces Her Successor Selection
- Opening Scene: In the volcanic city of Ashwind Cairn, the High Volcaryn survives an assassination attempt. In response, she publicly declares that she will soon name a successor but gives no details on who or how.
- Establish the World and Protagonist: We meet Dare, a skilled beast tamer and ashbinder with incredible mastery over ash detection. He uses this rare ability to track creatures but feels isolated due to his guardian and foster brother being looked down upon as ashdrains. Dare has a low-key dissatisfaction with his society’s rigid social structure and treatment of non-mages.
- High Volcaryn’s Power: Through a demonstration of her immense magic, we see the High Volcaryn’s overwhelming strength, setting her up as both a mentor and antagonist. Her second-in-command is introduced as a scheming, ambitious figure seeking to become her successor.
- The Conflict Starts: Dare is summoned by the High Volcaryn, who tells him that she has chosen him to be her spiritual successor. She believes his ability to “see” in the ash makes him uniquely suited to the role. However, there’s a catch: he must master all three forms of Ashbrand magic—Ashbinding, Emberforging, and Cinderrifting—and then kill her to take her place.
2. Refusal of the Call
- Protagonist’s Reluctance: Dare is displeased by the prospect of becoming High Volcaryn. He has no interest in leading, especially with the oppressive system in place, and he refuses to go along with the plan.
- Attempted Escape and Assassin Attack: Determined to avoid this fate, Dare decides to leave Ashwind Cairn. However, he is attacked by the assassin who had earlier attempted to kill the High Volcaryn.
- Victory but Mercy: Dare defeats the assassin but chooses to spare her life. He sends her back to her superiors with a message: he has no intention of taking the position of High Volcaryn.
3. Foreshadowing the Conflict
- High Volcaryn’s Observation: Meanwhile, the High Volcaryn tells her second-in-command that the reason no one supports her, and why Dare won’t replace her, is that there’s no external threat to unite the Ashbranded people.
Act 2: Confrontation
1. Midpoint: The Alliance and Betrayal
- Reluctant Partnership: Dare and the assassin meet again. This time, they discuss the possibility of working together to deal with the growing conflict around the succession and the High Volcaryn’s mysterious agenda.
- Protagonist’s Reluctance: Though Dare doesn’t want to take over, he also doesn’t want to see their society descend into chaos, so he’s reluctant to support any plan to assassinate the High Volcaryn outright.
- Betrayal by the Second-in-Command: The assassin returns to her superiors, but they are angered by her failure. Meanwhile, the second-in-command, hungry for power, betrays Dare to the assassins, resulting in his capture along with the assassin.
- Execution Attempt: Both Dare and assassin are sentenced to execution for interfering with the power dynamics. However, just as they are about to be killed, news arrives that the Ashbrands have been accused of murdering an important government official, leading to open war for the first time in their history.
2. The War Begins: Protagonist Returns to Ashwind Cairn
- The External Threat: As the High Volcaryn predicted, the external threat of war forces Dare to return to Ashwind Cairn. He believes the Ashbrands have been falsely accused, and now more than ever, they need someone to take up the mantle of leadership.
- Training Begins: Dare begins the arduous training to master Emberforging and Cinderrifting, but the rapid progression is destroying his emotions. His Ashbrand darkens as his heart and begins to turn to ash. This emotional and physical decline distresses his guardian and those around him.
3. Darkest Moment: Dare is Defeated
- Climactic Battle with the High Volcaryn: After completing his training, Dare finally confronts the High Volcaryn, but instead of defeating her, he is soundly beaten and left severely wounded. He is expected never to recover.
- Revelation: In his defeat, he discovers that it was the High Volcaryn herself who orchestrated the war, starting it as a means to unify their people and cement her position. This revelation leaves him in doubt and confusion, unsure of who to trust and what to believe.
Act 3: Resolution
1. The Final Plan
- Humanity Nearly Gone: With his emotions nearly turned to ash and on the brink of death, Dare realizes that he cannot defeat the High Volcaryn alone. Desperate, he seeks out the assassin he spared earlier and convinces her to help him bring down the High Volcaryn.
- The Plan: They concoct a bold plan to confront the High Volcaryn, using Dare’s unique ash detection abilities and the assassin’s lethal skills to turn the tide.
2. Climax: The Battle for Ashwind Cairn
- Final Confrontation: In a violent struggle, Dare and the assassin face off against the High Volcaryn and her forces. The battle is brutal, and the assassin dies in the fight, sacrificing herself for the greater good.
- Victory and Revitalization: Dare finally defeats the High Volcaryn, but instead of condemning him, she approves of his strength. In her final moments, she uses a new, unknown technique to transfer the remainder of her unburned emotions to him, revitalizing his Ashbrand. Though he is not fully restored, this technique allows him to survive.
3. Resolution: A Compromise to Save the Ashbranded
- Treaty with Their Enemies: With the High Volcaryn dead, Dare steps into the role of leader and brokers a treaty with the external enemies, admitting the guilt of the Ashbrands in exchange for peace. The terms of the treaty increase trade for obsidian and resources, but some suggest it will eventually lead to the downfall of the Ashbrands, as they become more dependent on outsiders.
- A Changed Leader: Though he knows this compromise may one day result in the destruction of their society, Dare chooses peace over war, stating that it’s better to face uncertain survival than to fight a destructive war today.
4. Denouement: New Responsibility
Character Growth: Dare has undergone a transformation from a reluctant, isolationist figure to a leader who takes responsibility for the future of the Ashbranded. He now believes he is accountable for both the good and harm that his people may bring to the world.
Final thoughts
Ashbranded will be going live in full on December 1st, assuming I can meet my writing goals. Also, book two of Loyalty Fallen will be serialized here on the website starting on November 5th. I hope to see you there, and please subscribe to the blog to get updated when everything goes live!