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Escape From Kraznir

Escape From Kraznir. Learning objective: To explore the FANTASY GENRE. To extend a story using a variety of writing formats and styles. The Quest. To prevent the peaceful country of Slinsil being conquered by the warlike Kraznir . Kraznir.

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Escape From Kraznir

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  1. Escape From Kraznir Learning objective: To explore the FANTASY GENRE. To extend a story using a variety of writing formats and styles.

  2. The Quest To prevent the peaceful country of Slinsil being conquered by the warlike Kraznir.

  3. Kraznir Kraznir is a barren, poor land high in the mountains. The people are fierce and warlike. They are ruled by a cruel and evil king named Krill. The people of Kraznir can no longer live there as they do not have enough food and water to survive. Krill realizes that to save his kingdom he must conquer Slinsil at any cost. After much deliberation Krill and his followers have drawn up plans to attack Slinsil, take over the land and enslave the people.

  4. Slinsil Slinsil lies to the south of Kraznir. It is a rich and beautiful country surrounded by tall trees, flowing rivers and many flowers and animals. The people are peaceful and fun loving but have received rumours that Krill plans to attack and are hurriedly preparing to defend themselves. The king is preparing to send 5 brave volunteers to spy on Krill and find out the battle plans.

  5. The Slinsil Spies Continue

  6. The Warrior

  7. Skills Doughty the Warrior Doughty wears strong armour and is very skilled with a sword and staff. You may choose whether Doughty is male or female. He/she is the strongest and bravest of the Slinsil spies and can be relied upon to face any danger. Back

  8. The Wizard

  9. Skills Touchfire the Wizard Touchfire can make himself invisible. He can turn evil creatures to stone, but this spell only lasts five minutes. Touchfire can also use his magic to throw fire balls. His magic however does not work around water. Back

  10. The Hobbit

  11. Skills Littlejohn the Hobbit Littlejohn is very small, only about a metre tall. He is quick and light footed, but not very strong. He carries a small dagger. Because he is so nimble he can usually escape from danger, provided he is not too tired. Back

  12. The Dwarf

  13. Skills Athorthe DwarfYou may choose the gender of Athor, who is quite short, but is broad and strong. He /she is accustomed to living underground, so can see in the dark and can make him / herself almost invisible by hiding in shadows. He /she is very brave and carries a battle axe. Back

  14. The Leader Task: To create a suitable leader for the Slinsil spies

  15. Strengths and Weaknesses • Make a profile chart in your book about each character (you may decide on gender for each character but it is important that you keep the same names):

  16. Character Profile • Your task is to draw (or use a computer) an image of your leader. You will need to know your leader very well because YOU will be the leader in this epic tale. You may have special talents that makes you great that no-one can see, therefore, you will need to include the details of these talents along with your description.

  17. The leader of the Slinsil Spies You are going to create your alter ego as the leader of the Slinsil spies. Task 1 Give yourself a name. Draw an image of yourself. Brainstorm ideas for your description.

  18. Can give commands Violet eyes clever inventive Druilin Genasa

  19. Now that you have a name and a few ideas about your physical appearance and your talents, you will need to write a more detailed description when introducing yourself. • Write in full sentences. Don’t forget to try a range of sentence types. Use words that help your reader to imagine what you look like. Remember to use adjectives, similes and metaphors. Read the following extracts to help you decide about how you will introduce your character.

  20. Deep down here by the dark water lived old Gollum, a small slimy creature. I don't know where he came from, nor who or what he was. He was Gollum - as dark as darkness, except for two big round pale eyes in his thin face. He had a little boat, and he rowed about quite quietly on the lake; forlake it was, wide and deep and deadly cold. How is Golum introduced? Who is introducing him?

  21. Perhaps it had something to do with living in a dark cupboard, but Harry has always been small and skinny for his age. He looked even smaller and skinnier than he really was because he had to wear old clothes of Dudley's and Dudley was about four times bigger than he was. Harry had a thin face, knobbly knees, black hair and bright-green eyes. He wore round glasses held together with a lot of Sellotape because of all the times Dudley had punched him on the nose. The only thing Harry liked about his own appearance was a very thin scar on his forehead which was shaped like a bolt of lightning. How is Harry introduced? Who is introducing him?

  22. Druilin was a natural leader. Being the son of the Slinsil King helped because he had always known that one day he would have to rule the kingdom. He was handsome enough, with his smiling, bright yellow eyes that shone like golden stars and his mop of wavy sea-green hair, but lately he was frowning all the time. He was clever, he could organise and command others to get the job done. He was the natural choice to become the leader of the Slinsil spies. Sometimes, if he concentrated really hard, he could even walk through solid walls. He would have to close his eyes, clear his mind of everything except the wall, wait until he felt the hairs on the back of his neck stand out and then he would step forward, his body sliding through the solid brick to the other side. It was an extraordinary talent but he could hardly move afterwards, his body would be completely drained of all energy.

  23. Write an introduction • Use the ideas you have generated to write an introduction to your story. • You must make your character seem real. • Use techniques that incorporate a description in an imaginative way!

  24. Draw your own map • Use the information from the booklet to draw a map of Slinsil, Kraznir and the land in between. • Try to make your map as accurate as possible, you will need it…

  25. Day 1 Escaping the Dungeon Writing prose

  26. The spies have been successful. Deep in the cellars of Castle Krill they find the complete battle plans. This and many other valuable documents is stored in a large wooden chest. Now the spies have to get the chest and all its contents safely back to Slinsil before Krill attacks.  YOU are the leader of the spies. Therefore you are responsible for making sure the chest and its contents arrive safely back in Slinsil. First however, you must find your way out of the dungeon…without getting caught!

  27. The Dungeons of Kraznir Castle

  28. Information: The five spies must try to escape from Castle Krill and begin their journey home to Slinsil. They need to do three things: 1. Steal provisions for the journey home (and do this without a general alarm being raised). 2. Work out the safest route out of the dungeons that includes a stop at the food store. 3. Decide how the chest and stores will be carried and how to get past the guards on duty at the cliff edge. NO SPY MUST BE KILLED! Task: Write the story of how the Slinsil spies escape from the dungeon. Remember that you are leader of the spies so consider the role you will play in the escape carefully. Finish the story with the companions deciding to spend the night halfway down the steep, cliff path. You must use 1st person but you may the choose to write using past or present tense. Once the decision is made you must stick with it throughout this section of the story!

  29. Past or present • Past tense means that the events have just happened: We looked back. Athor limped away. We slept soundly on the hard floor. • Present tense means that the events are happening at the moment: • We look back. Athorlimps away. We sleep soundly on the hard floor.

  30. 1st person • Not only are YOU in the story, you are telling the story! • You need to write as if you are involved and observing what is going on around you. • You will not refer to your own character name unless it is necessary (for example, if another character is calling you). We crept silently around the dark chamber. I heard Athor stumble and swear under his breath. “Be quiet!” I hissed. “Sorry Druilin,” Athor mumbled.

  31. You are on the path home Well Done!

  32. Learning objective: Extending a story through poetry. Day 2 Ambush! Writing poetry

  33. What is the difference between prose and poetry? Prose (story / narrative) Poetry Stanzas (verses) The shape is fixed Sentences are more flexible and words can be altered to suit a pattern or rhyme (poetic licence) • Paragraphs • The shape is not fixed • Sentences conform to grammar rules

  34. Information: You have escaped from the castle and are now high up in the mountains. It is very cold. You have spent the night on a narrow ledge. It is just getting light. There is a sheer drop below you and steep cliffs above. Suddenly you hear noises. They get louder. It is the followers of Krill. Task: Decide who the Slinsil spies must face… Continue Quest

  35. Giant Spiders

  36. Danger! The giant spiders are two metres across and have legs that are three metres long. Their bite is poisonous to every living thing, except dwarves. The giant spiders travel in packs of three and can travel up and down steep cliff faces very quickly. Back

  37. Wargs

  38. Danger! Wargs are vicious and hungry man-eating wolves, who also enjoy a meal of elf and dwarf. They are twice as big as the biggest dog you have ever seen. They do not touch wizards, because they are terrified of fire. The wargs travel in packs of  four. Back

  39. Orcs

  40. Danger! Orcs are vicious monsters who eat absolutely any living creature. They carry sharp spears and have cruel teeth. Orcs wear strong armour and are afraid of nothing. Their eyesight is poor however and they rely on sound and smell to hunt their prey. They hunt in packs of three. Back

  41. Information: The Slinsil spies CAN NOT lose the plans, their country depends on them. 1. Decide how the spies will best defend themselves against their attackers 2. Decide whether anyone is likely to get injured during the attack. NO SPY MUST DIE! Task: Write a poem telling what happens when the enemy attacks. The battle will last most of the day and no one is guaranteed to escape uninjured. Only when the enemy is defeated will the spies get a chance to rest and consider their losses.

  42. Writing your poem • Make a plan about what happens during the battle with your chosen creature. • Add lists of words to each section that could describe the action. • Experiment with the order of the words: add adjectives and adverbs to bring your nouns and verbs to life!

  43. Plan: • Noises from the enemy • Describe sleeping spies • Spies roused by noises • The battle • Victory

  44. Sleeping Peaceful Snoring Twitching Resting Twisted Growling Creeping Ugly Grinning Slimy Orcs Slicing Crunching Spurting blood Hacking Falling Doughty Listening Touchfire Wondering Athor Prickly Feeling Littlejohn Strange Leader ready Cheering Laughing Winning Ready Time to move on before others come

  45. Poem structure • Each section of action needs a new verse • Verses do not need to rhyme (unless you want them to) but they must have a beat or rhythm. • Repetition helps to build up tension. • You must punctuate your poem, even if it means splitting lines or running lines on.

  46. Ambushed by the Orcs • Growling, grizzling, creeping forward, • The orcs are coming, • Faces twisted, teeth snarling, • The orcs are coming. • Touchfire stirring, snoring softly, • Littlejohn dreaming of sausages and beer, • Doughty snoozing, leaning on the rockface, • Athor watchful, battle-axe ready. • t

  47. Wordsearch homework • Use the wordsearch grid to create an Escape from Karznirwordsearch. You can use words from the story including sights and sounds words from the day 2 ambush. • Remember to check spellings on your list before you write them into the grid.

  48. Learning objective: Using script conventions to tell a story. Day 3 The River Glin Writing a script

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