Something Invented This Way Comes Becoming Story Catchers Yourself
Something Wonderful This Way
Comes
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Something Wonderful with Hollyhock Books
Blog 3: Something Invented
This Way Comes Becoming Story Catchers Yourself
By Sophia Salazar,
Editor-in-Chief
There comes a moment, after
enough stories have been absorbed, when something shifts inside a listener.
It might happen during the fifth
telling of a favourite tale. It might creep in during a quiet moment after the
audiobook has finished and the narrator's voice still echoes in the room. It
might arrive suddenly, like a jack-rabbit somersaulting through a village fair,
or gently, like a snowbird feather floating down from a lace-curtained window.
The shift is this: you stop
wanting only to receive stories. You start wanting to make them.
This is the moment when a reader
becomes a writer. When a listener becomes a storyteller. When someone who has
loved tales begins to understand that they, too, have tales inside them waiting
to be caught.
Joules Young calls herself a
"Story Catcher," and the title is carefully chosen. She doesn't claim
to invent everything from nothing. She catches stories the way Oliver caught
that feather—by being present, by paying attention, by holding out something
soft and ready to receive what floats down from the sky.
This week, we're going to become
story catchers ourselves. Using the four tales we've been exploring—Oliver
Hefflewhistle, Old Crumpet Noggin, the roaming fairy folks, and the war of the
Whiffle Waffles—we're going to learn how to catch our own stories and set them
free.
What Makes a Joules Young
Story?
Before we invent, let's notice.
Every story Joules writes has certain ingredients. If we can identify them, we
can borrow them—not to copy, but to learn.
Ingredient One: Wonderful
Names
No one in these stories is
called Sarah or John or David. They're called:
- Oliver Hefflewhistle
- Sally Snodgrass (heiress to the parsnip fortune)
- Crumpet Noggin
- Noddy Fiddlewhisk
- Poppy Fizzleglint
- Fizzwick Tumblebutton
- Toddy Brimblethatch
- Sir Bluster Twaddlefoot (a rabbit with a nose for paperwork)
- Thaddeus Twigglebottom III, Esquire (an owl with impeccable
manners)
These names do something
important: they tell you, before the story even begins, that you're in a
different kind of world. A world where names have music in them. A world where
you can't predict what might happen next.
Ingredient Two: Peculiar
Places
The settings are just as
wonderful as the characters:
- Wobbleton-upon-Jelly, where pies are plentiful and the sky is
jam tart pink every Thursday
- Marmalade Junction, where you can buy a tin of sardines, a
unicorn horn, and a philosophical conversation with the butcher all before
breakfast
- Whistlepork, which smells permanently of rhubarb crumble and
freshly churned butter
- The town of Here, which has a name so unpronounceable the
locals gave up
- Tweebuckle, with its skyscraper that scrapes the thunder
clouds
- Widdershins and Outforth, where anything can happen
These places feel real enough to
visit, but strange enough to be magical. They're ordinary with a twist—like our
own world, but with the volume turned up on whimsy.
Ingredient Three: Curious
Problems
The conflicts in these stories
are not the usual ones:
- A man is about to be tarred and feathered for wearing a
bowler hat with a kilt during the Festival of Matching Socks
- A baker must defend her pies from airborne waffles dropping
cinnamon bombs
- A musician plays an invisible violin while waiting
twenty-five years for a wealthy merchant to fill his bucket with gold
- A boy must decide whether to remove his mittens while
serenading the girl he loves
These problems are absurd, but
the feelings behind them are real. Embarrassment. Hope. Courage. Persistence.
Love. The absurdity is just the container; the emotion is what matters.
Ingredient Four: Creatures
That Could Only Exist Here
Every Joules story has at least
one creature you've never seen before:
- The Gingham Glimmergit (whatever it is)
- Flummywisters (birds with feathers like scrambled ribbons who
yodel their yisters)
- Jack-rabbits (long-legged, spidery, chaos-prone)
- Whiffle Waffles (fearsome confectionary warmongers in flying
machines called Luftwaffes)
- Waylacks, doo-doo-jangers, bitter-basters, sneeze-pixies,
gladdywhingers, chizzywhizzies (mentioned in passing, but they exist
somewhere)
These creatures feel like
they've always existed, waiting to be discovered. That's the trick: the best
invented creatures feel found, not made.
Ingredient Five: Language
That Dances
Read any sentence aloud and
you'll hear it:
"The morning air was
crisp with the scent of wildflowers and mildly confused bees."
"His face was set in a
permanent expression of having just discovered a small boy hiding in a
cupboard, and being quietly, terribly pleased about it."
"The wind, which had
been skulking around the hedgerows like a mischievous cat, decided to have a go
at Oliver's nose."
"The jack-rabbits
flopped and flailed their gangly legs like nervous spiders who had just
realised they'd forgotten to send a birthday card to their aunt."
The language is playful without
being silly. It notices things. It makes unexpected connections. It treats the
reader as someone clever enough to appreciate a good joke.
Ingredient Six: Heart
Underneath all the whimsy, these
stories care about their characters. Crumpet Noggin is ridiculous, but we root
for him. Oliver is awkward, but we want him to succeed. Noddy and Poppy cause
chaos, but they mean well. Fizzwick and Toddy lose their bakery, but they find
a quiet farm and name it "Brimblebutton's Rest."
The whimsy is the wrapping. The
heart is the gift inside.
Your Turn: The Story
Catcher's Toolkit
Now it's time to catch your own
stories. Here's a step-by-step guide for individuals, families, classrooms, and
book clubs.
Step One: Gather Your Names
Before you can have a story, you
need someone to happen to. Spend time inventing names. They don't have to make
sense—they just have to sound right.
Say them aloud. Roll them around
in your mouth. Do they make you smile? Do they suggest a personality?
Prompts:
- If you were a pig who could read books upside down, what
would you be called?
- If you were a rabbit who loved paperwork, what would your
name be?
- If you were a girl with ribbons and a giggle that disarms
magistrates, what would people call you?
- If you were a boy with hair that never stays flat and mittens
you knitted yourself, what name would suit you?
Write down every name that
comes. You can choose later.
Step Two: Find Your Place
Where does your story happen? It
could be somewhere familiar but slightly off—like your own town, but with one
magical element. Or it could be somewhere entirely invented.
Prompts:
- What does your place smell like? (Whistlepork smells of
rhubarb crumble. Wobbleton-upon-Jelly smells of pies.)
- What's unusual about the sky? (In Wobbleton, it's jam tart
pink every Thursday.)
- What do the locals do that's strange? (In Here, even the
birds queue politely at the fountain.)
- What's the name of the place? Say it aloud. Does it sound
like somewhere you'd want to visit?
Step Three: Invent a Creature
Every good Hocksbox story has a
creature only found in that world. Your turn.
Prompts:
- What does it look like? (Feathers like scrambled ribbons?
Legs like gangly spiders? Wings like an oversized dragonfly after a good
lunch?)
- What does it sound like? (Does it yodel? Yister? Sing
lullabies about blistering?)
- What does it do? (Does it shadow people who serenade? Leap
over skyscrapers? Wage war on bakeries?)
- What is it called? The name should sound like what it is.
Flummywister. Gingham Glimmergit. Whiffle Waffle.
Draw your creature if you like.
Give it a personality. Is it friendly? Fearsome? Confused? All of the above?
Step Four: Create a Curious
Problem
Your character needs something
to overcome. But in a Hocksbox story, the problem shouldn't be ordinary. It
should be peculiar.
Prompts:
- What might someone be punished for in your world? (Wearing a
bowler hat with a kilt? Sneezing during a speech about cucumber
sandwiches?)
- What might attack a peaceful village? (Waffles? Flying
toasters? Something involving marmalade?)
- What might someone wait twenty-five years for? (A wealthy
merchant with a bucket-shaped need? A feather from a window? A sign from
the universe?)
- What might someone risk everything for? (Love? A bakery? A
song played with mittens on?)
The problem can be absurd, but
the feeling behind it must be real.
Step Five: Add a Dash of
Beautiful Language
Now write. Even just a
paragraph. Try to notice things the way Joules notices things.
Prompts:
- What's the weather doing? (Is the sun dripping like honey? Is
the wind skulking like a mischievous cat?)
- What do your characters look like? (Does someone have a face
like a confused turnip? Hair like mashed carrots?)
- What are the creatures doing? (Are they yodelling?
Somersaulting? Flailing like nervous spiders?)
- What does the air smell like? (Rhubarb crumble? Wildflowers
and mildly confused bees? Something else entirely?)
Don't worry if it's not perfect.
The point is to try.
Step Six: Find the Heart
Finally, ask yourself: what is
this story really about?
Underneath the whimsical
surface, Oliver's story is about courage. Crumpet's is about hope and patience.
The fairy story is about chaos and intention. The waffle war is about home and
belonging.
What's your story really about?
Love? Loss? Friendship? Persistence? The answer might surprise you. But it
should be there, underneath, holding everything together.
Activities for Different
Groups
For Families: Story Catcher
Evening
Set aside an evening to become
story catchers together.
- Read one of the four stories aloud (or listen to the
audiobook).
- Discuss what makes it work—the names, the place, the
creature, the problem, the language, the heart.
- Using the prompts above, have each family member invent their
own story elements. Write them down on slips of paper.
- Mix them up and draw randomly. See what story emerges when
you combine one person's character with another's creature and another's
problem.
- Tell the resulting story aloud, each person adding a sentence
in turn.
The goal is not a polished tale.
The goal is the joy of making something together.
For Classrooms: Story Catcher
Workshop
This can span a week or a single
session.
Day One: Study the ingredients. Read one story and identify
all six elements together.
Day Two: Brainstorm names and places. Create a class list of
wonderful character names and peculiar settings.
Day Three: Invent creatures. Draw them. Name them. Describe
what they do and sound like.
Day Four: Develop problems. What might go wrong in this
world? What might someone need to overcome?
Day Five: Write. Give students time to draft their own short
tales, using as many or as few of the brainstormed elements as they wish.
Share aloud if students are
willing. Celebrate every effort.
For Book Clubs: The Deeper
Dive
Adult book clubs might approach
story catching differently.
After discussing the four tales,
consider these questions:
- Why do we, as adults, so rarely invent stories anymore? What
happened to the playfulness we had as children?
- What would it take to bring that back?
- If you were to write a story in the style of Joules Young,
what would your creature be? What would your problem be? What would your
story really be about?
Then, if the group is willing,
spend ten minutes writing. Just ten minutes. See what emerges. Share if you
want to. The vulnerability of sharing an unfinished, imperfect invention can be
surprisingly bonding.
The Dedication Pages
Before we finish, let's notice
something about the dedications that open these stories.
Each one is a tiny story in
itself:
"To little things long
remembered / To Moonlight walks and shooting stars / To D, Young / From the
girl who painted stories and the boy who sat beside her"
"To my dear nephew
Isaiah and little niece Emily, with love from your Anty"
"With love to Eric and
Amelia"
These dedications remind us that
stories come from somewhere. They're not just invented in isolation. They're
gifts to specific people, born from specific relationships, carrying specific
love.
When you catch your own stories,
consider who you're catching them for. Add a dedication. Make it personal. Make
it matter.
A Final Thought on Invention
There's a line in "Oh, the
Roaming Fairy Folks of Mischief" that I keep coming back to. The story is
subtitled: "(As told by someone who may or may not know the exact
truth but is quite certain that it happened)"
This is the storyteller's
license. We may not know the exact truth. But we can be quite certain that
it happened—somewhere, somehow, to someone who needed it to happen.
That's what story catching is.
Not worrying about exact truth. Being quite certain that it happened anyway.
Your stories matter. Your
inventions matter. The creatures you name and the places you imagine and the
problems you solve—they matter because you made them, and because making them
changes you.
So catch something this week. A
name. A place. A creature. A problem. A sentence. A dedication.
Catch it and set it free.
You never know who might be
listening.
Next in Blog 4:
"Something Mysterious This Way Comes — Hosting a Sherlock Lockwood Mystery
Night"
Until then: go catch some
stories.
Look, Listen, Linger, Laugh,
and Love.
— Sophia Salazar,
Editor-in-Chief






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