You've got a story idea. You call it fantasy. Then someone in your writing group asks, "High or low?" and you realise you don't actually have an answer.

You're not alone. Ask five writers what separates high fantasy from low fantasy, and you'll get five different answers. One says it's about how much magic is on the page. Another swears it's about the size of the stakes. A third insists it's purely a question of setting. The terms get thrown around so inconsistently in writing communities that a clear answer can feel out of reach entirely.

That confusion has real consequences. Mislabel your book, and you confuse readers and retailers, because both use these terms to find books that match what they want to read. A portal fantasy marketed as high fantasy lands in front of the wrong audience and gets abandoned by page fifty. And underneath all of it sits a quieter worry: that "low fantasy" sounds like the lesser, less imaginative choice, which adds pressure to a decision that should be about craft, not status.

Here's the answer, settled the way the most reliable genre guides settle it: by setting first. High fantasy lives in a fully invented secondary world. Low fantasy is set in our real world, or one closely resembling it, where magic intrudes on the ordinary. Everything else- the magic system, the stakes, the cast of characters- follows from that one foundational choice. It's a simpler rule than most writers expect, and that simplicity is precisely why it holds up across nearly every edge case this guide covers.

By the end of this guide, you'll be able to define both subgenres with confidence, place your own story idea correctly, sidestep the pitfalls that trip up most first drafts, and pick the subgenre that actually fits your imagination rather than the one that sounds more impressive. You'll also understand why low fantasy is not the easy option, and why that's genuinely good news for your craft. If you want the short version, skip straight to the decision checklist further down. If you want the full picture, keep reading.

What Is High Fantasy? Definition, Features, and Examples 

High fantasy is set in a completely invented world with its own rules, history, and magic. The story doesn't take place on Earth, and the reader can't assume anything about how this world works until you, the author, tell them. That's the foundational distinction: the setting is a secondary world, built from the ground up.

Key Characteristics of High Fantasy

  • Setting: A fully invented secondary world with its own geography, cultures, and history.

  • Magic: Woven throughout the world, often systematic, with rules, costs, and limits.

  • Stakes: Frequently epic and world-ending; the fate of kingdoms, realms, or entire peoples hangs in the balance.

  • Characters: Chosen ones, heirs to thrones, legendary heroes, and ancient beings are common archetypes.

  • Reader expectations: Immersion in a fully realised alternate world, where wonder and scale are part of the appeal.

Notice that none of these five traits is optional on its own; it's the combination that defines the subgenre. A story can have an invented setting and still read as low fantasy in feel if the stakes stay tiny and the magic stays rare throughout, which is exactly the kind of overlap the edge cases section further down digs into properly.

The World-Building Demands of High Fantasy

High fantasy asks you to invent maps, histories, languages, and cultures from scratch. You can't lean on the reader's knowledge of Earth. Every detail has to be built and kept consistent, chapter after chapter, book after book if you're writing a series. This is the single biggest differentiator between the two subgenres, and it's also where most high fantasy manuscripts stall.

Expert tip: build a constrained magic system with clear costs and limits. A magic system where anything can happen with no consequence reads as convenience, not wonder, and readers notice the difference within a few chapters.

If you're still hunting for the spark that turns "I want to write a high fantasy novel" into an actual invented world, our guide to finding book ideas walks through practical ways to generate and stress-test a premise before you commit years to building an entire cosmology around it. And if the sheer scale of the invention starts to feel less like world-building and more like drowning, that's exactly the point where a professional ghostwriting service earns its keep, turning scattered lore notes, maps and half-finished chapters into a coherent, publishable manuscript.

High Fantasy Examples

The Lord of the Rings is the reference point every reader already recognises: a fully invented Middle-earth with its own maps, languages, histories and peoples, where the stakes are the fate of the entire world. It's the anchor example for a reason, but it's worth noting that high fantasy stretches well beyond a single trilogy. Long-running series built around invented magic schools, invented continents, and invented political systems- the kind where the first chapter opens with a map and a pronunciation guide- sit just as comfortably in the category, even when their stakes stay smaller for long stretches before widening out. Secondary worlds with their own religions, their own calendars and their own histories of war are the throughline, whether the tone leans mythic and grand or dry and political.

On screen, the same appetite for scale shows up in sprawling secondary-world adaptations and original fantasy films and series that build their own maps before the story even starts. If you're compiling a list of fantasy films to watch specifically for high fantasy inspiration, look for the ones that open with narration explaining a world you've never seen before rather than establishing a version of our own, because that opening move is usually the fastest tell.

What Is Low Fantasy? Definition, Features and Examples 

Low fantasy is set in the real world, or one closely resembling it, where magic intrudes on the mundane. The primary world is recognisable to the reader; the impossible event is the exception, not the norm. If your story opens in a city with a working Tube line and a character who discovers she can see ghosts, you're writing low fantasy, and the hard part isn't the ghosts. It's making the Tube line feel real enough that the ghosts land.

Key Characteristics of Low Fantasy

  • Setting: The real world, or one closely resembling it, with magic as an intrusion.

  • Magic: Rare, disruptive, and consequential; every impossible event is measured against a world the reader already believes in.

  • Stakes: Tends toward the personal and local, the fate of individuals or communities rather than entire worlds.

  • Characters: Ordinary people encountering the impossible, everyday protagonists rather than chosen ones.

  • Reader expectations: Recognition of the familiar world disrupted, grounded wonder rather than epic scale.

Read that list next to the high fantasy one above, and the mirroring is deliberate. Every trait on this side is the inverse of its counterpart, which is exactly why the setting decision you make on page one quietly determines almost everything else about how the book behaves, right down to how ordinary your protagonist is allowed to be.

Why Low Fantasy Is Not the Easy Option

There's a persistent myth that low fantasy is somehow lesser, or easier, than high fantasy.

The opposite is usually true.

Scarce magic has to land with the force of an intrusion, and every impossible event gets measured against a world the reader already believes in completely. Get the ordinary world wrong, even slightly, and the magic never earns its impact. Plenty of writers find this harder than building a saturated secondary world, where the rules of reality are entirely theirs to set from page one.

Low Fantasy Examples

Harry Potter and Percy Jackson are the anchor examples: both set in a recognisable version of our world where magic exists alongside the mundane, hidden in plain sight rather than woven through everything. Stories where a secret magical layer sits underneath an ordinary city, discovered by an otherwise unremarkable protagonist, belong to the same family: the intrusion is the point, and the mundane world has to be solid enough to make the discovery feel like a genuine rupture rather than a foregone conclusion.

Their film and television adaptations are also a reliable shortcut if you're trying to explain the subgenre to someone who reads more screen than page, which is worth knowing if you ever find yourself asked for fantasy films to watch as a quick primer on the form. Worth noting too: portal fantasy, a story that starts in our world and crosses into a fictional one, is also technically a low fantasy form, because the frame the reader starts in is ours, even once the plot moves somewhere else entirely.

High Fantasy vs Low Fantasy: 7 Key Differences at a Glance 

Here's the whole distinction in one table, for when you want the answer without the essay.

Dimension

High Fantasy

Low Fantasy

Setting

A fully invented secondary world with its own geography, history, and cultures

The real world, or one closely resembling it, where magic intrudes

Magic system

Woven throughout the world; often systematic with rules, costs, and limits

Rare, disruptive and intrusive; each impossible event carries consequence

Stakes

Often epic and world-ending; the fate of kingdoms or realms

Tends toward personal and local; the fate of individuals or communities

Character archetypes

Chosen ones, heirs to thrones, legendary heroes, ancient beings

Ordinary people encountering the impossible; everyday protagonists

Reader expectations

Immersion in a fully realised alternate world; wonder and scale

Recognition of the familiar world disrupted; grounded wonder

World-building demands

High: invented maps, histories, languages, cultures and magic systems

Moderate: convincing grounding of the ordinary world plus consistent magic rules

Primary craft challenge

Building a constrained magic system with clear costs and limits

Keeping magic rare and meaningful so it doesn't become mundane

How to Read the Table

Each row has a direct, practical implication for your daily drafting decisions. The "world-building demands" row tells you roughly how much upfront planning to budget before you write chapter one. The "primary craft challenge" row tells you where your revision energy is going to go, whether that's tightening the internal logic of a magic system or sharpening the mundane world until the first impossible event actually lands. Publishers and readers sort books this way too, which is part of why understanding the different types of books on the shelf matters as much for marketing your manuscript as it does for drafting it.

High Fantasy vs Low Fantasy Settings: Secondary Worlds vs Reality 

High Fantasy: Building a Secondary World from Scratch

High fantasy authors can't lean on the reader's existing knowledge of Earth. Every map, history, language, and culture has to be invented and kept consistent across the manuscript, and across every book that follows it if you're planning a series. This is the single most important differentiator between the two subgenres, and it's also the source of the overwhelm most high fantasy writers feel somewhere around chapter three, when they realise the currency system they invented in chapter one doesn't quite make sense yet.

Low Fantasy: Grounding the Ordinary World Convincingly

Low fantasy asks for the opposite skill. You have to ground the ordinary world so convincingly that when the magic finally arrives, it lands with force. The same goes for narrative perspective: choosing a third person limited point of view keeps readers close enough to one character's experience that the world-building details land with immediacy, whether you're writing high or low fantasy.  This is often harder than it sounds, because you can't hide behind invented rules the way a high fantasy author can. If the mundane details are wrong, a reader who lives in that world will notice immediately, and the spell breaks before the magic even shows up.

The World-Building Appetite Question

Your world-building appetite is one of the most practical, honest criteria for choosing a subgenre. High fantasy demands invented maps, histories, and cultures. Low fantasy demands a convincing ordinary world plus a tightly controlled set of magic rules. Neither is easier. They're different kinds of work, and your honest answer to "which of these do I actually want to spend a year doing" is often the fastest route to a decision.

A quick way to test your own appetite: if you find yourself sketching a map before you've written a single line of dialogue, that's a high fantasy instinct. If you find yourself people-watching on your commute and wondering what would happen if the person next to you turned out to be something other than human, that's a low fantasy instinct. Neither instinct is more serious than the other, and plenty of writers genuinely have both, which is usually a sign it's worth trying a short story in each subgenre before committing a full manuscript to one.

High vs Low Fantasy Magic Systems and Stakes Explained 

High Fantasy Magic: Woven Throughout the World

In high fantasy, magic is woven through the world itself. It's often systematic, with rules, costs, and limits that you, the author, establish and then have to respect for the rest of the book. The danger here is arbitrariness. If magic can do anything with no consequence, the world stops feeling believable, no matter how detailed the map is.

Low Fantasy Magic: Rare, Disruptive and Consequential

In low fantasy, magic is rare and disruptive. Every impossible event should carry weight and be measured against a world the reader already believes in. The danger runs the opposite direction from high fantasy's: if magic shows up too often, or too easily, it stops feeling magical and starts feeling mundane, and you've quietly written yourself into a different subgenre without meaning to.

Expert tip: keep low fantasy magic rare and disruptive. Every impossible event should carry consequence and be measured against a world the reader already believes in, not just dropped in for a cool moment.

Hard Magic vs Soft Magic

Alongside the high-versus-low question, it's worth knowing a second, related distinction: hard magic versus soft magic. Hard magic systems explain their rules to the reader clearly, including what magic costs and what it can't do, so the audience can predict how a character might solve a problem with it. Soft magic keeps its rules deliberately mysterious, using magic to create wonder or dread rather than solvable puzzles.

High fantasy leans toward hard magic more often, simply because a whole invented world benefits from consistent internal logic. Low fantasy leans toward soft magic more often, because mystery reinforces the sense of intrusion; a fully explained, rule-bound magic system can start to feel less like a disruption and more like a second, parallel world sitting under the first one. Neither pairing is a rule. Plenty of high fantasy runs on soft, mythic magic, and plenty of low fantasy runs on a tightly defined system. But knowing which combination you're reaching for helps you decide how much explaining your magic actually needs on the page.

Stakes: Epic vs Personal

Stakes tend to shift with the subgenre. High fantasy often leans toward world-ending, epic stakes. Low fantasy tends toward personal, local stakes: the fate of one family, one street, one relationship. This isn't a hard rule, but it's a strong tendency, and it shapes reader expectations from page one. Deciding your stakes early prevents a mismatch between your setting and your story's actual scale, which is worth thinking through alongside the turning point in your story, since the moment your stakes shift from personal to catastrophic (or vice versa) is often the same moment your plot pivots.

High Fantasy vs Low Fantasy in Films and Television 

If the setting-first definition still feels abstract on the page, screen adaptations tend to make it click faster, because you can see the world-building budget on screen. High fantasy films and shows spend their opening act establishing a world you've never seen before: an invented map, an invented history, sometimes an invented language with its own subtitles. Everything from the costuming to the architecture has been designed from nothing, because there's no real-world reference the production can lean on.

Low fantasy adaptations do the opposite. They spend their opening act establishing our world, recognisably, often deliberately mundane, precisely so the first magical moment lands as a disruption rather than business as usual. A train platform that looks ordinary until it isn't. A flat above a shop that looks unremarkable until a god walks into it. The production design is doing the same job the prose does: building enough belief in the ordinary that the extraordinary has something to push against.

This is a genuinely useful test if you're stuck placing your own story idea. Picture the opening scene of your book as a film. If that opening scene needs a map, a glossary or a pronunciation guide to make sense, you're almost certainly writing high fantasy. If it needs none of that, and the location could exist on a real street with a real postcode, you're almost certainly writing low fantasy, however strange things get from chapter two onward.

Expert tip: when in doubt, picture the trailer for your book. If the voiceover has to explain a world before it can explain a plot, that's a high fantasy trailer. If the voiceover can open on a recognisable street before anything strange happens, that's a low fantasy trailer.

Famous Fantasy Stories That Blur the High and Low Divide 

A Song of Ice and Fire, and its television adaptation, is the most useful debated example in the whole genre conversation. It's set in a secondary world, which sounds like straightforward high fantasy, but its magic is rare for most of the story, and its stakes are frequently personal and political rather than cosmic, which is exactly why some readers and critics call it "epic low fantasy" instead.

Grimdark secondary-world stories built around morally grey mercenaries and political scheming sit in similar territory: invented continents and invented history, but magic kept scarce and stakes kept close to individual survival rather than cosmic destiny, at least until the later books widen the lens. The labels are debated in cases like these, and that's worth acknowledging openly rather than pretending the genre has neat, universally agreed edges. It doesn't, and pretending otherwise is more likely to confuse you than help you.

High Fantasy vs Low Fantasy Grey Areas Explained 

Portal Fantasy: The Most Common Grey Zone

Portal fantasy causes more mislabelling than any other edge case. If your story starts in our world and crosses into a fictional one, you're writing portal fantasy, a low fantasy form, even if most of the page count happens somewhere invented. The frame is the real world, and that's what determines the label, not where the majority of the plot unfolds.

Secondary-World Low Fantasy

The other grey zone runs in the opposite direction: a story set entirely in an invented world where magic is rare, and the stakes stay personal. A Song of Ice and Fire is the classic example again. This is where the setting-first definition genuinely strains, and where the labels become properly contested rather than just inconsistently used.

Picture it as a spectrum rather than two boxes. Pure high fantasy sits at one end: fully invented world, saturated magic, epic stakes. Pure low fantasy sits at the other: our world, rare magic, personal stakes. Portal fantasy sits close to the low fantasy end, because it's framed by our world even when it spends chapters somewhere else. Secondary-world low fantasy sits close to the high fantasy end, because it's set in an invented world even though its magic and stakes behave like low fantasy's. Most published fantasy sits somewhere along that line rather than at either extreme, which is exactly why the "high or low" question feels harder than it should.

Two more labels get tangled up in the high-versus-low conversation, and it's worth separating them out. Grimdark describes a tone, not a setting: morally grey characters, brutal consequences, a refusal to romanticise violence or power. It can attach to either subgenre. A grimdark story can be set in a fully invented secondary world with epic stakes, or it can be a grounded, low-magic story about survival in a version of our own history. Sword and sorcery is closer to a structural label: smaller-scale adventure, usually one or two protagonists rather than an ensemble, magic present but rarely the main event. It tends to overlap with high fantasy's secondary-world setting while keeping the personal-stakes feel more associated with low fantasy, which is exactly the kind of overlap that makes rigid genre boxes less useful than the setting-first rule.

The takeaway isn't that you need to master every adjacent label before you can write your book. It's that tone and structure labels like grimdark and sword and sorcery answer a different question from high-versus-low. You can, and often should, use both: "grimdark high fantasy" or "low fantasy urban thriller" both tell a reader considerably more than either label alone.

Nearby Genres: Magical Realism, Urban Fantasy and Portal Fantasy

Readers often struggle to tell low fantasy apart from its neighbours. Magical realism treats the impossible as mundane and unremarkable, part of the fabric of daily life rather than a disruption to it, while low fantasy treats the impossible as an intrusion the characters have to react to. Urban fantasy is best understood as a subset of low fantasy set specifically in a city. Portal fantasy, as covered above, is a low fantasy form that crosses into a fictional world. Getting comfortable with these boundaries is worth the effort if you're browsing different literary genres trying to work out exactly where your manuscript sits, because querying agents and cataloguing retailers both expect precision here.

The quickest gut check across all three: ask whether the characters themselves are surprised by the impossible event. In magical realism, they're usually not, because the impossible has always just been part of how their world works. In low fantasy and urban fantasy, they are, because the whole point is that something has broken the rules they thought they understood.

Why the Labels Are Contested

The labels stay contested because sources disagree on whether the real distinction is about setting, the amount of magic on the page, or the scale of the stakes. Genre boundaries in fantasy have always been blurry at the edges, and plenty of well-loved books sit in the overlap rather than cleanly in one camp. Acknowledging that openly is more useful to you as a writer than pretending there's a single, tidy rulebook, because the setting-first definition is the most reliable working rule precisely because it holds up even in the edge cases, not because every source agrees on every detail.

How to Choose Between High Fantasy and Low Fantasy 

You've got the definitions. You've seen the edge cases. Now it's time to actually place your own story, which is usually the part writers arrive at this article wanting most.

The Decision Checklist

Work through these five questions honestly, in order, and you'll land on an answer faster than any amount of further reading will get you.

1. Setting: Does your story take place in a fully invented world, or in our world, or one closely resembling it?

  • Fully invented world → lean high fantasy.

  • Our world, recognisably → lean low fantasy.

2. Magic: Is magic woven throughout the world as a normal part of how it works, or is it a rare intrusion into an otherwise ordinary setting?

  • Woven throughout → high fantasy.

  • Rare intrusion → low fantasy.

3. Stakes: Are the stakes world-ending and epic, or personal and local?

  • World-ending → high fantasy territory.

  • Personal and local → low fantasy territory.

4. World-building appetite: Do you want to spend the next year inventing maps, histories, and cultures, or would you rather ground the ordinary world until it holds real weight?

  • Inventing from scratch → high fantasy will reward you.

  • Grounding the familiar → low fantasy is the better fit.

5. Marketing category: How do you want readers and retailers to actually find your finished book on a shelf or in a search bar?

If your answers split across the two columns, you're probably in the blended middle, and that's a legitimate place to be, not a failure to commit.

Here's what that looks like worked through on a real premise. Say your idea is: a woman inherits her grandmother's flat and finds a door in the airing cupboard that opens onto a marsh that shouldn't exist. Setting: starts in our world, recognisably. Magic: a single rare intrusion, not woven through daily life. Stakes: personal, tied to one family and one inheritance, at least at first. World-building appetite: you'll need to invent the marsh and whatever lives there, but you don't need an invented currency, calendar, or political system to make the flat and the street around it feel real. Run those four answers together, and you land on low fantasy with a portal element, which also tells you something concrete: the flat has to feel more real than the marsh does, not less, or the whole premise collapses the moment the door opens.

Desired Stakes: Epic or Personal?

Expert tip: decide your stakes early. High fantasy often leans toward world-ending, epic stakes, while low fantasy tends toward personal, local ones. If your story is intimate and character-driven at its core, low fantasy may fit it far better than the label "high fantasy" first suggested to you.

Marketing Category: How Will Readers Find Your Book?

Label accurately, because readers and retailers both use these terms to find books that match what they're in the mood for. A mislabelled portal fantasy confuses your audience and buries the book in the wrong category before a single reader has even opened chapter one. Genre signalling starts before the reader opens the book at all: it starts with the cover. A book cover design that reads as epic and painterly signals high fantasy at a glance, while a cover that leans contemporary and grounded signals low fantasy just as fast, and getting that mismatched is one of the quieter ways a good manuscript underperforms on release.

The Blended Middle: What If Your Story Sits Between?

If your story sits between the two, a portal fantasy, or a secondary-world low fantasy, you're in the blended middle, and that's genuinely fine. The labels are tools, not cages. Choose the label that best matches your setting and your marketing category, and then be consistent about it across your manuscript, your query letters, and your back-cover copy.

High Fantasy vs Low Fantasy: Common Myths and Writing Mistakes 

Myth: Low Fantasy Is Lesser or Easier

Worth repeating one more time, because the myth is persistent: low fantasy is not the easy option. Scarce magic has to land with the force of an intrusion, which plenty of writers find genuinely harder than building a saturated secondary world where the rules of reality are entirely theirs to invent.

Pitfall: Over-Saturating Low Fantasy With Magic

The most common low fantasy mistake is letting magic show up too often, or too easily, until it stops feeling magical at all. Every impossible event should carry consequence and be measured against a world the reader already believes in. If your manuscript is starting to feel like the intrusions are piling up without cost, that's usually a sign a professional book editing pass would catch it before a reader does, because an outside eye tends to notice pacing and consistency issues a writer who's inside the manuscript has stopped seeing.

Pitfall: Under-Building High Fantasy Worlds

The most common high fantasy mistake runs the other way: under-building the world. Magic with no costs or limits, invented cultures with no real history behind them, maps with no coherent geography. A constrained magic system with clear costs and limits is what keeps the whole thing believable, chapter after chapter. A useful test is to ask why a character doesn't simply use magic to solve every problem in the book. If you don't have a confident, specific answer, the system probably needs more constraint before you draft much further.

Pitfall: Mislabelling Portal Fantasy

If your story starts in our world and crosses into a fictional one, you're writing portal fantasy, a low fantasy form, whatever the invented world on the other side of the door looks like. Getting this labelled correctly matters, because a mislabelled portal fantasy confuses your audience before they've even started reading.

Pitfall: Choosing Without Reading Widely

Read widely in both subgenres before you commit. Study how each one handles magic, stakes, and setting, so your choice is informed rather than accidental. And before any of that reading translates into your own draft, it's worth clearing out the small stuff too- the kind of common grammar mistakes that quietly undermine an otherwise confident manuscript, regardless of which subgenre you've chosen.

How to Take Your Fantasy Novel From First Draft to Publication 

Choosing your subgenre is the first decision. Everything after that- editing, formatting, cover design, and getting the finished book in front of readers- is where Northern Star Press comes in.

The editorial needs of the two subgenres genuinely differ, too. A high fantasy manuscript usually needs consistency checking across an invented world, tracking whether the magic system, the geography, and the political history hold together from chapter one to the final page. A low fantasy manuscript usually needs the opposite kind of scrutiny: making sure the ordinary world is airtight enough that readers who live somewhere similar don't get pulled out of the story before the magic even arrives.

If the invented history behind your high fantasy world (or the careful real-world grounding behind your low fantasy one) has grown into a full manuscript, our book publishing service can take it from finished draft to published book without you having to learn an entirely new industry from scratch. A cover that signals your subgenre correctly matters as much as the words inside it, which is where our book cover design service comes in, built specifically to match your genre's visual language rather than a generic template.

High fantasy manuscripts in particular often carry extras, invented maps, glossaries, family trees, that need careful handling so they render properly across formats, and that's exactly what our book formatting services are built for. Once the manuscript and cover are ready, our UK proofreading service catches the line-level errors that slip past even the most careful self-edit, in either subgenre. From there, print on demand means you're not sitting on a garage full of unsold stock while you find your readers, and an audiobook production opens your world, invented or grounded, to readers who'd rather listen than read. And when it's time to market the finished book, a well-made book trailer is often the fastest way to show a browsing reader exactly which subgenre they're about to fall into, before they've read a single page.

Conclusion

The setting-first definition holds up better than any other rule of thumb: high fantasy lives in a fully invented secondary world, while low fantasy is set in our real world, or one closely resembling it, where magic intrudes. Everything else- the magic system, the stakes, the cast- follows from that one choice.

The labels are tools, not cages, and the decision checklist above is the fastest way to place your own story honestly. Use it on your current manuscript. Read widely in both subgenres before you commit to a direction. And when the book is finished, label it accurately, because readers and retailers both use these terms to find exactly the kind of story you've written.

If your story sits in the blended middle, choose the label that best matches your setting and your marketing category, and be consistent about it from your query letter to your back cover. Neither subgenre is the safe choice or the impressive one. Each simply asks something different of you as a writer, and the version of the story you actually want to spend the next year building is usually the right answer, whatever the label ends up being. Northern Star Press is here for everything that comes after that decision, from first edit to finished book.