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Category: Setting

Worldbuilding you can live in…

Posted in Dustings of Blue, Fantasy, Research, Setting, and The Affinities of Magic

One of the foundational elements of a Science-Fiction or a Fantasy story is its setting. All stories have settings, but a contemporary novel can get away with skimming over things its readers already understand from their daily lives in a way than a lot of SFF can't.

If you don't describe the space ship and its limitations, you can't picture the characters in that environment. If you don't ground the Hero-with-a-Mission™ in a particular place and time and culture, you can't move him around in a realistic way that lets your readers identify with him.

The picture above is the background full cover for Structures of Earth, the first book in my new series The Affinities of Magic. [Reminder — I am finishing the first three books before releasing the first one, and I'm in the middle of book 3, Dustings of Blue, now…]

Most Fantasy authors feature their characters on their covers, and I am no exception. But just this once, for the first book of what I expect to be a long series, I wanted to feature the setting: a wizard guild hall that has fallen on very hard times, in a backwater of the capitol city of an empire that is just beginning to feel the impact of its Industrial Revolution. The hero will become one of the movers & shakers of an Industrial Revolution of Magic.

So far, so good. I certainly understood the real British Industrial revolution well enough as a model for a lot of what I had in mind, so I poured out the first two books with satisfying stories that worked for me. This was followed by a pause for life events (all better now), and then I started to put the third book together, eager to begin releases. And then I realized… my understanding of the Industrial Revolution was clear enough, but my understanding of living through it — dealing with urban life, transportation, servants, architecture, etc., was somewhat… inadequate for my purpose in my built-world.

Living in imaginary worlds

Posted in A Writer's Desk, and Setting

It's not enough, when writing about an historical or fictional world, to just imagine the physical differences (oil lamps, horses) or cultural differences (harems, rites of passage), and then explore how those differences play out in a character's life. It's the intellectual differences, the things that create the equivalence of “future shock”, that I find particularly compelling.

This cartoon resonated with me because I so clearly remember my (irrational but visceral) outrage when I first encountered the history of the OED (Oxford English Dictionary), which began life as a series of handwritten or typed scraps of paper shoved into pigeonholes in a repurposed greenhouse. This, for a dictionary containing hundreds of thousands of entries and citations. I suddenly flashed on an image of the labor involved in the simple clerical creation and moving about of all that data in the absence of computers.

Somehow, the thousands of man hours to build the pyramids or dig a canal was something I took for granted, something I couldn't really envisage doing myself, so I have a certain distance from it. But I'm a computer-native, and I felt, to my fingertips, what the labor would have been to wrangle all the data for the OED over multiple lifetimes. That was something that hit home to me.

Make things like that resonate with your characters. Make your readers feel that.

How espousing a cause can cripple a novel

Posted in Characters, Science Fiction, and Setting

Ann Leckie's award-winning trilogy (2014-2015) (Ancillary Justice, Ancillary Sword, Ancillary Mercy) are well-written and interesting classic Science Fiction.

With one caveat — she is so concerned about making a modern cultural point (“what if there were no real differences between men and women”) that she undermines one of the tropes of her world.

While I don't agree with her premise (“what if there were no differences…”), I don't object to her use of it — these sorts of “what-ifs” have always been part of SFF. But let's look at how she instantiates it.

To begin with, the primary language uses only an ungendered pronoun, so everyone is referred to as “her”. This may seem, um, “brave and stunning”, but actually English is already headed there with the use of “they” as a genderless singular (e.g., “If anyone comes early, give them a drink.”) So, while the gimmick is a bit irritating, it doesn't really matter.

Here's what matters…

Contemporary novels from the past

Posted in Setting

The novel is an excellent way of absorbing the feel of another culture, whether from another place or from another time. We read many an historical novel set in a past distant from the author (Walter Scott, Dumas, etc.) with great pleasure, without thinking too much about the author's subtle translation for us from the usages of his chosen period for our modern interpretation (and when that author is himself at some distance in time or place from us, this takes on almost a meta flavor).

I myself am very fond of the ancient versions of this — Homer and the much older Trojan War, the monk who transcribed Beowulf, the Icelandic sagas. Still, I don't lose sight of the fact that the forms in which these things survive are written down long after the actual events or invention and, if not explicitly interpreted for the envisioned audience, are nonetheless necessarily viewed through the assumptions of those who have preserved them or retold them.

Writers of adult contemporary fiction? Well, not so much. Unless they are set in an exotic location or exotic demographic, they expect their audience to understand the culture that they share with the author. And, so, they often waste no breath on explaining the things that everyone knows. They just get on with the story.

Still, time does pass, and the settings of such books do grow distant and unknown from their latest readers. Part of the appeal of these works for modern readers lies in their matter-of-fact portrayal of a different time in the ancestry of the current culture.

The picture above shows a camping trip in 1920. There was quite a fashion for these in the early years of the family automobile. Farmers from the mid-West could now take their families safely and conveniently on a multi-week vacation, participating in one of the luxuries that was previously unaffordable for them, educating the mind by seeing other places, and glorying in the exercise and fresh air that are everyone's right.

How do I, specifically, know this? Why, I read about it, in Gene Stratton-Porter's 1925 novel: The Keeper of the Bees.

Every story needs its own world

Posted in Artwork, Fantasy, Science Fiction, Setting, Structures of Earth, and The Affinities of Magic

Every story needs its own world and, if you're writing fantasy or scifi, that world has to be built.

I started Structures of Earth not quite two years ago, then put it on pause to write the Chained Adept series first (see background). At the time, I had a vivid image of the river town where the action was happening — the capital city for the country in which the story is set, rather the way London functions for England.

But where was that country, and what place in what world did it occupy?

One thing I learned from The Chained Adept — it's fun (and not too hard) to build a world map for a series and much better to do it at the start rather than to try and retrofit one after most of the story is done. That way, the “real world” constraints can ground the story and drive some of the plot logistics issues.

The world of The Affinities of Magic is a new world, and it needs its own maps. I took Fractal Terrains 3 out for a spin last night and started seeding the world settings until I found one I liked.

The world of The Affinities of Magic

Here's what that globe looks like if you unroll it, with a pointer showing where my temperate northern hemisphere initial city is located. (I haven't designated any national/imperial boundaries yet.)

One thing is already clear — there will be large differences between the cultures on the inner sea and those with access by water to the rest of the world. That inner sea may be 4200 miles wide, but it's still a restricted body of water, warm equatorial water, and the ecosystem in and around it will be unique.

See? That's something I didn't know before I generated this map. Hadn't even thought about it.

Maps are your friend

Posted in Artwork, Mistress of Animals, Plot, Setting, and The Chained Adept

One hemisphere of the world of the Chained Adept
One hemisphere of the world of the Chained Adept

There's nothing like a good map to keep you honest as you tell your story.

When you want to know if someone can ride from point A to B in one long day, without being mounted on SuperHorse™, then you need to know how close those two points are, and how much terrain a horse can cover in a day.

If you want to create a caravan that will make a regular circuit of more than a thousand miles of territory, better work on your mileage-per-day/days-per-market/days-lost-to-maintenance tables. Not to mention your fodder/grain/grazing capacities on the route vs the needs of the freight-carrying animals.

National or sub-national boundaries typically feature mountains or water hazards, not arbitrary straight lines (the mid-Western and Mountain states of the United States not withstanding).

Now, most of us use scraps of paper with just the bare minimum of information and illegible commentary, but I am cursed with the desire for reusability and just enough computer obsessiveness to want to make a “real” map, with real landscapes, for my fantasy series.

Besides, I can't draw worth a damn anyway, so it might as well be computer-generated.

Building the world of The Chained Adept – Part 1: Maps

Posted in Fantasy, Science Fiction, Setting, and The Chained Adept

Writers of fantasy and science fiction books have special needs. Not only do we have characters to create from scratch, like every novelist, but we have entire worlds to build — not just the verisimilitude of the historical past, but entire planets, spacecraft, or fantastic realms. Our desks are littered with bad sketches of landscapes, terrible character portraits, and far too many scraps of idiosyncratic cosmogenesis.

You know who else has these problems? Dungeon masters.

Old school dungeon design software
“Old school” dungeon design software

The world of Dungeons & Dragons and subsequent games created a need for game masters, those referees who control the world of their game for their players, to make maps, create character cards, and so forth. Not surprisingly, there's an ecosystem of software to support this.

A couple of months ago, I invested in most of the software modules from ProFantasy and started playing around. I needed to design a complete secondary world for a new series, The Chained Adept, and it wasn't going to be modeled on Earth at the geology level (although I planned to keep the flora & fauna so that the readers wouldn't need to master an entire ecosystem of vocabulary).

I started by designing a planet, using Fractal Terrains 3. By providing a handful of parameters and tinkering with the results, you can create an infinite number of alien planets.

The World of the Chained Adept
The world of The Chained Adept

Breaking the logjam

Posted in Characters, Setting, Structures of Earth, and The Affinities of Magic

LogjamMen
Sometimes I'm asked, “How do you come up with these invented worlds so you can write about them?”

I don't think that's the right question. I think the real question should be, “How do you make these invented worlds seem real?”

I'm working on Structures of Earth, the first book in the series The Affinities of Magic. I plan to write several books in this series, and I'm approaching the first book as the foundation story, the prequel to the long string of stories to follow. I have a plot and a team of characters, and a good bit of the book written, but for the last while my brain has been raising alarms, saying “Stop. Something's wrong.”