Saturday Setups – Global Mapping: Terrain Features Pt. 2

Introduction

As a quick announcement, the worldbuilding posts will be moving to Saturdays to be a part of the blog section Saturday Setup, which will deal with different aspects of setting up your story world. The posts will, for now, be up every other week, just as they have been so far. With that out of the way, let’s get started!

Last time we took a look at global mapping, we looked at some of the main terrain features of a map. If you haven’t read Saturday Setups Global Mapping – Terrain Features Pt. 1, you should start there since the features you lay down based on that post will affect what ends up happening here. If you’ve already read it, you should be well on your way to creating a working map for your world, and you’re ready for this step.

With your mountains, rivers, and forests in place, it’s time to consider the last part of your terrain. What type of land are you working with? Tundra, foothills, deserts, or rainforests?

Deciding What Terrain Should Be Placed Where

When considering an area of land, one of the more important decisions is what kind of terrain it will be. Should it be a desert wasteland, a swamp, or a sunny lakeside oasis? Much of this will depend on the land features you already placed. If you have a mountain range nearby, the terrain right below the mountain range is considerably more likely to be hilly than it is to be a flat grassland or frozen tundra.

So, how do you decide what terrain goes where? Let’s take a look at the main kinds of terrains and where they’re most likely to occur. Then, you can put these principles into practice and start marking them in on your map. In the resources section, there will be some links to map-making sites to give you ideas for how to mark different types of terrain as you work.

Deserts

Typically, deserts are areas of terrain without much vegetation due to a lack of water. However, they can also form due to salt poisoning or exhaustion of the soil. They can be sandy or stretches of hard-baked ground, bare rock, or even snow.

Deserts are often located on the equator line because, on an Earth-like planet, the flow of warm and cool air causes the dry, arid climate conducive to a desert that’s incredibly hot. These are the subtropical deserts. For frozen deserts, they’re more often located near the poles or in areas of extreme cold (Siberia in Russia is one example of this on Earth).

There’s another factor in the creation of deserts. Mountains. Those ranges of peaks you placed? Yes, those have an impact on where your deserts may be located. While the air pressure caused by warm and cool air at the equator is one cause for those massive stretches of barren wasteland, mountains are another common cause.

But not every mountain range has a desert on one side of it, so how do you decide if yours should? This has to do with the moisture available in the air and the wind flow. Deserts formed by mountains occur due to the flow of wind over the mountains. As air flows up over the peaks, it leaves much of the moisture in it on the mountain peaks in the form of snow.

This leaves the air coming down from the mountain with much less moisture than it initially had, so as it moves further inland from the mountain range, it can end up creating deserts. This is considered the rain shadow of the mountain. If you choose to create this sort of mountain (and it’s likely you’ll have at least a few), keep in mind that it should always be on leeward side of the mountain.

The third kind of desert is a coastal desert. This one is formed when cold ocean currents contact the warmer air to create a dense layer of fog. These deserts may not get any rain, but they’re usually still wet because of the fog that has caused them to be unable to grow vegetation.

Finally, you have interior deserts. These occur far inland in places where moisture-laden wind simply can’t reach. This kind of desert may also lay in a rain shadow in part or whole. The Gobi desert in Asia is one example of an interior desert. It’s hundreds of kilometers from the sea, making it too far away to gain a moisture-laden wind. The Gobi desert is also in the rain shadow of the Himalayas.

Plains

Plains are flat ranges of land that can be grassland, forest, desert, or tundra. There are also flood plains and volcanic plains. I’ve already covered deserts above, and tundra is just frozen expanses of land that could also classify as polar deserts depending on the vegetation level. (Surprisingly, tundra can support a variety of mosses and small shrubs.) However, let’s take a look at the grassland, forested, flood, and volcanic plains.

To begin, let’s look at the most common type seen on Earth. Grassland plains. These plains are identified by the main type of vegetation: grass. Depending on the region and climate, grassland plains can go by a few different names. For instance, the temperate plains in the US are considered just grassland or prairie. These have warm summers and cold winters. But the temperate plains in Asia are considered steppes, since they don’t receive enough rain to grow any tall trees or bushes. Lastly, the subtropic plains in Africa or other regions are called savannas because they’re warm and have scattered trees.

The second type of plain is the forested plain. These ones can occur in many places but are characterized by their variety of trees, shrubs, and vegetation.

Rivers create the third type of plain. Floodplains occur when a river overflows its banks and begins depositing nutrient-rich soil as it does. If the river floods often enough, the sediment can build up to create a floodplain. The Nile River is one notable example of this.

Volcanic plains, the last kind of plain I’ll discuss here, occur because lava has shoved its way up from underground to flow out over the land. This creates land that’s darker than the rest of the land around it, due to the basalt, a mineral found in lava that breaks down into the earth. The soil can be very nutrient-rich and is capable of sustaining vegetation.

Marshes and Swamps

Marshes are wetlands formed on the edges of bodies of water like rivers or lakes. They often help to transition from aquatic to land life. Generally, marshes can grow reeds, low-lying bushes, rushes, and grasses. They’re divided into three categories based on salinity. Salt marshes are the only marshes that are usually only located at mid-to-high altitudes. The other two types are freshwater marshes and tidal marshes, which are affected by the tides.

Swamps, on the other hand, are regions with a mixture of shallow bodies of water and land masses. They move slowly and sustain plenty of bugs and leeches. Many other animals also call the swamp home, and the vegetation that grows there varies widely. Generally, swamps are dangerous areas that should be admired from a distance. Not only are there many dangerous animals, but swamps also contain quicksand or similar features that lead to drowning. Swamps are also considered wetlands and may also be called bogs or, in some cases, salt marshes.

Conclusion

Using this as a guide, you should be able to map out most of the main features needed for your world. Of course, there will always be more you can learn about different types of terrain, but this should be enough to give you a good start. The other features are often found within these main biomes or terrains, making it simple to add them later on the map or on a localized map.

Further Reading

Photoshop Map Tutorial (A good place to start learning to map digitally if you enjoy digital art.)

Mapping trees (Helpful for marking out those wooded plains.)

Fantastic Maps Tutorials (A bunch of random map-making tutorials to help you get started.)

Examples of Map Symbols

Saturday Setups – GLobal Mapping: Terrain Features Pt. 1

Introduction to Terrains

Hey, everyone! I’m back this week with a post on world-building. Today’s post is the first to delve into the global side of mapping, and we’re looking at terrain considerations first. Terrain affects a lot of your world-building. After all, if your characters are living in a desert, their lifestyle will be far different from a character living in the jungle.

Not only that, the distance between various points and the terrain lying between those points will greatly affect things like travel time and how characters choose to travel. What you do with the terrain determines whether it’s easy to find water or difficult to find much needed resources.

With the importance of terrain established, let’s take a look at some of the things you need to put onto your map and work through. Keep in mind as you think about all this that the map you’re building doesn’t have to end up in the front of your novel. It doesn’t even have to be pretty. It just has to be functional so that you can use it for your own reference.

So, on that note, let’s get started.

Mountains

There are plenty of places you could start with mapping, but I recommend you start with your mountains. These majestic features will form the backbone of your world. Where they are placed will determine a great deal about the kind of land (lush and green or barren and sandy), the places where certain kinds of plants and trees can grow, and what types of animals will be found where.

Without being too technical, air flow is changed a great deal when it runs into mountain ranges, and that air current affects everything around it. It even affects how often it rains and how much rainfall an area might get, particularly if the land is close to the mountain range.

So place these first. You can worry about coastlines, forests, and cities later. Those are all important, but not this important.

As you’re placing those mountains, here are a few guidelines you should keep in mind.

First of all, mountain ranges occur mostly where tectonic plates have crashed into each other because land masses were closer than they should’ve been. Some of the mountains in these ranges may be volcanic, but you can have entire mountain ranges with no volcanic activity.

On the other hand, if you have single mountains with no ranges around them, they’re almost guaranteed to be volcanic. This means you shouldn’t place single mountains all over the place. The volcanic activity will have a big affect on everything around it, as you can imagine. Place these types of mountains carefully and with an awareness of what it does to the surrounding terrain and natural habitat.

Using these guidelines, you can end up with chains, ridges, long plateaus, and even circles of mountains.

Wherever there are mountain ranges, there should also be foothills and rugged terrain from where the ranges were worn down and weathered. Make sure you include these in your map for any planning in the later stages. It will change how cities and civilizations in those areas are built.

The last major thing you should consider is the extension of mountain ranges past the places where the coastlines may end up. Mountain ranges often form little islands or peninsulas, so this adds a more realistic feel to your fantasy world. You can use this and sprinkle those features here and there on the coastlines to help add to the believability of the world’s terrain.

Coastlines

The second place to fill in is your coastline. Before you can start mapping out major locations and country borders, you have to know how much space you’re working with. Drawing in the coastlines will help you to do this and will give you a framework to work within.

While working on this step, you should also decide the mileage on your map. In other words, decide how much space your world covers. This will help when you’re working on the global borders between countries, filling in the major cities, and even mapping those cities out on a more localized scale.

As a general rule of them, coastlines are fractal in nature when viewed from a distance. The continents are formed through the sorting of rock and soil by the plate tectonics. The heavier materials are on the bottom and the lighter on the top, which gives the coastlines the fractal appearance you see when looking at the contours of both the coast of a small territory and the coast of an entire continent.

However, there are things that can mess this up. Regions won’t look the same zoomed in or far away when you start including tidal flats or beaches, river deltas, mountains and glaciers (or a combination of the two), flat regions that include shifting barrier islands, or continents that haven’t had sea-level ice in a long time. To better understand how to map these features, if you want to include them in your world, you should study maps of these features on Earth. Understanding what it looks like in the real world and why it works the way it does will help you to develop a system that works for your own world.

However you end up choosing to shape your continents, make sure that the coastlines are–as a general rule of thumb–rough and ragged. They shouldn’t be smooth and pristine because that isn’t true to geographical features or to science. Fantasy may break rules, but even a fantasy world has some sort of plate movement and continental shaping that will be somewhat like ours.

Rivers

Rivers are next up. This is going to play a large part in defining the climate of your world. Plus, water sources are a must for life, and with your mountains and coastlines in place, you’re ready to start placing those rivers where civilizations often spring up.

This might be one of the simpler steps on your map since rivers follow some fairly simple, straightforward rules. And they don’t deviate from these rules unless you get a ton of magic involved. So, here are the rules you need to follow for your rivers:

  1. Rivers flow along the easiest path of least resistance: high elevation to low elevation. Never the other way around.
  2. As your rivers travel toward the coastlines, they will merge. They will never separate.
  3. Rivers going across flat land may change course by creating ever-wider loops. Eventually, however, the loops will pinch off and straighten the river back out.
  4. Rivers in mountainous regions may change course due to blockages or changes in elevation. But they will always find the path of least resistance and follow that.
  5. Rivers provide life to small towns and beginning cities. Wherever you have a river mouth, you’ll probably have some sort of civilization. So, if you know you want a city in a specific location, make sure there’s a fair-sized river close by.
  6. Lakes should only have one river flowing out of it toward the sea, never two. There’s only one lowest point, and that’s where the water will flow. The river may split off later, but it won’t with the lake.
  7. Deltas form when a river carrying sediment hits: a body of water (ie: lakes, oceans, reservoirs), another river that cannot carry away enough of the sediment quickly enough to stop buildup, or inland regions where water can spread out and deposit sediments. Keep in mind that the tidal currents can’t be too strong, or they’ll wash away the sediment.

Finally, the source of the river is important. Most rivers start in a mountain region somewhere since mountains catch a lot of water. However, they may also begin at lakes or in marshy regions. Some may also be fed by heavy rainfall for part of the year and be completely dry for the other part. The key is that wherever the source may be, the river won’t empty into the source as well. It will start at one point and end somewhere completely different.

Lakes

This section is fairly simple as well. Lakes usually form because rivers hit a basin of some sort or were dammed up by something. They may also form as a result of water collection in craters left by meteor impacts, but these sorts of lakes are fairly rare. The largest lakes usually occur because pieces of a continent pulled apart or glaciers carved them.

In cold, rocky regions, there are often many small lakes connected by rivers because the water is unable to carve through the ground and must simply filter from one pool to the next. This causes a tangle of rivers and streams connecting all the little lakes.

In hot and dry regions, you shouldn’t be including any significant lakes unless there’s a large river to feed them. Instead, you’re more likely to end up with salt flats or tiny lakes at the bottom of a dry basin. The lakes are likely to be very salty since they can’t drain off into the ocean. If you do have the river to feed it, the lakes are highly likely to overflow their shores and cause a larger drainage area, so keep that in mind when drawing your rivers in desert regions.

Lakes also shift their boundaries, but when they do so, it’s much more cataclysmic. If they fill or drain too much, they can destroy entire civilizations, so if they shift their boundaries, be ready to include the catastrophes it caused in your world’s history. The historical trauma is fairly common in the earlier stages of a world’s history, but as things stabilize, it becomes less common on a level that would be civilization-shattering.

Forests

The last thing we’ll cover in this post is forest placement. In a following post, I’ll discuss how you can determine where to place hot and dry regions, deserts, swamps, and hilly regions. But for now, this is a lot of information to digest, so I’ll stick to the prominent land features that you need to have a basic map.

That said, what do you need to consider for forests? First of all, forests usually spring up in areas with a temperate climate and ample rain. This means you could have massive forests covering large portions of your map so long as the climate isn’t too cold or dry. You won’t, therefore, see forests in prairie land or areas with a sub-arctic type of climate.

What kinds of trees are growing in your forest depends largely on the region. On Earth, mountains can house fir trees, pine, cedar, oak, dogwood, and a variety of other trees depending on what section of the mountain is being examined and the area the mountain is located.

Of course, on a fantasy world, there are likely species of trees that don’t exist on Earth, so the main goal with those species of trees would be to make sure they have features that will allow them to survive in the climate you’re placing them in. This means you’ll need to do some research on the types of trees and the features that make them suited for one climate or another.

Conclusion

Okay, that’s it for this post! There are a lot of considerations to think about when mapping out your world. As you work, don’t worry about being perfect. The map will be messy. And since it isn’t meant for anyone else’s reference, it doesn’t need to be pretty. If the map is pretty, it will only make it harder for you to trash it and try something different if you aren’t satisfied with it.

So, experiment and feel free to be loose, messy, and spontaneous. Try to be realistic about where you place things, but feel free to try different things, make different layouts, and change things up until you find something that you’re truly satisfied with.

Next time I post about world-building, we’ll take a look at global mapping and some other important aspects of terrain. We’ll also briefly go over the placement of cities and civilizations since you’ll likely want to show the more important locations on your map for your reference. However, I’ll leave the details of mapping the cities themselves for the section on local-scale mapping.

Feel free to share any techniques you like to use for mapping in the comments if you have them. We can all benefit from learning new ways to do things!

Saturday Setup: Creatures – Creating Your Own

Introduction

Any discussion of creatures and fantasy would be totally remiss if I didn’t cover creating your own creatures. After all, while we’ve got a plethora of well-established fantasy creatures, creating your own is one really fun way to put a unique spin on your world, and plenty of authors do it. There’s a variety of ways to achieve this goal, and we’re going to talk about some of the options available to you.

Option #1: Entirely New Creatures

First off, you have the option to create creatures that are entirely new. They’re not based on anything in existence, and they are all their own thing. When I think about examples of this, you’ve got the telfies from my book Bane of Ashkarith or some of the creatures in Brandon Sanderson’s works (though most modern fantasy creatures couldn’t be placed in this category, some of his could be, in my opinion.).

With the telfies from Bane of Ashkarith, they aren’t really based on any particular creature. I just kind of decided on the general appearance based on their diet and what I wanted them to be able to do. Some people have asked if they were dragons of some sort. The answer is a resounding no. (No offense to anyone who wanted them to be dragons. I like dragons, but these guys just aren’t it, and they’re not based on dragons either.) Given the fact that they have fur that can change color with their moods, a tubular body with no legs, horns, and no big nasty teeth (oh, and acid slobber if they decide they don’t like something), they’re not really based on anything recognizable. So, arguably, they’re pretty much entirely new creatures because of this. You could strip it down to basic components and claim they derived from some Earth-based animal or mythological beast, but that’s true of just about any creature.

For Sanderson’s work, the most clearly unique creature he created that doesn’t seem to be really based on anything clearly Earth-related is the chull. These are lumbering beasts with carapace covering their bodies. They’re herd animals that often get used in place of horses in terms of functionality, but that’s where the similarities in appearance pretty much end. The creatures definitely look unique. Depending on who’s doing the art and which type of chull we’re talking, some of them look sort of more like crabs than anything else, but others look as if they’re some sort of strange dinosaur with giant shells on their backs. I’ve put pictures below so you can have a better understanding on this one, but when you read the descriptions of them in the books, they definitely seem otherworldly and unique.

Axehounds are another creation from Sanderson’s Stormlight Archives that are pretty unique. On first glance, you’d think they’re basically just a type of dog, but when you get a look at the creatures, it’s hard to decide if they were based on dogs or something else. Arguably, this one isn’t quite as unique to itself as some other things, but it’s not a terrible example.

This is from ArtCanine on Facebook.
This is from StormlightArchive.fandom.com. As you can see, they do sort of resemble crabs. Kind of. But they’re not always this crab-like in appearance. The larger they are, the more different they look.

Option #2: Based On Mythological or Real Creatures

This is probably the most commonly used option for fantasy creatures. With this one, you just pick a mythological beast or a real animal from our world and tweak it so it’s different. Arguably, some would say, Sanderson’s chull are an example of this. Of course, this depends a bit upon which type of chull we’re talking about. That case could easily be made for at least the smaller varieties, at least. However, even if that example doesn’t hold true entirely to this category, there are plenty of things that do. I mean, just look at dragons. How many times have those been done? Thousands, right? And everyone has a slightly different spin on it, even if there are lots of similarities when you look at all the representations as a whole. So, they’re a perfect example of this category!

oPTION #3: cOMBINATIONS

Don’t feel like creating an entirely unique creature but also don’t want to just alter the usual suspects from Earth? Combinations are probably your best bet, then. With this third and final option, you take interesting features from other animals and blend them together. (You can do the same with mythological creatures or with animals and mythological creatures.) Some combinations are going to produce some pretty odd or grotesque creatures, but if that’s your goal, it’s easy to accomplish. Otherwise, you’re going to want to choose features that go well together or animals that wouldn’t look too strange when combined.

One example of this that I can immediately think of would be the Numahi from my novel, Pathway of the Moon. This creature shows up later on in the book and is described as having somewhat feline features like those of our big cats on Earth mixed with those of a bear. An odd combination? Maybe. But the different features of a cat and bear are not so bad that they would make an ugly creature either.

The combination possibilities are literally endless though. You can come up with so many different things, and this is a ton of fun. If you’re an artist, you can sit down and just sketch up some different ideas for how to combine things to see it visually. Even if you’re not an artist, you could do this if it helps you to visualize. No one else has to see it, right? Even if you don’t do that, if you can get a good mental image on it, you should be all set because you can write the description down to help others visualize it too.

Conclusion

Hopefully this has been helpful to those of you wanting to create your own creatures. There’s a lot that goes into it, especially if you’re creating your own creatures, so on upcoming Saturday Setups, we’ll be talking about things like determining habitat, types of animals, and creating your creatures around what their environment and feeding habits are (since these are the two most important factors that determine what a creature will look like and what features it needs.) Until then, happy writing, and thanks for joining me on today’s Saturday Setup!

Thursday Technicalities: World Building Tools – Weaving Together Plot and World

Introduction

This seemed like a fitting place to begin a new series on Thursday Technicalities since we talk about world building tools on Saturday Setups and since I was just discussing where I learned most of what I know in my newsletter this week. So, yes, we’re going to talk about more world building tools, but this time, we’re going to start examining ways to really weave world building into your story and how you can bring your world to life.

A lot goes into world building writing. There’s lots of room for failure, but it’s not always so easy to succeed at this. Sure, there are lots of ways to weave world building into the story, lots of ways to show your reader this world you’ve built, and lots of ways to world build and many more tips for world building. But more often than not, those methods aren’t used by authors. Worlds either end up flat because the author decided they wanted to flavor their romance/adventure/thriller/etc with fantasy instead of flavoring their fantasy with those other things, or they end up flat because the author didn’t weave the world into the story well and ended up info-dumping, which drives readers nuts. Neither way is a pretty way to die. So, let’s start into how you can avoid this.

Beginnings

For world building to truly work well, you have to understand that what you choose to do outside the story will probably be way more than what you’ll ever show in the story if you take the conventional approach. Now, it doesn’t have to be that way, but usually it is, and there’s nothing wrong with that. But while a series might have room for you to show your reader a picture of your whole world and all the cool things you put into it, a single book will not. This means that when you’re actually considering your world building in light of your novel, you need to do so with the very beginning of the book: when you start working on that kernel of an idea known as your plot.

There are really two, maybe three, ways this happens.

First, you may have a plot but not necessarily the world. In this case, you’re able to start building the world and the plot together. If you’re taking this approach, you can use an approach that Holly Lisle’s world-building course calls SANE world building. You build what you need when you need it and no more (unless you’re just doing it for fun). This approach is good if you’re the sort of person who feels like you can’t start writing until you have every detail of the world nailed down. You’ll never get anywhere doing that, so approaching world building writing as a part of building your plot can help you to tie the two together without going insane or never writing a single word of the story on paper.

Second, you may have the idea for a world, but not a story. This can happen to those of us who love world building writing because we conceive an idea for some sort of power system, magic system, or other world-based structure, but we don’t necessarily have the characters and the stories that are going to populate it. However, in this instance, the world building itself often gives rise to the story. When I was doing my undergrad in accounting, a friend and I came up with a story idea and were co-writing. However, she was taking a long time to do anything on her end, and I was bored, so I started doing world building writing for a bunch of random things and history-related stuff for the world. (Yeah, I know. Nerdy. But I was in accounting, and that was really, really boring.) Long story short, as I was developing the history, I ended up with the idea for Rith’s Disciple, which led to a vague desire to fill out the history following it. When I joined Wattpad’s ONC contest, that desire combined with a really good prompt resulted in Bane of Ashkarith.

Finally, though perhaps not always as common, sometimes you have the idea for a world and a story idea, which leads to further stories. This happened with Bane of Ashkarith. I already had the world established, as I mentioned above, but the history I’d developed for the world gave rise to Bane of Ashkarith and the rest of the series that I’m working on. All of the stories are literally just histories of the famous people from the world’s past. Readers wouldn’t necessarily pick up on that right away unless they knew me and had read about the background behind the series, but because of the combination of the idea for a world and a story together, I ended up with an entire series. Nice when that happens, right?

Expanding our Understanding

I think the other important world building tip for world building enthusiasts (and those who hate it too) to realize is this: world building is more than creating languages, building races, and making up fantastical creatures or cool tech. It’s way more.

Have you ever thought about how strange it would be to us if metal striking stone made a hissing sound instead of a clink? Or what if, when you stepped on grass in the summer, it crunched like gravel but stepping on gravel was soundless? What if the sky was purple, not blue?

When you’re creating a world, building it includes little details. These details can be split into three areas, really. Set, objects that act as props for the set, and mechanisms/methods by which things work.

tHREE aREAS OF pLOT-oRIENTED wORLD-bUILDING

Set is pretty straightforward. Having a sky that’s purple instead of blue is a set item. It sets your world apart from others. Lots of things could be part of the set. Anything from the color of the sky to the way water looks lapping on the sand to the sand itself could be a part of set. To clarify, set is different from your prop objects in that props are things people bring onto the stage. They’re objects like pens, candles, food on a table, or the table itself. Your set is anything that occurs there naturally like trees, bushes, deer paths, bodies of water, and so on.

Your props and objects are just as varied as set. But they’re also a part of world building writing, something Holly Lisle points out in her course on the topic. People don’t often think that props are as important to the stage you’re building for the story as the story or the big flashy fantasy creatures being installed, but they are. The objects around us say a lot about who we are and why we are the way we are. They are our insight into those around us and even into the world. What is there can sometimes be as important as what’s not. If everyone uses candles and not flashlights, that tells you something about the world. If stone doesn’t exist much of anywhere, but people build everything with wood, it says a lot about the set without you ever having to come out and say anything. Objects can also help us to understand the more immaterial mechanisms and rules in place surrounding the world. Those rules have to act upon an object, person, or part of the set. So we can often see them in action and learn those rules of order by observing what they act upon. This can help us to avoid info-dumping or becoming too obtrusive with our world.

Objects carry a lot of weight in the world, though. In a story, if you show us an object, particularly if you show it to us independent of any human interaction, we’ll assume it’s important. Now, maybe you put it there intentionally to tell us what kind of person occupies the space it’s in. Or, maybe it plays some larger role in the story as a whole. Only you know that and can decide. But, the fact remains that if you put it there, it needs to serve a purpose. If it doesn’t serve one, don’t put it in. That’s what leads to overwriting, purple prose, and bored or confused readers. None of those are good, so just don’t do it.

Mechanisms and rules are far less obvious than the first two, but no less important. Mechanisms and rules are what tell us that on Earth, when you drop a coin on a concrete surface, it clinks or gives off a ringing noise. It doesn’t purr because that would be breaking the rules. Mechanisms tell us that healthy grass should bend under our feet and spring back when we step on it in the summer time. It isn’t going to turn into a bunch of deadly spikes and stab the bottoms of our shoes or our feet. If we didn’t have mechanisms and rules to keep things organized and somewhat predictable, then everything would devolve into chaos. Your world is no different in this regard.

The main method for showing mechanisms and rules, however, is different than it was for the first two categories of practical, plot-oriented world-building. For mechanisms and rules, you generally end up showing them when they’re in use on objects, interacting with the set, or affecting a character. They’re seen subtly, but even though most readers don’t immediately pick up on it all the time, they’ll expect it to be a trend unless you’ve made it clear what just happened was really weird.

For example, in the first chapter of Pathway of the Moon, I show my main character, Leo, scaling a wall using shadows to stick himself to the wall. He proceeds to do the same on the way back out of the castle after a successful execution of his target. This sets a precedent or a rule for his magic. Shadows allow those who can use them to stick themselves to different surfaces. I didn’t represent it as an odd thing or something that other shadow users couldn’t utilize, so the reader will anticipate that it’s normal for the world and the character, and if I use it again, they won’t find it odd. These kinds of encounters help to flesh out and build the world for the readers without them even noticing or realizing that you have.

Conclusion

In upcoming posts, I’ll go into some more specific writing tips for slipping world building into your story and talk about the techniques. The point of this post was simply to help you to understand some basics on how you can begin weaving the two together. It is by no means an exhaustive thesis on the subject. I hope that it’s been useful to you, and I hope you’ll stick with me as we explore some of the various ways myself and other authors utilize to develop worlds that readers can delve into and enjoy in their own rights because of their individuality and fresh perspectives.

Saturday Setup – Creatures: The Usual Suspects

Introduction

This week, we’re moving from language creation to talking about fantasy creatures. Today, we’re just going to go over some of the typical fantasy creatures and what you ought to be considering for them. Mainly, this week’s post is going to be focusing on bigger creatures like dragons and sea monsters. It won’t be a long post, but I’ll discuss some things I think people overlook a lot when they populate their world with these monolithic creatures.

Problems Presented by Large Creatures

First off, most fantasy novels featuring dragons, giants, sea monsters, and their ilk never take the time to consider some very important factors. Given the size of these creatures, we’ve got a few issues: living space, temperament, and food.

With living space, you’ve got some leeway because if your world is vast and has lots of forests, mountains, and ocean that isn’t being ruined by mankind, then these larger creatures will be fine in this arena. But, it is something to think about. A dragon is by no means a small beast, and it’s going to need lots of room to fly, hunt, and live.

On the temperament side of things, you also have leeway. For creatures similar to humanity in their varied temperaments, such as giants, trolls, or other similar creatures, you may not need a particular environment to satisfy them temperamentally. But if your dragons prefer their privacy and really don’t like humans, you’re going to have a problem if they live near or on human territory. On the flip side, if dragons just adore humans and can’t stand trolls or giants, they might not be so happy living in the mountains or forests away from humans. These sorts of considerations have to be made.

Finally, food! This is the biggest one that nearly every fantasy novel with these creatures ignores. They have to eat something. They’re not going to survive on air, not with those big frames. So what are they going to eat? If they can’t get enough food from hunting big game, then they’re going to spend all their time hunting. A few measly deer from the woods or even a nice cow or two from the local village won’t sustain these creatures. They’re simply too large biologically for this to work, so you’ll have to find a way this can work if you want these guys in your world. Without that, it just isn’t going to make much sense. Granted, readers have been taught to just accept their existence, so you may get away with it on some level, but laziness doesn’t pay, and some subset of avid fantasy readers will notice.

Considerations

Now that you understand the problems, you should be able to figure out where to start for considerations. Take those three main problem areas and start asking yourself how you’ll solve them. Start thinking about what kind of personality your different large creatures have. It’s important that you don’t just throw generic fantasy creatures into your world to give it the flavor of fantasy. Doing that will end with your world feeling flat and unmemorable. So have fun with it. What makes your fantasy creatures unique, and how does that play into considering their needs in the environment around them?

Conclusion

That’s it for this week, everyone! I did promise it would be short. Next time, we’re going to talk a little bit about creating your own creatures. This can be a ton of fun, so I hope you’ll join me for it. See you there!

Saturday Setups – Factors to Consider

Introduction

Last time, we talked about languages and developing them, but this week, we’re going to briefly go over some factors to consider. Building languages is complex, so it’s important to break it down and go part by part. How far you go with it obviously depends, as we said last time, on what you want and need out of this exercise. Some people may just decide they need a few common sounds and aren’t concerned about an entire working vocabulary. Others will choose to go all out. Regardless, there are some factors you should consider when building the language.

Readability

First off, you should consider readability. Your reader is going to be seeing names and, in many cases, at least some words from the language you’re building. If you create a name like Aldafhjfd or some other such strange combination, people will have trouble processing it. Granted, even in real life, we’ve got names or words that we don’t know exactly how to pronounce, especially if we’re looking at a language like Gaelic or Welsh and don’t know the pronunciation rules. We’re likely to get it wrong. But we can still process it. We can still assign some method of pronunciation to the word, even if it might be wrong.

As writers, we expect that when we create our names or use unusual names from other cultures in real life, we’re going to have some subset of readers who may get close but a much larger subset that won’t get even close. So, our goal isn’t to worry about whether or not they can pronounce it properly.

Chances are that most of you wouldn’t know how to pronounce the name Leorithdhil, but you could probably come up with something that made sense to you, and you’d be content with it for the duration of the novel if need be. It doesn’t matter to me that you can’t pronounce it right. It does matter to me that you don’t trip up on the name or the word every time you see it. If you’re stopping to try to wrap your head around the sound of a word or name whenever you come across it, I’ve failed because those couple of seconds (or minutes, if you’re like me and try out every possible pronunciation method trying to figure it out) are seconds you can choose to stop reading because you’re no longer involved in the story.

That’s bad!

I don’t want you all to stop reading, and you don’t want your readers to do so either. So, before you do anything else, readability and ease of access for the readers should be at the top of your list of concerns.

SImplifying to Keep Your Sanity

Guys, let’s just be honest here. Building a language is hard. If you’re trying to build it from grammar rules up, it may make you want to tear your hair out, no matter how happy you are with the end result. I should know because I’ve done this. I still have stuff I’m tweaking with the language I’ve been building, but much of the grammatical side is already in place because I love grammar, syntax rules, and language in general. (If you couldn’t tell…) In spite of my love for those things, there were times when I sat and stared at the page in despair because I couldn’t figure out how to handle a problem that had arisen with the rules I’d created or with the way something fit together.

No matter what, you’ll have those moments if you do any extensive language building, just as you will with extensive world-building in general. However, you don’t have to dissolve yourself into a mushy mess that can’t think or function. Simplification is allowed. You’re not trying to create a language people in real life would be able to use for every situation. Even Tolkien didn’t do that, though he did give his fans a highly-developed, impressively functional language with more vocabulary than most language constructions have. Despite that, he still didn’t give them the amount of vocabulary necessary for every day conversation.

So, don’t feel you have to either. Create what you need first, then worry about adding to it as you feel like it, not worrying about or stressing out over it. Once you’ve developed what you need, the rest is icing on the cake. It isn’t necessary and shouldn’t be something that makes you want to bang your head into a brick wall repeatedly.

Simplification comes in quite a few forms. You could choose to remove letters from the alphabet, as we discussed last time, you could borrow grammar rules from other languages in real life, you could borrow sounds from languages around you, or you could even decide to limit yourself to creating words only as you need them. Whatever form of simplification you choose, do implement some simplification method(s). It will keep you sane!

How Much is too much

The last area of consideration I’ll cover is more of a question than anything. How much is too much? You need to figure this out before you start building, particularly if you’re going to use the simplification method of building only what you need. Knowing how much is going to be too much for your novel is really important. It keeps you from overloading your story and your reader with the overabundance of building you’ve done in this area.

Every story is going to be different in its requirements and what you can and cannot get away with. Every audience will have different expectations of you as an author and of the area of language building in particular. Know what those requirements, restrictions, and expectations are. If you don’t know them, you’re highly likely to disappoint your readers with too much or, in some cases, too little.

Once you know what your story and its audience require, limit yourself. Don’t go to the extreme of too much. Include what you know will be tolerable and enjoyable for your readers.

If you want to build beyond that, then collect it somewhere for your reference and for the reference of enthusiastic fans if you have them. There may be some fans who really want to learn more about this world you’ve built and the languages in it, but don’t write the book for those fans because they won’t be the majority. If you pander to them, you’re going to drive away your main audience: readers who just want a good story in your genre. Instead, make the further resources on the world and its culture, languages, and more available to those super-fans who really want to dig into it, but make it available outside the story. A glossary and further resources for readers section on your website is one good way to do this.

Conclusion

In the end, when language building, you have a lot of technicalities to consider. But those technicalities need to be framed properly with an understanding of your audience and their needs. Go with what your audience needs to access and enjoy your story. Leave the rest in notebooks for your own personal enjoyment or reference.

Saturday Setup: Building Societies – Location Factors

Introduction

We’re finished with the mapping section of the world-building discussion, so now we’re going to look at building societies and the factors that go into that! The mapping you did in the previous sections will come into play here, so if you haven’t read those articles yet, you’ll want to do so and come back to this.

This week’s discussion centers on the location factors that shape a society. We touched on this briefly in the global mapping sector, but now we’re going to take a closer look because location plays a big role in what kind of society is built there.

Location’s Role in Societal Structure

Yes, location can play a role in the structure of your society or culture. If the place your cultural group is located forces them to be hunters and gatherers, then the society may develop as a male-dominant society because, usually, the men tend to be the ones hunting and providing for the women and children.

If the infrastructure of the location has allowed the society to develop into more of a farming and trading setup, things might be more even because women (unless government or family structure dictates otherwise) are capable of doing various jobs or working alongside the men. They aren’t as reliant upon their guy to provide. It doesn’t mean that they won’t. It just means that things will probably be more even with the two parties acting as partners instead of one dictating everything.

Lots of other things can affect the way your societal structure develops here, but location and what is available to shape the people’s way of life will have some influence on this as well.

Location’s Role in Dress and Daily Life

The way location plays a role in these is probably more obvious. If your environment is a steamy jungle, you’re not going to dress like an Eskimo. The reverse is also true. No one in an arctic environment is going to go out wearing a loincloth or cotton shift. It just doesn’t end well. So where the society is located will dictate how they dress.

It also dictates daily life. As I mentioned above, some societies might be set-up for hunting and gathering while others may be focused on trade and agriculture. These two ways of life are very different and result in very different average days for the people living those lives. Knowing what type of location you have and what impact it makes on lifestyle is extremely important because it’s going to determine a lot about a character coming out of that culture.

Location’s Role in Shaping Characters

This one very directly relates to your story. The skill sets of your characters will depend to a large degree upon where they live. If they’ve never lived anywhere with snow or ice, they’re probably not going to know how to ski or how one might go about tracking in the snow. On the flip side, someone who never lived in a jungle environment wouldn’t know how to gather food, figure out what plants were edible or poisonous, or find clean water.

Not only that, since location shapes the culture they grow up with, the things they’re taught and what they feel is appropriate or inappropriate will vary accordingly.

Characters from temperate or cold zones might look as a character who dresses in nearly see-through cotton dresses as being either crazy or scandalous because they would never wear anything like that, even inside out of the cold. The character from the warmer climates would look at the character from a cold zone and think the same thing about some of their traditions and manners.

This is something that’s important to consider as you’re building the society. Make note of places where cultures will differ and might clash. By taking these notes now as you build the necessary cultures or societies, you’ll lessen your work later when you build characters from those places. You’ll already know what basic things they should think are right and wrong, strange or normal, and crazy or sane just based on the culture they’re from.

Location’s Effect on Infrastructure

This is another place where location has a big impact. Living in a zone prone to tornadoes will necessitate infrastructure that is much different from a society that deals with sandstorms.

The main thing to think about here is what the location’s climate is like and what kind of weather might be endured. From there, determine what kinds of features the buildings and structures of the society might have developed to deal with this.

Places that endure terrible storms might end up building houses that are squat and low with slanted rooftops to help with wind-resistance. But a place that deals with constant flooding might build their houses up on stilts to keep the lower levels from being flooded every time it rains.

These are just a few ways that infrastructure might be adapted for location. Take time to figure out what your societies’ infrastructures need to look like for their locations.

Conclusion

As you can see, location impacts a great deal about the society you end up building there. Considering these factors will help you to avoid inconsistency or lack of believability later on in your story.

Do you have other thoughts on how location can affect the societies built there? If so, feel free to share those in the comments!

Saturday Setup: Local Mapping – City Layouts

We’re finally to the local mapping! I know this is all a lot of groundwork and information, but I promise it does help to think about these things. But there’s only one more post on mapping before we turn our attention to other aspects of world-building and setting up the story elements.

So, let’s dive right in!

This post won’t be as long, but I’ll go over locations for cities and some ways they might be arranged.

Location

Cities are usually located near a large river or port of some sort. This makes sense if you think about it because cities are hubs of commerce, and this means they need a way to transport goods. Doing so via water makes this much easier than it is for land-locked places, especially if the infrastructure of your world is more medieval or hasn’t developed tech like trains or planes.

More importantly still, cities need a water supply. They have a lot of people who need that water too, so they have to have a large source nearby. And it can’t be saltwater, so having water from a large river, mountain streams, or unpolluted ground water means the difference between survival and extinction.

Other places cities might be located are in places along established trade routes, mineral-deposit rich land, places with lots of natural resources, or mines for precious stones and commodities. Water might be the most important resource a city’s founders look for, but they’re looking for the ways they’ll make money in the future too.

A final point to consider is defendability. Particularly for cities where warfare was or still is a major threat to their livelihoods, locating on the high ground or in a place that’s difficult to attack is a must. This includes building on top of high hills, building with two rivers or large bodies of water surrounding one or more sides of the city, and building in places where mountain ranges provide a solid defense against invasion.

Layout

Besides location, the city’s layout is also important. The way a city is organized determines a lot about the city. If you have it built with narrow streets and alleys, you may have people crowded in on top of each other, meaning more people can live there, but no one will be getting carts through those streets. But if you build it with larger spaces between houses and shops, you’ll have fewer people living in the city in exchange for more room to maneuver.

Beyond that, cities usually have some sort of divide between rich and poor. Every city, particular in a fantasy setting where it’s more medieval in nature, has its slums or poor districts and its rich districts. And when they’re all packed in on top of each other, the divide is that much clearer.

Then you have the castle, assuming the city is the capital or houses a major noble. Depending on the political structure, nobility might not live in a castle, but if it’s some sort of fief or a smaller city structure, perhaps they do. The castle would be the city-dwellers’ last line of defense if invaders broke through the outer and inner walls. So it would be located at a central point in many cases so that fleeing there would be equally convenient for everyone.

Besides building structure, you also have to consider how the city gets its water and the areas that might be weak points. These provide ways to get into the city during an attack, and if you plan on having the city under siege or assaulted, knowing these points will be important. You don’t have to know every hole in the wall and missing brick, but at least consider where the weakest points of defense are if you’re laying the city out. Things shouldn’t be easy for either side in a siege, right?

Conclusion

As promised, this is a short post. There isn’t as much to think about when mapping out a city as there is when mapping out a whole world. But the details here are just as vital because they’re going to alter and impact life just as much for characters living there.

So give it some careful thought if you know you’re going to have characters spending any significant amount of time there. It may be important to know these details later on. Solidifying them now gives you a headstart when you have to use the details later in the book.

What other things do you think about if you’re building cities for your world? Share your thoughts in the comments!

Bane of Ashkarith Blog Tour – The System of Deities

I know this has been a subject of particular interest for several Christian authors who are friends of mine. The biggest question has been, how do you handle God and deities in your books since you’re a Christian? That’s then followed up with where I draw lines with it since I am a Christian. So, we’re going to talk about the system of deities for Bane of Ashkarith as well as a little about how I usually handle the idea of other gods in my writing.

Deities in Alcardia and Bane of Ashkarith

To begin with, Bane of Ashkarith is not a Christian fantasy novel. It is written with Christian values embedded into it in many ways because no writer ever separates their beliefs entirely from their writing. My Christian worldview definitely shapes and constrains my writing differently than other worldviews would have.

But because it isn’t a Christian fantasy novel, I ran into a decision. What did I do with the idea of deities and gods in the world. After all, fantasy often involves some sort of pantheon or belief system. I could’ve left it out, but this would’ve made the world of Alcardia seem less realistic because what people group doesn’t have beliefs?

So, I chose to create religions and gods for them to worship. However, Alcardia is a bit different from the norm when it comes to its gods. Many of them never existed. People created them to explain natural phenomena, much like people have in Earth’s past when they worshiped the god of the Nile or the sun god. It allowed them a way to explain what they otherwise couldn’t.

For those that did exist, they weren’t actually gods in the first place. The lore surrounding them got started because these other beings were far more powerful than anyone could conceive of, so it was assumed they were gods. In that way, then, Alcardia really doesn’t have any gods at all. Not ones that exist or still live, anyway.

That’s how I’ve chosen to handle the situation of other gods in the various Alcardia novels. There is a One God that some of the people on Alcardia do worship, but since the planet was populated by a woman who believed she was a god, the information the people have on that god is minimal at best. This God is meant to represent the God of the Bible but isn’t referred to often because so few believe in Him or even know about Him.

General Rules of Thumb for Fantasy

But what about other novels and answering the question of dealing with pantheons when I’m a Christian? For me, I usually follow a few simple rules.

First, if the planet is entirely unconnected to Earth with Earth not even being an existing thing for the universe, I’m okay with the creation of deities. There’s no reason that this other universe wouldn’t have its own beliefs and even a creator because things don’t just start from nothing.

The second rule I follow is for those worlds that connect with Earth. If that’s the case, again, creation of a pantheon is okay, but here I don’t ever show interference or confirmation of those pantheon members’ existence. Basically, they’re just religious fabrications or people who were given more status than they should’ve been.

If there is a deity that actually interferes, then there will only be one, and that deity is meant to represent God. He may go by a different name in the world if it isn’t Earth, but it will be clear that it’s the Christian God being represented.

Usually, though, I just choose to go with bringing deities in as little as possible. They’re there to give a sense of realism and life to the world and to provide interesting cultural references or curses if needed. They may also be woven into the culture, but I never give reason to believe they’re real, as I mentioned earlier.

The final rule is for stories that take place solely on Earth. For these, I don’t create deities. First of all, there’s not much reason to because we have plenty of them to choose from already. Second, if it’s based on Earth mainly and that’s where the people are from, the only deity I’m going to show as being truly a god is the Christian God. That’s just how I do things because I’m a Christian.

Honestly, though, I haven’t really run into this one much because I rarely write fantasy that takes place on Earth. Earth may be a feature, but it usually isn’t the main setting, so the books all fall into either the first or second category.

Conclusion

So, that’s how I deal with the creation of gods and goddesses both in general and in the Alcardian universe. I’m happy to discuss this with people further if anyone has more specific questions. This is, as I mentioned earlier, just how I do things. I read a lot of fantasy that doesn’t adhere to these rules, but I prefer to keep things black and white morally and religiously in these ways so that no one can get confused about my worldview or what I believe.

I feel it’s the fairest representation of myself and the fairest way to be honest with readers. The goal is that no one has to wonder what the worldview or message is of the book.

I’m not trying to shove any of my beliefs down a reader’s throat, and I’m also not going to try to hide it in the story so that people swallow it without realizing they did. It is what it is, and my hope is that it’s clear and un-hidden while still allowing for the reader to enjoy the story.

At the end of the day, my goal is to write something that can be enjoyed by lovers of fantasy everywhere regardless of their beliefs. I know I can’t be all things to everyone, but I want to craft something that many people can enjoy, not just a narrow band of people.

Saturday Setup: Global Mapping – Climate

Introduction

This week marks the last post about global mapping. We’re going to take a look at climate and how that affects your map. This’ll be a shorter discussion because you’ve already done the majority of the work. At this point, you’re just going to spend a little time thinking about the climate involved in each area in your story and how that will affect your writing. Climate affects a lot of those little details that readers like to see so they can be immersed in the story. So let’s take a look at how.

Climate and Culture

You might be sitting at your computer or looking at your phone wondering what I’m talking about. You might be asking, Ariel, how on earth can climate affect culture? Isn’t it just a nice way to throw some obstacles in my hero’s path?

No. It’s not. Climate actually does affect quite a bit about how a culture develops. For instance, if your hero lives in a culture where the climate is tropical and the terrain tangled jungle, this is going to affect what they eat, what they wear, how they build their houses, and much more about how they live their lives. This culture is less likely to be agricultural because you can’t farm in a jungle without significant clearing of the land. Instead, they might be hunters and gatherers.

Let’s take a look at one more example. Say the climate is an arid, desert-like environment with one or two oases for water and a delta running through it. Well, now the situation is much different. These people will likely migrate to the river to plant crops and raise cattle because there’s no way they can sustain life in the desert conditions otherwise. They’re going to wear light-weight but concealing clothing when out in the desert sand because they have to protect themselves from the sun. But at the river or an oasis, they might wear little to nothing because the heat is stifling and it’s too muggy for comfort. Their food isn’t going to be the same as the jungle tribe’s either. They’re going to raise it themselves or grow it in the rich soil at the delta or floodplains created by the river.

Hopefully, if you weren’t convinced before that climate could affect culture, you are now. So, take some time to think over what types of climates your cultures will live in and think through all the ways that climate could shape their culture and way of life. The ways are many and varied, so have fun with it! Make it logical, but be creative.

Conclusion

I promised this would be a short post, and so it is. Really, climate is going to be determined mainly by what land features you chose to place where. The two go hand-in-hand. You can’t have snowy regions where you placed a steaming jungle or a jungle where you placed glaciers. So, the important thing you need to worry about with climate is how it affects the inhabitants of that biome, both human and otherwise. It has the biggest affect on the cultures of the lives there, and that’s what your focus should be on since you’re going to be writing about those people who have to deal with it every day, or for some chunk of time, at least.

Have any tips for what to consider when it comes to climate’s affect on culture? Drop it in the comments below! If you have any questions about the topic, feel free to leave that in the comments too!