Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Friday, February 7, 2020

Elements That Make (or Break) a World

Hey'a, everyone! It is February, and that means it's Fantasy Month in the bit of the blogosphere that Jenelle Schmidt influences, including this blog! This year's themes are Worldbuilding and Fantasy Creatures, so most of my Friday 5s posts this month will align with one of those two things, or at least with the general Fantasy Month theme in general. And today, we're talking about worldbuilding elements that really make (or sometimes break) a world for me. These range from the big and mostly-obvious to the small and easily overlooked, but they're all things that, if done well, will take a world to the next level (in my opinion).

Also, on a side note, I'm still taking requests for a Valentine's Day short story over on my author Facebook page. I'm open to suggestions involving almost any character or couple from a story or book I've previously published or shared about in a book or blog, along with a situation or prompt of some kind. So, if you have requests, leave them in the comments on that post. Or, if you don't like FB, you can leave them on this post.


February is Fantasy Month:
Elements That Make (or Break) a World

  1. Language. I don't mean "inventing a whole new language," though if you can do that well, that's great. I'm talking about how people talk, the expressions and exclamations and slang and references they use. Besides setting the world apart from Earth, it tells you a lot about the culture of a particular location and what they value as opposed to other countries in that world. Also, because these expressions usually reference the lore of the world, they help keep significant figures in view and show you the impact those figures have had on particular cultures. Just as an example, you can look at the exclamations in the Tales of Goldstone Wood — in particular, comparing those used in Heartless, Dragonwitch, and Golden Daughter. In Heartless, of course, you have a great deal of "Dragon's teeth!" and "Dragons eat you!" (For those curious: that's where I got it from.) In Dragonwitch, which is set in the same country but significantly earlier, you tend to get "Dragons blast you" — similar, but slightly different. (At least, if I recall correctly you do.) But then in Golden Daughter, you have basically no mention of dragons in the exclamations. Instead, people tend to refer to Lume (who may have had a different name; but same idea). Why? For one thing, Lume is a significant figure in their culture, but more significantly, they don't have experience with dragons (which makes the events of the book even more significant).
  2. Lore. Ok, so obviously this one is important. You have to have legendary figures for your heroes to look up to. And you need to have a history of your world. But making that lore believable can be tricky; it has to be more than stories told by a bard or legends lost to time. The deciding factor? How people reference it and how it affects present events. Everyone isn't going to know every piece of lore perfectly well, and some people will have differing views, recollections, or interpretations of events. (On a side note, fantasy academia — like, real academia — makes me happy. Sanderson does this really well in the Stormlight Archive. You have Jasnah's research, of course, but you also get a lot of it in Oathbringer, even including a lot of research and scholarly debate snippets in the epigraphs, and it's awesome.) And those differing views will have effects on the current culture; a person regarded as a hero by one country may be considered the villain by another.
  3. Religion. Ok, this one is really hard to get right, and I fully acknowledge that I also don't do the best job of it. But I really appreciate it when fantasy authors put thought into the religions of their worlds instead of having a vague psuedo-Christianity or vaguer psuedo-paganism. If nothing else, put a name to the being that people are worshipping — but better still is when authors give an idea of how those beings are worshipped. Hilari Bell, author of the Knight and Rogue series, does a pretty fair job of this — she has two specific deities revered by the people, and she gives us an idea of some of the celebrations, rituals, and so forth involved in that. I'll also mention Leigh Bardugo and her Grishaverse books here. She doesn't always do an amazing job here — I'm still a bit confused about what the pumpernickel Ravka's spiritual situation is supposed to be — but the Six of Crows duology handles it a bit better, as you have two groups (the Djel and the people of Ketterdam) who acknowledge a deity and live in a way that's affected by that deity.
  4. Clothing, especially unique clothing. Speaking of the Grishaverse: I have read all the published books in this storyworld and I still have no idea what a kefta looks like, other than the fact that certain colors have certain significance, it's at least sometimes made of wool, and it can be low-cut. Beyond that, who knows? And that's an example of something that pulled me out of the story a little the first several times I encountered it. Contrast that with Sanderson and the clothing in Roshar. We have a few significant types of clothing in this world, most notably the havah. And in this case, I do have some idea of what it is because Sanderson gives us the essential elements (dress, formfitting upper, left hand covered) in the text, while also acknowledging variation in the styles. It's a small detail, but it helps make the world a little more real and tells me something about the culture. That said, even just acknowledging colors of garments can have an impact — Jill Williamson does this in various ways in the Blood of Kings series.
  5. Money. Which, as I was just discussing with Jenelle last night, next to no fantasy author actually pays a whole lot of attention to. That's kind of odd, but I don't do any better — we all tend to write characters who are utterly broke and wandering around the woods or who are so wealthy that money doesn't matter. As per the usual, Sanderson is the exception and actually does have reasonably explicit money systems in Scadrial and Roshar (not surprising in the former case, since it starts off with a heist). Interestingly, if I recall correctly, Hilari Bell also did a pretty solid job of this — again, not surprising since one of the characters is a former thief used to stretching his funds as much as they'll go.
Is it possible to make a great world that I'll genuinely want to visit without including all, or even any, of these elements? Of course. (I mean, the world of Howl's Moving Castle includes next to none of these until you get to the sequels, and Ingary is still one of the top worlds I'd like to have an extended stay in.) But they do go a long way towards making a good world really great.
What do you think? What elements of worldbuilding would you say make the most difference in making or breaking a world? Any Valentine's Day story requests? Please tell me in the comments!
Thanks for reading!
-Sarah (Leilani Sunblade) 

Friday, October 13, 2017

The Plantser's Guide to Worldbuilding

Hey’a, everyone! A while ago, someone asked me to post about my worldbuilding process. I originally wanted to do a full-on how-to post, which is why it took me so long, but eventually I came to the conclusion that I can get the information across just as easily and a lot more concisely in a list post- which is what we’re doing today!

A bit of a disclaimer before we get started: I am neither an expert on the topic nor am I a hardcore planner. If you want advice from someone who fits that description, Jill Williamson has a fabulous series over on Go Teen Writers and a legit published book with tips on basically every aspect of creating a unique fantasy world, both of which I’ve read and highly recommend. However, I do have a method that works really well for me as a pantser/plantser. And if you are a fellow non-planner or you just want a technique that’ll let you do some planning without getting overwhelmed or bogged down in all the details, then hopefully my tips will help.

The Plantser’s Guide to Worldbuilding

  1. When you’re getting ready to write your novel, focus on what’s necessary. This is the key to my method. If you don’t remember anything about it, remember this: if something probably won’t significantly affect your story, don’t worry about it. Focus on what you know will affect your plot and you don’t get bogged down in planning every little detail, you don’t become overwhelmed, and you don’t have to search through pages and pages of notes trying to find the information you need. Granted, you won’t know very much about other areas of the story, but that’s fine. For example, when I created Udarean for The Way of the Pen, I focused most of my worldbuilding on the Authors and the Order of the Pen- in other words, the world’s religion. On the other hand, when I planned the world of Blood in the Snow, I focused a lot on the Bloodgifts, the ruling families of the two main empires, and the political interactions among different countries. I still know relatively little about the governments of Udarean or the religions of the Blood in the Snow world, but that’s ok, because those things don’t significantly affect my main characters or my plot. When I need to know them, or if I get a brilliant idea sometime, I’ll sort them out; until then, I don’t need to stress about not knowing.
  2. Know your storyline before you start worldbuilding. I’m not saying you have to have every scene planned out in excruciating detail, but you need to know something. I, personally, make a bulleted list of Significant Events and general plot movements that I think might happen. This plan helps me figure out what aspects of worldbuilding I need to focus on, which, as I already said, is vital to my method.
  3. Come up with a world concept. Or, in other worlds, know how to answer the question “Where is your world similar to?” For example, the world concept for Blood in the Snow is “fantasy almost-Asia.” Most epic fantasy novels have “Medieval Europe, but with X” as their world concept; for steampunk it’s usually “Victorian England, but with X.” You can also have a world concept that’s a mix of several places and times: Udarean blends Greece and Japan, and Aralan has elements of medieval, Victorian, and modern England and Germany. The world concept is useful as a jumping-off point for brainstorming culture, food, architecture, and so on, for research, for picturing your world, and, of course, for naming characters. That said, you do have to be careful to make sure that your world doesn’t become completely identical to the country or countries you’re using for your concept, because at that point you’re basically writing historical fantasy and might as well just go all the way and make it truly historical. (Edit: As one of my readers pointed out in comments, when using this method, you do have to be careful about cultural appropriation. Respectful inspiration is good. Stealing from a culture is bad. If you need to do research to make sure you're dong the former and not the latter, do the research and don't be lazy.)
  4. Know your important places. So I said earlier to just plan what’s necessary, which means that worldbuilding can look different for every book . . . But that doesn’t mean there aren’t patterns. There are certain things that I plan for almost every story I write (or else wish I had planned!), and they mostly have to do with place. A short list of locations you might want to think about:
    • Country names. At the very least, know the name of the country your character came from, but it can be helpful to know what the surrounding countries as well. Knowing a few distinctive features about the culture or geography about each country is good too. For example, there are eight countries or regions in Berstru, and although I’ve only really developed about half of them, I know a little something about each one. (Pemew, for instance, is characterized by swamps; Arahad used to be a major center of culture but isn’t anymore; and so on.)
    • Capitals/Major Cities. This one’s only really necessary in your character’s home country and any country they’re likely to travel to. Again, know the name and one or two especially distinctive things about the city. No need for more.
    • Major Land/Water Formations if your character is likely to encounter or reference them. You don’t need to know every river in the country. You don’t need to know every mountain on the continent. That said, if there’s a major mountain range or river or something somewhere, try to have an idea what it’s called and where it is. This is doubly true if the place is somehow magical or especially culturally significant.
    • Maps are actually super handy, if you feel like making them. They don’t have to be terribly detailed (most of mine are super sketchy, just rough outlines really), but they can help you sort out where countries are in relation to each other, where the cities are, mountain ranges and rivers, and so on. If you’re going to be working with a particular world long-term (e.g., over the course of multiple books), it can be helpful to make one.
  5. Build and adjust as you go. Sometimes, you discover that some element of your worldbuilding needs to be changed to improve the story’s plot, and unless that element is a major plot point in previous books, that’s fine. Change it, make the adjustments needed, and keep going. Sometimes you need to actually write about the world in order to really know what it’s like, and that’s fine too. Sometimes you come up with an insight about your world or a country or culture or region or something in your world after you’ve finished your story, or when you’re midway through the series, and that’s fine too. Jot down the idea, make the necessary changes, and keep going. In a lot of ways, your world is another character in your story. You can put details down on paper, but there’s always something you don’t know, always something you can discover, always a new way for it to develop. If you keep that in mind, world-creation goes a lot better.
What do you think? What methods do you use for worldbuilding? What advice would you give on the topic? Do you think that the world is a character? Please tell me in the comments!
Thanks for reading!
 -Sarah (Leilani Sunblade)