World Building Foundations
Building A Solid World
Whether writing something set in a futuristic world, on a fantasy
world, or here on Earth, past or present, the writer must "build" that
world for readers. This is true even if writing about downtown New
York. Not every reader will have been to New York or will have watched
CSI:NY. For those readers, the writer must create the New York milieu.
What "makes" a world? Start with all 5 senses to develop a concrete feel for the world. The questions provided are only a starting base. Add to their lists as you are inspired.
Evoke Sight. 1) What do buildings look like? 2) What does clothing look like? 3) What does transportation look like? 4) What do the people look like? Are they homogenous or racially diverse?
Evoke Sounds. 1) Are there animal noises around? Which ones? 2) Do you hear church bells? Cowbells? 3) What sounds come from transportation? 4) Do people hawk wares from carts or street corners?
Evoke Smell. 1) What smells are prevalent in the world? 2) What does food smell like? Are there spices? What kinds? 3) What does the city smell like? The country? 4) Do the people bathe? Wear perfume?
Evoke Taste 1) What does the food taste like? 2) Does the air have a "taste" to it? 3) Does the water have a taste? Bitter? Mineral? Bland?
Evoke Texture 1) Are buildings made of smooth stone or rough? Are there raised carvings? 2) What kinds of fabric are used? 3) Is the ground even or smooth? Terrain has a visible texture too. 4) Are wooden products rough-hewn or sanded and stained?
These things alone won't make a world real, nor will they make the world "work." They will develop a sense of place, giving the world a 3-Dimensional "appearance"--much like a hologram. To make a world feel real requires a solid enough foundation that the reader can suspend belief and travel there mentally. That requires a functioning world.
Here
is where writing urban settings is a little bit easier. Readers
know that New York City exists. They know it runs pretty much like any
big city. They know there is a system in place and it works.
Therefore, all the work in "building" NYC has been done, requiring only
that the author do his/her research. Because New York City is real
doesn't mean the author doesn't have to describe the city or evoke the
senses. All of that is still required for the reader to be transported
to NYC for the duration of the story. Where the urban writer has to be
more careful than the fantasy writer is in getting the details exactly
right. Many readers will be very familiar with NYC; they might even
live there.
Another aspect the urban writer contends with is
time. Urban stories eventually become dated in the sense the setting is
no longer contemporary, but historical. Sometimes it can take decades
for the "contemporary" sense to slip away. Or it might take one
revolutionary invention. In keeping with the NYC example, a story
written not so long ago but set in the Twin Towers is no longer
contemporary, not after 9-11. Watch a few television shows done in the
early nineties. While those aren't that
old either, you'll still notice a change in technology, fewer, if any,
cell phones, for instance. In the film "Die Hard," Bruce Willis carries
his gun onto the airplane in the open, because he was a police officer.
Also note the lines at the pay phones at the airport. These factors
date the film, reminding us it's from another time.
When
writing in a distant future setting, on an alien world, or a fantasy
world, the reader doesn't make any of the assumptions given to a story
with an urban setting. The reader needs the author to build the world literally from the ground up and show that it is a working world.
Naturally, the reader doesn't want to read or see the blueprints or
have to study a course in the world's natural history before being able
to enjoy the story. But the author will need that "course." The author
should always know far more about the world than the reader. All most
readers want is a sense that the author knows these things and that all
the necessary systems are in place.
So how much groundwork is
necessary? That depends on how alien the world is. The more alien it
is, whether physically or culturally, the more foundation work it'll
require. So let's start at the planet level.
Terrain
There's
a reason most fiction worlds are modeled using Earth-like features. The
geophysics, geodynamics, plate tectonics and all the other forces that
created Earth's terrain are fairly well understood. Moreover, we have
existing examples proving, for example, that volcanoes can be found on
islands or in mountain chains. So on a fantasy a world a volcano
can spring up in either position and readers will generally accept it.
Technically, to map out terrain totally from scratch and do it
correctly requires understanding and applying the appropriate sciences
to "build" the world naturally. Luckily in fiction, there isn't usually
enough detail to highlight terrain flaws. Having the landscape feel right is usually enough.
Likewise,
weather patterns follow the laws of nature. Yet understanding pressure
systems, parcels of air and jet streams isn't necessary to have it rain
on a fictional world. Again, writers generally model after patterns
witnessed on Earth. With the Internet and cable weather channels,
writers can monitor weather patterns on Hawaii or in the Rocky
Mountains to determine what sort of weather their island city or
mountain village should experience.
As for alien terrains,
writers can keep up with NASA's findings. Today's writer (and therefore
reader) can access a lot more information regarding alien terrains. So
again, for the writer, an alien planet can be modeled after Mars or
Jupiter's Io.
If I'm writing a novel, I like to draw a map of
the world . . . or at least the major continent where the story is
taking place. If nothing else, having a map makes me more aware of
where the characters are and how long it should take them to travel
from one location to another. The map helps me keep the time line
consistent. For a world to feel
real, it must feel as if it occupies space. Space means there are
distances. Crossing a distance requires time. If I
can convey that time in a consistent manner that is believable given
the distance and the type of terrain crossed, the world becomes a fully
4-Dimensional (with time as the fourth dimension) place. It has a
foundation in reality.
But that doesn't mean the world works.
Modeling With Cultures
So far, I've only discussed the physical, tangible aspects of a world. Although fashion and food are part of a culture, culture has deeper, intangible roots.
Using a plant analogy, the base, stem or trunk of a plant grows out of
the root system. Then from that growth, we get leaves, fruits and
flowers. But kill the root system and the entire plant withers.
Therefore, we start at the roots, just as we started terrain from the
ground up.
The easiest way to create a culture is to model it after an existing one.
The nice thing about modeling is the ability to take the culture, like
a lump of clay, and begin to reshape it a little--just enough to
disguise it, if desired. One advantage of not disguising the
culture is that readers will fill in blanks, as they are already
familiar with the culture. Just as in the case of writing in a modern
setting, readers will assume the culture functions. A disadvantage of
not disguising the culture is that readers may not accept any changes
made whether inadvertent or done on purpose. Readers may see any
changes as an inconsistency or a flaw in the writer's understanding and
knowledge of the borrowed culture, thereby causing the reader to lose
trust in the author.
Yet modeling is still a valuable means of creating new cultures. Studying a culture in depth reveals the many layers that go into a culture and how these things are interlaced. Religion
and government, whether separate entities or not, both came from the
same mind-set, from the same people, meaning there is some crossover,
some common beliefs, common morals. Moreover, those morals will have an
impact on fashion. They can impact music and entertainment.
Belief--which doesn't necessarily have to mean religious--runs deep
through culture and governs more aspects of daily life than not.
No culture develops independently of their terrain.
(At least not those indigenous to the world. Space faring races will
have developed according to whatever their home "terrain" was, even if
it was a space station.) Whatever the terrain, terrain is a tangible factor
in culture development. Think of the terrain as land and culture as the
plant. The land gives the culture a place to grow. If the land is
hostile, desert-like and resistant to growth, the people are not likely
to become lavish and wasteful--not in a limited resources land. (Sure,
oil has made a number of desert cultures wealthy…today. Go back and look at how these cultures survived before their rise to wealth.)
Internal and external forces affect a culture.
Very few cultures exist free of outside influences from other cultures.
This has been true for centuries in most places. Some island cultures,
the aborigines of Australia existed a long time without foreign
influence, but even they eventually dealt with outsiders. Nonetheless,
the degree of which culture is influenced today by other cultures is
far, far beyond the sort of influences foreign cultures normally had.
To model a medieval society after the American melting pot is difficult
to pull off. People simply didn't travel or relocate to the same degree
or quantity in medieval society for many reasons. If your world can't
overcome these reasons, having such a blended society won't make sense
and the world building fails. That doesn't mean there won't be
foreigners, travelers and explorers. It means you won't have a
population in which less than fifty percent are of the country's
original stock--unless you are dealing with a conquered people. Even
then, the percentages are likely to be overwhelming in favor of the
indigenous people.
When modeling a culture, it's easiest to start with matching ingredients.
For example, if using a desert terrain, pick a culture that developed
on a desert. There are still many cultures to choose from.
Pick
a culture and dissect it. Try to understand what really motivated
those people. Figure out why they did the things they did. Ask what
things would have had to be different for those people to have taken a
different course in history. While dissecting and studying a
culture, don't impose your own morality or world-views. Remember you
are a product of a different culture from a different time. What you
view as "right" has grown out of your roots . . . which is not
necessarily their roots. Try to answer the questions based on that
culture's world-view.
Now that the culture has been broken into
its components (i.e. dissected) think of if as a recipe. Some
substitutions of ingredients are possible, but remember that not all ingredients can be substituted and not all substitutions will work.
In other words, and in a different analogy, cutting and pasting
together pieces from different cultures won't necessarily fit or make a
complete picture. If the pieces don't fit, then the culture doesn't work and the world building crumbles.
One aspect often forgotten in world building is its faith. It's
only in modern times that religion hasn't had such a strong impact on
the world. Science has been the greatest factor in weakening religion's
impact over daily life. Science has changed how we view the world. With
so much explained, a sense of wonder was lost. Because part of faith is
wonder, any "wonder" lost weakens religion's importance in our lives.
Mostly, science (the wonders of technology) brought us freedoms. It
freed us from having to toil quite so hard, giving us free time. It has
helped close the gap between the classes, enabling the rich and poor
alike to travel across great distances. It brings the world into our
living rooms, allowing for a wider spread of knowledge. Because it
freed up our time, and therefore our children's time, science (in its
many forms) has allowed for the education of the masses as never
before. But in a world in which science and technology are limited, as
in medieval times, the unexplained continue to baffle people and
religion was there to fill in that gap. Moreover, religion was there to
promise that the toils in this life were rewarded in the next, and that
there was a plan, a purpose, a reason for all things. It offered
comforts when comforts were few. And still today, as it was then,
religion (in the broadest sense) sets morality. Religion
and government are the two strongest factors in maintaining society.
Without a functioning, believable society, the fantasy world falls
apart.
In a culture, every aspect connects to another.
Make sure all the pieces connect. They should fit as neatly as a puzzle
and the finished picture must make sense. No part really developed in a
vacuum. All the other parts around it influenced it. The easiest question to keep asking is: Why?
Why do the people wear dark clothing? Why do they eat spicy food? Why
do they look both ways before crossing a street? Why do the tower bells
always ring at dawn? Why . . . why . . . why?
Checklist
Patricia
C. Wrede put together an incredible list of world-building questions
that's over twenty pages long. I'm certain it's still out in cyberspace
somewhere. Try searching for "Patricia C. Wrede's Worldbuilder Questions."
To
get started developing a world, my simplified outline/checklist may
help. Think about all these aspects and how they relate and impact each
other. It's their relationships (both good relations and bad) that bind
them together, that make the world work as a single unit.
Think
about these sections, ask what is available, what do these people
have/know/etc. Then ask: Why is that? How do the pieces available
combined with their rudimentary beliefs combine to produce an answer
for why? What binds the pieces together? How does one piece fit (or
interact) with another? Simply
having a collection of independent answers won't make a believable
world. Having a collection of answers in which every answer affects or
is affected by all the others will.
I. Terrain A. Land Formations 1. Arable lands -- for growing crops 2. Natural borders -- mountains, anything difficult to traverse 3. Forests -- for wood products 4. Mining resources -- gold, gems, coal 5. Wastelands -- unusable places, could be swamps, desert, etc. B. Water Sources 1. Lakes 2. Rivers 3. Oceans C. Weather 1. Seasonal variations -- does the world have 4 distinct seasons? 2. Disasters -- drought, flood, mudslides, tornados, etc. D. Animals 1. Dangerous Predators 2. Fish, fowl and other game 3. Fantastic or alien creatures II. Culture A. Religion 1. Is it Monotheistic or based on a Pantheon? 2. What are the basic beliefs? a. is there a good -vs- evil view? b. what is their creation myth? 3. Moral code a. ethics and values b. taboos 4. What services does the faith supply? Sanctuary? Shelter? 5. What does the "church" expect in return for its services? 6. How is the religion organized? a. who's in charge? b. what are the ranks? 7. What are religious gatherings like? a. weddings? b. funerals? c. are there weekly services? d. special services? B. Government 1. Judicial systems a. what are the laws? b. what are the punishments? c. who enforces the laws? 2. Political parties 3. Foreign relations a. bordering neighbors b. distant countries C. Military 1. Volunteer, draft, required duty 2. Weapons 3. Wars--past and present 4. Branches of service--army, navy, air force marines, coast guard? 5. Who control the military? 6. How is it funded? D. Economy 1. Occupations a. for commoners b. for skilled workers c. for artisans d. for the wealthy 2. Import & Export 3. Classes/Castes based on wealth or birth? 4. Money or Barter System 5. Natural resources 6. Farming 1. What crops are grown? 2. What animals are raised? E. Education 1. Who is educated? 2. What is taught? F. Measurements 1. Time period -- approximate to Earth 2. Units of weight, distance, time, etc. G. Sciences 1. Natural sciences 2. Technology (applied sciences) H. Magic 1. Who works magic? 2. What area does magic most affect? 3. Who has access to magic's benefits?
4. What limitations are imposed on magic, its users and its
beneficiaries? 5. How does magic impact economy? Religion? Government? Warfare? I. Entertainment 1. Feasts 2. Libations 3. Performances 4. Pubs/Taverns 5. Gambling 6. Festivals & Holidays a. religious b. secular J. History 1. Actual events 2. Believed (mythological) events
The
connections between all facets of a world are the binding factors that
hold a world together. Understanding why everything evolved as it
did makes the wheels of a society turn. Between the connections and all
the answered whys, a world will have a solid foundation upon which to
tell a story.
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