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We are writers mainly from Australia and New Zealand who write speculative fiction with romantic elements. Be it fantasy, paranormal, dark urban fantasy, futuristic and everything in between.
Showing posts with label world-building. Show all posts
Showing posts with label world-building. Show all posts

Thursday, 27 June 2013

Magic Thursday: World Building - Defining Magic in the world of Shadow's Rise



Thank you to the Darksiders for hosting me here once more. This week, I thought I’d talk a bit about some of the things I considered when developing and writing about the magic of Tzamesch, where the Shadow Series is set.

Some writers build their work with encyclopaedic accuracy before they ever start a story. I have never been able to do it that way; I find it stifles the story process for me. Instead, I use a combination of learning about my world through storytelling, and then working out the logic behind what I’ve ‘seen’ happen in the story and writing the rules so that I have consistency in the rules governing the world.

For instance, when I first started writing Tzamesch, I knew I wanted there to be something a little bit different in the way magic operated. I didn’t like the idea of wizards having to learn a set number of spells at the beginning of the day, like they are required to do in some roleplaying systems. I didn’t like the idea of wielding magic being so exhausting that even the smallest spell took a great physical toll. I didn’t think all magic wielders should work the same way, but I also didn’t know exactly how to describe what I wanted until I’d used magic in the story.

It soon became clear that magic, at least for the most common kind of magic-user, was a kind of energy or force that could be tapped into and shaped. This meant I had to answer the question of why not everyone was a magic user. I decided it was genetic—not everyone has the capability to sense, feel or draw on the magical energy around them, and not everyone who can, is able to shape it. People are born with different abilities, and magical sensitivity and shaping was one of those.


As I wrote, I also found that there were different kinds of magic, with elemental magic playing a pivotal role in the story. I also learned that the difference had to be explained or shown so that the reader could focus more on the story than on wondering what the importance of those differences was. I decided elemental magic was different to ‘normal’ magic, but only to a small degree.

I drew on known and accepted understandings of elemental magic in our own world and decided that elemental magic on Tzamesch means more than earth, air, wind or fire. Everything is an element: stones, gems, decay, death… and power, which is also central to the story’s villain. This led to me deciding that there had been a pantheon before the one existing in the book, and that led to me asking more questions as I explored yet another form of magic—that of clerics and priests.

I had to ask: How are gods and goddesses formed? Where do they come from? Where do they go when they die? How do they die? and What role do mortals play in the life-cycle of a god?
With the books having such strong elements of deities and their interference in mortal affairs, these were questions that required an answer in order for the story to move forward.

I decided that what a person worships is instrumental in giving rise to a deity. This meant that while there were now human deities who represented different facets of the human world, because humans saw those facets to be important: night, balance, fishermen, coastlines, death, invention, plague, pestilence and so forth. In earlier times, however, humans worshiped the elements around them: the earth that helped them grow their food, the air that brought storms and rain, the water that helped their crops grow, and the fire that cooked their food and drove off predators. Everything important to their survival was given a place. As society advanced and changed, so did the kinds of things humans worshipped.

The worship of stone led to the discovery of metal, which led to the rise in importance of smiths and inventors, which led to a gradual increase in the worship of a god of smiths and a god of inventors and brought about a decline in the worship of metal as an element. Likewise, an increase in the worship of a god of masons led to a decrease in the worship of the element of stone. And so it went.

As the new deities grew into being and developed a place in the human pantheon, the old elemental deities withdrew from the world, and elemental magic became a thing of the past. No longer the domain of priests, the power of the elements could still be sensed by some, in the same way that magic could be sensed. Without a deific link, I decided that the ability to sense and use magic and the more specific ability to sense and use elemental power were related, but that the elemental sense was rarer.

I also revisited my idea about magic being tiring, and decided that if particularly difficult spells were cast, or if the caster had to repeatedly cast spells, then magic was tiring, and again came the constant question ‘Why?’. It took me some time to answer that, but I worked out that the reason wizards who attempt a magic beyond their ability, or who draw on spells over a prolonged period, collapse or die is because they eventually end up drawing on the magic inside themselves, for it takes a degree of magic to sense and use magic. Spell-casters are, in essence, magical creatures, and magic gives their souls a different flavour.

…and this flavour is what enables other magical creatures to hunt them—another important element in the story as the nemesis threatening the world uses his undead to hunt wizards so he can use the power stored in their souls to fuel his escape attempt.

So, how does this illustrate world-building, and why is it important?

Everything interlinks. Important story elements have a background. There is a reason why elementals are involved, and a reason why the villain of the piece has difficulty finding the right kind of soul to power his escape. Everything serves the purpose of moving the story forward, giving something important to the story an understandable reason for existing, or giving the readers an insight into the world’s mechanics.

Some of this background never appears in the book itself, but me knowing it exists helps me give each occurrence a commonality so that the reader can start to make sense of the world and feel a little more at home in it. This means the reader can focus more on the story than on wondering why things work as they do in the characters world. It reduces the chance they’ll be pulled out of the story because something didn’t work as they expected, because it was different to the last time they saw it. It helps the reader become immersed in your world, and enjoy it more.

And that is what we all aim for.

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C.M. Simpson spent the first twenty years of her life living in different parts of Queensland and the Northern Territory. Her father was a teacher who liked to travel, so he took teaching appointments in all kinds of places. To cope with the constant travel, C.M. wrote stories, drawing on the different landscapes she encountered and giving a hyper-active imagination somewhere to run. Seeing so many different places gave her a lot of food for thought as she stepped into the world of adulthood and she never stopped writing and exploring the worlds in her head.


You can find her at: http://cmsimpson.blogspot.com.au/

Wednesday, 16 February 2011

World-Building Summary

World-building can be hard to get your head around but if you can follow the guide below then you'll have a basic structure you can build on as your understanding and knowledge of your world develops.
  1. Research – make the time to flesh out your world. Readers come to your book wanting to believe and if you don’t delve a little more deeply into what makes your world function, then you run the risk of the story not living up to its potential.
  2. Structure and consistency – by all means interweave reality with imagination but whatever you create in your world must have a set of rules or be based on logic or reason. Gerrold, in his book Worlds of Wonder, quite rightly states, “The reader will suspend belief - he won’t suspend common sense.”*** Little or no structure will result in the reader becoming confused; that leads to boredom or frustration. And without consistency the reader will disbelieve and mistrust what they’re reading. Don’t give them a reason to put your book down.
  3. Humanize elements of your world building – make them similar enough to something readers would be familiar with but then balance it with whatever is unique about it. Combine the old with the new. 
  4. Layer the experience – use the senses. Create the scene in your head. What did you see? Hear? Smell? Touch? Taste? Feel emotionally? Provide this and you’ll bring your world alive, make it believable.
  5. Have fun – take time to daydream. It’s part of the creative process of world building. Collage your ideas, make maps, family trees, lists of your character likes/dislikes, create a play-list of songs that evoke the right mood conducive to the tone of your world.
What are you waiting for? You have the tools to start world building – it’s time to go for it. Discover and enjoy the process that works for you, whatever it may be.

Once you get started, you never know what sort of wonderful world you might end up with! 

Quotes used in the article
* “We’re not in Kansas anymore, Toto” article by Maree Anderson from her website (www.mareeanderson.com)
** Nalini Singh website – web-link called Behind the Scenes re: “skin privileges” (www.nalinisingh.com/psy.html) 
*** Worlds of Wonder – How to write science fiction & fantasy – David Gerrold (Titan Books 2001)

USEFUL REFERENCES
Website Articles:
A Way with Worlds by S.Savage (www.seventhsanctum.com/www/wwwfull.html)
Magical World Builder by S. Cottrell Bryant (www.web-writer.net/fantasy/)
Fantasy World Building Questions by P.C.Wrede 1996 (www.sfwa.org/writing/worldbuilding1.htm)
Books:
Checking on Culture by Lee Killough 1993 AG Press
The Writer’s Complete Fantasy Reference – Introduction by Terry Brooks (Writer’s Digest Books 1998)

Worlds of Wonder – How to write science fiction & fantasy – David Gerrold (Titan Books 2001) 

(Pictures from http://fantasyartdesign.com"> Fantasy Art 3D Wallpapers, digital art modern online gallery.)

Wednesday, 9 February 2011

How do I World-Build?

In the third post in this series we'll look at what elements make up world building. It's the practical part, where you get to ask yourself lots of questions and apply them in the context of the book you're writing.

So, where do we begin world building when we have no idea where to start?

I discovered plenty of comprehensive checklists of elements essential to world building and character development in articles and books as I researched this topic. Too many to cover in the space of this post. So I’ve combine a smattering of those with some our authors mentioned in the previous post.

ELEMENTS OF WORLD BUILDING

Environment – What is the world your characters inhabit? What life forms are there? Are there any physical features such as continents or landforms? Ecosystems? What are the locations of any cities & towns? Does weather or climate play a part in your story? Will these factors influence your characters culture, lifestyles, shelter, food production or types of clothing?

I like to draw maps of the places where my characters live, putting in details of topography, territories or borders, cities and place names and often thumb through information books or travel guides to get a visual image of the landscapes to accompany them. 


Culture – What building blocks make up your characters life? Do they have government, religion, an economy, values, language or dialects, beliefs, social classes, education, family structures, law, the arts or leisure activities? How do these issues relate to marriage, sexual relationships or death?

All these things will influence your characters thoughts, behaviour and actions. The foundations of culture can come from your imagination or you can draw on aspects of past & present societies from our own world history. This is where research comes in. A lot of fun can be had hunting for information, whether you surf the ‘net or visit the local library. Note taking is a definite must and don’t forget to reference where you found your ideas as there’s nothing worst than losing a great source of information when you want it again.

Alternatively, post a query on the on-line loops – there’s a wealth of information among our own members for all sorts of things or they can refer you to a site, article or book if they don’t.

Technology – Is your society/culture industrial or pre-industrial? What forms of machinery, communication and transport exist? Have they achieved space travel? Who uses the technology in your world? The military? An undercover cop? Everyday Joe and Jane? A specific race or culture? How does it impact on your characters lives? Do they have a phobia associated with technology?
 

Clothing – What does your character wear? Does their environment dictate the style? Will their culture or class influence their choice? Do male and female clothes differ? What fabrics make up their clothes? Does their employment require a certain image?

Language or communication – Do your characters speak another language or dialect? Will their conversation be interspersed with words from their native tongue? Do you need to make up your own language? Have you considered giving a character a speech affectation (eg. a stutter, a lisp, an accent)?

Depending on your genre your choice of vocabulary and the grammatical structure of the sentences your characters speak may vary (eg. think of Yoda from Star Wars). Language isn’t just confined to verbal communication. Gestures, sign, sounds, and mannerisms are all facets of language.

In one of my stories I have a young character who’s mute as a result of a childhood trauma. He communicates using sign and I indicate this through the use of gesture and italics. In the same book I have an alien who has a sibilant hiss in her speech. In another, the colour of my heroines eyes change with the moods she’s experiencing. 

Sex – Does culture affect your characters views on this subject? What practices are acceptable? Frowned upon? Are there any taboos or restrictions? Do your characters have relationships, love or is it just for the purpose of reproduction? What sexual preferences are the norm in your world? Will marriage be a pre-requisite to having sex? What slang words do your characters use associated with sex?

(eg.Nalini Singh uses the term “skin privileges” in her Changeling series. It refers to who has the right to touch one another in their Packs. Here’s how she explains it – “Because touch is such an intimate thing, it depends on each individual as to what level and to whom, they will accede the right to skin privileges.” **)

By no means are these the only categories you should consider when world building. They’re just a starting point. Many of the sub-categories mentioned within the larger ones can be teased out as well. It all depends on each writer’s needs.

Play the “What If…” game when you ask questions about the categories. Dig deep on the who, what, where, when, why or how this affects or influences your world and characters. One of the benefits is that you’ll discover conflicts, plot twists & sub-plots for your characters coming from the answers.
Now, once you’ve built this world, do you include every little detail?

No. Not if you want to bore your readers to death. Details are good for the likes of writing for Encyclopedia Britannica or Lonely Planet.

Details, in this instant, provide you with knowledge. The confidence of this knowledge will come through in the tone of your writing. You’ll write the story from the inside out.

Join me next week for the final post when I summarise the points I've made over the last few weeks about world-building.

Quotes used in the posts:
* “We’re not in Kansas anymore, Toto” article by Maree Anderson from her website (www.mareeanderson.com)
** Nalini Singh website – web-link called Behind the Scenes re: “skin privileges” (www.nalinisingh.com/psy.html)
*** Worlds of Wonder – How to write science fiction & fantasy – David Gerrold (Titan Books 2001)

Wednesday, 2 February 2011

An Author's POV on World-Building

This is part 2 in my series on world-building. Part 1 (What is World-Building?) defined what world-building was and you can find it in a previous post.

This week I wanted to know if writers approached world-building with a set process, so I asked some of my writer friends, published and unpublished, for their point of view on how did they handled it. See if any of their replies give you any ideas … 

“For me, world-building is very much an organic process. I feel as if I step into the world and write what I see.
One tip I can give is in terms of writing a series - consistency is key. It is the absolute bedrock of a realistic world. I've learned the value of keeping detailed notes on characters, events, the physical world itself. This helps so much in terms of maintaining continuity.”

Nalini Singh
(Paranormal - Berkley Sensation)

“Because I've done extensive research about the Regency over many years, I have a good general knowledge of the period so I usually know if a story will work within the constraints of my historical period. But each story has specific elements that require more specific knowledge.
For example, in CLAIMING THE COURTESAN and TEMPT THE DEVIL, I had to know about the demimonde. In UNTOUCHED, I researched mental illness in the early 19th century. The Regency is such a popular setting for historical romance, I'm lucky when it comes to world-building. I can often use just a few salient details to establish the world. Many readers probably know as much or more about this period than I do!
One thing I like to do to establish a feeling of time and place is throw in the occasional unusual bit of vocabulary or expression. I want my readers to recognize that they're reading about somewhere different from where they live now. Luckily the Regency abounds in really colourful, vigorous language so that part of my writing is often a joy.”

Anna Campbell
(Regency historicals - Avon/HarperCollins)

“I spent 7 years researching my 1000 BC book. I searched libraries for rare books, the ‘net, interviewed Jewish folk and historians.”
 Melissa James
(Harlequin romance)

“When creating the fictional peninsula and the township of Onemata in my February 08 release, TYCOON'S VALENTINE VENDETTA, and when I created the fictional luxury game resort in my August 08 release, CLAIMING HIS RUNAWAY BRIDE, both with Silhouette Desire, I drew very strongly on my own experiences and knowledge of the country in which I, and my characters, live. For what I was unfamiliar with it was an easy matter of researching such areas and places both online and via other people who'd experienced places like that (travel books are marvellous for this kind of information, I've found.)
As far as process goes, once I've decided upon where I'm going to set my stories I will glean as much information about it by (a) searching the internet, (b) taking relevant books out from the library, (c) visiting those places if at all possible and taking a whole lot of photos and notes, and (d) speaking to people who have been to those places or experienced the kinds of things my characters are doing.”

Yvonne Lindsay
(Silhouette Desire)

“My world building starts with the premise that my heroine is a powerful woman in her own sphere. Whether she happens to be a witch or a druid her existence is influenced by her matrilineal heritage and the goddess culture.
Since I'm fascinated by this, research is no hardship and I spend far too many hours reading up on ancient customs and beliefs, and then incorporate whatever happens to best fit my plot.
Within this framework I can twist the world to accommodate spirits of ancestors, elemental power from the earth herself and the occasional demon.
It's a lot of fun being the goddess-of-my-own-universe!!”

Christina Phillips
(dark erotic romance with paranormal elements & ancient historical romance - The Wild Rose Press & Berkley.)

“I usually use places I know for my books, although occasionally I will change some aspect of them.  I very rarely name streets only towns.”

Ann Patrick

(contemporary romance - Whiskey Creek Press) 

“My stories are steeped in reality, but my heroines have special abilities that set them apart, such as clairvoyance or witchcraft. So rather than building a futuristic, fantasy or parallel universe, my challenge is to show the internal world of my characters--what is it like to see and talk to ghosts; interpreting visions; learning who can you trust in the spirit realm--that kind of thing. I'm not psychic, but I do know people who have the gift and I draw on their experiences.
For research, I read a ton of esoteric books and memoirs by psychics, and I love to freak myself out by watching scary movies. This part of the process is where ideas for characters and plots percolate. By the time I'm ready to work on the book, I feel I'm writing from an authentic point of view.”

Vanessa Barneveld
(YA paranormal – represented by Writers’ House Literary Agency NY)

You can see from these comments that there is no set formula to world building. The process is as varied as there are genres. Frustrated yet? Join the club!

Next post we'll move on to how we begin world building when we have no idea where to start.

Quotes used in the posts:
** Nalini Singh website – web-link called Behind the Scenes re: “skin privileges” (www.nalinisingh.com/psy.html)
*** Worlds of Wonder – How to write science fiction & fantasy – David Gerrold (Titan Books 2001)
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