World Building 101 - Choose Your Planet Wisely
So, you've decided to build a world. The first thing you need is...well, yes...the world itself. The Planet.
Now this may seem extreme to some writers, but for certain stories establishing the proper planet (or solar system or even galaxy) may be of vital importance to your story. The following are some examples where planets become key elements to the plot of a book:
For most people writing fantasy rather than science-fiction, however, the specific geologic composition of the planet or the makeup of the solar system will be of minor (if any) importance. An "earth" or "earth-like" planet is generally sufficient for most needs.
The basic components all world builders should consider include (again, keep in mind the plots and themes of your book with an eye for making these elements mirror, conflict with, or support those plots and themes):
A Word About Maps
Maps are invaluable tools for world builders. And not just for drawing continents and oceans. You can (and probably should) draw maps of cities that play a major role in your books (particularly if you use street names or need to navigate your characters around the cities). You might draw maps of a castle or palace to remember where the rooms are located, whether the stairs are on the right or left, etc.
I use pencil when drawing my maps - because I find that I sometimes change features on the map to suit my story. If you aren't certain how to draw a map, I recommend you consult online atlas resources to get a few ideas.
The following is the original map (which I inked for the purpose of scanning it in) of the world I use in the novels of the Fading Lands:
Notice the scale marker at the bottom right. I use this constantly. A piece of string (I use dental floss!) and a ruler allow me to calculate distances between points both "as the tairen flies" and as riders or characters on foot would travel. I place the end of the string at the starting point, lay it out on the map along the travel route, mark the end point on the string, then straighten the string and measure it on the ruler and convert to mile-measurements according to the scale of the map. (Note: it's very helpful to log these distances and travel times in a file so you can keep it for future reference and not have to keep recalculating.)
Now this may seem extreme to some writers, but for certain stories establishing the proper planet (or solar system or even galaxy) may be of vital importance to your story. The following are some examples where planets become key elements to the plot of a book:
- Dune, by Frank Herbert. Both the existence of Arrakis (aka Dune, the Desert Planet) and vastness of the galaxy in which the Dune novel is set are crucial elements to the story. Sandworms plunging through the shifting sands of the deep desert, still suits that allow desert people to survive in the brutally harsh environment of their homeland, Fremen tribes harvesting the water from the bodies of their dead, Fremen soldiers honed to lethal effectiveness by their constant struggle to survive: all of these key story elements are tied to the geography of the planet Dune. And the fact that Spice, which is vital for "folding space" to allow rapid interplanetary travel, is only found on this one planet puts Dune smack dab in the middle of the power struggle going on between all the major factions in the book.
- The Dragonriders of Pern novels, by Anne McCaffrey. In these novels, the solar system--with its elliptically orbiting Red Star that rains the vile, devastating Thread upon the planet every 250 years--is a vital component of McCaffrey's world building. Without that Red Star and the Thread that falls from it, the original book, Dragonflight, could not possibly be the same story. Most of the rest of the planet Pern is rather earth-like, but cave riddled mountains (ie., Weyrs) are home to the dragons and their riders, and the existence of a newly discovered southern continent becomes an important feature in Dragonquest and The White Dragon.
- Larry Niven's Ringworld and The Integral Tree as well as many of his other works revolve entirely around the unique physical construction of the "planet" (or in both these cases, non-planet) on which his characters live.
For most people writing fantasy rather than science-fiction, however, the specific geologic composition of the planet or the makeup of the solar system will be of minor (if any) importance. An "earth" or "earth-like" planet is generally sufficient for most needs.
The basic components all world builders should consider include (again, keep in mind the plots and themes of your book with an eye for making these elements mirror, conflict with, or support those plots and themes):
- Climate - Weather, temperature, seasons. Consider the impact of climate on the cultures that live in them. How might their lives, their customs, their racial features, be different? For example, if you are writing a story in which fire and ice are key symbolic themes, you might set two cultures in opposing climates and let them clash.
- Geography - What are the land masses? The major geologic features? The rivers, lakes and oceans? Are they all natural? Any man-made? Magic made? (If man- or magic-made, is there a story there? Something you can use in your own plot?) Keep in mind, geography has considerable impact on warfare and defense. Also, when deciding these features, it's very helpful to draw maps. Consider geography for travel distances and methods, how different terrain affects travel methods, population, plant and animal life, etc.
- Resources - What resources are available? Are they rare or precious? Are they unique to a particular area in your world? Throughout the history of our own world, the availability and scarcity of certain high-value resources has proved central to conflict, population, nomadic tribes, etc.
- Countries, cities, and political boundaries - Maps are extremely useful here as well. I highly recommend that if you are world building your own continents and cultures, you draw a map (scaled so you can calculate distances) and make use of it. Consider natural geographic boundaries when drawing your countries (rivers, mountain ranges, etc.) and consider reasons why cities would be located in particular spots. Invariably, cities are located near fresh water (rivers, lakes), near locations of important resources (mining towns, logging hamlets, farming villages, etc.) or in key strategic defense positions (cities built to supply frontiers, house troops, etc.).
- Plant and animal life. Climate, terrain, and resources most definitely impact the variety and prevalance of plant and animal life. If you put massive predators in an environment, you must be sure the environment can support enough other animals to feed them (which also means plants and water). And please, vary the lifeforms. Insects, birds, fish, fowl, mammal, reptile, amphibian: keep them all in mind. Even if they aren't key to your plot, having them around helps add richness to your world (and if you can tie one or two to the story in some memorable way, do it!).
A Word About Maps
Maps are invaluable tools for world builders. And not just for drawing continents and oceans. You can (and probably should) draw maps of cities that play a major role in your books (particularly if you use street names or need to navigate your characters around the cities). You might draw maps of a castle or palace to remember where the rooms are located, whether the stairs are on the right or left, etc.
I use pencil when drawing my maps - because I find that I sometimes change features on the map to suit my story. If you aren't certain how to draw a map, I recommend you consult online atlas resources to get a few ideas.
The following is the original map (which I inked for the purpose of scanning it in) of the world I use in the novels of the Fading Lands:
Notice the scale marker at the bottom right. I use this constantly. A piece of string (I use dental floss!) and a ruler allow me to calculate distances between points both "as the tairen flies" and as riders or characters on foot would travel. I place the end of the string at the starting point, lay it out on the map along the travel route, mark the end point on the string, then straighten the string and measure it on the ruler and convert to mile-measurements according to the scale of the map. (Note: it's very helpful to log these distances and travel times in a file so you can keep it for future reference and not have to keep recalculating.)Now that we have a planet, we need to populate it. The next article will cover some of the basics of creating races and cultures.
Labels: worldbuilding


6 Comments:
Wow. You're -- like-- PUBLISHED.. And you visited my blog.
I am not worthy...
Okay, I'll have to come back and read more thoroughly when I'm not brain fried from the first week of school, but I do like the map you've added here. I used to love designing maps of imaginary worlds. Maybe it's time to try it again.
Hi
I am so happy that your getting great buzz - I had feeling that this series is going to be big. And your world you have created is making my mouth water. I can't wait to get stuck in!
Has
PW - LOL. I like your blog - you make some great points. :)
Hasna - thanks so much! I'm glad you stopped by!
Cheers!
Cheryl
Love the map, and the information you're giving us is awesome.
I'm going to have to come back and study it more later, you know, the move and all.
I'm beginning to think this move is like the song that will not end.
Really, I think you should do a workshop at one of our meetings on this. It's really great stuff and you've just begun. :)
Great map Cheryl! I too have drawn maps for my stories, but yours are much nicer.
Elizabeth Viau's World Building Class is a great online resource too.
Thanks Vicki.
Lisa - I'd looked at that when doing research for a talk I gave on this very subject. You're right. The course looks very interesting and informative.
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