Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Monday, February 17, 2014

SFWA World Building Questions - Part 3

A continuation of this previous post, I decided to tackle examining the third portion of this exhaustive (daunting and exhausting if you try to answer it all) list of questions to help formulate an author's world building exercises.

SFWA World Building Questions

Part Three - Magic and Magicians

Well, one of the first things to identify is that this section is oft-times the most contentious.  The where, how and why for of magic use within any particular fantasy novel or series is likely going to make or break a lot of readers.  Is the magic system Hard Magic, with its rigid rules and laws that define the people who use magic and what they are capable, or more importantly, not capable of executing?  Is it a Soft Magic, where the mystery of the source and the limits of the powers wielded by these mystical creatures and beings are as much an element of the story?  There are a plethora of sources out there that postulate for one or the other, many of them returning with the "do what works for you" answer, which is likely the truest answer anyone can give a prospective author.

Myself, I prefer the Soft Magic system.  I played AD&D, Rifts, Legend of the Five Rings, GURPS and other systems that clearly defined the margins and requirements for magic use.  As the Game Master more often than not this gave me the tools to reign in my players more times than not.  Ever the story-teller, I was more interested in the conduct of the adventure and the excitement engendered in good role-playing, as opposed to sticking our noses into the book to find out what specific costs or requirements we needed to meet.

Rules of Magic

When we look at the SFWA list for magic, which is daunting, I realize that a lot of these I answered intuitively to a Soft Magic system.  I haven't specifically limited what magic can and cannot do, nor do I particularly plan to.  The difference between miracle and magic is clear enough, insofar that everyone knows there are magicians, sorcerers, clerics/priests and a few select other "classes" (to use the AD&D terminology) can cast these spells and do wired and wonderful things.

The source of power is not definitively endorsed.  Mages and sorcerers draw from an undercurrent of power from the All Father Ihr's creative efforts in making the realms. Mages are more restrictive in their aptitude, limited to spoken spells and rituals, which syphon the energy in a constructed format, with predictable results; sorcerers on the other hand use an innate focus to grab on and shape the power mages.  Mages can combine their powers in rituals to have greater effect, whereas sorcerers may not.  Clerics and priests draw their powers from the essence of their gods, who have all been limited in their contact with the physical realms.  Because they draw powers from their respective gods, they may not execute a ritual.  The one exception are the druids, who draw their powers from Ihr, the Mother Goddess who gives powers to the elements.

As the Realms of Ihr'Vessen purport to a Soft Magic system, the rules in any detail further than those described herein are largely neither required nor desired.  If the magic can help advance the story, without becoming any kind of deus ex machine, then the magic shall occur, in moderation.

Wizards

I suppose this would include my mages, sorcerers and the like.  From the perspective of the J'in Empire, mages are ordered into various colleges, the details I have yet to bother addressing.  It is thus far a background detail that has no place in the story; my hope is to somehow introduce a mechanism or pot line to get into this detail.  Most of the questions in this section are directed to any author purporting to the Hard Magic system.

In a general set of terms, magicians in my world are a mysterious enough bunch; the only ones we see are samurai, which poses an interesting challenge I addressed in the previous chapter of this topic.  What is a peasant was born with the ability to tap into this mystical power?  Again, an interesting question, yet not one addressed in my plot points.  My first blush at the answer is to say that they are recruited and the families moved to cover up the fact a peasant born has been brought in among the samurai.  This doesn't answer a number of cultural issues, particularly in how does a peasant-born adapt to the new way of life and the secrecy he must bear; the birthright of a samurai is important to the culture, ergo a movement up into another class brings with it some complications.  That said, I've based the J'in Empire's customs on the Sengoku Period of Japan, whereas the result of some major upheavals and conflicts, there was some upward/downward mobility.

The language of magic on the other hand is something I have committed to.  The few times that spells are invoked, a certain form of gibberish is said.  The specifics about levels of power increasing with age or experience, whether spell components are required and the other tropes typically derived from AD&D, I have yet to bother addressing, yet I doubt I will go there.

Magic and Technology

When I first saw this heading I actually just skipped right over it.  My initial thoughts were, 'this must deal with steampunk.'  Well, sort of, kind of, but not exactly.  The idea of magic transport and communications make me think of magic carpets, pumpkin to carriage and the like.  Not my baileywick.  There are, of course, magic weapons of a variety of forms.  Magic wands, staves, swords and other weapons with magical upgrades, et cetera.  They aren't as prevalent as one would imagine.  This is something I am sure anyone having played AD&D or whatnot would be entirely frustrated at; I blame the adventure modules that sprinkle magic weapons and trinkets around like Skittles at a candy store.

Magic weapons of Ihr'Vessen requires a fair investment of power and material.  Certainly the more powerful require the rarest of materials.  There certainly isn't any mass production of these artifacts.  In fact, they are very much like a finely crafted katana; they take a long and arduous process to create.  Once completed, they are literally, functional works of art.

Miscellaneous Magic Questions

This section really kind of diverted from the previous ones; the questions deal more within a socio-historical context.  Magic fist in with the regular laws of nature, can manipulate and be manipulated by it as well.

Magical beasts are certainly a trope I've decided to include.  Dragons, Ents, Dryads, giant spider-like creatures, a myriad of others in a background way.  The ecology and biology of each I won't get too far into unless it has some place within the storyline.  Like Soft Magic, I don't find the details as pertinent as how they can be employed within the plot.

Questions on civilization seemed a bit odd herein.  It's been largely addressed already - in the case of Ihr'Vessen, the elves emigrated from the region to allow the other species the chance to develop.  This, by extension, makes the elven civilization incredibly old, as well as the most powerful, the most culturally renowned, the race with the most powerful mages and other spell casters   The humans are a 'new' race, the new kids on the block, and they are only just making a place for themselves.  They know the basics, but humans have only just scratched the surface.  I liken the comparison to Tiger Woods (in his hey day) compared to an amateur golfer.  The humans have figured out the rules of the game and sometimes hit the line drive or the clutch putt, whereas the elves have all the tools and tricks in the book and consistently outshine their competition.

Why we suddenly discuss political factions in a section magic is beyond me.  That said, there are various races, each with their own macro-level endeavours. The elves maintain a position of power and overwatch over the lands in the name of Ihr; dwarves, rat men, humanity in its three major kingdoms and scattered independent communities, the orcs and of course the goblin herds.  The main protagonists come from the J'in Empire, as previously described as based on Sengoku period Japan with a smattering of Korean and Chinese cultural references; it is a hodge lodge of Oriental societies for a number of reasons.  Primarily, and this I freely admit to, I am neither a native speaker to any Asian language or dialect, nor have I actually lived in the societies I base it off of.  This can lead to some dangerous ground, particularly when depicting cultural norms and linguistics paradigms.  For this reason, i have blatantly departed for a purely Japan-referenced culture.  One aspect I did try to maintain is the truly ferocious political manoeuvring involved in the courts and between the families therein.  Under a relatively recently established Imperial line, the provincial daimyos (governors, if you will) still maintain their own provinces as they see fit, under the auspices of the Emperor.  They each vie for favour and control over their political enemies and allies alike.  Truly too daunting an aspect for this post, I may have to come back to it to try and give an idea of what's involved and at stake within the Imperial Courts as book one closes out.

Surprisingly, a large part of this post dealt with things other than magic; perhaps these are just the questions I keyed off on the most.  Given a different slant on a work, these questions can really provide a writer with the tools to spur the imagination and discover parts of the story they never even knew existed.



Monday, February 10, 2014

SFWA World Building Questions - Part 2

A continuation of this previous post, I decided to tackle examining the second portion of this exhaustive (daunting and exhausting if you try to answer it all) list of questions to help formulate an author's world building exercises.

SFWA World Building Questions

Part Two, Physical and Historical Features

Map of the Belgeriad & Mallorean
General:  The geography for the Ochra Cycle is fairly expansive.  It's certainly not continental spanning, like the Belgariad and Mallorean series, or quite as large as the Song of Ice and Fire series.  It covers a large enough region that travel from one side to the farthest expanse certainly takes weeks on horseback; I haven't bothered to account for precise distances, mostly because it hasn't enough of a direct impact on the story to bother.  The region is largely a fairly flat expanse, surrounded by a ridge line of mountains to the south, west and along the northern edges, while the eastern edge is dominated by the coastal line and islands.  There are certainly mountains, rivers, expansive forests and whatnot therein.  Like the map of Middle Earth, only the most pertinent locations are specified.

Map for A Song of Ice & Fire
The questions of other races has already been described herein to some degree.  The humans are largely divided into three kingdoms, for lack of a better term, while we have the orcs on their island off the coast (think of Japan, just off the Asian continent), the dwarven region of Naro nestled against the foothills of the southern mountain ranges, the ratmen in the southern reaches in the Swamps of Shenim, the goblin herds and other monsters of their ilk in the Kevian Ranges, also along the southern edge of the map.  To the west and off the map are the elven lands, purposefully left undefined; they after all vacated this entire region centuries before to allow these races, particularly humans, the chance to settle and thrive or succumb to their own devices.  This left several ruins spotted throughout the lands, ancient elven settlements and cities abandoned, nearly all of which are decayed to ruin and lost to the annals of history.  They of course remained behind with a token force, advisors to keep the peace and nudge "the new kids around the block."  This advisory role is still present, simply much more behind the scenes, much less prevalent.

Since the elves have not visited the Imperial Courts of the J'in Empire in centuries, much myth and mystery surrounds them.  The events surrounding the elven emigration out of this region of course led to the creation of a particular secondary character, a guy by the name of Masaki.  Masaki is the pre-eminent archaeologist and ruin diver of the J'in Empire; a guy with a bad attitude and ego to boot.  Since he is a character that deals with digging up corpses, let alone the remote possibility of touching dead flesh, he is a rather repulsive individual to the samurai.   He reminds me a little of the french archaeologist in Raiders of the Lost Ark, La Roche.  Of course I now need a holy grail of sorts for Masaki to go diving into, as well as a treasure worthy of his motivations.  This further led to the creation of a setting where the elven city has fallen to ruin and been buried under years of dirt and sand, yet underground ruins and basement complexes remain.  Creating challenges therein was a simple matter of thinking it like a Waterdeep scenario for AD&D; traps, monsters, baddies, treasure, etc.

Climate and Geography:  The hand drawn map I've been working from defines the major regions, revers, mountains and forests.  The climate is essentially equitable to that of the Japanese / Korean / Chinese portion of Asia; temperate warm with high humidity, colder winters with a fairly abundant snowfall in winter, much more so in the mountains and foothills.

Natural Resources:  Aside from that, flora and fauna are the same, providing at least some semblance of familiarity for the reader.  Of course there are a number of beasts and nasties that are unique (this is a fantasy environment after all).  Since this is a fantasy setting, magic has largely displaced any advances into sciences and engineering to a scale reminiscent of Renaissance Europe, and we certainly won't see any steampunk / diesel punk in the Ochra series.  The style of the architecture for the primary kingdom involved is based on the Sengoku Period of Japan, so the 15th to 17th centuries.  Given the scale and scope of the region, natural resources for construction (timber and stone) are relatively common enough, methods of extraction and refinement advanced enough to allow for the architecture you would expect to see in 16th century Japan or so, castles included.  There is an abundance of farmland; essentially a breadbasket region.

Certain regions certainly play host to more abundant resources than others.  The dwarves of Naro obviously have a mountain range at their back, providing for massive stone works and mining (oh, the cliche).  Not far from them, the Swamps of Shenim, a region teeming with life and unique natural remedies, yet otherwise fairly agrarian.  The Plainsfolk are essentially the stewards for the massive herds of wild beasts that resemble a buffalo, which serve as a primary source of meat and food, while defining their way of life and customs.  The J'in Empire is as closely akin to the Japanese / Korean / Chinese of the Sengoku period as one could imagine; they've settled in their regions, replete with arable farmland, cities and castles built up and developed to protect and support their way of life.  The orcs rely on piracy and slavery to maintain their holdings on the islands off the continental coast, while the Free States, the closest human kingdom and the most victimized by these attacks, is a military power in their own right, their mercenary companies the best available.

World History:  Not much of the ancient history is directly dealt with.  Tidbits of pertinent info are provided, largely to avoid info dumps.  In a nutshell, there was a war between the two pantheons, with the eldest and their creations (goblins, giants, leviathans, orcs, etc) against the younger and their creations (elves, dwarves, dragons, fairies, etc).  In the end the elves led the younger pantheons' forces to victory as the gods stalemated themselves; the elves remain the dominant superpower.  Humans were created thereafter as a neutral party, a buffer species to keep things honest, so to speak.  This ancient history is known and recorded in detail by the elves, remembered by most other races of the times through oral tradition.  Humans know only of this era by way of myth and legend; Masaki, of course, has some further insights through his journeys.

I won't go into any of the specifics for the World History and the Kingdom-specific histories.  There simply isn't enough room for that massive a wall of text, nor much motivation to reveal it all.

In the next instalment, the SFWA World Building questions tackle the magic system.


Sunday, January 12, 2014

SFWA World Building Questions

I’ve stumbled onto this particular site a few times over the years, typically anytime someone on the Absolute Write forums starts asking about worldbuilding; it’s a staple link that always gets brought up.  Albeit not an exhaustive link, it can truly be a daunting link for authors just starting out and looking for a place to start.  It truly does ask a daunting amount of questions, not all of which apply, which may or may not initially occur.  That said, I’ve taken it upon myself to review the list and see how it applies to my fantasy ms, as well as the remainder of the Ochra series books.
A review of these questions may seem like an exercise in futility; I mean, after one novel written, you’d think these questions would have been answered already, right?  More to the point, it’s a chance to do some worldbuilding detail-work that may have gone unnoticed, yet it also provides the opportunity to draw on your second- and third-order effect answers and develop story ideas.  Case in point: in the Ochra series, the J’in Empire is a caste society.  Mages/sorcerers, which are considered samurai caste, were born with their abilities, able to tap into a sub-current of energy they use to shape their spells.  Not everyone born with the ability develops the potential to tap into this energy.  If they are born into the ability though, what if a peasant-class child was born with this spark?  This led to the development of a secondary character, a samurai bounty hunter of sorts that sniffs out these waifs born with the ability.  This leads to other questions:  how does he sniff them out?  What does he do when he finds one?  Does he pay the family for the child?  If so, does this create a sort of lottery system?  How would that impact the society?  How would that be interpreted by the samurai?
Part One, The World
The Basics:  Largely an Earth-like world, most questions like gravity, basic flora and fauna and the like are already assumed to be the same (no need to recreate a pine tree, or call a maple something new).  Then we get into the specifics of races.  An epic fantasy, the Ochra series includes a gamut of other races like elves, dwarves, dragons, ratmen, orcs, goblins, et cetera.  The realms of Ihr’Vessen are currently in a post-cataclysmic era, the two pantheons of gods having fought a war that was finally brought to an end.  The elves are the sole remaining superpower among mortal beings.
Humanity is actually in a relatively nascent stage.  The tribes scattered across a region of the continent ‘recently’ vacated by the elves; recently is something like 1000 years or more.  The three major human kingdoms have diverged into their own specialties, their cultures developed to reflect different worldviews.  The primary human kingdom the Ochra series follows in the J’in Empire, a samurai culture that is based heavily on Sengoku period Japan, with Chinese and Korean myth and culture woven in as well.  As this differs radically from the Euro-centric standard for most epic-high fantasy, it brings with it some unique idiosyncrasies: names are particularly foreign, yet this poses the problem of keeping names straight, particularly when most Asian cultures speak family name prior to given name.  Most readers are likely to also visualise against the backdrop of popular films or anime.  Films like The Last Samurai and 13 Assassins are actually rather good pieces to draw from, in that they at least tried to make things as culturally and historically accurate as possible; films like Crouching Tiger, Hidden Dragon and a plethora of anime tend to stray a little too far into the fantastical for my taste (I must admit I absolutely adore the imagery and action sequences from Crouching Tiger, Hidden Dragon).
Population:  These numbers are something I’ve had to put some research into.  Taking a cue into the middle ages of Europe, a continental region the size in question for my manuscript could handle a population of several millions.  The actual figures are neither directly pertinent not required for the storyline.  That said, as background information it provides a baseline to work from.  I found this site, which boils down demography in a fantasy setting into a rather intuitive system that works for me.  It is geared towards a Game Master developing his Role-Playing Game setting, yet the parallels remain – author or GM, you’re both telling a story.
In the European Middle Ages, the population was curbed for some time by Viking, Arab and Slavic or Magyar expansions.  In my case, the elves vacated the lands but oversaw the ‘lesser’ species development.  This over watch would also have to include some form of protection from the predations of the surviving rival factions of the elves, namely the goblins and orcs.  I’ve used this as a bit of a cheat to help along the development of humanity in a slightly compressed time span.  Once the human tribes had diverged into their own distinct paths with regions of their own, the elves withdrew to a supervisory role of sorts.
Source of Magic:  Another issue worthy of thought, particularly if it plays a significant role in your story.  In my case I’ve both mages/sorcerers, as well as clerics/priests.  The former draw their powers from the underlying current of energy that they alone are able to recognize, tap into and mold to their spell forms and abilities.  Mages use spell forms and rituals to carefully construct the conduit that the power gets siphoned through with predictable results.  Sorcerers on the other hand draw the power into themselves, their instinctual drive the conduit for the power, which makes their magic less predictable but easier to access.  Priests and clerics are largely the exact same thing, just a question of title, yet both draw their powers from the grace of their gods.  Since the cataclysm ended, the gods were limited in their direct influence.  Their latent power could be drawn upon if a cleric met the phantom presence’s.... entry requirements, for lack of a better term.
Again, none of this is essential to the actual story, yet it creates a good baseline and reference point for the plot whenever things seem to be drawing off course and into territory I’ve not explored.  A quick reference back to my notes and more times than not, I’ve got a place to go from, or a new plot point to exploit.


Tuesday, December 17, 2013

deviantART Spotlight

The artwork below is copyrighted to ranoartwork. I make no claim to this work as my own.

One of the many things I do to stem writer’s block and keep the creative juices flowing is surfing (insert link) deviantART. Just by checking out the most popular submissions over the last eight hours every couple of days is more than enough to give some flash of insight into a story arc that may be waiting to burst, or un-stall one waiting to carry on. It may not be a full-fledged story, but a component on one I’m currently working on – scenery scenes are spectacular for this. In my own way, I’d like to recognize these artists for truly amazing artwork, be it photography, ink on canvas, or manipulated photons in digital form.

Canaan by Ranoartwork

In doing the research for the upcoming novels in the Ochra Cycle, I'm always on the lookout for good, thematic scene pieces like this one.  In this particular case, it provides a stunning visual for a part of the plot that had thusfar been very vague.  I know I want to "go there," and yet the "there" that I'm referring to was never fully realized; it is much later and not a priority.  That said, this piece nailed the spirit of what I was looking for.

When my eldes daughter first saw Canaan by Ranoartwork, she immediately squeeled "Aladdin!"  Truth be told, this was one of my first thoughts as well, until I started overlaying my story's plot points.  The rendering of the colours and the scale are utterly gorgeous.  It shows a city in the midst of an utterly desolate landscape, a sky with no clouds.  The buildings in the foreground enhance the perspective that this is all part of a larger city.  What we see here is perhpas a central religious site, or a caliph's palace.  The people in the foreground are small, lacking detail and seem to be either observing themarvel of this palace, or heading towards it as if on a  pilgrimage.

In my story's case this is no longer a place of safety and security, not a place for a pilgrimage, certainly not a setting for anything from Alladin.  It is one of the focal points for the overall plot lines, a city far removed from the main setting of the storyline, a city state with a deep undercurrent of something dark and sinister - a trope that could be applied to any epic fantasy!  This piece helps reinforce that imagery for me.  The grandeur of the palace is a symbol of power and dominance, a will to overcome the elements and create something where humanity would otherwise never survive.  There is beauty to be found as well, of course: the architecture, the grandeur, the people and their culture, not all is corrupt and malignant.

I simply find Canaan to be a terribly well executed scenery piece, depicting a foreign culture and architetcure.  It draws you in and makes you want to tell the stories that occur in the back alleys, the politics and trading of favours and goods that make this city equally the cesspool it may be forced to be, as well as the oasis it strives to be.

For anyone interested, here is the link: Ranoartwork's DeviantArt gallery.




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Tuesday, September 3, 2013

Elven Hauteur: Tropes Given Definition


One of the many (many) tropes a reader can expect from any high/epic fantasy is the inclusion of a variety of mystical and mythical races; dragons, elves, dwarves, just to name a few.  If the novel includes elves (I suppose more a question of when), there is almost certainly an element of cultural hauteur involved.  Elves are portrayed to have chip on their shoulder, a sense that even speaking with humans is beneath them, somehow a chore.  Like humanity was a stray dog quietly pacing around a picnic table, accepted as being there but not really accepted for being there.
 
When I was scratching notes during my world building phase, one of the many things I needed to work was, of course, where and how the elves would fit into the story.  What relevant parts of their history could I weave into the narrative without containing some dreaded info-dump?  Would they have this seemingly ubiquitous stigma against the other races?  If so, two questions that I assured myself I would answer were: “How?” and “Why?”
 
World building can quickly become a rabbit hole that you can find yourself too deeply dug into.  Thankfully, this wasn’t one of them, partly because of a previous effort to determine the pantheon of gods and their conflict.  This conflict occurred millennia ago, and a single piece of scribble seemed to answer most of my questions:
 
“the elves were created by and were the primary fighting force of the Second Pantheon.”
 
Someone or a group from amongst the Second Pantheon of gods created the elves as part of the feye races, imbuing them with abilities, intellect and characteristics that made them particularly powerful as a race – not individually the most powerful, but collectively they produced the greatest synergies amongst the feye.  They were the most intelligent of generals, the most powerful of the mages, etc.  They fought this war alongside the other feye (dragons, treants, nymphs, etc) and their gods, against the First Pantheon who used and led their creations, the less refined but more physically powerful races (leviathans, orks, goblins, etc).
 
“All this occurred before humans were even conceived as a race.”
 
This note, along with the previous one provided the perspective I needed.  The cultural hauteur exists in context to their experiences in those god-wars and watching the humans crawl into existence, collect into tribes and eventually form the kingdoms/collectives in the current setting for my manuscript.  For all intents and purposes, the elves in Ihr’Vessen are the only super-power in existence, and they recently had to make room for the humans.  They still see the humans as lesser beings that have yet to live up their potential and possibly vie for overall stewardship of the realms.  Are the humans of the J’in Empire prepared for the task?  Can the clans of the Plainsfolk assume the mantle of responsibility?  Would the barons of the Free States suffice?
 
For all interaction between elf and human, a certain paradigm had to occur, one where humanity was at a distinctly perceived disadvantage (from both perspectives); the same would need to occur with the other races, in some cases much less so than others.  Humans would be viewed as inferior, not yet worthy of respect; humans conversely have a minority complex, always viewing themselves as less capable and less powerful.  They may be approaching parity, but not as of yet.  And so, I was left wondering how this arc would or could play out into the narrative.  I had some fun at my characters’ expense when humans started interacting with elves, but the progression of this worthiness was something I wanted to explore.  Humans start at about a mongrel level of expectation and acceptance.  Slowly, I want to see how that could be altered or changed.
 
For now, the elves remain the haughty, cool and indifferent bunch they always seem to be.  They are so much better at things and so much more powerful, long-lived and capable than the flash-in the-pan accumulation of knowledge and power the humans are limited to.  Would many of the elves consider it beneath them to interact with humans?  Likely.  Would they see any military intervention as simply “saving the humans from themselves, yet again?”  Very likely.  Hopefully this is a two-dimensional trope I’ll be able to somehow twist and bend a little, provide the reader with the context they need to accept the elven perspective, as opposed to simply slapping the reader with the ‘elves are l33t!’
 
 

Wednesday, June 12, 2013

Languages in Fantasy

One of the more intricate parts of world building, the use of language has always been something of a bugbear for me.  When first crafting the races and cultures that populated the realms of Ihr’Vessen, the obvious character differentials popped up:  elves are lithe, weapon masters; dwarves are stockier and hardier; orcs were bulkier and brutish but had an intricate culture based on slavery, et cetera.  The humans were largely divided between the nomadic Plainsfolk, the more stereotypical samurai J’in Empire, and finally the mercenary barons of the Free States.  There are, of course, the outliers of humanity, such as a Romani-inspired gypsy clan culture and the independent colonies and settlements throughout the wilderness.  That said, everything was largely based on the elven language.

This basis, and the fact that humanity took centuries to get away from the hunter/gatherer stages, meant that there had to be some significant differences even among the human powers.  The differences between elven and dwarvish was easy enough to encapsulate; it’s a trope, but one that works with readers and is readily accepted.  But what about the Plainsfolk vice the J’in Empire vice the Free States?  I’ve established the elven language as the baseline for all other languages, so where do I go from there?

The real kicker was when I realized that humans were a much shorter-lived species than the others, particularly the elves.  Humans would have a much clearer and dramatic divergence, simply because they go through so many more generations.  This would imply a more vivid change from the other races.  It also meant that between them, there must be enough differences to demonstrate this fact.  Expressions and idioms needed to be distinct and relevant to how I envisioned the culture’s development.  As such, the J’in Empire’s generally cold view of the Plainsfolk would include derisive expressions that centered on their nomadic lifestyle, their lack of settlement, the differences in how they treat their women, and on.  The Plainsfolk on the other hand would be aghast at anything that meant they were too weak or infirm to roam the plains, fight in close combat or have to build a hut to find any kind of comfort.  The truly frustrating part is having to go back and ensure that the interactions between different cultures and races are depicted with enough clarity; there is only so much a bilingual character can translate phrase for phrase.

The other aspect of this is trying to create these expressions and idioms without drawing on our own world.  The realms of Ihr’Vessen is a secondary world, thus there is no place for some of the more common expressions.  In a world where worship is divided amongst a pantheon of gods, the various Fortunes and even a family’s ancestors, something as simple as “Oh my god” or “bloody hell” wouldn’t work – aside from the extremely devout, cursing some other god has little import, while the concept of hell is typically associated with Christianity.  Since most curses are derived from religious terms and crude references to copulation and bodily functions, this seemed to be a good starting point.  It took a little more than a cut-and-paste exercise, but the expressions I’ve developed seem more in line with the source culture, while enabling the reader to understand the intent.

The two links below provide a great précis on how to address the issue of language within the SF/F genres.  I’m certainly not expecting to accomplish anything near the integration of language development that Tolkein presented in his books; that level of realization is simply an unrealistic goal for most.  It does, however, present both a significant challenge to how characters interact with persons from another race or culture, and an opportunity to weave some world building into the text without relying on another bugbear of authors and readers alike, the info dump.

Part 1: http://fantasy-faction.com/2013/the-fantasy-language-problem

Thursday, February 28, 2013

DeviantArt Spotlight - Inetgrafx

The artwork below is copyrighted to inetgrafx. I make no claim to this work as my own.

One of the many things I do to stem writer’s block and keep the creative juices flowing is surfing (insert link) deviantART. Just by checking out the most popular submissions over the last eight hours every couple of days is more than enough to give some flash of insight into a story arc that may be waiting to burst, or un-stall one waiting to carry on. It may not be a full-fledged story, but a component on one I’m currently working on – scenery scenes are spectacular for this. In my own way, I’d like to recognize these artists for truly amazing artwork, be it photography, ink on canvas, or manipulated photons in digital form.



Chinese Monestary by Daniel Kvasznicza

Chinese Monestary by Daniel Kvasznicza (inetgrafx on DeviantArt), really emotes and epic scale, a scope to the structure and its position in the mountains, overlooking and protecting the valley below.  The multiple pagodas and towers hint at a series of structures built upon the next, demonstrating the structures age.  The lower levels show smaller sub-structures for logistical functions, storage and for the peasant caste.  The high ridges on either side protect the structure from the flanks, the only real approach hinted at from the far side, under the watchful eye of the parapets and upper pagodas.  You may not have noticed how deep the structure is; truly near city sized.  If you look hard enough at the smaller structures dead center you catch glimpses of people moving about, providing a reference for just how massive this castle truly is.

The emotional connection with this picture is quick and deep.  My fantasy manuscript is set in a quasi-Japanese setting with heavy influences from Chinese and Korean culture and history.  The samurai that rule the J’in Empire would very likely have constructed something like this in a crucial mountain pass, or a high feature overlooking a key valley.  A structure such as this was the inspiration for a castle that was attacked by a goblin invasion force, the results entirely lop-sided and favouring the goblins.  The result of this begged the question:  How would a herd-like race typically favouring stampeding charges en masse have the capability to destroy such a formidable structure?  The answer to this question is the subversive and driving force behind the antagonists and their agenda.

The inspiration this piece provides is just spectacular.  The majesty and detail of the work takes you right into it.

Check out the other works, professional and personal on his website, linked in the comments below the DeviantArt piece.  He also has quite a varied and impressive list of credits!  Working with a company out of Montreal, Quebec, Meduzarts has a series of works that will inspire and impress, with a client list and project files that will equally raise your eyebrows.  If I were ever to translate my fantasy setting into a book or role-playing game, I’d love to see this artist’s artwork play a major part in it.  The fact he’s also from Canada doesn’t hurt either....

Wednesday, July 20, 2011

Worldbuilding and other such endeavours

One of those traps that I see referenced throughout the Web is the apparent near-addiction quality of worldbuilding (okay, is it world building, or worldbuilding?). Now, most fantasy authors and budding-authors will likely mention they grappled with early on. “How do you worldbuild? What level of detail do you get to? Do you start at the micro-level and work up? Macro-level and work down?” To be honest, the best fantasy series I’ve read that apparently did this with no seams to speak of were Tolkein’s Lord of the Rings trilogy, Orson Scott Card’s Ender series and Guy Gavriel Kay’s Fionavar Tapestry.

Tolkein spent ages of his time developing whole languages (the stories of which need not be repeated), which nowadays would likely be seen as diving a little too deep into the worldbuilding. The end result of his work largely influenced everything thereafter and he defined much of the commonly accepted tropes we see in fantasy novels today. The Ender series, despite being science fiction, drives a spectacular balance between the training school scenes Ender spends most of his time dealing with, while his brother and sister deal with Earth-bound “issues.” The pace of Ender’s Endgame made this an instant classic and favourite for me. Finally, the Fionavar Tapestry, with its other-world Arthurian legend left me wondering whether I could ever accomplish something this diverse and detailed. The man wrote poetry disguised as prose – that’s about all I can say. I won’t ever be able to match it, nor will I bother to attempt it.

When asked how do I worldbuild for the Realms of Ihr’Vessen, I can’t really define any particular approach. It was a process. I developed a macro-level picture with the history that led to the point where the Ochra Cycle kicks off. Thereafter, I delved into the micro-level stuff when plotting the chapters out. This sometimes necessitated a return to macro-level, just to make sure things meshed together. Otherwise, I tried my darnedest to remain tacked to the story, not the worldbuilding.

Then I ran into these two websites:

Fantasy Worldbuilding Questions

Limyaael's Rants


Patricia C Wrede’s article (first link) is more a series of detailed questions. That said, if there is a checklist to refer to before diving too far into the plot, it would definitely be this one! I’m happy to think that I’ve answered many if not most of the questions therein, certainly some of the more crucial ones. How they come across to the reader may be different, of course.

Limyaael's Rants (second link), with 346 rants and counting, is pretty tongue-in-cheek some times, but valid arguments most times. I know I’ve read many of her rants and wondered the same things, or made specific efforts to address a similar issue with my WIPs.

As a bit of a diversion, they sometimes re-check my train of thought, or remind to include certain references within my own work, to make sure I’ve hit all the right spots. I figured if I couldn’t answer a question related to something these two references bring up, how could I expect a reader?

Friday, July 8, 2011

Of clerics and mages

Due to the narrative of Days of Reckoning, I didn’t really have to delve too deeply into the military formations or how clerics and mages were employed within the J’in Empire’s Jade Legions. As I dive into Nights of the Assassin, I’m drawn further and further into the complex details of what could only be described as battalion and brigade level warfare. Sokuru deals with a series of tactical level scenarios, building up to a significant series of battles where I’ve had to sit back from the narrative and think about how clerics and mages are integrated into the military.

It took a few days before I suddenly remembered a recent military career course. From the modern perspective, artillery and engineer units are never under total command of a brigade commander. Each of these trades provides him with senior advisors, who know the capabilities of their own troops and equipment far better than the commander could. As such, they are integrated into the overall construct of the brigade, specialist skills and equipment supporting the whole.

It suddenly hit me that this would provide an interesting way of organizing the cultural and military integration of the clerics and mages into the J’in Empire. By extension, the mages and clerics would be subject to their own authorities: priests and clerics to the High Priest, while the mages would report to a hitherto undefined chain of command in support of the overall commander; I had already addressed sorcerors back in Reckoning. They each retain their status as samurai, yet socially and militarily they are apart from the Jade Legions and others of their social caste.

The significance this posed on cultural norms to both clerics and mages far surpassed just answering the question of “How would a mage employed in the Legions respond to orders from a commander? How would their interaction be shaped?” I now had a different way of introducing them into later scenes, where the social interaction was the key. It also gave me a certain leeway on how these divergent parts of the samurai caste would or could interact with others; a shadowy sub-set of the samurai that are little understood outside their own circles, but still required to network with other samurai.

It’s an interesting solution to a problem, and a good example how one aspect of culture building (more finite than world building) can have a more significant impact on the narrative than initially perceived.

Monday, April 18, 2011

The real world in world building

One of my favourite diversions is playing Warhammer 40k. Collecting, painting the models presents a great way to exercise another passion, painting; playing them through the tactical scenarios presents the challenge of adapting to the opposing player, his army list and the vagaries of the dice when rolling to shoot, for close combat, et cetera.

One of the few things that aggravate me about the state of the game is how a large majority of players shifted into one mode of army lists, mechanisation. I’m not against mechanisation, just the reasoning behind their arguments. The thought that this style of army is the sole possibility of winning...... irks me. Then I thought how this applied to other things, invariably turning to the fantasy genre.

Tolkein was likely one of the greatest influence in fantasy stereotypes, yet it was carried forward through a myriad of other authors and products. Role-playing games such as Dungeons & Dragons, one of the genre’s larger perpetuators, has reinforced these stereotypes to the point of iconic and invariable. Examples: Think of an elf and instantly, Legolas from Lord of the Rings or some other woodland garb wearing bowman of incredible martial prowess comes to mind. Dwarves evoke short, grouchy, bearded axe wielding warriors who live in vast mountain realms. Why do Elves and Dwarves always hate each other too?

One author that I have really come to appreciate is Adrian Tchaikovsky's Shadows of the Apt series. His concept of insect-traits dominating city-state relations and how they act is absolute genius. It is executed in a way that is both blatant to the reader (Wasp-kinden are, well waspish, Ant-kinden fight other Ant-kinden city states), but also inherent to the way the character's react, within the macro-level construct he's created.

Bringing this to the Realms, I couldn’t quite accept the stereotypes, partly because of the samurai slant this world takes. That alone is neither an excuse nor a significant change. Change just for the sake of change is pretty useless and provides no value. It also gets readers disjointed about their preconceived notions on races and how they should act. With this in mind, I need a reason for any differences, consequences that bring races and their interactions to this point. No need for changes on the physiological level, mostly because they wouldn’t work. At the macro lever, things needed a cause.

Enter the Pantheonic Tragedy.

When the dust settled from that conflict of gods, the Elves were the principle race left standing, left in charge because they were the brightest, most organized; not unlike the U.S.A. as the sole super-power after the fall of the U.S.S.R. I’m a firm believer that real life is stranger than fiction, so why not apply real life realities to the Realms? A firm basis for race relations in this context, something readers can relate to. Looking to international media for how others view the United States provided a round-about way of world building that could apply to micro-level scenes and interactions.

With the Elves as the quasi-U.S.A., I found the Druids taking a quasi-United Nations role. For the Dwarves, I decided an Eastern European worldview, the Orcs fell upon an ancient Chinese perspective; the list goes on. At the end of the day, I was surprised how well this macro-approach helped define some of the more crucial scenes where the races interact and more importantly, how they approached each other, as well as the Ochra threat.