Showing posts with label geography. Show all posts
Showing posts with label geography. Show all posts

Tuesday, July 26, 2011

Map Evolution

Mapping is a progressive business for me. I can't sit down, draw a bunch of lines, sprinkle mountains and rivers over it and then draw circles where I want cities to be. Well, I could, but it would be meaningless. I've tried, and have a lot of trouble defining my world after the map is drawn.

My map-drawing goes hand in hand with the worldbuilding. I imagine kingdoms/countries and their relations to one another. I know which are bigger, which are more military, which should have what kind of climate. They aren't drawn, but I have an end goal in mind. I also know my major storyline locations, and have a good idea of where they must be located (one relative to another, at any rate).

Then I sketch. Sketching maps is perhaps the only art-sy thing I can do. It was made even easier with my touchscreen laptop. Now I sketch straight into Paint. (yes, Paint. I don't have nor need anything else)

So, let's have some pictures. I am admittedly proud of my maps.

First sketch!
Everything with a name on there is important plotwise. Once I had that map, I took a closer look at each country. I always have a good idea of what must go in each and how I want the map to unfold, but the actual drawing, to me, is setting in stones these details. It means I have something solid I can reference to in the novel.

I started with Regaria
It was at that point that I realised that for the balance of power to really make sense in the novel, I'd need more than three countries. The plotter in me facepalmed hard, ranted inwardly that I should've done all that before I wrote the latest draft, and I ignored it. No point in beating myself over it.

I went ahead, added two new kingdoms and finished the lines around this continent.

From that point it was mainly a matter of adding the details that were in my notes. Drawing maps to me is part basic geography knowledge (and I really mean basic. I'm not a geography buff at all), part imagination in order to create unique locations, part historical logic. There's a couple of rules and tricks I set for myself when I draw.

  1. Pay attention to your mountain ranges. They should follow a certain tectonic plate logic.
  2. Rivers flow from higher ground into the ocean (or lower ground, if you have some place below the sea's level).
  3. Most important cities will be near a waterway. Population is likely more concentrated in such areas too.
  4. Water currents, hot and cold, have a major impact on climate. 
The end result of all this map-drawing fun was this:
TADAM! (And I just realised my cold water current lines are wrong. OOPS)
It is, in truth, still missing details in Mikken and Durham. I'll have them before I launch another rewrite. Just in case.

And now it's your turn! Do you have any tips for maps? Where do you start yours?

Monday, July 25, 2011

Worldbuilding with a Timeline

Of all the things very characteristic of speculative fiction, worldbuilding is probably my favourite. There is something enchanting in the act of bringing a whole different universe to life, mashing up together original concepts (if there is such a thing) with classic trends of humanity. Not to mention the effect one idea has on the rest of the setting. Connecting the dots through explanations, consequences and other Cool Ideas.

It's all fun, almost no work. To me, anyway.

There comes a point where I have all a bunch of important ideas laid out, though, and while my head has a difformed map in it, I can no longer go on without one. Geography is IMPORTANT. Yep, capital letters and all.

It is a simple truth that almost eluded me when I started worldbuilding for White Echoes. Because, well, in science fiction travel is a lot easier. Distances don't quite mean the same. Important, yes, these days when we think of going from A to B, we don't often consider the geography. A plane will take us over.

Except I have a world where there are no planes, only zeppelins, and these are restricted. Not to mention a whole bunch of factors that make travelling costly and all.

Even more importantly... this world has a past. Unless there is a good reason for which humans could always travel easy and cheap, there will have been a point in history in which things such as rivers and mountains mattered. Even today, ships are an important way to move cargo and a large port will be an important economic advantage.

All of this to say, think not only of the present, but also of the past. When you place important cities on a map, create frontiers between kingdoms or invent epic conflict between nations, never forget to consider not only what is today, but how it was in the past.

It's an obvious lesson, but one I just had to remind myself of. Thought I'd share.

(Also, there will be a mappish post in the close future. Because I happen to like maps, and I happen to like sharing things I like. Yep.)

Friday, April 8, 2011

G - Geography and Climate in Fantasy


I'll admit I'm not very good at geography. I'm not talking about locating countries here. I'm talking about the consequences certain terrain will have on climate, fauna and flora. At most I can describe it for my region, but forget the rest of the world.

Yet geography, when you build a fantasy world, is an essential part of your work. You don't have to know the details of what's what, but it's important to understand that tall mountains can keep the humidity near the shore and create a dry climate on the other side. It's good to know where are earthquakes more frequent and why.

The type of climate a kingdom has to contend with influences who they are. It changes their clothing habits. It gives them a different set of rites and rituals. It'll put them in contact with another type of vegetation and animals.

If you build your fantasy world from scratch, get to know your geography. Make it as much a part of the world as the rest. Research the topic to create a plausible map. This might tell you what kingdom has what resources, which in turn hints at who they'll want to ally with.

And even if you're writing with an Earth city, do your research. There are slight differences from one city to the other, even when they're only a few hours apart. Climate influences every aspect of our lives. Don't forget it as you work on your setting.

Love your geography. Get acquainted with your climate. You'll have that many more details to make your world come alive.