This article is one of a continuing series designed primarily to help aspiring authors get their word count up in response to those struggling during NaNoWriMo 2006. The articles outline a planning technique for any given novel which once completed aim to make it hard to stop writing the next necessary piece of information for the audience. The technique is based on structuring concepts and information and, as this is a blog, are to be read from the bottom up. They will later be collated into a single volume.
You would be forgiven for thinking (at least, until the end of this paragraph) that the business of world building is best left to the writers of SF about aliens or fantasy about unicorns. The only difference between these two processes and the rest of fictional world creation is in a degree of subtlety.
Obviously, when we set out to create the magical Kingdom of Harroo we are building an entire world from scratch. The only difference in our creation is that we have far more latitude in the creation of a world that forms some kind of commentary or thematic backdrop to the events of the story. In real life our world is an objective thing and any meaning we ascribe to it is coloured by our own sense of self. In fiction the author is wholly responsible for filtering the experience of the characters through a world that is intended to support their story and adventures.
So, we find ourselves once again in a position where we have to examine our protagonist. Who is Arturo Gatwick? Well, he’s a man who’s going to be a bit nervous about the prospect of entering a magical kingdom, in spite of the fact that his grandpa was born in one. Essentially his nature is that he will probably feel some unconscious pull towards the magical kingdom even though outwardly he may resist.
A deeper part of the story deals with the resolution of past defeat and a final inheritance of birthright. That’s where we’ll start thinking about Darkling Stansted. Stansted will have to take on the persona of the interloper, the invader and so the world of Harroo will bear the marks of occupation. On the other hand if we were to remove Darkling from Harroo we will have to imagine it’s the type of place Arturo Gatwick would like to live. So that’s the world we are building and what we will describe.
Casting our minds back all the way to when we defined Arturo as a character we said that he was a businessman with a preference for mental activity and a man whose career had lead him into marketing. This gives us two possible approaches to the business of creating Harroo. They revolve around the question of whether or not Arturo likes his job.
To a certain extent the answer to this question is going to come down “yes” or “no” but I would add the words “on the whole” before them just to clear up any confusion. This is because although marketing may or may not be the career for him that doesn’t mean that if he likes it he will always be happy and smiley and that if he doesn’t he will always be grumpy and moany.
To give an example of an archetypal character who likes the job on the whole but may not necessarily be cheerful and happy about the situation is that old standby: the put upon law enforcement officer. If we look at one of the classic depictions of this character, Die Hard’s John McClane, we can see that despite being quite a spiky character in his personal manner McClane never entertains the idea of giving up law enforcement over the course of three movies. In fact the worst thing that can happen to this character is that he is forced to turn in his badge and his gun.
Arturo could very well be the reverse, and in fact this would make him an archetype too; the businessman with a lingering feeling of dissatisfaction. This helps us out enormously because if Arturo is, on the surface, happy with his life but on a deeper level not quite sure that a life designing promotional materials for products and services is the royal road to fulfillment then it explains why he’d want to go fighting evil magicians in dark kingdoms anyway.
It also gives us clues to how to handle those first few moments in the story where Arturo turns away from a mundane existence and towards a life of adventure and mystery.
So although we’re ultimately wanting to know what Harroo (which is a kingdom in the world of Primaris, don’t forget) is going to be like what it should be like is reflected in our protagonist.
The fact that Arturo may well be concerned that a small life carrying out clerical tasks is not ultimately rewarding in all the ways it could be tells us Harroo should offer him an alternative. Harroo unblemished would have the potential to be a place of cosmic importance and deep spirituality.
Leading on from here we have a hook word, a difficult concept, one that it would be relatively easy to write a book about (several in fact). Spirituality. There are many aspects to this, belief in the supernatural, mysticism, spirit, religion, the soul, the afterlife and so on and so forth. It’s probably not wise to assume that Harroo contains the answer to life, the universe and everything but it could provide a spiritually nurturing environment.
Let’s also return to cosmic importance. One thing we’ve already learned about Harroo is that you can get from Earth to Harroo by magical means (in this case a mirror). What if you could also get from Harroo (and indeed the other places in Primaris) to many other worlds. A cornucopia of societies and strange alternative worlds. Primaris was a name I dreamed up because it vaguely invokes the concept of “the first”. Well there we have it. Primaris is, very literally, the centre of the inhabited universe. This is why its citizens are so concerned with spiritual matters and why dwelling there opens up one’s eyes to a variety of human experience which is one of the bedrock substances of personal spirituality.
If your head’s spinning at this moment, well, good. All we did was give a character a job and give a magical kingdom a funny name and all of a sudden we’re going deep. If you happen to be a writer of fantasy or SF you may, at this point, be feeling bewildered at the responsibilities placed upon you as creator of a whole world.
To give this all time to sink in let’s take a step back.
If you’re not planning an SF or Fantasy book then you can now snigger quietly to yourself. You do not have the burden of defining a world from scratch in which your protagonist will suffer. The world we live in has many “off the shelf” environments that will perform a variety of different tasks adequately. You’d be wrong for supposing that you don’t have to do anything at all. And if you think that your choice of environment for the story will have no bearing on how the story plays out you’d be so wrong you’d start working against your own aims.
Every choice an author makes about their story comes with a number of advantages and an attendant number of responsibilities. Every story has some sort of theatre of operations. This can be as narrow as “a prison”, “a street” , “a train in motion” or as broad as “London”, “South East England” or “France, Tokyo, Sydney and San Francisco”. In all of these definitions we give ourselves, as writers, specific targets and specific ammunition to employ in telling the story.
For example, we could at this time completely redefine the story of Arturo Gatwick as a story taking place in the everyday world by revealing that Mellifluous Gatwick had started a cult, or rather a collective of people, he was not a magician he was just a charismatic leader. The collective was dedicated to a simple life working the land and exploring a broad based spiritual life. Kind of like a sort of ultra-liberal Amish. Arturo could find the location of the collective and an account of how Darkling Stansted had usurped Mellifluous and made the regime of the collective more oppressive. Arturo then travels to the location of the collective in order to explore his own personal history.
The story remains essentially the same but the issues surrounding birthright and spirituality become even more apparent when viewed through the more mundane story. Also in a fantasy allegory it is pretty easy to see Darkling Stansted as an evil being who must be overcome. In a mundane story we might want to make Arturo’s interference in the collective more of a double edged sword.
Regardless we have identified a theatre of operations in the mundane story of the land the collective owns. This means the concerns of every day people, or whole cities or nations are not necessarily represented but may be reflected upon in the story’s progress. Obviously if we wanted to write a story about the impact of a major catastrophe on a large city the story of Arturo Gatwick doesn’t fit the bill.
In our mythic story of Primaris and Arturo the struggle at the heart of the story is a relatively clear one between Arturo and himself. He wants to break out of a mundane and meaningless existence and take up his birthright in a land of mythic wonder and cosmic importance. Darkling Stansted is all that stands in his way. In the mundane version of the story the issue of Arturo’s belief that a spiritual existence is more rewarding might stand a little more questioning. Darkling Stansted is not just an evil usurper, real people rarely are, he has his own history. Maybe Mellifluous Gatwick was not altogether honest in his report of events. The story suddenly becomes beset by degrees of subtlety and grey areas which are necessary to lend verisimilitude to the setting and characters.
Of course there is no rule that says a dramatic novel or thriller ostensibly set in everyday reality should be layered and convincing, by the same token there is no reason why a mythic fantasy cannot have depth and subtlety. How far you employ techniques for making something “epic myth” versus “domestic potboiler” are up to you.
Once you have made the major decisions about your world you can then go in to fill in the detail. This is an appropriate time for one of those spider diagram sessions we keep getting told are such a good idea. Let’s split the process of general sketching through to specific shadings into an exercise:
1) Get a paper and draw a circle in the middle make it quite small but big enough to write three or four words in block capitals inside it.
2) Draw a bigger circle round the outside, don’t fill up the paper totally, you might want to separate off a column on an A4 sheet to make the area with the circles in it a square. Leave enough space round the edge to jot between 20 and 50 words in blocks around the outside.
3) Pick a spot outside both circles and draw an X there. This is where the Hero begins his journey, you may label your X “START” or “HERO START’S HERE” or whatever.
4) Outside both circles is an area called WORLD ONE, this is the world as the hero sees it every day.
5) Inbetween the outer and inner circle is an area called WORLD TWO this is the world the hero is going to travel into.
6) The inside of the inner circle is the seat of FINAL CONFLICT.
7) The Hero has to journey from his start in World One through World Two to the place where the Final Conflict takes place. He may then have to undertake an escape from that place to his home. He may or may not make it back to World One as a result of this conflict. For futher details you may want to refer back to all the stuff we talked about on the monomyth.
At this stage you may have a very clear idea about what the hero is going to have to go through in order to get to his resolution. If you have none though you could carry out this subprocess to get you there:
1) Write the character’s name on the top of a sheet of paper turned portrait.
2) Divide the sheet into two columns
3) Head one column “Start” head the other “Finish”
4) List at least four things about the hero as known at the start of the story which are going to change by the end of the story.
5) List how they have changed at the end of the story.
The less things there are in this list the shorter your story is going to end up being. Don’t worry, though, none of these documents is set in stone. They’re there to get you started, not to legally bind you to anything.
Once you know, however you manage to do so, what the Hero’s journey is going to be like then you can draw it onto the double circled map you made before. Highlight all the points where the hero has an encounter along his path. If you made the table of character changes comment on how the chracter change is aided by each of these encounters. For example before crossing from World One to World Two it is traditional that the hero faces a threshold guardian.
To keep it leftfield we will apply this concept to the mundane version of the Gatwick story. Arturo travels out to the back of beyond where the Collective farms the old Gatwick estate, now renamed Darkling Meadows. When the villagers of nearby Meffbury find out Arturo intends to enter Darkling Meadows they are hostile towards him and encourage him to leave right away. Not only that Darkling Meadows itself is surrounded by a high wall topped with razor wire.
The hostility of the villagers and the barrier to progress present a very clear threshold and personify Darkling Stansted’s rejection of outsiders through the fear and hostitlity invoked in the villagers. Arturo may be an “anything for a quiet life” guy normally, but this incident could spur him on to taking on confrontations whenever he can’t avoid them.
Once you have negotiated your hero, with suitable commentary, into the Final Conflict just get him out of there again. You may not even have described his opposition in any great detail during the process but you needn’t worry about that. In thinking about these things you should have a greater idea of what sort of world you are about to send your hero into and that’s as much as you need.
If you really have generated a buzz for world creation this is the point for spider diagrams. Remember, what you are mining for in this session is implications of a central premise. We’ve taken the issue of birthright and given it a spiritual spin. What kinds of story can be explored in the tension between borthright and spirituality? All of the ideas you come up with could crop up in your story. They should all go into a process of making the story world what it is.
What will solidify things further is when you start to describe the forces which oppose your hero and that will be the subject of the next Tip. Happy World Building!