Creating Places has been published in both eBook and paperback format! The audio book will be released soon. Join The Art of World Building mailing list to get the free templates! Chapter summaries are below.
Chapter 1—Case Studies
Three case studies show how the contents of this volume can aid in creating relationships we can use in our work. They discuss the effects of prevailing winds, climate, land features, rain shadows, and the impact of passages to travel through troubling areas. Each affects the sort of sovereign power suggested by a region and how alliances and enemies can be forged, some changing with time. Each power will have different ideologies and geographical features and needs, which can help us determine relationships between different powers.
Chapter 2—Creating a Planet
This chapter focuses on creating an Earth-like planet. World builders should understand the role of the moon and its effects on tides, seasons, and more if we intend to have a moon different from our own or multiple moons. Mention of other planets, constellations, and comets can make our world seem like it’s not an island. The equator, climate zones, prevailing winds, and rain shadows all affect how much precipitation falls in an area, which in turn affects all life there, including vegetation or the lack thereof. Understanding these basics will help us create believable landscapes.
Chapter 3—Creating a Continent
Which hemisphere our continent lies in affects the seasons and might impact where we place constellations. Understanding plate tectonics can help us build believable mountain ranges and place volcanoes where they might occur. This can also determine where deep areas of the sea are, giving our sea monsters somewhere to call home. We have some liberty to name bodies of water what we want, but this chapter includes details on when to use which name, including seas, bays, inlets, and more.
Chapter 4—Creating Land Features
A continent will have mountains, volcanoes, lakes, rivers, forests, woodlands, savannahs, jungles, prairies, wetlands, and deserts, but world builders should understand each to place them in believable locations. While some aspects are obvious, minor details can change our decisions and augment our resulting stories. Why say characters have entered a run-of-the-mill forest when we can say it’s a savannah instead, describing how it looks and what life is like for inhabitants and those traversing it? This chapter aids world builders in making a more varied landscape—one that is accurately depicted.
Chapter 5—Creating a Sovereign Power
Kingdoms, empires, dictatorships and more are types of sovereign powers that world builders can create. Before we do, a high-level understanding of the differences between them is crucial. Many variations to government types exist, which gives us freedom to tweak details for our needs, but we should know the rules before we break them. The role of sovereignty, including how it is gained and lost, is examined in this chapter along with the “divine right of kings.” We also look at the head of state and head of government roles, the differences between them, and the conflicts that can arise. The nature of each branch of government is examined along with parliamentary systems. Democracies, federations, theocracies, monarchies, autocracies and more are examined for their key differences.
Inventing a sovereign power should include friends and enemies who shape policy, lifestyle, and culture. The form of government has significant impact on inhabitants and results from world view. History affects this as well, and while creating a history is optional, it enriches the dynamics of relationships and can create heroes, villains, and attitudes in the population. We should consider which species are present and in how great a percentage, and what languages are spoken or forbidden. Our power’s location and climate will impact lifestyles and vegetation, which also influences what natural resources it has or lacks, and what the power does as a result. These can all lead to tensions both with other powers or the residents. Symbols, colors, flags, and slogans will be a source of pride and even fear for both foreigners and the population.
Chapter 6—Creating a Settlement
Location impacts a settlement more than many world builders realize, from climate to terrain and water supply, but our neighbors also determine how much fortification is needed and the number of armed forces, including their skill sets. Ancient and recent history can bring lasting change and cause attitudes that enrich our setting. Our population’s diversity is also critical for determining what life is like for the majority and minorities alike, but first we need to decide who is who (and why), how much power they have, and whether they can subvert those who are supposedly in power. Whether outposts, castles, villages, towns, or cities, or even an orbiting station, a settlement will have secrets, a reputation, colors, symbols, and local lore that characterize it in the minds of inhabitants, friends and enemies.
Chapter 7—Travel Over Land
In settings without automobiles, world builders may struggle to determine how long it really takes people to traverse a distance, whether that’s between settlements or land features. Mountains, hills, desert, and vegetation all impact speed and endurance, whether one is walking, riding a steed (even flying on one), or hauling freight like a wagon. The presence and quality of roads alter this, as do life forms that might cause wariness and therefore slower travel. A methodology is presented to assist with organizing distance measurements and scale, determining the base miles per day (BMPD) for various mode of travel, and terrain modifiers to BMPD. Using both miles and kilometers, formulas are provided for making calculations, which can also be estimated for overall land area in sovereign powers. Newsletter subscribers receive an Excel spreadsheet that can be used to alter scale and modifiers so that all calculations are automatically updated, reducing the need for manual calculations.
Chapter 8—Travel by Water
Landlubbers have difficulty determining how long it takes for any ship, whether powered by oars or sails, to traverse a distance. This chapter explores the factors affecting sailing speeds and what vessels are most likely to be used during an Age of Sail period. Calculations are provided for realistic estimates. Both long and round ships are discussed, including the galley, brig, frigate, galleon, sloop-of-war, and ship-of-the-line. In fantasy, we have species and warrior types who might be part of our crew. We might also rule out gunpowder and cannon, which means having ships with no real fire power or which use alternative weapons, some of which are examined. Subscribers to The Art of World Building newsletter receive an Excel spreadsheet that performs calculations in kilometers, miles, and nautical miles.
Chapter 9—Travel in Space
Science fiction features invented technologies for traveling the cosmos, but that doesn’t free us from attempts to be realistic about life in space or how to maneuver. Modern engines operate on the principle of thrust, which requires rear-facing engines, and we’ll need this for slower-than-light travel within a solar system. Imaginary propulsions, like warp, hyper, or jump drives can benefit from believable limitations. We should also remember that locations in space are ever changing positions so that how long it takes to travel between two points is seldom the same—or convenient for our characters. The need to enter a planet’s atmosphere affects the structure of our ship, but world builders will be most interested in the internal organization and the effect we can make this have on people and story.
Chapter 10—Creating Time and History
History can enrich a world and provide us with cultural clashes, famous items, and world figures to which our stories and characters can refer or cite as inspiration. To save time, we can create a master history file with short entries that are invented in a few minutes and which do not need long explanations. Some could be turned into stand-alone stories if we stumble upon a great idea. Historic entries can be created at any time and can include events involving the gods, technology, supernatural, wars, the rise and fall of sovereign powers, artifacts, and famous missions by groups or individuals.
We also need a universal way to measure time because each sovereign power might have its own calendar, making the correlation of events across kingdoms harder. The merits of keeping timeframes similar to Earth’s are discussed; this includes the reasons why minutes and hours benefit from little alteration, while the number of days, weeks, and months can experience greater variation without disrupting the audience’s sense of time.
Chapter 11—Creating Places of Interest
Even seemingly ordinary locations can acquire significance due to scale, features, or people associated with them. These include monuments, graves, catacombs and hidden passages, and unusual buildings, whether built in stone, flying in the air, or floating on water like Venice. Ruins offer places for treasure to be found or horrors unleashed, including magical or technological items. Event sites and shipwrecks also give inhabitants places to reference, seek, or avoid, and can be where items of our invention originated.
Bonus Chapter 12—Drawing Maps
While drawing maps is optional in world building, they can help us visualize where everything’s taking place, and if done well, can even be included in published works. Drawing skill isn’t really needed, as modern map making programs allow us to place pre-existing shapes onto a map and move them around. Continent maps help us decide on the location and quality of land features like mountains, forests, and deserts so that we create a realistic ecosystem. The location of settlements, rivers, and bodies of water will also impact the stories and lives of characters we create. We can also draw settlement, dungeon, and ship maps to solidify our decisions and find new inspiration in our layouts.