The
society. Typically a pre-modern society must be primarily
agricultural, non-educated, relatively poor (cashless
economy) with a social and a religious aristocracy
who control all power (economic, political, social
and cultural) within the society. There must be a
significant population o 'have-nots', for it is from
the have-nots that the hero (or the hero's motivation)
will emerge.
The
nitty-gritty of life: how do people live in a pre-scientific
world? How do they eat, work and construct their homes?
How long does it take them to travel by foot, horse
or barge? How far can a laden horse go in one day,
anyway? Health, diet, utensils and so forth must always
reflect the non-technological and scientific world
in which that characters live.
Culture,
particularly myths. Every culture and society is deeply
affected by their myths, so the fantasy author must
develop a rich mythological background for their world
(and each race will have a different background) without
overburdening their readers with boring and unnecessary
details.
Religion, Magic and Language:
The
religion is as important as the social structures,
perhaps more so. Pre-modern and pre-scientific worlds
are supernatural worlds, that is, the supernatural
is used to explain the world and to get things done
in the same way that science explains and achieves
for us. Religion is affected by many things: the landscape,
the variety of races populating the worlds, as their
needs and lifestyles (the kind of religion a desert-based
and trading people would vary significantly from that
of a forest-dwelling, hunter and gatherer race), and
the negatives of the particular world (those
things which are perceived as evil or as uncontrollable).
You
must also think about the accoutrements of religion-
the festivals, mysteries, and services rendered etc.
- as well as what type of priesthood you have for
your religion, the hierarchy of the priesthood, and
how much power within the society the preisthood has.
Does this priestly power generate conflict? Or does
it impart such comfort that the society could not
function effectively without it?
The
system of magic. Fantasy worlds are magical worlds,
and generally have systems of magic that, as with
the supernatural, are used as a means of getting things
done. 'Magic' is as structured as religion, and it
must reflect the landscape, society and religion within
which it exists. What are you going to call your magicians?
How is the magic accomplished? What is its power source?
Are your magicians part of the priesthood, or separate
from it (and perhaps even in conflict with the priesthood)?
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Language.
What words do people use? How do people count? Or swear? For
example, most profanities are based around religious concepts,
so the language (or the words the characters use) must reflect
the world that has been created for them. As as example, you
can't have characters in a different world going around swearing
"by Christ" or "By the Devil!" , and you
must even think about such common (and, we think, free of
religious connotation) words such as bloody - which is merely
a corruption of "By the Lady Mary!" (The Virgin
Mary). The religion and gods you create will dictate your
profanities.
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The
fantasy formula: how to use it to your best advantage.
Depicting
the conflict between good and evil: this is one of
the fantasy favourites that is hard to get away from,
and, to be perfectly honest, I don't see why there's
any need to. But, again as I've said above, be careful
not to make this too black and white, be 'grey' in
your depiction of who is good and who bad ... and
play about a bit with your depiction of 'evil'. It's
one of the things that I love to play with, and it
is something that I like to make my reader think about
- what is good, and what evil? One of the things
I do in books is to turn the concept of 'evil' on
its head; after all, perception of evil is only what
your culture teaches you is evil ... what if evil
is the best way out? The best way forward?
Using
the 'self-discovery' concept (the lead characters
are not who they first believe themselves to be) .
This is also one of things that occurs a great deal
in fantasy - and again I don't think there's any need
to try and escape it. After all, the character who
knows exactly who he or she is, is the most boring
character in the book. One of the reasons why this
'fantasy trope' is so popular is because we all long
to believe there's something 'other' within ourselves,
and as readers we go on our own journey of self-discovery
and growth as we read about the character's self discovery
(the physical quest, the journey, should only be the
physical means by which the characters confront the
'other' within themselves, and discover their true
selves).
Undoubtedly
the typical fantasy novel (especially if it is part
of a series) has masses of characters. How many should
you have? Enough to keep the major plot, as well several
subplots (if you need them) going for however many
books it takes to get the story told. How many main
characters? It's up to you, but for a trilogy I generally
have between 6 to 8, and anywhere between 25-40 minor
characters (not counting one-liner bit parts!).
Naming
your characters, and developing a coherent naming
system, can often be difficult (it's not something
I achieved with all that much success in the early
Tencendor books!). Whenever I start a new world now,
I go to one reference book for the culture that I'm
basing my world on (for instance, one of my favourites
is The Dictionary of Deities and Demons in the
Bible) and take the names from that, or at least
develop them from that.
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If
you have a number of characters in order, especially if they're
involved in a number of plots, can be really difficult. Every
writer develops their own methods ... but I often have massive
wall charts showing me where various characters are in time
and space and plots. Messy, but it works.
How
to use (and curb!) your imagination. Imagination is better
used with restraint than with abandon. Fantasy relies very
much in being able to maintain your reader's suspension of
disbelief. If you get too carried away then you risk your
reader suddenly deciding the entire story is utterly unbelievable
and putting the book down in disgust. Again, I believe the
'new' fantasy world must be as much like ours as possible
- that keeps the reader's suspension of disbelief healthy
- but that's only a personal view.
How
to use your reader's imagination. Read the page I have
on this.
How to show and not tell. This is part of learning how to
make the reader work, and is also a somewhat difficult task.
It is too easy for an author to patronise the reader by telling
them what is going on, or what a character is like, rather
than showing them. Actions are more important than words.
If one of your characters is a bigoted, hot-tempered idiot,
then don't patronise the reader by writing "John walked
in. He was a bigoted, hot-tempered idiot." Instead, show
the reader why kind of guy John is by using his behaviour
to make the reader realise the guy's not very likeable.
How
to present background information. Most novels begin
'part-way' through a story ... what I mean by that is that
there is almost always some background information that the
reader must be informed of (some past incident or history
that affects the current story, some events in a character's
past that does the same). But how to do this? Again, I don't
think there's any need to spell it all out in one or two scenes
(young and naive character meets up with older and more worldly
character who spend 76 pages telling him exactly why King
Fred is at war with Wizard Emily). That is also patronising
the reader. We can learn gradually as the story unfolds of
the long and torrid history of the relationship between King
Fred and Wizard Emily.
I
hope this has given you some ideas, as well food for thought,
in your own quest to construct the fantasy world!
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Copyright
© Sara Douglass Enterprises Pty Ltd 2006
No material may be reproduced without permission
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