A big thank to Remco van Straten & Angeline B. Adams for this week’s contribution – a fascinating blog on the craft of World building!
Also, a big congratulations from the group to Remco & Angeline on the publication of the paperback edition of ‘The Red Man and Others’, now available on Amazon – The Red Man and Others: Amazon.co.uk: Adams, Angeline B., van Straten, Remco: 9781800495746: Books
And don’t forget to join the authors for the Facebook live launch, this Tuesday the 6th at 7pm – The Red Man and Others Book Launch | Facebook
A confession: we’re not much into world building in what, in our own shorthand, we call our Wheelworld stories, the stories around the sell-sword Kaila, scribe Ymke and teenage rogue Sebastien.
From a thread on Twitter about King Arthur, which is worth reading: ...the popularity of arthur stories is largely a manufacture of british protestants to invent a pre-catholic, post-roman, christian romantic past that could be deployed in the service of social conservatism as articulated through storytelling, architecture, and interior design.
We find this thought very freeing as authors who have lost too much time to find out “which foods are old world and which new world produce” and are reluctant to make their late medieval-ish fantasy conform precisely to the limits of what tech existed in what analog country in our world. It’s detail-focused, rather than processing from generalities upward. It’s never been our ambition for Wheelworld (the clue is in the fact we’ve begun ironically referring to it like that) to be one of those ultra-precise fantasy worlds where we know every linguistic, historical, topographical, flora/fauna detail.
We love created worlds like that. There’s an incredible complexity and subtlety that becomes possible when you truly know every inch of your fantasy world. Our friend Ricardo Pinto, with his Stone Dance of the Chameleon series, surpasses Tolkien in the depth and originality of his conlangs, genealogies and history. His website offers a taste of the background material he created for his magnum opus (and we really recommend the revised, seven-part edition). Our imagination however works the other way round, and we lean into that: broadly, we look at what the story needs, and make the world to fit those needs.
In this approach, we follow in the footsteps of Robert E. Howard, creator of Conan, whose Hyborian world is overlaid on the map of Europe as we know it, and whose place and personal names purposely echo cultures we know. His Aquilonian kingdom reminds us of the medieval French Aquitaine; when he mentions the people of Shem, we know roughly where they come from. It’s a shorthand for him, using the general knowledge of the readers, so that he can get on with the story he wants to tell. Likewise, for The Red Man we’ve used a version of the northern Netherlands, Road to Starohrad is set in Prague (sort of) and for The Return of the Uncomplaining Child we looked (literally) at Fritz Lang’s Nibelungen. We allow our readers’ associations to construct our world in their minds.
If we had made a map of Wheelworld, it would be a bit like that of Europe, though stretched out in certain parts, shrunk to insignificance in others. Our “northern Netherlands” definitely seem to be larger. Our approach has been to unfurl the world under our characters’ feet as we’ve needed new parts of it. None of them had the kind of education, or the kind of things expected of them in life, to give them a king’s or a scholar’s understanding of their world. So that world has… unrendered bits. Their world is like a medieval map, with vague “somewhere over there”s and “here be monsters”.
And things work a bit differently in that world generally. How different depends on what we’d like to do, or sometimes where our trio leads us. We haven’t talked about this before because it always seems like such a cop-out when meticulous world-building is a thing many people adore in fantasy.
Our curiosity lies more in the daily human relations of the world than its full historical record. Oh, bits of its history have emerged and continue to emerge. It’s getting more solid, and parts of it will get very solid as we take you through the rest of our heroes’ adventures. But its life and vigour rely on there being hinterlands; unmapped, unregarded bits. And one theme that keeps coming up is the precarity of civilisation: not even the lofty bits, but the everyday standards, like not murdering your neighbour. In that sense too it’s Howardian.
Granted, at least he did have a map!