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Worldbuilding
An essay in progress--or just scroll down to enjoy the pictures--
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Where do writers of fantasy get their ideas? This is a question that I get asked
repeatedly at the conventions, readings, and signings that I attend.
One answer (for me) is that my books grew out of the childish and largely unfinished or
uncompleted stories, drawings, and games that I developed untidily and undirectedly from
the time that I was quite young. At some point my constructions becomes more consciously
about storytelling, and then more consciously about a single fantastic world. At some
point well after that I began to start working deliberately on plot lines that could be
turned into the form of writing that we recognize as a novel. So--the novels came about
a long time after my world had begun to be formed.
These experiences primed me to believe that reading, writing, and fantasy don't
necessarily have the direct link that we currently assign them. I value my reading--but
it was my experiences pushing an extended dynasty of plastic animal toys around among
block-built towers and castles and outdoor games--and much later gaming--that were the
early triggers of my imagination--not rows of sentences printed on a page.
The more I learn about the canon of fantasy--those writers whose works endure over time
and continue to be read--the more I am struck by the wealth of material they
produced--often related to their constructed world--that wasn't writing. T.H. White's
The Sword in the Stone was produced with original drawings that White had done
himself, J.R.R. Tolkien produced his own maps, illustrations and covers--the list goes
on. Even today, writers like Terry Pratchett and Robert Jordan clearly delight in
collaborating on maps and heraldic designs and even small gamers' figurines that further
flesh out their worlds. It isn't just about franchising. It's about an impulse to give
their imagined world depth. Once you start building a world for yourself, it can't
all be fitted onto a printed page. The imagination simply keeps coming up with stuff
that doesn't fit into this post-Guttenberg format.
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In 1993, there was an exhibition of the J.R.R. Tolkien notebooks and incunabula at the
Bodliean Library in Oxford, from which a beautiful illustrated catalogue was produced
(see Tolkien-Catalogue). Full-color reproductions included
Tolkien's trench-maps from W.W.I, his illustrated letters to his wife, the watercolors
he did for his children at Christmas, his maps--and illustrations of his fantasy world.
Whatever one thinks of Tolkien's writing, this glimpse into the integrated world that he
built for himself is fascinating and imaginatively inspiring. Whether one wants to look
at Tolkien's beautifully drawn trench-maps and overlay them on his later maps of Middle
Earth--I'm not sure that I do--or just see how wonderfully ACTIVE and inventive Tolkien
was when he was thinking about his world, it's a rewarding and really quite wonderful
book.
When I was a child, I read with envy of novelists who wrote their first complete story
at age nine, or thirteen, or eighteen, and wondered if I would ever produce something
complete and finished that I would be able to show to other people. The things (pieces
of writing and drawing) that I produced all seemed ephemeral and unfinished. It was
thrilling and exciting when I finally got the bug to produce a big, finished piece of
writing (see my books page). After years of wondering if
I would ever find the focus to complete any big writing project, the focus finally came.
The following images show something of the lead up to this success. The earliest shown
here are images generated from my time spent as a Gamemaster (c.1985-87). This is not
because I wasn't producing fantasy artwork before I became a Gamemaster--it's because I
didn't do any particularly 'finished' fantasy artwork prior to this.
So--I've been mucking about in my own fantasy world for years now. My 'world map' has a
large number of small countries ranged around an inland (somewhat Mediterranean-like)
sea. In the past I tended to work up a single country in detail, then I would move down
the coast to work up a new country when I came to realize that I'd outgrown the impulse
that led me to develop a country in the first place (there are a couple of countries
that I worked on as a sentimental 15 year old that are somewaht embarrassing to revisit
now--I had what might be called a 'highly derivative sense of romance & adventure'
at that age).
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This image is less about the development of my world than of my development as a
Gamemaster. Initially, I imagined that the most exciting thing would be to produce
artifacts that looked like they were from my world to hand over to the players (this one
employs a simple substitution code and a system of 'runes' that were definitely inspired
by Tolkien's example). To some degree I was right, but the success with the above
inspired me to what I thought were greater things....
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This document uses the same runes as the first. My players loved the way it looked--but
didn't appreciate having to do the full translation in real time, only to discover that
it was a piece of highly florid and really rather awful gaming-poetry that told them
where to look for the next 'adventure' while being of no relevance to the 'adventure' in
which they were currently acting.
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A brief roll of the important Bissanty nobles. This was my first experience ever with
computer graphics and MacPaint 1.0 (colored by hand, rescanned back in). Also gives a
good sense of what it's like to be an obsessed college-attending Gamemaster with too much
time on her hands... |
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I got interested in Tarot symbolism some years into my campaign, and decided that my
world needed to have some sort of magical deck of cards. From this idea (and from some
bad drawings to start with) I developed the idea of creating a new, more animal-based
set of cards called the Rhaasan. Later, I decided that the double 'a' was a bad way to
make a fantasy title and changed the deck to simply the 'Rhasan' (which still has the
immature fantasy-titler's extra 'h', but at least looks easy to pronounce). The 'doves'
card (twin doves standing perched on a sharp sword edge that is cutting their feet)
symbolizes--among other things-- voluntary self-sacrifice.
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At some point I read in a role-playing instruction book that a good way to make city
maps was to color-code blocks of buildings (red for commercial, blue for religious,
yellow for residential and so forth). I produced these two maps, which were good
looking but fairly useless in terms of exciting players and drawing them into my world.
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At some point I learned that simple images were sometimes the best to create atmosphere
--particularly for players with short attention spans! This was from an adventure into
a primitive part of my world.
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Finally, I started trying to produce portraits of characters. This one is of 'Columba
Neronatale' --Collie for short-- a light-fingered warrior woman I myself played in
someone else's campaign.
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I did a series of portraits of characters (what could be called 'non-player-characters')
in my world. I spent a lot of time looking at paintings and drawings by old masters for
faces to steal, and wasted some time looking in modern magazines, where I seldom saw any
faces that were worth pinching and transposing to my fantasy world (most twentieth
century magazine portraits just don't have 'character' that looks convincing in a
fantasy world). Towards the end, I started feeling I was getting something right. This
character is a female gladiator who, after working her way up to triumph in the ring,
suffered several years as a slave.
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