"Vigorously told deceptions and battle scenes." ~Publishers Weekly review of Eolyn

"The characters are at their best when the events engulfing them are at their worst." ~Publishers Weekly review of High Maga
Showing posts with label biogeography. Show all posts
Showing posts with label biogeography. Show all posts

Sunday, August 14, 2011

Landscape and Characters in the World of FINDER

This week I'm very happy to host guest blogger Terri-Lynne DeFino, author of FINDER and the soon-to-be-released A TIME NEVER LIVED.  The world of FINDER is similar to our Mediterranean in climate and geography.  Here, Terri-Lynne talks about how she constructed her world, and the impact of her landscapes on the characters that inhabit them. 

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Getting the map right is one of the things many budding fantasy writers don't take into account when worldbuilding. I know I didn't. An Arctic tundra two weeks walk from balmy swampland? No problem! Except there is.


When creating a world, some things are generally taken for granted. There is one sun, usually one moon (the tidal kerfuffle two or more cause alone is not worth the coolness factor.) Both are similar distances from our worlds. The size of the world, the land to water ratio, the atmosphere and size of land masses will be largely similar to our own. There are those writers who go the extra lengths to create wholly unique worlds with strange but workable weather patterns and such, and then there are those who keep their worlds to one small, magical, Europe-like forest; but most of us fall in that middle ground of keeping things largely the same, just tweaked a bit.

I'm not going to pretend to be some sort of geological expert. I'm not even close. When it came time to create my world for Finder, I modeled it loosely after the Mediterranean. My characters travel Southern/Eastern Europe and Northern Africa-like terrains. The mountains to the east are there because continental shifts put them there. The same shift cut off part of the once-vast ocean, creating the Bloodbane Sea. Only narrow straits allow water in or out, cutting off larger sailing ships from entering the Bloodbane from the west, and making the basin extremely defensible from the east. Therk's Iabba Desert is what's left of the ocean floor after the waters receded.

Like our own world, the south toward the equator is generally warmer than the north, so while the mountains in Greater Argoa are often quite cold, those to the south only get snow in the higher elevations. The Bihn Iabba River flows--unlike the Nile--north to south. There are more pine forests farther north in Greater Argoa, and scrubby cedars along the western coast of Therk, in Tinnangar, while the southern mountains mainly contain deciduous hardwoods. Once again, these are things I borrowed from our world, because I know they work, even if I don't know why.

Another aspect of geography that most budding fantasy writers don't take into account is how it affects language. Idioms, curse words, colloquialisms, even religion, often stem from environment. "That's a fine kettle of fish!" isn't an idiom that's going to come from the middle of the desert, and neither is "three sheets to the wind." The local gods of agricultural regions will be gods of planting, harvest, weather, the hunt; those along the coastline will be watery ones. In my desert, the gods are "ornery desert gods" because, let's face it, a harsh climate is going to birth harsh gods. By the same token, the gods in mild Bosbana are more inclined to art and revels. There are always exceptions, of course--but these will have stories to go with them. For example, in my recently completed novel, A Time Never Lived, the migration of mountainfolk brought their vastly different gods to the desert. Their stories changed over time to reflect assimilation, but some core elements that simply do not make sense environment-wise--like redheaded gods in a land that does not produce redheads--remain.

Obviously, the clothes your characters wear will reflect environment, not just in weight and material but in color. Desert people will wear a lot of white to reflect the sun. Most colors would be expensive; the cost of importing the plant extracts or mineral compounds to create them would be prohibitive. Even if there were succulents, grasses and such available, they would not be abundant enough to make color cost-effective. The wealthy could afford color, the poor could not; however in a heavily wooded or farming community, color is abundant. In the world I created, the wealthy Merchants along the Strip adorn their businesses with colorful pavilions, a way to show their prosperity.

We are where we come from, there's no doubt about that. City or country, coastal or desert, the way we think, speak, eat is determined largely by our environment. Geography is part of every story ever written, whether the writers and readers know or not; it comes out in details we often take for granted. This is why the geography needs to work, and why we have to know what our worlds look like north, south, east and west. If we don't, our worlds won't be believable, and it will show.


Terri-Lynne DeFino's FINDER is available in hardcover, softcover, Kindle and Nook formats.  Look for it on-line through Amazon or Barnes and Noble.  You can also visit Terri at her livejournal blog, http://bogwitch64.livejournal.com/ 


Saturday, July 30, 2011

Biogeography in Fantasy

My summer reading list has included the fourth book of George R.R. Martin's Ice and Fire series, entitled A Feast for Crows.  Certain events in the story had me mulling over the map of Westeros the other day, trying to understand why Dorne has a desert environment. 

The mountain range on the west side of the kingdom of Dorne, combined with the fact that Martin mentions the winds come from the west, gave me part of the answer, as the 'rain shadow effect' (see below) would make those winds dry.  Still, Dorne has quite a bit of coast off the southwest, and it seemed to me the air masses coming from that ocean would have a lot of moisture. 

Then it occured to me -- and here was the key to the puzzle -- that Westeros is actually much larger than I've imagined it to be, extending from a polar latitude near the Wall to what is most likely to about 30N near the region of Dorne.  Roughly equivalent to the north-south expanse of Europe, from the nordic countries to Spain, with a little extra land tacked on in the south.  Some time on "A Wiki of Ice and Fire" corroborated my suspicion, and laid to rest my doubts about the capacity of Dorne to be a dry landscape. 

(My next thought was, "No wonder the royal houses of Westeros have such a hard time keeping it all under one kingdom."  I mean, really.  Why do they even try?)

One of the most challenging and interesting tasks of writing fantasy is "world building".  I was first introduced to this term by DHS, my local writers group that specializes in fantasy, horror and science fiction.  There are many, many aspects to world building, but from my point of view one must always start with the foundation:  the landscapes and biomes in which our characters live. 

It is the landscape that determines the resources available to the human (or non-human) characters in our stories.  The distribution and abundance of those resources, as well as the relative isolation of different regions, can in turn impact the structure and development of the human societies that depend upon them.

The author decides just how meticulous he or she wants (or needs) to be with the biogeographic details of a fantasy world.  But having a landscape that makes 'biogeographical sense' is one of many factors that contributes to the authenticity of a story, and whether or not your readers have conscientious knowledge of the basics of geography and climate, at some level they will sense whether the world 'feels' real or not.

When thinking about the geography and climate of your world, here are some basics to keep in mind:

 1. It's generally easier to start by assuming your world is 'earth-like' in the basics of size, rotation, relative amounts of land surface vs. water surface, distance from the sun, and so forth.  (Of course, if you are a science fiction writer, you'll probably want to throw this point out the window, as the whole premise of your story may involve a world entirely different from earth.  A wonderful example of this is Geoffrey A. Landis' award-winning short story 'The Sultan of the Clouds', set in a level of Venus' atmosphere that has more or less the equivalent of a tropical environment on earth.) 

2. Be aware of the Coriolis effect, which determines large-scale wind patterns on the earth's surface.  Because of the Coriolis effect, prevailing winds will come from different directions depending on where you are on the planet.  In the polar and tropical latitudes, prevailing winds will come from the east (northeast or southeast, depending on which side of the equator you're on).  In temperate latitudes, prevailing winds will come from the west (again, northwest or southwest, depending on which side of the equator). The interaction of landmasses, waterbodies, and wind is an important determinant of local weather patterns, so knowing where the wind is coming from (and whether it has passed over a large water body in the process of getting there) will help determine where the forests, grasslands and deserts can be found on the map of your world.

3. The interaction between the sun's energy and the earth's atmosphere leads to large-scale patterns in the distribution of forests, grasslands, deserts and polar environments, which we refer to collectively as biomes.  For example, at 30N and 30S, one can find a belt of deserts that circle the earth.  (This is the same belt that I now believe Dorne is a part of in Martin's world.)  Boreal forests, on the other hand, dominate from about 50N to 70N.  (And if you've ever wondered why there's more Boreal forest north of the equator than south of it, have a look at a map.  You'll notice our planet has a lot more land between 50N and 70N than it does between 50S and 70S. This consideration adds another level of complexity to world building.  Where are your continents and seas?  The distribution of landmasses can have a huge impact on global and local climate, and therefore the distribution of biomes.)

4. Local mountain ranges are associated with 'rain shadows', a phenomenon which causes the windward side of the range to be relatively wet, while the other side of the range tends to be dry.  In the rain shadow effect, as air masses hit mountain ranges, they rise and become cooler.  The evaporated water they carry condenses and falls as precipitation.  By the time the air mass crosses the mountain range, it has lost a lot of its moisture, resulting in dry climates on the other side.  Variation in the topography of your mountain range can add a lot of complexity to this effect.  Low passes, for example, can allow channels of moister air to reach the far side of the range.  Very high mountains can result in local air circulation patterns that lead to unusually wet slopes.  And within a mountain range, of course, there can be an interesting mix of relatively wet and dry slopes and valleys.

That's probably enough for one post.  There are many excellent on-line resources that can tell you more about how latitutude, wind patterns, land masses and water bodies interact to determine the distribution of biomes on our planet, so you can put these principles into practice when developing your fantasy world.

Next week, we'll have a look at the map of Moisehen, and talk about how these and other phenomena affect the climate and ecosystems of Eolyn's world.