"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 climate. Show all posts
Showing posts with label climate. Show all posts

Wednesday, January 16, 2013

On Climate in Life, Science, and Fantasy

I must admit, I've discovered over the last few years that January is a difficult month for me. The joy and companionship of the holidays seems to crash too quickly into unremarkable routine. The cold days of a northern winter demand isolation from the world outside with heavy coats and thick sweaters; the nights are long, and altogether too quiet.

My dislike of January is exacerbated by the absence of my husband, who, like many migratory creatures, heads south for the winter to spend the coldest weeks of the year with his family in the much more amenable climate of the tropics. I would gladly go with him if I could, but the academic calendar demands I stay in a place where trees lose their leaves and all the truly smart animals hibernate.

Still, we are three days into the new semester, and it is looking to be a good one.  Today, I ran my first ever environmental science lab at Avila University.  We simulated aspects of global climate mechanisms, and got to play with all kinds of fun toys like inflatable globes (I was very impressed that the class did not immediately disintegrate into a game of beach ball) and vials filled with convection fluids (which inspired multiple comparisons to lava lamps, and one request to search for "lava lamp" on YouTube so that students who had never seen one would know what that is).

Climate mechanisms have been on my mind for other reasons as well. 

A few days ago, for example, I sat down to sketch out my first map of Selenia's world (from Creatures of Light).  I've always had a vague idea of the location of her home city Talagna relative to other places of interest, such as the coastal city of Al'Panura and the jungle river of Ornoco.  Recently, I've decided to insert a high mountain range (something on the order of the Andes), with accompanying paramos and deserts.  Someday I'd like to take Selenia to all these places (although as you may know, it's going to be tough to get her across the sea alive, since women in her world are routinely thrown overboard to appease the sea god Mikrotus, but I'll cross that bridge -- or plunge into those depths -- when I get there). 

Part of building my dream of Selenia's voyage was manifested by drawing the map, and in drawing the map I had to think, once again, about latitudes, wind currents, land and water masses, and everything else that goes into climate.  It's a really fun puzzle to play with. 

One of my most popular posts of all time -- indeed, THE most popular post until this past fall, when my short piece on Hypatia went viral -- was Biogeography and Fantasy, published in July of 2011.  This post was inspired as I was trying to figure out the logic of the climate of Westeros, the stage upon which George RR Martin's A Game of Thrones plays out.  I extended the discussion to take into account various factors fantasy authors should keep in mind when building their worlds.  If you'd like to read more, you can visit the post here.

And just out of curiosity, here are a few questions you might like to comment on:

When you think about what you've read, what worlds come to mind that are particularly well articulated in terms of climate, geography, and distribution of resources?  Is it clear when some authors have put a lot of thought into this, and others have not?  Is it even necessary to get as geeky-obsessive as I do when laying out mountain ranges and major bodies of water?  All perspectives are welcome.  I'm looking forward to hearing your thoughts.

In other news, this week on Heroines of Fantasy, Mark Nelson has written a wonderful post on the power of play.  Read his thoughts and share yours, as we venture into the New Year remembering the importance of the lighter side of life. 

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. 

***


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/ 


Sunday, August 7, 2011

The Ecological Context of Eolyn's World

I need to start this post by correcting an error from last week.  In my July 30 post, I referred to the Wall in Westeros as having a location near a "polar latitude". One of the blog's readers brought to my attention that this was a rather careless statement; though unfortunately blogger didn't let him post the comment.  (By the way, I've had a few complaints lately about not being able to post comments on blogger.  If you have also had problems with this, please let me know at eolyn.of.the.south.woods(at)gmail.com.)

My use of 'polar' in this context stemmed from my habit of thinking of the planet as divided into six latitudinal regions defined by atmospheric circulation (blame it on my training as an ecologist).  North of the equator, we have three of these regions: a belt of northeast trade winds (from 0N to about 30N), a belt of temperate westerlies (from about 30N to 60N), and the belt of polar easterlies (from about 60N to the north pole). 

I've lapsed into the habit of calling this third region of polar easterlies 'polar', which is not an entirely accurate, and can lend to additional confusion when one takes into account that the Arctic Circle itself (what most people would probably call 'polar') is defined not by wind patterns but by the southern extremity of the 24-hour polar day.  The southern limit of the Arctic Circle is at about 66N.

So, all this to say, what I should have written last week is that the Wall, as I see it, is probably located somewhere around the earth equivalent of 60N. This seems to be more or less in agreement with what other folks who are better informed than I regarding Martin lore have concluded.  My apologies for any confusion my last post might have generated.

Now, back to the map of Moisehén...

This is a really good time for me to be thinking about maps.  I have been working for about a year now on the sequel to EOLYN, and just as our own world becomes bigger as we move through life, so Eolyn's world has grown in the second book to include kingdoms outside of Moisehén. Of course, I have always had a pretty solid idea as to where Moisehén fits in the context of the surrounding regions of Roenfyn, Galia, Antaria, the Paramen Mountains and the High Plains of the Syrnte, but reaffirming the details of climate and topography has been a very useful exercise for me.

Moisehén, as I've mentioned elsewhere, is a land-locked country that receives humid westerly winds, with water vapor coming not only from an ocean to the west, but also from a large inland sea known as the Sea of Rabeln.  The region also receives the influence of the equivalent of a 'Gulf Stream'.  (As a small aside, that means somewhere waaaay to the south west of the continent, there must be a structure similar to the isthmus of Central America, which upon its formation some 5-6 million years ago, generated the Gulf Stream, with significant impacts on the climate of Europe.)

a map of the Gulf Stream
The interior mountains of the continent, including the Paramen Mountains and the Eastern Surmaeg, are high, non-volcanic ranges.  But to the west and southwest of Moisehén, on the other side of Roenfyn, we have the Kingdom of Galia, a place of lordly wizards who for generations have intermarried with the Magas of Moisehen.  Galia is a coastal country with a volcanic mountain range.  In the novel EOLYN, we never visit Galia, but Eolyn learns about it through unusual means:


"On the western shores of Galia, fire springs from the earth and flows in burning rivers to the sea.  It is from this union of earth, fire and water that the Galian wizards draw their power."

Galian volcanos are important to Moisehén because the same winds that bring moisture to this inland country also pick up volcanic debris from Galia, which over geological time has settled on the landscape, particularly in the high valley of Moehn (Eolyn's home), resulting in very rich soils that, together with relatively heavy rainfall, have supported dense forests and -- where the forests have been cleared for farming -- very productive agriculture.

The South Woods of Moehn and the great forest of East Selen are actually remnants of vast expanses of woodland that once covered most of the Kingdom of Moisehen. The western portion of the country is somewhat drier than the eastern portion, and has also traditionally supported patches of grassland intermixed with woods. 

When drawing the map of Moisehén (embedded above), artist Ginger Prewitt was careful to indicate the transition from oak dominated deciduous forest in the south (which lose their leaves every winter) to coniferous evergreen forest in the north, Selen being on the whole a cooler region than Moehn, and therefore supporting a somewhat different ecosystem.

Prewitt was also kind enough to put a wolf in the South Woods for me.  I think that's my favorite part of the whole map. 

The map that was drawn up for the first novel does not include any of the surrounding kingdoms, but I mention them here to emphasize that Moisehén is an integral part of a greater whole.  As the author, it was important for me to have some vision of that greater whole in order to better understand the specifics of the landscape in which my characters lived -- which in turn allowed me a greater understanding the characters themselves.

For more thoughts on the relationship between characters, culture and landscape, stay tuned for a special guest post from Terri-Lynne DeFino, author of FINDER.  Coming soon! 

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.