Category Archives: The Edges Of World-Building

Scientific Magic

Fantasy settings commonly have a magic system of some sort. It is often well-thought out and organised and more-or-less reliable. I’ve heard of authors writing themselves a “bible” about how it is supposed to work so that they don’t make mistakes.

Most of the magic in Harry Potter is reliable and repeatable, for example. Harry’s trademark Expelliarmus always fires. Fred and George’s joke candies always work. Yet the need to practice and perfect it is mentioned a lot of the time (it is a school, remember). And we also see the edges of an organised study of what magic can do. A major section of The Ministry Of Magic is for research, after all. And Dumbledore frequently talks about what they don’t know magic can do when talking to Harry about Voldemort.

The magic in most Dungeon and Dragons settings is reliable, too. I think this is because the settings inherit a game system because players use magic very frequently, either explicitly (like if they’re a wizard) or implicitly (a weapon or even a skill). Adding a reliability check to all magic in DnD would slow things down a lot. In the novels, it is common for a master thief to have an arsenal of magic objects, and they almost always function as designed.

There are sometimes multiple magic systems. Lyndon Hardy did this with his novel The Master Of Five Magics. Each is separate and a major piece of the world economy is built around them. In fact, a major industry is built around training for each magic. The whole story is about someone who sets about being trained in all of them, which is unheard of. With so many magic systems, Hardy created a structure for them all, and rules for each of them. He did this so well that with his sequel, The Secret Of The Sixth Magic, he could create a meta-magic system that describes how they could be changed. Both novels have been praised for creating such an organised description of magic.

The magic in Terry Pratchett’s Discworld is more than a bit organised, too. The wizards of Unseen University are a lot more like scientists than practitioners of nefarious arts. In the later novels, we have everyday devices powered by magical means: cameras and personal organisers are the visible two Pratchett has fun with. Each have a tiny demon running things inside them and they are mass-market products. This magical-being approach is even lampshaded right in the first novel when Rincewind is given Twoflower’s camera to operate. He knows that there are certain chemicals that react to light and he begins wondering how to get from there to a functioning camera. At that point, the tiny demon inside Twoflower’s camera opens the access hatch for the first time to tell him that he’s run out of pink paint.

Pratchett even lampshades this in the large with four whole books that he co-authored with two scientist friends, beginning with The Science Of Discworld. These use the fictive construct of the wizards and their world to explore the sciences of our own world. And I mean “sciences” in a very broad sense of the word. Early excursions look at nuclear physics and cosmology, but later ones look at social sciences like narrative history, and how belief shapes our thinking.

This takes us back to where magic exists in our own history. And that is usually spirituality and religious practice. I know enough about both to recognise that neither are treated very much like science, though.

Praying to a deity is common in both the real world and in fantasy settings. In most fantasy settings, it is often like a magic spell: you say the right words and the deity automatically grants the supernatural effect you’re seeking. Except when they don’t because the plot requires it. And this also doesn’t work in the real world, either. It would be news all around the world if a Catholic Cardinal in the Vatican could reliably and repeatedly summon a fireball by prayer.

One of the allures of fantasy novels is, of course, reading the characters doing the impossible. Particularly in an analogue of our own world. This is one reason the Harry Potter novels are so popular. Who wouldn’t want to be able to wield magic with a simple stick of wood in their home or workplace? Except if lots of other people have one, too. And Hogwarts does teach a lot of offensive magic.

There are some fantasy worlds where magic is rare. I built one for a gaming campaign, yet only one player really grasped what that meant for playing. It was at least three sessions before they had access to magical healing, for instance. Settings where prayers (usually) don’t do anything, yet those who pray think they do are also rare. The Dragonlance novels had a period where that was the case. This was because the gods had deserted the world for a period of time, and people were calling to new gods that did not actually exist.

So how reliable is the magic in your fantasy worlds?

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The Edges Of World-Building: Water.

Aqueduct of Pegões, Tomar, Portugal

Aqueduct of Pegões, Tomar, Portugal (Photo credit: Wikipedia)

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Most, if not all of my readers will be accustomed to having clean running water readily available to them. Kitchen, laundry, bathroom, garden – the supply of water in developed countries (especially urban and suburban areas) is almost universal.

But it wasn’t always like that.

This loose series of blog posts has, admittedly, a bit of a focus on fantasy world-building, as that’s my preference. And a lot of fantasy fiction has the European middle ages as its basis. And during that time and for quite a long time afterward, clean drinking water was not a sure thing. Whilst it made sense for a single town to pull water out of the river on the upriver side and put their sewage in the downstream side, what about the next town down the river? And the next?

When the colony of Sydney was founded, we had this kind of problem. There was a nice clean stream flowing down into the harbour that was quickly overrused. People were trying to pull water out of it right next to where others were putting waste into it. Within a few decades, the first of a series of increasingly large engineering efforts to secure clean water for the burgeoning colony were begun. The Tank Stream now runs in a tunnel underneath the heart of the CBD and most of Sydney’s clean water comes from an large dam some fifty miles or more to the west.

But this isn’t a feat of industrialised society. The Romans were widely lauded for their aqueducts capable of transporting clean water many miles to their cities. Rome alone had more than half-a-dozen aqueducts delivering water to the city. Importantly, the Romans had programs for maintenance and repair and prided themselves on their public baths. Yes, public baths. Household plumbing was likely beyond the Roman’s ability, and possibly beyond what they could imagine. But their whole society viewed personal cleanliness and privacy quite differently to our current western secular society.

Of course, in an invented world, you can create as much or as little of this as you wish. Quite how your fantasy world gets its water to those who need it isn’t necessary to describe or even design in detail. However, you probably should be aware of it. A city of two millions souls with huge public fountains and baths would work situated in a fertile landscape within a hundred miles of snow-capped mountains. The same city would ring false situated on a desert coast with no river in sight. Unless you had designed some magical source of water (it has happened).

Likewise, how water is made available to your world’s characters can drive the story. Public baths can be could for cladestine meetings and illicit hookups in ways that could be quite different in today’s world. The frequency of bathing could be a plot point. Amongst other things, it has an effect on how often they change their clothes. Or wash them.

Or cook. The cottages of Lancre in Terry Pratchett’s Discworld, if they have an indoor pump will have it in the scullery. This contributes directly to the house design: the washing is done in one room, but the cooking is done in another. This is world-building in the small.

Where your water comes from has a subtle and powerful influence on how a world works. And I’ve barely touched the subject.

 

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The Edges Of World-Building: Other Resources.

The writing community is getting better at sharing with other writers How To Do Things, and especially How To Not Get Something Badly Wrong.

I’ve recently come across a Tumblr blog which offers articles about some of the less obvious things to think about when writing. It’s called Write World. And due to the way Tumblr works, the latest article, about fashion in fiction, re-blogged from another blog. It is interesting about a topic that doesn’t come up all that often.

What interesting blogs about writing do you follow?

 

 

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The Edges Of World-Building: What words mean

There was some writerly advice I saw many years ago about describing your scene in creative ways. Whoever it was said to be aware of what is normal to your characters and describe things appropriately. The example given was on a spaceship: say “The door irised open” and there is some instant colour and description all in one neat little package. After all, there is no reason the characters in your scifi setting could not think that a door “irising” open is anything but normal.

That tiny example re-purposes the word “iris”. What is easily forgotten is that words are re-purposed around us all the time.

How many of you know what “blog” means? I mean really means? It came from the phrase “web log” which came about to describe people logging a journal on the world wide web. Over time, it’s been shortened.

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The Edges Of World-Building: Paying for Stuff

One thing that usually comes up in invented fantasy worlds, even if just in passing, is the need to exchange money for good and services.

Rare is the story where you can focus on a strange way to do it – most of the time is it little more than colour. Worlds based on Dungeons and Dragons usually have “gold pieces” as the core value (often abbreviated to “gp”) plus lesser values in silver and copper. Which is kind of ironic because the original idea of “gold piece” was so that game writers could create some local colour by changing the name. Many don’t, of course.

It also ignores some of the economic history of our own world. In medieval Europe, which is the basis for a lot of fantasy fiction world-building, the average man-in-the-field never ever saw gold in his entire life. Gold was rare and thus highly valuable. Too valuable, in fact: silver was much less rare and so many coins were struck in silver. But even a single English silver penny was worth a lot: Wikipedia tells us that estimates of its equivalent value in today’s terms is something like $20. That tells us that a lot of local trade wasn’t transacted with money. No wonder few people ever saw gold.

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The Edges Of World-Building: Lèse Majesté

Many fantasy worlds sport kings and queens. There seems to be something essentially romantic about a monarch ruling a small country. In the best stories they are adventurers and even heros in their own right. But in our day-to-day existence, us modern Westerners are so far removed from a medieval monarchy that some of the boring logistics of how they worked are forgotten.

C. J. Cherryh didn’t, though. In her Fortress series of fantasy novels (beginning with Fortress In The Eye Of Time) we see a king’s court depicted in quite a lot of functioning detail. Cefwyn Marhanen has an enormous retinue of servants and soldiers just to make his own life happen. And then there are the lord he directly rules over, many of whom spend much of their time at court. And they have considerable numbers of servants and soldiers, as well. And then you have to add the locals of whichever castle the royal court is occupying at the moment who host their royal guests and keep the basic functions of the place working. It is a major exercise for the King to move his court around.

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The Edges Of World-Building: The Scale Of Things

Sometimes it is a bit too easy to forget how much smaller modern technology has made our world. Modern air travel makes it feasible to travel halfway around the world for a holiday and modern communications makes it easy to socialize with people all over the world.

But this wasn’t always so.

To a very large extent, how far you can easily travel is strongly defined by your world’s society. It is not just the technology, but also the economics that have made air travel affordable for many people. Go back eighty years and it was definitely a luxury exercise. Go back further and it becomes the purlieu of the enthusiast. The world was much bigger for most people.

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