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Creating Places (The Art of World Building, #2) (Hardcover)

Creating Places (The Art of World Building, #2) (Hardcover)

4.6 Stars, 179 Amazon Ratings (as of 1/2024)

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Creating a unique, immersive setting one place at a time

A guide for authors, gamers, and hobbyists

CREATING PLACES (THE ART OF WORLD BUILDING, #2) is a detailed how-to guide on inventing the heart of every imaginary world - places. It includes chapters on creating planets, moons, continents, mountains, forests, deserts, bodies of water, sovereign powers, settlements, and interesting locales. Extensive, culled research on each is provided to inform your world building decisions and understand the impact on craft, story, and audience. You’ll also learn how and when to create history and maps. Experts and beginners alike will benefit from the free templates that make building worlds easier, quicker, and more fun.

Learn the difference between types of monarchies, democracies, dictatorships and more for realistic variety and believable conflict. Understand how latitude, prevailing winds, and mountains affect climate, rainfall, and what types of forests and deserts will exist in each location. Consistently calculate how long it takes to travel by horse, wagon, sailing vessels, or even dragon over different terrain types and conditions.

CREATING PLACES is the second volume in THE ART OF WORLD BUILDING, the only multi-volume series of its kind. Three times the length, depth, and breadth of other guides, the series can help fantasy and science fiction creators determine how much to build and why, how to use world building in your work, and whether the effort to create places will reap rewards for you and your audience.

Endorsement from Ed Greenwood, inventor of The Forgotten Realms and dozens of imaginary worlds

"With CREATING PLACES, Randy Ellefson has penned a sequel to his CREATING LIFE that walks story creators through worldbuilding along an entertaining road that runs everywhere, making sure nothing is missed. Plentiful examples are provided, and a veteran worldbuilder can find just as much fun and comprehensive reminders in these pages as a novice. Some books are nice to have, and a rare few are “must haves.” Like Ellefson’s preceding book, CREATING PLACES is one of that rare breed: an essential reference work. Unlike most references, this one is fun to read. Not to mention a goad and spark for the imagination!"

Endorsement from NY Times Bestselling Author Piers Anthony

"It also has advice along the way on writing that I'm sure novice writers and perhaps some established ones too can profit from. I recommend this book as a basic reference; at worst it is a review of necessary concepts, and at best it will upgrade you from a mediocre speculative fiction writer to a superior one."

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Chapter 4 - Creating Land Features
While laying out land features can be fun, it’s even better when we’ve first reminded ourselves of the possibilities and what they can mean for our world’s inhabitants, our audience, and ourselves. This chapter is a roundup of the salient details world builders should consider. We can start placing items without having outlined a continent or even a coastline, but it’s often better to know where the sea is, to determine plate tectonics, covered in Chapter 3, “Creating a Continent.”

Mountain Ranges
Mountains are covered first because their effect on precipitation determines the locations of forests, deserts, and rivers. We all know what a mountain is, but scholars have not agreed on a definition. What this means is that our characters can refer to something as a mountain when it isn’t that tall (less than a thousand feet), so remember this option. The land just needs to stand out from the surrounding area.

Roughly 24% of Earth’s surface is mountainous. Glaciers can create various shapes, including cirques (an amphitheater-like circle) where lakes form. If two parallel glaciers recede and carve parallel valleys, they can leave a row of peaks between them. If three glaciers recede from the same central point, a pyramid-like, sharply pointed peak or glacial horn is formed, like the Matterhorn. While these are interesting, they seldom matter on the large scale for world builders and are instead ideas for characterizing individual peaks our characters have noticed.

The highest mountain discovered in the solar system is Olympus Mons on Mars. Its extreme height (69,459 feet vs. Mount Everest’s 29,035) is due to the absence of tectonic plates on Mars. Land stays over a hot spot indefinitely, causing eruptions and lava flows in the same place, which increases local elevation. By contrast, on Earth, tectonic plates shift land (or ocean) across the hot spots, causing things like a chain of volcanic islands like Hawaii. If we want a truly enormous, standalone mountain on our world, we can decide tectonic plates don’t exist, but this would cause various changes like a potential lack of earthquakes or mountain ranges (and a resulting lack of rain shadows). Such a world might have many very tall, volcanic mountains but few if any ranges.

Such enormous mountains may not be as interesting as they sound. Olympus Mons is so wide, as big as France, that our characters wouldn’t even realize they’re on a mountain if walking on it. If we want something dramatic, then a single, solitary peak is better. Images of Mt. Shasta in California can give you inspiration. While it’s only 14,000 feet, it’s so large compared to its surroundings as to be majestic, and majesty is arguably what we’re after. We don’t need a giant Olympus Mons and its accompanying problems for our world.

Mountain ranges can have peaks formed by different forces, meaning some are volcanic while others aren’t. Several ranges can be back to back; this means one is north-to-south, and where it ends, another north-to-south range begins. To the layman, we sometimes don’t realize this; neither will our audience, but we can give two different names to a range if they’re separated by a pass or a little offset from each other. For example, the Appalachian Mountains include the Blue Ridge Mountains and White Mountains. These are regional names for the same range and are technically the smaller ranges that make up the larger one. If we have a truly long range, a thousand miles or more, it might not be realistic to say it’s a single mountain range. It’s probably several ranges.

Volcanoes
We often speak of volcanoes as being active (they erupt regularly), dormant (it hasn’t erupted in centuries), or extinct (it hasn’t erupted in written history). These distinctions aren’t scientific and a supposedly extinct volcano can erupt again many years after the last time. By human life spans, they’re extinct, but active compared to the planet’s life span. For our purposes, these classifications work, but we can surprise our species by having a supposedly extinct volcano erupt; maybe it’s part of a prophecy.

Some volcanoes on Earth have been erupting continuously for hundreds of years, but these aren’t the explosive ones. We can have our characters believe an evil is ongoing in the world as long as Mount So-And-So is erupting. Or the reverse—a volcano’s been erupting for as long as any-one remembers and then suddenly it stops as foretold, with consequences everyone’s heard of.

A large eruption of ash can cause a volcanic winter (when the sun is blocked out for months). This has caused some of the worst famines and even mass extinctions.

Table of Contents

Introduction

  1. Introduction
  2. Where to Start
  3. About Me
  4. The Chapters

Chapter 1 - Case Studies

  1. Two Straits and a Sea of Enemies
  2. Stopping an Empire
  3. Mountains and Murder

Chapter 2 - Creating a Planet

  1. Creating a Planet
  2. The Sun
  3. Moon(s)
  4. Other Planets
  5. Stars
  6. Asteroids and Comets
  7. A Planet

Chapter 3 - Creating a Continent

  1. Creating a Continent
  2. Multiple Continents
  3. Which Hemisphere
  4. Plate Tectonics
  5. Seas vs. Oceans
  6. Bays and More
  7. Islands
  8. Where to Start

Chapter 4 - Creating Land Features

  1. Creating Land Features
  2. Mountain Ranges
  3. Water
  4. Forests
  5. Prairies/Grasslands
  6. Wetlands
  7. Deserts
  8. Settlements
  9. Where to Start

Chapter 5 - Creating a Sovereign Power

  1. Sovereignty
  2. Roles
  3. Branches of Government
  4. Parliamentary Systems
  5. Government Types
  6. How Many Powers to Invent
  7. Invent for Today
  8. Population Count and Type
  9. World View
  10.  Location
  11.  Relationships
  12. Ways to Identify a Power
  13. Reputation
  14. Where to Start

Chapter 6 - Creating a Settlement

  1. Creating a Settlement
  2. Location
  3. The Population
  4. Zonings
  5. Settlements Types
  6. Defenses
  7. History
  8. How It Is Known
  9. How Many Places to Create
  10. Where to Start

Chapter 7 - Travel over Land

  1. Travel over Land
  2. Mode of Travel
  3. Obstacles
  4. Calculation Preparation
  5. Calculations
  6. The Template

Chapter 8 - Travel by Water

  1. Travel By Sea
  2. Some Terms
  3. Ship Rates
  4. Ship Types
  5. Privateer
  6. Ship Speeds
  7. Weapons
  8. Personnel
  9. Where to Start

Chapter 9 - Travel in Space

  1. Travel in Space
  2. The Realities of Space
  3. Propulsion
  4. Distance
  5. Ship Structure
  6. Where to Start

Chapter 10 - Creating Time and History

  1. Creating Time and History
  2. Sample Entries
  3. Creation Myths
  4. Time
  5. Uses for History
  6. Event Categories
  7. Where to Start

Chapter 11 - Creating Places of Interest

  1. Creating Places of Interest
  2. Ordinary Ones
  3. Extraordinary Places
  4. Phenomena
  5. Ruins
  6. Shipwrecks
  7. Event Sites
  8. Meteors
  9. Where to Start

Chapter 12 - Drawing Maps

  1. Drawing Maps
  2. Continental Maps
  3. Drawing the World
  4. Settlement Maps
  5. Dungeon/Ship Maps
  6. Map Generation Software

Appendices - Templates

  1. Sovereign Powers Template
  2. Settlement Template

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