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I think that the joy of world building
in fiction is honestly the joy of
getting to play God
because as an author you get to build
the world. Some authors do it a little
more invisibly than others. In the same
way, as far as I'm concerned, all
fiction is fantasy. It is all made up.
You are creating people who didn't exist
or didn't exist like that and putting
them into situations that they were
never in. Making them say things they
never said. It's it is an act of magical
creation
to do that
when you're starting out as a young
writer. Especially a young writer
wanting to explore the fantastic,
wanting to create places that are not.
The urge,
which you should always try and push
back against, the urge is to take places
from fiction.
You know, it's it's the the urge, the
fanfiction urge. And fanfiction is great
in its place, but if you are going to be
a young writer and you are going to want
to create a world, you don't want a
world that you borrowed from Tolken.
What you want to do
is look at the world outside.
Look at the world outside your window.
Get out there onto the streets.
Look at places. Think about the places
that you've been and then change them.
Make them bigger. Make them smaller.
If you're somebody who's only ever been
to school and you think you have nothing
to write about except school,
what would that school be like if it
covered an entire city?
What would that school be like
if it was an island?
What would that school be like
if it was floating
in the sky and people only got to visit
it dragged on the backs of enormous
birds? How do you get to that school?
That gives you a place. But it gives you
a place grounded in realism because the
moment that you start describing a
school, if you know a school, you know
the things that make schools weird and
unusual, the smell of cooking cabbage
or the smell of um sports clothes
unwashed in lockers. You know what that
place is. You know what kinds of people
are there? Every little detail that you
can steal from the world
and smuggle with you into your fiction
is something that makes your world more
real for your reader. But much more
important, it makes it more real for
you.
You need to be the one who believes in
your story. You need to be able to
believe in your places. If you are
building a world, you have to care about
the world. And sometimes you're also
going to have to stop and ask yourself
weird questions.
Even if those questions are not answered
in the text, it's always good for you to
know,
you know, where do these people go to
the toilet?
Where do they get their food from?
How much food does it take to feed a
small city?
How much farmland? Where are these
farms? Where does the food come from?
Where does it come in? And suddenly
you're asking yourself questions
um that it's good for you to know even
if you don't want ever to turn your book
into a treatise on medieval economics.
Um if you're writing something set in
medieval times, do your homework.
Go and look at places.
There's a there's a trope
in a lot of stories in the Arabian
Knights, the thousand1 knights.
There's a moment that somebody people
traveling together
enter a city
and in the crush of people at the gates
of the city they get separated
and it happens over and over again.
And it was something that had never
particularly made much sense to me
until I was in old Jerusalem
little over a decade ago with my guides.
And we had to get from old Jerusalem and
go out through one of the old city
gates. And there were thousands of
people pouring through the gates in both
directions.
And I found myself swept up and carried
away from my guides.
And when we got through the gates
and the people had dissipated enough
that I could look around and try and
find them, they were nowhere to be seen.
And I realized that this was that
moment. It's a thing that happens in
fiction.
And now I've never written it, but now
if ever I were writing an Arabian
Knight's story, I would know how that
feels. I would know what that is and I
would make it very, very believable
because it's happened to me
and I can give that to my characters.
There's always a tiny part of you as a
writer who
metaphorically
or really is standing there with a
notebook
just taking notes. And it can come out
in the worst times. It can come out in
the worst moments of your life. You can
be there in the hospital
and your friend or your loved one is
being wheeled away
and you can go, "Okay, what does this
place smell like?
How are they behaving?
How do I feel right now? How do these
people feel right now?
Because one day you're going to be
writing fiction.
And you will need that moment.
You'll need the way that the lights of
the cars glint off the broken glass and
the blood on the asphalt. one day to
make a story true.
So the action of world building,
whether you are building
New York or Los Angeles
or the aisle of sky, places that really
exist, places you might be familiar
with, or whether you are creating a
graveyard, whether you're creating an
enormous world underneath London, uh
whether you're creating a magical
America that doesn't quite might exist
in a state of heightened reality. The
action of world building is always the
same. You start with a world
and you're going to fill it with people
and you decide what's important about
the world. What's convincing about the
world? The worlds that we build in
fiction, they're soap bubbles. They can
pop really easily, but they seem really,
really solid. Anything you can say that
makes them feel real, that buttresses
them, that gives credibility,
you then assume that the author could
tell you everything else. It goes off in
all directions. But that one little
moment of reality. That one thing that
seems to be absolutely true
gives credence and gives credibility
to all of the things that you don't say
to all of the bits that are really just
sort of misty smudges in the background.
But then somebody looks at them and
goes, "Ah, but I'm sure like this thing
here, all of those misty smudges in the
background if we move in are actually
going to become craggy mountains." And
each mountain will be different. And you
know, of course, that they aren't.
They're just smudges in the background.
But that's okay because the one mountain
that we visited was real cuz it was
informed by you and a mountain
or just you and a very big hill and an
imagination.
One thing that is very important for you
to know,
but not necessarily important for you to
tell,
is what the rules are.
You need to understand, especially if
you're creating anything in the world of
the fantastic,
what the rules of your world are.
The problem with this
is that when we arrive in this world,
nobody tells us what the rules are.
Nobody hands you as a small child a rule
book, letting you know how gravity
works, how fire works, how basic
economics works,
um how people behave, what they're
expected to do.
They don't tell you that.
You have to kind of figure it out as you
go along.
There are rules. Some of them are
explicit. Some of them are implicit.
When you're world building,
you need to know what the rules are. You
need to know what the explicit rules
are, what the implicit rules are. And
knowing them,
you need to treat them as you would this
world.
People find things out by making
mistakes. You find out that fire is hot
by picking up something that's been in
the fire or putting your hand in it and
going, "Ow."
You find out that if you are given a
precious thing made of ice, you need to
keep it cold because if you put it in
your pocket, pretty soon you will just
have a wet pocket and no precious thing.
That's the way that you find out how the
rules work.
In this world,
it's always by trial and it's always by
error. So for world building,
you allow your characters to discover
what the rules of your world are, which
you know, and they discover it by making
mistakes or by taking advantage of those
rules.
Let things happen to your characters.
Let them go out and bump into things.
let them go out and make mistakes and
always know more than you tell.
Um,
you know, there is nothing more
frustrating for an author to have people
go, I don't really understand the rules
of this place
and
because it's fine. Nobody understands
the rules of New York either,
but they will find out what some of the
rules are by making mistakes and some of
the rules by hanging around with people
who seem to have figured out what a few
of the rules of New York are. And that's
okay.
Before I started writing the graveyard
book, I visited a lot of graveyards.
The initial inspiration for the
graveyard book had just been a little
country graveyard
behind a church across the lane from
where we lived. I would take my son who
was two maybe two and a half across that
little lane with his tricycle and he
would pedal his tricycle on the paths
between the gravestones.
And I remember looking at him one day
and just going, "You look so comfortable
here."
And then thinking, "Wouldn't it be
interesting to do a story about a kid
who gets lost in a graveyard and brought
up by dead people?" I thought it would
be kind of like
The Jungle Book, only it will be in a
graveyard. It will be the graveyard
book. And that
was the idea. I would have been 25 years
old. I remember going straight up to um
my office and writing the first chapter,
looking at what I'd written going, the
idea is so much better than I am a
writer. I'm going to put this off. And
it wasn't putting it off from the sense
of going, I'm going to leave this
unfinished. It was a sense of going,
okay, my chops are not there yet to do
justice to this. So, here I I have this
thing. I'll probably never look at this
first chapter again.
Um,
but I will come back to this in 5 years,
in 10 years, when I'm better, when I'm
good enough. and actually wound up
coming into it almost 20 years later
when I really figured that not only was
I not getting any better, but I was as
good as I was going to get, so I might
as well I I had no option. It was now
time to write it.
But during that period, I would go and
visit graveyards. I knew that I would be
setting a story in a graveyard and I
knew that I needed things from
graveyards so I needed to go and look at
them. So my world building exercise was
just visiting graveyards visiting Stoke
Newington
uh graveyard park which had a glorious
sort of ruined chapel in the middle
and looking at that chapel and going
right I'm going to have you. You're in
my story.
Going to Glasgow Necropolis,
which is all on a hill just outside of
Glasgow,
and going, I'm I'm taking your topology.
I'm going to take the hill. And the fact
that you're outside of the city, I like
that. That feels right.
Now, I was building
I built a world that was a graveyard in
my head.
I'd been playing around with it. I've
been building it. I've been seeing what
kind of people lived in it. I was
figuring out all of the details.
And wherever I would go, I would just
visit the local graveyard
um and see if there was a little thing
that I could take and put into the
graveyard that was in my head. Which
meant that when 20 years later I started
writing the graveyard book and I knew
that the graveyard was my jungle. It had
to be big enough and interesting enough
that I could set basically an entire
novel in this one location
that
it would be that interesting that I
would know I knew by that point what a
graveyard was. I knew why it was there.
I knew the history of them. And that
allowed me to make this a real place.
So a lot of what you do in world
building
is you do your homework, you do your
research. It's like I was talking about
with Neverware, getting to go through
the tunnels, getting shown around. Um,
go on walks, see things,
all of that. And then take notes. Use
the the voice function on your phone to
make little notes to yourself. Use a a
tiny notebook. I always, wherever I go,
whatever I do, um have impossible to get
out of my pocket.
Tiny notebooks on me. This is one. And
I will always
jot down things, little ideas. I may
never go back to them. I may never see
them again, but once they're jotted
down, they're rotting away usefully on
the compost heap of my imagination, and
they're there if I need them.
I think authors you read when you are
young
affect you on a level that is very very
primal and very different. So the
authors whose work I encountered
as a child
who built worlds
um really stayed with me
and I would look at what they had done
and uh and
puzzle over it and think about it a lot.
Tolken obviously um was a huge influence
on me. I've never actually
uh written anything in somewhere that
resembles Middle Earth, I think. Um
except for a little bit in in Stardust,
but Stardust is much more a world of
fairy tale. Um but just the feeling that
this was a place that I would recognize
if I saw it, if I went there, I would
know that I was there. The same
obviously with Narnia
and the idea as CS Lewis built an entire
country or kingdom and I knew that if I
were in Narnia I would know that I was
in Narnia. Um I'd know the people. I'd
know the way that everything looked, the
way that it felt. descriptions of huge
cliffs
um and looking down at the clouds so far
below you they look like tiny sheep and
you remember this kind of thing. Um
and then there were the writers who
would world build in a way that I wasn't
so conscious of. As an adult, I look
back and I go, "Whoa, it was a
remarkable, fascinating act of world
building." But at the time, all I was
aware of was the story. An example of
that would be PL Travers writing the
Mary Poppins stories
where I looked at it as just being set
in London
and didn't actually examine the
mechanics of the way that PL Travers
built her universe. A universe in which
you could go to a zoo or a circus of the
stars
at night. um a world in which people in
spring would appear in the park and
paint paint the trees, paint everything,
take it out of its winter clothes and
into the summer clothes. Um a world in
which things happened between things in
which the simple presence of Mary
Poppins would deform reality
and make everything hyperreal. in which
Mary Poppins acted as a bridge between
the world
of pure imagination and the way that
things should be and the world that we
lived in, the way that things were. And
all of those things
as a kid affected me hugely
because each of them felt like a real
place. I remember running into Hope
Merley's book, Blood in the Mist.
um a book which absolutely defies the
entirety of the the show don't tell
paradigm by just beginning almost as a
travalog and history of an imaginary
country of blood in the mist the kingdom
of Dorare
the town of blood in the mist and then
gradually becomes a detective story and
a ghost story a story of generations a
story of one person's struggle to be who
they are and to find happiness in an
awkward world. Um, of the struggle, the
infinite struggle between fantasy and
reality, between fairy, between poetry
and the mundane and prosaic life and all
of those things are there in an act of
worldb buildinging and an act of
geography, in an act of history.
So a beautiful book like that and that
stuff influenced me. I would sit there
as a small boy
drawing maps
influenced I think a lot by the maps in
Ursula Leguin's Earth Sea series.
There's a map in the front of these
archipelos and and I love the shapes of
islands. So I would sit and draw magical
little archipelos and islands and the
shapes of cities and worlds. Um, and I
would imagine stories set on them. And
even to this day, every now and again, I
will nip in and set a story in one of
those places on the maps that I drew
when I was 11 or 12 years old.
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