Crafting That Brave New World -Vol 4

Volume 4 in my World Building series of blogs, looking at the structure and purpose of the military.

Ten-shun! Stand at ease!

In this latest volume of my ongoing blog documenting my efforts at world building, we shall be looking at the military. Please, as always, keep in mind that this is me sharing my thoughts on an ongoing process, during which I am learning a great deal. I should not necessarily be viewed as an expert, particularly not on matters regarding the military. This blog will look, of course, at fictional armies, how they are structured and the role they play in the fantasy worlds we create.

Our own history proves one thing; you can accomplish a lot when you have an army behind you. Julius Caesar probably would not have cut such an impressive figure had it been him crossing the Rubicon alone. Whether for good or ill, leaders inspire their troops to follow them in their cause. How they go about doing this is something that every writer should consider when creating an army for their world. Essentially, how a leader motivates their troops can be broken down thus.

Fear -This is usually the domain of the antagonist. Hordes of soldiers all doing their master’s bidding through fear of their individual power. One can certainly argue that the orcs under Sauron, while generally unpleasant natured in themselves, function as an army under the fear of his gaze. Fear is a powerful motivator, but can be unstable. Should the leader lose their power or falter in any way, they risk the wroth of their own troops that they have misused for so long.

Reward -While it may seem mundane, the vast majority of troops throughout history and even in fantasy settings do what they do because it’s a job. Going back as far as the Romans, soldiers received yearly pay. Whatever hardships they faced out in the provinces, it was better than starving in the streets due to lack of work. Indeed, each new Roman emperor would seek to secure the loyalty of the legions through large payments upon their ascension. The financial incentive is definitely one to take into account when creating your army. There are other rewards such as being granted citizenship or a plot of land. Soldiers need to make a living just like the rest of us, and most will be looking to their retirement even in the most fantastical of fantasy settings. Rather than just giving them something to fight for, it is important to consider what they’re being given for their fighting.

Common Cause -This is certainly one of the more noble motivations. Keeping our focus on fantasy settings as an example, we can assume that when the Rohirrim rode to Minas Tirith under King Theoden, they did so because of the threat posed by Sauron. A threat that would come to them, and so they rode to the aid of their allies to help deal with the enemy. To the best of my knowledge, Tolkien never went into any kind of detail about how the soldiers of Rohan or Gondor were remunerated for their service, so we are left with the altogether loftier notions of comradery and and unity. However, the same idea of fighting for a common cause can be used to justify terrible actions by an army. Perspective and context, as always, are key.

Now that we have had a look at motivation, let us take a look at structure. On the face of it, the idea of a horde seems the most simple structure for an army. A mass of brutish, horrific fighters, determined to wipe out anything that stands before them. There isn’t anything necessarily wrong with this, if indeed it fits with the structure of your story and the world you are seeking to create. An army with such an apparent lack of structure could only really have one purpose, utter destruction and anarchy. If you have crafted an antagonist for whom this is most definitely a goal, then go for it. Even so, in most hordes there is still some form of structure. Even the Orcs have captains, and of course the Nazgul stand above them. Hierarchy of some form or another can usually be found even in the most chaotic of organisations.

The Romans have always held a particular fascination for me personally, and the way they organised their armies essentially allowed them to become the dominant power of the ancient world. 5,000 soldiers would form a legion, each of these consisting of groups of 80 men called centuries, commanded by a centurion. Many of the armies that have come since have ultimately emulated this approach. Sections, squads, platoons, companies, battalions and regiments are not just words thrown about. Each signifies a number of soldiers and each one feeds into the other when it comes to the structure of the army. It is ultimately a variation of this that I am attempting to work into my own current work.

Geographically, my current work-in-progress is set in a world in which the main continent is governed by a single empire, with various provinces contained within that continent and overseas. Being a fantasy setting, I have elected to make the use of magic fairly commonplace, though some are more skilled than others. This has led to the creation of a form of martial magic, degrees of which are used by the soldiers in this world. The sword is still very much a weapon of choice, wielded by most as well as magic.

Officially, the only single unified and professional army is the Silver Guard, loyal only to the emperor. The emperor commands all, by merit of a talisman gifted by higher beings that affords the emperor a greater command of magic than any other individual. Beneath the emperor are eight sorcerer lords, all of whom wield a less powerful talisman than the emperors. Each would still be a formidable opponent to anyone wielding magic without a talisman. These eight sorcerer lords act essentially as governors for their region of the empire. Each takes on one or more apprentices that they train so as to one day inherit their talisman and command of their region.

Some sorcerer lords keep a contingent of soldiers, men and women trained in the most basic forms of martial magic. Some act as a kind of bodyguard for their sorcerer lord, while some do act as a kind of army necessary for the protection of the empire, depending on their location. This being a very specific and ongoing purpose necessitates the creation of a clear structure. I elected to have companies, posted at each respective geographical point, though this may very well change when it comes to editing. I have commanders giving orders to the regular soldiers, but as of yet have not sought to create many more ranks.

What is certain, however, is that my antagonist will seek to change the balance of power. One of the ways he does this is not only by increasing the overall size of his army, but by restructuring it. As well as having his apprentices, he trains up other above-average magic wielders and puts them in groups of eight. The idea being that they fight together as a unit with a clear advantage over regular soldiers. The loss of one or more of their number, however, results in the entire group being thrown off balance. In terms of numbers, this would be similar to a squad. Fantasy is, of course, fantastical. but there is usually a grounding in some form of real life parallels. When it comes to structuring a fictional army, we can get as creative as we like, but we’re hardly reinventing the wheel.

One thing that should always be considered when creating an army is how they are maintained. An army marches on its stomach, and to keep them moving requires strong supply lines and sources of food. Naturally, if your soldiers are supernatural (such as an army of zombies) then these considerations go out the window. Such forces are usually sustained by the enemies they defeat. However, if your soldiers are regular flesh and blood, you need to treat them as such. Remember to have them eat, drink and stop for a rest. Few armies could march solidly for days on end and arrive ready for battle. They’ll also need to attend to other matters, such as digging latrines when they make camp. There are always no end of logistical considerations to take into account when such a large body of people gets together, and ultimately I’m still learning just what it all entails. The main point is, give a mention now and then to some of the things that keep your army going. They are not invulnerable, and the call of nature comes to them just as it does to all of us.

Squad, dismissed!

Crafting That Brave New World -Vol 3

Volume 3 in my World Building series of blogs, looking at the nature of belief in a fantasy setting.

I’ll start by acknowledging the fairly lengthy gap between this blog and the last in this series. It’s been a long time. There, consider it acknowledged. Truth be told, I started a new part time job back in October which has meant my blogging efforts (such as they are) have taken a back seat. In all fairness to myself, I have also been very busy actually writing. Indeed, the very project that prompted this series of blogs on world building is coming along nicely.

A swift reminder, folks, that this series of blogs is to document my own experiences and discoveries when taking on the creation of a whole fantasy world, and should not necessarily be taken as expertise. One day, perhaps, but for now I am stumbling through and trying to make as much sense of it all as I can. Nothing new there.

This particular entry shall focus on the subjects of belief, faith and organised religion. The chapter I just finished drafting has my main character come face to face with the equivalent of a demon in his world. I may even go so far as to say the devil himself. Obviously I don’t wish to give too much away regarding this particular project, but suffice to say the being he comes across is not quite what it seems, or what my main character expected. This got me thinking as to the nature of belief.

My current project is being written, by and large, in the first person. My main character is reflecting on his life, during which his beliefs have undergone a great many changes, mostly as a result of his experiences. What I have found tricky recently is reflecting this in my character’s voice. He must describe his actions, his feelings and his beliefs as they were at that time in his life. The fact that he is recounting the events after many years could, if I am not careful, lead to too much being given away about how he will change throughout the story. So far I believe I have avoided this, but no doubt some points will be picked up in editing. That’s what it’s for.

So, without giving too much away here and now, just what are my main character’s beliefs? As a child, he listened to the sermons he was required to, and was forbidden from speaking of the devils he would later meet in person. He had, in my view, a child’s faith, but one with room to erode over time. He comes across many more devout than him, some of whom would not have coped with the experiences he ends up having, simply because their faith would not allow them to. My main character ends up conversing with both angels and demons, and discovers that the lines between them are blurred.

This might all sound a little woolly, but I firmly believe that it better reflects the full and in many ways true nature of belief. There are always those who believe more resolutely than others. Some people’s beliefs change over time and find their faith either growing stronger or waning. Some will hold firm to their beliefs, seemingly no matter what. Of course this is not always limited to religious beliefs, but for the purpose of this blog, we are very much discussing the main religion of the world I have set out to create.

When creating a whole culture, it is far too simplistic to say that everyone within that culture believes the same thing, or even if they all follow the same religion that they all follow it with equal devotion. You will always have your silent doubters, unwilling to speak up about their misgivings. Then there are the shallow, paying lip service to a system when it suits them. You will also get those who seek to use religion to further their own ends. Take a good look around our own world and tell me I’m wrong.

Then, of course, there will always be the equivalent of atheists. Those who reject the dominant belief system entirely. Then you’ve also got those who interpret the dominant belief system differently to others. Again, take a look at our own world and you’ll see what I mean. When crafting the religion of a whole new world, I believe it is important to reflect the nature of belief. Your characters live in this world, but they are not automatons. They each see the world differently, and will have their own thoughts and levels of belief. To have everyone believe precisely the same thing is robbing yourself of the chance for great conflict.

So, with all this in mind, what are some of the things to consider when crafting a religion in a fantasy setting? Again, remember that these are just my own thoughts on what I’ve done so far. You’ll find no theological degree attached to my name, but here we go just the same.

In any organised religion, there is a structure. A hierarchy. The person at the top. In my case, it is a race of beings seen and spoken to only by one person at a time, the Warlock Emperor. These beings, these angels, select one person to rule over the empire, their chosen representative. They do not present as omnipresent gods, however, more like guides or teachers. Their choice of emperor, however, is absolute and to suggest that their choice is flawed would be considered heresy of the worst kind. The Warlock Emperor sits atop the throne, commanding both the civil and religious bodies of the empire.

Of course, as with any religion, the ministers and followers are organised. In my world, there is the Congregate, the body that administers the teachings of these higher beings to the masses. Of course, there are plenty of names to give to such religious bodies, all of which can sound grand or intimidating when spoken by a character with enough reverence. I went with ‘Congregate’ to suggest a more humble purpose, but the reality is quite different. Once again I’m verging on giving too much away, and this first draft isn’t even finished yet.

Within this religious body I’ve created, there are the ministers, responsible for preaching. I’ve gone with the simple term ‘Followers’, to once again suggest a kind of humble nature to this system of belief. The duplicity therefore lies in what the characters within this system do, despite the image of humility they present.

I certainly haven’t forgotten the dissenters. Those who go against the dominant belief setting one way or another. Indeed, I’ve got a civil war brewing over whether or not these higher beings actually exist, as well as a secretive, forbidden cult that are considered highly dangerous, and not without reason.

The main point to consider when creating a religion for a fantasy world is how that religion and the society you have created intertwine. Do you have characters for whom religion is not necessarily a big factor in their lives? Do you have characters that would do anything in the name of their beliefs? Are there conflicts between differing factions, and how did they come about? All these are things you can look at to give your world and the beliefs of those in it greater verisimilitude.

The main impact this can have on your actual storytelling is that it can greatly inform and enhance the interactions between certain characters. What one character says can provoke a number of different reactions depending on who they’re talking to. Does what they say carry more weight with another character because of their beliefs? This is very much how much of the real world works, so weaving it into the world you’re building can only enhance your writing.

Crafting That Brave New World -Vol 2

Volume 2, detailing my exploration of world building.

Geography has never really been my strong suit, even after I got 99 out of 100 on a geography test in Year 9. The missing point was because I’d misplaced Bordeaux on a map of France. It is, however, maps that I’ll be discussing in this blog and how important they are when world building.

As well as not being much of a geographer, it will surprise few to learn that I’m not particularly skilled at drawing. Embarking on this new project has meant having to more than brush up on both, although admittedly the map I have drawn for the world I’m building will be most likely handed over to a professional at some point with a cry of “Make this look much better, please!” The map itself, crude as it may be, is something I’ve found to be surprisingly helpful in visualising not just the world, but the story too. As I said in the first volume of this blog, the story comes first.

I’d already worked out the basic premise of both the world and the story before setting out to draw the map, which informed a few key elements. There needed to be a main continent, with two large islands on the west and east coast of that continent. To the south, we see the top of another continent, which is as of yet, undeveloped. At first, I began dividing up the main continent into different nations. While this will be vital to the story, after a bit of research, I was reminded of a basic principle. The idea of borders as we know them are a fairly recent notion. It is geographical features and obstacles that would have formed the first, rudimentary national borders. It therefore become necessary to add a series of mountains along one border, which in itself then informed and enhanced the lore of the world I’ve been crafting.

Economics also have to be taken into consideration. The world I’m crafting is very much a fantasy world, and magic plays a part in everyday life, but it isn’t the answer to everything. The people living in this world still need to acquire food and materials, so the notion of trade comes into play. If I’ve got two continents, where is the best place along the coast to establish a port or two? How has the location of a settlement influenced its development over the decades and centuries? As an example, I have one settlement essentially right in the middle of a pass between mountains which border two countries. The settlement was set up as a fortress, originally, and has to rely on its friends to the east for supplies. The fortress has become a little less essential as a military post over time, allowing for a small city to develop, but nowhere near the level of those cities closer to the ports. All little details that should be considered when crafting a new world.

Time and space matter in storytelling. It’s still taking me a bit of research to nail this one down, because as I’ve said, this blog is an exploration of my journey. I’m not claiming to know everything. A map usually comes with a scale, to let you know just how great a distance a centimetre on the map represents. Ultimately, this informs just how long it takes a character to travel from one place to another. Of course, it depends on their mode of transport, and I have cheated just a little by creating a breed of horse that’s been trained and enhanced with spells for greater speed and durability. Still, the point stands. If you want a character to be in one place today and another tomorrow, you need to be sure of how long it’ll take them to get there. There’s no teleportation in this world, no great shortcuts.

Similar to this, being able to see one location in relation to another has helped me a great deal when it came to visualising the story. The bulk of the action in the beginning takes place in one location, but as my main character begins to travel, I found that having a map to look at really did inform certain decisions about the story. If your character needs to get somewhere but must avoid a certain place, the map shows you where they must go. It also allowed me to better visualise certain political alliances, based solely on geographical locations. It makes battles easier to see and informs the tactical decisions you make your characters take.

In summary, it really is true what they say. “Location, location, location.” This is the first time I’ve tried using a map to inform my story telling, and it’s been a revelation on many fronts. Even if it never ends up being seen by anyone else, I wholeheartedly recommend it to everyone dabbling with the genre.

Crafting That Brave New World -Vol 1

The first of a series of blogs, documenting my tackling of a whole new project.

One of the great joys of the fantasy genre is being able to step out of our own world and immerse yourself in another. So many authors have created fantastical worlds in their works that have captivated our imaginations to the point of making us want to believe that such a place exists. The ultimate question is, how do they do this?

 

I’m going to start this blog with a rare admission regarding that last question. The truth is, I’m still very much working it out myself. This blog, and possibly many more over the coming months/years, will document and explore my own efforts to craft a fully rounded fantasy world. There’ll be mistakes, pretty much all of which I’ll own up to. There’ll be a few dead ends and days when I want to bash my keyboard into oblivion. Hopefully some people out there will read it all and learn something from it. I’m certainly hoping I will.

 

I’ve had an idea for a new fantasy novel kicking round in my head for some time. During lockdown I’ve spent a great deal of time finishing off the final draft of the third ‘Figment Wars’ novel, but once that was done I decided it was time to get this new idea out of my head and onto paper, where it belongs. There were a few things I knew I wanted in this new project from the start. Firstly, that it would largely take the form of a dictation. A powerful man dictating his memories to a scribe. Secondly, I wanted to write something that reflected my own experiences as a gay man. This new project will most definitely touch upon LGBT issues.

 

More than that, I wanted to set about creating a whole world in which to tell this story. ‘The Figment Wars’, my first novel, tells the story of three human children plunged into a world populated by Figments of human imagination. In my mind, however, I’d always seen the Realm of Imagination as another plane of existence, rather than another world as such. It is very much linked to our own world, and broadly speaking there have always been two subsets of fantasy worlds. Ones that have links to our own world, and ones that exist entirely separate from ours. The Realm of Imagination very much fits with the former, with all its occupants having come from the imaginations of human children, and of course the main characters travel back and forth between the two realms.

 

So, having done that, I want to try my hand at crafting a world in its own right, with its own geography, history and natural laws. Ideas have been coming, sometimes thick and fast, other times in drips and drabs. The first thing I have discovered though, and I’ll share it with you all now for nothing, is as follows;

Story comes first.

I’d already started handwriting the overall draft of the story in my trusty notebook a few weeks ago when I got the urge to start thinking more about the history of this world I was creating. I’d already had a go at drawing a map of the main continent and islands that will provide the setting, and despite my poor drawing skills, I found that the map did help me move the story along, allowing me to plot where certain characters are going and what obstacles they might encounter. Considering that geography was not my strong point at school, this came as a welcome surprise. Yesterday, however, I felt the urge to delve more into the history of this world.

 

Now, it could have been a number of things. I’ve been experiencing some pain in my feet lately and I had an appointment to see a specialist yesterday. That may have been distracting me as I was trying to write. I’m a big believer in only writing when you really feel in the mood. Write in a bad mood and you’ll most likely end up deleting most of what you’ve written, which I did. I looked back at what I’d done, detailing the early history of this fictional continent, and I didn’t like it one bit. Deleted about half of it. Gone. *poof*

 

Then, when I stopped to think about it, I realised something. What I was writing was, at this point, not relevant to my main character’s story. I’ve drafted the outline of just about half my character’s story by now, and for some reason yesterday decided to take a break and begin giving some consideration to events that would have happened centuries before my main character was born. As it turned out, this was a bad idea. The story, as in theĀ main story, must come first. I must, and will, finish mapping out the journey my main character will take before I start coming up with entire histories for multiple cultures.

 

That was my little epiphany which I’m happy to share. World building can be fun, and it’s easy to get distracted by coming up with all the details that make up this fantastical world you’re creating. Indeed, it’s those details that make that world seem real to the reader, as though it’s a world that people actually live in. Historical accounts, myths and legends, sayings that mean something to the characters that inhabit your new world are what make it real. However, certainly in this early stage of writing, I must be on my guard not to get bogged down in coming up with those details. They’ll come, when the time is right, but for now I must focus on the main story. I know how it begins, and I have an idea of how I want it to end, but there’s a heck of a lot that goes on in between that still needs to be worked out.

 

I hope to write more in this series of blogs as I continue on this new project. There’s a great deal of research for me to do and a lot to learn about effective world building. I just hope somebody finds my musings (and occasional ramblings) to be at least half-way helpful!