Creating Life: The Art of World Building, #1
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About this ebook
Creating a unique, immersive setting one life form at a time.
CREATING LIFE (THE ART OF WORLD BUILDING, #1) is a detailed how-to guide on inventing the heart of every imaginary world - life. With chapters on creating gods, species/races, plants, animals, monsters, heroes, villains, and even undead, it draws on the author's quarter century of world building experience. Pointed questions, and an examination of answers and their repercussions, will help readers decide on goals, how to reach them, and whether they are even worth pursuing. Always practical, Creating Life will quickly improve the skills of beginners and experts alike, making a time consuming project more fun, easier, faster, and skillfully done.
Unlike other world building guides, the series discusses how to use your inventions in stories while balancing narrative flow with the need for explaining your world. Tailored examples illustrate this. Extensive, culled research on life forms is provided to classify and understand options without overwhelming world builders with extraneous details.
Storytellers, game designers, gamers, and hobbyists will benefit from seven free templates that can be reused. CREATING LIFE will help your setting stand out from the multitude of fantasy and science fiction worlds audiences see. THE ART OF WORLD BUILDING is the only multi-volume series of its kind and is three times the length, depth, and breadth of other guides.
Randy Ellefson
Author and world building strategist Randy Ellefson has written fantasy fiction and created fictional worlds since the 1980s. In addition to authoring the most detailed world building books available, he's the founder and lead instructor at World Building University, blogs regularly on the subject, and hosts a popular podcast. The Writer's of the Future contest has recognized his writing three times.He has a Bachelor’s of Music in classical guitar but has always been more of a rocker, having released several albums and earned endorsements from music companies.A professional software architect, he has worked for NASA, the State Department, and White House, and run a successful consulting firm in the Washington D.C. area. He loves spending time with his son and daughter when not writing, making music, or playing golf.
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Book preview
Creating Life - Randy Ellefson
CREATING LIFE
The Art of World Building
Volume 1
by Randy Ellefson
Copyright © 2017 Randy Ellefson / Evermore Press
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means; electronic or mechanical, including photography, recording, or any information storage and retrieval system, without permission in writing from the author.
This book includes fictional passages. All names, characters, locations, and incidents are products of the author’s imagination, or have been used fictitiously. Any semblance to actual persons living or dead, locales, or events is entirely coincidental and not intended by the author.
Endorsements
Bestselling Author Piers Anthony
It is exhaustive, well written, and knowledgeable...I, as a successful science fiction and fantasy writer, have generated many worlds, so this material is familiar, but it would have been easier and probably better had I had a reference like this.
Ed Greenwood, Inventor of The Forgotten Realms® and dozens of imaginary worlds
Creating Life …is thorough. This book raises all the points, and asks all the questions. Not just recommended: essential!!
Table of Contents
Introduction
Where to Start
About Me
Free Book
Disclaimers
The Chapters
Chapter 1 - Why Build a World?
Chapter 2 - Creating Gods
Chapter 3 - Creating a Species
Chapter 4 - Creating World Figures
Chapter 5 - Creating Monsters
Chapter 6 - Creating Plants and Animals
Chapter 7 - Creating Undead
Templates and Newsletter
The Podcast
YouTube Channel
World Building University
Creating Places (Volume Two)
Cultures and Beyond (Volume Three)
Chapter 1—Why Build A World?
Using Analogues
The Rule of Three
What’s In a Name?
How Many Worlds?
One Vs. Many
One World for One Story
One World for Many Stories
The Hybrid
How to Decide
A Caveat
A Question of Depth
The Problem of Exposition
Show vs. Tell
Other Methods
The Value of Influences
Chapter 2—Creating Gods
In Science Fiction
In Fantasy
Pantheons
Power
Relationships
Where Do They Live?
Lifespan
Vulnerability
Mythology
Creation Myths
End of World Myths
Analogues
Other Stories
Characteristics
Alignment
Identifiers
Appearance
Other Traits
Behavior
Reputation
Interaction
Creations
Where to Start
Starting with Attributes
Starting with Analogues
Chapter 3—Creating a Species
Species or Race?
The Terms
Bio-Diversity
A Hierarchy
Should We Create a Species?
In SF
In Fantasy
Creating Something Different
How Often the Setting Will Be Used
Scope
Habitat
Isolated Settlements
Joint Settlements
Terrain
Climate
Disposition
Appearance
Are They Humanoid?
Head
Body
The Uniformity Issue
Clothing
Accessories
Senses
The Five Senses
The Sixth Sense
Other Senses
Gods
Characteristics
World View
Society
Languages
Customs
History
Relationships
Human Commentary
Supernatural
Phenomena
Magic
Godly Power
Technology
Fantasy
Science Fiction
Combat
Where to Start
Chapter 4—Creating World Figures
Types
Fame
Dead or Alive
Possessions
Steeds and Ships
Relationships
Family
The Species
History
Origins, Demise, and in Between
Training and Skills
Deeds
Where to Start
Chapter 5—Creating Monsters
Defining Monster
Monsters vs. Species
Monsters vs. Animals
Origins
Accidental Monsters
Monsters by Design
Monsters by Evolution
Habitat
Motivation
To Be Left Alone?
To Hoard Treasure?
Food?
Security?
Revenge?
Characteristics
Physical Appearance
Skills
Where to Start
Chapter 6—Creating Plants and Animals
Should You Create Plants and Animals?
Creating Something Different
How Often the Setting Will Be Used
Time
Do Our Creations Matter?
Plants
Classification
Lifecycle
Animals
Classification
Mammals
Purpose
Plants
Animals
Where to Start
Analogues
Creating a List of Animals and Plants
Creating a Products List
Chapter 7—Creating Undead
Should We Create Undead?
The Mind
Classification
Sentient Life
Non-Sentient Life
Numbers
Prerequisites and Prevention
Time Dead
Origins
Accidental Undead
Undead By Design
Goals
Unfinished Business
Regaining Life
Finding Peace
Causing Torment
Appearance
Traits
Speech and Other Sounds
Touch
Movement
Consumption
Residence
Death
Spirits
Corporeal
Where to Start
Conclusion
Appendix 1—God Template
Appendix 2—Species Template
Appendix 3—World Figure Template
Appendix 4—Monster Template
Appendix 5—Plant Template
Appendix 6—Animal Template
Appendix 7—Undead Template
About The Author
Randy Ellefson Books
Randy Ellefson Music
Acknowledgments
Bibliography
Introduction
Series like Harry Potter, Star Trek, The Lord of the Rings, and Star Wars are beloved for their intricate and detailed worlds. Each has made their creators famous, respected, and fabulously wealthy. They’ve generated billions in revenue across multiple industries, including books, movies, games, and endless merchandising. They’re part of popular culture. How can you emulate such skill? This book series, The Art of World Building, will teach you how to create believable, imaginative, and hopefully lucrative worlds to improve your fantasy or science fiction career.
My first goal with this series is to provide you with tools to speed you along in what is often time-consuming work. My second aims to help you realize your dreams and make great choices. Whether you’ve built many worlds before, are in the middle of your first one now, or have never started, this series can help you achieve your objectives by providing:
An examination of your goals, options, and how much of your attention each subject needs
Detailed advice on the pros and cons of every approach and how to balance them
Extensive research on real-world elements you should understand and utilize
How and when to use analogues
Thought-provoking questions to help you make informed decisions and stimulate imagination
Classification of world building elements into related areas for clarity
Practical examples illustrating potential results
Ideas on organizing world building files for quick access and minimized redundancy
Reusable templates to ensure consistency and thoroughness
The examples included in the text were created specifically for this guide and are not drawn from any setting I’ve created, except in rare instances. Where possible, well-known books, films, and TV shows have been cited as good examples that illustrate a point. With examples of what to avoid, I’ve usually avoided naming the work. Many of the examples and discussions herein can trigger ideas.
The book has a website where you can find additional resources and information on other volumes in this series:
http://www.artofworldbuilding.com
Where to Start
The series, and chapters within each volume, can be read in any order but are arranged according to what might come first in a world’s timeline. Gods, if real, precede humanoids, which precede undead humanoids, et al. But our creations can be invented in any order. In fact, crisscrossing back and forth between different subjects is part of the work. We might start with inventing gods before working on species, then update our gods based on what we’ve done with species. It’s unusual, even unlikely, to invent something and then never revisit it.
Only you can decide where to begin, but it’s recommended to take any idea and run with it, writing down whatever occurs to you. If there are problems with it, they can be fixed later as you update and improve upon it. If you haven’t read a chapter in this book and have an idea for something that’s covered here, go ahead and write down everything you’re thinking. Stopping to read this might make the idea vanish. We can also get it into our heads that we must do something right.
This is a dangerous thought because it inhibits creativity, which is the lifeblood of all art, including world building. It’s better to jot down a poor idea and fix it later than to stall, research how it could be done, get overwhelmed, and then forget it or lose interest.
Doing it right
is itself wrong
much of the time, as there are seldom rules that cannot be bent and even broken. All advice, whether found in this series or another, is best stated in an open-ended manner and taken as food for thought rather than as a gospel that must be followed. If you disagree with anything written here or elsewhere, good for you. Deciding not to do something, or going about it a different way, still adds clarity to our process and results.
So where do you start? Where your heart lies.
About Me
By profession I’m a software developer, but I’ve been writing fantasy fiction since 1988 and building worlds just as long, mostly one planet called Llurien. Yes, I am crazy. But I love what I do. I didn’t intend to work on it for so long, but when life has prevented me from writing, I’ve worked on Llurien. I’ve done everything in these chapters and authored two hundred thousand words of world building in my files. Llurien even has its own website now at http://www.llurien.com. I’ve written six novels and over a dozen short stories over the years, and have just begun my publishing career with a novella that you can read for free (see below).
I’m also a musician with a degree in classical guitar; I’ve released three albums of instrumental rock, one classical guitar CD, and a disc of acoustic guitar instrumentals. You can learn more, hear songs, and see videos at my main website:
http://www.randyellefson.com.
Free Book
If you’d like to see a free sample of my own world building efforts in action, anyone who joins my fiction newsletter receives a free ebook. That’s a separate newsletter from The Art of World Building at https://artofworldbuilding.com/newsletter/.
Disclaimers
World building is defined as the act of creating an imaginary world. While that suggests an entire planet, the result is often one continent or less. By world building, I don’t mean using pre-existing ideas and putting your own spin on them, such as reimagining Greek gods in modern or ancient times, or writing an alternate reality of Earth. While such approaches are fine, that’s not what this series is about, though such creators may still find the series useful.
I’ve omitted the science behind any real or imagined technology (like the warp drive from Star Trek) because other books on these subjects exist. While I’ve included some details to help you create life forms with appropriate features, the information is tailored to world building uses. The guide focuses on being realistic about imagining new worlds while not being overly technical. Something like plate tectonics is discussed in volume two because it impacts the formation of mountains, but the details of subduction zones are seldom relevant for us when drawing mountain ranges, for example.
While some authors prefer the term races
to species,
I’ve used the latter term throughout most of the series except for the section in this volume discussing the merits of both terms. This book uses SF
to abbreviate science fiction. SF is broadly defined herein as a setting with technology far in excess of current capabilities. Fantasy is loosely defined in this series as a setting using magic, knights, and lacking modern technology. As a stylistic point, to avoid writing he/she,
I’ve also opted for he
when discussing someone who could be either gender.
Since I am an author, and primarily write fantasy, the series is admittedly weighted in this direction, but whether you’re in the gaming industry, a screenwriter, a hobbyist, or write science fiction, much of the three volumes can help you anyway. I just don’t claim to have covered every last element despite my attempts to be reasonably comprehensive. If you have suggested topics you feel should be covered, feel free to contact me at [email protected] about updates for later editions.
The Chapters
What follows is a brief summary of what’s included in each chapter in volume one, Creating Life.
Chapter 1 - Why Build a World?
While world building is expected in many genres of fantasy and SF, we must decide how many worlds to build. This will depend on our career plans and goals. Learn the advantages and disadvantages of building one world per story vs. one world for many stories, and when to take each approach. Sometimes doing both is best, allowing for greater depth in one world but the option to step away to keep things fresh. Using analogues can help us create believable societies quickly but has pitfalls that can be avoided. Do you have the ability to create many interesting worlds, and will they have enough depth to make the effort worth it?
Chapter 2 - Creating Gods
Our species will invent gods to believe in even if we don’t invent them, so we may need some deities for people to reference in dialogue, whether praying or swearing. In SF, belief in gods may still exist despite, or even because of, advances in science. In fantasy, priests often call on a god to heal someone, and this requires having invented the gods. Pantheons offer advantages over a lone god, including dynamic relationships between them and the species. Half gods and demigods are other options that help us create myths and legends to enrich our world, especially if gods can be born, die, or be visited in their realm.
Myths about how the gods or species came to exist help people understand the purpose of their lives and what awaits them in death. Symbols, appearance, patronage, and willingness to impact the lives of their species all color a pantheon and world. Gods also create places people can visit or items that can fall into the wrong hands, offering possibilities for stories.
Chapter 3 - Creating a Species
Audiences are familiar with using race
to distinguish between humanoids, especially in fantasy, but species
may be a more appropriate term. This chapter explores the meaning and implications of both words, with some examples of which one to use, when, and why.
Creating a species is challenging and time consuming, but the risks and rewards can be navigated and achieved, respectively. This chapter helps us decide on our goals and if the effort is worth it. SF writers might have little choice but to create species because there are no public domain species available like the elves, dwarves, and dragons of fantasy. The benefits of creating something different can outweigh the investment and help our work stand out.
An invented species must compete with legendary ones like elves, dwarves, and dragons; this chapter helps us achieve this. Starting with habitat helps us decide on physical adaptations that affect their minds, outlook, and society, and what a typical settlement might be like and even whether or not they live in jointly formed settlements. Their disposition affects their relationships with other species but can also limit their usefulness to us unless steps are taken to avoid this. Characteristics like intelligence, wisdom, and dexterity all play a role in how they can be used in our work, as does their society and world view, both affected by a history we can invent to integrate them with our world. Their familiarity with the supernatural and technology influences their prominence and how they compare to other life.
Chapter 4 - Creating World Figures
Villains, heroes, and more give our characters admired or despised individuals who’ve shaped the world and inspired them. Using Earth analogues can speed the invention of such world figures, though it’s best to change some details to obfuscate the similarities. Living figures can provide ongoing usefulness but the deceased can cast a long shadow, too. Their possessions can be just as famous and offer opportunities for our characters to find something helpful or dangerous. Family, friends, and enemies also provide ongoing possibilities for their life to impact our current characters.
Chapter 5 - Creating Monsters
The difference between monsters, species, and animals is largely sophistication and numbers. Many monsters are created by accidents that turn an existing species or animal into something else, but sometimes monsters are created on purpose. In the latter case it’s especially important to decide who caused this. A monster’s habitat has an impact on its usefulness and sets the stage for creating atmosphere and characterization that will largely define our audience’s experience with it. Its motivation in life, or in our work, also determines what it does and the sort of trouble it’s causing for our species.
Chapter 6 - Creating Plants and Animals
In fantasy, creating plants and animals is optional due to expectations that the world is very Earth-like, but in SF that takes place away from Earth, audiences are more likely to expect new ones. It takes less time to create these than other life in this book, but we’ll want to consider our time investment, how often our setting will be used, whether our creations impact our work and the impression it creates, and whether the desire to do something unique and new is worthwhile for both us and our audience.
Plants and animals are classified into categories, such as cycads, conifers, and flowering plants, and amphibians, birds, fish, mammals, and reptiles. The lifecycle of the former and the behavior of the latter help distinguish them and can be used to propel or inhibit stories involving them. While we may have purposes for them as an author, our world’s inhabitants have them, too, such as decoration and medicinal uses for plants, and domestication, sports, guards, pets and transportation for animals. Both can be used for food and materials to enrich life and our world.
Chapter 7 - Creating Undead
Many types of undead already exist and are public domain, and it’s challenging to invent something new. Undead are often classified by appearance and behavior, but it is also their origins and how they can