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What's Missing and a few questions

This is a discussion on "What's Missing and a few questions" in the World Building forum.

  1. #1
    Senior Member JBryden88's Avatar
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    What's Missing and a few questions

    So... as I get deeper and deeper into my writing, as I often do, I am forced to stop and re-evaluate my world to make sure it's as finely detailed as one should be to be as realistic as possible.

    What's missing from this list?

    - Cultures
    - Civilizations
    - Geography
    - Cities, towns, villages
    - Kings, nobles, etc.
    - Religions, theologies
    - Myth and legend
    - History, historical battles

    I know there's a lot to cover, I'm aiming to do this with one primary culture.

    That said, I need some tips. I'm confident in my ability as a writer, even as coming up with some background information. But what about place names? I am... quite honestly, horrible at coming up with place names. I need a little bit of advice for how to decide names for both geography and towns/villages/etc.

    Thanks!

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    Senior Member Ireth's Avatar
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    I think the place names you come up with should reflect the sort of culture you're using. It's probably easier if your culture is based on a real-world one rather than entirely made up from scratch. It might help us help you if you were to provide that information for us.

  3. #3
    Senior Member JBryden88's Avatar
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    Yeah I definitely base things off of the real world cultures.

    Just to give an idea, here are my main "cultures" and their inspirations:

    Batukhan - Mongolian, barbarian type nomadic people
    Broan - Romans (circa the height of their strength)
    Caelish - Celtic. Some Scottish, some Irish, some Welsh
    Lochinion - Feudal European. Nine different kingdoms. Some of them are more based on England, others on France, Spain, Germany, and Italy
    Norscarii - Norse, Viking
    Rohabian - A mixture of the middle eastern and egyptian
    Talonian - Greek/Roman mix

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    Senior Member Saigonnus's Avatar
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    Other important aspects for a culture may not be that important to the story specifically, but could help in your own mind.

    Transportation: everything from what farmers use to take their produce to market to what a noble may use to get around in a crowded city.

    Trade: Who trades what with whom, trade often dictates routes of travel, costs of living and availability of rare goods.

    Military: How many soldiers each country has at their disposal, how they are trained and what types of armaments they use; this is especially important if you are planning to have mass combat/battles.

    Creatures/Races: are important if you have other sentient creatures aside from humans. what is their societal structure? How do they survive and thrive?

    Those are the ones that come off the top of my head, undoubtedly, you are probably just fine with the information you have.

  5. #5
    Senior Member Mindfire's Avatar
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    Have you given any thought to ecology and zoology?

    Surely your world is inhabited by more than just humans? If not, then it will seem rather lifeless.

    With plants, it's not really a big deal because you can pretty much just appropriate real world species with no problem (provided you make sure to put them in the right regions. Ferns don't grow in the desert. Cactus does not flourish in the tundra.) If you want to get creative with your plants, you can, but it probably won't figure into your story much unless you have more "animated" plants, like Ents and Huorns.

    With animals however, you can and (I think) should put in a bit more effort. Unique and interesting fantasy creatures can really breathe life into a fictional world. Half the fun of Narnia comes from its talking beasts, dryads, and flying horses and so on. And where would Middle Earth be without its fell beasts, Eagles, spiders, and dragons?

    I personally prefer to make up my own creatures or use some lesser known creatures of myth, but there's nothing wrong with using time-honored favorites like dragons, griffins, and unicorns as long as you find a way to give them some freshness. And don't forget to consider details about how these creatures might behave, how they're affected by their environment and how they affect their environment in turn. Play around with it and have fun.
    Inter Lineas Legite

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    Senior Member ThinkerX's Avatar
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    Resources, trade, and daily life.

    Any area noted for its metal working? Needed then are coal and ore mines, smelters, foundaries, and lots of skilled artisans - as well as a good network of roads, rivers, or canals to move all this about. What sort of fabrics are common? Where do they come from? How about orchards? Ship building? Are there unique plants and animals that are cultivated or raised?

    What foods are the most common for the majority of people? Bread and cheese? Stew? Fruit? Do these change from one region of the nation to another? How educated are the people? Is there only a tiny handful of literates who actively discourage literacy elsewhere? Or is there some sort of religious/guild school network? Most of the populace probably works on a farm - but do they own it, or till one of the fields of a tiny handful of autocratic landowners? What about legal protections? Can a commoner be slain out of hand by a member of the upper class without consequence - or would that member of the upper crust be up on murder charges?

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    Senior Member JBryden88's Avatar
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    Regarding zoology, I simply had regular animals and species, with a few fantasy elements thrown in: the setting I'm using is for the most part, very low in magic, and very low in the fantastic.

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    Moderator Devor's Avatar
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    Ecology - Geography, Climate, Fauna, Flora, Natural Resources, etc.

    Magic - Sources, Wielders, Gods, Items, Creatures, etc.

    Government - Leadership, Subdivisions, Extent of Control, Shared Power, Politics, etc.

    Culture - Clothes, Mannerisms, Religion, Cuisine, etc.

    Economics - Currency, Trade Routes, Percentage of Population in Agriculture v. Cities, Wealth, Merchants, etc.

    Military - Weapons, Armor, Size, Full Time, Part Time, Command Structure, Navy, Guards, Highwaymen, Piracy, etc.

    As for names, pick a word that you think sounds like your character and twist it up a little.

    Boring Man
    Bording Man
    Bordan < - I like it, Bordan it is.
    "Fairy tales are more than true, not because they tell us that dragons exist, but because they tell us that dragons can be beaten." - G. K. Chesterton

    Mythic Scribes Articles

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    Senior Member JBryden88's Avatar
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    Character names I usually have no problem with.
    I tend to hold true to cultural naming sites. The culture my story is based in is primarily in a culture that is a mixture of irish, scottish, and welsh, so they often have a variety of those names.

    Naming places is the part I'm having the most difficulty with. As of right now?

    My main "jarldoms" of the realm have names that are essentially a butchering of Gaelic.
    Carraigbaile for example is one of the highland jarldoms, but I know that's sort of a sloppy way of having it called "rock city." The problem is coming up with suitable names.

  10. #10
    Senior Member Mindfire's Avatar
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    Of course, while you're doing all this, remember that depending on your story and the type of world you have, you'll put more emphasis and effort into one area than another. For example, if your world is at war and battle dominates your plot, then things like economics and farming will be slightly less important (unless they become targets for the enemy), whereas military aspects, magic, governments, and culture will be dominant elements. Terrain, weather, and ecology may also be important on occasion, because they change the battlefield.
    Inter Lineas Legite

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