This is a book that has been sitting in my TBR pile for quite a while now and truthfully I am not done reading it, but the naming conventions interested me so much I decided to look into them a bit and write this post.
The book follows the new ambassador from Lsel Station, Mahit Dzmire, as she arrives at the imperial court of the Teixcalaanli Empire. Her first priority? Finding out what happened to her deceased predecessor. That’s enough context for now.
What I really want to talk about are the names of the characters from the Teixcalaanli Empire. The first one we meet is named Three Seagrass and we are soon introduced to many others like Nine Maize, Ninteen Adze, Six Direction, Fifteen Engine, Thirty Larkspur, and so many others. Luckily, we see all this through the eyes of a character who is new to the culture and her assigned cultural liaison is able to provide some context. In short, all names consist of a number and a noun. Parents then use certain customs such as a belief that low single digits are good luck to decide on the name of their child. It’s further implied that the noun used in their name may sometimes reflect what is important to daily life in their place of birth.
So far that’s all that’s been explained so far, it’s possible that more will come later in the book but I am impatient so I decided to do some digging. To begin, I started out looking for the historical inspiration that Arkady Martine most likely drew from in crafting the Teixcalaanli Empire. If your instinct was to think “mesoamerican” then congratulations, you and I think a lot alike.
I began in the place where all research begins, Wikipedia. There I found an account of the Mixtec king Eight Deer Jaguar Claw, or 8 Deer for short, who was the only Mixtex king to ever unit them all under one banner. The Mixtecs were later conquered in the 16th century by the Spanish and there are about 800,000 Mixtec still living in Mexico today.
So that was a good start and it gave me what I needed to look a little further. As it turns out, the basis for Mixtec names came from the calendar that they used, with individuals being named after the day they were born. So Eight Deer would have been named after the day on which he was born. There are thirteen days and twenty symbols on this calendar. Eventually, I found this site which offers much more context on Mixtec names and mesoamerican culture in general.
Basically, the day a person was born would be their name as we already established, and the individual may then add to their name or change it later in life. The day a person was born was believed to reflect their future including their profession, personality, and even spouse.
So that’s the basis of names used in Arkadi Martine’sA Memory Called Empire. It’s a great bit of worldbuilding on Martine’s part. It makes complete sense that after several millennia parents would stop using the literal date to name their children and instead name them based on their hopes for their child’s future. Depending on how involved Martine chooses to get with the names later in the book, a character’s name could say a lot about what their family expects of them.
I’m not finished reading this book, but my initial impressions are nothing but positive. I really like the worldbuilding based in mesoamerican culture and can’t wait to see other ways in which that history and culture is incorporated.
Have you read A Memory Called Empire? What did you think? Did you find any good resources to learn about the historical inspirations for Arkady’s worldbuilding? Let me know in the comments!
Rockets are expensive. Not only are they limited by the weight of their fuel, but also by their cargo capacity and reusability. While commercial entities like SpaceX and Virgin Galactic have been unveiling new systems that promise alternative ways of reaching low orbit or reusing rockets, there are still a lot of limitations that prevent space travel from becoming ubiquitous in the short term.
This is not necessarily a bad thing. Space flight does not have to be easier for good scifi, in fact, I would argue that it should be hard. It helps to impose limits on the characters and promote conflict. A thriving space industry could still be expensive and thus impose limits on who goes to space and why.
That said, once your setting is to the point where colonies throughout the solar system are becoming viable I think that it’s time to start exploring other ways of getting to orbit. I think rockets will always have a place, but forms of mass transit will make the entire endeavor a lot easier.
Orbital elevators are a staple of science fiction. How it works is that a giant tether is built connecting the surface of a planet to a station in orbit. The tether is then held taught, allowing elevators to move up and down its length.
One of the primary challenges with an elevator is making a material strong enough to build the tether in enough quantities to make it work. A lot of authors choose to use some kind of carbon allotrope and this part might require you to invent your own very special flavor of carbon fiber or synthetic diamond. Remember that the tether will need to be much, much thicker than you think it will need to be.
My favorite part about this concept is that it allows a world to have regular trips to orbit and back in an environment that might resemble a modern airport or train station. Elevator pods could have large cargo areas and multiple passenger areas divided into economy, business, and first-class. You could have observation windows and restaurants. All the trappings of comfort or the lack thereof.
An elevator is probably best in a setting where space travel has become common enough for such a project to be profitable. A single planet will likely only have one or two placed in neutral or autonomous regions or controlled by a specific faction. Of course, the resources needed to build one might limit which worlds have a space elevator and which do not. If your setting involves multiple star systems it is likely that only the most developed of them will have one.
It goes without saying that such a large piece of infrastructure will make a very tempting target. If destroyed an elevator could cause immense damage to any settlements built around its base and cripple and the economies of multiple factions in a given system.
For worlds that are not yet capable of a project as massive as a space elevator but still need regular surface-to-orbit transit, skyhooks may be the perfect solution.
You can think of a skyhook like a satellite that spins as they travel along the edge of the atmosphere. Its hook can latch onto craft flying in the upper atmosphere and accelerate them into orbit, and can also grab craft in orbit and bring them down into the atmosphere.
These are a good in-between stage between rockets and elevators for travel and could probably be set up a lot faster than a full-sized space elevator could. Which would make them perfect for worlds with some orbital traffic but not enough for a full elevator. Or they could be an option for planetary factions that do not want to rely on a space elevator that someone else owns. Or in instances where orbital infrastructure needs to be set up quickly. I’ll talk about a possible scenario for that in the next section.
An Invasion Scenario
Surface combat in the far future is likely to be small-scale and asymmetric. There isn’t much use in landing millions of ground troops when ships in orbit can turn a continent into radioactive glass. But we seem to crave depictions of ground-based combat anyway.
Let’s say a planet is host to an environment that is hospitable to humans or contains some vital piece of infrastructure that would be destroyed in a bombardment and that this necessitates the use of ground forces on a large scale. The first wave of troops could be brought to the surface with a combination of capsules and landers that glide down through the atmosphere much as the space shuttle did. Some of these crafts might be designed to return to orbit with a variety of energy-intensive designs. Since we all know that military objectives beat concerns like cost and efficiency any day.
If the planet already has extensive orbital infrastructure, which it probably does if its world attacking, these initial forces would work to establish beachheads and try to capture any space elevators that might be present. The attack on a space elevator could very well commence on both ends since it would be hard to use if the people at the other end of the tether were waiting to shoot you as soon as the door opens.
But perhaps the space elevator was destroyed or the planet really doesn’t have the infrastructure. Once landing sites are secured, ships in orbit could deploy prefabbed skyhooks to provide the infrastructure of occupation. From that point on if the locals continued to resist the war would probably resemble something like the conflicts in Vietnam or Afghanistan. Massed tanks and infantry make for awesome illustrations but are nothing a few “rods from God” couldn’t fix. In the long term, the construction of a new space elevator could be seen as the ultimate mark of ownership of the planet. A massive, sprawling symbol that the invaders are there to stay.
Further Reading (And Watching)
I realize that this post is less technical than previous Science for SciFi entries. I chose to do this because I am not a physicist nor am I an aerospace engineer. Instead, I wanted to highlight a few interesting concepts in science fiction and point you all towards some resources that can be an inspiration for your next story of a planetary invasion. If you liked this content consider supporting it by signing up for my newsletter or exploring my page of recommended products on Amazon.
For a start, Atomic Rockets is a great site for anyone who wants to dig into the physics of science fiction and learn how science has been incorporated into many great science fiction classics. For a fun and straightforward explanation of skyhooks, you can look to Kurtzgesagt on Youtube. The same channel also has a great explanation of space elevators.
When a research project reaches completion, the investigators often write up their results in a peer-reviewed journal. Once the investigators decide what journal is most appropriate for their research, they submit their paper, if the editor of the journal decides that the research has merit and is a good fit for the journal, they begin the peer review process.
For many scientists, the peer review process can be stressful and drawn out, sometimes for all parties involved. But the peer review process, despite its faults, is vital to ensuring that honest, quality research gets published.
It’s also likely to be a major source of stress for the scientists in your novel.
Each publisher and journal will have its own formatting guidelines. These are the essential bits. Sometimes results and discussion will be a single section and not separate.
Abstract – in science we pack the conclusions into the headline. Abstracts vary in length but are normally about a paragraph. An abstract’s job is to convince someone to read the entire article and to help put what follows into context. Writing an abstract is hard, in just a few sentences you need to explain why the research matters, how it was done, and what conclusions were made.
Introduction – this is (for me) the most fun part of the article to write. The introduction explains the basic principles of an article. An introduction should explain the motivations behind the research and what gap the research aims to fill.
Experimental/Materials and Methods – every journal puts this section in a different place within the article. For someone interested in learning the impact of the research this section is fairly boring, for someone who wants to judge how reliable the data is or replicate certain techniques, this section is essential. Experimental contains a list of what tools and materials were used, who manufactured them, and how they were prepared.
Results- this section explains the collected data in excruciating detail. The data is often supplemented by a variety of graphs and other diagrams.
Discussion – here is where the authors get to explain what the data means. This section is filled with explanation and interpretation.
Conclusion – these are short. Almost as short as the abstract. A conclusion should be short and sweet.
References – any claim that is not common knowledge for the audience or data gained from the research needs to be cited. This might include established experimental techniques, general background information, mathematical formulas, computer code, and so on.
How To Read An Article
How you read an article will depend on what you are trying to get from it. If you are trying to discern the salient points you will probably read the abstract to decide if you care about it. Then maybe the introduction, then the discussion and conclusion.
If you want to explain how the authors reached those conclusions you will spend a lot of time reading the experimental and results sections. You will want to know what they did, understand why, and try and see where the project’s weak points are. This can take a good deal of time and may require multiple readings of a single article.
If you want to know the current state of the field, then a single research article just won’t do. You might find many other sources from the reference list at the end of the article, but you’ll quickly find yourself falling down a rabbit hole. If you are new to a field, you will want to find a review article. A review article is meant to summarize the current state of a given field or subfield and will highlight that field’s important developments. These articles may have hundreds of references.
The Review Process
Once the authors submit a paper, the first thing the editor does is decide whether the article is suitable for their publication. Basically, does it fit the focus of the publication and does it have a large enough impact? Some journals are “high-impact” and some are not. But that is a discussion for another day.
If the paper makes it past this stage the article is sent to a set of reviewers. These reviewers are chosen because they are experts in the field. They are the authors’ “peers” and are likely to have the knowledge needed to evaluate the quality of the research.
These experts comment on the experiments, the data, and may suggest changes that need to be made before the paper is ready for publication. This is where many of the Reviewer 2 memes originate. Authors may often feel that a reviewer’s comments are unreasonable, or that they are trying to manipulate the authors for their own benefit. The good news here is that authors can respond to reviewer comments, and if they can convince the editor that the comments have been addressed then the article can be published.
The key thing to remember is that just because an article has gone through peer review does not mean that it is free of mistakes. A research article is the result of the best possible measurements and analyses that were possible at the time. Peer review means that a small group of experts has decided that the research has merit and that it is free of major flaws.
This doesn’t mean that there are no mistakes, that there is not a larger picture, or that better analysis or measurements won’t be done in the future. A single research paper tells just one small part of a larger journey of discovery.
The impact of one single paper is likely to be minuscule, but to the authors, it might well be everything. PI’s (principal investigators) are often established, professors. The other authors, however, are likely students. These students spend years working on a project that might result in just a handful of papers. For these students, the process can be very draining. No matter how “small” the project may be in the grand scheme of things, it has, by the time of publication, been a major part of their life.
For many in academia, publishing is everything. Publishing is how graduate students build a resume. And it’s how many professors achieve tenure. Research activity is frequently measured in publications and grants.
There are a lot of ways to write a scientist’s motivations. But based on what we have just talked about above I will provide a few examples. The examples in this list are for creative purposes only. These are WRITING PROMPTS, not recommendations or endorsements.
After years of “publish or perish” the character sees their self-worth only in terms of publications. They frequently overwork themselves and lose sleep in order to make progress.
Eager to increase their number of publications, the character divides their research into smaller and smaller chunks to get more papers out. This practice is sometimes called “salami slicing.” It’s frowned upon, but they hope that most observers will only see the publication count and not look much deeper.
Desperate to publish in a high-profile journal, the character begins to falsify or omit data. After getting away with it multiple times they think they are safe. Then, several years later, they are found out and their career crumbles around them.
The rat race of academia is too much. Fed up with the constant publish or perish mentality, the character decides to take a post at a teaching-focused institution. They publish a paper every few years, but what they really care about are the lives of the students they help shape.
I don’t have any book recomendations about the peer review process. However, peer review and publishing play big roles in the lives of scientists. So here are a couple books where you can learn about the history of science and the people who do it.
A room-temperature super conductor would revolutionize the energy industry and how we build electrical devices. But what is a superconductor? Why do we care whether it works at room temperature or not?
In short, a superconductor is a material that can conduct electricity without resistance.
Resistance is an important, and useful quality of many materials. Some things are just less conductive than others. Obviously for wires we want a low resistance, but for other components a higher resistance may be required. It’s the context and the application that mattes.
And there are some really cool applications for superconductors. But the equipment required to keep them at temperatures cold enough to maintain their superconductivity limits their use. But they have such potential!
Let’s get one thing out of the way first. When someone says “low-temperature superconductor” they mean superconductors that become superconductors at liquid helium temperatures. A “high-temperature superconductor” works at liquid nitrogen temperatures. The temperature at which a conductor becomes a superconductor is called its critical temperature.
So how do they work?
Gui et al. described superconductivity as “…a competing balance between stable geometric structures and unstable electronic structures.”1
A greatly simplified explanation of how superconductors work is that they enable the formation of Cooper pairs. Cooper pairs are pairs of electrons with opposite spins and momentum. These electrons are so strongly pairs that they move through a superconductor without resistance as their interactions with the atoms they encounter are too weak to break them apart.
Researchers seek to create new superconductors by searching for new combinations and arrangements of atoms that result in improved superconductors.
The geometry of a molecule plays a massive role in it’s properties, and this extends to . This is because bonds between atoms are made by paired electrons, and pairs so electrons repel other pairs of electrons. Electronegativity, bond angle and length can thus influence the energy level of electrons around the nucleus and in the crystal structures that the atoms and molecule are a part of.
If we ever find a naturally occurring superconductor on another planet it will probably be an alloy or crystal structure caused by local conditions. We might for example find a rare allotrope of a previously discovered metal. So rather than mining it like in James Cameron’s movie about blue people, we would probably find a way to make it ourselves before too long.
Superconductors are already used to make the magnets in MRI/NMR machines where stronger magnets provide higher levels of resolution. They are also used to build the transistors used in experimental computers, and to build some maglev trains and superconducting power lines. However, as long as specialized cooling systems are required for these applications, we will not be able to reap the full benefits that superconductivity offers.
Once achieved, room-temperature super conductors would change everything, and could enable many of the technologies in your setting’s space ships. Perhaps the star drive is built around a superconducting warp coil, and in order to conserve reaction mass the ship is wired with superconducting cables, and superconducting antennas are used to pick up weak signals sent from distant stars.
“Chemistry in Superconductors” 2021. Chemical Reviews. American chemical Society.
A few weeks ago I made a post about Flicker Lamps. Magical communication devices used in the early days of exploration in my Sprawling Iron series. While they became an essential part of managing large empires they were hard to mass produce and had several properties that made security difficult. Furthermore, the could only be given to specific individuals and could not be distributed by governors as needed.
This limitation proved to be especially inconvienient when it became more important to be able to communicate with agents sent to unexplored lands or diplomats dispatched to negotiate with local governments. Eventually, sorcerers devised a new means to rapidly communicate over long distances. Sparrows.
These ceramic birds are small enough to fit in the palm of a person’s hand and infused with a minor air spirit capable of animating the clay and providing it the power of flight. A person wishing to send a message via sparrow must first hold an image of the intended recipient in their mind as well as their general location. Once they do this the sparrow will animate and the user can speak their message allowed. After the sparrow hears the message it will take flight and attempt to find the intended recipient, once it does it will repeat the spoken message and be ready to used again. In some cases, written messages and maps may also be tied to small loops on the bottom of the construct.
Sparrows are small enough that ships, armies, and individuals can carry many of them and allow regular reports to made. But they do come with some limitations.
Distance – sparrows have a limited range, typically not more than a few hundred kilometers. For longer messages they are typically sent to a central administrative hub the possess a flicker lamp or telegraph office capable of passing on the message.
Recipient Identity and Location – the sender must know the recipient and their general location. If either of these are incorrect the sparrow will not be able to deliver its message and will not give its message to anyone else.
Message Erasure – once the message has been repeated there is no way to get the sparrow to repeat it. Recipients must be sure that they are paying attention and hope that they are in a quiet place.
To get around these limitations, many governors and administrators have at least one person on staff tasked with receiving sparrows and accurately transcribing these messages. Oftentimes they are given special quarters and offices in secluded areas to ensure that they have access to a quiet environment and are relatively free from intrusion. These sparrow handlers are often targets of bribes and even assassinations as eliminating or compromising them can disable an enemy’s communication network.
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When the nations of Oliad and Danacia began to realize their imperial ambitions they were faced with a challenge that they had never confronted before. As their colonial holdings expanded they were faced with the question of how their central authorities could quickly send directives to their scattered generals, admirals, and imperial governors. This was in the time before the invention of Sparrows and the telegraph, and neither kingdom had access to the Soul Stones used by older empires.
The solution that both nations settled on were the Flicker Lamps. These devices were made by taking a fire spirit and splitting it into many parts. Each part could then be sealed in a glass lamp and sent overseas to important governors and military commanders with at least one remaining in the homeland.
An individual with the proper training could then operate the lamp by causing it to flicker in coded patterns that would then be repeated by every other lamp in the set. This allowed messages to be quickly sent across great distances.
There were drawbacks however. The first being that they were expensive to make and required at least some sorcerous training to operate. Because of this they were typically only issues to important governors and high ranking military commanders who were responsible for passing messages on through more conventional channels.
There was also no way to send a message to just one lantern in a set. A message intended for just one person would be sent to all connected lanterns. Every set of lanterns was expensive to make and traveling with multiple lanterns, especially while on campaign was difficult. To address this most nations using these lamps created special codes that would be known only to certain lamp holders. This was not a perfect system and often led to information leaks when outdated codes were used, but it worked well enough for most communications.
With the later invention of the telegraph and Sparrows these lanterns fell out of use. But they are still kept as museum pieces and curiosities, and sometimes still employed by enthusiasts and secret societies.
This is the first bit of worldbuilding that I’ve posted in awhile. Don’t worry! I plan to post more in the coming weeks. Check out this link here if you want to see what else I’m up to. You can also follow me on twitter @expyblog!
Who doesn’t love a good brigand? Whether they are a robinhoodesque crusader or someone who is only looking out for number one, we seem to love pirates. So what about pirates in space? A lot of science fiction seems to treat space like an ocean. There are plenty of reasons to love these tropes, but they do present a challenge for worldbuilding. There is no reason why your science fiction can’t have hordes of swashbuckling brigands, but you should still attempt design your world in such a way that allows their escapades to make sense.
For piracy to exist there needs to be something that is worth moving before star systems. Travel between planets, or even star systems, would be horrendously expensive, dangerous, and may take years depending on what kind of FTL your universe has. With so many risks inherent in moving goods from one place to another there has to be some reward.
In order for piracy to work there need to be reasons for a ship to stop. False distress calls are one way to do this, but might quickly reach its limit. The other way is to create a universe where FLT is accessible but still has logical choke points. There are a few ways to make this work. Portals are the easiest.
Portals provide natural choke point. Areas where ships have to pass through in order to get from on planet to then other. In the case of The Protectorate or Star Gate this is somewhat artificial. But in a setting like the one we see in The Interdependency naturally occurring portals can be found. Here Scalzi presents a universe where ships are able to travel between stars thanks to what amounts to a series of interstellar tunnels that still require large chunks of travel time between portal and planet. While traveling between portal and planet, a ship may fall victim to pirates or to mutiny, but one would hope that designated exit points would allow the navy to keep a close eye on affairs.
Another option for navigation to be difficult enough that everyone uses the same well mapped trade routes. Star Wars works this way. In Star Wars, or at least in Legends, trade is focused on a series of major hyperspace lanes. This means that finding new hyperspace lanes or knowing of secret ones has incredible value, and that a blockade of a given lane or the ability to intercept ships in transit can wreak havoc with the local or even galactic economy. While pirates are not likely to have the ability to stop ships in transit, common and well traveled routes makes travel predictable and gives pirates the opportunity to intercept ships as they drop out of FTL.
Now that we’ve covered how goods might be moved between planets, let’s talk about the why. What could be worth flying between stars?
Information can be transmitted between stars, and even if data needs to be moved on some physical media there is not really a reason to send a person instead of a drone. A story about software pirates would be hard to pull off, so we need a universe where moving physical goods between stars is worth the immense costs and risks that come with it.
Ideally, every new colony will be founded with the goal of one day being self-sufficient. Over time the settle core of systems should become major producers of food, finished goods, and raw materials, and this settled core should then be connected to the newer colonies by a network of trade routes designed to prop these new colonies up until they can support themselves. This begs the question of why the core planets care about founding and propping up these new colonies. For this reason I think for most pirate settings it helps to assume that trade occurs between a mix of developed worlds and struggling colonies, that colonies are set up with the goal of producing a specific resource, and that monopolies prevent many colonies from becoming fully self-sufficient.
Now let’s go through some good space piracy tactics. Assuming that colonies are dependent on their home worlds for support.
Distress Calls – space is huge, and dangerous. If a ship malfunctions in transit there might be little chance of rescue or of witnesses. A distress cal would not be out of place, and might even be seen by less than scrupulous captains as an opportunity for some illicit sabotage. All our pirates need for the ruse to be convincing is a an appropriately derelict ship. Once within range the pirates will be free to disable the approaching ship, or wait until a salvage team boards and can be taken hostage.
Sabotage – the easiest and safest way for pirates to operate would be to have contacts back on the home world. A few port workers on the payroll could ensure that incoming freighters come loaded with all manner of malfunction. Then when a freighter’s engines fail and its left drifting in space our favorites brigands will approach ready to “help.”
Mutiny – a mutiny could happen for a variety of reasons. The crew could be under paid and overworked, or could have cut a deal to steal their ship’s munitions cargo and sell them to local rebels, or might be trying to steal the ship’s load of vital pharmaceuticals to help their families instead of the local oligarchs. Mixing motives here offers opportunities to put a mix of corrupt and sympathetic characters in the ranks of the mutineers and play their conflicting personalties against each other.
Ambush – many flavors of FTL result in natural choke points. This is especially true if portals are involved. Incoming ships would have little idea of what is actually waiting for them just beyond the portal’s exit, and would have to trust in local security. In developed systems the jumping off point will likely be well policed, but worlds that exist on the periphery are much more likely to experience gaps in protection. FTL systems that require cool down times will result in similar, but likely more dispersed choke points. This gives pirates an opportunity to ply their craft with less threat of detection. Although locating targets would be more difficult in this situation.
Privateers – people love to make money and governments love to save costs if they can. Disrupting an enemy’s supply lines can be hugely advantageous, but in the vast expanse of space no force will be able to be everywhere at once. Privateers offer a low cost option to hinder the enemy’s activities without putting a faction’s own ships at risk. There are other advantages as well. In a setting where spaces are vast and travel times long, armed conflicts could go on for decades. Employing privateers allows governments to put distance between themselves and the actions they take against rival factions.
There are almost certainly other strategies for our space pirates that I have over looked. Technological advancements would surely create new opportunities for our brigands. If you have any ideas for how pirates could work in the far future I would love to hear about them on twitter @expyblog.
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Some worldbuilders spend years getting their plate tectonics and ocean currents just right. All of this can be fun, but you can make a convincing fantasy map without it. The thing you should really focus on is rivers. No one really cares if your ocean currents are off or your mountains aren’t in the right place. Rivers have an intuitive aspect to them that no other geological feature can match and because of this mistakes are easy to notice. To put it simply, rivers flow from higher elevations to lower ones. Most often rivers will flow into lakes, oceans, or other rivers. Rivers do not flow into a lake, wait around awhile, and then flow into a different river.
This is important because an incorrectly drawn river is jarring to look at even if you don’t know why, and because rivers are hugely important to civilization. Most major cities are built on rivers in order to take advantage of the farmland and transportation that they provide. This means that rivers can serve as a vital plot device, and as such their portrayal should not be ignored. Of course all of this can be ignored, it is your world after all, but I would advise making sure that you have a good reason for doing so.
2. Make Your Map Fit Your Story
People grow to fit their environment. You wont find horse-mounted nomads living in the mountains or naval powers in the middle of the desert. People do the best they can with the hand they are dealt. In fiction, we can decide what that best is and determine a hand that will enable it. There is of course fun to be had in drawing a map and simulating the evolution of civilization from the stone age to now, but that is not what most of us are doing. Most of us have a story we want to tell or an idea for a world we want to depict. There is no reason then to design a landscape that does anything other than to enable the story you want to tell. If you want your countries to be fighting for control of a major sea lane they there better be access to water and natural choke points. If you want your characters to venture to a distant mountain and fight a dragon then you better include a mountain or two within reach.
3. Choose a Realistic Scope
A lot of us like to think big. We draw a map of an entire world, solar system, or even galaxy and then set about filling all of it in. The problem here is that you probably wont use most of what end up writing. Trying to fill every corner of a world with detailed is fun, but ultimately futile. Above all remember that map is meant to be a reference for your players or readers, and the focus of the story is likely to only concern a small corner of the world.
Lately I have preferred to start with a single region or country that is going to be the focus of the setting. Once I have a solid idea of what that country will be I start to fill in its neighbors. Unless I have good reason to, I try to avoid writing detailed histories of these neighbors. I make a brief summary of their current state and history, and after that I try to only flesh out the aspects of this neighbor in areas where they intersect with the story I want to tell.
4. Pay Attention to Natural Barriers
Rivers aren’t the only feature on the map that shape a civilization’s development. What hinders movement in your setting can be just as important. Swamps, mountains, deserts, and seas are all important in imposing limits on an empire’s expansion, providing shelter for smaller groups, and providing places to hide all sorts of interesting dungeons.
Once barriers are in place, routes to circumvent them gain immense strategic and economic importance. Mountains, swamps, and other remote areas might also be where your world’s exiles and hermits choose to live away from society. Both of these provide opportunities for interesting conflicts or quests in a story or campaign. Characters and armies can be sent to secure and defend mountain passes, or might discover that the old hermit living in the swamp has the answer to all of their problems, but reaching him can be an entire adventure in itself.
5. Don’t Be Afraid to Change Things
Getting wrapped up in the worldbuilding is easy. It’s also easy to be disappointed. The finished product rarely resembles the initial concept and there is nothing wrong with that, except of course if you are not happy with it. If you getting into your worldbuilding and you realize that you put a mountain in the wrong place or your cities are too far apart. If you begin to get the feeling that your map is keeping you from writing the conflicts and plot lines that you want then by all means change it. Starting a new project by drawing a map can be a great way to start, but that map should not be a cage. Sometimes we need to make revisions, and it doesn’t do any good to get too attached to a map you have drawn. Keep it of course, even discarded ideas can be useful later on. Don’t be afraid to retcon the entire map if it no longer serves its intended purpose.
Reddit is one of the biggest sites online these days with so many subreddits available that you are almost guaranteed to one tailored to your interests. Think of any hobby or weirdly specific meme format and there is probably a subreddit for it. So what if you’re a writer or worldbuilder, what are the best subreddits for you?
It should really be no surprise that r/worldbuilding ranks among my favorites. The subreddit has grown significantly in the past few years and welcomes worldbuilders of all levels of talent. New artwork, discussion posts, and resources are posted daily. If you stay on long enough you’ll begin to see who the regular posters are and get to watch their work grow and develop over time. My preferred way of browsing this subreddit is to sort by new and look for discussion posts. Participating in brain-storming sessions or answering questions about your own world is a great practice and a good way to finally flesh out parts of your setting you may have overlooked and been putting off for later.
Imaginary Network Expanded
The Imaginary Network is a cluster of related subreddits dedicated to posting all sorts of art with credit to original artists. I like to browse through it when I’m facing off with writers block. My personal favorites are r/ImaginaryBeasts for making up new flora and fauna, r/ImaginaryBattlefields for thinking up climatic showdowns, and r/ImaginaryStaships for when I need my daily dose of SciFi.
When you feel like writing but don’t know what or you’re just looking for a challenge, r/WritingPrompts is sure to help with its long list of user-submitted starting points that range from established fandom to completely originial premises. The subreddit also hosts contests from time to time and has been the route through which many users have gotten their writing noticed. Writing a response to a popular post it can be a good way to get your writing more exposure online. Several frequent posters maintain personal subreddits to showcase their writing. Unfortunately, popular promts are often highly specific or tied to a certain fandom. If this is a deal breaker to you prefer something with a little more freedom then try the less popular r/SimplePrompts.
If you’ve made a battle map for your D&D campaign, a fantasy island, a political map of your alternate history scenario, or you just like making maps then r/mapmaking might be the place for you. Like r/Worldbuilding it’s welcoming of all skill levels and is a great place to post if you’re in need of advice or feedback. Just make sure you have all your rivers drawn right before you post.