Last week, I gifted you all with the perfect character building machine, and now you all have strange and wonderful characters, but nowhere to put them. That is easily solved. We will do the same thing this week with world-building. After all, you can’t have characters without a world. At least, I don’t think you can. Maybe you can. But probably not.
So here is a world-builder.
The same rules apply. Choose options from the categories below and make note of your choice so that you can find out what your wonderful world is like at the end of the post. Once again, if you go for the exciting and unexpected route, you will get exactly what you deserve for such cheekiness.
BUILD YOUR WORLD HERE!
1. World Theme:
A. Roman
B. European
C. Asian
D. Totally Not Like Any Culture of This World
2. Add Some Landscape (Add any or all of the below):
A. Ancient Forests
B. Vast Fields
C. Grand Mountains
D. Bodies of Water
E. Something Unexpected
3. Local Color (Add any or all of the below):
A. Merchant Guilds
B. Gladiatorial Combat
C. Spy Network
D. Town Idiot
E. Something Unexpected
4. Government Structure
A. Democracy
B. Dictatorship
C. Anarchy
D. Monarchy
E. Something Unexpected
5. Local Wonder of Choice
A. Mysterious
B. Big
C. Ancient
D. Pretty
E. Something Unexpected
Alright, now that you’ve chosen your fantastical and wonderful and totally unique world attributes, you get to find out more details about your world of choice.
1. World Theme:
A. Roman: Welcome to the land of columns and togas and prodigiously prominent noses. In your world, a very clean and shiny upper class spends its days bathing and talking about politics while the masses engage in bloodthirsty activities just for fun. Everything is very well organized, but rebellion is simmering… just beneath the surface. Business as usual.
B. European: Welcome to a totally unique world in which knights ride around castles and citizens herd sheep, farm, and look upon the occupants of castles for protection against roving bands of mercenaries. Also, there are probably big, fire-breathing dragons. Possibly trolls under bridges. Maybe even unicorns, if you’re lucky. But don’t pet the unicorns. They bite.
C. Asian: In a land of zen, your world is filled with pagodas and orchids and very tiny gardens filled with sand and small rocks. Your culture is clean and civil and all conflict takes place discreetly out of sight. There are probably also dragons lurking around, but they are much more likely to want to sit down and debate philosophy and politics than they are to burn your house to the ground, which is quite useful. The other supernatural creatures are not so trustworthy.
D. Totally Not Like Any Culture of This World: In a land of fluffy castles made of flowers, your world floats on a cloud… in space. The people are friendly… except when their flowers are stolen. Herein lies most of the conflicts of the citizens, most of whom are fairies, some of whom are bunnies, and a few of whom are small, curmudgeony polar bears.
2. Add Some Landscape (Add any or all of the below):
A. Ancient Forest: This forest has been around since before anyone in your story can remember, or since their great grandparents can remember. The trees are taller than most palaces and tend to make deep groaning noises as if they are sentient, which they probably are. Entire societies of mysterious creatures lurk in these woods, some of which friendly, although most are probably not. No one who gets lost in these woods ever finds their way out… except your characters because they’re special…
B. Vast Fields: Yes, these might just be here to take up space, but they are also useful for riding across at a quick pace, being inconveniently spotted by the enemy because there is no cover, or standing at one end to gaze at a looming destination on the other side. These vast fields may or may not have names, but they will definitely be important to the plot.
C. Grand Mountains: Inevitably, these will need to be crossed. Inevitably, there will be snow at the top. Also inevitably, there will be trolls or carnivorous mountain goats lurking on the precipices. And a final inevitability: part of the dangerous paths along the edges of these mountains which have been around for thousands of years will give way at exactly the same moment your characters are trying to cross. Drama abounds in the grand mountains. Don’t forget to name them.
D. Bodies of Water: Whether it is a lake, a river, a sea, or an entire ocean, having a body of water is quite useful. Like mountains, bodies of water pretty much always have to be crossed. That is, except when they need to be dived beneath to discover some sort of underwater city. Magical beings like to rise out of bodies of water, as well.
E. Something Unexpected: Your world is blessed by the incredible presence of an upside down sky-volcano. Every so often, it likes to spit fire on the unfortunate masses who dare to live beneath it (luckily, this only happens every few hundred years or so, normally at some significant moment in some significant character’s journey to greatness). No one knows what’s holding the volcano up or how the lava stays inside an upside down volcano. It is a source of great academic interest – that is, when it’s not exploding and the academics are making a run for it.
3. Local Color (Add any or all of the below):
A. Merchant Guilds: Merchants are useful folk to have around. They sell things, buy things, and also seem to know what’s going on in the world. Their leader is usually corrupt, though, so your character should probably not trust him/her, although most characters will end up in the guildmaster’s debt for some reason or another.
B. Gladiatorial Combat: Inevitably, your character will end up in the ring if your world has gladiatorial combat, so be advised and consider some training to lead up to this. This cultural atrocity will also figure largely into any sort of revolution against the current government. Gladiators tend to be more than willing to get behind a rebellion and most corrupt leaders never see it coming.
C. Spy Network: These always know what’s going on, always influence what’s going, and always play both or all sides of any conflict. The leader of the spy network may or may not be trustworthy. Spies are shady by nature, so even the “good” ones will probably do some pretty nefarious things in the name of “right” which will cause your character all manner of empathetic guilt.
D. Town Idiot: Adding a touch of humor and the occasional, unlooked for insight, a silly character can be humorous, but also very annoying. Your character (and your readers) might want this character dead, which will make any sort of sacrifice of the character later a little pointless. These characters work best in small doses.
E. Something Unexpected: Your character’s nation engages in the epic sport of bear racing. Bear jockeys are a courageous lot who ride bears and attempt to get them to lumber forward rather than attack each other, their riders, or the audience. Most races end a bit violently, but the sentimental attachment to bear racing overcomes all massacres.
4. Government Structure
A. Democracy: All for one and one for all! Everyone has a say, but strangely, no one seems to care. A handful of people have somehow still managed to take control of the nation. This is probably important to your plot.
B. Dictatorship: One evil overlord/lady has taken control of the kingdom. Obviously, one person should not have all this power and it will take a plucky band of freedom fighters to give the kingdom back to the people/rightful ruler(s)/other. Don’t forget to give the dictator a very tall and dark and impressive tower to rule from, if s/he is into that sort of thing. As a fun alternative, your dictator could be a friendly, relaxed person who is doing a very nice job keeping the country in line. This will probably confuse your character a bit, but I’m sure there is someone else evil enough worth overthrowing.
C. Anarchy: No government exists and chaos reigns in this kingdom. Your character is probably seeking some sort of order in the face of this chaos, fighting against the many petty thugs who have taken over various parts of the country. There is a slight likelihood that it will be your character who will rise up to lead everyone (although your character is totally not a dictator or anything).
D. Monarchy: All hail the king and/or queen! It is generally a toss-up whether the monarch is good or evil and this will usually affect the plot. A strong evil monarch is often a very exciting villain to stand against. A strong weak monarch is normally under the thumb of an even more evil power-behind-the-throne villain. A strong good monarch will be a good ally once you convince him/her that the villain is truly Out There. A weak good monarch should probably just be put in a corner until everything’s taken care of.
E. Something Unexpected: When your kingdom has social or political issues to be dealt with, a small group of chosen officials ascends a low mountain to present its queries to a sort of magical, giant orb which answers questions with “Yes”, “No”, “Quite Likely”, “Probably Not”, or “Maybe, Ask Again Later”. Sometimes the orb takes a good shake or two to get an answer out of it and often the answer is extremely unhelpful, but somehow, your country has gotten along alright anyway. Your character, on the other hand, might object to this process for some odd reason.
5. Local Wonder of Choice
A. Mysterious: A green stone tower that emits a different song each month stands at the center of a field. Anyone who tries to climb the tower gets about halfway up before being knocked off by a mysterious force, after which the climber begins to sing that same song as the tower incessantly thereafter. Normally they also end up mysteriously disappearing later, but this may be because people simply can’t stand the singing.
B. Big: A giant, glowing ball hovers over a lake. It doesn’t do anything. It’s just really big and glowy. Someone suggested touching it and everything called them an idiot. No one seems to have tried.
C. Ancient: A book sits beneath glass in a small room at the back of a library. It is covered in script from a language lost in the shadows of the past. Someday… someone will read it. And then Everything Will Change.
D. Pretty: It’s glorious, colorful, shimmering, and probably magical. If you wear it, it might kill you. Most people just gaze at it in awe. What is it? Well, no one actually knows, but it’s really pretty.
E. Something Unexpected: People travel from distant lands to stand within the Forest of Bad Riddles. The trees tell horrible jokes that have no sensible answer, the kind that you can’t get out of your head, that make no sense, and that make you wish that no one had ever told you about the Forest of Bad Riddles or dared you to spend the night there. Seriously, if your character has any shreds of nobility, burning this forest to ashes will be the first order of business.
Random, yes, but unique, right? Now you have a world set up with plenty of space to fill in, magical names to provide to geographical features, and a character to drop in the middle of it all. But you still need a plot, don’t you? Don’t worry. That comes next week.