Tag Archives: maps

Bring Your World to Life with a Map

As writers, we hear a lot about the importance of world building. This is especially true of fantasy, and is pretty much required for epic fantasy. It also is helpful in other genres, such as sci-fi or westerns. Building worlds is a multi-layered endeavor, and done properly results in a rich and varied setting that can be so compelling that the setting can essentially become another character.

One of the best ways to start down the path toward such a compelling setting is to start with a map. Maps force you to make decisions about things that will, or should, have direct impact on your characters’ journeys both figuratively and literally.

How far apart are the different areas your characters will travel? How long will it take them to get there? Will they have specific travel needs? What is the terrain like? Will they cross mountains, sail across seas, encounter impossible-seeming obstacles? Creating a compelling map is as much a creative endeavor as writing the story itself. But it does exercise different skills than writing.

There are excellent map creation tutorials on the internet. I’ve played around with some of the techniques, and used some of the programs. Long before I drew my map for my debut War Chronicles novels, I was drawing maps by the notebook-full for my role-playing adventure gaming sessions.

This article isn’t going to cover the technical details of map making though. Instead, I want to focus on the part of map making that is frequently overlooked and under-appreciated. Even the most beautifully rendered and creative map won’t help your story if all it does is lay out the landscape. For the map to be as useful to you, and as compelling to your readers, as possible, it should present your world as dynamic and alive. So how do you do that?

Here is what I do after the terrain has been laid out and rendered, more or less in the order that I do it.

  1. I work out the drivers of the world’s economies. That is driven by very basic decisions about things that are not immediately visible, but drive the evolution of cities, nations and geopolitics. These include answering the following questions for each area of the map:
    • What crops are grown?
    • What minerals are available?
    • What is the climate?
    • What is the seasonal weather?
    • What are the obstacles to easy travel?
  2. Next, I work out the location of the major cities. That is based on the following questions:
    • What proximity to navigable trade routes?
    • What is the population density of the area?
    • What will the climate and weather allow?
    • What technological level are the inhabitants?
  3. Then I work on the religions of the world, asking the following:
    • What are the major religions of the world?
    • Where are they based?
    • What are their religious teachings and dogma?
    • How powerful are they?
  4. Then I work out the geopolitics, based on more questions:
    • What are the natural boundaries based on terrain?
    • What sort of political system controls the area?
    • How do trade goods move through the world?
    • What is the history of each nation?
  5. Finally, I focus in on the current time, and ask the following questions:
    • What are the current political squabbles?
    • Which nations are allied with each other?
    • Which nations have long-held relationships?
    • Which nations are at war, and why?
    • Which nations care about the current wars, and why?
  6. And finally, I use all the above information to create what I call the “Movers and shakers list.” Which answers the following questions:
    • Who are the rulers of the dominant nations?
    • Who are the forces behind the thrones?
    • Who are the business leaders, and what are their goals?
    • Who leads the religious organizations?

In the end, my “map” ends up as a singular diagram, and a pile of notes describing each area individually, and what are the paths that people, goods and ideas travel in the world.

These notes are not generally large and complex. A few sentences answering each of the questions above is usually sufficient. Then, as the story is unfolding, I can use those notes to inform the narrative, providing logical rationale for why two cities are in conflict, or why a rich merchant wants to hire mercenaries, or just about any other question that needs to be answered to drive the plot forward in a plausible manner, which simultaneously peels back more and more layers of the world for the reader. Also, as the characters travel from place to place, I will know what sort of culture they are encountering, what local dynamics drive the behavior of the local populace, and who they need to seek out, or avoid, to be successful in achieving their goals.

Here There Be Dragons: Maps in Fiction

Jon Roberts_portrait
Artist, Jonathan Roberts

Guest Post by Jonathan Roberts

Let’s get one thing out of the way right now.

A map shouldn’t be pretty.

I know what you’re thinking – those posters of Middle Earth are gorgeous. Of course a map should be beautiful! But for worldbuilding purposes a pretty map is a Very Bad Thing. Beautiful things are precious, and we tend to want to leave precious things pristine and untouched. When we’re building worlds we need to break things, and often. So, out with any thoughts that we’re making a pretty map. We’ll be making a functional map. In fact we’ll be making many maps, one after the other. In exactly the same way that your notes are not the final manuscript, a map isn’t the final world. It’s a visual notepad, and you should be crossing things out, erasing sections and rebuilding from scratch as you go along.

So we won’t be needing photoshop today, we need a pad of scratch paper and a pencil. Ready? Right, let’s build a world.

First of all, think about the world you need to build. In many cases this is a defined area that’s much smaller than the planet you’re on. Very few stories truly span a globe, so let’s begin by cutting down to the area that the story explores. This keeps the work focused on a reasonable area, and means there will always be distant and mysterious lands to explore down the line.

In your tale there will be nations, city states or power centers of some form. Start by making a note of their relationships to one another. Are they at war? Are they aloof? Do they feud over resources or are they closely allied? Think over the things that make them stand out. Are they famous for their expansive grain fields? Their iron? Their navy? I’m sure you can see the theme here. Nations are defined by the geography they inhabit as much as we define the geography by the nation. A nation with a large navy needs sea access, but it should also have natural defenses like a mountain range that allows the nation to neglect other military forces in favor of its navy. Two countries at war need to be close, and need to have a means of attacking one another.

Focus on major terrain at this point–how much coastline and mountain range. Make notes about other terrain that comes to mind–the tulip fields of Alak’tor, the salt mines of Keshel. Those will come in useful later.

It’s now time to start our map. Grab a pencil and faintly draw in circles where your nations are. Nations that are allies or at war should be close. Those that rarely interact should be farther away, or have an insurmountable natural barrier between them. Drawing circles on a map may sound easy, but this stage can take a few tries to get the relationships right.

Jon Roberts_1BasicLayout
Stage 1: Circles. Yes, these are 6 interconnected nations!

But circles aren’t really a map. Let’s draw some coastlines. Think about which of your nations need large coastlines and which should be landlocked. Then let your pen wander. Really – avoid straight lines. Coastlines are jagged and broken things. If your line doesn’t look like it was plotted by a drunken ant, you’re doing it wrong.

Step 2: The coastlines. Keep them broken and randomized.
Step 2: The coastlines. Keep them broken and randomized.

Now let’s lay in some mountains. Mountains tend to form ridges. Avoid the temptation to fill in whole blocks of land with mountains. Instead, lay them out in wavy lines. They often follow the edge of a coastline (think the Andes). From a story point of view, they form obstacles for your heroes and they create natural boundaries between nations, or between nations and the great unknown. Mountains also create boundaries between climates. So if you need a desert in one area and a jungle in the other, you’d better place a mountain range between them to stop the rain from the jungle getting to the desert.

Step 3: Mountains - they shouldn't be pretty, inverted triangles do the job just fine.
Step 3: Mountains – they shouldn’t be pretty, inverted triangles do the job just fine.

Next up, we have rivers. Rain falls on mountains and runs downhill to the sea. It always flows to the lowest point – and there’s always one lowest point. This means that rivers don’t branch as they flow to the sea, they only join. So – no rivers going from coast to coast. At some point that requires water to flow uphill. No lakes that have two separate rivers leading to the sea – remember, only one lowest point leading out. Think of a river like a tree. There’s one trunk where it enters the sea, but a panoply of branches reaching towards the mountains.

Rivers are also strategically important. There’s hardly a river mouth in the world without a town on it and most great cities lie on a river. If you know where your cities are going to be, make sure there’s a decent sized river flowing through them. Equally, rivers make great defenses. It’s hard to build a wall all the way along your nation’s border, but it’s almost as hard to get an army over a well-defended river as it is to have them scale a wall.

Step 4: As rivers run to the coast they only join, they never branch.
Step 4: As rivers run to the coast they only join, they never branch.

Add some hills to the edge of your mountain ranges. Lay in some forest and see how it looks. Remember, don’t be precious. If you don’t like it, start on a new sheet of paper. Sketch another coastline. Turn it upside down.

When you’re happy with the terrain, go over the pencil lines with pen, and erase the pencil–including your nation boundaries. Scan and photocopy the map. Go away and have some food.

When you come back, try the following experiment. Ignore your previous nations. Look at the virgin world with a new eye. If you were founding a country in the world, where would you start? What would be the key strategic choke points? Look at the world as if you were playing Civ. Where are the resources you need to defend, what lands would you try to annex? Use some colored pencils to sketch in different nations and boundaries. Edit the rivers if you need to, move things around. You’ve got lots of copies of the map–experiment.

Once you have a layout you like, we’ll add cities.

Step 5: Hills and Forests, add them wherever you see fit. These are easily moved.
Step 5: Hills and Forests, add them wherever you see fit. These are easily moved.

Cities are where they are for a reason. They don’t just appear up in the middle of nowhere. Population centers need food, water, trade and security. Rivers can provide all of  these, which is why towns and cities tend to spring up at river mouths. Locate your capitals in places that are easily defended and that have good transport connections to the rest of the nation. Place smaller cities in key locations, whether that’s in the heart of a mining community on the edge of a mountain range, at a key strategic river crossing, or a market town in the middle of leagues of prime cattle-ranching land. At this point, also mark in major fortifications.

Step 6: Place cities, towns and fortifications.
Step 6: Place cities, towns and fortifications.

With these indicated it’s a simple matter to place the roads. These will connect the major cities, the main food producing regions, and any other major trade routes.

You now have a perfectly functional map! But remember, nothing is set in stone. Each time you run through this process your map will be better. Each time you sketch the map you’ll have new ideas. As you continue to write about your world you’ll come up with new thoughts on what terrain you should have, how two countries relate across their border, where a great wilderness needs to be. Redraw the map – it’s there for you. Both your map drawing and your text will be better for the relationship between map and story.

And when your manuscript is ready to go from draft to final, your map will be ready to go from sketch to illustration. But that’s a post for another day.

Step 7: Colored and finished!
Step 7: Colored and finished!

If you want to learn about the art of mapmaking, then check out the Cartographers’ Guild, or my own tutorials.

Jonathan Roberts grew up in a old farmhouse between a ruined castle and a Bronze Age fort, so lands of the imagination were never far away. These days Roberts illustrates maps of real and imaginary worlds for a wide range of clients, from brides looking for an unusual wedding map, to the lands of Westeros and Essos for George RR Martin’s Song of Ice and Fire. Along with his own illustration work for books and games, Roberts has curated New York gallery shows of maps by illustrators around the world.