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The Writer's Handbook

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Helpful tips and tools for writing, inspiration, and motivation. This is a side blog. Asks are currently closed.
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A Guide to Writing: Making New Cultures

Cultures, like anything, take time to build. They are what define a people and what make their customs. It’s complicated and integrated into their society. It changes as the people change but the fundamentals often remain unchanged even centuries and millennia into the future.

When creating new worlds, if it’s not set in the world that we know, then the people, while being similar, will be different. What they hold as value will be different. That’s where new cultures come in. countries will be define by something and way out of the way towns will have things that are connected to them. Making new cultures can be a messy process, and I am by no way an expert, but there are at least five things that define a culture and should be present and known.

Customs

Customs are a traditional ways of doing something specify to a set of people or place. If you can’t think of any, think of some traditions that are from where you’re from. For example, in America and many other countries, it’s traditional to put up a tree for the winter holidays. 
If the story you’re writing centers around a new culture, then the customs of its people is something that should come into play, even it’s something small. Maybe it’s someone coming of age. Maybe it’s someone passing away. Whatever the case, customs are a personal thing that people share. Be sure to not overlook them.

Arts

Art is a way people share their thoughts that are hard to convey. A way to pass on knowledge and to capture the emotions. Perhaps they capture their history in tapestries and artisans make paintings for a living.
Not only that, body art is an important part of many cultures. Maybe tattoos mean something at a certain age or it’s something like a brand. Perhaps they’re just decorative and meant to look flashy.

Social Institution

A social institution is a group of people who are together for a common purpose such as economy and government. These institutions are a part of the social order of society and they govern behavior and expectations of individuals.
For example, a charities and other nonprofit organizations fall under this category. In this culture you’re writing about, how do they feel about such organizations? Are the promoted? Frowned upon? Not only that, but this includes the education system, cultural groups, how families are defined, health care, market values, politics, and religions.
Each of these things may not hold equal value, or perhaps they all have the same weight. Are the church (in this instance used only to refer to religion) and state separate or together? Is the market, trading goods and services, more important than anything else? What’s the health of the people like and what methods do they use for healing?

Achievements

Achievements, in this case, are defined as things the people have done to better and further themselves. What are some of the things these people have done since they became a people? Was something medical? Was it something that benefited not only them, but the people around the as well?
However, the achievements don’t always have to grand. It could be something small like finding an easier way to make paint or a way to make their weapons. Achievements are things that are well earned and come from something small like inconvenience or big like a fight.
And not all that glitters is gold. An achievement can benefit the majority, but what about everyone else? Is it useful to everyone? Does it need to be? More importantly, what was the reason? It doesn’t always need to be known in detail, but things happen for a reason. As the writer, you, are the very least, need to know.

Behavior Characteristic

We all know that there are somethings that are frowned upon in modern culture. Things like people with breasts going around topless or anyone walking pants-less through the streets. There are certain things people just don’t do because of the consequences and the culture.
What are some of the things that are okay for people to do? What are things that are harmless yet frowned upon? There are things that are widely accepted and if these normal things are challenged then it should be explain if it’s not something carried over from a real culture.

If there are things that are carried over from real cultures, then that’s a tricky ground to walk on if you don’t know anything. Research and asking are an important part of this process if you want to do this. Carrying over form real cultures is fine as long as it’s not a bastardization of it.

Of course, like I said in the beginning of this, I’m not an expert. I don’t really know everything there is to know but this is what I’ve realized when making new cultures myself.

See ya, kiddos

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Anonymous asked:

i saw your post on naming locations, but the asker asked for things like towns or cities. what advice for naming countries, regions, continents, or planets do you have? thank you!

Naming Countries, Regions, Continents, or Planets

The first thing to consider is whether your world is a fantasy world or the real world–and by “real world” I mainly mean sci-fi that’s supposed to take place in our galaxy or universe, because then as far as planets go, you probably want to look at how we’ve named existing planets and use that as a guide. Mythology is a big influencer in the names of planets and moons in our solar system. Also, in that case, consider who is naming the planet. If the planet is being colonized by a federation of Spanish-speaking countries, you might consider Spanish words and names. If the planet is being colonized by a conglomerate of mining corporations, maybe the planet’s name would be a nod to the corporation somehow, like the surname of the parent company’s founder, or perhaps the name of the current CEO’s daughter, or maybe just some kind of rock or mining reference.

If you’re creating a fantasy world, the best thing you can do is start by creating a rough map of the planet, continents, countries, and regions–at least to the extent of what’s important in your story. If a particular continent or area isn’t ever referenced in your story, no point in bothering with it. Remember to draw in things like mountains, lakes and rivers, deserts, jungles, cold areas and tropical areas, as these will help you imagine who lives in these places. Which is your next task–you need to decide on the racial and cultural groups that inhabit these areas. You might consider using bits of real world cultures as light inspiration for these different groups–again, inspiration rather than taking direct elements–then you can start to figure out what their language sounds like. If you have a group that you imagine as being similar to Tibetan monks but living in something more like the Amazon rain forest, you might try words that sound a little bit like one of the Tibetan languages, but with a bit of Spanish flair. These would be made up words, obviously, but that’s the fun part. You can try looking up words in a particular language, then combining them with parts of words from another language.It all just depends on the requirements of the world you’re creating. Another thing you can try is combining general words. List out some interesting words. I’ll start with moons in our solar system:GanymedeIoEncedalusCallistoEuropaTritonCharonPhobosLapetusTethysOberonNow, consider some new words you can make using elements of these words:Ganymede > TenamedeIo > ZioEncedalus > CrydalusCallisto > CalbrionEuropa > ZenypaAnd so on…One other thing you can try is a random word generators. Just google it and you should find some. Typically you can find ones that allow you to put in several different words, and it finds different ways to combine them. This can be a great way to come up with place names.

And finally, never underestimate the value of a good baby name web site, especially ones that have lists of unusual names or names in different languages. There’s nothing that says a planet couldn’t be named Erith or Zebulon. 

Good luck!

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sunnydwrites

Creating a Distinct World

what is, in your opinion, the best way to world build? how can you avoid writing a bland, archetypal universe or copying an already existing one? sorry if I’m not being clear, haha, and thanks so much!

Hey there, thanks so much for your ask! I honestly love talking about the world-building process, so I’m really glad you sent this; let’s dive right in!

Best Way to World-Build?

In my opinion, there isn’t a best way to world-build. The “best” process depends on what is needed and what you’ll actually need to know for your writing. What follows isn’t necessarily what I would call the best way, but it’s a good way to cover your bases and opens up a lot of options for going in-depth with details. (It’ll be a bit of a long list, but definitely worth it in the long run.)

For each country you’re going to include or mention in your story, think about:

  • Name
  • Capital and major cities, and locations
  • Border shape
  • 3 most common landforms
  • Historical sites or places that mean a great deal to the people living there
  • General economic scheme (ex. capitalist, Communist, Socialist, etc)
  • Most important laws
  • Major differences from the character’s homeland
  • Military setup (different branches, enlistment age, etc)
  • Climate
  • Relations with surrounding countries
  • Societal norms (gender roles, public & professional behavior, etc)
  • Stance on LGBT+ rights, and treatment of LGBT+ people
  • Most and least respected professions
  • Common religions
  • Stereotypes about this country (any and all)
  • Common pastimes and hobbies
  • Popularity of sports, movies, and other forms of entertainment
  • Genres of music (and possibly stereotypes of people who listen to them)
  • Language(s) spoken
  • Beauty standards and the commercialization of them
  • Commercialization that feeds off of the peoples’ insecurities

For each city you’re going to include or mention in your story, think about:

  • The “aesthetic” (think of it the way NYC’s aesthetic is taxis, skyscrapers, and nightlife)
  • Public opinion of street performers
  • Any recreational centers and common activities
  • Popularity of a town counsel or the idea of opening to the public for improvement ideas
  • How well-known the city is by everyone around it, or how much of a tourist attraction it might be
  • State of educational buildings
  • Percentage of unemployment versus those who are actively searching for jobs, and how this affects the city’s reputation
  • 3+ popular businesses, maybe food or clothing stores
  • The way business is generally conducted
  • Opportunities for nightlife (etc. bars, night clubs, etc)
  • Usual daytime attire, usual nighttime attire
  • Any sort of tradition (ex. sharing dreams in the morning, praying before meals, etc)
  • Stance on more advanced technology
  • Treatment of different age groups
  • Again, cliches and stereotypes that might exist of people who live there
  • Most common architectural style (ex. modern, Victorian, etc)
  • Commonly seen colors
  • Any inflation that might exist, local economic troubles
  • People’s opinion on the government as a whole (then in-depth, if you want)

As you can see, these two lists are very open-ended. I can’t go too far in-depth with world-building ideas and explaining, because it’s all up to you to create this world. Every single item on this list here can be expanded into tons of different things, but if your goal is just to cover your bases and explore needed details then I think this would be a good place to start.

Making Your World Distinct

This can be pretty tough, honestly. There’s (almost) always a world themed around something out there that’s probably more well-known, famous even. Let’s start with everyone’s favorite wizarding world, that of the Harry Potter books. Your world can be as interesting and different as it gets but because it includes wizards, someone out there is always going to relate it to Harry Potter. So how can we avoid this?

There’s one proven way to this this, especially if you don’t want to change your world. Accentuate any and all differences that would set your story apart from a more well-known world. Maybe our wizards’ spells depend on a material transaction, or they won’t work. Maybe there’s some sort of wizarding god who must be pleased to cast a successful spell. Not so much like HP anymore, huh?

Just remember, there’s a huge difference between world-building through details and world-building through exposition. Both are acceptable, but both have their own appropriate time to be utilized. Take a break from telling the reader flat-out how this thing works, and instead reveal it through the world’s details. Not only does this help treat your readers like the competent individuals they are, it also immerses them so much in the world that there isn’t much of a chance to compare your world to others.

Tl;dr—World-building isn’t really something that can be explained for you by someone else. There are certainly questions that exist to help you, but following a guide that works for someone else might not work for you. Explore the details! (And let the reader explore them, too!)

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More often than not I’ll crack into a sprawling fantasy series and, while I appreciate the luscious descriptions of furniture, landscapes, and clothing, all I’m focused on is that I don’t actually know how this world works. I only know what it looks like.  

Including some functionality to your universe can add to immersion and give your reader a strong foundation on which to build their mental model of your universe. 

You certainly don’t need to use all of these questions! In fact, I recommend against that, as all of these certainly won’t make it into your final draft. I personally find that starting my worldbuilding off with 5 to 10 functional questions helps pave the way for glittery and elaborate aesthetic development later on.

  • How is the healthcare funded in your world?
  • How does healthcare functionally differ between the wealthy and the poor? (i.e. can only the wealthy go to hospitals? do poor families often have to rely on back-alley procedures?)
  • Where are health centers (i.e. hospitals, small clinics, etc.) organized in your cities?
  • Does it differ in smaller towns?
  • How does this affect people’s ability to get healthcare?
  • Is healthcare magical, and if it is, how does that affect the healthcare system? 
  • If healing is instantaneous, how does that affect people’s views on injury, illness, and chronic ailments?
  • If you have both magical and physical healthcare, which one is deemed superior and how does that affect society? 
  • What illnesses are common in your world? 
  • How does this affect daily life? 
  • What do the people in your world think illnesses are? 
  • Is it a miasma theory? 
  • Humor theory? 
  • Demons? 
  • Do they know about biological viruses and bacteria? 
  • How does this affect healthcare?
  • How do people get water? 
  • Is the water sanitary and if not, how do they sanitize it?
  • How does agriculture work? 
  • Is it large corporations or individual farms?
  • What sort of agricultural technology exists in your world and how does it affect food production?
  • Are farmers wealthy or poor?
  • What sort of natural resources does your world/country(ies) have and how are they obtained?
  • How does this affect the average wealth of the country?
  • How does this wealth affect the culture? 
  • What livestock or beasts of burden are most valued? Least valued? Why?
  • What is considered a luxury good vs. a regular good?
  • What forms of transportation does your world have?
  • What classes use what forms of transportation?
  • How far has the average citizen traveled, given your transportation limitations?
  • Which cities are the most accessible and which are the least? Why?
  • How do popular transportation methods change how cities/towns are laid out?
  • Does your world have public transportation? What is it?
  • Is there a coming-of-age aspect to travel?
  • Describe your world’s postal system or whatever equivalent there is. 
  • Who pays for it? 
  • How reliable is it? 
  • Are there emergency methods for transporting information?
  • How does your world keep time (i.e. watches, sundials, water clock, etc.)?
  • Does your world have a currency system, barter system, or something else? 
  • If you have multiple countries, do different currencies have different values across said countries?
  • How does this affect travel?
  • Do you have banks in your world and if so, how are they run?
  • Who owns the banks? Government? Wealthy? How does this affect the economy and/or class system?
  • How does credit operate in your universe?
  • Does your world operate more on big corporations or small business? Something in between?
  • How are workers/labourers treated in your world? 
  • Are there workers unions and if so, what are common views on unions? 
  • Describe your tax system. If you don’t have a tax system, explain why and how your world is affected by that. 
  • Can certain social classes not own property, certain livestock, certain businesses, etc.? Why?
  • How are business records kept? Are business records kept?
  • If your world has technology, does your world prioritize developing entertainment tech, communications tech, transportation tech or something else entirely?
  • What does this say about your world?
  • How does this affect your economy?
  • To the closest approximation, what type of government does your world have? 
  • How are rulers/presidents/nobles put in place? 
  • How much power does an individual ruler have? 
  • Is there a veto process? 
  • If you have multiple countries, do they have different types of rulers?
  • Describe any large-scale alliances (i.e. countries, factions, etc.) that are present in your world. 
  • How did they come about and how are they maintained? 
  • Are they strained or peaceful? 
  • How does it affect the greater politics of your world?
  • Describe how wars are fought both internationally and nationally. 
  • Do methods of war differ between countries/races? 
  • What about philosophies about war?
  • If there is a military, what is its hierarchy structure?
  • How does the military recruit?
  • Is the military looked upon favourably in your society?
  • What weapons are used by each country/type of people during warfare, and how does that affect war strategies?
  • Describe the sentencing system of your world. 
  • Is your accused innocent until proven guilty, or guilty until proven innocent?
  • How are lawbreakers punished? 
  • If you have prisons, describe how they are organized and run, and who owns them. 
  • Does differing ownership change how the prisons operate?
  • What are the major ways in which laws between countries vary? 
  • Do laws between cities vary? If so, how and why?
  • How does citizenship work in your world? What rights and privileges do citizens have that others do not? 
  • Can certain classes or races not become citizens?
  • Are there certain taboo subjects or opinions that artist/authors/musicians are not allowed to depict (i.e. portraying the official religion in a negative light, explicit sexual material, etc.)? What does this say about your society?
  • How do people get around these censorship laws?
  • What is the official hierarchy of duty in your world? (i.e. is family the most important, or patriotism? What about clan?)
  • How many languages are there in your world, and how many languages share a common origin? 
  • How many people are multilingual? 
  • Which language is the most common?
  • How is multilingualism viewed?
  • How are different languages viewed? (i.e. is one language ugly/barbaric while another is romantic and sensual?)

Feel free to add your own questions in reblogs or in comments!

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Source for more facts follow NowYouKno

  • road has no special qualifiers. It connects point a to point b.
  • street connects buildings together, usually in a city, usually east to west, opposite of avenue.
  • An avenue runs north south. Avenues and streets may be used interchangeably for directions, usually has median
  • boulevard is a street with trees down the middle or on both sides
  • lane is a narrow street usually lacking a median.
  • drive is a private, winding road
  • way is a small out of the way road
  • court usually ends in a cul de sac or similar little loop
  • plaza or square is usually a wide open space, but in modern definitons, one of the above probably fits better for a plaza as a road.
  • a terrace is a raised flat area around a building. When used for a road it probably better fits one of the above.
  • uk, a close is similar to a court, a short road serving a few houses, may have cul de sac
  • run is usually located near a stream or other small body of water
  • place is similar to a court, or close, usually a short skinny dead end road, with or without cul de sac, sometimes p shaped
  • bay is a small road where both ends link to the same connecting road
  • crescent is a windy s like shape, or just a crescent shape, for the record, above definition of bay was also given to me for crescent
  • trail is usually in or near a wooded area
  • mews is an old british way of saying row of stables, more modernly seperate houses surrounding a courtyard
  • highway is a major public road, usually connecting multiple cities
  • motorway is similar to a highway, with the term more common in New Zealand, the UK, and Austrailia, no stopping, no pedestrian or animal traffic allowed
  • an interstate is a highway system connecting usually connecting multiple states, although some exist with no connections
  • turnpike is part of a highway, and usully has a toll, often located close to a city or commercial are
  • freeway is part of a highway with 2 or more lanes on each side, no tolls, sometimes termedexpressway, no intersections or cross streets.
  • parkway is a major public road, usually decorated, sometimes part of a highway, has traffic lights.
  • causeway combines roads and bridges, usually to cross a body of water
  • circuit and speedway are used interchangeably, usually refers to a racing course, practically probably something above.
  • as the name implies, garden is usually a well decorated small road, but probably better fits an above
  • view is usually on a raised area of land, a hill or something similar.
  • byway is a minor road, usually a bit out of the way and not following main roads.
  • cove is a narrow road, can be sheltered, usually near a larger body of water or mountains
  • row is a street with a continuous line of close together houses on one or both sides, usually serving a specific function like a frat
  • beltway is a highway surrounding an urban area
  • quay is a concrete platform running along water
  • crossing is where two roads meet
  • alley a narrow path or road between buildings, sometimes connects streets, not always driveable
  • point usually dead ends at a hill
  • pike usually a toll road
  • esplanade long open, level area, usually a walking path near the ocean
  • square open area where multiple streets meet, guess how its usually shaped.
  • landing usually near a dock or port, historically where boats drop goods.
  • walk historically a walking path or sidewalk, probably became a road later in its history
  • grove thickly sheltered by trees
  • copse a small grove
  • driveway almost always private, short, leading to a single residence or a few related ones
  • laneway uncommon, usually down a country road, itself a public road leading to multiple private driveways.
  • trace beaten path
  • circle usually circles around an area, but sometimes is like a “square”, an open place intersected by multiple roads.
  • channel usually near a water channel, the water itself connecting two larger bodies of water,
  • grange historically would have been a farmhouse or collection of houses on a farm, the road probably runs through what used to be a farm
  • park originally meaning an enclosed space, came to refer to an enclosed area of nature in a city, usually a well decorated road.
  • mill probably near an old flour mill or other mill.
  • spur similar to a byway, a smaller road branching off from a major road.
  • bypass passes around a populated area to divert traffic
  • roundabout or traffic circle circle around a traffic island with multiple connecting routes, a roundabout is usually smaller, with less room for crossing and passing, and safer
  • wynd a narrow lane between houses, similar to an alley, more common in UK
  • drive shortened form of driveway, not a driveway itself, usually in a neighborhood, connects several houses
  • parade wider than average road historically used as a parade ground.
  • terrace more common in uk, a row of houses.
  • chase on land historically used as private hunting grounds.
  • branch divides a road or area into multiple subdivisions.
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jo-biz

Writers need to know stuff like this.

Reblogging for info because there was a bunch of these I didn’t know.

But I know so many avenues that run east west and not north south wtf

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brynwrites

Conveying Worldbuilding Without Exposition!

(As requested by both an anon and @my-words-are-light​)

One of the hardest parts of writing speculative fiction is presenting readers with a world that’s interesting and different from our own in a way that’s both immersive and understandable at the same time. 

Thankfully, there are a few techniques that can help you present worldbuilding information to your readers in a natural way, as well as many tricks to tweaking the presentation until it’s just right.

Four basic techniques:

1. The ignorant character. 

By introducing a character who doesn’t know about the aspects of the world building you’re trying to convey, you can let the ignorant character voice the questions the reader naturally wants to ask. This is commonly seen in cases where the protagonist is brought into a new world, society, organization, etc, but non-PoV character put under the same circumstances can be equally useful.

It works best when the inclusion of the ignorant character feels natural. They must have a purpose in the story outside of simply asking questions.  

2. Conflicting opinions.

A fantastic way to convey detailed world building concepts is to have characters with conflicting viewpoints discuss or argue about them. Unless you’re working with a brainwashed society, every character should hold their own set of religious, political, and social beliefs. 

Examples of this kind of dialogue:

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