Fantastic Geography

One of my favorite things about a fantasy novel is the map of the world included in the front (or back) that gives me the lay

If you look closely, this map is stupid. It looks cool from far away, though.

of the land. Ever since I read The Hobbit in second or third grade, I’ve loved fantastic maps of alien worlds, continents, cities, and even buildings. My favorite part of the Greyhawk: From the Ashes boxed set? The maps, obviously – the giant hex map that covered a dining room table and could tell you exactly how far it was from Dothrakaa to the forests of Celene was simply awesome, and I loved every inch of it.

As I got older and I started making maps myself, I started to realize how much thought can (and I think *ought*) to go into map-making for your fantasy world. It’s all very well and good to create a map that directly suits your narrative purposes, but such places look artificial and weirdly convenient (the first D&D campaign setting I devised in 7th grade had a whole series of impassable mountains and uncrossable rivers/chasms designed to restrict where players can go – it was foolish). Then again, if you make a map too complicated and too realistic, it becomes difficult to keep it all straight or describe it to the reader as they are going through the book. There’s a balance of detail that needs to be struck, I think, to make a map work right.

Middle Earth–where it all began

The reason this is all so important is that geography affects culture. It does in our world, and there is no reason to expect it to do otherwise in another world. If you have a society that evolves on the open steppes, they are going to likely behave one way, whereas a society evolving in dense woodlands or mountainous highlands is likewise going to behave differently. Furthermore, the proximity and disposition of one’s neighbors will make a big difference on how a people will act towards strangers, how militaristic they will be, and exactly what kinds of things they will trade or have in abundance. This kind of thing is what history is built from, and it has relevance and importance in a fantasy setting.

Failure to appreciate this and just slap things wherever you choose means you lose out on a huge opportunity. Every fantasy author wants his or her world to be as ‘real’ as possible, and constructing a reasonably realistic geography is a great place to start. Furthermore, geography can beget drama. Remember the attempt to climb Cahadras inThe Fellowship of the Ring? That was a function of geography – they couldn’t risk the Gap of Rohan, which was in the great wide open, so they took the more dangerous path in the hopes of evading the enemy. Managing geography was one of the things Tolkien did very well, overall. Even when looking at the map above, you can see how the mountain range splits to create Mordor – a geological possibility that, furthermore, could indicate the kind of tectonic activity that would result in Mount Doom. Now, did Tolkien consider this when crafting Middle Earth? Perhaps not, but that doesn’t mean we can’t learn from it.

One of the things that dissapointed me from the beginning of The Song of Ice and Fire is that, for all the time we spend across the Narrow Sea, we never once get a map of the damned place. I can’t place Mereen or Braavos in my head, and it makes it hard for me to understand where it is in relation to where the characters have been and where they can go next. Qarth may be right next to Pentos, or it may be half a world away – I just don’t know. It’s frustrating; it’s like navigating a new city without a map or any street signs.

The West of Alandar (click to enlarge)

The West of Alandar (click to enlarge)

My own fantasy setting, Alandar, has a lot of maps associated with it and, furthermore, has been through several geographical revisions and will likely have more. Here’s one of the current ones to the right. You’ll note the giant mountain range down the eastern edge – the Dragonspine – which constitutes a major feature of the world and has major social and cultural and economic repurcussions the world over. Likewise, the oceans and their disposition as well as the rivers have another large impact on the locations of cities and the arrangement of nations. All of this filters down to my characters, who grew or are growing up in various corners of the world that have been shaped by the geography around them. This, I see, is my duty as someone trying to shepherd a new world into existence. To do any less is to acknowledge that Alandar is ‘artificial’ and, therefore, reduce the story from ‘fantastic’ to merely ‘absurd’.

Maybe I’m a little crazy, but hey, I’m a grown man wanting to write stories about imaginary places and times and hoping, one day, to make a living off it. You certainly shouldn’t expect me to be entirely sane.

About aahabershaw

Writer, teacher, gaming enthusiast, and storyteller. I write stories, novels, and occasional rants.

Posted on October 11, 2011, in Alandar, and Random Thoughts, Critiques, Gaming, Theories and tagged , , , , , , , , , , . Bookmark the permalink. 4 Comments.

  1. I love maps, so much so that I made one for my NaNoWriMo stuffs. I feel lost in fantasy books without them as well. Joe Abercrombie’s stuff has no maps… this makes me sad.

    • Yeah, I missed them in Abercrombie’s stuff, too. It made the big journey in the second book a little hard to follow. Fortunately his world was simple enough that I could follow along, though I didn’t realize the Union was an island nation until book three (which is sort of a big deal!).

  2. Lack of Narrow Sea Maps: YES. I was glad to finally get a map of the damned place in the latest book, but it should have been there *at least* since the 2nd book if not the 1st.

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