Magic and technology are perennial world building issues for fantasy writers, both amateur and professional. Fantasy allows for unbridled creation, allowing the writer’s imagination to run and kick until it has worked up a sheen. This freedom deceives writers because though we are unbridled, we are still fenced in a pasture. Even fantasy has its limits. The limits of fantasy are the limits of all genres, the bounds that no writer should ever dare to cross.
The boundaries of writing are determined by the reader. No matter how artful or unique or brave you think your work is, the reader is the ultimate arbiter of worth. Many new writers puff out their chests and announce that they are “writing for themselves”, like they’ve just informed us that they’re going to off to war and we may never see them again. They may indeed write for themselves, but all that is written is intended for a reader; all art must be judged by another.
The reader, though nearly infinitely forgiving in all other respects, cannot abide being lied to. Humanity has always had a great appetite for fiction in general and fantasy in particular. Myths and legends prove that we have never minded giving leniency in storytelling, but only as long as fundamental truth and common sense are not compromised. The reader can suspend disbelief to accept dragons but cannot accept that our world would be exactly the same if dragons were flying in it. This is why magic can make world building so troublesome: inserting fantasy elements into a world must change it.
I think the Harry Potter series is a particularly visible example of poorly integrating magic into a world. Now is the time in which I’m required to say that I loved the Harry Potter books and devoured them like a termite when I was young, but the series is not without its flaws. Part of the charm of those books is that a magical world lies so closely beside our mundane muggle existence, but that charm begins to crumble rather quickly when we realize that common sense seems to be conspicuously missing. For instance, I refuse to believe that even an official at the Ministry of Magic could not ascertain the purpose of a rubber duck. Mr. Weasley could have magically compelled a muggle to reveal the secrets of the rubber duck, or he could have simply observed its use by using any number of spells and magical devices at his disposal. Any time we apply common sense to the twin worlds of Harry Potter, we see that in no way could they remain separate. Poor integration of magic makes Rowling’s world a fantasy for which it is difficult to suspend disbelief.
Magic rocks the foundation of how a world works in every aspect. It’s politics, wars, architecture, stories, and technology will be irrevocably changed by the introduction of magic. If magic allowed one to transform common dirt into a beautiful stone building within a matter of seconds, there would never be any need for masons and quarriers. Buildings would be extraordinarily cheap because they cost nothing to construct. The entire idea of equating larger houses with more prestige would cease to exist. Inventing one spell can cause ramifications that ripple through a world and irrevocably change it. If the world were not changed by the presence of that spell, the reader would call foul play. The reader might even grow to distrust the writer, and begin to pick everything apart. Whenever a willing and amicable reader is transformed into a critic, something has gone horribly wrong.
The best way that I’ve found to integrate magic into a world is to set boundaries. In my world, magic is practiced by a very small subset of the population and there are concrete rules to what can and cannot be done with magic. This allows me to prevent one disgruntled or stupid wizard from undoing the strong nuclear force and destroying the world. Systemizing my magic and providing it with boundaries allows me to have a predictable and manageable number of consequences for its presence in the world. Since the mages of Purovus are few, secretive, and jealous of their power, I am guaranteed that they will not be upsetting the construction industry. History, technology, and culture are certainly affected by magic, but I can manage those changes. Those are the sorts of changes that will make a world an exciting new frontier for the reader because no writer handles them in exactly the same way.
Though not as treacherous a consideration as magic when world building, technology is an important factor that can certainly be tricky to do well. Most fantasies are set in a pseudo-medieval time period with the appropriate technology and a roughly European culture. If I were reading about a knight in this setting who is going on a long journey and decides to check his watch to see how long he’s been riding today, I’m going to be very upset. If that knight is going to be wearing a watch, there better be a good explanation as to why this world has watches but no steam engines. Avoiding anachronisms in general would be much simpler.
“But wait,” you cry, “this is a fantasy world and there are no anachronisms unless I say so.”
You are certainly right, but adopting a setting with which the reader is familiar has its costs as well as its benefits. If one adopts the standard pseudo-medieval fantasy setting, the reader is beginning the book with a great many assumptions of how the world will function. This saves writers a lot of time if they generally keep to the script. They don’t have to explain every aspect of how the world works because the reader has already got the gist of it. However, the readers are not expecting to see wrist watches on the knights or cell phones in the purses of the princesses. When the unexpected strikes them like a hammer to the forehead, they will be jolted out of the story and may receive enough brain damage to become a critic.
If I were to construct a world that was completely different from a common setting or recognizable period in history then I could put wrist watches on the greshit and no one would bat an eye. No one knows what a greshit is but me because I just invented them. The reader is completely reliant on me to tell them that a greshit is a furry crab-like creature with small pincers that are perfect for making intricate mechanical devices, and that they are sticklers for punctuality. Now we’re all dying to hear more about this world and these strange creatures that inhabit it. I’ve got a lot of work cut out for me because I’ve got to build the greshit world, Tsesk, from scratch, but I’ll slowly build my own fences. Once the readers know that the greshit are frutivores and pacifists then they won’t believe me if I say that the greshit invented guns. The greshit have no use for guns and the reader knows it because I told him so. I have built the fence for my pasture and the reader will be keen to keep me inside.
My world in The Wind from Faerie is roughly based on the time period when the Roman Republic was becoming the Roman Empire. It’s a period of history with which I’m familiar and is one that is not often used for a fantasy time period. This allows me to construct a world which is fresh and familiar, and I’m able to get the details right. I take great pains to ensure that the plants I mention are native to my climate, that the weapons and method of dress are period appropriate. I want every detail of the world to be filled in and I can lean on history for a great portion of that. The fantasy setting gives me a lot to work with but it imposes limits as well. I cannot err from my chosen technology level without good reason, and my introduction of magic to the mix has ramifications that must be dealt with. Getting those details right will make my world feel more real and will keep the reader engaged in the story.
The Sensiahd word of the day is ninaim, meaning both “knowledge” and “magic”. Example sentence: Sendyn ninaim ol. Elves have magic.