Showing posts with label world-building. Show all posts
Showing posts with label world-building. Show all posts

Monday, 23 September 2013

Write My Book for Me: Name & Concept Generators

Just kidding about the title! Names are an important part of fiction; even without considering their meaning, they define what the narrative, your characters and your readers will have to refer to people, places and concepts by. Care should generally be exercised when picking them, especially when drawing from real world languages or cultures, but for those times where you desperately need a name for someone or something and just can't get your creative juices flowing, there's a great amount of generators available online for even the most niche-based names; a lot of them can even provide general ideas for the characters and places these names will be applied to! They sadly might not always be able to do your job for you, but they certainly can provide inspiration.

Below, I have compiled a short selection of generator sites I have found on the internet over the years, with a focus on generating names, especially for Fantasy. Each entry starts with a link, followed by a description of the kinds of notable generators that can be found on the site and things to be aware of; the text in italics below each description sums up the basic types of generators, again with a focus on names. (Please note that I'm not affiliated with any of these. They belong to the respective creators, and although I haven't personally encountered problems with them as of posting this, they should be used at your own risk.)


  • Seventh Sanctum

    Probably one of the most elaborate sites for generators; this has a huge amount of them, though not all of them generate names. Generators can be viewed by category, or you can have the site pick one at random (which doesn't serve much of a purpose, but allows a quick look at the general idea behind them and might bring up a generator you hadn't noticed on the site before). Don't be fooled by the "Names" category; while this is where the character name generators and a few others are, many generators in the other categories also create names. Others will generate descriptions, suggestions or other bits of text intended as a source of inspiration instead.

    Generates: character names, place names (taverns, realms), species names, vehicle/ship names, spell names, concepts and descriptions (characters, creatures, technology, settings, etc.), story ideas and more; these are hard to sum up, so you might want to look at them yourself.
  • RinkWorks Fantasy Name Generator

    A highly customisable name generator. Can put together names from elements in a database or even letter-by-letter based on a specific algorithm, which you can define yourself to suit your needs. Be sure to read the instructions for the "Advanced Interface" on the site; it's very, very useful for generating "meaningless" names and words for your setting that have a specific kind of sound or feel to them and are not based on existing names.

    Generates: character names, all-purpose "meaningless" names/words.
  • Behind the Name

    Not primarily about generators, but a compendium of real world given names, with meanings, culture, origin, stats, etc. The "Random Renamer" tool can pick names at random from customisable categories, some of which are not based on real life and provide names for specific kinds of characters (witches, fairies, etc.).

    Generates: character names.
  • Fantasy Name Generators

    As it says on the tin, these generate mostly Fantasy names (some are related to MMORPGs; look through the menu at the top or scroll all the way down on the main page for the more general ones), with some generators for places, etc. as well. Names are typically picked/combined from pre-made databases (some aren't combined at all, but simply provide a random selection); some tools generate vaguely scientific-sounding nonsense; be sure to read the description for each generator to find out how the names are made. Be careful about the real life-based names: the site likes to simplify or transcribe special characters (such as umlaute), which can easily falsify the results, and it can also generate extremely uncommon names not in any way traditional to the language they are meant to be from. It's better to use Behind the Name (see above) for real given names instead.

    Generates: character names, place names (taverns, towns, countries, castles, planets), ship names, fungus/plant names, mineral names, clan names, scientific names.
  • Utilities and Generators on Mithril and Mages

    These are intended for roleplaying games, but a lot of them are just as useful for writing. The name generators combine distinct elements from databases largely rooted in reality, so results tend to be very convincing. Many categories to choose from for place names; modern character names are U.S.-based and can be picked by how common they are.

    Generates: character names, landscape feature names, place names (taverns, towns, streets, buildings, etc.), occupations, as well stuff mostly about tabletop games.
  • Abulafia

    This is a wiki for generator scripts that anyone can (in theory) contribute to; thus, purpose/nature and quality are both highly variable. Some generate names, others descriptions (sometimes very detailed), even others do both. Check out "Name Generators" on the site for the ones that generate a pure list of names. Generators generally provide little information about how names are formed, so exercise some care (you can click "view source" to look at the code).

    Generates: character names, place names, ship names, plant names, species names, weapon names, concepts and descriptions and more.
  • donjon RPG Tools

    More generators with a focus on Fantasy and Sci-Fi tabletop RPGs, some of which are handy for general writing. Descriptions/concepts are elaborate, but usually specific to certain RPG systems. The name generators appear to take patterns and elements from a database of related names and mix them up; especially for character names, this most often results in "meaningless" names. Even the "quasi-historical" names still tend to use this mechanic, so they are likely to be foreign-sounding nonsense at best and might even be profanities at worst; be extra cautious when using these, and don't present them as real names from a real language unless you're certain that they work as such.

    Generates: character names, place names (taverns, towns, countries, castles, streets, etc.), concepts and descriptions, stuff for tabletop games.


It should go without saying, but keep in mind that the results of these generators are random; even if they are picked from a database of real and historical names, they may be unfitting for the context you require them for. There's no shame in taking inspiration from a random name or even taking it straight from the generator, but you should always do the research before you use it, especially for real world-based names.

Of course, at the end of the day, the best names in fiction are still those that have had some thought put into them, so keep that creativity running; just be careful it doesn't get away.

Thursday, 9 May 2013

Terran Creatures in Alien Worlds

No matter how fantastical and strange a work is, Earth's creatures, real and mythical, somehow tend to find their way into many, many Fantasy worlds. From mundane animals like horses to the mythical "classics" like dragons, they all pop up ever so often in universes otherwise very much unlike ours. So how can terran species and mythical creatures exist in such worlds?

Suspension of disbelief may be required, though worlds may also be able to get away with it by picking up on the theory of alternate Earths or just explaining it away with magic. The approach I have taken with my Pelsatia universe is mainly a linguistic one: I identify my creatures with similar, but not identical, beings known (to some degree) on earth (the snakes, dragons, katoblepa, etc. in my works all are identified as such for this reason). The idea is to give readers a basic concept of the creature in question or aspects of it, perhaps even a clear mental image, without even having to describe it, as well as preventing having to use a potentially clunky name from one of Pelsatia's languages. In a way, such identification can even be considered a translation; in absence of a word for the exact thing or concept in question, the closest term is used instead (which is a lot less strange than it sounds, as even on Earth, not everything has a direct equivalent in every language and translations may need to rely on this (or keep the original word intact, which would not really translate it at all)). It does not always work, but when it does, I believe it tends to work really well, and maybe other works can benefit from a similar approach.

Friday, 19 April 2013

5 Considerations to Make a Culture Come Alive

In my last post, I talked about avoiding the "Planet of Hats" effect in Fantasy species by creating distinct cultures with traits based on their location, history and influences rather than simply the dominant species. But what are some aspects that can be used to make a culture distinct? What are some considerations to make when creating a fictional culture? Some are obvious, others are all too frequently ignored; all can add an interesting and unique note to the culture in question. Below are a few ideas (to be regarded as examples, not a comprehensive list) that have occurred to me while planning out Pelsatia's cultures and peoples and which may help authors who are trying to add some spice to a fictional culture in their setting without simply copying one of Earth's civilisations.

  1. Language: This seems like an obvious one, but is still often ignored as a cultural aspect and replaced with one language spoken by the whole species. Languages are probably one of the most diverse aspects of culture; consider not only Earth's languages, but also dialects, and you will see that a great potential for diversity exists even within the same culture. If you are looking to create new languages for a setting, such potential should not be ignored.

    Consider the culture's history, location and influences here. Languages can assimilate one another over time, so the languages of cultures that have coexisted in the same region for a long time are often similar or at least influenced by one another in some manner (think loanwords). Conversely, when groups of individuals even from the same culture are separated in some way, their languages can grow apart, especially with limited communication between such groups. Also consider the importance of specific other cultures in the target culture's history; it is likely that an influential other culture's language has had a particularly large influence on that of the culture in question. Consider formalities as well; a peasant is likely to speak in a different manner than a ruler. What kind of language is considered formal, what is colloquial, and to what degree? There may be polite forms to be used in certain situation, and there may be contractions and dialectal variations used in informal, everyday communication especially by the lower castes.

    A lot can factor into the development of languages; as with other aspects, taking a look at Earth's history can yield a lot of inspiration.


  2. Architecture: Another obvious one, but often generalised for an entire species, if any individuality exists at all. Consider the conditions that the culture needs to face, what materials they have available and whether their building style might have been influenced by that of a neighbouring culture. Don't forget that architecture can be an art in addition to being practical! Infrastructure also plays a role; the ancient Romans were famous for their road building and water supply networks. Not every culture needs a completely unique style of architecture, but there is a lot of potential for creativity here.


  3. Music: Some form of music exists in virtually all of Earth's cultures, but is frequently ignored in fictional ones. If the culture possesses instruments, think about what kind of instruments they may have access to (available materials can also influence this). Consider what kind of music can be made with these instruments and what role it plays within the culture's society. Is music carefully composed or spontaneous, and is the general sound and emotion valued more than memorable melodies? Is making music a group activity where many people get involved? Do people commonly sing, and if they do, what may they sing about? Different castes may have different music; perhaps certain instruments are only available to wealthy individuals and used for playing carefully crafted music, while common people prefer to sing and dance in a less strict manner?


  4. Food: As proven by Earth's cultures, a culture's cuisine can be one of its most distinct and varied aspects, with diversity existing even within the same culture! Keep in mind what kind of food is readily available in the respective region and/or what can possibly be imported. The majority of available ingredients will likely be used in some way, but be aware that the rarer and/or exotic kinds are prone to be more expensive or otherwise problematic to obtain and will not find as much use in common people's food. Consider what kinds of flavours may be preferred, what the people are particularly skilled at preparing, whether there is anything that they will not eat for ethical or similar reasons and their general relationship to food. Is eating sometimes a community activity? Under what conditions, and what kinds of food are eaten? What importance does the visual presentation have? What manners and traditions related to preparing and eating food are valued?

    Don't forget that this is one of the few aspects that can be influenced greatly by the primary species that the culture is made up of; be aware of what the creatures in question are able to chew and digest without ill effects (and would thus even consider "food" to begin with) and whether there are any special needs in their diet.


  5. Holidays: Important dates and celebrations are ubiquitous in all cultures, yet creators of Fantasy worlds like to forget about them. Think about not only the culture's history, but also its view of the world. What has happened in their past that they are proud of or would like to remember? What do they believe, what do they value? What natural phenomena affect their society? These are all good reasons for holidays and festivities to be established. Also consider what may be done on those days and how people get involved; perhaps different castes celebrate differently, or maybe in celebrating, everyone is equal for one day. Mayhap different local traditions exist.

These are by far not all the ways that an individual note can be added to a culture or civilisation (others include more obvious and commonly utilised aspects such as politics, ethical considerations and general entertainment, which I will not examine in detail), but can go a long way in making them believable and truly come alive to make the world they exist in so much more fun to visit and explore, for readers and writers alike.

Wednesday, 17 April 2013

A Call Against Hats

Fictional civilised species have long been a staple of many worlds and universes. Whether it's the "classics" like orcs and dwarfs or something more inventive, the potential for creativity in presenting their very own cultures, viewpoints and physical oddities is practically infinite. Fictional cultures can simultaneously evoke both familiarity and alienness and make for a very interesting experience as readers get to know them, see the world from their perspective and discover almost "real" civilisations that interact and brave the world's challenges in their own, unique way. Sadly, not many works utilise such potential to its fullest; more often than not, an entire fictional species ends up monocultural and possibly speaking the same language, even if it spans an entire planet (TV Tropes calls this a Planet of Hats, hence the title). Even when not taken to its hive-mind extremes, this is not only very silly and immersion-breaking when one thinks about it (cultural uniformity over vast areas is particularly unlikely in Fantasy settings with limited to no methods of globalisation), but also limits the diversity of the world in question unless a ridiculously large number of civilised species is created. Why not follow humanity's example and grant fictional civilisations some cultural and linguistic diversity (and individuals some individuality)?

Even in the most generic Fantasy world, not every dwarf needs to be a miner or blacksmith obsessed with beards and beer, and not every group of dwarfs needs to value such things by tradition. For this example, consider the traits that make a dwarf identifiable as a member of their species; they are likely one of the shortest civilised species in the respective universe, may be relatively squat and may have a tendency to grow long beards. They may also have other common or ever-present traits (unrelated to their culture). Is a dwarf with these features still a dwarf if it leads a rural farming life in warmer climates and speaks an eloquent tongue rich in vowel phonemes? Of course it is, as species does not define viewpoint, culture or traditions, especially for a species with advanced enough mental capabilities to form what we consider civilisation. When creating a fictional civilisation, consider its location, what its history might be, what influences and problems it may deal or have dealt with, what aspects of other cultures it may have absorbed. When creating a character, consider where and how they grew up, who or what may have influenced them and how they as an individual feel about things, not what species they belong to.

Even with a common origin, cultures and languages can and do drift apart and gain a unique identity, and while sympathy and familiarity may exist between members of the same species, "species" and "culture" are by no means the same (nor are "species" and "personality"), as real life has been demonstrating in great detail since long before recorded history and continues to demonstrate even in this age of globalisation. But only when even a civilisation of orcs or trolls can find a cultural and linguistical identity of its own and bring forth free-thinking individuals will fiction have conquered the Planet of Hats.

Friday, 12 April 2013

Humans in Fantasy

Out of the "standard", recurring species in Fantasy, humans are probably the most common. No matter whether it's a distant planet, an alternate Earth or some magical world without a clearly defined nature or location, most Fantasy universes feature humans. The usual reason provided is that the reader is meant to identify with them, but is there truth in that? Do readers require a human character to identify with? For millennia, stories have featured characters that may behave in familiar manners, yet clearly are not human (think Aesop's fables); in more recent times, this has become especially noticable in children's or otherwise family friendly fiction/media. Are characters like Donald Duck, Paddington Bear or the Muppets impossible to identify with because they are not human? Most would disagree, and that is where, in my opinion, the reasoning falls flat.

Why is it, then, that so many Fantasy universes include humans? Are writers too lazy to invent a new species? In some cases, possibly. But humans also tend to stand in for the average "Joe Bloggs" species that is juxtaposed with the more peculiar creatures, as they as a species/culture usually have few to no traits one would consider special or notable. But do fantastical creatures necessarily require something "normal" to be compared to within the same world in order to be perceived as fantastical? Readers are already familiar with humans; do they need an in-story reminder to compare these characters or creatures to what they know in real life? A lot of potential exists in non-human species and characters (and their viewpoints) that a lot of Fantasy sadly does not fully touch upon, even when some of the most commonly recognised great ancestors and paradigms of modern (epic) Fantasy J.R.R. Tolkien's The Hobbit, The Lord of the Rings and The Silmarillion lead with a shining example in their (strong, though not exclusive) focus on Eä's "Hobbits", elves and other non-humans.

One of my major reasons for creating my Pelsatia world was to establish an extensive Fantasy world that does not rely on humans, and the absence of the latter is probably one of the things I like most about the universe I have created, as it emphasises the fantastical and non-mundane. In my opinion, more writers of Fantasy should dare to truly leave reality behind and shift the focus to a species not found in our everyday lives, encouraging imagination in the way a lot of children's media already does but too many works for older audiences do not have the courage to embrace.