Worldbuilding
The useful parts of a fictional place are often the least picturesque ones. A map can be built from cathedral towers and market squares, but the story usually lives in the drains, boundary walls, culverts, service roads, the awkward bits nobody puts on a postcard.
Those are the features that decide who can move where, what gets hidden, what keeps leaking through. A grand landmark gives you atmosphere. Old infrastructure gives you rules.
I’m always suspicious of worldbuilding that only remembers the view from the hill. The hill is usually the easy bit.
Those are the features that decide who can move where, what gets hidden, what keeps leaking through. A grand landmark gives you atmosphere. Old infrastructure gives you rules.
I’m always suspicious of worldbuilding that only remembers the view from the hill. The hill is usually the easy bit.