WritingWithColor (Posts tagged geography)

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italianpersonwithashippersheart asked:

(Part One) Hi, I am planning this fantasy series all set in a completely fictional world. There are no humans. Looking through your blog I already know some of the do's and don'ts of fantasy species and poc, but my question is, some of my fantasy species do have real skin tones and I wanted to give them features from different real races.

writingwithcolor answered:

I read all your asks about fantasy races but I there wasn’t one that talked about a fantasy world with no humans. My question is: is still othering to have poc in that context? Should I include more humans to balance it out?

Fantasy races with features from real human races

From what I gather, you are saying you are writing a fantasy series with no humans, but a variety of fantasy species, some of which have human-like features, including skin tones. I think this is a simple problem. 

When coding cultures and traditions:

Do not:

  • Code whole ethnicities/ races for whole species.
  • This would reinforce the racist pseudoscience notions that differences between groups with different outward appearances connote different intrinsic, biological and behavioral attributes.

Do:

  • Show ethnicities within species.
  • Show societal attributes that can all be linked to the circumstances of the environment, even if the outcomes are different for different groups living in the same region. 

Avoid dehumanizing coding
Lastly, I advise against creating a [human-like features] = [more human personality] / [animal-like features] = [Less human] dichotomy as this too falls in line with “dehumanizing based on physical appearance” reasoning you are looking to avoid in the event your culture-coding ends up revealing any intrinsic biases.

Marika

(Edited for repeat paragraph Dec. 11, 2023)

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Worldbuilding Fantasy Species: Examples

Hey guys, Marika here:

I’ve seen some requests for examples w/r to the above. Please see below for an example of 2 species, each with 2 subspecies, who arrive in the same region at various points in time and create a society with a variety of ethnicities. These examples are things one would be able to create using knowledge from a standard Californian secondary school biology curriculum accompanied by standard material pulled from coursework found in most US university 1st year anthropology programs.

The Setting:

The setting for my example is a coastal region on an Earth-like sphere with a dry, Mediterranean type climate with mountains, hills, valleys and an ocean coastline (I live in Los Angeles in the United States).

Please note in my thinking how I focus much more on how environment informs culture (traditions, professions, calendars social roles), and much less on how the environment informs physical traits, unless I provide a clear justification. As we all know from basic secondary school evolutionary biology, changes in physical features via genetic mutation take many thousands if not tens of thousands of years, but creating cultural traditions to adapt to an environment can be done by a population much more rapidly.

Scenario A (Swimswims and Flapflaps)

2 sapient, different, reptilian species live in our region and possess physical traits that are function of different ways of living in the same space. We’re fudging things a little, but let’s say these species are in the same genus and are capable of communicating with each other to a high level of understanding - an accelerated version of how primates might communicate with each other.

Let us introduce two reptilian groups: Flapflaps (a subspecies of the Aireptile species) and Swimswims (a subspecies of the Watereptile species) (Names courtesy of Mod Rina). They will have different needs given climate and the region’s ecosystems + geography.

Swimswims:

  • Movement: Swimming+crawling.
  • Distinct characteristics: The more indigenous population to the region. They’ve lived in this region for a much longer period of time, and thus have developed (over millennia) the necessary physical adaptations to live out in the open in a dry, windy climate relative to other amphibious reptiles. Also, they are capable of living saltwater environments.
  • Habitat: Their ancestral homes might be in coastal estuaries and saltwater swamps, which all have some level of water no matter the time of year (An important consideration during times of drought).
  • Calendar: Their culture’s calendar revolves around rainfall, particularly when changes in salinity become high or low, as well as the impact the salt concentration in the water has on their capacity to raise offspring in the swamps.
  • Culture: Awareness of rainfall and the health of waterway ecosystems is paramount to their survival.

Flapflaps:

  • Movement: Winged flight throughout most of the year.
  • Social Calendar: The period towards the end of the year has high, unpredictable winds. This is a festive time when adolescents compete in coming of age competitions to showcase their strength in flight. Rainy season immediately following the windy season is a period of rest and introspection.
  • Culture: The Flapflappian culture stresses cognizance of conditions that might lead to forest fires, including wind speed, heat and drought.
  • Habitat: Due to their reliance on air quality, infrared eyesight to spot prey from a distance and roosts for habitation, Flapflaps live mostly on hills, foothills and mountain tops.

Left to their own devices, Swimswims and Flapflaps have little cause to interact. They may live in the same place and affect the same ecosystem. However, because they dwell in different biomes, the cultures they create are largely shaped by the needs of how the region’s seasons impact each biome and the physical needs of each species.

Scenario B (Enter Swumswums and Flipflips):

Now let us imagine the arrivals of additional subspecies Flipflips and Swumswums.

  • Flipflips (Aireptile): Sexually compatible with Flapflaps, but from a more humid environment.
  • Swumswums (Watereptile): Sexually compatible with Swimswims, but from a more freshwater environment.

Note our new arrivals are not very compatible with our region’s climate relative to Swimswims or even Flapflaps. This suggests that they are not necessarily here by choice: they may be part of some more acute displacement/ migration event. They will be eager to adapt and survive, and their situation will be urgent given their relative lack of establishment/ locally accumulated resources.

Swumswum adaptations and interactions with Swimswims:

  • Settling in a more comfortable environment: Swumswums settle in the least saline, most humid waterways: coastal streams fed by snowmelt from the mountains.
  • Technology to expand their range/population: over time, maybe they construct artificial irrigation/ rain harvest sites further away from the coast. Perhaps they excel at farming crops in freshwater as well as engineering.
  • Cooperation over shared resources: The level of conflict they have with Swimswims will depend on how the waterways and water content are managed after Swumswums’ arrival, but I like to imagine that their shared interest in maintaining the waterways results in mixed families with offspring possessing varying levels of tolerance to water salinity…
  • …And thus a 3rd community forms along the waterways: a midway point between the highly salty swamps and costal estuaries, and the seasonal snowmelt streams closer to the mountains. All 3 cultures will have a cultural calendar united by how the rains affect the waterways and mating season.

Flipflip adaptations and interactions with Flapflaps:

  • Settling in a more comfortable environment: Flipflips won’t find the foothills and mountains Flapflaps find so useful for flying and perching very comfortable because those areas are very dry. Thus, Flipflips may move towards the seaside lowlands where the humidity is constant throughout the year.
  • Being from a more humid environment, perhaps, as a rule, they don’t fly very far distances or use wind/ thermals for flight. (See gliding snakes for RL examples)
  • Technology/division of labor to gain resources: Maybe they use flight for short distances to capture prey or avoid enemies. Maybe they spend less time flying and more time cultivating prey/ livestock (Like large insects) that everyone else also consumes.
  • Permanent settlements and land ownership: Struggling with the cooler temperatures of the coast, maybe they start looking for warmth. Happily, this is FakeLosAngeles. One Flipflip finds an underground hot-spring (Yes, these exist in LA), and this becomes their real starting point. Land ownership, particularly land ownership for livestock and linked to the water rights of hot-springs sources throughout the region become crucial for their community.
  • Cooperation: Over time, hot springs are also discovered in the mountains where groups of Flapflaps live, and the little mountain hamlets where Flipflips can provide resources become essential for Flapflaps, especially in the winter, when cold, rain, wind and snow can threaten the health of vulnerable populations like the elderly, chronically ill and young.
  • Tolerance to diversity and accomodation: Mixed families of Flipflips and Flapflaps form. Flipflippian culture is often characterized by their appreciation for commerce and hospitality. Their rituals emphasize these values as well as a willingness to care for those needing accommodation. The culture of Flapflaps, which prizes distinct physical abilities related to aerial maneuvers and fire-fighting, may have struggled in this regard in the past.

Newcomers like the Swumswums and Flipflips are contributing to the region with their skills, and helping make the region more habitable both for themselves and for marginalized members of the native population (Flapflaps and Swimswims), as well as “Flipflaps” and “Swimswums” who may find the region’s more extreme environments challenging to thrive in.

This is not an argument that newcomers to a region improve that region more than their indigenous counterparts. Rather indigenous counterparts often have lifestyles so well suited to their environment and if I’m bringing in less well adjusted groups and I want interactions to be mutually beneficial and productive, having the new arrivals contribute to the indigenous societies seems a natural way to encourage the groups to mix.

The Point of this Flap-flapping Exercise:

We now have a region with two species, Aireptiles and Watereptiles, each with two distinct subspecies–Flapflaps and Flipflips, Swimswims and Swumswums, but also mixed groups of the subspecies — Flipflaps and Flapflips, Swimswums and Swumswims. Each individual member of each species possesses a rich, fully formed cultural background, family history and social role, all of which are informed the interaction of the species’ needs with the region’s climate, environment and migration history.

External physical appearances are up to the author - provided they make sense on a basic biological level, but one can easily picture a diverse collection of 3-4 groups for both flying and swimming sapient reptiles of various appearances chilling in FakeLosAngeles.

Note: You’ll notice I am pointedly not using the term “race” here. As many readers of our blog know, race as we understand it is a distinctly modern, human social construct that links physical appearance with intrinsic traits and lineage. In other words, it’s a convenient sociopolitical concept that is very real in its impact, but is ultimately something that is only as real as how people and their societies decide to use it. I haven’t progressed far enough in this world-building exercise to decide if “race” is “real” for my suspiciously Pokemon-like reptile groups.

Notes on Social Representation While World-Building

Societies and social roles tend to revolve around the production of offspring, propagation of lineage, distribution of property/ power , etc. In my scenario, the mating of Aireptiles and Watereptiles will not produce live offspring, though both species are sapient and can communicate with each other.

I like to be cognizant of the existence marginalized groups: disabled individuals, LGBTQ individuals when I world-build, as well as the possibility of mixed families. Thus when I world-build, I’ll be thinking of what social roles given the parameters of the cultures (informed by my environment above) do not necessarily require the production of live offspring or may require some form of accommodation for social roles.

This is easy to imagine if I use IRL examples. Many large, social, reptilian species IRL are known to take great care of their young. Let’s say that some LGBTQ+ or mixed Air/Water couples, despite their lack of capacity to produce live offspring, might help raise children in their families or raise children of their own who are abandoned or orphaned.

Another example: an able bodied aro-ace reptilian may find their place in a role that is less compatible with romantic/ sexual partnership and offspring. Imagine a Flapflappian sentry/ smoke jumper for forest fires, or a Swumswummian instructor for a form of dangerous underwater repair for flood levees that takes years of experience to master. A disabled individual may similarly hold vital roles: a blind masseuse for Aireptile wings, a storyteller or musician during a cultural periods of rest–you get the idea.

IRL, many societies do create some social roles for at least a few marginalized groups, but they will not do this for every marginalized group given a variety of limits. Similarly, cultures do not necessarily maintain or expand the prominence of such roles as they alter over time, even if the society+region becomes more capable of supporting a more diverse group of individuals. The whys are many and varied, but I try to read up on history to make sure my logic is consistent. I can feel however I want on about an issue, but I try to make sure my understanding of the problem is grounded in fact as much as possible: that is simply my preference. Thus, how much of a utopia v. dystopia the author creates is a YMMV issue to me as long as it is believable. There are very different versions of my story that end in war, genocide, colonization, etc. I just prefer mine - and feel the facts are sufficient to present this option to the audience.

The main point: A writer can always create preferred traits and physical attributes to assign to a race, ethnicity or culture. Similarly, a writer can always create social roles characters from varying backgrounds can fill or not fill, even in an imaginary non-human fantasy culture. However, it’s also up to the writer to create the logic of the world these characters and populations inhabit to justify these choices, even if one’s characters and populations are a bunch of sapient, anthropomorphic reptiles. The writer’s understanding of the variety of disciplines utilized above will heavily inform how to do this.

The TLDR: If you want to write fantasy with original non-human species, leaving aside your interest in literature, an interest in biology, ecology, anthropology and world history will greatly assist your world-building efforts.

worldbuilding fantasy race fantasy species geography evolution speculative fiction speculative evolution spec evo anthropology aliens coding asks fantasy science fiction sci fi writeblr

Avoiding Anglocentric Bias with a Universal Translator, Writing a Magic School on Indigenous Land

@king-ofconfusion​ asked:

So im writing a fantasy story that mostly takes place on an island between canada and russia. The magical community is hidden from everyone else and their main land/school is on this island, and even tho there are smaller places all over the world this is the main place. Theres some sort of translation spell so everyone understands eachother but i dont want it to seem like american washed or smth? race isnt a problem plot wise but i also dont want it to be so background that it seems all white?

I’ll focus on the part about the translator, as when you say “American washed” I assume you mean the Anglocentric (English-centric) bias that could arise with the concept of a universal translator. Mod Lesya will talk about your…choice of location for this school.

As a bilingual & linguist who thinks in a quasi-combination of languages, I think I’d like to see an idea of a spell that translates to that individual’s unique linguistic interface; if your story has multiple closed POVs, you can show hints of that by having different POV characters hear dialogue differently—maybe language-unique lexemes (vocabulary) are being borrowed! Maybe there’s code-switching! If your story has a more omniscient POV then you might have a part that explains how the spell works, or show through ambiguities in dialogue that shows that characters are hearing dialogue differently depending on what languages they understand. 

  • As an example, think of how a character who speaks German, an agglutinative language, might create new vocabulary by stringing together morphemes, and a character who doesn’t speak an agglutinative language would hear that via the spell as a literal-translation-of-words-strung-together. 
  • Think of semantic differences/ambiguities that the spell might not (or might! Up to you!) catch—I give an example on the differences between answering negative yes-no questions in English vs. Japanese here
  • You might even get cases of characters who speak languages that may name borrowings with prototypical labels (English does this, but other languages like Spanish do too). An example is referring to masala chai as “chai tea.” What happens if a Hindi or Urdu speaker hears this? The translator may either literally translate and return “tea tea,” or it might apply context and return “masala chai.” Here’s some more food for thought on borrowings & prototypes! 

Assuming you’re writing this story in English, there will unavoidably be some bias towards English as the basis for your translations. But hopefully this approach gives some ideas for challenging English-as-default by representing forms and meanings that don’t exist in English, and not assuming English is necessarily the prototype for these translations.

~Mod Rina 

Here’s the elephant in the room Rina tapped me to answer: you’ve chosen Indigenous land for a magic school, without acknowledging any Indigenous peoples in your worldbuilding or ask.

The arctic is not uninhabited. That stretch of land between Russia and Alaska (Canada does not go that far West) is the region of Yupik peoples, both on the Russia and Alaska sides (it’s the only language family that is found in both the old and new world), and the Iñupiat peoples, just on the Alaska side (as far as I’m aware).

If you do mean Canada, then you’re getting onto the polar ice cap… and this is also not completely uninhabited. This territory would belong more to Inuit peoples.

In short: you’re at a pretty large risk of having this school be on Indigenous lands, and whether or not it’s a colonial outpost or simply a safe haven depends on how they go about it.

It is possible that there is a genuine, respectful relationship between the Indigenous peoples and the school. The school would have to surrender its land ownership to the people local to the region, respect hunting grounds, not muck with the ecology of the place, and help the people of the region. They would, essentially, acclimate into Arctic life, creating a cultural hybrid between their old customs and what is required to be in the Arctic.

But if you start to have this school try to recreate European ideals, foods, and have them insist their way of life is the only way that can exist, then your magic users have become colonizers. It’s, unfortunately, that simple.

The thing about this island is: Indigenous peoples would’ve known about it, probably before these magic users did.

Arctic peoples also crossed between Russia and Alaska “late” (after the land bridge sank), and very well could have found this island in the time they travelled by water between the two countries. Late is relative, because it was still at least ten thousand years ago.

That land could very well have been inhabited before the magic users got there, which means they would have had to be extremely respectful to not colonize that land. As I said above, it’s possible to be respectful, but requires the magic school default to Indigenous voices when it comes to how to live there.

If it’s uninhabited, then it’s likely known about. These magic users probably don’t have enough magic to completely alter the wave patterns of the ocean, which an ocean-navigating Indigenous people would absolutely know how to use in order to find land (this is one of the ways many peoples navigate at sea).

The other option is the school is actually Yupik or other Arctic peoples founded and uses their belief structure, which would require an intense amount of working with the peoples in question to inform your worldbuilding. 

To be clear: you still need to account for Indigenous peoples and research/talk to members of the peoples I listed above. It’s just going to be less work if you stick with a European magic system and have them be visitors working heavily with Arctic peoples, instead of having the magic system be based in Arctic peoples’ customs.

I’m not from the Arctic. The Arctic has a unique colonization history that I’m not very well educated upon, beyond the fact it’s unique, recent, and suddenly devastating. I cannot advise you on this any more than saying you are on Indigenous lands. I would strongly suggest you look at all of the other “remote, uninhabited” compounds you’ve created to see what Indigenous peoples live in those regions, as well. 

The idea that the earth is mostly barren and unused and lacks meaningful human presence is a colonialist myth that is used to perpetuate the concept (white) Europeans can move in without consequence. Many harsh climates have Indigenous peoples living there, and any magical communities need to do similar practices to the ones I outlined above.

Make sure they’re not taking land, and make sure they learn how to respect it the way the local peoples do: sustainably. That’s the bare minimum.

~ Mod Lesya

Indigenous Peoples arctic peoples Yupik language langauges bilingual Magic magic school colonialism geography asks

Splitting Coded Cultures into Magical and Non-magical?

@mariamiirabela submitted:

I (white) am writing a fantasy novel where there aren’t fantasy races, just humans who can use magic (MHs) and who can’t (NMHs). NMHs can’t use magic by happenstance, long story short they were sabotaged when the creator was bestowing magic on their creation. MHs and NMHs developed separately after that, so there’s a pretty clear geographic split. now the major MH and NMH empires are locked in conflict over some stolen magical artifacts, and my main character (NMH) has a sort of unknowing romeo-juliet with a MH pretending to be a NMH for espionage purposes.

is it offensive, or even disrespectful, to have broad cultural groups inspired by real-life groups (at the scale of west africa, eastern europe, central asia, etc.) that occur across the MH/NMH divide, with distinct cultures on either side that are influenced in terms of architecture and clothing by geographically analogous cultures? or is that too “this culture gets magic bc they’re better,” and in that case, should I redraft the creation story so that somehow each culture has separate populations of MHs and NMHs, since the separation is essential to the plot?

You answered your own question, friend. Go with the latter. Redraft. 

~ Mod Rina

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How To Blend Cultures (Without Making Impossible Mixes)

This is a guide specifically about fantasy worldbuilding. WWC gets a lot of questions around “I’m mixing two cultures together, how do I do that?” and this is to explain both how to do that and when you very much should not.

For starters, you should avoid blending empires with their surrounding properties, especially if there is recent political strife along those lines. This is why Japan/China/Korea (or even China/Tibet) mixes should not be done. For more information on that, take a look at Research:Large to Small Scale, Avoiding Homogenizing East Asian Cultures, & Paralleling Regions Appropriately.

Next up, mixing Greece/Rome with far-flung cultures gets a little bit eyebrow raising. Unless it was a direct trading partner/conquered property, Greek/Roman cultures do not mix with non-European cultures. The Greek empire only went to the Northern regions of India at its very peak, and that is limited to the ancient world. Rome stopped in the Middle East, so, again, you don’t have the cultural backing for a mixing of anything outside of its borders. 

Depictions of Rome and Greece in ancient literature shows other ancient cultures found them quite backwards, and were adverse to mixing with them. By many standards they were very backwards, and it’s only Europe (and, as an extension, America) that revered them to the extent they do. Asia and Africa had no reason to see them as advanced, because they made many more technological advancements than either. North America and Oceanic cultures hardly interacted with either, and had both their own technological advancements+ cultures closer by to borrow advancements from, instead. 

Outside of that, cultures are born out of the environments that made them. As a result, places with wildly dissimilar climates and resources pools will not be able to blend harmoniously unless you’re taking a modern analogue society where globalism has happened. This is plain old because resources only travel so far, and people are more likely to build culture around resources they have easy access to (even well-established trade links can lead to people re-creating things: Han purple and Egyptian blue point to an ancient trade link, but they were made with local materials processed differently).

Roman architecture exists because the Romans had access to copious amounts of concrete materials/marble and lived in the Mediterranean, which got very hot summers, heavy rains, and not a whole lot of cold. As a result they created structures that worked for this, which included open airways, pillars, easy to clean floors, shade, and ventilation. Places that lack these resources will not be able to replicate Rome.

Their resource pool was very specific to their regions, and there’s a reason Rome had the rule that anybody who did’t live like Romans were slaves: it was really hard to live like a Roman, and they wanted their slave pool as large as possible. 

Different cultures with different resources formed in wildly different ways, and might not even have anything similar to Greece or Rome. Because of this, you need to look really close at why culture developed the way it did. If it’s because they had extremely dissimilar resources pools, it’s wise to not blend the cultures (or at least not think they’ll look anything like their original cultures) 

Which brings me to value systems. Cultures put value on different things. Each culture ends up with a base philosophy for what they esteem and how they use resources, which proceeds to influence how it develops. Architecture has meaning to it. So does what colours you use in different applications. Because these things are sacred and/or practical for certain social orders. “Sacred” in cultures ends up becoming a shorthand for “this ritual helps us survive.”

There is no such thing as “aesthetic” when you get down to the root of each single item, because that aesthetic has a practical purpose. There is also no such thing as a “solely religious reason” under the same logic. Cows have become sacred in most varieties of Hinduism— because cows (and oxen) have been the main farming animal in the Indian subcontinent for millennia. They provide milk for sustenance, power for ploughing fields, and dung, which can be used as a floor polish and, when dried, a source of fuel for fire that gives off a more even heat than wood. As a single provider for crucial elements of agrarian life, their sacredness developed from their practicality. Having cows roam freely meant absolutely everyone could have access to an efficient cooking fuel.

Chinese brush painting has meaning. Jade sculpture has meaning. Pagodas and sloped roofs and gates have meaning. The philosophy, environment, history, and present circumstances of a culture is built into every. single. little. thing. about that culture, meaning you cannot just change it out.

Unless you learn the very root of culture, their values and stigmas and honours and shames, you cannot modify it accurately. Cultures survive because that was the best way to respond to the world at the time. A long-standing culture such as China’s has to be functional and incredibly well suited for the environment, otherwise it would not have survived. There is something about Chinese culture that works extraordinarily well for it to perpetuate itself, and you cannot disrespect that.

Learn the “why” of culture. Learn how it came to manifest and the reasons behind its manifestations. Study the geography and resources available to the people at hand. Know a culture so well you can explain how it works in real life and how your world’s history parallels the circumstances that created a similar culture in fantasy.

Only then will you be able to pull it off with respect.

~ Mod Lesya

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Humanoid Species, Skin & Eye Color by Geography

@stillmeadows asked:

I wanted to write a fantasy story with a type of humanoid species. But I kind of wanted to make their skin and eye color and general appearance due to the climate and geography of where they live. Anything I should avoid or general advice?

So the main thing that drives skin tone is the amount of vitamin D people receive. If your humanoid species relies on vitamin D, then you’ll be working with human limitations for skin tone. If your humanoid species relies on something else, you’ll have to figure out those mechanics.

Very few foods produce vitamin D, so the primary source humans get is through their skin. Darker skin blocks out vitamin D, while lighter skin lets more in. The trade off is, light skin is more susceptible to radiation and therefore is more prone to cancer (key term: more prone. Dark skinned people can get skin cancer, too. Evolutionary advantages aren’t perfect). Vitamin D is critical for calcium and iron absorption, hence why kids who don’t get enough sun develop rickets (de-calcification of the bones).

As a result, the weaker the sunlight in a person’s natural environment, the lighter their skin had to be to survive till reproductive age (and in the case of people who can get pregnant, survive the pregnancy itself). In places that receive lots of sunlight, darker skin is an evolutionary advantage because the person is less likely to develop cancer and sun poisoning. 

The Inuit are an exception to this, because they receive ample vitamin D from the fish in their diet. Their migration to the north was fairly recent, as well (10,000 years which is nothing in evolutionary terms), but they don’t have any particular advantage to losing the darker skin just because they don’t need the sun to receive vitamin D.

The same is true for eyes. Dark eyes have slightly more protection against the sun than light eyes. It’s not absolute (the genetics around eye colour are terribly understood, and you can get so much eye colour variety I’d take this with a grain of salt), but it’s a factor. 

When it comes to body characteristics, people in cooler environments have a tendency to hold more fat just because they need the insulation. There are even some studies that show torso size is indicative of race (source: http://www.livescience.com/10716-scientists-theorize-black-athletes-run-fastest.html), which, when you consider the general cultures of nations, makes a certain amount of sense. Walking long distances in a shorter time is an advantage if you’re hunting, while broader torsos are better for heavy lifting.
Basically, the principle is to figure out what these people rely on to live… and also know it’s not perfect. Human evolution works in generalities, and it also works on “is it a bug or feature? yes”. So despite these super broad strokes, there will be lots and lots and lots of exceptions. A Gaelic person will have more DNA in common with an Arab-Egyptian than another Gaelic person a town over, as my sociology prof once told me.

In general, try to avoid animalistic comparisons for darker people. If you have animal comparisons for all the groups, that’s one thing, but if it’s just for one particular skin tone you’re going to run into trouble. There is so much historical context for that I would rather not get into details. But if you start implying Black and Indigenous people (including Australian Aboriginal, Native American, Ju'hoasi, Polynesian, the list goes on) are various predators you have some huge issues. Many of these groups were actually covered to hunt legally under big game licences. 

For example, if you had every member of the humanoid species be “cat like”, that’s one thing and is a relatively safe comparison. But if the lighter members of the species were “cat like” and the darker ones were “monkey like”… you’re getting into very, very offensive territory. Take a look at various historical codings for PoC and get a general list, then preferably avoid those comparisons (if you can’t, make them apply to everyone).

Hope this helps!

~Mod Lesya

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Naming people and places while avoiding explicit coding and stereotypes

Hello!

I am writing a fantasy story and am worldbuilding. The planet is earthlike in nature (liquid water, oxygen atmosphere, etc). The people on the planet (humans) were created by the four gods that created the planet (earth, air, fire, water deities) and the people were born from the land which they inhabit. To clarify, people living in a tropical rainforest climate have dark brown/ reddish brown skin to blend in with the trees while people living in a desert climate have beige-y bronzed skin to blend in with the sand. 

I study evolutionary biology, so I’m using that to help create the races of people on the planet. They are adapted to their environments, accounting for skin color, muscle tone, eyesight, etc (kind of like how animals adapt to their environments, but not in a derogatory way or anything) Each race has their own culture stemming from the geography and the resources available to them.

My problem comes when trying to name people/places/things. My first instinct is to draw upon existing languages and adapt them. Ex: tundra/snow inhabiting peoples speak a language similar to existing scandinavian/russian/eastern european languages and tropical inhabiting peoples speak a language similar to pourtuguese/spanish or telugu/malay/javanese and so on and so forth

However, I’m trying to make the cultures of my peoples unique, drawing upon multiple cultures and my own imagination for inspiration and not simply coding one specific race or ethnic group. How should I go about naming people and places of different races without alluding to an existing culture? Is that even possible? For example, would it be rude to draw upon traditional west african languages for inspiration of naming places and people in a tropical setting if the culture I create is nothing like the culture of west africans?

Or am I just over analyzing things? *sigh*

Howdy, @thebiomaster! 

There are plenty of worldbuilding and culture-coding articles on WritingWithColor (look in the tags), but in regards to your primary concern of naming things, there is a subject that I don’t think we’ve gone over too often: phonotactics. 

Phonotactics is basically …The “rules” of what can be a word in a given language. It’s a study of the patterns and constraints in a language’s soundset, a sort of quantifying of why “vlim” could pass for a word in English but “mtar” couldn’t.  If you look up, for example, ‘Spanish phonotactic constraints’ you can find breakdowns of what consonant and vowel combinations occur and do not occur in the language, and even syllable patterns and vowel-to-consonant ratios. With some reading on phonotactic constraints, you can get the vibe of a given language and use that as a scaffolding to make up unique names that sound like they come from a real language, capture the ‘vibe’ of a given language, and yet not be an explicit (or obvious) copy. 

Now, which languages would you want to pick for which cultures?

Naturally, you would do well to NOT pair cultures that have a rocky history with one another (for instance, I would not by any means use a French-based language on a Vietnamese-like culture), but picking a language based off of shared climate/terrain and not shared culture, is completely legitimate.  There is study on the correlation of climate and language, after all. For example, look at the work of Caleb Everett, correlating tonal languages with humid regions. 

After doing this, if you wanted to take linguistic world-building a step further you could consider the terrain of your world and identify the conquerors, the traders, and the isolationists within it, and look at the geography of the world and locate the places where these different cultures are most likely to interact and thus have a transformative effect on the languages in the regions they most commonly interact.  Decide whether there is an attempt in some nations to standardize its language(s), such as through an official language or a universal writing system.

- Rodríguez 

submission linguistics worldbuilding names naming phonotactics recommendations resources culture geography settings asks

queenemib asked:

Hi, I'm writing a fantasy book set in a universe devoid of European culture and presence that is placed in an island setting. I want to create different factions based on East Asian, South American, Native American, Middle Eastern, African, and different Island Nations, though don't want to get things wrong or be offensive. Being a POC myself, how can I accurately take influence from these cultures?

Island Factions Representing Different Cultures

You can’t.

Many of the broad, overreaching cultures you pulled from are continental. This means they developed on huge land masses that provided them with certain resources allocation. Island nations, on the other hand, developed with very limited land space and have had their cultures change accordingly. You can’t interchange one basic geography for the other. It’s either impossible or more work than it’s worth.

If you insist on an island setting, stick to island nations. There are dozens to choose from, including Polynesia, Indonesia, Taiwan, Japan, Madagascar, the Caribbean, and others. You can still have an extremely diverse fantasy world using just island nations and represent quite a few groups more respectfully than if you try to cram cultures into geographies they don’t belong in.
If you really want to include African, Middle Eastern, and Native cultures, make continents with the same resources and geography as the cultures you’re representing. That’s the only way the cultures will transfer.

-Mod Lesya

queenemib culture cultural misappropriation continental continents countries island settings geography asks