Worldbuilding Series Part 3: 2008 and onward (to glory?)

This post is the third in a three-part series. You can find parts one and two at these links.


Most of the conventional wisdom directed at developing writers says to finish your early stories, pat yourself on the back for having completed something, gather up the lessons and the practice you came away with, shelve it, and move on. That’s probably good advice.

I have not done anything remotely like that, and there’s something interesting that happens when you re-write the same story from the beginning a whole crapton of times, assuming you chuck the previous versions and work from memory. A couple of interesting things, really. One is that as you retell and retell and retell, the story takes on this folkloric quality in your mind, like you’re handing down your remembered version of a tale that was handed down to you by someone else. Another is that as you inevitably forget details, only the essential survives, and the skeleton of something new emerges.


Phase Three: rebirth

The map of Asrellion as published in Mornnovin (2019) and Trajelon (2020).

I’ve written before about the bleak, dark period of 2006-7 when I was so burned out that I lost the ability to do most everyday tasks. Luckily for me, because I’d by then spent literally decades developing the Asrellion sandbox, it took practically zero effort to pop in there to mess around with bits and pieces of what I referred to at the time as “Asrellion crackfiction” – writing that I wasn’t thinking of as canon, just a bit of light fluffy entertainment with an intended audience of exclusively me, to take my mind off of how much I hated everything that was happening around me.

Thing of it was, I eventually realized that, uh, I actually had some good material there that I would hate to waste. Kind of unintentionally, I found myself thinking about what would have to change in canon, exactly, to make this stuff usable.

And just like that I was mentally drafting a complete overhaul of Trajelon.

As soon as I realized I was serious about actually doing it, I also had to face the unfortunate facts: there would be little point in writing a sparkly brand-new fantastic version of Book 2 in a series that at that time began with an admittedly weak Book 1.

So there it was: write the whole trilogy all over again, or finally move on with new stories and let these lie in the past. Which, to be clear, would have been a legitimate choice that is often the correct one. But I was, I realized, too excited about this theoretical new Trajelon to walk away now. Which brings us back to Mornnovin.

Okay, so, there’s no point rewriting a book for the fourth time if you’re just going to tell the same story all over again. That much seemed clear right away. And because in 2008 I was neck-deep in the fanfiction community, that was basically the height of my awareness of both popular and unpopular tropes.

Something that everyone who has ever met me knows is that I have a real defiant streak. I say streak, but it would probably be more accurate to say that I’m like at least 85% composed of pure no at the DNA level.

I state this as a matter of fact devoid of value judgment, not to make the claim that being a stubborn asshole is a desirable trait, but to explain how it is that when I sat down as a mostly-grown pseudo-adult to think about what a reimagined Mornnovin would look like, a significant factor at this stage was a desire to flatly call out, deconstruct, reclaim, revamp, discard, update, and/or examine the well-known tropes of the fantasy genre. If Mornnovin redux had any one single guiding principle at the drawing board stage, it was this.

As an outgrowth of this mindset going in, it wasn’t just the plot or the characters I submitted to re-examination. It only makes sense that as the work progressed, I found myself re-litigating every single established element of the worldbuilding that had gone into creating the world of Asrellion to that point. Some past decisions made the cut. Many did not. Some that did, I felt needed some expanding in order to explain why that would be the way things are. Maybe more importantly, I questioned established staples that I’d never even thought to question before.

(Why would the calendar in another world begin the year in the dead of winter like ours? Like, it could, but what would the reasoning be? Why would months directly correspond to ours? Is the year even the same length as ours? Should it be? Why would there be the same kind of color-based racism that we have on Earth? Why do I assume as a matter of course that historic Earth sexism would be the norm throughout all cultures of a fantasy world I’ve made up from whole cloth? Why is everyone white? Does a conlang need to gender its nouns just because the foreign language I was learning at the time that I started creating it does? Would it even make sense for the language of a culture with no strong delineation of gender roles to be built on heavily gendered foundations? I mean that one was a clear nope, what was I thinking. Etc.)

Asrellion is dead; long live Asrellion! The third post in a series about the evolution of the world of Asrellion.

In general in my life I would say this was a period of refining my assumptions, deepening my understanding, maturing my ideas, and consciously attending to the direction of my personal growth. That translated directly into the evolution of Asrellion. The heavy lifting was already done; this was (and is) the time of fine-tuning.

Of realizing that writing Fantasy well doesn’t mean simply replicating what the genre has already established, but deciding what sort of reality I want to project into the world, what sorts of things I want to be saying, which stories are important to me. And because of my defiant streak the size of the Grand Canyon, this has meant a lot of deliberately rejecting What Is Done.

We can thank the Modern Era of Asrellion for:

  • the final map (sadly sans inter-dimensional portal)
  • Tomanasíl’s relationship with Gallanas, which makes his whole deal finally make sense
  • finally the realization that the denizens of a fantasy world need not be uniformly lily-white (and that it makes little sense for them to be)
  • Gay Elves!
  • final name changes for several characters (lookin’ at you, Cole)
  • the current refinements to the grammar and vocabulary of Elven
  • Sovoqatsu Farínaiqa. You’re welcome.
  • this Katakí Kuromé – other iterations were your standard moustache-twirlers
  • Sekarí
  • moving away from the standard “and then everything was solved with a really big battle” trope, toward
  • resolutions that are more about character, relationships, individual growth and change, and cooperation over conflict
  • Lyn’s colorful swear catalogue
  • magic as science
  • Narías’ temporal peculiarity
  • most of the fun little magical doodads like rovanan, sound boxes, and the Nírozahé
  • my voice, such as it is
  • the elimination of certain yucky tropes and plot devices that no longer serve the stories I’m trying to tell
  • more effective use of the in-world elements I’d put in place over the years
  • whatever sophistication the work can boast of
  • a significant reduction in Tragic Content™ (if you can believe it)

Obviously, my work on and in Asrellion is far from finished. With another book still to add to The Way of the Falling Star, several short stories still in the cards, and an entire multi-book series loosely outlined about the creation and early days of Asrellion, it goes without saying that things are going to continue to morph, shift, grow, come together, and fall away in the years ahead. New people, new magic, new histories are bound to emerge. And I’m not done evolving either, both as a writer and as a human who wants to say things.

It remains to be seen what the Fourth Era of creation will end up looking like, but it seems pretty clear to me that I am transitioning into a new phase.

Partly because it’s been five years now since I last did any major work in Asrellion, and those five years have been tumultuous, significant years both for me personally and in the larger real-world sense.

Partly because I’m now having to learn how to work with a cognitive disability that, it seems, can be managed but not entirely cured. (That remains a bit up in the air. I’m doing better on my current treatment regimen, but better is relative. Can we improve my cognitive function still further? Is this as good as it gets, now? Too early to say, but I am someone different now, as a creator.)

Partly because my living and working conditions are vastly different now to what they were the last time I did any real writing or worldbuilding in Asrellion and I have yet to see the effect that’s going to have on my process.

But also? Largely due to the way that the real world that I have to exist, think, and create in has changed. I haven’t completely teased out what that means regarding the direction I’d like to take Asrellion in from here, or the impact on the kinds of stories I want and need to tell. That’s one of the reasons why Book 3 has been so slow to coalesce.

I’ll have to get back to you when I do figure out what Phase Four brings to the evolution of Asrellion.

Who knows. Maybe we’ll circle back to the talking animals.


The History of the History of Asrellion parts one and two.

Worldbuilding Series Part 2

This post is the second in a three-part series. You can find parts one and three at these links.


Earlier this week I started talking about the early days of creating an entire fantasy universe from scratch, in answer to a question about how that worldbuilding has evolved over the years. Because I’ve been working in this universe for such a long time (since I was ten years old in 1989!) there have definitely been stages to that evolution.

In the previous installment, I described how the first details of Asrellion emerged from the tip of a child’s brain as she explained it to the new girl she wanted to befriend. And how, really, a lot of that early worldbuilding was pretty stupid. No fit foundation to build further work on top of.

Also, when you’re ten years old, then eleven, then twelve and onward, you’re constantly changing your mind about what you like, what’s interesting to you, what’s cool. You’re always learning new things and adjusting your understanding of the world and of yourself accordingly. You try on new self-identities like a new outfit every few months. All of this is just part of growing up. So in a very real way, Asrellion grew up with me through those years.

The next era of worldbuilding, as I started to clean up that mess while making new ones, was tumultuous but extremely productive.


Phase Two: I Have No Idea What I’m Doing, Actually, But That’s Okay?

When I was a toddler, The Hobbit made me want to write stories, but when I was sixteen, a book called Tigana made me realize that there’s a difference between writing a story down and storytelling. It honestly changed my life. Not immediately for the better.

The cover of Tigana by Guy Gavriel Kay.

After the utterly amazing and emotional storytelling journey of that book, I’m afraid I went through a pretty severe “I don’t know how to do that and I lack the ability to ever learn, so I should just give it up” phase. I’ve… had a few of those over the years. (I almost had another, many years later, after reading American Gods, but by then I was old enough to snap out of it by deciding that it didn’t matter if what I was writing was trash, comparatively, or if no one was ever going to read it, I still had to write.)

I did make another attempt at Mornnovin in junior high and high school after a friend lost more than two hundred pages of the original draft(!!!), forcing me to start over, but I wasn’t any more satisfied with that one than I was with the first.

But, while I was busy wallowing in this Imposter Syndrome, I was also reading a lot. A lot. I went to college as an English major and read a lot there too. And because I’d had my Storytelling Awakening, I was now really noticing what things did and did not contribute to an effective and well-told story. Even though I’d convinced myself I could never learn how to do it like the greats, I was, after all, learning.

The thing about being a writer, even one with Imposter Syndrome, is that you never completely stop making stuff up. In fact, what has usually ended up happening to me is that the more stymied I feel on the storytelling front, the more I tend to lean into thinking about the tiny unrelated details of the world that I feel like I’m being locked out of. Can’t write a story, I guess, but I sure can hyperfixate on calendars or spend an entire week thinking about how elves would go about having snowball fights!

So this became the heavy lifting phase of the evolution of Asrellion. Most of the names, places, dates, history, cultures, and intent shifted during this time, in my early to late twenties. I attempted yet another version of Mornnovin, and this time I actually made it all the way through an entire trilogy plus a related stand-alone novel. As the work progressed, the worldbuilding naturally filled itself in.

This era, roughly 1996-2008, is where we can trace most of the development of elven history and culture, as I finally gave serious thought to the elves I was writing rather than simply coasting on Tolkien’s work. It’s also when Tomanasíl Maiantar started to be a real character and not just a cartoon villain with no other purpose but to stand in the way of whatever cool thing Loríen wanted to be doing.

Not coincidentally, these were also my big fanfiction years. As a reader of fanfiction, and later a judge for an awards site, I came to be aware of which fantasy and storytelling elements people think of as “tropes,” which are considered overdone, and which are fan favorites. To be completely honest, fanfiction taught me more functional, usable information about the nuts and bolts of writing than school ever did.

I finally started keeping notes, which is probably important and one of the only useful things I took away from college. In fact, I sort of became obsessive about keeping everything consolidated in this cool three-ring binder with a pretty sun-moon-and-stars design on it. (Sadly it was one of those floppy binders and it eventually fell apart.) It gave me a unique thrill of satisfaction to flip through all of my reference materials and be able to actually see how much worldbuilding I was doing.

Possibly one of the biggest single things I did to grow the worldbuilding at this time was getting really serious about the conlang. There was an exercise I developed in these years where I would take a page of existing material – mine, someone else’s, whatever – and translate the entire thing into Elven. That meant figuring out consistent grammar applications; more, it also meant stopping every few words when I would encounter one that I hadn’t invented in Elven yet, giving some thought to the kind of sound that concept would have in the mind of an elf, doing a bit of research into existing world languages to sort of get a feel for the way people all over the world hear and think about that concept, then crafting something of my own. Doing whole pages like this got me way deep into building my own language. Who knows – maybe I’ll publish an Elven guide someday.

Two pages from my reference binder. A poem translated into Elven, left, and a poem written out in an early version of the Elven script, right. You can see evidence that I was still working it out and testing things on the page.

Aaaaaaaalsooo, and I almost wasn’t going to admit this, but… playing a lot of The Sims 2 during this time really helped me to see the various side-characters and locations and families as real entities going through the mundane business of daily life. Yes, I’m saying that I built various Asrellion locations in The Sims, popped my characters in, and watched them go about their lives. Apart from being terribly amusing (Sim!Lanoralas really really really hated Sim!Qroíllenas and honestly tried to spend all of his time working out on the weight bench. Chill, man. Sim!Neldorí is exactly what you would expect and never quit, and consequently, all of the other Sims hated him), it provided me with some unexpected insights into the social complexities of life in Asrellion. Yes, really. One reason the world of Asrellion feels lived-in is because I spent many computer hours actually watching it be lived in.

I think it also can’t be denied that the evolution of Asrellion was significantly impacted, in ways that are impossible to quantify, by seeing the major fantasy influence of my childhood brought to life on the big screen during these years.

Despite multiple stops, starts, dry spells, and mind-changes, this long phase of Asrellion’s evolution gave us:

  • solid prototypes of Mornnovin, Trajelon, Eselvwey, and the related Faríel, which you don’t know about yet
  • a more “human” Tomanasíl
  • map names and geological features that were the result of more than spur-of-the-moment thought – including “Asrellion” itself
  • most of the grammar and vocabulary of the Elven conlang
  • detailed visualizations of the individual cities of Evlédíen and the structure of elven society
  • a slimming down of the characters and story elements I was trying to cram into each novel
  • serious conceptualization work on Elven, Grenlecian, Telrishti, and Mysian cultures
  • much pondering of what it would mean to be immortal
  • the Creation Myth
  • fleshing-out of the deep history of Asrellion
  • Autumn Festival
  • the first throwaway appearance of a bodyguard named Sovoqatsu, somewhere in the middle of Eselvwey
  • The Eleven Noble Houses
  • endless “what would x character do in y situation” thought exercises
  • a noticeably Shakespearean flavor and tragic bent
  • the first binder full of detailed – and I mean detailed – supplemental notes, including
  • the first Elven glossary
  • the Elven alphabet
  • elven poetry (that you’ll never see lol)
  • the history of Naoise’s family
  • so many timeline charts
  • a brief obsession with pearlescent colored gel pens
  • the first time I thought about the calendar in Asrellion
  • rough outlines and character profiles for a 7-book series on the early days of Asrellion

I do still have a copy of the map from these years, but it’s pencil-drawn and far too smudged now to be of any use to anyone. A nice memento, I suppose.

An old pencil-drawn map of Asrellion on lined notebook paper, smudged beyond recognition.

This era is technically not the longest but is definitely the meatiest stretch in the history of the history of Asrellion. That’s because this is when I was learning how to do what I wanted to do, and how to be more thoughtful and intentional about doing it. It’s not a coincidence that I was doing a lot of living in these years too. Living is how you develop any ideas worth actually writing about.

Which set the stage for Phase Three.


The History of the History of Asrellion parts one and three.

The History of the History of Asrellion: Part 1

This post is the first in a three-part series. You can find parts two and three at these links.


Long, long ago in the once upon a time, a child drew a map to impress the new girl at school. The child often drew maps, but mostly they were of places that already existed because someone else had already created them. This time, the place did not exist until the map was finished, because no one else had created it yet.

Asrellion was born.

It really was that simple – and simplistic – back then. I mean, I’d always been making up adventure stories in my head and pretending to fight orcs and dragons and things in my playtime. But up until that moment, I’d never committed anything to paper. I’d never settled on any continuous canon details. I just liked to pretend that I was an elf sometimes, usually a tragic orphan because so many of the stories are about tragic orphans (and because being the youngest of seven children, an introvert in a household of nine people, I loved the idea of being alone.) Usually I was in Middle Earth, because I was very familiar with Middle Earth. The important thing was that I had a cape, and a sword, and a trusty steed (played by my bicycle), and bad guys to defeat. The details were inconsistent and irrelevant up to that point.

But this, when I drew that map? This was the first time I started making up stories in a place with a name I’d invented.

Turns out, though, there’s a lot more to developing an entire fantasy world than just drawing a map and slapping a few made-up words onto it.

The evolution of Asrellion, in life as in-universe, can be looked at broadly in three phases: 1. excited, naïve, careless genesis; 2. cautious slowing and intentional retooling – the heavy lifting years; and 3. rebirth, carefully making thoughtful tweaks and additions while watching the world grow organically as life moves through it,


Phase One: flinging oatmeal at the wall

I really wish I still had that first map so I could show you how ridiculous my little-kid ideas were, but also how surprisingly-not-as-different-as-you’d-expect the final form of Asrellion actually is. It probably looked something about like this though:

Why does the landmass have no southern edge? Why is the entire world a single continent? These and many other sensible questions will never have any answers because children don’t know shit.

What’s extra hilarious is that back when I was 10 to 12, I had this starry-eyed notion that I’d write these stories and send them anonymously to some publisher who would be like “THIS IS AMAZING. THE NEXT TOLKIEN. SOMEONE FIND THIS GENIUS AT ONCE SO WE CAN SHOWER THEM WITH ACCLAIM!” and then I’d reveal that I was A KID and everyone would be so shocked.

So as you can see, the first phase of Asrellion was not terribly serious.

What it was, was fun. My friend and I would share our princess adventure story ideas with each other, and together we came up with a loose mythology for the worlds we were playing in. There wasn’t a lot of consistency but it didn’t matter. What mattered was fun and creation. We’d get together to play and a new adventure would emerge.

I think exactly two names from that first Asrellion have survived from their earliest incarnation into the present day: Grenlec and Telrisht. Maybe Dewfern also? Not a single one of the characters, although Lyn is close – formerly Lynne. The main cast of characters were almost all around by the first version of Mornnovin, though, and more or less like themselves. The name of the world did at least begin with an A, but it was a horrifying portmanteau of three or four nonsensical things that I happened to have on my mind at the moment that I blurted it out.

Some of the delights we’ve lost since that first draft include but are not limited to:

  • a talking unicorn
  • talking horses
  • a whole pack of helpful dog friends
  • an inter-dimensional portal (yes, really)
  • an undead army brought back to fight for the bad guy Black Cauldron-style
  • a plucky comic relief dwarf character
  • a zany, possibly-mad wizard who helped the heroes when he felt like it
  • random magic rings
  • magic singing
  • a magic sword
  • Lyn and Loríen as identical twins so hilarious mistaken-identity hijinks could ensue
  • a really kickass dragon fight
  • a visit to a whole entire fairy city
  • secret waterfall caves
  • everyone in love with Loríen, actually
  • so much kidnapping
  • just, like, so many magical doohickeys
  • a hundred distracting and unrelated subplots
  • at least 80% more angst

I wasn’t writing down any of the lore during this time, roughly 1989-1996, which is a shame. In fact, I still have copies of absolutely none of this early writing or worldbuilding anymore. (Most of my earliest recorded stories were saved on floppy disks which erased themselves spontaneously. There was swearing.)

The only form in which any of this has survived is in the DNA base code of what came after.


The History of the History of Asrellion parts two and three.