Inspiration from the droughtlands [part one]
One of the most important things I look out for when I crack open a new book to read is the character of the world itself. By this, I specifically mean “does the world building treat the environment that the plot takes place in as a character that is just as —if not more— important than the protagonist?” A world can have depth, it can have history, it can have an endless number of spiralling tangents to explore. However, if it doesn’t have the ability to grow and change, to interact with the plot and the characters and make them react, then I find it a rather dull place to explore.
For me, it creates a perception that the environment is simply a blank canvas, a white-space at the mercy of the framework of a plot that gets dropped onto it. It’s hard to care about a character’s actions when they are alone, or about the effects of a character’s actions if none of their fellows are present in the scene.
As such, I’ve always been drawn to narratives where the world itself is an ominous threat, where it moves at plots from behind the scenes to throw a wrench in the works of the protagonist. This affinity first began for me with the S.T.A.L.K.E.R. series of video games, a trio (with a soon to be released fourth) of survival based first-person-shooters that first put you in the mud-spattered boots of an un-named mercenary as they attempted to track down their memory in the abandoned and ransacked exclusion zone that surrounds the remains of the Chernobyl Nuclear Power Plant.
Why were they intriguing? A fantastic question, especially as the games didn’t immediately explain the anomalies’ origins, workings or even reasons for being without delving into folklore and myth. The other residents of The Zone treated the area as a fickle beast that would take a man one day and spare him the next, moving with its own intentions and desires. As you progressed through the game, fighting your way towards the radioactive ruins of the powerplant itself, the mystery grows. The anomalies take new and dangerous forms, all seemingly at the whims of whatever’s contained in the long-destroyed reactor the game drives you towards.
For the S.T.A.L.K.E.R. series, I eventually found out the inspiration lies in the novel Roadside Picnic, a piece of Soviet science-fiction from the 1970s’ that presented the concept of how humanity would deal with the discarded debris of an extra-terrestrial visit. The name of the novel encapsulates the exact premise, explained in the book through an interview with a scientist that outlines the nature of the areas once visited by these aliens.
This is where the ruins of those-of-glass can be brought up. Taking the form of the remains of a civilisation far more advanced than the living can currently comprehend, they leave behind the markers of both technology and magic that must be untangled, no matter the cost. It is through these elements that I’ve sought to focus the Droughtlands as a character of its own, an element which —no matter the story— has to be dealt with.
I’ve encountered more worlds which have played off the concept of Roadside Picnic. The novel and subsequent film adaption of Annihilation by Jeff VanderMeer is a phenomenal homage that takes the reader closer to the origin of the “anomaly” than Roadside Picnic did. Novels like Sand by Hugh Howey or Lotus Blue by Cat Sparks also deal with a sand dusted world where its people deal with the remnants of an old world which has been forgotten. And I could not forget to mention the Metro 2033 novels and resulting video game adaptions when the subject of the S.T.A.L.K.E.R. series is so present here.
However, I’m yet to encounter a setting of this nature which has introduced magic to the mix, which is why I created my own. Stay tuned for more, because I REALLY should talk about where all this desert sand came from.