marycatelli (marycatelli) wrote,

question leads on to question

Ah, research.  If I actually put in the scene where my character escapes a sailing ship, I need to know the name of the boat it would carry.  Which raises the question of what sort of era ship it is, perhaps.

Which then raises the question of whether it really has a parallel.  If a world routinely had wizards who witched the wind into the sails, how would that affect the building of ships?  Assume stagnation and pick a name for something like the era?

Especially given that the ships I am working with do not sail extremely far.  (It's magic.  I read a comment about bad world-building, namely putting pirate strongholds far, far, far away from any possible trade routes.  So I figured out a way where that would not matter.  0:)

And all this while still wrestling with the notion of whether to open the story that early. . . .

Tags: beginnings, research, travel, world-building: geography, world-building: magic (effects), world-building: technology

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