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Setting

Things to remember when creating Setting:

❖ Fictional worlds function consistently under a set of regulated rules that pertain

to that specific setting. The setting determines what can and cannot happen.

❖ Time

➢ era, historical events that shape the history, how much is done within a

length of time (i.e a day), etc.

❖ Place

➢ weather, seasons, climate, nature (plants, animals, etc), etc.

❖ Physics of Nature

➢ laws of functionality, motion, etc. (i.e gravity? Lack of?)

❖ Societal fundamentals

➢ Societal hierarchies, class differentiations, organization of populations,

transportation modes, authority keepers, demographics, politics, laws, etc.)

❖ Mannerisms, behaviour, and customs of the inhabitants

➢ Communication, sources of information, treatment of each other, norms,

language (phrasing, slang, common speech, differentiation), food,

entertainment, holidays, etc.

❖ Mood & Atmosphere


➢ How does the setting make the reader and the characters feel? Is it

intentional? Do the characters define the mood and atmosphere or is it the

other way around?

Start with a basic place and time

What do they eat, treat things, what lives there, who lives there

Ask yourself about your own story first – so you can strengthen it = reader will not be

confused

Make timeline – from character’s pov or from beginning of that universe

Decide time (past, present, future) and then expand – flashback? Time travel ….

Make laws, govt, formal structure of this society

What does society value? The people value? (individuals)

Demographics – race, religion, creed

Inhabit your world – figuratively live in your world

A Plausible Abode

❖ Besides furnishing a plausible abode for the novel’s world of feeling, place has a

good deal to do with making the characters real, that is, themselves, and keeping

them so.

- ( Eudora Welty, The Eye of the Story)


❖ Key question: What knowledge and skills do I have, do I think I need, to best tell a

story? Voice, literal and physical and figurative.

➢ Start with a basic place and time

➢ What do they eat, treat things, what lives there, who lives there

➢ Ask yourself about your own story first – so you can strengthen it = reader

will not be confused

➢ Make timeline – from character’s pov or from beginning of that universe

➢ Decide time (past, present, future) and then expand – flashback? Time travel

➢ Make laws, govt, formal structure of this society

➢ What does society value? The people value? (individuals)

➢ Demographics – race, religion, creed

➢ Inhabit your world – figuratively live in your world

❖ Show, not tell…

➢ When you created the story of an island

❖ SETTING

➢ Genre – science fiction, fantasy

➢ Figure out when (time specific, era past present future)

➢ Weather

➢ Who is in control – govt , society ‘s set up

➢ How the world was created

➢ Relationships

➢ What conflicts will arise for characters in this world because of the elements

of this world
➢ What does this world, society value

➢ What the inhabitants are doing

➢ Animal mineral plant

➢ Urban rural

Examples:

❖ Araby (James Joyce)

➢ North Richmond Street, being blind, was a quiet street except at the hour

when the Christian Brothers' School set the boys free. An uninhabited house

of two storeys stood at the blind end, detached from its neighbours in a

square ground. The other houses of the street, conscious of decent lives

within them, gazed at one another with brown imperturbable faces.

Full story at:

http://www.englishclub.com/reading/story-araby.html

Definitions

Metaphor:
- a figure of speech in which a term or phrase is applied to something to which it is
not literally applicable in order to suggest a resemblance, as in “A mighty fortress is
our God.”
- something used, or regarded as being used, to represent something else; emblem;
symbol.

Symbolism:
- the practice of representing things by symbols, or of investing things with a
symbolic meaning or character.
Simile:
- a figure of speech in which two unlike things are explicitly compared, as in “she is
like a rose.” Compare metaphor.

Pathetic Fallacy:
- the endowment of nature, inanimate objects, etc., with human traits and feelings, as
in the smiling skies; the angry sea.

Allegory:
- a representation of an abstract or spiritual meaning through concrete or material
forms; figurative treatment of one subject under the guise of another.

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