You know those books and movies where the setting is practically a character in and of itself? I'm talking about things like Hogwarts in HARRY POTTER, Mustafar in STAR WARS: REVENGE OF THE SITH, the wonderland in ALICE IN WONDERLAND, Never Never Land in PETER PAN, Notredame in Disney's version of the HUNCHBACK (minus the living gargoyles). There are tons of others, you name them.
I love it when authors and directors really manage to do that. To me it's just incredibly powerful and makes everything that much more real and powerful and touching. It's world building, but it's a whole other fish at the same time. In my experience the setting!characters (let's just call it that for now, shall we?) that are most powerful are the ones that aren't quite realistic, the ones that are a bit off and never fully let you figure them out. And it's an active participant, either as a plot device or more obviously (Mustafar practically plays the third duelist in the fight between Obi-Wan and Anakin/Vader, for one).
Why am I talking about this right now? Because I'm attempting it. After finishing the first draft of Order, I realised I needed to write something else for a bit to get Order out of my mind - only way to be in the right mindset when the revisions come about. I also realised I wanted to write something as drastically different from Order as Order is from Exile. Order is very minimalist. Only two characters are more than 'appearances', and they're the narrators. Only three countries are named, and about as many cities, at most. Many of the things in Order is subtext, the world-building included. It builds on opposites: cold/warm, gentle/brutal, flamboyancy/politeness, selfishness/self-sacrifice, north/south, and many more. These opposites allow people to draw their own conclusions, allow them to stereotype and build on that from there on out. This freed up a lot of space/words and thus allowed me to make a very action-driven, character-driven fantasy novel, which can sometimes be difficult to do what with all the world-building involved.
I don't tend to like excessive world building. I like it up to the point of understanding what I need to and knowing the points that impact the story, but in general I prefer good, fast action and well-rounded characters. But this time I needed to write something calm where the tension is inside (emotional) rather than outside (physical/action). And something calm and a bit quiet tends to need more world-building. For some reason holes are much more visible when there's not a lot of action. And my prose is not beautiful enough to hide an incomplete world. So what can a girl do when she needs excessive world-building, but doesn't like excessive world-building much. In my case, I am going to attempt the setting!character.
What ingredients do I already know are crucial to make a setting come fully alive, at least to me? Well, I know the place needs to be a bit odd, a bit off-beat. Basically, it has to follow the pace of its own heart, even if it means falling out of sync with the rest of the universe. I especially like it if it's a bit odd, just flirting with the macabre (Alice's Wonderland, Notre Dame, Never Never Land). So what could I come up with to fit that description?
Easy. It might just be because I grew up in the generation that was exposed to King's IT too early, but I have a bit of an aversion to clows. So I thought circus, and then I thought carnival. A moving village of wagons and tents that looks faded and decrepit in the light of the day, but comes alive as a land of dreams at night.
My next requirement is that the place be mysterious, that it has its secrets, whether it's keeping the secrets of its inhabitants or has some of its own. The circus/carnival theme lends itsel perfectly. An outsider will never know if what she just saw was real magic or sleight of hand. Do the potions sold in a small stand really work, or is it all placebo effect? And, in this case, is this really where the brewing rebellion is hiding? I don't think all the questions should be answered. If a setting gives up all its secrets, it becomes as two-dimensional and boring as a character who does the same thing.
Once again speaking in regards to my own case, I'll also be using the slightest hints of steampunk. I love the genre, not least because something about it makes it delightfully creepy to me. In the end I don't know whether I will accomplish what I set out to - I think the power of the setting is probably one of the most difficult things in writing to predict - but all I can really do is try. So far I'm having great fun doing just that.