Canon Garden Guide / Article 3

What Is a Card?

A world begins with ideas. A Card gives each idea somewhere to live.

Creative problem

You often have an idea before you know where it fits

You may know a character before you know their family.

You may see a place before you know its history.

You may imagine an object before you know why it matters.

This is how worlds usually begin.

Ideas arrive in pieces.

The difficult part comes later, when those pieces start connecting.

Who owns the object?

Who lives in the place?

Why does the event matter?

Give each idea its own place

A Card is a home for one part of a world.

It holds an idea clearly so you can return to it, develop it, and connect it with other ideas.

A Card might represent:

Example

A note might say:

The old tower.

A Card lets that idea grow:

The Old Tower

A ruined watchtower on the northern road. Built before the kingdom existed. Nobody knows why the bells still ring.

The tower now has a place in the world.

Later, you can connect it to the road, the people who built it, the event that damaged it, or the stories people tell about it.

Cards start to form a world when they connect

A single Card is useful.

Connected Cards create a world.

A character may live in a place.

A place may contain an object.

An event may change all three.

The connections are where meaning appears.

Try this with one of your ideas

Choose one idea from your world.

Ask:

Small answers are enough.

What to remember

A Card is not a finished encyclopedia entry.

It is a place where an idea can grow.

Start with what you know.

Add detail when the world asks for it.