After a rep comment asked the question, I thought I'd add a bit more about how to flesh out locations. When you have a 'multiverse' sort of setting there'll presumably be a lot of travel, so a lot of different locations and a fair variety among them. How to focus your research on locations that will
work?
For this I assume that you already have your major characters designed -- especially your heroes and major adversaries. You know their species, physiology, society, psychology, relationships. You also have some idea of character arcs. You've probably researched the heroes' and adversary's homes already. You're just looking for 'other places' for locations along the way.
I also assume that you have some idea of
plot. I.e. your adversary has motives, a goal and a plan; your heroes have motives and goals too, and you have major stakeholders with their motives, who'll react to the heroes as either friends, foes or fence-sitters. I assume that you know roughly how the plot will unfold: what the adversary will be doing at each step and how the heroes will respond (or vice versa).
Lastly, I assume that you've done some work designing the over-arching setting: e.g. it's planets with faster than light space-travel, or it's alternate universes with magical teleportation between, or whatever. Maybe you have empires spanning worlds, or maybe there are federations or loose alliances... whatever you please.
If you don't have all those things then it will be hard to research a good location. How can you know what a good location is until you know what's happening, who's involved, and how it fits in with setting?
But once you have those things it's fairly straightforward. Here's an example.
Let's say that the heroes are trying to find the person who assassinated their benefactor the Prince. But the assassin has fled worlds and is now holed up in
special location in the multiverse. We need a new location in which the heroes confront the assassin and get him to talk.
My suggestion is to pick a location to enhance both the challenge of the scene and the mood. For this scene I want the heroes to be determined but scared. This assassin is a dangerous guy. I've decided that challenge isn't in finding him, but what you do with him when you've got him!
Here I want the assassin to really fight to escape. I want his ruthlessness to terrify the heroes and make them question their resolve. So I'll need a populated area -- more innocents to threaten. Also, I think his scariness will be enhanced if it's a
peaceful populated area -- perhaps a pleasure place for young families. The assassin will make the heroes pay for chasing him by hurting young families along the way.
Ideas that come to mind are:
- A carnival;
- A botanical garden;
- A pantomime;
- A circus;
- A school;
- A shopping centre.
Of these, I like the circus and school elements. Let's say that our assassin is hiding as a circus performer in a big town known for its peace and safety. Weather is balmy, people are friendly, law enforcement is relaxed. The circus is full of school excursions. Our heroes will find hunting this guy easy -- but catching him will put kids, parents and teachers at risk.
What world is this location at? That depends on your over-arching setting. For this multiverse concept I'm using a space-opera sort of setting: many worlds connected by space-travel, and some tied into empires. So perhaps this is an affluent world with a good economy that's part of a stable empire. The world itself is almost its own gated community. The geography? Safe and pleasant. The climate? Good for playing. Security? Peaceful with low law-enforcement. Economy? Advanced, but green and livable. The history? It was developed as a pet project of a past empress, then taken over by mercantile interests.
Because this is a 'gated' world, the heroes will have some trouble getting in -- they'll need documents showing that they're family-men with steady jobs and no criminal records. Once in they'll have free reign to find the assassin because people are friendly and open. But it will be very tricky to catch him when law enforcement is lax and parents are unsuspecting. Will he poison children? Leave time-bombs? Will he create panic? Set the heroes up as the villains? Would it help if the people of this world are known for their flightiness and furious protection of their children?
All that decision-making is simplified by focusing on what really matters about the location: what the characters will be doing there, and how we want the reader to feel. The rest is just about fitting that location into your over-arching setting idea.
So in short: set up your the location to enhance the challenge and the mood, and to fit into your setting. You could park an assassin anywhere in your multiverse, but the
best place is the one that adds best to the drama.
Hope that helps.