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Worldbuilding 102 – Politics and Government in Fantasy Societies

When worldbuilding, politics and government are fundamental aspects of the world you create. How does your character interact with government agents? Are there government agents? Does your protagonist or antagonist have a political view? It’s hard given the state of politics in the United States today to think anyone wouldn’t. As a result, perhaps your characters maintain opposing political views. This might give them the motivation for their actions, thereby creating the drama for your story.

When writing speculative fiction, it is easy to forget about the politics of your world. Lazy writers will default to clichés. Too frequently, mediocre writers set their fantasy story in medieval feudalism. Similarly, futuristic science fiction relies on some form of fascism or universal democracy. Don’t fall into this trap.

History of Politics

Politics has been a feature of human society since the beginning. Therefore, one must imagine politics and government came long before civilization. Other primates also have forms of social organization. Similar to their primate cousins, paleolithic humans lived with their families in band societies as hunter-gatherers. See Worldbuilding 102 – Caste, Class, and Clan in Fantasy Societies.

The earliest evidence of prehistoric warfare is during the  Mesolithic era approximately fourteen thousand years ago.  Moreover, with war comes diplomacy. The first evidence of diplomacy was well into the Bronze Age in Egypt. On the other hand, we must imagine some form of formalized contact between tribal bands before that.

Cave painting of a battle between archers, Morella la Vella, Spain. Public domain, via Wikimedia Commons

Tribal social organization first emerged in the agricultural revolution, in about the eighth or ninth millennium BCE. The development of agriculture led to higher populations. As a result, denser societies grew in inequality, developing political and social hierarchies. 

The first small city-states appeared at the beginning of the Bronze Age about five thousand years ago. Subsequently, by the third to second millennium BCE, some of these had developed into larger kingdoms and empires. See Worldbuilding 102 – Creating Cities in a Fantasy Society.

Some societies created governments based on the tribal structure they grew out of. For example, Rome formalized the tribes that made up Roman society. The words tribune and tribute derive from the Latin word for tribe.

Classical Numismatic Group, Inc. http://www.cngcoins.com, CC BY-SA 3.0 http://creativecommons.org/licenses/by-sa/3.0/, via Wikimedia Commons

Type of Political Systems

When worldbuilding politics and government, think about the range of possible governmental systems. After all, political scientists since the time of Plato have classified governments into various types. The most familiar are monarchy, oligarchy, and democracy. A monarchy is rule by a single individual. This group includes kingdoms, dictatorships, and tyrannies.

Oligarchy is rule by an elite minority. For example there are the aristocracy, plutocracy, and rule by a racial minority.

Democracy is rule by the people as a whole either through direct or representative democracy. Direct democracy usually involves initiative or referendum. Representative democracy includes republics and parliamentary systems.

On the other hand, anthropologists classify political systems differently.

Uncentralized Political Systems

Uncentralized systems include the band society and the tribe. Band societies consist of small family groups. These are usually extended families or clans of thirty to fifty individuals. See Worldbuilding 102 – Caste, Class, and Clan in Fantasy Societies.

Tribes are generally larger. They usually consist of many families. Typically, tribes have more complex social institutions, including chiefs or councils of elders. In addition, they are generally more permanent than bands. Often, tribes are sub-divided into bands.

Men of the Shkreli tribe at the feast of Saint Nicholas at Bzheta in Shkreli territory, Albania, 1908. Edith Durham, Public domain, via Wikimedia Commons

Centralized Political Systems

Centralized Political Systems include chiefdoms, sovereign states, and supranational political systems such as empires or leagues.

Chiefdoms are more complex than tribes or band, though they are less complex than a state or empire. Centralized authority is the main feature of a chiefdom. People living in tribes and bands are more or less on the same footing. On the other hand, those living in chiefdoms face inequality. Consequently, a single family of an elite class rules the chiefdom. In addition, complex chiefdoms can have multiple levels of political hierarchy. Small kingdoms, duchies, or other feudal units fall into this category.

A sovereign state has a permanent population, a defined territory, and a centralized government. Also, they have the capacity to enter into relations with other sovereign states. Certainly, this form of government is the most recognized in the modern era, though it was less common in medieval Europe.

The ratification of the Peace of Westphalia. From Wikimedia Commons.

Supranational Political Systems

Empires are widespread states ruled by a single person. They can consist of multiple kingdoms or other polities. Some empires included democratic features. Their wealth often allowed them to build city infrastructures. Similarly, their political control maintained order among diverse communities. Such political control often required complex governmental structures.

Leagues are international alliances of states with a common purpose. Often, leagues form under military or economic pressures. Often, representatives of all involved nations meet in a neutral location. For instance, the European Union in modern times or the Delian League of ancient Greece are both leagues.

Flags of member nations at the United Nations Headquarters, seen in 2007. I, Aotearoa, CC BY-SA 3.0 http://creativecommons.org/licenses/by-sa/3.0/, via Wikimedia Commons

These large categories mask a complex set of governmental types too numerous to list here. Click this link for a list of various types of governments.

Political Divisions in Fantasy Societies

The main benefit of worldbuilding politics and government is having clearly defined political divisions. These divisions are a vast resource to mine for dramatic conflict. Above all, divisions arise from differing views on how best to govern a society. Often, such divisions are ideological. Other times, factions might simply be jockeying for control of resources. Also, reasons for political division overlap. Factions with non-competing views might form larger factions, such as the Republican or Democratic parties in the United States.

In short, to find the political divisions in your worldbuilding, examine the societies you have created so far. Look to economic, class, or religious differences.

Economics and Class

In Worldbuilding 102 – Economics in Fantasy Societies Part 1, I asked whether we need to define economics to write a fantasy story. Certainly, worldbuilding politics and government is where it pays off. Economics is about providing people with the resources to survive or thrive. Consequently, the debate over allocation of resources creates conflict. In the context of a political system, that conflict creates factions.

The Bazaar of Athens by Edward Dodwell, 1821. Public domain, via Wikimedia Commons

In Worldbuilding 102 – Caste, Class, and Clan in Fantasy Societies, I wrote that social structures divide people into groups and define a person’s position in society. As a result, these groups tend to share common interests in advancing or maintaining social status. Often, this can be the basis of a political faction.

A symbolic image of three orders of feudal society in Europe prior to the French Revolution. M. P., Public domain, via Wikimedia Commons

Religion and Philosophy

In addition, religion and philosophy are basically explanations for how the world works. These world views provide rallying points for political factions you can use in worldbuilding politics and government. For more, see Worldbuilding 102 – Religion and Philosophy

After all, ideology is a powerful political motivator. Anyone growing up in the 20th century recognizes the power of political ideology in the conflict between communism and capitalism. Similarly, in ancient times rulers claimed authority from the will of god or the gods. This was true in pagan Rome, Christian Byzantium, China, Egypt, and most other ancient civilizations.

Ahura Mazda gives divine kingship to Ardashir. Ziegler175, CC BY-SA 4.0 via Wikimedia Commons

Any difference between groups of people can form the basis of a political faction. The strength of a faction might depend on how deep and pervasive those divisions are. For instance, differences in race or language might form the basis of a faction. See Worldbuilding 102 – How To Make a Constructed Language Sound Natural for more on language. Also, see Worldbuilding 102 – Creating Societies in a Fantasy World – Demographics for more on race.

How Rulers Rule

In Rules for Rulers, CGP Grey laid out the actual mechanism through which rulers apply political power. Rulers gain power and maintain it by balancing the needs of key supporters, no matter the type of government. Grey used an argument fromThe Dictator’s Handbook. The ruler achieves political balance by implementing three basic rules.
1. Get key supporters on your side,
2. Control the treasure, and
3. Minimize key supporters.

“No matter how bright the rays of any sun king: No man rules alone. A king can’t build roads alone, can’t enforce laws alone, can’t defend the nation or himself, alone. The power of a king is not to act, but to get others to act on his behalf, using the treasure in his vaults. A king needs an army, and someone to run it. Treasure and someone to collect it. Law and someone to enforce it. The individuals needed to make the necessary things happen are the king’s keys to power. All the changes you wish to make are but thoughts in your head if the keys will not follow your commands.” CGP Grey.

The application of these rules in a given situation could form the basis of a good political thriller, whether modern, historical, or fantasy.

Rules for Rulers by CPG Grey.

Worldbuilding Politics and Government in Fantasy

As I have said many times, the core of a good story is the drama created by conflict between characters. Politics is a gold mine for conflict and drama, especially the politics of personal relationships.

I have laid out a number of potential political conflicts within a society that might lead to political factions. Now comes the time in worldbuilding your politics and government to decide how to apply them.

Features of Pancirclea Society

In my demonstration world of Pancirclea, I applied demographicssettlement patternsurban geographymagic and technology, and some economics. I defined three cultures in Worldbuilding 102 –Applied Worldbuilding. Later, I focused on the Savannah culture (Töpfumaar Daaškhōhu).

The source of magic among the Töpfumaar Daaškhōhu is human sacrifice. Consequently, the central feature of their society is human sacrifice and slavery. They might take slaves from among their own people. More often, they will go to war or raid the Silvans to capture slaves. In addition, Hillfolk will trade slaves for grain or other goods.

Töpfumaar Daaškhōhu cultural area of Pancirclea. Image by Michael Tedin.

Social Divisions in Töpfumaar Daaškhōhu

In Worldbuilding 102 – Caste, Class, and Clan in Fantasy Societies, I chose a caste system for the Töpfumaar Daaškhōhu. There are four castes: warriors and rulers, scholars and priests, merchants, and peasants. Religious rules and sacred texts govern relations between the castes. In addition, there is a large underclass of slaves made up mainly of Silvans. This underclass exists outside the caste system. Only the top two castes of warrior rulers and scholar priests may own slaves and only their owners may interact with them.

Powerful banking and trading clans are members of the merchant caste. These clans profit from the slave trade. In addition, the warrior and ruler caste borrows from banking clans to finance their wars.

The scholar and priest caste supports the entire system by enforcing religious rules. These rules govern the class and caste divisions of their society. This caste includes mages and priests. Both need slaves and ritual sacrifice to cast spells to maintain their power and the power of the ruling elite.

ignote, codex from 16th century, Public domain, via Wikimedia Commons.

Political Factions in Töpfumaar Daaškhōhu

Now that we have an idea of the social groupings, we can begin worldbuilding politics and government. The outline of the social structure shows a clear conflict between the upper castes and slaves. Being outside the caste system, slaves have no official political power. That power is held solely by the warrior and ruler caste.

That does not mean other groups have no political influence. After all, political influence is often exercised by the application of other types of power. For example, merchants can use the power of the purse to cut off finance from the rulers. Priests can interpret religious rules in the rulers’ favor or not. Slaves and peasants have few political levers other than the potential for revolt and revolution.

Governments and States in Töpfumaar Daaškhōhu

I named six cities in Worldbuilding 102 – Constructed Language for Fantasy Fiction – Words:
Čönkög̲ōn
Köbaškhōmör
Gōndoreẖu
Reẖuzoẖu
Anzoreẖu
Qaaqdeẖuškhōmör

Čönkög̲ōn is central and among the oldest of cities. Furthermore, it is the site of the main temple of the religion. The temple is similar to an Aztec pyramid, with an altar at the top for the gathered crowds to view the ritual slayings.

Political rulers need to be near the base of the religion. After all, the source of their political authority derives from sacred texts maintained by the caste of priests. Čönkög̲ōn therefore is the central and most powerful city of the region.

As a result, the king of Čönkög̲ōn has extended his political control over neighboring cities, creating the Töpfumaar Empire. He conquered Köbaškhōmör and Anzoreẖu in war. In addition, he subjugated Reẖuzoẖu in a one-sided alliance. Furthermore, ambitious members of the warrior and ruler caste gravitated to the imperial court from these cities. Over time, this caste created a byzantine and ruthless bureacracy.

Qaaqdeẖuškhōmör and Gōndoreẖu maintain independent kingdoms due to the wealth and power derived from their slave trade. However, the political elites of all neighboring cities struggle to maintain their political autonomy in the face of the power of the imperial court in Čönkög̲ōn.

States of the Töpfumaar Cultural Zone in Körung̲ung̲éẖu (Pancirclea). Image by Michael Tedin.

Potential Political Conflicts

In laying out the social structures of Körung̲ung̲éẖu (Pancirlea), I identified numerous conflicts that could serve as the basis of a dramatic conflict. All you have to do is place your characters in one or more of the groupings defined. Doing so should provide plenty of opportunity to define dramatic conflict either internally or with or among other characters.

There is the conflict between slaves and their masters. Also, there is the conflict between the various castes of Töpfumaar Daaškhōhu. Mages and priests rely on merchants and warriors for a supply of slaves for human sacrifice. Merchants might oppose war because it disrupts trade while warriors and bankers might support it because it the source of their wealth. The differing views of the merchants and rulers or rulers and priests create constant political conflict.

The Prophet Nathan rebukes King David. Eugène Siberdt, Public domain, via Wikimedia Commons

In addition, there are the social divisions of culture and demographics. Most slaves come from the Silvan culture. There are traders and merchants from the Hillfolk who share a similar but separate caste system.

You can use any or more of these ideas from worldbuilding politics and government as the basis of your story. Use them as a central conflict or as background. I recommend making your world as complex as you can. This will result in more complex characters. See Writer’s Digest (May/June 2021) for a great article on The Russian Nested Doll Theory of Motivation.

As you can see, fleshing out the social structure of your world creates a gold mine for for political and personal conflict. This adds depth to your world. As a result, your readers gain the opportunity to explore a world outside their own, whether to investigate the structure of their own world or as an escape from it.

List of Society Worldbuilding Topics

For reference to previous society worldbuilding topics, use these links.

Human Demographics
Humanoids and Non-Humans
Settlement patterns (Villages, Towns, Cities)
Designing Fantasy Cities (Urban Geography)
Magic and Technology (Resources, Knowledge, Magic)
Economics
Types of Economies and Trade,
Money and Banking,
Caste, Class, and Clan
Language
Sounds and Phonemes
Words and Morphology
Culture
Architecture
Philosophy & Religion
Government & Politics

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Worldbuilding 102 – Religion and Philosophy

Conflict is the essence of drama. There’s no better way to introduce drama into a story than to add religion and philosophy when worldbuilding. Humans have fought innumerable wars and conflicts over how different people view the world.

After all, religion and philosophy are basically explanations for how the world works. For many people they provide the fundamental assumptions, truths, and axioms that they build their worldviews on.

File:"The School of Athens" by Raffaello Sanzio da Urbino.jpg
The School of Athens Raphael, Public domain, via Wikimedia Commons

Religion has played a major role in the daily lives of people since long before civilization and writing. Some of the first writings and the longest lasting were religious texts. According to some thinkers, most historical religions came about during the Axial Age, from the fourth through the sixth centuries BCE.

Religion and philosophy are different but related ideas. Religion is a combination of belief and practice along with some social organization. The beliefs and practices might include gods and rituals and they might not.

To be clear, the definition of philosophy I am using is a person or organization’s guiding principles for behavior. As such, one cannot separate religion and philosophy. The guiding principles of a religion comprise that religion’s philosophy.

When worldbuilding a society’s backstory, remember that religion and philosophy change over time. The Roman Empire changed from a pagan worshipping society to a Christian society over the course of centuries. The competition between these two worldviews created conflict among the various factions within the empire. Naturally, competing views provide fertile ground for stories both fictional and non-fictional.

Christ Pantocrator in the dome of the Church of the Holy SepulchreOld City of Jerusalem. Andrew Shiva / Wikipedia / CC BY-SA 4.0

Belief

As a writer, you can use the characters’ religion or philosophy as the theme of your story. When worldbuilding, your characters’ religion and philosophical beliefs should drive their actions, not just be window dressing. For most religious people, their beliefs give meaning to their lives.

The philosophy that underpins a religion makes up a religion’s core beliefs. That philosophy defines how people think about their religion, what it means to them, and what they believe it should mean to others. Over time a religion might stay the same but the philosophy that underpins it might change, even while staying true to the original belief.

The two main areas of belief in religion are the religion’s mythology and how followers should worship the gods.

The Chariot of Zeus from the 1879 Stories from the Greek Tragedians by Alfred Church. Wikimedia

Mythologies

By mythology, I mean the stories about the gods or heroes of a particular culture. Most people define mythology as a fictional story. In a religion, what is relevant is that the story gives meaning to people’s lives. It provides a guide to how they should act and what decisions are best. Whether the story is factually true is irrelevant.

As an example, the story of Abraham in the book of Genesis is a cautionary tale. Rather than Abraham being a role-model, he goes through a number of episodes where he makes the wrong decision. He lied about his wife being his sister and was banished. He had a child with his wife’s handmaiden who was later banished. He followed Yahweh’s order and started to sacrifice Isaac, only for Yahweh to tell him at the last minute not to.

Each of these stories is instructive: Don’t lie. Don’t marry your sister. Don’t sleep with servants. Don’t practice human sacrifice.

File:Molnár Ábrahám kiköltözése 1850.jpg
The patriarch Abraham József Molnár, Public domain, via Wikimedia Commons

Religion and its underlying philosophy often provides a set of rules for ordering society and forms the basis of law. For example, the western world has the story of the ten commandments. The rules on their face make sense as fundamental rules for how to act within a society. Because the story says Yahweh gave them to the Jews, they now have divine force.

In the same way, the story of Jesus’s teachings and death on the cross might not have as much impact without the exclamation point of his resurrection at the end.

Practice

Worship of the Divine/Gods

Most people think of religious practice as the commemoration or veneration of deities or saints through meditation or prayer.

Many religions have a belief in divine beings or powers, or sacred things or teachings.
One God (monotheism): Christianity, Islam, Judaism
Multiple Gods (polytheism): Greece, Rome, Hinduism
No gods (nontheism or naturalism): Taoism, Buddhism, Shamanism, Ancestor veneration

Most religions have some form of practice, whether it be rituals in the form of sacrifices, festivals, feasts, trances, initiationsfunerary services, or matrimonial services. One also finds religious themes in music, art, dance, public service, or other aspects of human culture.

While worldbuilding, it may be necessary to develop a religion’s practices, depending on the needs of your story. If a character is in the middle of a ritual, it might help to know what is going on in that ritual.

Otherwise, how religious practice presents itself in the society you are creating depends on how pervasive that religion is in the society. For example, in the United States, people make few public religious pronouncements. On the other hand, in a theocracy such as Iran or a society such as Europe in the Middle Ages, religion controls most aspects of life. As such, one would expect to see public displays of religion. In fact, the United States and modern Europe are unique in history in not having many overt displays of religious belief or ritual.

Rath Yatra Puri 07-11027.jpg
Rath Yatra festival in Puri, Orissa, India. I, G-u-t, CC BY-SA 3.0, via Wikimedia Commons

Organization

Religions are organized in many different ways, from the strict hierarchy of the Roman Catholic Church to the individualist practice of shamans. A religion might splinter into sects with competing hierarchies, often with competing philosophies. One example of this is the various sects of Christianity based on often hair-splitting interpretations of holy scripture. Different castes or classes might follow different religions.

A religion’s organization or lack thereof can make a difference in your worldbuilding. Do any of your characters follow a religion or philosophy? If so, that religion’s philosophy might inform the character’s arc and personal growth. Religious people will give deference to a priest, cleric, shaman, or other religious figure. With religion a major part of people’s everyday lives, decision makers want to know if their decisions are correct.

Is your character a cleric or do you have some who are? That person might have a superior giving direction based on the needs of the church. Churches have their own agendas. The needs of a church organization creates a myriad of possibilities for conflict. A religion or religious superior might be corrupt or telling character to do something the character doesn’t think is right. A church might be one player in a political or social conflict.

Church and State

If your characters engage in the politics of your world, then they will undoubtedly encounter religious figures. In most societies in human history, church and state were inextricably linked. Even in modern secular societies, if the church and state are separate, religion and politics are not.

Throughout history, priests and clerics have acted as advisors to kings and rulers. Even the elders and chiefs of tribal societies might look to religious people or rituals for guidance in decision making. If a leader is a religious person, then they might want to confer with a higher power when making a decision that will impact their followers. In some cases, religious advisors might act based on the needs of politics while the ruler struggles with the urge to do the right thing.

The coronation of Charles VII of France. Eugène Lenepveu, Licence Ouverte, via Wikimedia Commons

Worldbuilding philosophy and religion into your story adds depth and variety. Any time you add an additional perspective to a situation, you increase the potential for conflict. In a political story, the needs of politics might conflict with the philosophical guidance of religion, either within an individual or between characters. The conflict between the needs of politics and the urge to do the right thing is an ages-old drama.

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Worldbuilding 102 – Caste, Class, and Clan in Fantasy Societies

Many societies organize themselves along caste, class, or clan. Each of these terms represents a way a society organizes itself, though caste is something of a hybrid between class and clan. I put it first on the list because the list sounds better in that order. Give me a break. I’m a writer, not an academic.

Putting the Character in a Caste, Class, or Clan

These social structures divide people into groups and define a person’s position in society. Often, these groups place demands on and provide incentives to their members to keep them in their own group and keep outsiders out. These incentives often create conflict between the character’s wants and needs and the demands of his caste, class, or clan. That conflict can provide the drama for your fiction, either as the central drama or as background or subtext.

When writing fiction, the first thing to focus on isn’t plot or setting, but characters. Plot is what happens when your characters want something and something else is in the way. It is the nexus of desire and obstacle. Setting is the world your characters inhabit. One of the most important aspects of your character is where they fit in the society we have been building.

In this series of articles, I am focused on setting, but all along the way, I have tried to keep my eye on the ultimate goal: creating a rich world that informs your character’s decisions.

Class

The modern definition of class is a group sharing the same economic or social status, but we need to think of it in a broader sense. It is an order or ranking of a group of people having certain characteristics in common. The ranking implies a hierarchy within your society, but also people grouped together by certain characteristics.

See the source image
John Cleese, Ronnie Barker, and Ronnie Corbett as Upper, Middle, and Lower classes.

We think of class as economic, but it doesn’t have to be. Many class systems throughout human history were based on occupation, but some were based on a certain social or legal status.

To tie it to economics, think about who is getting rich. Is it the priestly class? Warrior Class? Merchant Class? Who controls trade, land, or mines? Is it businesses, trading houses, families, clans, tribes, government, religion?

Upper vs Lower Classes

Drama requires conflict. The differences between classes has formed the basis of dramatic conflict throughout history. For example, there’s the Suddenly Suitable Suitor trope of stories like Aladdin. There are a ton of tropes along the lines of the Unable to Support a Wife line.

See the source image
Princess Jasmine and Aladdin. Copyright, Disney

The upper classes tended to share common interests in advancing or maintaining their privileged status. If your characters, either hero or villain, has that status challenged, it might be a motivation for them to act. An inciting incident that challenges the status quo, such as a monster destroying their kingdom, would be a powerful motivation. E.g. Raya and the Last Dragon.

The converse of who is getting rich is who is staying poor, like peasants and slaves. Often, the poor have had some wealth taken away from them such as a weaker indigenous people without the resources or technology to defend against a stronger invading people.

Many characters from fiction come from the poorer classes. Their poverty often gives them the motivation to change their situation, putting them on a hero’s quest. Find the gold and save the family, only to learn that the family is more important than the gold.

Different Class Systems

When creating a fictional society, don’t be limited by the modern conception of class as a division between rich and poor. Human societies have organized themselves based on a myriad of class systems.

In Neolithic times, occupation determined social class, with farmers and craftsmen at the lower end, and priests and warriors at the higher. People with a surplus of goods (such as food items, textiles, obsidian and stone technology) had greater influence in society because they had what other people wanted. This created leverage and a sense of deference to those who had more. 

Development of agrarian societies.

In Bronze age, we saw a greater differentiation in social classes. Priests and warriors grew in power while farmers and craftsmen diminished.

Classical Rome

In ancient Rome, society divided freeborn citizens into the patrician and plebian classes. The distinction was originally a divide between rich and poor, but the distinction eventually became hereditary. In addition to this distinction, later Roman society divided citizen from non-citizen. There was also an equestrian class system based on the amount of property one held. Finally, there was a huge class of slaves doing much of the hard labor of Roman society.

File:Ancient Rome (cropped).JPG
Example of higher class Roman men, via Wikimedia Commons

Chinese Four Occupations

Confucian China recognized four classes based on occupations: shi (gentry scholars and warriors), the nong (peasant farmers), the gong (artisans and craftsmen), and the shang (merchants and traders). These were less a socioeconomic class than an economic classification. This social system extended beyond China to Korea, Japan, and Vietnam as well.

A Song dynasty gentry and his servant. Ma Yuan, Public domain, via Wikimedia Commons

European Feudalism

Medieval Europe maintained a division between three classes: the nobility, the clergy, and and the peasants. Nobility was a political ruling class, usually just below royalty, not a socioeconomic class. While a noble might have had wealth and power, it was not a defining characteristic. Many nobles lost their wealth, but maintained their social status.

The Third Estate of the peasantry was much more diverse than the description implies. The class included not just agricultural peasants, but also beggars and urban laborers from artisans, shopkeepers, and commercial middle classes to wealthy merchants and bankers.

France maintained this system up to the French revolution, known as the three Estates of the Realm. The United States and Europe maintain a shadow of this system when we refer to the free press as the Fourth Estate.

13th-century French representation of the tripartite social order. Public domain, via Wikimedia Commons

Industrial Revolution

In the 14th century (after the Black Death) urbanization led to a separate class of merchants that became the seed for the Industrial Revolution in the 17th-19th centuries. The Industrial Revolution upended the medieval class system, leading to a search for a new definition of the social order.

In his analysis of the transition from feudalism to capitalism, Karl Marx defined class to be about who owns the “means of production”. The bourgeoisie (merchant class) owned the means of production (capital) and the proletariat (working class) worked for the bourgeoisie, thereby creating more capital.

These two classes grew out of the feudal system, with urban merchants becoming the bourgeoisie. As industrialism took hold, the nobility sold off their land and forced the peasants who had worked it to leave for urban factories. This new class of urban poor became the proletariat.

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A Roberts loom in a weaving shed in 1835. Illustrator T. Allom, Public domain, via Wikimedia Commons

In the Marxist perspective, all the gains of the system accrued to the bourgeoisie, thereby impoverishing the proletariat.

Modern America

In 20th century United States, we had a conceptual division between the upper, middle and lower classes. In this perspective, the upper class were the rich, holding most of the wealth and power. The lower classes were the working class, either unemployed or holding low wage jobs. The middle class included people with typical-everyday jobs that pay above the poverty line. This group made up the bulk of society.

A typical white middle class family in the 1950s.

In the 21st century, we have seen a marked increase in income inequality since the Great Recession of 2008. Now, people are more likely to talk about the 1% vs the 99%. That is, 1% of society controls as much wealth as the bottom 90%. In this view, with such vast differences in wealth, the distinctions below the 1% are meaningless.

File:We Are The 99%.jpg
Occupy Wall Street protester 2011. Paul Stein, CC BY-SA 2.0, via Wikimedia Commons

Choosing a Social System for your Fantasy World

Throughout human history, we have seen a wide variety of class systems. Which caste, class, or clan you apply to your world is up to you, but it is likely to make a difference in how your characters view the world.

Is your society hierarchical or egalitarian? Does the surplus of the economy accrue to the elite or is it spread broadly? Is there much social mobility? Is there slavery? These are questions you must ask in order to define your social structure.

Is social class and behavior laid down in law such as the Indian caste system, medieval European guilds, or serfdom?. You might decide that your fantasy society restricts membership in a group by religion, race, ethnicity, or gender as well as wealth. If your society has a racial minority, the dominant race might exclude them from certain more profitable occupations.

On the other hand, social mores might restrict the dominant race or religion from certain occupations. Those occupations might become profitable, in which case the dominant group would have to break custom to participate. As an example, because coal mining is dirty, only the lower classes might mine coal. If industrialization picks up and coal becomes valuable, then that class might be well situated to take advantage of its higher value.

File:Harry Fain, coal loader. Inland Steel Company, Wheelwright ^1 & 2 Mines, Wheelwright, Floyd County, Kentucky. - NARA - 541452.jpg

Coal loader in Appalachia. Russell Lee, Public domain, via Wikimedia Commons

Caste – Intermediate between Class and Clan

Caste is a hereditary social class that restricts the occupation of their members and their association with the members of other castes. It is like a clan because it is hereditary, but it is like class because it maintains an economic and social stratification. 

Caste is known mainly as a feature of Hindu society, but other, mainly south and southeast Asian, societies also have some form as well. For example, the historic relationship between Blacks and Whites in the United States has been described as a caste system.

Caste is based on occupation. It has a ritual status in a hierarchy, and customary social interaction and exclusion based on cultural notions of purity and pollution.

Seventy-two Specimens of Castes in India (18).jpg
A page from the manuscript Seventy-two Specimens of Castes in India. Public domain, via Wikimedia Commons

Similar to Confucian Chinese social structure, the Hindu caste system has four main groups based on ritual text (Varna), though it has thousands based on birth (Jati). The four Varna castes are the Brahmins (scholars and yajna priests), Kshatriyas (rulers and warriors), Vaishyas (farmers, merchants and artisans) and Shudras (workmen/service providers).

Creating a caste system for your own fantasy world would require much research and work. You would need to define the classes first. Then create the rituals and customs of society that create the rules of interaction between them. You might need to create a religious system before a caste system. One option is to create a class system based on occupation, then figure out the rules of the caste system when you define your religions.

Clans and Tribes

Clan and tribe systems are the most common and universal social structures in human societies. Clans are large groups of families related by kinship, often descended from a single person. E.g. according to legend, the Julii of Rome descended from a mythical person Iulus, the son of Aeneas of Troy. Julius Caesar was its most famous member, but the clan predated him by at least 400 years.

Aeneas, legendary ancestor of the Julii, with the god of the Tiber. Bartolomeo Pinelli, Public domain, via Wikimedia Commons

Most preindustrial societies organized themselves by clan. Later Neolithic and Bronze Age societies organized into small and medium-sized chiefdoms that struggled for dominance between various powerful families.

In societies where institutional structures have broken down, social structures might revert to tribe and clan organization. Post-war Iraq in the 21st century is a good example of this.

Clans might specialize in certain occupations, especially in caste societies. For example, many gangs of organized crime follow family or clan lines, such as the Italian Mafia.

Sometimes there is a class hierarchy within a clan. Sometimes the clans fall out along a class hierarchy. For example, in ancient Rome, a client was a minor member of a his patron’s clan (gens), but each gens was defined as either patrician or plebian.

Clan Organization and Structure

Tribal and clan structures differ from culture to culture. Often, a clan is a smaller part of a larger society such as a tribe or chiefdom. Clans may have an official leader such as a chief, matriarch or patriarch, or a council or elders. In others, people would have to achieve leadership positions.

They might be patrilineal or matrilineal. For example, in Roman society one’s father determined one’s gens. Among the Tlingits of Southeast Alaska, children are born to the mother’s clan and gain their status within her family.

Clans might further break down in smaller families, such as the houses (hít) of the Tlingit or the stirpes of the Romans.

Clans might belong to larger groups within a society, such as patrician or plebian among the Romans or the Eagle, Raven, or Wolf moieties of the Tlingit.

Tlingit Tribes, Clans, and Clan Houses. Copyright Tlingit Readers, Inc.

Rules and Customs

Often times, certain rules or social customs control the relationships between or among clans. These rule most often apply to marriage restrictions. For example, a member of the Eagle moiety in Tlingit culture may only marry a member of the Raven moiety.

In many societies, there is no concept of private property. A clan or a house within a clan owned all the property. This is true of classical Rome, where the pater familias owned all property. The familia was the basic economic and social unit of Roman society.

In Hawaii, the upper caste Ali’i owned all the land, which Ali‘i Nui then split among his followers, similar to European feudalism. Among the Tlingit, each clan owns its own history, songs, crests, and totems.

Totem pole at Sitka National Historical Park, Alaska. Photograph by Robert A. Estremo, copyright 2005. via Wikimedia Commons

Caste, Class, and Clan in Fantasy Societies

The variety of class-based or tribe and clan-based social organization allows a writer of fiction wide latitude in creating interesting social structures. While I would not recommend using lengthy exposition to describe the intricate details of social ritual, it would be fun to create a character in your story who is limited by social rules.

One can imagine a Romeo and Juliet story where two lovers can’t see each other because they are from clans in the same moiety or from upper class and lower class clans or castes. I’m sure those stories exist in just about every culture as cautionary tales. It’s a story as old as humanity.

Applying Caste, Class, and Clan in Pancirclea

In my demonstration world of Pancirclea, I have decided on a class system among the Savannah culture, a caste system for the Hillfolk, and a clan system among the Silvans.

Hillfolk

Hillfolk culture divides society among four classes similar to the Hindu Varna: warriors and rulers, scholars and priests, merchants, and peasants. In addition, there is an underclass of slaves.

Unlike the Hindu castes, Hillfolk culture has no ritual restrictions on how they interact with each other. Also, there are no restrictions on mobility between the classes. A person may move between classes, though there may be economic or other barriers to social mobility.

In addition to classes, the Hillfolk have a clan system, though it is less strict than that of the Silvans. These clans specialize in certain occupations, so fall mainly into one or another class. For example, one clan might control the army, so fall in the warrior class. Another clan might fall into the merchant and tradesmen class.

Savannah

The Savannah culture has four castes similar to the four main classes of the Hillfolk culture. In addition, there is a large underclass of slaves made up mainly of Silvans that exists outside the caste system.

The four castes include strict restrictions on who can be a member of a caste as well as how the castes interact. Members of the four main castes may not interact with slaves. Only the top two castes of warrior rulers and scholar priests may own them and only their owners may interact with them with certain exceptions.

Religious rules and sacred texts govern these restrictions. We will explore this more when we discuss religion in a later article.

Images from the manuscript ‘Seventy-Two Specimens of Castes in India.
Images from the manuscript Seventy-two Specimens of Castes in India. Public domain.

Silvan

Silvan culture is more egalitarian. There is no class or caste system though there are richer and poorer members of society. Their culture is divided into tribes, clans, and houses. These family units make up the political organization of the Silvans as well, with councils of clans made up of the leaders of houses and councils of tribes made up of the leaders of clans.

Tribes control large regions within the Silvan territory, though clans within a tribe might exist throughout that tribe’s territory. There are three main groups of clans (phratries) within Silvan society. One may only marry into a clan outside one’s own phratry.

The phratries are Eagle, Panther, and Gorilla in the south, Eagle, Cougar, and Bear in the north.

Create Your Own Social Structures

As you can see, with a little forethought and research, you can create your own caste, class, or clan system for your fantasy world. Whether you have one or more societies, it isn’t difficult to create social structures that give your characters more depth and add more complex and compelling themes to your fiction.

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Worldbuilding 102 – Money and Banking in Fantasy Societies

When worldbuilding a fantasy world, money and banking might influence how trade is carried out, but it doesn’t actually have much impact on other aspects of a society. For the most part, creating a money system in a fantasy world is a good way to give the world a certain ambience.

What is Money?

The best definition of money I have found is that is a medium of exchange, a unit of account, a store of value and a method of valuing debts. Most people are familiar with its role as a medium of exchange. Rather than bartering, we put our value in money and use that as a replacement for other valuable items.

A 1914 British gold sovereign. Public domain, via Wikimedia Commons

Prior to developing money, trade was done by barter. The first forms of money were cattle and grain. Mesopotamians commodified trade by pegging it to the weight of a bushel of grain. Farmers would deposit their grain in the temple, which then recorded the deposit on clay tablets. The temple gave the farmer a receipt in the form of a clay token which they could then use to pay fees or other debts. For more on trade, see my article on Fantasy Economics.

Later, when trade with foreigners required a form of money not tied to the local economy, they developed coins that carried value with it. They stamped metal to indicate its value. Metal is durable, portable, and easily divisible.

File:Shekel - Coins of Second Temple period.jpg
2nd Temple Shekel. Davidbena, CC BY-SA 4.0, via Wikimedia Commons

Conceptually, any money system depends on the value the users place on the marker being used. The original Mesopotamian shekel represented a certain amount of grain, but the value of gold and silver is all in the minds of the people using it.

The rarity of these items keeps their value high, but their prevalence made them useful as commodities for exchange. The important thing is that there be a stable amount of the material in circulation, otherwise, you run the risk of inflation or deflation.

What Kind of Money?

Societies throughout human history have used a variety of materials as money. For most of history, the material money was made from has been commodity based. People have used cowry shells as money for millennia. The Chinese first started using them 3000 years ago. They were also used in the Americas, Asia, Africa and Australia, and Pacific Islands, often spread by the slave trade.

At various times in history, people have used salt as money, including the “salarium” of a Roman soldier. Ethiopians used it up through the 20th century.

See the source image
One unit of salt bar money. Image from salt.org.il

Those of us who played Dungeons and Dragons are familiar with gold, silver, and copper pieces. The first metal money appeared in China in the form of Bronze Knives and spades in China. Though not used as a medium of exchange, the Indians of the Pacific Northwest similarly used large copper plates as symbols of wealth and prestige.

The first coins appeared around the same time in China, India, and the eastern Mediterranean in the 7th century BCE. The Kingdom of Lydia developed the first inscribed coins in the Iron Age. These were of electrum, an alloy of gold and silver. The old school gamers will remember electrum coins from 1st & 2nd Edition Dungeons and Dragons.

Croesus introduced pure gold coins in the 6th century BCE, hence the phrase “as rich as Croesus.”

Gold Croeseid, minted by King Croesus circa 561–546 BCE. Classical Numismatic Group, Inc. http://www.cngcoins.com, CC BY-SA 3.0, via Wikimedia Commons

Money remained much the same, with various reforms, changes in weight, purity, and denomination for the next two thousand years or so until the invention of paper money.

Paper Money

The first recorded use of paper money occurred in China in the 11th century CE. Its development grew out of commercial transactions where exchanging large quantities of coins became difficult. Merchants would give a credit note from a deposit house in exchange for goods. The seller could then take the credit note to draw the amount from the deposit house.

The idea of the paper promissory note made its way to Europe at the end of the middle ages, where trade was flourishing. A merchant could deposit a sum with a banker in one town. In turn the banker handed out a bill of exchange that the merchant could redeem in another town. Over time, these credit notes became bearer notes, that is, they were written to pay whoever held the note.

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The first paper money in Europe, issued by the Stockholms Banco in 1666. Public domain, via Wikimedia Commons

At first, banks and deposit houses wrote the notes, but eventually, governments stepped in to control the money supply and set a monopoly on printing bank notes.

Paper money carried the fiction that it represented a certain share of gold or silver until 1971 when the U.S. government de-pegged the dollar from gold. Modern money systems have even unlinked value from a specific physical object to a balance on an account sheet, often merely electronically recorded. In the case of cryptocurrency, the currency itself is divorced from a physical form. Could a highly magical society create something like a cryptocurrency?

Money in Fantasy Societies

The easiest way to deal with money in a fantasy story is to ignore it altogether. For the most part, your readers don’t need or even want to know the price of a loaf of bread or a night in an inn. You can simply say that they rented a room or bought a loaf of bread.

If you have your characters counting out coins and making change, your worldbuilding might be taking over your character development. Character first! Worldbuilding gives your characters a background. You don’t invent characters to live in the beautiful world you created.

On the other hand, it might be a useful pressure point on your characters to not have money. This is a great opportunity to follow the old writing advice to force your characters in a corner and poke them with a stick. Lack of money is one way to force them into a corner. If they don’t have money, their options might be more limited in certain situations.

In my own books, I created the fiction that one character has all the money he needs. When he is around, the characters don’t need to worry about money and I, as an author, don’t need to worry about it either. At least inside the story. In another book, I separated them and the one character’s limited money supply is becoming a point of tension for her.

Fantasy Money (Bitcoin anyone?)

If you want to use money to add depth to your fictional world, the easiest method without developing your own monetary system is to use generic coins of gold, silver, and copper or model it on a real-world monetary system such as the English in the middle ages. Kenneth Hodges at the University of California created a list of medieval prices of various commodities and services. It is based on pounds, shillings, and pennies, but includes a conversion to crowns and marks.

Henry VIII Gold Crown. Classical Numismatic Group, Inc. http://www.cngcoins.com, CC BY-SA 2.5, via Wikimedia Commons

If you really want to develop your own fantasy money system, you can go as far as inventing your own denominations for gold, silver, and copper or add other metals such as platinum, electrum, or bronze. You can also follow some of the other historical systems such as cowrie shells or salt.

If you want something truly fantastic, invent some other commodity that has that balance between widespread and rare. It has to be rare enough that it is hard to duplicate easily but widespread enough that it can be held by a large number of people.

One idea might be a magically infused item. Perhaps gold or silver is non-existent in your world. In order to keep a tight control on the money supply, a king might have his vizier or chief mage manufacture items that display a magical image of his face. These might be as simple as a bronze disk or as fancy as a glass ball. I would imagine a glass ball displaying the king’s face would be more valuable than the bronze disk.

Crystal balls as fantasy money
Well, it’s an idea.

Banking and Accounting

Accounting is older than the Bronze Age. It was invented during the late Neolithic as a method of counting agricultural produce. It is closely related to the development of writing. Both arose as a method of counting and recording stores of grain and wealth.

Banking came later, in about the 4th millennium BCE. The history of banking is inextricably linked to the history of money. Temples acted as the first banks in ancient Mesopotamia. People stored their wealth in the temples for a fee. Later, about 1000 BCE, private lending houses arose. The Code of Hammurabi recorded interest-bearing loans.

In Mesopotamia, Asia Minor, Greece, and Rome temples acted as banks. In many areas, such as China and India, merchants formed the first banks. Ancient Egypt developed the first government central banks. We must remember that the relationship between the temple and the king was very close in ancient societies.

The signature development of modern banking in the 16th and 17th centuries CE was the issuance of bank debt that served as a substitute for gold and silver. This debt became the new money that underpins the modern international economy.

14th century Italian counting house. Cocharelli, Public domain, via Wikimedia Commons

Banks in Fantasy Fiction

Whatever form banks might take in your fiction, they can also act as useful villains. The best example I have read recently is in Joe Abercrombie‘s First Law and Age of Madness trilogies. The banking house of Valint and Balk acts as a nebulous antagonist that seems to be behind many of the plots and scheming in the books.

Debt can be a motivator for your characters. Like poverty, the fear of poverty and the obligation to pay debt can put a character in a corner. The banker might come by and poke them with a stick from time to time.

Another nebulous entity putting pressure on characters is the Iron Bank of the Song of Ice and Fire series by George R.R. Martin. This bank lends money to governments and armies, often on different sides of a conflict. Much of the conflict in the series is based on how the players scheme to get the backing of the Iron Bank or have to pay them back.

Fantasy banking in Game of Thrones
Stannis Baratheon negotiates with the Iron Bank. Image copyright HBO

Fantasy Banks and Money in Pancirclea

I am going to skip any development of specific coins in Pancirclea, but I want to have a banking system. This will serve two purposes. My characters can store any wealth they have and borrow money if necessary. Additionally, the bank itself can advance the plot. If characters have borrowed money, the bank can be an antagonist. The characters’ need to pay the debt can force them to act when they otherwise wouldn’t.

I would expect every town to have its own bank. Perhaps they would have multiple lending houses. The most powerful banks would have branches in every city, facilitating trade and enabling traders and adventurers to draw on funds when they are traveling.

I would think the bank would be controlled by a clan, rather than a company. I am leaning toward using clans to control major organizations in Pancirclea. Banking clans, trading clans. Clans that permeate the upper levels of government or the military.

Like the Game of Thrones or First Law worlds, I would have one premier bank that can act as the antagonist in the story. If I need another to put pressure on that main banking clan, I would likely mention another.

Trade
Trade Routes in Pancirclea. Image by Michael Tedin

In sum (no pun intended), you don’t need money and banking in your fantasy world. You can develop the other features without any detailed development of these features. On the other hand, doing so can enrich the ambient feel of the world and provide some powerful motivations for your characters.

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Worldbuilding 102 – Applied Worldbuilding

So far in this series, we have discussed a lot of theories with a few suggestions for practical applied worldbuilding. I have set out a few examples along the way. Now lets take a moment to apply what we know to the sample world I created, Pancirclea. If you have read this series from the beginning, you’d know that the continent is named because I started with two circles representing continents and smashed them together.

Applied Worldbuilding: What We Know So Far

Back in my worldbuilding article on demographics, I came up with three basic genetic groupings, Hillfolk, Savannah People, and Silvans. I based them on the climate and biomes that they evolved in. When I was doing that, I kept in mind that they would likely have distinct cultures from each other.

Culture is not a single defining feature, but a set of features among a society that gives the society a distinct feel. Many of the things we talk about in this series of articles make up the culture of each society. Later, we will talk about language, religion, and politics.

What we know so far in the series is demographics, settlement patterns, urban geography, magic and technology, and some economics (types of economies and trade).

In earlier articles, I mapped out the demographics and settlement patterns of southeast Pancirclea. Now let’s apply some worldbuilding techniques and look at the technology and economics of the region. I’ll take a stab at listing out some of the social forces at work in each society. Once we know that, we can begin to see some areas of conflict.

These social forces and conflicts are the starting points for developing characters that live in these areas. Those characters may have these conflicts as motivations, either as primary motivations or as secondary motivations. Either way, characters with multiple motivations make for much more interesting characters. See the most recent issue of Writer’s Digest (May/June 2021) for a great article on The Russian Nested Doll Theory of Motivation.

Cultural Zones
Applied Worldbuilding: Cultural Zones of Pancirclea. Image by Michael Tedin

Applied Worldbuilding: Resources Are Important

In order apply our worldbuilding techniques to what we know about each society’s technology and trade, we need to know what resources each of them has. This depends on where they’ve settled because their environment determines the natural resources available.

Savannah Culture

Savannah People are an agricultural society. They’ve settled in the plains and by rivers in cities A, B, C, D, F, M, and G. (I am going to finally give these cities names when I write an article about language. Stay tuned.)

They grow grain and raise livestock, including horses, cattle, sheep, and goats. The livestock also produce milk, cheese, and wool.

Hillfolk

The Hillfolk have settled in the hills. Their cities are E, F, H, I, J, K, and L. Cities E and F have some crossover culture between the Hillfolk and Savannah cultures.

Some of the hills are forested, some are not. The hills provide mineral resources such as copper, tin, and coal for bronze making, as well as iron, salt, limestone, and marble. The forests also provide wood for building. Wood can also be converted to charcoal for use in for smelting. They also raise livestock, including sheep and goats.

Silvans

The Silvans did not advance as much technologically as the Savannah or Hillfolk cultures because they were not as much under ecological pressure to survive. The forests still provide enough for their villages to thrive. Consequently, the need for developing intensive agriculture or metallurgy was not as high.

The resources available to them are mostly forest resources they can gather, including the obvious wood and woodcrafts. Also, their long relationship with the forest has allowed them to develop a deep understanding of the forest herbs and medicines derived from them.

Pancirclea Resources
Applied Worldbuilding: Natural and economic resources of Pancirclea. Image by Michael Tedin

Applied Worldbuilding: Technology and Magic

At this point, it’s time to apply our worldbuilding techniques to make some creative decisions. I’ve decided that, due to environmental pressures, the Hillfolk and Savannah People have developed Bronze Age technology, but the Silvans have not. The Silvans still make use of technology borrowed from the other two.

The creative part is the development of magic. There is no real world analogy, so let’s just make this shit up! Without going into too much detail on the mechanisms behind magical theory, let’s just say magic is based on life energy. It’s a common trope and one that works well for the purpose of this demonstration.

Sources of Magic

The Hillfolk have a lot of forests in their hills, so they can draw on the life force of the forests to wield magic. On the other hand, the Savannah People have grasses on the plains, though there are trees along the rivers. Therefore, they have less life force in the natural world to draw on (in spite of the equal value of different types of mana in Magic: The Gathering).

The relative scarcity of life energy in the plains forces that Savannah People to rely on another, more powerful source of life energy: human sacrifice. Naturally, nobody wants to volunteer for the duty, so they rely on prisoners and slaves for sacrifice. Later, we will see how this affects society in the areas of class, religion, and politics.

The Hillfolk are near forests, so they use as much plant material as possible. It is depleting the forests, clearing large areas. They use these cleared areas to plant grain and graze sheep and goats. The hills around city E, where civilization first stared, are almost completely bare.

The Silvans have an abundance of forest resources, including magical energy from the life force of the forest. Because of this and their ready access to herbs and medicines derived from them, they also have developed the knowledge of magical potions.

Applied Worldbuilding: Economics and Trade

As I pointed out in my last article on trade, societies will exchange their surplus resources with other societies for resources they lack.

If you wonder why I focus on trade so much, it’s not because I think every story needs to have merchants or traders in it. Rather, trade is a major pathway for cultural exchange. Ideas, religion, technology, art, and literature all flow along trade routes. It helps to know what materials flow along those routes to know where the routes get laid out.

Savannah People

The Savannah people have a surplus of grain, but lack minerals, metals, wood and charcoal. Because of the cost of the things they lack they have developed a culture that relies on them less. Where they cannot get them, they will trade with the Hillfolk for minerals and metals. To some extent, they will also trade for wood.

The Savannah people also use human sacrifice to power their magic. To some extent, they will take slaves from among their own people, either criminals or subjugated peoples. To make up the difference, they will go to war with other cities or kingdoms to capture slaves, raid the Silvans, or trade with the Hillfolk for them. We’ll discuss war, government, and politics later.

Hillfolk

The Hillfolk have almost exactly the opposite surpluses and deficits than the Savannah people. This makes these two societies natural trading partners. The Hillfolk have minerals and metals but less grain.

They also have wood and charcoal from their forested hills. Because of the forests, they also have more magical energy available. They can’t export that energy, but they can craft magical artifacts for sale. I imagine a brisk trade selling such artifacts to the people of the Savannah.

Silvans

Silvans have little they need from other societies, but find metals and minerals useful. Their magical energy derives from the forest. They store this energy in potions and trade with the Hillfolk for metals and minerals. Because they live on villages and have no cities, they also have no major trade routes.

Nobody is willing to trade their own people, so Hillfolk and Savannah people resort to raids to capture slaves. The easiest source for raids is among the Silvans who live mainly in poorly defended villages.

Pancirclea Trade Routes
Applied Worldbuilding: Trade Routes in red. Slave trade in yellow. Image by Michael Tedin

Setup for Conflict

The core of a good story is the drama created by conflict between characters. Already, we are starting to see conflict arise between societies that might translate into personal conflicts. In my next article, I’ll discuss the class divisions within a society along with a money system.

Pancirclea Conflict Zones
Pancirclea Conflict Zones. Image by Michael Tedin
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Worldbuilding 102 – Economics in Fantasy Societies Part 1

Economics sounds like a dry subject, even if it is fantasy economics. In college I wasn’t interested in microeconomics. I had little interest in supply and demand curves, prices, and opportunity costs. This article won’t cover that. Instead, we’ll look at macroeconomics. What resources does your fantasy society have, what does it need, and how does it get them?

Do we really need to get into economics to write a fantasy story? You don’t need a lot of detail, but some background helps flesh out the world. In addition, understanding the economics of your fantasy society helps provide motivation for any factions you might want to create. We’ll look at class and caste in Part 2.

Economics is About Allocation of Resources

When thinking about the economics of your fantasy society, ask what is the basis of the economy? To some extent, this depends on the resources available to your society as well as the level of technology (and magic) available. For more about resources, see my article on Landforms. Also, see my article on Magic and Technology.

At its most basic, economics is about providing the people of a society with the things they need to survive or thrive. Fantasy economics is no different. The word comes from the Greek oikonomia, meaning “household management”. All societies need food, water, and shelter. More advanced societies need metal and minerals, wood, energy sources such as coal for heat and animals (or slaves) for work, and other technology or materials.

Types of Economies

Naturally, there are multiple ways to get resources to the people that need them. Scholars have grouped them into three basic types: gift economies, barter systems, and market economies. These need not be mutually exclusive. A society with a market economy might use barter or gift economies as alternatives methods of resource distribution.

Gift Economy

A gift economy is an exchange where goods aren’t sold, but given without an explicit agreement for anything in return. There are usually rules, social norms, and customs governing how gifts are given. For example, it might be a social obligation for the wealthy to give alms or hold a potlach. Often, while there is no explicit expectation of a return gift, there might be an implied expectation of a gift at some point in the future in order to maintain a relationship. Think about birthday or Christmas gift giving.

Gift economies might become quite complex and embedded in a culture. An example is the gift-giving potlaches of the tribes of the Northwest Pacific coast. These feasts were opportunities for leaders to demonstrate their power by giving away their wealth.

File:Edward S. Curtis, Kwakiutl bridal group, British Columbia, 1914 (published version).jpg
Kwakiutl bridal group, British Columbia, 1914 Edward S. Curtis, Public domain, via Wikimedia Commons

Patronage and Feudalism as a Gift Economy

Another type of semi-gift economy was the patronage system in the Roman Empire. A patron would give a gift in land or position in expectation of service by the client at some unspecified point in the future. This evolved into feudalism in medieval Europe where vassals received land in return for a promise of military service in the future.

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Investiture of a knight (miniature from the statutes of the Order of the Knot) Bibliothèque nationale de France, Public domain, via Wikimedia Commons

If you are looking for a good conflict to form the basis of the drama of a story, you don’t need to look much further than the conflict between the social norms and customs of a gift economy and how people actually act in such situations. Perhaps the conflict is between two leaders, each trying to outdo the other in maintaining social status. Perhaps a client balks when his patron requests he perform his promised obligation.

A system of gifts might work within a society where social norms are agreed upon, but it doesn’t work as a system of exchange with other societies that might have different customs. As such, it can’t be used for external trade, that is, for a society to trade with others to obtain resources they lack.

Barter

Barter is a more familiar form of exchange to most westerners. It works better as a system for external trade. In barter, participants directly exchange goods or services for other goods or services without money. When bartering, both sides must agree on the value of the goods traded. Barter is common even in market economies when money is scarce.

A man bartering various farm produce in exchange for his yearly newspaper subscription. F.S. Church, published in Harper’s Weekly, January 17, 1874, p. 61., Public domain, via Wikimedia Commons

It is difficult to use barter for long distance trade due to the difficulty in carrying large amounts of goods long distances and coming to an agreement on the value of the goods you brought. There is a high risk of bringing what you think is valuable to a distant city only to discover your trading partners don’t think it is as valuable as you do.

I can think of possible story hooks where a merchant brings his goods a long distance to trade only to find they had less value than he expects. Does he bring them back and lose the cost of the travel? Does he trade them for less than he thinks they are worth? What sort of risks and dangers would such a merchant face?

Market Economies

Market economies are the most familiar to modern readers. As such, they usually work well as a default option for fantasy stories. It is an economic system in which the price of goods determine decisions regarding investment, production and distribution of resources. Markets can be highly regulated or completely unregulated (laissez-faire), depending on the level of government involvement or social custom. For a market economy to work, the society needs clearly defined property rights.

Note that a market system is not the same as a capitalist system. Capitalism is a system based on private ownership of the means of production and operated for profit. The feudal system of the middle ages had a market system, but not a capitalist one.

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The farmer’s market near the Potala in Lhasa, Tibet. Nathan Freitas, CC BY-SA 2.0, via Wikimedia Commons

Fantasy Economics and Trade

In my article on mapping out the cities in your fantasy world, I discussed trade as a main driver of city growth. At that point, I was already thinking about trade routes. Now, it’s time to think about what moves along those routes.

Placement of the first cities and trade routes in Pancirclea. Image by Michael Tedin.

Societies typically don’t have all the resources the need or want, so they trade. Trade happens when a society has a surplus of one commodity and a shortage of another. A society lacking certain resources might value a commodity more highly than a society with a surplus. They will trade their surplus with the surplus of another in order to fill their shortage. In this way, trade benefits both societies.

In David Ricardo’s formulation of comparative advantage states, “When an inefficient producer sends the merchandise it produces best to a country able to produce it more efficiently, both countries benefit.” At least, that’s how the theory works. Often, trade is between unequal partners and conflict arises.

People can trade through barter (see above) or through trade markets. Often, a more powerful trading partner can dictate the terms of the exchange. This will often lead to conflict if the weaker partner doesn’t feel they received full value for their products.

A contemporary camel caravan for salt transportation in Lake Karum in Afar RegionEthiopia LeFnake, CC BY-SA 4.0, via Wikimedia Commons

Trade Goods in Fantasy Economies

What goods and services can people trade in fantasy economies? Start by looking at the resources available.  Mountainous areas have metals and minerals. Forests provide wood, lumber, charcoal, herbs, spices, and medicines. Plains have grain, cattle, and horses in abundance. In dry hills one finds cattle, sheep, and wool.

You can also put economics with a fantasy element at the center of your story. Think about magical trade goods. Do your mages create magic items to trade? Would such items be considered protected technology like cutting edge electronics and software is in the computer age?

Services are also traded, though usually within a society. What services could be sold in a fantasy economy?

Magic: The Gathering Aladdin’s Lamp. Art by Mark Tedin. Copyright Wizards of the Coast

In my next few articles, I’ll continue discussing other aspects of fantasy economics, specifically money and class.

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Worldbuilding 102 – Magic and Technology

Magic and technology are two sides of the same coin and are inextricably linked. Therefore when building your fantasy world, consider whether to include magic and at what level.

Similarly, think about what level of technology your society is at. Whatever level you choose, magic will influence it. Magic might replace certain technologies. On the other hand, the existence of certain magic might render certain technological advances irrelevant.

What do I mean by level of technology? Is it medieval, classical, bronze age, stone age? What inventions have been made and discoveries found?

Most fantasy stories default to a semi-medieval level of technology with some magic thrown in. Before you use default the default option, think about the implications. What technologies are available? Do you want to take some away to make life more difficult for your characters? How does magic affect the development of other technologies? Above all, because the semi-medieval level is default, it is also cliché.

Magic and Technology

Remember, many of the factors in worldbuilding have to be considered at the same time as others. Magic is one of those. I don’t want to get too deep into designing a magic system. After all, that could fill an entire course higher than 101-level.

More importantly, when deciding on a magic system for your fantasy world, think about how pervasive magic is. You needn’t get into too much detail initially. All things considered, if magic is widespread and common, it would likely replace other technologies. If you have a fireball spell, who needs gunpowder?

On the other hand, some magic might spur other technologies. Like technological development, magic might give a society certain advantages over others. For example, the fireball spell will give a military advantage over those without it. Controlled use of it might advance metallurgy.

See the source image
Fireball. Mark Tedin 2006 Copyright Wizards of the Coast

One possible scenario is living in a society that has fallen from its peak. It had magic, but lost knowledge of it. Such a society might be stunted in its technological development. Some people would be seeking to retain or relearn certain magic. Others might strive to find technological developments to replace it.

Available Resources

Another factor that determines available technology is what resources are available to the society. We spent some time in Worldbuilding 101 – How to Map Your Fictional World – Landforms thinking about where resources are located in the fantasy world.

For example, if society developed iron weapons, what is the source of the iron? If your fantasy empire is in the center of a broad plain, it’s unlikely they are mining iron. Without an energy source such as wood or coal, they would not likely be smelting ore either. They would have to trade for iron and coal. What do they have to trade? If they’re in the middle of a broad plain, they probably have a surplus of grain. I’ll discuss trade in more detail in a future article about economics.

Perhaps the technology never developed in your society. Bronze and iron smelting didn’t reach the Americas until the arrival of Columbus. Even without widespread metal tools, pre-Columbian societies had complex societies.

On the other hand, one society might benefit from the developments in another. For example, the peoples of the Northwest Coast or America did have access to iron that drifted in from Japan.

Knowledge vs Technology

Another factor in the level of technology is the level of knowledge in the society. The difference between knowledge and technology is like the difference between intelligence and wisdom. Knowledge is information. Technology is turning that information into useful tools. As an example, mathematics is knowledge. Engineers use it to develop technology.

Mathematics developed when people began counting and measuring the natural world. From there, they began to calculate those measurements. Finding patterns in the measurements and calculations allows prediction of other measurements. This was important in developing astronomy, astrology, and calculating time.

In a world that uses technology and magic, mathematics might not develop. If it does, it drives the accumulation of other knowledge. It might even drive the development of magic in the form of numeromancy. In fact, the three magi or “wise men” of the Jesus story were widely believed to be astrologers, which was dependent on mathematics. The word “magi” originally meant a Zoroastrian priest whom the Greeks perceived to be magicians.

File:Albategnius.jpeg
Al-Battani (850-926) Unknown author, Public domain, via Wikimedia Commons

Technology Through History

The history of technological development looks linear. The makes intuitive sense. For one advancement, others need to be made first, right?

Technology often unlocks more advanced activities, increases wealth and population, and gives societies advantages over other societies. For example, western Europe had ocean-going ships and gunpowder, giving it an advantage over other societies.

Gunpowder and steel allowed Europeans to subdue pre-Columbian civilizations and enslave Africans. Once disease depopulated the Americas, these technological advancements allowed Europeans to plunder the wealth of the newly conquered continents.

Pizarro seizing the Inca of Peru by John Everett Millais. Used on the cover of Guns, Germs, and Steel by Jared Diamond.

On the other hand, some inventions are made that never lead to other inventions. For example, the Chinese invented gunpowder, but not guns.

In some cases, one society developed a technology well before others did. For example, the crab claw sail drove Austronesian expansion across the Pacific beginning at around 3000 BCE. Lateen sails reached the Mediterranean in the Roman era (Lateen = Latin). The lateen sail developed from the crab claw. This sail type allows sailing into the wind and is necessary for ocean-going ships. Without it, the Europeans would never have conquered the Americas. The Austronesians also developed double-hulled catamarans, which are more stable on the ocean. The Europeans never did.

File:Hokule'aSailing2009.jpg
Hōkūle`a, a modern Hawaiian wa’a kaulua or voyaging canoe, via Wikimedia Commons

Metalworking

The main technology driving social change for thousands of years BCE was metal. The great ages of human history and pre-history are named for advancements in metal. The Stone Age, the Bronze Age, and the Iron Age. The Iron Age corresponds to slightly before the classical era of Europe.

Metal is a prime technology because it is needed for weapons. As bronze weapons replaced stone, societies with bronze weapons had a significant advantage. For a swords and sorcery adventure story, technology and magic matter. It makes a difference what the swords are made of.

Neolithic Era

When one says Stone Age, most people think of Paleolithic cave men carrying clubs and wearing fur pelts. In fact, Neolithic societies were far more advanced than widely imagined. They had developed agriculture, pottery, and irrigation. People lived in villages and towns, fought wars, and traded with faraway places. They wore jewelry, woven clothing, and used a variety of tools. Social life was organized with clans, tribes, priests, and warlords. The main difference between this society and the Bronze Age society was the lack of metal.

File:Neolithic house.JPG
Reconstruction of Neolithic house in TuzlaBosnia and Herzegovina. Prof saxx at English Wikipedia, CC BY-SA 3.0, via Wikimedia Commons

Bronze Age

The development of smelting led to the development of copper tools. When combined with arsenic or tin, it led to bronze (ca. 3000 BCE). Tin didn’t often naturally occur in the same area as copper. For most societies, trade networks brought the two metals to them.

While metalworking didn’t change the basic aspects of daily life, it did lead to major changes in social structure. The Bronze Age is characterized by the development of cities with hundreds of thousands of people. It is in this era we find the first written records.

Writing allowed people to measure the stars and earth, leading to astronomy and mathematics.

Technological advancement led to a more centralized government, hereditary monarchies, a caste of priests, and written laws. City states became kingdoms and empires.

Iron Age

In constrast, iron is more abundant than copper or tin, but melts at a higher temperature (1535ºC). This means the civilization must have access to wood or coal and a furnace to maintain the heat. The technological advance that made iron possible was the furnace. In order for society to develop this furnace, knowledge of smelting was necessary.

Catalan Hearth. Copyright Encyclopedia Britannica.

Iron was more common than bronze due to the scarcity of copper and tin. On the other hand, steel is an alloy of iron and other ingredients, mainly carbon. The invention of steel didn’t make a huge difference in the life of the average person. In the default setting of medieval Europe, steel was available, but expensive. Only the fabulously wealthy could afford a full suit of plate steel armor.

China entered the bronze age much later (ca. 1600 BCE). Consequently, they progressed to iron later as well. It wasn’t until China was unified under the Qin dynasty (221 – 206 BCE) that iron technology fully developed.

Later Eras

After the Iron Age came the classical Greek and Roman periods in Europe, both of which advanced in other areas of science. In western Europe, the Roman world degraded to medieval society. The real difference between classical Roman Empire and medieval society are the loss of technology and development of the feudal social structure.

In the Middle East, the Umayyad Caliphate replaced the Roman Empire. Later, technology and learning continued to advance under the Abbasids in Baghdad.

Writing as Technology and a Source of Magic

Writing was a major technological advance. Whether and what kind of writing a society has can determine how knowledge is collected and passed on. Consequently, for a fantasy society, writing is a major consideration in magic and technology.

Do your wizards write down spells? Are they invoked by runes? Is other knowledge and technology recorded or transmitted through writing?

The Codex Gigas, 13th century, Bohemia. Kungl. biblioteket, Attribution, via Wikimedia Commons

Think about how widespread reading is. If writing requires expensive materials, the poor won’t be able or even have the opportunity to read. Instead, it will be the technology of the rich. In societies where magic can only be written, it would be the domain of rich wizards. On the other hand, where spells can be memorized, the poor will have their own witches and sorcerers.

Widespread writing and books requires cheap materials. The earliest records were recorded on stone, wood, bone, clay, wax, cloth, or metal. The Egyptians used papyrus as far back as 3000 BCE. Parchment replaced papyrus in the 2nd century BCE . The Chinese invented paper in 105 CE, but didn’t reach Europe for another thousand years.

Stone, clay, and, to some extent, metal tablets don’t travel well, so are impractical for mass storage or transmission of knowledge over distances. Parchment, papyrus, and paper work better, but are subject to deterioration over time.

Men splitting papyrus, Tomb of Puyemré; Metropolitan Museum of Art, CC0, via Wikimedia Commons

Energy Technology and Magic

Any society requires a power source to drive its economic activity. Before the domestication of cattle in the Neolithic era, agriculture and hunting was done by humans. Later, domesticating cattle and horses to pull plows allowed increased agricultural output and importantly, the surplus needed to feed the animals.

Egyptian ard, heb, with braces, c. 1300 BC. Burial chamber of Sennedjem, Public domain, via Wikimedia Commons

Other civilizations made use of slave labor. This is easy and cheap if the society has:
1. a high population of people available to enslave,
2. the means to subdue others, and
3. agricultural surplus to feed them.

Slaves in chains during the period of Roman rule at Smyrna, 200 CE. Ashmolean Museum, CC BY-SA 2.0, via Wikimedia Commons

Industrial Development

If there fewer people available to enslave, societies might innovate new sources of energy such as water or wind power. Does your areas have flowing water? If not, is there enough wind to drive mills and pumps? After all, harnessing water and wind requires machines, which implies a level of technology that might not develop if the society relies on slave or animal labor.

Industrial development in western Europe grew when engineers used the steam pump to raise water out of tin mines in Cornwall. The steam engine was cheaper than importing slaves, which is ironic given the slave trade spurred the British exploitation of colonies in North America and the Caribbean.

Magic and Energy

Likewise, think about how magic determines power sources. Does the magical system in your world require an energy source? What is that source? Is it provided by technology? For a more sinister source, perhaps it comes from human sacrifice in the form of slaves.

Do magic users have the knowledge of how the energy is called upon or the technology to create it? If magic is free and easy, why invest in enslaving other people when you can make things magically move?

Finally, when thinking about the society of your story, ask whether slavery exists. If it does, it doesn’t preclude other technological advances. On the other hand, there would be less incentive to develop other energy sources and other technologies. In addition, think about whether your society domesticated horses or oxen. After all, it’s hard to think of a fantasy story without riding horses, though it’s certainly possible.

Other Technologies

There are many technologies that might or might not be present in a fantasy world. The clichéd default option of medieval Europe gets boring. As a thought experiment, try removing some technology and think about what happens to society if that technology doesn’t exist. Will someone use magic to invent a replacement?

Here are some topics and some of the technologies to think about in each category.
Navigation: Compass? Astrolabe?
Measuring time: Mechanical clocks? Sundials?
Literature: Writing? Paper? Printing? Movable type?
Agriculture: Irrigation? Windmills? Plough? Wheel? Pottery?
Architecture: Building with stone? Brick?

There are probably more topics under technology, but for every one you think of, think about why it would develop. What need does it meet? Are the resources and knowledge available for it to develop? Can magic meet the need? In order to answer these questions, you need to have a good understanding of your society’s level of technology and magic.

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Worldbuilding 101 – How to Design a Fantasy City

I have to admit, I love designing fantasy cities, but drawing city maps takes so much time. I could create shortcuts, but I want to know where all the streets and alleys are as well as all the major buildings. For this reason, I never really finish most of my maps.

When you are designing fantasy cities for your story or game, you don’t need that much detail. You will need detail for the specific settings, but for the most part, as long as you have an idea of where the major landmarks your characters might interact with, it should be good enough.

Fantasy City Terrain

The terrain of your fantasy city is dependent on the world or continent map you drew. In my last article, we looked at where cities were placed.

In order to stay as close to your original map as possible, clip a bit of your continent map where your city is placed. Past it into the graphics program and expand it to show the area you want for your city map. You will use this as a template for drawing more detail. I use Inkscape for my drawings. It’s free and works remarkably like Adobe Illustrator. If you have access to a full blown professional drawing program, by all means, use it.

The first thing you’ll need to do is adjust the size of the elements on the map. When I blow my own map up, I find the tiny dot on the continent map is now more than 20km across. You might have to move the now-gigantic dot.

City C of Pancirclea. Image by Michael Tedin

In any case, you’ll have to shrink the dot to a reasonable size. Most pre-industrial cities were no more than 1km to 2km across. That corresponds to 100-400 hectares or about 250-1000 acres. The largest, like Rome at the height of the empire, were up to 5km (2400 hectares or 6177 acres).

Most people in pre-industrial societies did not live in cities, but on farms, in villages, or even small towns. It would be a good idea when designing your own cities to think of what they would look like if they grew from a small village. For cities founded by outsiders, you can design it as you wish. Just remember that cities are the exception, not the rule.

Focus in and add detail

When you blow up the map to the size you want to see, you can fill in the detail of the terrain. In my example below, City C is at the edge of the floodplain of the river to its southeast. It has four trade routes going southeast, northeast, north, and northwest.

I have added a stream because all cities need a watercourse. Some elevation lines give a better idea of the terrain. The topography includes a valley for the stream and a slight ridge to the northeast. I wanted the ridge as a defensible area where a fortress will be built later.

Pancirclea City C as a village. Copyright Michael Tedin

Major Features of Fantasy Cities

Unless you are reinventing the city wholesale, the major features of designing any fantasy city will mirror the major features of real life cities.

When designing a fantasy city or town, I like to recreate it historically. This allows the city to develop over time, giving it historical depth. If the city grew organically, I start by thinking about what it looked like as a village, then add features as it grows.

Most ancient cities were much smaller than what we think of cities now. None grew any larger than 1 million inhabitants until around the time of the Roman Empire, when Alexandria, Egypt reached that size.

Before that time, the first cities started out no larger than 1-2 thousand people. The first cities were Jericho or Çatalhöyük in about 7000 BCE. Over time, the largest cities grew in size, to one hundred thousand inhabitants (Ur in 2100 BCE), to two hundred thousand (Babylon 500 BCE), to five hundred thousand (Carthage 200 BCE).

The medieval era in Europe saw population decline, but other parts of the world saw growth. Rome shrank to fifty thousand inhabitants in 800 CE, but Chang’an in China grew to 1 million in the same year. Baghdad grew to as large as 1.2 million in 1000 CE.

City Centers

The major features of the city normally cluster around the city center. The central features depended on the main function of the city within the kingdom or empire. Some cities were sparsely populated political capitals, others were trade centers, and still other cities had a primarily religious focus. The largest cities served all three purposes.

The obvious city centers of each of these would be the palace or citadel; market or bazaar; or temple, cathedral, or church.

Palace or Citadel

In cities where rulers live, they would have a palace. The homes of the richer nobility clustered around the ruler’s palace. The word palace comes from Palatine, one of the hills in Rome where that ancient city was founded and where its rulers lived.

In a more warlike society or one with external enemies, defense is a high priority, so cities might have a citadel. Literally meaning “little city”, this fortress usually sat on a hill within the larger city. Rulers had responsibility for the defense of the realm, so they often lived in these citadels, building palaces within them.

Often, the citadel was there first as a hill fortress. Often, a city grew around these fortresses as tradesmen and nobility settled nearby to take advantage of the protection of or access to the ruler.

File:Casale Monferrato map (018 003).jpg
See page for author, Public domain, via Wikimedia Commons

In more peaceful time, the ruler might abandon the need for a fortress and build a palace in a more serene setting. For example, the official residence of the Mughal Emperors in Delhi was the Red Fort, within which was the Chhatta Chowk bazaar and multiple palaces. Zafar Mahal, their summer residence, was in a hilly and wooded area in south Delhi.

Where a city included a large enough citadel, the nobility might be able to own a home within it. Prague Castle is such an example.

Peter K Burian, CC BY-SA 4.0, via Wikimedia Commons

In a more democratic society, there would less need for a citadel. Instead, you might find an assembly hall of the senate or public assembly. The ancient Roman Senate building was in the Forum, the central gathering place and market of the city.

File:Curia iulia 02.JPG
Curia Julia, Rome. I, Sailko, CC BY-SA 3.0, via Wikimedia Commons

Religious Centers and Temples

Religion played a major role in most human society throughout history and prehistory. As such, major cities had major religious centers as well. Even after Rome lost its place as the center of Roman political life, it retained its preeminence as the center of the Roman Catholic religion. The same is true of Mecca and Jerusalem.

In cities that are the center of a religion but not a government, the religious site becomes the focal point of the city. In medieval times Rome had no more than 100,000 inhabitants, but the Pope’s residence remained in the Vatican or Lateran palaces.

File:Chor Apsis San Giovanni Laterano Rom.jpg
Choir and Apse Saint John Lateran Rome. Stefan Bauer, http://www.ferras.at, CC BY-SA 2.5, via Wikimedia Commons

Jerusalem has been a pilgrimage destination Jews, Christians, and Muslims for thousands of years. Except for a 200 year period when the crusaders ruled the Levant, it hasn’t been the capital of a kingdom since the Babylonians captured it in 597 BCE.

Religious sites pepper the city, though the Temple Mount is the central focus, the site of the Western Wall, revered by Jews, and al-Aqsa Mosque, revered by Muslims. Christians have multiple holy sites, including the Church of the Holy Sepulchre. Any one of these would be a major draw as a religious center.

Jerusalem – Holy City for three world religions. Copyright dierecke.com

If you are designing a fantasy city with a religious focus, Rome or Jerusalem would be good models of cities with a single focus or multiple focuses.

Trade Centers

Wherever people congregate in large numbers, trade follows them. Cities that have religious, governmental, or defensive centers almost always have large markets as well.

Conversely, wherever trade goes, people follow it. some cities are trade centers but have no governmental or religious significance. This is less common in times of war and strife. Trade needs defense. In more peaceful times, trade can flourish.

Cities whose main purpose was trade include Florence and Venice in Italy, Carthage in Tunisia, or Mumbai in India. Romans, Phoenicians, Greeks, and western Europeans built or developed many colonial towns for the purpose of increasing trade with the home country or city.

File:PhoenicianTrade.png
Yom (talk · contribs), CC BY-SA 3.0, via Wikimedia Commons

Multipurpose Cities

Some cities had multiple purposes, especially in societies where religion was closely tied to government. Constantinople, for example, served all three purposes. It was the seat of the Byzantine (late Roman) Empire, the seat of the Orthodox Patriarch, and a major trade center at the crossroads of Europe and Asia as well as the Mediterranean and Black Seas.

Baghdad under the Abbasids was the same, though for a different ruler, a different religion, and different trade routes.

Even when cities have multiple purposes, the palace, market, and temple normally cluster close to the center. Remember, the city center is usually not more than 1km across.

Rome, showing the temples on the Capitoline, the palaces on the Palatine, and the market of the Forum. Copyright mapaplan.com.

Residential Neighborhoods

Your city’s inhabitants will mostly live in the neighborhoods beyond the center. These neighborhoods usually cluster tightly together. There was nothing like the suburban sprawl that we see in modern cities. In addition to being crowded, these neighborhoods were usually dirty as well, with no running water or sewers.

Travel was by foot in the cities, though richer people owned horses. This limited the physical distance a person wanted to walk. If you take the rule that a person won’t normally walk more than 20 minutes for an errand, it keeps most day to day functions such as local food markets close.

Streets were normally about 10 meters across, wide enough for two carts to pass, though they were narrower in places.

The broad avenues of most major modern cities were built in modern times to ease congestion through the city, bypassing the narrow confines of the neighborhood streets. In the 18th and 19th century, city planners designed the radial patterns of of avenues in Paris and Washington DC with this in mind. Compare Paris in 1223 to 1702 to 1765, and finally 1874, when major routes were added. We see little change from 1223 through 1702, the beginnings of a radial street pattern in 1765 and a major change in 1874.

File:Erhard frères, Plan de Paris indiquant le tracé des voies nouvelles dont S. M. l'empereur Napoléon III a pris l'initiative, 1874 - Gallica.jpg
Paris in 1874 Bibliothèque nationale de France, Public domain, via Wikimedia Commons

In many preindustrial cities, tradesmen lived where they worked. Shops would front the street while the family lived behind or above the shop.

Larger cities such as Rome built multi-story apartment blocks called insulae (islands) to house residents. These were usually crowded and dangerous, contributing to disease and fire. Cities in China and pre-Columbian America also had apartment blocks, though they were not as crowded as in Rome.

Ostia: Plan of Regio III – Insula IX – Case a Giardino (Garden Houses) Source: smarthistory.org

Defense

As I said in my previous article, people live in cities for defense. For this reason, most pre-industrial cities built walls for defense. In peaceful times, this might not be as important and the population settled outside the walls, but when outside enemies threatened, the walls became quite important.

Some city walls were massive, such as those of Constantinople. Others were simply masonry or field stone piled on top of each other.

File:Walls of Constantinople.JPG
Restored walls of Constantinople. en:User:Bigdaddy1204, CC BY-SA 3.0, via Wikimedia Commons

Frequently, cities took advantage of water not just for personal needs but for defense, locating on islands in rivers or lakes. The Aztecs built Tenochtitlan in Lake Texcoco.

File:Map of Tenochtitlan, 1524.jpg
Map of Tenochtitlan, 1524. Friedrich Peypus, Public domain, via Wikimedia Commons

Water and Sewage

In addition to needing water, cities need sewers. Removing human waste and excess rainwater is a necessity for the health of the populace.

The Sumerians first used clay sewer pipes around 4000 BCE. The city of Uruk first used brick constructed latrines around 3200 BCE.

Waste removal in medieval Europe was sadly deficient. Usually, cities disposed of waste in open streams or ditches running through the city. This led to high mortality due to disease, plague and pandemic. Paris didn’t clover its sewer until 1370.

For the most part, the poorer neighborhoods lacked high quality sanitation. They were crowded and dirty.

Public Baths

On a week-long trip to Budapest once, I decided to tour all the public baths in the city. Maybe some day I’ll write about my experience in the Turkish bathhouse there, but not today.

Many ancient and medieval cities also had public baths. Cities in Rome, Greece, and as far back as Mohenjo Daro had them.

In ancient times public bathing included saunasmassages and relaxation therapies. Neighbors met and discussed community concerns in these communal places. Think of the cliché of the mafia don meeting his rivals or lieutenants in a public bath.

Public baths improve the health and sanitation of the city, but they require adequate public water supply and sewer systems.

Baths of Caracalla, Rome reconstruction. Copyright Avinash Kumar Srivastav

You don’t need to map out the sewers when designing your fantasy city, but you should decide how adequate the sewer system is and whether there are adequate facilities for bathing. Which of these models you want your city to follow is up to you. I like a cleaner city, but if your story wants a filthier, grittier setting, opt for the European model.

City Layout and Urban Structure

In designing a fantasy city, you will need to decide its geography. Where are all the main features in relation to one another? City layout and urban structure is a complex topic with many facets. It would be easy to get lost in the weeds in inventing a realistic city. However, one doesn’t need a degree in urban planning to design a fantasy city.

Scholars define five different city layout types: geomorphic, radial, concentric, rectilinear, and curvilinear. The most common ones were geomorphic, rectilinear, and radial. As an amateur city planner, you are free to invent your own as well. Just remember that people must live in your city. Even if they are fictional, they they will adapt the city you design to their own use.

Geomorphic

Geomorphic patterns follow the layout of the terrain. These are common where there is no central planning. In such situations, cities grow organically according to the needs of its inhabitants. People walk according to the route that requires the least expenditure of energy. My own home town of Sitka, Alaska is laid out in a geomorphic pattern out of necessity.

There is an urban legend that the settlers of Boston followed cow paths when laying out the streets. This is probably not far from the truth. Just looking at the map, one can see that it followed geomorphic patterns.

File:Boston, 1775bsmall1.png
Thomas Hyde Page, Public domain, via Wikimedia Commons

Rectilinear

Also known as the grid plan, rectilinear cities are the favorites of city planners. This plan is among the oldest of city layouts, from Mohenjo-Daro to Roman coloniae, to Chang’an, China, to Teotihuacan, Mexico.

The most familiar of these to students of European history was the Roman grid plan. The Romans founded multiple cities throughout western Europe as Roman colonies. One can still see the grid on the map of the city centers of Florence, Italy, Cologne, Germany, Zaragoza (Caesaraugusta), Spain.

As you can see from the maps, these cities grew beyond their Roman cores in stages. By studying the maps, one can see the rings of medieval, renaissance, industrial, and modern era growth.

Radial

In a radial structure, main roads converge on a central point, usually a market or plaza. Cities such as Amsterdam or Erbil, Kurdistan follow this pattern. This radial pattern became popular in the renaissance and can be seen outside the Roman core of Florence.

File:Aerial view of central Erbil, Kurdistan.jpg
Aerial view of central Erbil, Kurdistan. Lamacchiacosta, CC BY-SA 4.0, via Wikimedia Commons

The radial plan needn’t have its focus on the center of the city. In larger cities, avenues might radiate out from satellite centers in neighborhoods, linking them together. Later cities such as Washington, D.C. combined the radial and grid plan in just this way.

Designing Your Own Fantasy City

Hopefully, this exploration of city structure and planning gives you enough ideas to design your own fantasy city. Remember that any city has to be used by people. Design has to conform to their needs. Whether you lay it out following terrain or in a grid, set up city walls, or have adequate water and sanitation, these factors will influence the people in it. The people living in a city also have their own ideas of how they use the infrastructure they are given.

Once you have the design of the city, you can start populating it. The major districts imply the existence of rulers, priests, and merchants. Once you understand the environment they live in, you have a better understanding of who they are and how they would act in certain situations. Once you have characters, you are well on your way to creating a fantasy story.

Final Comments

I will leave you with one of my favorite maps, though it isn’t a fantasy city. It is Berlin ca. 1855. It captures the development of the city from its founding up to that time. One can see the original medieval city in the center and the river that protected it. The imprint of the renaissance walls and moat surround the medieval core. Outside that are the rectilinear grid of Friedrichstadt and the radial pattern of streets in the northeast and by Hallesches Tor. The city at this point is encircled by a wall used mainly to collect customs rather than for defense. Outside that wall are the beginnings of industrial development in the train stations (bahnhofs). The city grew beyond these walls in the later 19th and 20th centuries to the city we know today.

Sansculotte (talk · contribs), CC BY-SA 2.5, via Wikimedia Commons
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Worldbuilding 101 – How to Map your Fictional World

In my original Worldbuilding series, I covered how to draw maps for your fantasy stories. If you want a fully-fleshed out world for novels, movies, D&D, or other games, this is a great place to start. The Worldbuilding 101 series covers mapping a fictional world. The Worldbuilding 102 series will cover creating fantasy societies.

Click on the links below to see the articles

  1. Mapping Your Fictional World
  2. Continents & Plate Tectonics
  3. Climate
  4. Landforms
  5. Biomes

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Worldbuilding 102 – Creating Cities in a Fantasy Society

Now that we know what our people look like, let’s explore cities in a fantasy society. Not literally explore them, just explore the topic. We didn’t necessarily need to know what the people look like in order to know where they live. This topic could have come first, but it is intrinsically bound with other topics we will explore in the next few articles.

Why and Where before the How

We’ll deal with the How, the actual layout of the city, in the next article. It is the level of detail that your characters interact with and is the bare minimum your will need for writing a story in an urban setting. Before we get to that, let’s look at the Why. Why do people settle in villages, towns, and cities to begin with? It’s possible the people in your world don’t live in cities at all.

On Earth, humans evolved on the savannahs of Africa and spread throughout the world during the Paleolithic period (old stone age). For 200,000 years, Homo sapiens lived off the land, hunting animals and gathering plants for food and textiles. While humans built shelters out of wood, clay, straw, they were mostly campsites for nomadic tribes.

File:Homo sapiens dispersal routes.jpg
Katerina Douka & Michelle O’Reilly, Michael D. Petraglia, CC BY-SA 4.0, via Wikimedia Commons

It is possible to write a fantasy story in a Paleolithic setting. The Clan of the Cave Bear series by Jean M. Auel is a great example.

Earliest Settlements

It was only in the Neolithic period (new stone age) that humans built permanent settlements. This coincided with the advent of agriculture about 11 thousand years ago with the climate warming at the end of the ice age. Farming began when hunting and gathering wild grains was not enough to support populations. The population grew in good times. When drought constricted food supply, people turned to farming to survive.

Farming required the farmer to stay in one area to tend to the crops. If the family moved elsewhere, another family might move in and harvest the crops the first family worked so hard to grow.

In this period, lasting for thousands of years, people lived in villages of about 50-100 people. Villages would be governed by the elders of the clans. The villagers were not subjects of a king, nor were they citizens of a republic, though a village might have headman as a leader.

The practice of farming spread as people migrated, taking agricultural techniques with them. Neolithic agricultural techniques and societies persisted among humans clear through the industrial revolution. Except for the introduction of iron tools and the rule of kings, the vast majority of peasants from ancient to medieval times lived an essentially neolithic lifestyle.

Centres of origin and spread of agriculture. Joe Roe, CC BY-SA 3.0, via Wikimedia Commons

Villages to Towns, City-States, and Empires

Villages grew larger in the bronze age. It was in this period that political power grew stronger, more organized, and more centralized. Hereditary chieftains or kings supported by a class of priests arose around this time. The king often acted as the chief priest or claimed the mandate of the gods. This was about the time of the Uruk period in Mesopotamia and the Zhou period in China.

Centralized power coincided with the development of organized irrigation. Agricultural technology allowed the accumulation of surplus food, which allowed a division of labor. This coincided with the advent of writing, which was first used to record accounts (Egypt and Sumeria) and as oracles (China).

Cities in Fantasy

The first question one needs to answer in planning cities in a fantasy society is whether there are cities at all. Humans developed agriculture in response to environmental stress. That led to writing and cities. Did the humans, humanoids, or non-human species of your world face the same pressures? In other words, Does your fantasy society need cities and towns at all?

Humans lived in nomadic tribes for hundreds of thousands of years in the Paleolithic era. One could imagine the Silvans of Pancirclea living in simple shelters in the forests, moving from place to place following the seasons or pursuing food sources. They would be uncivilized in the sense that they don’t live in cities, but that does not mean they wouldn’t have a complex culture. Perhaps they would not develop writing or smelting, but they might borrow such things from nearby civilizations.

Peoples of Pancirclea. Image by Michael Tedin

Development of Cities and Civilization in Fantasy

In your fantasy society, if you want to look at the history of cities and civilization on your continent, you really only need to go as far back as a Bronze Age. This is when cities on earth grew and developed the attributes of writing, smelting, and complex government. Also, this is when the first empires were founded.

On my map of Pancirclea, I started with an area where farming might have begun. It is a hilly area where a warming climate changed the biome from a fertile one able to support a large population to a less fertile one unable to support the same population. In this case, people developed farming to increase their food supply.

Over the course of hundreds of years, farming techniques spread, including irrigation in the river valleys, which involved more complex social organization and the foundation of what we now think of as cities. This is the core of civilization on Pancirclea.

Over time, they spread to other areas suitable for farming, sending colonies to relieve population pressure at home. These colonies encroached on the homelands of the Silvan people and Hillfolk, causing conflict and possible war. One can imagine the city people invading the Hillfolk lands to seize mines for metal ores. One can also imagine the Silvans attacking settlers who attempt to clear forests for more farmland.

Origins and spread of Civilization in Pancirclea. Image by Michael Tedin

Placement and Growth of Cities

We have answered the Why. Let’s look at the Where. Where are cities placed? Part of the answer depends on why the city is founded and the social conditions that it is founded under. Did it grow from a neolithic village or was it founded as a colony from another city? Was it a peaceful era with few external threats or were the founders worried about bandits, marauders, foreign armies, or other enemies?

Defense and Trade

The two main factors determining where cities grow are defense and trade. Cities are by their nature centers of trade, religion, and politics. Originally, they grew from towns as population increased. Technological innovations such as literacy, bronze smelting, and legal codes allowed economic diversity. Scholars have attempted to define a the origin of cities using characteristics similar to these.

On the other hand, many cities were founded intentionally, especially in later empires such as the Roman. Major cities such as Milan, Florence, Cologne (Colonia in Latin), and London were all Roman colonies. Many colonies were established for defensive purposes outside Roman territory. 

File:Image-Roman Cologne, reconstruction2.JPG
Nicolas von Kospoth (Triggerhappy), Public domain, via Wikimedia Commons

Many cities grew around military forts or castles, often forts of conquered people. For example, Colchester, England, Paris, France, and Cologne, Germany. Cities also grew around hill forts such as Prague, Czechia, Delhi, India, and the Kremlin, Moscow.

Trade Drives Growth

Trade routes allowed cities to grow beyond their original defensive purposes. Often, merchants settled near forts to take advantage of the protection of the military based there. This became the core of a new city. Trade was always the driver for the growth of cities. Cities along trade routes grew richer and larger. It begs the chicken and egg question: did the first cities grow along trade routes or did the first trade routes grow between larger towns? Whichever comes first, settlements grow where trade routes nourishes them.

File:Caravane sur la Route de la soie - Atlas catalan.jpg
Abraham Cresques, Public domain, via Wikimedia Commons

The two factors of defense and trade ebbed and flowed in importance depending on the conditions of the time. In warlike eras, defense became more important. Cities on hills or islands had an advantage during times of unrest. Cities better situated along rivers or across easily traversable terrain had an advantage during peaceful times when trade flourished. Those that had both, such as Paris or Venice, flourished under both conditions.

Everybody Loves a Water Feature

Another key need for the growth of cities is water. A large population needs fresh water to survive. For this reason, most large cities grow near plentiful water supplies, usually rivers. The first cities were along the Nile, Tigris, Euphrates, Indus, and Yellow Rivers. Sometimes, the cities built canals or aqueducts to bring water to them. Roman Aqueducts are still considered an engineering marvel. China’s second great engineering marvel is the Grand Canal, linking Beijing in the north to Hangzhou in the south.

Rivers and canals also allow increased mobility with boats and barges, increasing the ability to trade with other cities on the river.

File:Kaiserkanal01.jpg
Grand Canal (China) via Wikimedia

Common sites for Cities

Some of the most common sites for major cities are:

On islands in rivers. E.g. Paris, Cologne, Berlin, Syracuse, Sicily

File:Memhardt Grundriß der Beyden Churf. Residentz Stätte Berlin und Cölln 1652 (1888).jpg
Old Berlin and Cölln 1652 Johann Gregor Memhardt, Public domain, via Wikimedia Commons

At fords across rivers. E.g. Paris

File:107 of 'Notre capitale Paris ... Deuxième édition. (With illustrations.)' (11289701404).jpg
Lutetia (Ancient Paris), The British Library, No restrictions, via Wikimedia Commons

At river crossings suitable for bridges. E.g. London.

File:Map Londinium 400 AD-de.svg
Londinium (London) in late antiquity. Fremantleboy, CC BY 2.5, via Wikimedia Commons

At the confluence of rivers. E.g. Lyons, France, Erlitou, China.

File:Lugdunum Lyon 16xx.jpg
Lyon in the 17th century. Bibliothèque nationale de France, Public domain, via Wikimedia Commons

Hmmm. Is there a theme here?

Hill Towns

Not all cities are placed on rivers. As I said earlier, some were created around hill forts for defensive purposes. The hill towns of Tuscany or ancient Palestine were placed at the top of hills, but each of them needed an abundant source of water, usually from wells. These cities usually succeeded in times of social unrest or particularly warlike periods due to their defensive advantages.

File:San Gimignano Tramonto.jpg
San Gimignano Tramonto. Maurizio Moro5153, CC BY-SA 4.0, via Wikimedia Commons

Cities in a Fantasy Society

Again, placement of cities in a fantasy society goes back to the map. Find the area where civilization first developed. Cities in those areas will grow organically based on the factors of defense, trade, and access to water.

Next, look to where people would intentionally found cities as they spread from their home civilizations. What would be the best sites for colonies?

At this point, you might not have enough detail to determine where islands or fords in rivers might be. In Pancirclea, I placed cities where it looked like a good place for a kingdom or empire to grow, then drew in additional rivers and streams to provide water for the city. As the worldbuilder, you have the freedom to add detail as you focus in. When you do, pay attention to the guidelines set up in earlier articles, especially on landforms.

One hint for islands and fords is that water is generally shallower and islands form where rivers grow wide in low flat areas. Rivers are also shallower above river confluences.

One hint for islands and fords is that water is generally shallower and islands form where rivers grow wide in low flat areas. Rivers are also shallower above river confluences.

Placement of the first cities and trade routes in Pancirclea. Image by Michael Tedin.

Rather than naming my cities now, I gave them letter designations. Names are a function of language, so I’ll give them names that conform to the language of the inhabitants when I discuss that later. I’m pretty excited to get to that topic. I love conlangs (constructed languages).

Now we know where the cities of our fantasy world are and where the trade routes that link them lie. In the next topic, I’ll talk about the How of cities, focusing in on individual cities and their layout. What are the major features? How are the streets laid out?

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