Unless
the world you’re writing about was freshly built by Gods/wizards/accident,
it’ll have some kind of back-story. Whether the story itself references this
history, or whether it’s something stuffed in your notes just in case it comes
up later, coming up with a history fleshes out your world and gives you a
chance to shot it’s more than a map and castles. It can also lead to coming up
with interesting side-stories the bards can tell, or reasons why the Elves hate
the Dwarves.
Let’s
start with some general bullet points.
·
Don’t be
afraid to be nasty...: History
isn’t a long list of people getting on. Wars break out, nobles get
assassinated, barbarian hordes burn villages to the ground. As the
world-builder, you have licence to be as mean as you like. Even good leaders
have to make tough decisions, just as evil leaders might have a loving family.
·
But keep
it in perspective: It’s a personal
bugbear of mine that fantasy, in an attempt to be realistic, edgy or amoral,
will use rape as shorthand for villains or anti-heroes. It’s even turned up in
a book aimed at young teenagers. Like I said, history isn’t a long list of
people being nice to each other. But if you’re depicting rape, remember it’s a
delicate minefield and it’s a lot easier to write badly than respectfully. The
same goes for racism, homophobia, slut-shaming and any other bigotry that
history’s rife with; if you have to depict it, it’d better be more than a way
of showing a villain is capital E Evil.
·
Magic
affects History: Figuring
out the prevalence of magic and its effects give new challenges to figuring out
events like battles. How important are bridges when armies can walk over water,
or fly? Why employ sentries if assassins have cloaks of invisibility? Why even
have assassins if the court wizards can resurrect the king? In low magic
settings, things like disease, peasant revolts, assassinations, famines and
cavalry charges are still a problem. Generations are shorter if medicine is
less prevalent. Likewise, in high magic worlds, there needs to be a good reason
why immortal elves aren’t outbreeding humans, why an undead army isn’t
constantly growing, or why giants don’t stroll into town and steal the cattle.
·
Change
takes time: Magic and
outside influences are used to explain sudden shifts from tribal worlds to high
society. And there’s a good reason for this; if you read Jared Diamond’s ‘Guns,
Germs and Steel’, you find out real moves to civilisation took thousands of
years, involved cultural shifts in farming technique over warfare, and is
difficult to depict in an interesting way. In low magic settings, however, the
transition from roaming tribes to grand architecture should take generations,
not years.
Generation I- The Barbarian
King. Skrull the Bloodbraided successfully crushes the jewelled throne beneath
his sandaled feet. His army is more like a tribe of fighters; each man and
woman will be capable of living independently, but have sworn to aid Skrull in
his conquest.
Generation II- The Warrior
King. Volool the Dreaded inherited the throne, along with what jewels and gold
his father plundered. The military is no less aggressive, but better trained
and equipped; specialisations like archers and swordsmen appear among the
brawlers, but still acts as a horde.
Generation III- The Soldier
King. After the expansion of Volool’s kingdom, Malcrus the Argent has to
protect a lot of land to keep his throne and his people from revolting. The
military may still be aggressive, but now is developed into regiments and high
specialisations. As cultures are absorbed, the army can pick and choose
effective combat styles. Barbarians tribes may have one style (Vikings had sea
warfare, Mongols had horsemanship, to simplify greatly), but a soldier army can
have several.
Generation IV- The Knight
King- King Brulgere has never had to defend his throne personally; his father’s
army has dealt with any wars and rebellions, but has never needed to stand on
the front line of a battle. He still wants to give the impression he’s a combat
veteran, however, and so a stylised, low-risk form of combat is the answer.
Tournaments like jousts or grand melees are held to give a sense of military
prowess. Concepts like honourable combat form the basis for chivalry and
subsequent laws.
Generation V- The Diplomat
King. It’s been decades since the kingdom’s faced any problem smaller than
another kingdom, and the rules of honour and conduct now open up the
possibilities to engage other Kings peacefully. King Brulgere II is still the
nominal leader of his Knights and army, and may even still learn a heavily
ritualised form of combat, but most of his work is in peace talks and
negotiations. If wars declared, he might post on a horse in full regalia for a
painting, but nowhere near the battle his historians will connect him to.
This is a simplification;
not all tribes fight upon first contact and a particular civilisation might not
progress if one system of government works for their environment. But if you’re
going to have grand palaces or specialist buildings like schools or temples,
you have to give some thought as to how long that city’s been around.
·
History
doesn’t wait: If the heir to the
throne has been missing for any more than a few years, there’d better be a good
reason why no-one else has stepped in. The same goes for unpopular or
ineffective leaders; if a family of opulent tyrants are in charge, they’re
going to be facing potential revolution unless they have an effective way of
keeping the citizens in check, be it magic, loyal armies or some other
advantage (A phrase Jared Diamond uses is ‘monopoly on violence’; basically
commoners aren’t allowed to attack each other, or not allowed to have
weaponry). However this isn’t an eternal
resource; the Praetorian Guard turned on Caligula, while feudal Japan’s lower
classes used improvised weapons when swords were outlawed. In short, if it’s
been five hundred years since the royal family went into exile, the returning
king will have to face more than an evil warlord; he’ll have every commoner he
meets saying ‘Wait; this was a kingdom?’
·
Characters
before names: Even though
history gave Britain seven Edwards, eight Henrys, two Charles, six Georges and
two Elizabeths, fantasy history that uses the same name (or, a far worse crime,
vowel replacements) is hard to follow and dull. Coming up with characters for
each ruler and lord makes for more interesting stories. Everyone remembers
Henry VIII; he married six times, invented divorce, the Church of England, and
the Royal Navy (Though historians might argue with that). Elizabeth I? The
Virgin Queen, fought the Armada, body of a woman but heart of a man. If you
know a lot about history, changing a few aspects of a famous personality can
make them unrecognisable in your fantasy setting (What if Henry VIII was a
dragon? What if Oliver Cromwell was a wizard?). Alternatively, if you’re
familiar with role-playing games, using their descriptions for character
classes can stand in for a personality until you’ve figured out specifics. Remember
that magic changes history; if the royalty rule by literal divine right,
they’re not going to turn out the same as a non-magical hierarchy, and building
a fortified castle on top of a hill might impress the commoners, but be laughed
at by the dragons.
An Example royal family
Okay,
how old is our kingdom? If we say 100 years; about 3-4 generations of royalty
since the Barbarian King first took control. It’s fairly sizable, but not yet
big enough for specialised armies, education or grand buildings. The capital is
less a city, more a large town, with a fort at the centre rather than a castle.
Because magic is formal or well understood, the threat of flying armies hasn’t
come up (yet); a wooden barricade with a ditch is enough to keep invaders out.
So, the
first generation of royalty;
Horsemen
had a massive advantage over foot-soldiers in ancient and medieval warfare, so
it’s as good a reason why our king rose to prominence as any. But who’s his
queen?
We’ll
go the Warrior Queen route; this is the first generation world after all,
there’s not going to be pale and interesting types. Every member of the tribe
would be expected to be self-sufficient, so a huntswoman would be a good wife
to take. We’re also combining two fighting styles; horsemanship and archery,
both of which give advantages over peasants with improvised weapons or
foot-soldiers. King Horseman and Queen Hunter aren’t very interesting names, but
they can stand in until we figure out the rest of their family tree.
The
heirs have more formalised versions of their parents jobs, but still within the
warriors purview more than a soldier. As a leader, however, a cavalier would be
more inspiring than an archer; chances are the younger brother would be the
popular choice for the throne once King Horseman dies. Prince Archer might be
forced into political alliances at this early stage; he’d certainly take a wife
earlier and be more concerned with the line of succession. Prince Cavalier
would be much more the spare prince; not settling into domesticity as soon,
perhaps preferring battle and leading his warriors to attending his father’s
court. So by the first King and Queen are dead, Archer would be married with
children.
‘Mage’
in this world is a loose term for witch, fortune-teller, healer; we’ll settle
on details later. In this instance, Prince Archer decided to ally with a
proto-religion to make him a more credible ruler. His firstborn daughter is
raised a warrior, who fully combines archery and horse riding to great effect.
His second-born son takes after his mother, still using magic in a scrappy,
hap-hazard way. But what about Prince Cavalier? He might be slower to settle
than his brother, but he’s still a powerful fighter and potential leader.
What’s stopping him triggering a war of succession?
Ah. Either his exploits on the battlefield finally caught up
with him, or Prince Archer (Now King
Archer) isn’t above fratricide. Like I stated above, history isn’t pleasant,
especially in an early history as our kingdom has. Any followers that Cavalier
might have had would have to be appeased somehow, unless the new King puts down
his first rebellion.
Princess
M. Archer and her brother both got political marriages. Archer needed to keep
lesser chiefs on-side after his brother’s death. As a warrior princess, though,
M. Archer only had time for one child; a son whose closer to a heavily armoured
knight than a lightweight mounted archer. Prince Mage had a lot more time for
filling up the family tree; ‘Cleric’ suggests a more formalised version of the
proto-religion, advancing on the shamanic magic of their grandmother. Giving
him three children would be a lot for one wife though; we can have him remarry.
So
that’s our four generations; we’ve gone from Rohan-esque horsemen to the
founding of a state religion. From the looks of it, this Temple will end up
politically more powerful than the military.
Naming our Nobles: More important than
given names at this point are nicknames. Giving them a nickname reflects their
personality rather than a list of funny names. Let’s start with our first
generation;
There’s
two stories already waiting to be told. How did Darus end up with a golden
steed? Is it literally gold, or did he decorate it? And Mara’s not just a
hunter, but a lion hunter, and a successful one at that. How did they meet?
Onto
the next generation;
Looks
like our two princes aren’t nice guys. Garric is characterised as cold, swift,
deadly; all traits of a modern day sniper, but transposed to an expert archer.
As for his brother, far from being a noble horseman, is outright called a
Devil! What’s more, laughing suggests a sinister, sadistic glee; he probably
rides down fleeing enemies, lassoes them to his horse and drags them till they
die! I’m glad his brother ends up killing him!
Right,
generation III;
Here
the given names are more important. Marani is similarly named to her
grandmother Mara, while her brother had the same prefix as his mother’s name.
Marani similarly evokes her lineage with her nickname; ‘Serpent’ sounds more
noble than ‘Viper’, and the silver may be related to her hair, her armour, or
referencing the Golden Age of King Darus. She was married off to a baron whose
dad hung out with the Laughing Devil; chances are he wasn’t a nice guy either,
so having a son called the Bloody Wolf tells that story. Likewise, Anaven’s two
wives (we’ll say he remarried the sister after the first wife died somehow)
seem to be similarly nasty, practicing some kind of black magic.
Anasa
and her son Anaven have similar nicknames, but going back to the first ideas we
had, the Mage was introducing a basic religion to the royal line. She would be
a herald, and the nature based shamanism could be called ‘the Wild Way’. Anaven
is Devotee of the Wld; he’s dedicated himself to this religion entirely. Our
kingdom isn’t old enough for advanced structures like temples or churches, so
the fort could double up as a temple.
Finally,
let’s marry them off and have the last generation.
After all the nastiness in this family story, the final
generation are looking a lot more noble. Darani is named after his great
grandfather, while the three children of Anaven have followed him in devoting
their lives to their new religion. However, they’ve decided to devote
themselves to more focused aspects of the Wild Way. Anamir, whose mother used
ashes to divine the future, decided to combine her slightly sinister magic with
his father’s more accepted teachings to become a cleric of Fire. His
half-siblings have taken less destructive choices; at this stage of our
kingdom, farmers would be more important than hunters, so clerics devoted to
rains and plants would be more use than a generic nature religion. After a few
more generations, the religion might even formalise these concepts with Gods
and rituals, but at this point it’s still early days. Darani’s monicker ‘the
White Drake’ takes aspects of his parents (if you combine a serpent and a wolf,
you’ll get some kind of drake-like creature) and made it into something more
noble.
How much of this should be in
your story? If your story’s set in the royal court, a lot of the family
history will come up, starting from the current generation and expanding
backwards. If your story visits the royal court as a location, you don’t need
to know the back-story but it can add flavour to the scene (and explain why
there’s three different clerics present). It’s important to identify what’s
story and what’s back-story; look at who your main characters are going to be
and focus the story on them, rather than trying to give everyone a full story
and making the whole thing needlessly complex. There are certain key events in
our example kingdom’s history (Crowning of King Darus, assassination of Prince
Baltus, founding of the state religion), but the reader doesn’t necessarily
have to know the details.
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