Societies & cultures
Building the human (or not-quite-human) layer of a world: why cultures differ, how societies are organized, how power is held and passed on, how economies, law and religion work, how languages and names are built, and how to keep technology, history and daily life coherent. The environment that cultures adapt to is on physical world; method and the ripple technique are on worldbuilding fundamentals. Economic theory is on microeconomics; characters who live inside these cultures are on character. Invented examples are marked.
Culture as adaptation and inheritance
A culture is a people's shared, learned ways of living: tools, rules, beliefs, language, tastes. Two forces shape it:
| Force | What it explains | Worldbuilding prompt |
|---|---|---|
| Environment | subsistence, diet, housing, clothing, work rhythms, what is scarce | what do people eat, and what does it take to get it? |
| History | borders, grudges, alliances, borrowed words and gods, laws, class structure | who conquered whom, and what did they leave behind? |
| Contact | trade goods, loanwords, religions, diseases, fashions | who are the neighbors, and what flows across the border? |
| Technology | what is possible, what labor is needed, who holds power | what can they do that their grandparents couldn't? |
| Contingency | a prophet, a plague, a succession accident | what single event still shapes them? |
Environment constrains; it doesn't dictate. Two peoples in the same valley can differ sharply because of history. Environmental determinism (the idea that climate fixes character) is a discredited shortcut that also tends to produce stereotypes.
Social structure
| Dimension | Options | Story use |
|---|---|---|
| Kinship | descent through the father (patrilineal), mother (matrilineal) or both; clans and lineages; nuclear vs extended households | who inherits, who you must avenge, who you can marry |
| Residence after marriage | with the husband's kin, the wife's kin, or a new household | who is the outsider in the house |
| Marriage rules | marry outside the group (exogamy) or inside it (endogamy); monogamy, polygyny, polyandry; arranged vs chosen | alliances, forbidden love, dowry and bride-price disputes |
| Class | ranked groups defined by wealth, birth, occupation | resentment, ambition, passing, revolt |
| Caste | hereditary, endogamous, often occupational, with purity rules | rigid barriers; crossing them is a major event |
| Estates or orders | legally distinct groups (those who pray, fight, work) with different rights | law applies differently to each character |
| Age grades | cohorts that move through roles together (initiates, warriors, elders) | rites of passage; generational conflict |
| Gender roles | division of labor, inheritance, public vs private power | who can act openly and who must work indirectly |
| Slavery and unfree labor | chattel slavery, debt bondage, serfdom, indenture | moral stakes; revolts; economies built on coercion |
| Mobility | how anyone rises or falls: war, marriage, trade, religion, exams, patronage | the protagonist's ladder, and who guards it |
Government and power
Scale of political organization
The anthropologist Elman Service's Primitive Social Organization (1962) proposed a sequence of band, tribe, chiefdom, state. The labels are still useful for scale, but the sequence is widely criticized as too neat and implicitly evolutionary: real societies mix features and move in both directions.
| Type | Typical scale | Leadership | Economy | Worldbuilding notes |
|---|---|---|---|---|
| Band | dozens | informal, by skill and persuasion; broadly egalitarian | foraging; sharing | mobile; conflict resolved by splitting up |
| Tribe | hundreds to thousands | lineage elders, councils, "big men" whose influence must be maintained | farming or herding | kin ties across villages; feud; no permanent officials |
| Chiefdom | thousands to tens of thousands | hereditary ranked chief; aristocratic lineages | surplus gathered and redistributed by the chief | monuments, feasting, prestige goods, chiefly wars |
| State | tens of thousands and up | institutions outlive rulers; bureaucracy, law, army | taxation, specialists, markets | writing, cities, standing forces, a claim to monopolise legitimate force |
Regime types
| Regime | Who rules | Legitimacy | Succession | Typical instability |
|---|---|---|---|---|
| Absolute monarchy | one ruler, unchecked in law | divine right, dynasty, tradition | hereditary | incompetent heirs; palace factions |
| Constitutional or limited monarchy | ruler bound by law, council or estates | tradition plus consent of elites | hereditary | ruler vs assembly struggles |
| Elective monarchy | ruler chosen by electors for life | election by a defined body | election at death | bribery; every succession is a campaign |
| Oligarchy | a small wealthy or noble group | wealth, birth, control of trade | co-option; family seats | factional feuds; popular revolt |
| Aristocratic republic | councils of families, rotating magistrates | law and tradition | elections among the eligible | factional capture; a strongman ends it |
| Theocracy | clergy, or a ruler as religious head | divine mandate | religious selection, lineage or revelation | schism; doctrine vs expedience |
| Democracy (direct or representative) | citizens or their representatives | consent of the governed (and who counts as a citizen) | elections and term limits | demagogues; majority vs minority |
| Feudal arrangement | lords holding land from overlords in return for service | oaths, custom, land tenure | hereditary fiefs, disputed | fragmented authority; private wars |
| Empire | a core ruling many peoples | conquest, tradition, religion, benefits of order | dynastic or military | overextension, provincial revolts, frontier generals |
| City-state | a city and its hinterland | civic identity | varies (council, prince, assembly) | rival cities; mercenary captains |
| Military junta | officers | order, emergency | coup | the next coup |
| Council or confederation | delegates of member groups | treaty, consensus | rotating or elected presidency | deadlock; secession |
Feudalism carries a historiographic warning. Elizabeth A. R. Brown's "The Tyranny of a Construct" (1974) and Susan Reynolds's Fiefs and Vassals (1994) argued that "feudalism" is a construct of later lawyers and historians that imposes a false system on very varied medieval arrangements. The noun itself dates only from the late eighteenth century. For worldbuilding: don't copy the textbook pyramid (king → barons → knights → serfs). Decide the specific obligations: who owes whom what, in exchange for what land or protection, enforced how.
Legitimacy
Max Weber ("Politics as a Vocation", 1919; Economy and Society) distinguished three ideal types of legitimate authority. Most real regimes mix them; the tension between them is a reliable source of plot.
| Type | Basis | Example tension |
|---|---|---|
| Traditional | "the eternal yesterday": it has always been so | a reformer breaks custom |
| Charismatic | extraordinary personal qualities of a leader | the prophet dies; who inherits the charisma? |
| Rational-legal | rules and offices, not persons | an official obeys the law against the king |
Succession drives plot
Every regime must answer: when the ruler dies, who decides? Where the answer is unclear, you have a war.
| Rule | How it works | Characteristic crisis |
|---|---|---|
| Primogeniture | eldest child (often eldest son) inherits | a child heir, a regency, a disputed legitimacy |
| Agnatic seniority | the eldest male of the dynasty (often a brother) inherits | uncles vs sons |
| Tanistry | the heir is elected from eligible kin in the ruler's lifetime | electoral intrigue among cousins |
| Election | a body of electors chooses | bribery, foreign interference |
| Adoption | the ruler adopts a chosen successor | the passed-over blood heir |
| Open contest | any eligible kin may claim; the strongest wins | civil war at every death; fratricide |
| Religious selection | signs, oracles, reincarnation | fraudulent signs; rival candidates |
Economics
Trace the money because characters will. The core sequence: subsistence → surplus → specialization → trade and states. A surplus feeds people who don't farm (smiths, priests, soldiers, rulers); who controls it controls society.
| Question | Why it matters | Example (invented) |
|---|---|---|
| What is the staple food, and what share of people grow it? | pre-industrial societies need most people on the land | Saltmarch: rice paddies behind sea dykes; four in five people farm |
| What is scarce? | scarcity creates value, trade and conflict | fresh water on the dyke islands |
| Who controls the scarce thing? | control of scarce resources is power | the Dyke Wardens control the sluice gates |
| How is value stored and exchanged? | barter, commodity money, coin, credit, gift | salt bars as small change; silver for taxes |
| Who taxes whom, in what form? | taxes in kind, coin, labor (corvée), military service | two days' dyke labor per household per month |
| What is the labor system? | free wage labor, tenancy, serfdom, slavery, guilds | hereditary dyke-crews who may not leave |
| What is traded, along which routes? | trade links cultures and spreads ideas and disease | salted fish out; timber and iron in |
| What happens in a bad year? | famine, debt, migration, revolt | a breached dyke floods fields with salt for years |
Rules of thumb:
- Cities need hinterlands. A pre-modern city depends on a large farming area or cheap water transport to feed it.
- Money needs trust. Coinage requires a mint, metal and an issuer people trust; debasement is a classic plot engine.
- Specialists are expensive. Every full-time wizard, scholar or knight is fed by many farmers.
- Trade follows cost, and water transport is far cheaper than land (travel table in physical world).
- Markets are institutions: weights and measures, market days, courts for disputes, guilds setting prices.
Law and justice
| Question | Options |
|---|---|
| Source of law | custom, royal decree, sacred text, legislature, precedent (judges), contract |
| Who judges | elders, lords, priests, professional judges, juries, assemblies |
| Proof | oath and compurgation (oath-helpers), ordeal, witnesses, torture, documents, divination, evidence and argument |
| Punishments | compensation to the victim's family (blood-money), fines, labor, exile, mutilation, execution, prison (rarer than you think before modern states) |
| Equality before law | the same for all, or by estate, caste, gender, faith, citizenship |
| Enforcement | family and feud, lord's retainers, city watch, temple guards, bounty hunters |
| What is a crime? | theft, violence and treason nearly everywhere; blasphemy, sorcery, sumptuary breaches, debt in some |
| Escape hatches | sanctuary in temples, clergy courts, pardons, bribery, appeal to a higher lord |
Story use: a legal system tells characters what they can risk. A world where crimes are settled by blood-money makes murder a financial question; one with trial by ordeal makes innocence a matter of faith or skill.
Religion and belief
| Form | Core idea | Institutions |
|---|---|---|
| Animism | spirits inhabit places, animals, objects | shamans, local shrines, offerings |
| Ancestor veneration | the dead remain part of the family and must be cared for | household altars, lineage halls, genealogies |
| Polytheism | many gods with domains and personalities | temples per god, civic cults, festivals |
| Henotheism | one god worshipped above others, others acknowledged | a patron god of a city or people |
| Monotheism | one god, often exclusive | scripture, clergy hierarchy, orthodoxy, heresy |
| Philosophical traditions | ethics and practice more than gods | schools, monasteries, lineages of teachers |
| Mystery cults | secret initiation into special knowledge or salvation | initiates, grades, secrecy |
Religion's social functions (following Émile Durkheim's The Elementary Forms of Religious Life, 1912, and later sociology): binding the community, legitimising power, marking time (the ritual calendar), managing death, regulating behavior (taboo, sin, purity), explaining the world, and providing identity against outsiders.
Worldbuilding prompts:
- What does the religion demand of ordinary people each day, each year, at birth, marriage and death?
- Who speaks for the gods, and who checks them?
- What is the orthodox view and what are the heresies? Who benefits from each?
- How do popular practice (charms, saints, local spirits) and official doctrine differ?
- If the gods are real in your world, what can they do, and what do they want? A verifiable god changes politics more than any king (run the ripple method).
- What is the ritual calendar? Festivals give scenes a date and a crowd.
Language and naming
Tolkien's example
J. R. R. Tolkien was a professional philologist (a professor of Anglo-Saxon, later of English language and literature, at Oxford). He described his invented languages as the starting point, with the stories made to give them a world (paraphrased from his letters). His Elvish languages have internal histories, which is why their names feel related and old. You don't need a full conlang; you need consistency.
A minimum viable naming language
Mark Rosenfelder's Language Construction Kit (online since the 1990s at zompist.com; expanded print edition 2010) is the standard practical guide. The core steps:
| Step | Decide | Invented example (the Saltmarch tongue) |
|---|---|---|
| 1. Sound inventory | a small set of consonants and vowels; leave some familiar sounds out | consonants: p t k m n s h l r w; vowels: a e i o u; no b, d, g, f, v, z |
| 2. Syllable structure | allowed shapes, such as (C)V(C) | CV or CVC, where a final consonant can only be m, n, l or r |
| 3. Spelling rules | one letter per sound; decide digraphs once | no doubled letters; h never ends a syllable |
| 4. Stress | a fixed rule | stress on the first syllable |
| 5. A few morphemes | recurring roots and affixes | -hon "people of"; tel- "water"; -ma "place" |
| 6. Build names | combine roots | Telma (Water-place), Sakuhon (people of the dykes) |
| 7. Borrowings | how foreign names are adapted | Harrowgate becomes Harokate (g becomes k; the doubled r and silent w drop) |
Consistency rules: each culture gets its own sound set, so a reader can tell origin by sound; loanwords and conquests leave names in the "wrong" language; titles and place names are often translated into the reader's language (the Gray Year, Saltmarch) which reads more easily than transliteration. More naming principles are on worldbuilding fundamentals.
Technology level coherence
Technology comes in clusters: a capability implies its prerequisites and its consequences. Deep treatment is on magic and technology.
| If they have… | They also need or get… |
|---|---|
| Iron tools | smelting fuel (charcoal, coal), skilled smiths, ore supply; cheaper tools spread farming |
| Large stone buildings | quarrying, surplus labor, engineering knowledge, organization to feed workers |
| Writing | scribes, a medium (clay, papyrus, parchment, paper), record-keeping states, contracts, scripture |
| Printing | cheap paper, literacy growth, pamphlets, heresies spreading fast, standardized spelling |
| Gunpowder | saltpetre, sulfur, charcoal supply; fortification changes; expensive armies favor big states |
| Ocean-going ships | navigation methods, timber, sailcloth, ports, maritime law, colonies or trade diasporas |
| Standing armies | taxation and bureaucracy to pay them |
| Glass lenses | spectacles, then telescopes and microscopes |
What a pre-industrial society generally cannot do: move bulk goods cheaply over land, feed large cities without water transport, preserve food except by drying, salting, smoking, fermenting or ice, communicate faster than a horse (except by signals such as beacons), keep most people off the land, or give most people literacy.
Literacy and records: in most pre-modern societies literacy was a specialist skill. Who can read shapes power (clergy, scribes, merchants), trust (written contracts vs oaths) and the reliability of history.
History and timelines
| Principle | Practice |
|---|---|
| Layered history | three or four eras visible in the present: ruins, place names, old laws, a dead language in liturgy |
| Rate of change | technologies, borders, languages and dynasties shift over centuries; avoid ages of stasis unless explained |
| Myth vs record | the founding myth (what people believe) differs from events (what happened); both matter |
| Unreliable sources | chronicles written by the winners, lost records, forged documents, propaganda |
| Living memory | about three generations; beyond that, stories blur into legend |
| Anniversaries and grudges | dates people still commemorate or avenge |
| Recent history dominates | characters care about the last war more than the first empire |
Build two timelines: what happened (for you) and what people think happened (for the characters). The gap between them is plot.
Details that make a culture feel real
Specific, concrete, used detail beats long description. Pick a few and show them in action.
| Area | Prompts |
|---|---|
| Food | staple, feast food, forbidden food, who eats first, table manners, what's offered to guests |
| Clothing | materials, status markers, mourning colors, what is indecent, climate adaptation |
| Greetings | bow, touch, words; how rank changes them; insulting omissions |
| Taboos | what may not be said, eaten, touched or done; what happens to transgressors |
| Birth and naming | when a child becomes a person; who names it; secret names |
| Coming of age | rites of passage; different for different groups? |
| Marriage | who arranges; ceremony; divorce |
| Funerals | burial, cremation, exposure, mummification; mourning period; what's owed to the dead |
| Holidays | seasonal and religious festivals; what's permitted only then |
| Art and music | what's valued; who performs; what's sacred or forbidden |
| Games and sport | public games, gambling, blood sports, board games of the elite |
| Slang and oaths | swear words reveal what's sacred; slang reveals class and region |
| Hospitality | obligations to guests and strangers; guest-right |
| Time | calendar, days of rest, how hours are counted, punctuality |
| Humor | what's funny; who may joke about whom |
Invented example: in Saltmarch, guests are handed a pinch of salt at the door and must return it at departure; keeping it means you intend to come back as an enemy. One gesture carries hospitality, a salt economy and a threat.
Factions and conflict
A faction is any group with shared goals that acts in the world: a guild, a church order, a noble house, a rebel cell, a merchant company, a gang. Factions are the engine of politics and of quests.
| Element | Questions |
|---|---|
| Goal | what do they want in the next year, and in the long term? |
| Means | money, soldiers, secrets, votes, magic, legitimacy, numbers |
| Weakness | what could destroy them? |
| Internal split | who inside disagrees, and about what? |
| Public face vs private aim | what do they say they want? |
| Relationships | ally, rival, enemy, patron, client, neutral with each other faction |
| Clock | what will they do if the protagonists do nothing? |
A relationship matrix makes tensions visible (invented example):
| From ↓ / To → | Dyke Wardens | Salt Guild | Temple of the Tide | Fisher crews |
|---|---|---|---|---|
| Dyke Wardens | wary allies (share tolls) | rivals for land | overlords | |
| Salt Guild | need their sluices | donors | employers, resented | |
| Temple of the Tide | call them impious | court their money | protectors | |
| Fisher crews | hate the labor levy | want better prices | devoted |
Read across rows: the matrix is asymmetric because factions don't see each other the same way. Asymmetry is where misunderstanding and betrayal live.
Diversity within cultures
The "planet of hats" (every member of a people shares one trait) is the most common culture failure. Real cultures contain:
- Regional differences: coast vs interior, capital vs provinces, dialects.
- Class differences: elites often share more with foreign elites than with their own peasants.
- Generational differences: the young adopt new fashions, words and ideas; elders guard old ones.
- Religious differences: orthodox, reformers, sceptics, syncretists, converts.
- Occupational subcultures: sailors, soldiers, clergy, merchants, scholars, criminals.
- Minorities and diasporas: other peoples living inside the culture, with their own rules.
- Dissenters: people who reject the dominant values, and what the culture does to them.
Check: could you write two characters from the same culture who disagree about what that culture is?
Drawing on real cultures responsibly
Every invented culture borrows from real ones. The question is how.
| Do | Avoid |
|---|---|
| research deeply: history, primary sources, scholarship, people from that culture | shallow pastiche: one real culture's surface (clothes, names, food) with no understanding |
| mix and transform influences, then run the ripple method so the result has its own logic | "fantasy X-land" that maps one-to-one onto a real people, especially with its stereotypes |
| give borrowed cultures internal diversity, agency and interiority | exoticism: cultures present only as scenery, mystery or menace for a default protagonist |
| notice which cultures you default to as "normal" and which as "exotic" | sacred practices lifted as decoration |
| use sensitivity readers from the relevant communities for depictions that draw on marginalised cultures | treating a sensitivity reader as a stamp of approval rather than input |
| distinguish invented peoples from real ethnic groups in text and art | "evil races" whose traits map onto real-world ethnic stereotypes |
Common mistakes
| Mistake | Fix |
|---|---|
| Monocultures ("planet of hats") | add regional, class, generational and religious differences |
| Medieval stasis for millennia | show change; shorten the timeline; or make stasis a mystery |
| Kings with no bureaucracy, taxes or succession law | decide how orders are carried out and paid for |
| Cities with no food supply | trace the grain; put cities on water |
| Religion as decoration | decide what it demands, who it empowers, who it excludes |
| Everyone literate and well-informed | decide who reads and how news travels |
| Technology à la carte (printing but no pamphlets, guns but no fortification change) | follow clusters and consequences |
| Borrowed feudal pyramid | specify the actual obligations |
| Factions that wait for the hero | give each faction a clock |
| Unexamined real-world borrowing | research, transform, get sensitivity readers |
| History as a list of wars | add economy, religion, disease, climate, ideas |
Templates
Culture sheet
CULTURE: ALSO CALLED (by outsiders):
HOMELAND AND ENVIRONMENT:
SUBSISTENCE (staple food, work):
POPULATION AND SETTLEMENT PATTERN:
SOCIAL STRUCTURE: kinship / class / caste / mobility
GOVERNMENT: type, legitimacy, succession rule
ECONOMY: scarce resource, money, taxes, labor, trade
LAW: source, judges, proof, punishments
RELIGION: form, demands, clergy, heresies, calendar
LANGUAGE: sound set, syllable shape, sample names
TECHNOLOGY: level, key clusters, who can read
HISTORY: 3 eras still visible; founding myth vs fact
DAILY LIFE: food, dress, greetings, taboos, funerals,
festivals, games, oaths, hospitality
INTERNAL DIFFERENCES: regions, classes, generations,
minorities, dissenters
VIEW OF NEIGHBORS (and theirs of us):
WHAT WOULD CHANGE THEM:
REAL-WORLD INFLUENCES and how they were transformed:Faction sheet
FACTION: TYPE: guild / house / order /
cell / company / gang
PUBLIC GOAL:
PRIVATE GOAL:
LEADER(S): SUCCESSION / INTERNAL SPLIT:
MEMBERSHIP: size, who joins, how, how you leave
RESOURCES: money / troops / secrets / votes / magic
WEAKNESS:
TERRITORY OR SPHERE:
SYMBOLS, COLORS, GREETINGS:
RELATIONSHIPS (ally/rival/enemy/patron/client):
- faction:
- faction:
CLOCK (what happens if nobody interferes):
step 1:
step 2:
step 3:
HOOKS FOR THE PROTAGONISTS / PLAYERS:Relationship matrix
| Faction A | Faction B | Faction C
-------------+-----------+-----------+----------
Faction A | - | |
Faction B | | - |
Faction C | | | -
(read across: how the row faction sees the column)References
- Elman R. Service, Primitive Social Organization: An Evolutionary Perspective (Random House, 1962): band, tribe, chiefdom, state
- Elman Service (Wikipedia) (opens in a new tab): summary of the typology
- Max Weber's tripartite classification of authority (Wikipedia) (opens in a new tab): traditional, charismatic, rational-legal; "Politics as a Vocation" (1919)
- Elizabeth A. R. Brown, "The Tyranny of a Construct: Feudalism and Historians of Medieval Europe", American Historical Review 79 (1974) (opens in a new tab): critique of "feudalism"
- Susan Reynolds, Fiefs and Vassals: The Medieval Evidence Reinterpreted (Oxford University Press, 1994): the case against a feudal system
- Feudalism (Wikipedia) (opens in a new tab): origin of the term and the historiographic debate
- Émile Durkheim, The Elementary Forms of Religious Life (1912): religion's social functions
- Mark Rosenfelder, The Language Construction Kit (zompist.com) (opens in a new tab): practical conlanging; print edition 2010
- Humphrey Carpenter (ed.), The Letters of J. R. R. Tolkien (1981): Tolkien on his languages as the foundation of his legendarium
- Patricia C. Wrede, Fantasy Worldbuilding Questions: Peoples and Customs (SFWA) (opens in a new tab): questionnaire section on customs, language, religion and population
- TV Tropes: Planet of Hats (opens in a new tab): the monoculture trope