Worldbuilding Tutorial #9: Example World B
Intro This world, as usual, will be a much better example for building your standard fantasy world than World A was, for the tutorial on government an on others. I will use a couple different methods of building governments just to demonstrate examples of how to come up with these things.
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Region #1: Warm Coastal Region This is a region with a small physical area but a high population density and a lot of resources moving through. It’s a trade city with a lot of money flowing and a lot of access to unusual services and goods, and thus the government needs to be able to support all of that. A lot of the day-to-day trade affairs are governed by guilds; there are many major guilds in the city - for shipbuilding, carpentry, theater, blacksmithing, dyers, bakers, you name it - and individual guilds will tax their members for funds by which the guild operates. Guild members are expected to abide by certain rules about where they can conduct their business, who they can conduct it with, etc; operating in a craft without belonging to the guild is not quite illegal but heavily penalized. In return the guild will help protect them and their families and support them in some situations - especially legally but in other ways, including monetary ways, as well. The guilds have a lot of power in the city, and while they do not run it and nor are the guild masters de facto on the ruling council, they have a lot of weight to throw around if they choose to. They also compete heavily with one another (and within themselves at times) and are not beneath sabotage and subterfuge in order to get an edge.
There are two portions to the actual rulership of the city: the council and the regent. The council does most of the heavy lifting; they do the proposals, the research, the wording of the decision or law, etc. The regent then approves or disapproves the decisions and signs off on them, although the regent can be overruled by a 8-1 vote. The council and regent are also in charge of adjudicating major crimes (minor crimes are usually dealt with by city law enforcement, who answer in turn to the regent). Regency is hereditary through a family member chosen by the current regent and approved by the council (does not have to be a child); councilship is not hereditary (though the same family will often find their hands on the seats) and can be any of the upper-class members of society. Candidates are nominated by guilds and other powers around the city, including the regent, who serves as a tiebreaker in the ultimate vote on new council members.
Region #2: Wooded Region Because of the widespread smaller-scale communities and the cultural disinterest in large-scale stratification, government in this region tends to come down to individual villages. Generally villages will have a town meeting every week which is open to anyone who wants to come; during the meeting everyone has the opportunity to discuss issues with other townsfolk, say their bit or present their own perspective, and then the yes or no of the issue is determined by a simple majority vote. There are several city officials who are in charge of running, conducting, and mediating these meetings; they are the closest it generally comes to any kind of ruler. They are also the figures who, in times of crisis, will be sent as “diplomats” to speak to other towns or villages and come to an agreed-upon course of action. These figures are usually people who have been active in the town meetings for a long time and shown interest in the job, who are then brought in as trainees until someone is ready to retire (or the population grows such that they need another person to fill the job).
Region #3: In-Between Region This region operates in a somewhat feudal system governmentally speaking. There are a number of fifes which are ruled by various nobles or warlords; this land is governed by the owner, whose rulership is hereditary. Generally the more land and resources a noble has, the more power they have; as such, land wars between fifes are fairly common. If you live on the land belonging to a fiefdom, you are assumed to belong to that fief and subject to its laws; for more travel-oriented jobs, such as trading or barding, it is common for people to pledge themselves to a particular house who then becomes the patron of that person and funds their ventures (so getting a house to accept your pledge is a big deal). Fiefdoms can negotiate with other fiefdoms to make alliances, trade or land deals, fund armies, etc - all the larger decisions that require some degree of coordination.
Region #4: Open Plains Region This region is essential rule by local warlords. Bands vary widely in size from 20 to hundreds of people, and bands may merge or split as it becomes politically or economically necessary. The headperson in charge of an individual band is whoever has enough sway to keep control of and manage it well; this is often hereditary, although traditions vary somewhat and in all bands there inevitably comes a time when the next blood relative doesn’t have the skills necessary to take care of the band, at which point they are usually usurped by someone who does or the band splits off to follow a rival. Marriage between bands is common as both a way to keep inbreeding from becoming an issue and also as a way to cement alliances and other agreements; it is traditional for the member of the more powerful band to join the less powerful one as a sign of good faith. At times there will emerge warlords who have the drive and skill to bring many bands together into their own and create something more like a dynastic period under a single ruler; this also tends to break apart eventually, though that time can vary to the rulership of a single headsperson to many, many generations.
Region #5: Cool Coastal Region Unlike the other regions so far, this region is actually ruled by a monarch and a centralized state. Individual towns and people pay taxes, the wealth goes back to the monarch who distributes it across various projects throughout the region. The rulership is hereditary to some extent, although it usually passes within the same family rather than from parent to child; the monarch nominates an heir and their advisers and other notable figures (like a representative from a particularly large city) confirm or deny the nomination. Aside from taxes and any state projects that are local, there isn’t much day-to-day interaction between communities and the government; mostly the communities regulate themselves however they see fit, usually a combination of selecting a community member to be the headsperson (usually an elder or married couple of elders) and town meetings.
A cultural note on the monarchy in this region: unlike in our world, the position comes with very few bells and whistles. The vast majority of people don’t know who the reigning monarch is and don’t particularly care except in passing; there’s little glory or personal wealth attached to the position, mostly just a sense of duty. If a particular monarch starts to step outside the lines on cultural norms, it’s usual for their advisers to stage a quiet coup and things essentially go on as they were.
Region #6: West Coastal Region Like region #5, this region is ruled by a monarch. Unlike the previous region, the power structure is much more stratified, top-down, and rigid; the throne usually passes from parent to child, comes with a lot more glory and power and wealth, and is paid more direct attention by common folk. Rulership is usually done by a married couple; the man’s (King’s) purview usually includes collecting taxes, running the military, and making trade agreements. The woman’s (Queen’s) purview usually includes distributing crown resources and overseeing legal or judicial affairs. The two work together on projects that fall under both their purview, but otherwise work independently - hence one of the important traits that people look for in their rulers is a good marriage, because a bad one will tear the country apart.
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Up next will be a tutorial on religion and magic and how those play out in different cultures (rather than the reality of divine forces in your world, which was covered in the metaphysics tutorial).














