Worldbuilding 101 - Part 10: Getting some Culture
While I’m
working on the map, fiddling with it to get it looking the way I’d imagined,
I’ll spend a bit of time expanding on some other details that have been vaguely
mentioned so far.
Remember that
my philosophy of world-building basically states “If you can’t attach a story
to it, don’t waste your time on it”. In a world that’s being designed for 30+
players in a LARP campaign, there is potential for a lot of stories, but each
of these stories should filter back to our core ideas for the setting. I’m
thinking of an undertone of cultural conflict, especially in the face of
rampant colonialism/imperialism, so that means we need to get into some more
detail about the cultures of the setting, how they view the world, and how they
view each other.
The setting
has seven races, it also has seven cultures. The seven races do not even match
up to the seven cultures. It is possible for players to mix and match these
options to get some very interesting character types. This particular post does
not concern itself for races or genetic differences, those elements will come
next; it’s about the beliefs, customs and rituals that make up a cultural
background for a character.
Generally
we’ve got seven cultures grouped into three main categories. “The Empire”, “The
Settlers” and “The Church” make up the category of Invaders. “The Pirates” and
“The Privateers” make up the category of Seafarers. “The Natives” and “The
Cult” make up the category of Outsiders. Just because these cultures can be
clustered into larger categories, it doesn’t mean that cultures within a
category are automatically friendly to one another, or automatically opposed to
those outside their category; it just means that these groups share some
communal features with others in their category.
The category
of Invaders includes cultures who have only come to the world in the past
hundred years, older members of society might have known some of the first
invaders to set foot here. The most naturalised members of this culture have
been here for no more than four generations, and almost everyone among these
people can trace their ancestry back to the “old world” (some members may be
first generation immigrants to this “New World”). Some of the settlers may have
ancestors who bred with natives, but in previous generations they have adopted
the ways of the invaders, losing much of the native culture they might once
have had. Members of the Imperial culture find in anathema to breed outside
their “morally-upright and virtuous” caste, they would never have crossbred with
natives (but might have had illicit liaisons with the lower caste settlers),
none would trace their lineage back to the original inhabitants of these lands
(even if their blood told otherwise). Those who belong to the Church might come
from any family background, in the same manner as the medieval church in our
world, I’m seeing that members would often be given to the church as children,
to be brought up as clerics, priests, monks, nuns, and social workers. All
members of the Invaders category have a distinct view of the land (it is a wild
and dangerous place to be explored and tamed), an attitude to the faith of the
old world (whether it’s a devout following or simply lip service) and usage of
the Spanish tongue (this might just be for formal events, or might be their
common language). Intrinsically linked to the Invader cultures is obviously
some kind of connection back to the old world, but this hasn’t been explored at
all yet.
The category
of Seafarers includes cultures who share more of an affinity for the sea than
for the land. Seafarers trace their ancestry to a wide variety of lands in the
old world, but typically as children they joined a ship’s crew and never looked
back. Quite a few members of the seafarer cultures do live their lives on land,
but they spend the majority of their time dealing with other members of their
culture and retaining the ways of their people. Those who belong to the pirate
culture don’t specifically form a culture of criminal treachery and underworld
connections, instead they value freedom from authority, the lust for adventure
and often a superstitious streak. Pirates draw their origins from all walks of
life, but typically undergo some kind of initiation ritual when they begin
their life on the high seas. Those who belong to the privateers on the other
hand are more noble seafarers, they still value authority and often claim
allegiance to one crown or another as they sail the seas, often splitting their
bounty down the middle between the ship’s share and the share of their patron
nation. All members of the Seafarers category have a love of the sea (even if
those who do spend their lives on land will often maintain occupations relating
to fishing, boatbuilding, or some other nautical connection), an attitude of
camaraderie and teamwork (which is necessary to operating a vessel on the high
seas), and usage of the English tongue (though many ships communicate in other
languages, depending on the majority of crew members and the decree of the
captain). The fact that seafarers may mark their allegiance to other nations
clearly indicates that there is more than one nation in the “Old World”, and
seafarers have an easier way to access those nations than the other cultures.
The category
of Outsiders includes cultures who have more respect for the “New World”, they
don’t seek to plunder it for everything they can take, nor do they seek to
conquer it or convert it into a facsimile of the “Old World”. The Outsider
cultures don’t necessarily trace their ancestry back to the original inhabitants
of the islands, but they do value the ancient ways that have held the balance
of power in these lands as long as anyone can remember, and as far back as the
mythic age. The Natives live their lives according to ancient traditions, they
honour the spirits and tend the land, some have cross-bred with settlers and
some of their descendants have moved to the cultures of the Invaders (either
the Church or the Settlers), but just as many of these children have returned
to the simple and natural ways attuned to life in the “New World”. The Natives
have two ways, a way of peace and a way of war, some will choose one way or
another, most will try to find a balance. The Cult is made up of secretive
individuals who feel that the invaders and seafarers are damaging the “New
World” in their attempts to conquer and plunder, they accept that the Natives
want to deal with issues through “peace” or “war”, but they feel that the way
of peace is being ignored by the Invaders, and the way of war is futile against
superior weapons. The Cult seek to subvert the Invaders and Seafarers, while
restoring any losses to the Natives. Anyone may be a member of the cult,
roughly half of the members were inducted from other cultures as they reached
adulthood, the rest were brought up specifically in cult-dedicated families
hidden in each of the other cultures. All members of the Outsiders category
have an attitude toward the native spirits and faith of the new world (whether
it’s a devout following or simply lip service), and a desire to live a simple
life (whether they currently do live this way, or are actively working to
restore this); they don’t share a common tongue.
With these
generalities in place, we can start looking at specifics within each culture.
A few years
ago, on one forum or another, someone came up with a great idea for defining
NPCs within the context of their culture. I wish I could remember who it was,
so I could give them credit for it (but I’ve tweaked it a bit since the
original concept). The idea was basically that every culture has 13 specific
elements to it, the elements are basically the rules and stereotypes followed
by the culture, each element was allocated to a card rank in a standard deck.
No-one is an absolute stereotype exemplifying all 13 specific elements in their
life, they tend to generally follow their culture’s ways but some they will
take more to heart and others they will turn away from.
For a basic
NPC, you might draw a pair of cards, ignore suits for the moment, for the
majority of cultural aspects. The character basically follows their culture,
but one of the cards indicates one of their cultural aspects that the NPC takes
to heart, and the other card indicates a cultural aspect that the NPC has
adopted from one of the other cultures they associate with. If the cards are
the same, then the NPC takes on a cultural aspect from another culture and
takes this to heart as a defining character trait (but otherwise follows their
regular culture’s ways).
For more
complex NPCs, you’d draw more cards. If you’ve already decided that an NPC is a
paragon of their cultural values, then you might allocate all but one of the
card ranks as cultutral aspects taken to heart (with one variant aspect). If
you’ve decided that the NPC is a rebel, or more eclectic in their habits, you
might allocate all but one of the card ranks as variant aspects (with one
aspect of their own culture exemplified). If you haven’t decided which way a
character goes, you might allocate red cards as favoured traits from their culture,
and black cards as traits adopted from another culture.
I’ll generate
up 7 charts with 13 elements each, so I can use this quick method of generating
NPCs on the fly. Generally I’m looking for things that might be useful for the
purposes of generating story at some level; and remember, these have nothing to
do with the physiology of the people comprising the culture, they are purely
the social elements that define the culture.
Here’s the 13
I’ll be going with…
A Language
most commonly spoken
2 Valued Possession
3 Type of
Clothing Worn
4 Valued
Concept
5 Common
Pastime
6 Housing
Arrangements
7 Primary
Virtue – strives to do this
8 Secondary
Virtue – strives to do this
9 Primary
Vice – strives to avoid this
10 Secondary
Vice – strives to avoid this
J Religious
Beliefs
Q Acknowledged
Authority Structure
K Unusual
Cultural Character Trait
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