Worldbuilding Tutorial #11: Outlining History
Intro
I received a request (a long time ago, by this point) to write about how to go about constructing a worldâs history. The request is as follows:
Can you write more about how to develop a history for your cultures? And how much is adequate for a good story/campaign? You mentioned time altering things in the last one, and changing empires and migrations can create reasons for the spread of peoples, religions, cultural elements, and political forms. Great series!
Thus, without further ado: history!**
**Disclaimer: This is one I might have otherwise waited longer to do, because it can be a bit fiddly compared to a lot of other aspects of world building. If youâre following these tutorials while building your world, you may want to wait on this one âtil later!
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There are a few ways you can approach writing your worldâs history. Which one you pick depends mostly on how much you have written about other parts of your world so far. If you have a lot decided-upon already, you may want to start by working backwards; if youâre still in the process of deciding what you want your world to look like, you may want to work sequentially instead. There are other ways as well, depending on what role history is going to play in your world - Iâll outline them each below.
Working Backwards
In most cases, youâve probably already got a fair amount about your world decided, whether it feels like it or not. Maybe youâve already got a larger map with the major cities and borders marked out, or you have a sense of the cultural time and place you want parts of your world grounded in (example: the classic Tolkein-esque fantasy setting being medieval western Europe); either way, youâve got a clear image of what your world looks like and the standards of everyday living. What you want to do is start from there and, well, work backwards to write your history.
The first question when looking backwards is, of course, what do you already know? Look back through your notes. Whatâs your cosmology - how did the world and its people come into being? Did they come to be slowly over time, evolving from prior species and working through their stone age (or equivalent) and onwards - or were they manifested as they are now, with or without cultural and technological assistance from another source? Consider how long itâs been since your world was populated, where they started from, and where they have ended up. That will give you some sense of the distance that youâre looking to fill.
If you have places that youâve already established - particularly cities - take a look at those as well. Which one is the oldest? Which one is the newest? What order were they built in, and by who? Are they still controlled by the same cultures that founded them? If not, when did they change hands - and how? This can go for other locations, too: dungeons, the local dragon lair, a major spaceport, a pirate hideout, you name it. You can go through the same process with other things too: a major trading company, a secret order, a ruling bloodline or house, an ancient and powerful being, you name it. Figure out what order everything that exists now came in, and write those out in an outline to get a sense of which things started to come into being during the same time period. Are there any patterns? Jot those down.
The other thing to consider is the question of prerequisite. What needs to have happened in order for things to be the way they are now? If your world has a ruler or government, that had to be founded at some point. If your world is spacefaring, they must have acquired or developed the technology for that at some point. If two countries or cultural groups are enemies, something must have happened to spark that enmity. Consider what the basic prerequisites for your world in the current day are, decide how long ago they happened, and note that down with your locations. As a rule of thumb, for determining age: dynamics that are more settled have been ongoing for longer; and dynamics that are still shifting or subject to change are more recent. This isnât always the case, but itâs a good âwhen in doubtâ.
Once you have major places and events sorted in order relative to one another, look for clusters - groups of events that all seem like they happened in the same time period. Do they share a history? Did the same thing instigate multiple events? Did one of these events lead directly to one of the others? Trust your gut - if it says yes, then yes; if it says no, leave it be for now. Look also for any big gaps - if there are long periods of time between clusters of events, why? Either decide why nothing of importance happened during that time, or fill them in with the little steps that bridge the point between the older event and the newer one. Continue to fill in the gaps until youâve got something that looks roughly like you want it to for your world.
Sequential Development
If youâre working through a process of building your world from the ground up - perhaps literally - you may want to develop your history sequentially instead. That is to say, starting at the beginning and building out from there, and following that development wherever it leads. This one tends to work less well if youâve already got a clear idea of what your world looks like right now, although it can still be done even so.
As always, the first question to consider is what you already know. The species and rough cultures youâre working with can be a good place to start, since that influences all that follows. Based on those factors, youâll want to start with determining early population centers - Iâll write on that more extensively in another tutorial, because thatâs a doozy - and working a bit with the development of early civilizations. How fast do they develop? Do any of them get wiped out, through war or disease or natural disaster? Where do the survivors of these fallen civilizations go, and what impact do they have on wherever they end up? Consider all the empty spaces on your map - whoâs going to start to reach out to those first? Are the settlers deliberate expansion attempts from a civilization - or dissidents from it? What is their reason for moving into these places? Play with the dynamics of early civilization and see what survives.Â
Survival is not the only factor to consider: for those civilizations that hang on for long enough, change is a factor as well. Cultures donât simply stay the way they are for hundreds of years; they change, in a myriad of ways. As they expand, for example, they may need to adopt new ruling structures that suit a larger domain. Or as they develop new technologies or discover new resources, a culture will adapt to and incorporate (or vehemently reject!) those discoveries. As other cultural groups move through the area - the remnants of fallen friends, or invasion from enemy forces - a culture will pick up pieces from other cultures, particularly those most relevant to the point of contact. Is the primary contact between two cultures trade? Then expect that influence to come in the form of aesthetics, transportation, and status. Is the primary contact more like an incorporated population of refugees? Then the influence may come in the form of family structure, religion, or holidays. Consider how that change may ripple out to the larger culture - will it be celebrated? Suspect? Spurned? By whom, and why? What follows, and what changes?
Sequential history development is really a matter of following these questions through to their natural conclusions. Moving from early civilizations into middling ones, there are other factors to consider. What cultural origins are no longer relevant? A culture may have had its origins in herding, but if herding is no longer necessary (or possible), what will creep in to fill its absence? Â What changes are necessary to accommodate an increase in population, or physical territory, or changes in the landscape and climate itself? There is also the matter of the influence of prior history itself - for example, we would never have had the Italian Renaissance without the efforts of Arabic scholars translating old Ancient Greek works; and Rome always aspired to be Greece, even if its vision of Greece was deeply distorted by its own cultural lenses. What do the people now think of the people who were? What do they even know about them? Do they look down on them, do they idolize them, are they merely confused by them? These questions change culture too.
If you ever find yourself in a place of not being sure where things go next - if thereâs not a clear sequence, or your world has become too stable - introduce something radically different. Natural disasters in their many forms are always good candidates; so are plots and conspiracies, sudden deaths of important figures, first contact with a perviously-unknown Other - you get the idea. Something to shake things up a bit, and something that there isnât an immediate or obvious solution to. History is, ah, exciting (or rather, chaotic), despite historiansâ best efforts to paint it in as dull a manner as possible - and full of crazy things and crazy coincides on even the most sane of days.Â
The last thing to consider as you develop is to think beyond merely events. People are an easy example - who drives these changes? Who will become the important, storied figures of history whose tales and influence survive long past their deaths? Locations, too - what new locations will arise, out of discovery or opportunity or necessity or tragedy? Artifacts is another; what are the important artifacts that come out of this history, and what happens to them? Who owns them, and what do they gain from it? Stories is another good one, especially as civilizations move into ideology as a primary motivator - what stories from their past are these civilizations striving to live up to - or avoid at all costs?Â
Keep going until you reach the point in your history that youâre ready to settle at, whether for your own story or game or interest; then flesh it out in more detail. And, of course, you can always go back later to fill in more things as necessary.
Spiderwebbing
This is a method you may want to use if you already have a few key historical moments in mind - the fall of an empire, the assassination of a political leader, the arrival of a prophet, the theft of some holy jewels, you name it. Spiderwebbing is similar to working backwards, but involves âspidering outâ from several key points rather than from simply the current state of your world. With spiderwebbing, you look at each event and then spin your history a little forwards and a little backwards - what had to happen in order for this event to come to pass? What are the consequences from this event, both immediate and long-term? You can then draw the before and after out a little longer and a little longer until you connect the major events of your world into a chain of its history. Once youâve got the chain, you can build off details as needed to support the chain and fill in the gaps. How did these events impact or affect those who werenât directly involved? What was going on elsewhere in the world?Â
Final Considerations
If all else fails, consider the factors that motivate changes in history. Need is a big one; people will go to great and even desperate lengths to obtain the things that they need. Want is another big one; people are also willing to go to extraordinary lengths to obtain things that they want, and the more resources they have to do it with, the greater those lengths can be. These things donât only have to be resources; they can be power, agency, and knowledge can all be needs and wants too. Values is another big one - how do you ensure that you continue to pursue the values of your culture? Do you try to spread your values to others - and if so, how? What do you do if your neighbors practice values directly counter to your own? What if itâs your own people who reject these values? Mystery is another one, particularly if your species is like humans - what is left to be discovered? What remains unknown? What happens if we try x, y, z?
How Much History Do You Need, Anyway?
This one harkens back to the fundamentals of world building - which is to say, consider what purpose youâre building your world for. If the story that youâre telling is ultimately one that has little to do with history, thereâs no need to go all-out; what you want to develop may resemble a list of historical fun facts more than it does an actual outline, and thatâs okay. On the other end of it, if the history of your world is absolutely integral to the story youâre telling now, youâre going to want to go deep. If your world is static - that is to say, not being influenced by anyone besides you - then you can afford to develop a little less now and add more later as you need; but if your world is dynamic - thatâs to say, there are others who will influence it as well - youâll need to make sure you put in just a little more work up-front than you think youâll actually need. Lastly, of course, thereâs the matter of fun; if youâre having fun with it, thereâs no reason to stop before youâre tired of it.Â
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Next tutorial could go in a couple directions. Either itâll pick up where the last tutorial left off and go into day-to-day aspects of culture, or it will deviate back into the fundamentals of civilization (as per the note towards the beginning of the Sequential Development section up there). Or, as always, if someone has a specific topic request, Iâll happily answer that instead.