In my secondary-world
bronze-age fantasy, I wanted a setting significantly different
from the standard medieval fantasy world. One particular set of
tropes I wanted to avoid was the ones associated with kings,
kingdoms, knights, and princesses. But when you eliminate kingdoms,
what do you have left that makes sense for an ancient civilization?
(A-Z Challenge logo, letter K)
One possibility is
to start with city-states,
like in ancient Sumeria, Egypt, and Greece: an urban centre and its
hinterland, the surrounding territory that sustains it and makes it
viable. Nothing stops a city-state from having a king, but in an
egalitarian society like the one I’m worldbuilding, a council
structure that grew out of small village circles-of-elders might
work. Some sort of leader seems to me to be unavoidable, but instead
of a hereditary king it could be an elected Speaker, the eldest
Elder, a rotating chairship, or shifting based on whose skills and
knowledge are most relevant to the current situation.
My protagonist’s
country is more sophisticated: a network of city-states on an
isolated plateau, sharing a common language and culture, and brought
together by a magical teleportation network. A fundamental principle
governing size of a political unit is how far and fast one can travel
and communicate, so the “voidgate” network permits a much larger
political structure than a city-state. If city councils are natural
for the individual components, they might come up with a democratic
council at the national level.
The other countries
in the world are less organized, since they don’t have home-grown
wide-area transport and communication: the gates are under the
Plateauvians’ control. So they are loose geographic areas united
only by language and divided by natural barriers like rivers and
dense (and sometimes magical) forests.
Another possibility,
which I’ve also used, is kinship structures: a clan
system. Clans trace descent from a (usually legendary) common
ancestor. They have arisen in many cultures, the best known in my
social circle being those in Scotland. They are older than more
centralized organizations like city-states and nations, and there
could be interesting interplay and power struggles between clan
elders and city councils; it would be boring if the two systems
meshed perfectly. Some cities might be clan headquarters; others
might be more cosmopolitan, with citizens from multiple clans or no
clan at all.
To further avoid the
idea of kingship, I have to avoid having clan leaders inherit too
much power from their parents. That’s actually a problem at the
moment, since I remained trapped in a medieval mindset as I was
creating the patchwork of drafts I have at the moment: the Clan
Mother position is currently hereditary. So in keeping with the
no-kings goal (and thus no-queens either), her power has to be
limited. Perhaps she is merely the Speaker at clan council meetings.
Perhaps she has more power, but is elected from among the Elders of
smaller extended families within the clan.
I’ll need to work
this out before I write an upcoming confrontation between one of my
characters and her grandmother, who needs to be someone with control
(or at least influence) over a fair bit of wealth, which is
problematic in a mostly egalitarian society.
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