Worldbuilding Questions: Post #12 – Social Organization: Foreign Diplomacy and the Waging of War

As promised in my last post, I’m going to be alternating between worldbuilding and building an author platform for a little while until both series are complete. Today, I’m bringing you a new set of questions dedicated to diplomacy between lands and the waging of wars.  Now these elements play quite heavily in my trilogy. I’ve really enjoyed building the stepping stones of war, in particular. I find it intriguing to see what issues can spiral out of control until the kingdoms blow up and war becomes inevitable.

As always, we’ll be working from this link.

Foreign Relations

The first step of establishing both peacetime and wartime is establishing what kind of relationships already exist between kingdoms or worlds. Make sure to pay attention to the state of both historic and current relations. Are there standard embassies that exist in other nations or do ambassadors travel infrequently without a real home base? How do the relationships between lands affect trade and commerce?

How are treaties negotiated? Do the rulers negotiate directly, or do secondary parties take care of that? Are there any treaties in place that directly affect the course of your novel? Are any currently being negotiated?

Don’t forget to establish whether any high profile families in various lands are related to each other. It could be interesting to play around with.

Waging War

What major weapons of war are available? Make sure to list everything you can think of, including magic. Think on both a large and small scale. Swords, knives, bombs, siege towers, nuclear weapons. Are any weapons restricted to specific classes of soldiers and/or citizens? Please make note of the weapons subsection of questions for more details to consider.

How has magic affected strategy and war tactics in general? Can magical espionage be conducted? Are there any special techniques that could be used to counterattack large scale magical attacks? How do you conduct a large scale magical attack? Is it a combination of individual powers and spells or a concentrated effort of merging magics together?

Now contemplate the structure of your various armies. Think about having a structured hierarchy to keep your soldiers organized within themselves. That will be especially important if you have to merge armies with others. Of course, you could make things a little more loosely defined in case you want to create conflict there. Also, who is the army made up of? Are they specially trained or is it any Joe off the street? How many people make up the armies, approximately? How are they supplied?

Who can call for the army to go to war? Is declaring war a formal declaration or can your lands just attack each other on the spur of the moment?

How do the presence of non-human magical beings affect battle strategy? Can they be recruited into the regular army or is there a special army specifically for them?

Thank you so much for tuning in this week. Much love!

House of War

Inspiration for the House of War

The House of the War is a unique self-sufficient community. They have enough resources to nearly fully sustain themselves without assistance from any of the other Houses. They keep to themselves mostly because they can afford to. They have the largest army out of all of the Houses and keep their people well trained, ready to move on a moment’s notice. There aren’t many weak links in their system.

Flag: A dark gray flag with a red border and a stone hammer crossed with an iron sword in the center

Lay of the Land: A valley/river kingdom: one city, two large towns, six villages.

Potency of Magic: 7/10

Main Exports: Iron/iron ore, nuts

Royal Family: High Lord Brandon Electus Caddell, High Lady Cahira Helen Caddell (Kelley), Lord Duncan Malin Caddell, Lord Gideon Lewis Caddell, Lord Lachlan Marshall Caddell

Political Alliance: Alliance of the Lily, intermittently

The Three Realms: The Upper Realm

Hello readers! It’s been a long time since I gave you a sneak peak of the world inside Chasing Fae. So today, I would like to introduce you to the first of the Three Realms: The Upper Realm! Hold on tight, guys; it’s a whirlwind.

The Upper Realm is the most complex of the Three Realms as it encompasses the entirety of Fae life and the best of the magic available in this universe. At the uppermost edge of the universe, this land features twelve distinct kingdoms of sorts ruled over by the twelve noble Fae houses. Each kingdom boasts its own unique mesh of different cultures, customs, and of course, magical presence. In future posts, I’m going to detail each of these in further detail, but today, I just want to introduce them briefly.

The House of the Sun: a small kingdom on the border of the Upper and Middle Realms with one of the more ornate palaces in the Twelve Houses. A valley kingdom surrounded by a significant amount of fertile farmland.

The House of the Moon: tiny kingdom, but one of the richest kingdoms. Rich in economics, rich in magic. Proximity to the moon creates some of the most powerful magical items, charms, and spells that can be cast during moontime.

The House of the Day: A beautiful valley kingdom with the most quaint fairy tale charm. Home to the largest outdoor trading market. Merchants travel from all over the Upper Realm as well as Fae representing the Middle Realm to trade.

The House of the Evening: a mystical mountain/river kingdom that is known for three main things: spectacular music, the finest wine, and the most wonderful festivals in all the realm. My personal favorite of all the Houses.

The House of Light: a picturesque valley kingdom filled with rolling hills and farming villages. A scenic land known for its wildlife. Strongest trade in magical charms and amulets.

The House of Darkness: An area rich in population and magic, but very weak in resources. A very modern society, the most out of the Twelve. They have a technological advantage, but their lack of fertile farmland has caused them to become incredibly dependent on other Houses to feed their staggering populace.

The House of Earth: Very tiny kingdom, but manages to generate most of the food in the Upper Realm. The kingdom is very humble, mostly agriculturally driven. The villages provide for themselves and no more, a very simple lifestyle.

The House of Wind: The only House with a matriarchy and very powerful for that reason. A mountain kingdom with rich clothing, sugar, and tea trades. Very ancient Greek style architecture.

The House of Fire: A valley kingdom heavily reliant on forging and weaponry trade. The architecture of the land is almost entirely stonework. The towns contain open air markets where multiple forgers line the covered areas. Well trained army.

The House of Water: An ocean kingdom that has strong correlation to Prince Eric’s kingdom from Disney’s The Little Mermaid. The main town is a bustling trading port with side streets filled with hand blown glass shops and little local jewelry stores. Very much into local craftsmanship.

The House of Peace: a large river kingdom whose atmosphere reflects its name. The House’s main creed is to protect the innocent as well as nature. Very eco-friendly kingdom where everyone is fairly cheerful, if a little clueless.

The House of War: A river kingdom separated from all of the other Houses that exists as a self-sufficient community. They have the largest army out of all of the Houses and keep their people well trained, ready to move on a moment’s notice. Very little trade with the other Twelve Houses.

There you have it! A brief glimpse into the Upper Realm. I hope you all have enjoyed this post. Let me know which House you want to hear more about first!