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GM Core / Chapter 2: Building Games / Building Worlds / Civilization

Designing Nations

Source GM Core pg. 137 2.0
For any nation you establish in your setting, you'll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot.

When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players.

Beyond those basic details, the following considerations can help flesh out the nations in your setting.

Location, Size, and Population

Source GM Core pg. 137 2.0
Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire. Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state.

National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million.

Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history.

Cultural Hallmarks

Source GM Core pg. 138 2.0
What elements of the nation’s predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation.

History

Source GM Core pg. 138 2.0
How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately hidden? How have the residents of the nation adapted to change, and in what ways have they failed to do so?

Economy and Political Stances

Source GM Core pg. 138 2.0
Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class.

These resources can also affect international relationships. An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors.

You'll also want to consider the significant NPCs of each nation. This includes the official rulers, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes.