Worldbuilding culture: customs, food and everyday life

To build a culture for a story, start from how its people eat and travel, what dangers shaped them, and what they value, then add the taboos and customs that follow. Show it through small daily choices, and let it divide people as well as unite them.

TL;DR

Culture is not decoration. It grows from practical need (food, travel, war, disease), from what the society values, and from who holds power. Work out a few values, add taboos and daily customs that follow from them, and show them in small scenes. Let cultures clash, and let each one disagree with itself.

Build a culture from the ground up: how its people get food, how easily they travel, what threats they live with, and what they therefore value. Add the customs and taboos that follow from those values, and show them in small choices, like who clears the plates or what nobody will say aloud. A culture built this way feels inevitable, which is what readers mean when they say a world feels real.

Culture is one of four layers of a society, with worldbuilding religion, worldbuilding politics and government and worldbuilding economy. For how much world to build overall, see worldbuilding for novelists.

Why culture is the part readers believe

In a Writer's Digest article on worldbuilding, author Stef Magister quotes Fonda Lee, author of Jade City: "The vital ingredient in a fictional world is culture." The article's own version is that the devil in compelling worldbuilding is not in the details but in the culture: you can get every detail right and still not convince a reader the world is real. Greta Kelly, in another Writer's Digest piece, describes the failure it prevents: a wizard battle that was meant to happen in a place like Middle-earth could just as easily take place in a Nebraskan farm field, and nothing about the story would change.

Culture starts with necessity

A Mythcreants article on starting a fictional culture says culture starts with practical necessity and then learns and grows from experience. It asks four questions about any group in your world:

  • How do they get food? Whatever they do to put food in their mouths will dominate their thoughts. A farming or seafaring society is preoccupied with the weather, and an industrial one with pay and promotion.
  • How easily can they travel and communicate? Easy contact feels cosmopolitan and open to outsiders. Mountain valleys that make travel hard make people more independent and possibly hostile to outsiders.
  • How often do they fight? Some cultures, like the Mongols or the Spartans, built themselves around war. Others send farmers to shake sticks at each other in the off season, and the common person cares more about the fields.
  • Where did they come from? Societies that began in one place and ended in another carry echoes of their past, perhaps as a deviant offshoot of a society that persecuted them.

A second Mythcreants article, on realistic cultures, makes the same point more bluntly: one of the most common worldbuilding mistakes is treating culture as arbitrary, as if clothing, gender roles and religion popped out of the ether. In reality few aspects of culture are arbitrary, and most are the result of collective experiences.

Decide a handful of values

Once you know the environment, the Mythcreants article suggests deciding where the culture stands on a few questions. They make a good short table:

QuestionOne endOther end
Who matters most?The individual's choices and happinessThe welfare of a group such as the family or nation
How do people earn standing?Competition for the highest honoursFitting in and contributing to a team
How do people speak?Courtesy: subtle implication, as when a host clears dishes to signal the end of the eveningClarity: explicit, direct statements
How steep is the hierarchy?Questioning authority is acceptableAuthority is not questioned
How much risk is tolerated?Many rules, to avoid problemsFreedom, even if others suffer for their failures
What does it value in time?Tradition: the past, rituals kept for thousands of yearsInnovation: change and planning for the future
How is time used?Strict productivityA looser sense of time, with long meals and socialising

Scroll horizontally to see all columns. Arrow keys work when the table is focused.

The article adds that your culture does not have to sit at one end. It can fall between them, hold contradictions, or have factions that disagree sharply. Pick three or four that matter to your plot. A character from a clarity culture who meets a courtesy culture is a scene waiting to happen, and you did not need a glossary to write it.

Power, danger and population shape customs

The article on realistic cultures lists forces that shape a society:

  • Power. Those with military might, wealth or cultural legitimacy have outsized influence, and they promote stories that glorify themselves. It gives an example of beauty ideals: pale skin is considered attractive in China because it traditionally meant being wealthy enough to stay indoors, and in Western nations for a different reason, and the same article notes that names associated with wealth are adopted by lower classes over time.
  • Disease, injury and scarcity. Who dies, and how the survivors adapt, shapes a culture. The article notes that Western art once treated plumpness as attractive when starvation was a larger threat, and that the Black Death is credited with creating the middle class of the Renaissance because workers were fewer and so more valued.
  • Population. A shortage or surplus of people changes inheritance rules and marriage arrangements. Inheritance by the oldest child, for example, keeps an estate from being split so thinly that no child can live off it.
  • Economy. Cultures tend to adopt the lifestyles that lead to the greatest economic prosperity. A farming culture treats an extended family as the main economic unit, and an industrial one the individual.

Taboos are customs with fear behind them

A Mythcreants piece on taboos separates a norm from a taboo. A norm earns you disapproval, while a taboo is considered fundamental to a society's identity and carries fear of harm, usually with a supernatural reason. The areas where taboos tend to arise include marriage, sex, what food may be eaten, hygiene and the treatment of the dead. The starter article lists the dead, hunting and killing, food and reproduction, with the example of a culture refusing grain sown during a blood moon.

Taboos often hide a practical purpose. The article on taboos gives the example of pre-Christian Rome, where burials and cremations were forbidden during the day or inside city walls: framed as separating the spirits of the living and the dead, but also reducing exposure to disease. They also protect hierarchies, and they can fuel conflict between cultures: the article notes that Greeks and Persians each cited the other's burial practices as evidence that the other was barbaric.

Food and everyday life

Food is the quickest way to show a culture without explaining it. What do people eat at dawn, who cooks, what is never eaten and why? Mythcreants notes that laborers wear whatever clothes are affordable, safe and comfortable for their work, and that in the United States glass and ceramics are the usual dishware even though plastic is cheaper and more durable, because plastic is thought of as cheap. A detail like that tells you about status without a speech.

Three habits help when you draw on real cultures. Writer's Digest's six tips for fantasy worldbuilding point out that not every world needs a medieval European base and that basing yours on other cultures can bring a fresh feeling, but only if you research and expect to keep about 10 percent of what you find. Mythcreants warns that imitating whole aspects of another culture risks turning yours into a caricature. And it advises letting norms grow from geography, religion, history and outside threats instead of renaming real groups.

Let culture create tension

Greta Kelly gives three ways to turn culture into conflict:

  1. History. Use the past to raise tension, so a conflict has been boiling for centuries and a war does not erupt because your hero walked into the room. She says you should not include a fifty-page history lesson. If your main character hears both sides, 'good' and 'bad' become a matter of perspective.
  2. Resources. People fight over water, oil and iron, so magic can be a contested resource.
  3. Divisions inside one society. No culture is a monolith. Her example is The Hunger Games, a country divided by power and class, shown through Katniss and the daily struggles of District 12. Suzanne Collins does not info-dump Panem's history in chapter one. Start small and work outward, letting readers infer as much as possible from dialogue and action.

That last point is the rule for putting any of this on the page. Show the culture through what a character does today, and widen the lens only when the story needs it.

Frequently asked questions

How do I create a culture for a fantasy world?

Start with practical needs (food, travel, war, history), choose a few values, then add taboos and daily customs that follow from them.

What makes a fictional culture feel real?

Customs with causes. Mythcreants stresses that most aspects of culture result from collective experience, not chance.

How do I avoid stereotypes when basing a culture on a real one?

Research the real culture, take only part of it, and let your norms grow from your world's geography, history and threats, as Mythcreants advises.

How much culture do I need to describe?

Only what the next scene touches. Kelly's advice is to start small and widen the lens when it matters to the story.

Should every member of a culture think the same?

No. Mythcreants says a culture can contain contradictions and factions, and Kelly says no culture is a monolith.

Where Musael fits

A writer who builds culture from cause and effect becomes someone who can invent a custom in the middle of a scene and know it is true. In Musael's world and characters codex, a custom, a festival or a taboo can be an entry with relations to the people and places it affects, and events sit on a timeline, so you know when it began. Continuity checks turn a rule you care about into a test against your manuscript, so a food nobody eats does not show up on the table in chapter twenty.

Sources

  • Mythcreants, "Starting a Fictional Culture": mythcreants.com
  • Mythcreants, "Creating Realistic Cultures": mythcreants.com
  • Mythcreants, "Using Taboos in a Culture": mythcreants.com
  • Greta Kelly, "When Cultures Collide: 3 Ways to Create Tension in Worldbuilding in a Novel", Writer's Digest: writersdigest.com
  • Stef Magister, "Politics and World-Building in Science Fiction and Fantasy", Writer's Digest: writersdigest.com
  • Writer's Digest, "6 Tips for World-Building in Your Fantasy": writersdigest.com