arcanea-world-build
npx skills add https://github.com/frankxai/arcanea --skill arcanea-world-build
Agent 安装分布
Skill 文档
The Art of World Architecture
“A world is not a setting. A world is a character with its own history, desires, and secrets.”
The World-Builder’s First Truth
The iceberg principle: Show 10%, know 100%.
Your reader experiences the tip of the iceberg – a living, breathing world with history and depth. But that experience only works if you’ve built the 90% beneath the surface.
The Seven Pillars of World-Building
ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â THE SEVEN PILLARS â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â 1. GEOGRAPHY & ENVIRONMENT â The physical container â
â 2. HISTORY & TIME â Memory that shapes present â
â 3. CULTURES & PEOPLES â The human (or other) elementâ
â 4. MAGIC/TECHNOLOGY SYSTEMS â The extraordinary element â
â 5. ECONOMY & RESOURCES â The material foundation â
â 6. POWER & POLITICS â The dynamics of control â
â 7. BELIEF & MEANING â The spiritual architecture â
ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Pillar 1: Geography & Environment
The Land Shapes Everything
Climate â Agriculture â Diet â Culture
Terrain â Travel â Isolation/Connection
Resources â Wealth â Power â Conflict
Geography Checklist
â¡ Continental layout (if applicable)
â¡ Major biomes and climate zones
â¡ Water sources (oceans, rivers, lakes)
â¡ Mountain ranges and natural barriers
â¡ Resource distribution (metals, fuel, food)
â¡ Natural phenomena (storms, seasons, tides)
â¡ How terrain affects travel and communication
The Consistency Test
Ask: Given this geography, what would logically follow?
If desert â
Water is precious
Buildings use thermal mass
Night travel preferred
Trade in caravans
Water rights = power
If archipelago â
Maritime culture
Island identity vs. mainland
Storms as major threat
Fishing economy
Naval power matters
Pillar 2: History & Time
History Creates Present
FOUNDING: How did this civilization/place begin?
GOLDEN AGE: When were they at their peak?
CATASTROPHE: What broke them?
REFORMATION: How did they rebuild/change?
CURRENT ERA: Where are they now in the cycle?
The Three Types of History
DEEP HISTORY (1000+ years)
âââ Creation myths
âââ Lost civilizations
âââ Ancient wars
âââ Legendary figures
LIVING HISTORY (100-1000 years)
âââ Recent kingdoms/empires
âââ Major discoveries
âââ Remembered heroes
âââ Institutional founding
IMMEDIATE HISTORY (0-100 years)
âââ Current generation's experience
âââ Recent conflicts
âââ Living memory
âââ Active grudges
History Integration Tips
1. Characters should have opinions on history
2. Ruins and artifacts provide physical evidence
3. Names come from historical figures
4. Holidays commemorate events
5. Old conflicts echo in current tensions
Pillar 3: Cultures & Peoples
Culture Creation Framework
IDENTITY: Who are we?
âââ Ethnic/racial characteristics
âââ Common names and naming conventions
âââ Shared mythology and heroes
âââ What they're known for
VALUES: What do we believe matters?
âââ Honor, family, achievement, pleasure, duty?
âââ Individual vs. collective orientation
âââ Attitude toward outsiders
âââ Sacred vs. profane distinctions
EXPRESSION: How do we show who we are?
âââ Art and architecture
âââ Clothing and adornment
âââ Food and dining customs
âââ Ritual and ceremony
âââ Music and storytelling
STRUCTURE: How do we organize?
âââ Family structure
âââ Gender roles (if any)
âââ Age-based hierarchies
âââ Class and caste
âââ Leadership models
Cultural Tension Points
Every culture needs internal tensions that create story potential:
Tradition vs. Progress
Individual vs. Collective
Sacred vs. Secular
Purity vs. Pragmatism
Honor vs. Survival
Avoiding Monocultures
WEAK: "The elves are all peaceful nature-lovers"
STRONG: "The forest elves prioritize preservation, but
the city elves embrace adaptation, creating
centuries of internal conflict."
Every culture should have:
- Regional variations
- Generational differences
- Class distinctions
- Subcultures and counter-cultures
Pillar 4: Magic/Technology Systems
Sanderson’s Laws of Magic
First Law: The ability of magic to solve problems is directly proportional to how well the reader understands it.
HARD MAGIC: Clear rules, reader can predict
(Example: Allomancy in Mistborn)
SOFT MAGIC: Mysterious, wonder-inducing
(Example: Gandalf in Lord of the Rings)
HYBRID: Clear for main character, mysterious for others
Second Law: Limitations are more interesting than powers.
What can magic NOT do?
What does magic COST?
Who CANNOT use magic?
What happens when magic FAILS?
Third Law: Expand what you have before adding something new.
Before adding new magic, explore existing magic more deeply.
The system you have is more interesting than you think.
Magic System Template
## [Name of System]
### Source
Where does the power come from?
(Divine, natural, internal, external, technological?)
### Access
Who can use it and how do they learn?
(Innate, trained, granted, purchased?)
### Mechanics
How does it work?
(Fuel source, activation method, limitations, costs?)
### Scope
What can and cannot be done?
(Capabilities, hard limits, soft limits?)
### Cost
What is the price?
(Physical, mental, moral, social, material?)
### Consequences
What are the side effects?
(Personal, environmental, social?)
### Cultural Impact
How has this shaped society?
(Economy, warfare, religion, daily life?)
Technology Systems
The same principles apply to advanced technology:
â¡ What enables this technology?
â¡ Who has access?
â¡ What are the limitations?
â¡ What are the costs?
â¡ What are the unintended consequences?
â¡ How has it changed society?
Pillar 5: Economy & Resources
The Economic Foundation
RESOURCES: What does the land provide?
âââ Food sources
âââ Raw materials
âââ Energy sources
âââ Rare/valuable substances
PRODUCTION: How do they make things?
âââ Agricultural practices
âââ Craftsmanship traditions
âââ Industrial capabilities
âââ Magical/technological production
TRADE: How does value flow?
âââ Trade routes
âââ Merchant classes
âââ Currency systems
âââ Trade partnerships/rivalries
WEALTH: Where does power concentrate?
âââ Who controls production?
âââ Who controls distribution?
âââ What creates status?
âââ What does poverty look like?
Economic Story Generators
SCARCITY: What's rare creates conflict
MONOPOLY: Who controls the vital resource?
DISRUPTION: What happens when trade routes break?
INNOVATION: What happens when production changes?
INEQUALITY: Where is the tension between haves and have-nots?
Pillar 6: Power & Politics
Political Structure Types
MONARCHIES: Power through bloodline
ARISTOCRACIES: Power through noble class
OLIGARCHIES: Power through wealth/elite
THEOCRACIES: Power through religion
DEMOCRACIES: Power through participation
MERITOCRACIES: Power through achievement
MAGOCRACIES: Power through magic
TECHNOCRACIES: Power through knowledge
The Power Web
Map the power relationships:
FORMAL POWER: Who officially rules?
REAL POWER: Who actually controls decisions?
ENFORCED BY: Military, police, magic?
LEGITIMIZED BY: Tradition, religion, consent?
CHALLENGED BY: Who opposes the current order?
Political Dynamics for Story
Every political structure has:
- Those who benefit from the status quo
- Those who suffer under it
- Those who want to change it
- Those who profit from the conflict
Pillar 7: Belief & Meaning
The Spiritual Architecture
COSMOLOGY: What is the nature of existence?
âââ Creation stories
âââ Afterlife beliefs
âââ Cosmological structure
âââ Place of mortals in the universe
RELIGION: How do people practice belief?
âââ Organized vs. personal
âââ Priesthoods and hierarchies
âââ Sacred texts and traditions
âââ Worship practices
âââ Sacred sites
PHILOSOPHY: How do people make meaning?
âââ Dominant worldviews
âââ Competing philosophies
âââ Secular belief systems
âââ Attitudes toward death
SUPERSTITION: What do common people believe?
âââ Folk magic
âââ Omens and signs
âââ Taboos
âââ Protective practices
Religion in Worldbuilding
Questions to answer:
- Is the religion true? (Do gods exist?)
- Does magic come from religion?
- How does religion interact with power?
- What are the heterodoxies?
- What happens to non-believers?
The World-Builder’s Process
Phase 1: Concept
1. What is the core hook of this world?
2. What makes it different from default fantasy/scifi?
3. What themes does the world explore?
4. What atmosphere/feeling should it evoke?
Phase 2: Foundation
1. Sketch rough geography
2. Identify key historical eras
3. Define 2-3 major cultures
4. Design core magic/tech system
5. Establish power dynamics
Phase 3: Deepening
1. Develop each pillar systematically
2. Find connections between pillars
3. Identify conflicts and tensions
4. Create specific details that make it real
5. Build the iceberg beneath the surface
Phase 4: Integration
1. How do the pillars interact?
2. What happens when systems collide?
3. Where are the story opportunities?
4. What would characters care about?
5. What details will the reader experience?
Common World-Building Traps
The Encyclopedia Trap
PROBLEM: Building endlessly without writing stories
SOLUTION: Build only what you need for the current story,
then deepen as needed
The Monoculture Trap
PROBLEM: Entire species/nations have one personality
SOLUTION: Every group has internal diversity
The Earth Clone Trap
PROBLEM: Fantasy Europe with elves, Fantasy Asia with dragons
SOLUTION: Mix inspirations, create truly new cultures
The Rule of Cool Trap
PROBLEM: Adding elements because they're cool without integration
SOLUTION: Everything must have consequences and connections
The Exposition Trap
PROBLEM: Stopping story to explain world
SOLUTION: Reveal through character experience and conflict
Quick Reference Templates
World One-Pager
# [World Name]
## Core Concept
[One sentence that captures what makes this world unique]
## Atmosphere
[What does it feel like to be here?]
## Key Conflict
[The central tension that drives stories here]
## Three Pillars Summary
1. [Most important pillar and key detail]
2. [Second most important pillar and key detail]
3. [Third most important pillar and key detail]
## Story Hooks
- [Hook 1]
- [Hook 2]
- [Hook 3]
Location Template
## [Location Name]
**Type**: [City/Region/Building/etc.]
**Significance**: [Why does it matter?]
### Physical Description
[What does it look like, feel like, smell like?]
### History
[Key historical events connected to this place]
### Current Situation
[What's happening here now?]
### Key Figures
[Who's important here?]
### Secrets
[What isn't immediately apparent?]
### Story Potential
[What could happen here?]
“Build worlds that feel lived-in. Let characters argue about history, complain about politics, take their magic for granted, and eat food that tastes of their homeland.”