worldbuild
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill worldbuild
Agent 安装分布
Skill 文档
Interactive Worldbuilding
Build a world collaboratively: $ARGUMENTS
Overview
This skill guides users through worldbuilding via an interactive question-and-answer workflow. Unlike /generate-world which auto-generates 80-120 entities, this skill collaborates with the user at every stepâasking questions, offering choices, and creating entities one at a time with approval.
Philosophy:
- Start small, expand gradually
- Establish tone and theme firstâeverything flows from core identity
- Ask the right questions at the right time
- Skip irrelevant sections based on user choices
- Show previews before creating; user approves each entity
- Use culturally-appropriate naming conventions
9 Interactive Phases:
- World Identity (tone, theme, inspirations, naming culture)
- Metaphysical Foundation (magic, gods, cosmology, planes)
- The Land (geography, terrain, ecology, resources, travel)
- Powers & People (nations, species, social structure, laws, economy)
- History & Conflict (ages, events, legends, mysteries, cycles)
- Places of Interest (settlements, dungeons, landmarks, routes)
- Characters & Relationships (NPCs, relationship webs, factions)
- Society & Daily Life (culture, customs, festivals, arts, death rites)
- Campaign & Adventure Setup (starting scenarios, arcs, session zero)
Cultural Naming Conventions Reference
When generating names, match the cultural aesthetic the user has chosen. Read and apply patterns from:
Templates/Reference/D&D Species Naming Conventions.mdTemplates/Reference/Tolkien Naming Conventions.md
Historical Culture Naming Patterns
| Culture | Name Examples | Characteristics |
|---|---|---|
| Celtic/Gaelic | Brennan, Caelum, Aisling, Niamh, Cormac | Soft consonants, -an/-in endings, Gaelic sounds (ae, oi, ui) |
| Anglo-Saxon | Aelfric, Godwin, Eadmund, Wulfstan, Hild | -ric, -win, -mund, -stan endings; Aelf-, Ead-, Wulf- prefixes |
| Norse/Viking | Bjorn, Sigrid, Ragnar, Astrid, Thorvald | Thor-/Sig-/Rag- prefixes; -son/-dottir patronymics; -heim/-gard places |
| Germanic | Friedrich, Heinrich, Adelheid, Brunhilde | -rich/-helm/-wald endings; compound meaningful names |
| Slavic | Vladislav, Miroslav, Svetlana, Yaroslav | -slav/-mir suffixes; patronymics (-ovich/-ovna) |
| Byzantine/Greek | Alexios, Theodora, Konstantinos, Irene | -ios/-os endings; Theo-/Alex-/Konst- prefixes |
| Arabic/Moorish | Rashid, Fatima, Khalid, Zahra, Tariq | Al- prefix; -id/-iq endings; meaning-based names |
| Persian | Darius, Cyrus, Xerxes, Roxana, Ardashir | -us/-es endings; royal connotations |
| East Asian | Kenji, Mei, Hiro, Lian, Takeshi | Family name first; nature/virtue meanings |
| Mediterranean | Marco, Isabella, Lorenzo, Lucia, Giovanni | -o/-a endings; saint names common |
| Turkic/Steppe | Temujin, Borte, Kublai, Toghrul | Harsh consonants; -khan/-beg titles |
| West African | Kofi, Amara, Kwame, Nneka, Jabari | Day-names; virtue meanings; -a/-i endings |
| Indian | Arjun, Priya, Vikram, Lakshmi, Rajan | Sanskrit roots; -a/-i endings; deity connections |
Place Name Patterns by Culture
| Culture | Suffixes/Patterns | Examples |
|---|---|---|
| Celtic | -dun (fort), -mag (plain), -loch (lake), -glen | Dunderry, Magrath, Lochmere |
| Anglo-Saxon | -ton (settlement), -ham (home), -ford, -bury | Ashford, Thornbury, Westham |
| Norse | -heim (home), -gard (enclosure), -fjord, -by | Ironheim, Stormgard, Ravenby |
| Germanic | -burg (fortress), -wald (forest), -stein | Grauburg, Schwarzwald, Falkenstein |
| Slavic | -grad (city), -ov/-ev, -sk | Novgorod, Petrokov, Volsk |
| Greek | -polis (city), -thea, -os | Heliópolis, Althea, Demos |
| Arabic | Al- (the), -abad (city), Dar- (house) | Al-Qadir, Sultanabad, Dar-al-Hikma |
Instructions
Getting Started
-
Parse the argument:
- If
$ARGUMENTSis a world name â start new worldbuilding session - If
$ARGUMENTSis “resume” â check for existing sessions - If blank â ask user for world name or if they want to resume
- If
-
Check for existing session:
- Look for
Worlds/[World Name]/.worldbuild-state.json - If found, offer to resume or start fresh
- Look for
-
Session state tracking: Store decisions and progress in a state file at
Worlds/[World Name]/.worldbuild-state.json:{ "version": "2.0", "world_name": "World Name", "current_phase": 1, "current_section": "tone", "completed_phases": [], "decisions": { "naming_culture": "norse", "tone": "dark_fantasy", "inspirations": [] }, "entities_created": [], "skipped_sections": [], "relationship_map": {}, "faction_goals": {}, "last_updated": "ISO timestamp" } -
Commands available to user:
continue– Proceed to next questionback– Go back one questionskip– Skip current sectionpause– Save state and exitsummary– Show progress dashboardreview [entity]– View a created entityrelationships– Show NPC relationship webfactions– Show faction goals and conflicts
Phase 1: World Identity
Goal: Establish the core identity that everything else flows from.
Step 1.1: World Name
Ask the user:
“What would you like to name your world?”
If they’re unsure, offer to suggest 5 names based on their tone preferences (ask tone first if needed).
Step 1.2: Primary Naming Culture
Ask the user:
“What real-world culture should inspire the naming conventions for your world? This affects how places, people, and things are named. Choose one primary culture, or select ‘Mixed’ for regional variety:”
- Celtic/Gaelic – Soft, melodic names with Gaelic sounds (Brennan, Caelum, Aisling, Cormac)
- Anglo-Saxon – Old English compound names (Aelfric, Godwin, Eadmund, Wulfstan)
- Norse/Viking – Scandinavian warrior culture (Bjorn, Sigrid, Ragnar, Thorvald)
- Germanic – Central European medieval (Friedrich, Heinrich, Adelheid, Brunhilde)
- Slavic – Eastern European (Vladislav, Miroslav, Svetlana, Yaroslav)
- Byzantine/Greek – Eastern Roman Empire (Alexios, Theodora, Konstantinos, Irene)
- Arabic/Moorish – Middle Eastern medieval (Rashid, Fatima, Khalid, Zahra)
- Persian – Ancient empire aesthetic (Darius, Cyrus, Roxana, Ardashir)
- Mediterranean/Italian – Southern European (Marco, Isabella, Lorenzo, Lucia)
- East Asian – Chinese/Japanese inspired (Kenji, Mei, Lian, Takeshi)
- Turkic/Steppe – Central Asian nomad (Temujin, Borte, Toghrul, Kublai)
- West African – Sub-Saharan kingdoms (Kofi, Amara, Kwame, Nneka)
- Indian/Sanskrit – South Asian (Arjun, Priya, Vikram, Lakshmi)
- Tolkien Elvish – High fantasy linguistic (Sindarin, Quenya patterns)
- Tolkien Dwarvish – Norse-influenced Khuzdul patterns
- Mixed Regional – Different cultures for different regions (I’ll ask per region)
- Custom Blend – Describe the aesthetic you want
Store the answer in decisions.naming_culture.
Step 1.3: Tone & Genre
Ask the user:
“What tone and genre are you going for? Choose one or describe your own:”
- High/Epic Fantasy – Heroic adventures, clear good vs evil, grand scale, noble quests (Lord of the Rings, Wheel of Time, Dragonlance)
- Dark Fantasy – Grim, morally gray, dangerous magic, consequences matter (Dark Souls, Warhammer, The Witcher, Berserk)
- Sword & Sorcery – Personal stakes, adventure-focused, pulpy action, morally flexible heroes (Conan, Fafhrd & Gray Mouser)
- Mythic Fantasy – Gods walk among mortals, legendary heroes, fate and prophecy (Greek myths, Exalted, Mythic Greece)
- Low Fantasy – Subtle magic, realistic politics, grounded world, human-focused (Game of Thrones early seasons, The First Law)
- Grimdark – Bleak, cynical, no true heroes, violence and corruption (Joe Abercrombie, Mark Lawrence)
- Heroic Fantasy – Larger-than-life heroes, clear villains, triumph of good (Forgotten Realms, classic D&D)
- Gothic Fantasy – Horror elements, dark romance, decaying grandeur, curses (Ravenloft, Castlevania)
- Fairy Tale Fantasy – Whimsical, folkloric, talking animals, moral lessons (The Witcher’s fairy tales, Stardust)
- Romantic Fantasy – Relationships central, political intrigue, emotional stakes (A Court of Thorns and Roses)
- Dying Earth – World in twilight, ancient mysteries, melancholy beauty (Jack Vance, Numenera)
- Weird Fantasy – Strange, unsettling, cosmic horror undertones (Perdido Street Station, Bas-Lag)
- Historical Fantasy – Real history with magic added (Jonathan Strange, Guy Gavriel Kay)
- Military Fantasy – Wars, tactics, soldiers, chain of command (Black Company, Malazan)
- Pirate/Nautical Fantasy – Sea adventures, island hopping, treasure (Pirates of the Caribbean, Liveship Traders)
- Political Fantasy – Intrigue, scheming, houses and factions, power games (Dune, Game of Thrones)
- Comedic/Satirical – Humor, parody, absurdity welcome (Discworld, Princess Bride)
- Wuxia/Martial Fantasy – Martial arts, honor codes, legendary techniques (Crouching Tiger, Avatar: TLA)
- Arabian Nights – Desert kingdoms, djinn, thousand-and-one-nights aesthetic
- Other – Describe your vision
Store in decisions.tone.
Step 1.4: Inspirations
Ask:
“What are 1-5 inspirations for this world? These could be books, games, TV shows, movies, historical periods, art styles, or vibes.”
Some prompts to help:
- Any books or series? (Fantasy novels, historical fiction, mythology)
- Any games? (Video games, tabletop, board games)
- Any TV shows or movies?
- Any historical periods? (Medieval Europe, Ancient Rome, Feudal Japan, etc.)
- Any art styles or aesthetics? (Gothic, Renaissance, Art Nouveau, etc.)
- Any music or soundtracks that evoke the feeling?
Store in decisions.inspirations as an array.
Step 1.5: Content Rating
Ask:
“What content rating works for your world?”
- Family-friendly (PG) – Suitable for all ages, violence is abstract, no mature themes, death happens off-screen
- Light Adventure (PG-10) – Mild peril, some scary moments, but nothing too intense
- Standard Fantasy (PG-13) – Typical D&D fare, combat violence, mild dark themes, some horror elements
- Teen+ (TV-14) – More intense violence, some disturbing imagery, complex moral situations
- Mature (R) – Adult themes welcome, graphic violence possible, darker elements fully explored
- Very Dark (NC-17) – No restrictions, extreme content possible, explicit themes
- Varies by Region – Some areas are darker than others (I’ll ask per region)
Store in decisions.rating.
Step 1.6: Themes to Explore
Ask:
“What themes do you want this world to explore? Select 2-5:”
- Power and Corruption – What happens when people gain power
- Redemption – Can people change? Can evil be forgiven?
- Legacy and Heritage – The weight of the past on the present
- Freedom vs Security – What do we sacrifice for safety?
- Nature vs Civilization – The tension between wild and tamed
- Faith and Doubt – Belief, religion, and questioning
- War and Peace – The costs and causes of conflict
- Identity and Belonging – Who am I? Where do I fit?
- Love and Loss – Relationships, grief, connection
- Duty vs Desire – Obligation versus personal wants
- Knowledge and Ignorance – The dangers and blessings of knowing
- Mortality and Immortality – What does it mean to die? To live forever?
- Justice and Vengeance – Is revenge ever justified?
- Colonialism and Empire – Conquest, resistance, cultural erasure
- Class and Inequality – The divide between rich and poor
- Environmentalism – The world is dying/healing/changing
- Technology and Progress – Is change good? What do we lose?
- Monsters and Humanity – Who are the real monsters?
- Prophecy and Free Will – Is the future fixed?
- Other – Describe your themes
Store in decisions.themes as array.
Step 1.7: Sensitive Topics
Ask:
“Are there any topics you’d like to avoid or handle carefully in this world? This helps me create appropriate content.”
Common topics to consider:
- Slavery and human trafficking
- Sexual violence
- Child endangerment
- Real-world religions
- Mental illness
- Suicide
- Torture
- Genocide
- Addiction
- Domestic abuse
- Body horror
- Animal cruelty
You can say “none” if you have no restrictions, or list specific topics.
Store in decisions.avoid_topics if provided.
Step 1.8: The Hook
Ask:
“In one sentence, what makes this world unique or interesting? What’s the first thing you want players to discover?”
Examples:
- “Magic is dying, and the last mages are hunted as heretics”
- “Three empires vie for control of the only river in a vast desert”
- “The gods went silent fifty years ago, and cults have risen in the void”
- “An ancient prison-realm is failing, and forgotten horrors are escaping”
- “The sun is dying, and each generation is colder than the last”
- “The dead don’t stay deadâeveryone returns as spirits, for good or ill”
- “Dragons rule openly, and humans are their servants and cattle”
- “A great war ended a century ago, and the veterans are all cursed”
- “The world is a giant corpse of a dead god, and we live on its bones”
- “Two moons govern fateâwhen they align, reality breaks”
Store in decisions.hook.
Step 1.9: Central Conflict
Ask:
“What’s the main problem, tension, or struggle in this world right now? Select one or describe your own:”
Political Conflicts:
- Succession Crisis – A ruler died without clear heir; factions war for the throne
- Civil War – A kingdom is tearing itself apart from within
- Imperial Expansion – An empire is conquering neighbors
- Independence Movement – Provinces seek freedom from overlords
- Cold War – Two powers in tense standoff, proxy conflicts everywhere
Supernatural Threats: 6. Ancient Evil Awakening – Something sealed long ago is breaking free 7. Divine Abandonment – The gods have gone silent or died 8. Planar Invasion – Forces from another realm are breaking through 9. Magical Catastrophe – A spell went wrong; reality is unstable 10. Undead Uprising – The dead are rising in unprecedented numbers
Natural/Environmental: 11. Plague/Pestilence – A disease is spreading with no cure 12. Famine – Crops are failing; people are starving 13. Climate Shift – The world is getting hotter/colder/stranger 14. Resource Depletion – Something vital is running out 15. Monster Migration – Creatures are fleeing something worse
Social/Economic: 16. Class Revolution – The poor are rising against the rich 17. Religious Schism – The church has split; holy war looms 18. Trade War – Economic warfare threatening to become real war 19. Criminal Ascendance – Organized crime is taking over 20. Other – Describe your conflict
Store in decisions.central_conflict.
Step 1.10: Conflict Complexity
Follow up based on their choice:
“Let’s add depth to this conflict. Answer briefly:”
- Who started it? (Or what triggered it?)
- Who are the major factions? (At least 2-3 sides)
- What does each side want? (Their stated goals)
- What do they secretly want? (Hidden agendas)
- Who’s right? (Is there a “good” side, or is it complicated?)
- What happens if nothing changes? (The ticking clock)
Store in decisions.conflict_details.
Step 1.11: Intended Feeling
Ask:
“What do you want players to feel when exploring this world? Select 3-5:”
- Wonder and Discovery – Awe at the unknown, excitement to explore
- Dread and Tension – Unease, fear of what lurks
- Political Intrigue – Suspicion, scheming, “who can I trust?”
- Heroic Triumph – Satisfaction of overcoming great odds
- Mystery and Secrets – Curiosity, the thrill of uncovering truth
- Melancholy and Loss – Bittersweet beauty, mourning what’s gone
- Adventure and Excitement – Pulpy fun, action, momentum
- Horror and Revulsion – Fear, disgust, the uncanny
- Humor and Levity – Laughter, absurdity, not taking things too seriously
- Righteous Anger – Injustice that demands action
- Moral Complexity – Difficult choices, no easy answers
- Camaraderie – Friendship, found family, loyalty
- Romance and Passion – Love, desire, emotional intensity
- Paranoia – Everyone might be an enemy
- Hope – Things can get better, light in darkness
- Despair – Things are bleak, survival is the goal
- Reverence – Sacred spaces, ancient wisdom, respect for tradition
- Rebellion – Defiance, fighting the system
- Nostalgia – Longing for a golden age past
- Other – Describe the feeling
Store in decisions.intended_feelings.
Step 1.12: World Age & State
Ask:
“How old is civilization in this world, and what state is it in?”
Age:
- Dawn of Civilization – First cities, first writing, everything is new
- Ancient Era – Old kingdoms, established traditions, but much is still wild
- Classical Period – Great empires, philosophy, arts flourishing
- Dark Age – Civilization has collapsed, rebuilding from ruins
- Medieval Peak – Feudal kingdoms, established religions, stable (relatively)
- Late Medieval – Change is coming, old orders crumbling
- Renaissance – Rediscovery, innovation, questioning old ways
- Decline and Fall – Great powers are dying, end of an era
- Post-Apocalyptic – Something destroyed the old world
- Cyclic – Civilizations rise and fall; this is another cycle
State: 11. Golden Age – Peace, prosperity, art and culture flourishing 12. Tension – Things seem fine but storm clouds gather 13. Open Conflict – Wars are ongoing, borders shifting 14. Recovery – Healing from recent disaster or war 15. Stagnation – Nothing changes, old powers cling to control 16. Transformation – Rapid change, old orders falling 17. Fragmentation – No central power, many small realms 18. Expansion – Frontiers being pushed, new lands discovered 19. Isolation – Realms have withdrawn, contact rare 20. Other – Describe
Store in decisions.world_age and decisions.world_state.
Step 1.13: Create World Overview
Based on all answers, create the World Overview document:
-
Create directory structure:
Worlds/[World Name]/ âââ World Overview.md âââ Characters/ âââ Settlements/ âââ Items/ âââ Creatures/ âââ Organizations/ âââ Concepts/ âââ History/ âââ Geography/ -
Generate World Overview.md with YAML frontmatter and filled sections:
- Use tone and inspirations to guide writing style
- Apply naming conventions from chosen culture
- Fill Premise with the hook expanded to 2-3 sentences
- Fill Tone & Themes from decisions
- Fill Central Conflict with the detailed conflict
- Leave placeholders for sections to be filled in later phases
-
Show preview to user:
“Here’s your World Overview. Does this capture your vision? I can adjust anything before we save it.”
-
Save upon approval to
Worlds/[World Name]/World Overview.md -
Update state file with Phase 1 complete.
Step 1.14: Phase 1 Summary
Display progress dashboard:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [NOT STARTED] â
â Phase 3: The Land [NOT STARTED] â
â Phase 4: Powers & People [NOT STARTED] â
â Phase 5: History & Conflict [NOT STARTED] â
â Phase 6: Places of Interest [NOT STARTED] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: 1 â
â - World Overview â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Naming Culture: [culture] â
â - Tone: [tone] â
â - Rating: [rating] â
â - Hook: "[hook]" â
â - Central Conflict: [conflict] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 2: Metaphysical Foundation?
Phase 2: Metaphysical Foundation
Goal: Establish magic, divinity, cosmology, and the “rules” of reality.
Section 2A: Magic
Adaptive Skip: If user indicated “no magic” or “low fantasy” in Phase 1, ask:
“Your tone suggests a low-magic or no-magic world. Do you want to skip the magic section, or would you like to define what little magic exists?”
If skipping, add “magic” to skipped_sections and proceed to Section 2B.
Step 2A.1: Magic Prevalence
Ask:
“How common is magic in this world?”
- Nonexistent – Magic is myth; it doesn’t actually exist (skip remaining magic questions)
- Legendary Only – Magic existed in the past but is gone now; only artifacts remain
- Extremely Rare – One in 100,000 might have a spark; most never see real magic in their lifetime
- Very Rare – One in 10,000; magic users are legendary figures, often feared
- Rare – One in 1,000; magic exists but most villages have never seen a spell cast
- Uncommon – One in 100; every town has heard of a hedge wizard or wise woman
- Notable – One in 50; magic users are known figures, some in positions of power
- Common – One in 20; magical services are available in cities, magic is part of commerce
- Widespread – One in 10; magic touches most aspects of daily life
- Pervasive – Nearly everyone has some magical ability; the world runs on magic
- Universal – Everyone can use magic to some degree; it’s as natural as speech
- Oversaturated – Magic is everywhere, wild, and often out of control
Store in decisions.magic_level. If “Nonexistent”, skip to Section 2B.
Step 2A.2: Magic Source
Ask:
“Where does magical power come from? Select all that apply:”
External Sources:
- Divine Grant – Power flows from gods to their faithful; requires devotion
- Demonic Pact – Power bargained from dark entities; always has a price
- Fey Bargains – Power from the otherworld; unpredictable and whimsical
- Elemental Forces – Raw power from fire, water, earth, air, etc.
- Ley Lines – Currents of power flowing through the earth
- Planar Bleed – Energy seeping from other dimensions
- Celestial Alignment – Power from stars, moons, and cosmic events
- Ancestral Spirits – Power from the honored dead
Internal Sources: 9. Bloodlines – Inherited magical potential; sorcerous ancestry 10. Life Force – Magic drawn from one’s own vitality 11. Emotional Energy – Strong feelings manifest as power 12. Willpower – Pure mental discipline shapes reality 13. Soul Resonance – The soul itself generates magical potential
Learned/Acquired: 14. Academic Study – Magic as a science; learned through rigorous education 15. Material Components – Power extracted from magical substances 16. True Names – Knowing the secret names of things grants power over them 17. Runic/Symbolic – Power encoded in symbols, words, and patterns 18. Musical/Bardic – Magic woven through song, poetry, and performance 19. Alchemical – Magic through transformation of substances 20. Other – Describe your magic source
Store in decisions.magic_source as array.
Step 2A.3: Who Can Use Magic
Ask:
“Who can use magic in this world?”
- Anyone – Magic is a skill anyone can learn with enough dedication
- Anyone with Training – Requires formal education, but no innate requirement
- Those with Talent – Must be born with potential, then train to develop it
- Specific Bloodlines – Only certain families carry magical ability
- Chosen by Power – Gods, spirits, or fate select who receives magic
- Specific Species – Only certain races have magical ability
- Initiated – Must undergo a ritual, transformation, or awakening
- Touched by Events – Exposure to magical phenomena grants ability
- Purchased/Bargained – Magic can be bought, traded, or stolen
- Varies by Type – Different magics have different requirements
- Cursed/Afflicted – Magic comes with a price, condition, or transformation
- Randomly Manifests – No pattern; magic appears unpredictably
- Gender-Specific – Only certain genders can access certain magic
- Age-Dependent – Only manifests at certain life stages
- Condition-Based – Requires specific state (virgin, mad, dying, etc.)
Store in decisions.magic_users.
Step 2A.4: Magic Learning & Training
Ask:
“How do people learn to use magic?”
- Formal Academies – Universities of magic with structured curricula
- Master-Apprentice – Traditional one-on-one mentorship
- Temple Training – Religious institutions teach divine magic
- Self-Taught – Trial and error, ancient texts, experimentation
- Guild System – Trade guild structure with journeymen and masters
- Oral Traditions – Knowledge passed through stories and songs
- Dream Instruction – Spirits or gods teach through visions
- Instinctive – Magic users just know; it comes naturally
- Military Training – Magic taught as weapon of war
- Secret Societies – Hidden orders preserve and teach magic
- Inherited Memory – Ancestors’ knowledge passes with the blood
- Forbidden Libraries – Self-study from dangerous texts
- Direct Communion – Learn by connecting with magical sources
- Competitive Schools – Rival traditions compete for students
- No Training Exists – Magic cannot be taught, only discovered
Store in decisions.magic_training.
Step 2A.5: Costs and Risks
Ask:
“What are the costs or risks of using magic? Select all that apply:”
Physical Costs:
- Physical Exhaustion – Magic drains stamina; overuse causes collapse
- Aging – Each spell costs days, months, or years of life
- Pain – Casting hurts; power comes through suffering
- Blood – Requires literal blood sacrifice (self or others)
- Mutation – Prolonged use causes physical changes
- Disease/Decay – Magic rots the body over time
Mental Costs: 7. Mental Strain – Magic taxes the mind; overuse causes madness 8. Memory Loss – Spells consume memories to power themselves 9. Personality Shift – Magic use changes who you are 10. Addiction – Magic use is psychologically addictive 11. Nightmares – Magic users suffer terrible dreams 12. Emotional Blunting – Extended use numbs feelings
External Risks: 13. Attracts Attention – Using magic draws predators, demons, or authorities 14. Environmental Damage – Magic warps the land, causes dead zones 15. Wild Magic – Failure causes unpredictable effects 16. Spiritual Debt – Entities expect payment for borrowed power 17. Paradox/Reality Backlash – Reality resists and punishes mages 18. Social Persecution – Magic users are hunted, feared, controlled
Material Costs: 19. Expensive Components – Requires rare, costly ingredients 20. Sacrifice Required – Living beings must be sacrificed 21. Minimal Risks – Magic is relatively safe when used properly
Store in decisions.magic_costs as array.
Step 2A.6: Society’s View of Magic
Ask:
“How does society view magic and its users?”
- Worshipped – Mages are living gods, revered and obeyed
- Venerated – Mages are honored sages, sought for wisdom
- Respected – Magic users hold high status, like nobles or priests
- Valued – Mages are useful professionals, like doctors or lawyers
- Accepted – Magic is normal, neither special nor feared
- Tolerated – Magic is allowed but viewed with mild suspicion
- Regulated – Magic is legal but strictly controlled by authorities
- Distrusted – Common people fear and avoid magic users
- Hated – Magic users are despised, blamed for problems
- Persecuted – Magic is illegal; users are arrested or killed
- Hunted – Organized efforts exist to find and destroy mages
- Enslaved – Magic users are forced to serve the state
- Hidden – Magic exists but is kept secret from common folk
- Varies by Type – Different magic has different status
- Varies by Region – Different areas treat mages differently
Store in decisions.magic_society_view.
Step 2A.7: Forbidden Magic
Ask:
“Are there forbidden or taboo forms of magic? Select all that exist:”
Death Magic:
- Necromancy – Animating or communicating with the dead
- Soul Magic – Trapping, destroying, or manipulating souls
- Life Drain – Stealing life force from the living
Mind Magic: 4. Mind Control – Dominating another’s will 5. Memory Manipulation – Erasing or altering memories 6. Mind Reading – Invading another’s thoughts without consent
Blood Magic: 7. Blood Sacrifice – Power through ritual killing 8. Bloodline Curses – Afflicting entire family lines 9. Blood Binding – Enslaving through blood rituals
Reality Magic: 10. Time Magic – Manipulating the flow of time 11. Dimensional Magic – Opening portals to other realms 12. Creation Magic – Making life from nothing
Summoning: 13. Demon Summoning – Calling entities from lower planes 14. Binding – Enslaving summoned creatures 15. Possession Invitation – Allowing entities to inhabit bodies
Other: 16. Prophecy/Divination – Seeing the future (considered dangerous) 17. Weather Control – Manipulating climate (affects everyone) 18. Transformation – Changing one’s form permanently 19. None Forbidden – All magic is acceptable if used responsibly 20. All Magic Forbidden – Magic itself is the crime
Store in decisions.forbidden_magic as array.
Step 2A.8: Magic Limitations
Ask:
“What can magic NOT do in this world? Select all that apply:”
- True Resurrection – Once truly dead, no magic can bring you back
- Immortality – Magic cannot grant eternal life
- Time Travel – The past cannot be changed
- Create Permanent Life – Golems fade, constructs fail, true creation is impossible
- Perfect Mind Reading – Thoughts can always be hidden or protected
- Perfect Prediction – The future is never certain
- Free Teleportation – Long-distance travel requires time, resources, or risk
- Override Free Will – Domination always fades; the will cannot be truly broken
- Destroy Souls – Souls persist regardless of magic
- Affect the Gods – Divine beings are beyond mortal magic
- Affect True Names – Once known, a true name cannot be changed
- Create Gold/Wealth – Transmutation has limits
- Heal Everything – Some wounds, curses, or conditions resist magic
- Work Without Components – Magic always requires something
- Work Silently – Magic requires words, gestures, or visible effects
- Cross Running Water – Certain boundaries block magic
- Affect Iron/Silver – Certain materials resist or block magic
- Work in Daylight/Darkness – Time of day affects magic
- Affect Believers – Strong faith provides protection
- Other Limitations – Describe your limits
Store in decisions.magic_limitations as array.
Step 2A.9: Schools/Traditions
Ask:
“What schools or traditions of magic exist? Select all that apply:”
Elemental:
- Pyromancy – Fire magic
- Hydromancy – Water magic
- Aeromancy – Air/wind magic
- Geomancy – Earth magic
- Cryomancy – Ice/cold magic
- Electromancy – Lightning/storm magic
Life: 7. Healing/Restoration – Mending wounds and curing illness 8. Druidism/Nature Magic – Communion with plants and animals 9. Necromancy – Death and undeath (if allowed) 10. Biomancy – Shaping and altering living flesh
Mind: 11. Enchantment – Affecting emotions and thoughts 12. Illusion – Creating false sensory experiences 13. Divination – Seeing truth, past, future, and hidden things 14. Telepathy – Mental communication and sensing
Matter: 15. Transmutation – Changing one thing into another 16. Alchemy – Magical chemistry and potion-making 17. Enchanting/Artifice – Imbuing objects with magic 18. Conjuration – Creating objects from nothing
Space/Time: 19. Teleportation – Moving through space instantly 20. Chronomancy – Time manipulation (if allowed) 21. Portal Magic – Creating doorways between places
Spirit: 22. Summoning – Calling creatures from elsewhere 23. Binding – Trapping spirits in objects or places 24. Warding – Protective barriers and abjurations 25. Other – Describe your traditions
Store in decisions.magic_schools as array.
Step 2A.10: Create Magic System Entity
Based on answers, generate a Magic System entity:
- Read template:
Templates/Concepts/Magic System.md - Fill all sections using decisions
- Apply world’s naming conventions to any named traditions
- Show preview to user:
“Here’s the Magic System for [World Name]. Does this capture how magic works? I can adjust anything before saving.”
- Upon approval, save to
Worlds/[World Name]/Concepts/Magic of [World Name].md - Add to
entities_createdin state - Update World Overview with link to magic system
Section 2B: The Divine
Step 2B.1: Do Gods Exist
Ask:
“Do gods exist in this world?”
- Definitely Real – Gods are provably real; they answer prayers, grant power, and sometimes appear
- Almost Certainly Real – Divine magic works, miracles happen, but direct proof is rare
- Probably Real – Something grants divine power, but its nature is debated
- Ambiguously Real – Faith has power, but is it gods or belief itself?
- Philosophically Unclear – Different cultures have different answers; none is proven
- Once Real, Now Gone – Gods existed but died, left, or went silent
- Once Real, Now Sleeping – Gods slumber and may wake
- Once Real, Now Trapped – Gods are imprisoned somewhere
- False Gods – Beings claim to be gods but are something else (demons, spirits, etc.)
- No Gods – Gods don’t exist; “divine” magic is something else entirely
- Unknown – The truth about gods is a central mystery
- Varies by Deity – Some gods are real, others are myths
Store in decisions.gods_exist.
If “No Gods”, ask if they want to skip divine sections and proceed to Section 2C.
Step 2B.2: Divine Interaction
Ask:
“How do gods interact with mortals?”
- Walking Among Us – Gods regularly take mortal form and walk the world
- Frequent Manifestation – Gods appear in visions, dreams, and sometimes physical form
- Active Through Champions – Gods choose mortal agents and grant them great power
- Regular Miracles – Gods answer prayers with obvious supernatural intervention
- Subtle Signs – Gods communicate through omens, coincidences, and feelings
- Only Through Priests – Gods speak only to their chosen clergy
- Only in Sacred Places – Divine presence is limited to temples and holy sites
- Only in Sacred Times – Gods are accessible only during festivals or rituals
- Distant Observers – Gods watch but rarely intervene
- Cosmic Clockmakers – Gods set things in motion but don’t interfere
- Absent/Unreachable – Gods exist but don’t answer; faith is blind
- Currently Silent – Gods used to respond but have stopped
- Bound by Rules – Gods can only act in specific, limited ways
- Actively Meddlesome – Gods constantly interfere, often causing problems
- Varies by Deity – Different gods have different levels of involvement
Store in decisions.divine_interaction.
Step 2B.3: Divine Structure
Ask:
“How are the gods organized?”
- Single Creator Deity – One supreme god created everything; may have servants
- Divine Couple – Two gods (often male/female) created and rule together
- Divine Trinity – Three gods form a unified divine presence
- Dualistic Opposition – Two opposing cosmic forces (good/evil, order/chaos)
- Small Pantheon (3-5) – A tight circle of major deities with clear roles
- Medium Pantheon (6-10) – A divine court with varied domains
- Large Pantheon (11-20) – Many gods with overlapping and competing interests
- Vast Pantheon (20+) – Countless gods, major and minor
- Divine Hierarchy – One supreme god rules over lesser deities
- Divine Council – Gods govern collectively, debating and voting
- Divine Families – Gods organized into family structures (like Greek/Norse)
- Divine Factions – Gods divided into competing groups
- Animistic Spirits – Countless spirits in everything; no “major” gods
- Ancestor Worship – The dead become divine; living worship ancestors
- Regional Pantheons – Different cultures worship entirely different gods
- All Aspects of One – Many gods are actually faces of a single deity
- No Organization – Gods are independent, with no structure
- Unknown Structure – Mortals don’t understand how gods relate
Store in decisions.divine_structure.
Step 2B.4: Important Domains
If pantheon exists, ask:
“What aspects of life do the gods represent? Select 8-12 domains that matter most:”
Life & Death:
- Life, Birth, and Fertility
- Death and the Afterlife
- Healing and Medicine
- Disease and Plague
Nature: 5. Sun, Light, and Day 6. Moon, Night, and Dreams 7. Stars and Fate 8. Storms, Sky, and Weather 9. Sea, Rivers, and Water 10. Earth, Mountains, and Stone 11. Nature, Animals, and the Wild 12. Harvest, Agriculture, and Plenty 13. Seasons and Cycles
Civilization: 14. War, Battle, and Valor 15. Peace, Diplomacy, and Civilization 16. Justice, Law, and Order 17. Forge, Craft, and Creation 18. Commerce, Wealth, and Trade 19. Home, Hearth, and Family 20. Travel, Roads, and Journeys
Mind & Spirit: 21. Knowledge, Wisdom, and Learning 22. Magic and Secrets 23. Art, Beauty, and Inspiration 24. Love, Passion, and Desire 25. Trickery, Luck, and Thieves 26. Prophecy and Visions
Abstract: 27. Time and Memory 28. Chaos and Change 29. Order and Stability 30. Vengeance and Retribution
Store in decisions.divine_domains as array.
Step 2B.5: Divine Morality
Ask:
“Do gods have clear moral alignments?”
- Absolute Good vs Evil – Clear sides; some gods are good, some evil
- Order vs Chaos – The divine divide is about control, not morality
- Life vs Death – The fundamental divide is existence vs ending
- Mostly Good – Most gods are benevolent; evil gods are rare aberrations
- Mostly Neutral – Gods represent forces; morality doesn’t apply to them
- Complex/Human – Gods have virtues and flaws, like people
- Inscrutable – Divine morality is beyond human understanding
- Contextual – What’s good for one god may be evil to another
- Hypocritical – Gods claim morality but don’t always follow it
- Indifferent – Gods don’t care about mortal concepts of good and evil
- Actively Cruel – Gods are mostly malevolent or uncaring
- Domain-Dependent – A god of war is violent; a god of love is kind
Store in decisions.divine_morality.
Step 2B.6: Divine Conflicts
Ask:
“Are there conflicts among the gods?”
- Perfect Harmony – Gods cooperate seamlessly
- Peaceful Coexistence – Gods stay in their lanes; minimal interaction
- Friendly Rivalry – Competition exists but is good-natured
- Political Factions – Gods form alliances and oppose other factions
- Open Rivalry – Gods actively compete for followers and power
- Cold War – Divine factions are hostile but not openly fighting
- Active Divine War – Gods are at war; it affects the mortal world
- Ancient War Ended – A divine war happened long ago; scars remain
- Recurring Conflict – Divine wars happen cyclically
- One Defeated Side – A group of gods lost and were imprisoned/diminished
- Usurper Situation – Current gods overthrew previous ones
- Constant Betrayal – Gods routinely scheme against each other
Store in decisions.divine_conflicts.
Step 2B.7: Apotheosis
Ask:
“Can mortals become gods?”
- Impossible – The divine is unreachable; mortals can never ascend
- One Legend – It happened once in myth; none since
- Ancient Occurrence – It happened in the past; no one knows how anymore
- Theoretically Possible – Sages believe a path exists but it’s lost
- Rare but Known – A handful of mortals have achieved godhood
- Difficult Path – There’s a known but incredibly difficult road to divinity
- Multiple Paths – Several methods exist to become a god
- All Gods Were Mortal – Every god was once a mortal who ascended
- Demigod Status – Mortals can become lesser divine beings
- Temporary Divinity – Mortals can briefly touch godhood
- False Apotheosis – Some claim godhood but aren’t truly divine
- Actively Prevented – Gods stop mortals from ascending
Store in decisions.apotheosis.
Step 2B.8: The Afterlife
Ask:
“What happens when mortals die?”
- Single Destination – All souls go to the same place
- Deity-Claimed – Each god takes their faithful to their own realm
- Moral Judgment – Souls are judged and sorted by their deeds
- Reincarnation – Souls are reborn in new bodies
- Ancestor Realm – The dead join their ancestors
- Shadow Existence – Souls become pale echoes, gradually fading
- Merger with Divine – Souls join the cosmic essence of their god
- Eternal Service – Souls serve their god in the afterlife
- Reward or Punishment – Heaven/hell based on life choices
- Nothing – Death is the end; no afterlife exists
- Unknown – What happens after death is a mystery
- Complex System – Multiple outcomes based on many factors
- Soul Economy – Souls are a resource; something collects or uses them
- Unlife – The dead return as spirits, ghosts, or undead naturally
- Varies by Culture – Different peoples have genuinely different afterlives
Store in decisions.afterlife.
Step 2B.9: Deities to Create
Ask:
“Based on your domains and structure, I’ll create deities. Do you have any specific gods in mind, or should I generate them?”
If you have ideas, for each deity provide:
- Name (or I’ll generate one using [naming_culture] conventions)
- Primary Domain (from the list you selected)
- Secondary Domain (optional)
- Personality in 3 words
- One interesting quirk or trait
Otherwise, I’ll create appropriate deities based on your selections.
Store in decisions.planned_deities if provided.
Step 2B.10: Create Pantheon Entity
If applicable:
- Read template:
Templates/Concepts/Pantheon.md - Generate pantheon using decisions and naming conventions
- Show preview, get approval
- Save to
Worlds/[World Name]/Concepts/The [Pantheon Name].md - Update state
Step 2B.11: Create Deity Entities
For each deity (planned or generated):
- Read template:
Templates/Concepts/Deity.md - Generate deity details using world tone and decisions
- Apply naming conventions from chosen culture
- Show preview:
“Here’s [Deity Name], god/goddess of [domains]. Does this work?”
- Upon approval, save to
Worlds/[World Name]/Concepts/[Deity Name].md - After each deity, ask: “Ready for the next deity, or would you like to adjust this one?”
- Continue until all planned deities are created
Section 2C: Cosmology
Step 2C.1: Planes Matter?
Ask:
“Do other planes of existence matter for your world?”
- Not Really – The material world is all that matters; skip this section
- Background Lore – Other planes exist in myth but rarely matter in play
- Occasional Importance – Planar entities or travel comes up sometimes
- Regular Feature – Planes are a normal part of the world’s magic
- Central to Setting – Planar interaction is a major theme
- The World IS a Plane – The setting is on a non-material plane
- Planes Are Dying – Planar boundaries are failing; this is a problem
- Planes Are New – The planes were recently discovered or created
- Planes Are Dangerous – Contact with other planes is forbidden/deadly
- Planes Are Everywhere – Pocket dimensions and portals are common
If “Not Really”, skip to Phase 2 Summary.
Step 2C.2: Planar Structure
Ask:
“How is the cosmos structured?”
- Great Wheel – Traditional D&D cosmology; inner/outer planes, alignment-based
- World Tree – Planes connected by branches of a cosmic tree (Yggdrasil-style)
- Layered Cake – Planes stacked vertically (heavens above, hells below)
- Nested Spheres – Planes as concentric shells around the material world
- Parallel Mirrors – Echo planes reflecting the material (Feywild/Shadowfell)
- Floating Islands – Planes as separate realms in an infinite void
- Dream Logic – Planes are mental/spiritual realms, not physical places
- Dimensional Pockets – Planes are small, artificial, created spaces
- Quantum Multiverse – Infinite parallel material worlds
- Single Membrane – One reality with thin spots where other things leak through
- Corpse of a God – The cosmos is built from divine remains
- Dying Star – The cosmos is a single entity slowly collapsing
- Unique Structure – Describe your cosmology
Store in decisions.planar_structure.
Step 2C.3: Which Planes Exist
Ask:
“What planes or realms exist? Select all that apply:”
Echo Planes:
- Feywild/Faerie – A wild, magical mirror realm of nature and emotion
- Shadowfell/Shadow Plane – A dark, dreary echo realm of death and despair
- Ethereal Plane – A ghostly overlap with the material world
- Mirror Realm – An opposite reflection of reality
Elemental Planes: 5. Plane of Fire – Realm of flame, heat, and destruction 6. Plane of Water – Infinite ocean, crushing depths 7. Plane of Earth – Endless stone, crystals, and darkness 8. Plane of Air – Boundless sky, floating islands 9. Elemental Chaos – All elements mixed in primordial turmoil 10. Para-Elemental Planes – Ice, Magma, Ooze, Smoke, etc.
Divine Realms: 11. Individual God Realms – Each deity has their own plane 12. Shared Heavens – Good gods share an upper realm 13. Shared Hells – Evil entities share a lower realm 14. The Astral Plane – Realm of thought, travel, and dead gods
Other: 15. The Far Realm – Alien dimension of madness beyond reality 16. Positive Energy Plane – Source of life force and healing 17. Negative Energy Plane – Source of undeath and entropy 18. Temporal Plane – Where time is a physical dimension 19. Dream Plane – Where dreams are real places 20. Other Unique Planes – Describe
Store in decisions.planes as array.
Step 2C.4: Planar Accessibility
Ask:
“How do mortals interact with other planes?”
- They Can’t – Other planes are completely inaccessible to mortals
- Only in Death – Souls travel to afterlife planes, but the living cannot
- Rare High Magic – Only the most powerful mages can breach barriers
- Natural Portals – Some locations permanently connect to other planes
- Thin Spots – Certain times/places allow easier crossing
- Ritual Access – Proper ceremonies can open temporary doors
- Dreaming – Sleep allows consciousness to enter other realms
- Summoning Only – Things can be brought here, but mortals can’t go there
- One-Way Only – Easy to go, hard to return
- Regular Travel – Planar travel is known and sometimes common
- Commercial Travel – You can buy passage to other planes
- Accidental Only – People fall through by accident; no controlled travel
Store in decisions.planar_access.
Step 2C.5: Create Plane Entities
For each important plane selected, offer:
“Would you like me to detail [Plane Name] now, or save it for later?”
If yes:
- Read template:
Templates/Concepts/Plane of Existence.md - Generate based on decisions and tone
- Apply naming conventions
- Show preview, get approval
- Save to
Worlds/[World Name]/Concepts/[Plane Name].md
Phase 2 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [NOT STARTED] â
â Phase 4: Powers & People [NOT STARTED] â
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â Phase 8: Society & Daily Life [NOT STARTED] â
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â Entities Created: X â
â - World Overview â
â - [Magic System Name] (Magic System) â
â - [Pantheon Name] (Pantheon) â
â - [Deity 1], [Deity 2], ... (Deities) â
â - [Plane Names] (Planes, if any) â
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â Key Decisions: â
â - Magic: [level], [sources] â
â - Gods: [structure], [interaction level] â
â - Planes: [list or "minimal"] â
â - Afterlife: [summary] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 3: The Land?
Phase 3: The Land
Goal: Create the physical worldâgeography, ecology, climate, resources, and travel.
Section 3A: Scale & Focus
Step 3A.1: Geographic Scope
Ask:
“How much of the world do you want to detail?”
- Single Location – One city, dungeon, or specific place
- City and Surroundings – An urban center with nearby countryside
- Small Region – A single duchy, province, or county
- Large Region – A kingdom or significant territory
- Multiple Regions – Several interconnected territories
- One Continent – A full landmass with many regions
- Multiple Continents – Several major landmasses
- Entire World – Comprehensive global geography
- Island Chain – An archipelago setting
- Underworld/Underground – Focus on subterranean realms
- Planar – The “land” is another plane of existence
- Mobile – The setting moves (ships, caravans, floating city)
Store in decisions.geographic_scale.
Adaptive Logic:
- If “Single Location”, skip continent/region questions; focus on that location
- If “City and Surroundings”, skip broader geography; detail one urban area
Step 3A.2: Adventure Location
Ask:
“Where will most adventures take place?”
- Urban – Primarily within a single large city (intrigue, crime, politics)
- Suburban/Settled – Towns and villages in civilized lands
- Rural/Agricultural – Farmland, countryside, pastoral settings
- Wilderness – Untamed forests, mountains, wild places
- Frontier – Edge of civilization, newly explored lands
- Borderlands – Contested areas between realms or cultures
- Coastal/Maritime – Seas, ships, ports, and islands
- River-Based – Travel and trade along waterways
- Mountain – High peaks, passes, and valleys
- Desert – Arid wastes, oases, sandstorms
- Frozen/Arctic – Ice, snow, and cold survival
- Jungle/Tropical – Dense vegetation, humidity, exotic dangers
- Underground – Caves, dungeons, Underdark
- Swamp/Marsh – Wetlands, bogs, murky waters
- Ruins/Wastelands – Post-apocalyptic or cursed terrain
- Mixed/Traveling – Moving across many terrain types
Store in decisions.adventure_focus.
Step 3A.3: Exploration State
Ask:
“How explored is the world?”
- Fully Mapped – Every corner is known and documented
- Well Known – Major features mapped; minor areas unexplored
- Mostly Known – Civilized areas mapped; wilderness mysterious
- Partially Explored – Major regions known; vast areas unknown
- Frontier Era – Much is being discovered for the first time
- Largely Unknown – Only local areas are well known
- Terra Incognita – Almost everything beyond home is mystery
- Recently Revealed – Something opened up previously unknown lands
- Actively Hidden – Someone is keeping areas secret
- Shifting/Unstable – Geography itself changes, making mapping hard
- Magically Obscured – Divination can’t map certain areas
- Different for Different Peoples – Some cultures know more than others
Store in decisions.exploration_state.
Step 3A.4: Supernatural Geography
Ask:
“Does geography have supernatural elements? Select any that apply:”
- None – Geography follows real-world logic entirely
- Floating Islands – Landmasses suspended in the sky
- Hollow World – Inhabited interior beneath the surface
- Flat World – The world is flat with edges
- Infinite Plane – The world extends forever in all directions
- World Tree – A massive tree connects realms
- World Serpent – A creature encircles or supports the world
- World Turtle – The world rests on a cosmic creature
- Living Geography – Mountains walk, forests migrate
- Magical Zones – Areas where reality is warped
- Ley Lines – Currents of magical energy cross the land
- Thin Spots – Places where other planes bleed through
- Cursed Lands – Regions twisted by magic or divine wrath
- Blessed Lands – Regions protected by divine favor
- Time Distortions – Areas where time flows differently
- Elemental Intrusions – Raw elemental energy manifests physically
- Dream Geography – Places that exist partially in dreams
- Dead God’s Remains – Landforms are divine corpses
- Artificial Continent – Some land was magically created
- Other – Describe your supernatural geography
Store in decisions.supernatural_geography as array.
Section 3B: Climate & Environment
Step 3B.1: Primary Climate
Ask:
“What’s the primary climate of the main region?”
- Temperate Oceanic – Mild, wet, four seasons (British Isles, Pacific Northwest)
- Temperate Continental – Hot summers, cold winters (Central Europe, Midwest)
- Mediterranean – Warm, dry summers; mild, wet winters (Greece, California)
- Subtropical – Hot, humid summers; mild winters (American South, Southern China)
- Tropical Rainforest – Hot and wet year-round (Amazon, Congo)
- Tropical Monsoon – Wet and dry seasons (India, Southeast Asia)
- Arid Desert – Hot and dry year-round (Sahara, Arabian Peninsula)
- Cold Desert – Dry with extreme temperature swings (Gobi, Central Asia)
- Semi-Arid/Steppe – Grasslands, moderate rainfall (Great Plains, Mongolia)
- Subarctic – Long, cold winters; short summers (Siberia, Alaska)
- Arctic/Polar – Frozen most or all of the year (Antarctica, Arctic)
- Alpine/Highland – Varies with elevation, generally cold (Alps, Himalayas)
- Varied – Multiple climate zones in the main region
- Magically Controlled – Climate is artificially maintained
- Unnatural – Climate doesn’t follow normal rules (eternal twilight, etc.)
Store in decisions.primary_climate.
Step 3B.2: Weather Patterns
Ask:
“What notable weather phenomena occur? Select any that apply:”
- Normal/Earthlike – Weather follows familiar patterns
- Frequent Storms – Thunderstorms, lightning, heavy rain common
- Monsoon Seasons – Predictable heavy rain periods
- Blizzards – Severe winter storms
- Hurricanes/Typhoons – Major coastal storms
- Tornadoes – Frequent violent windstorms
- Dust Storms – Blinding sand/dust clouds
- Fog Banks – Dense, persistent mists
- Drought Cycles – Regular periods of no rain
- Flash Floods – Sudden, dangerous water surges
- Magical Storms – Weather with supernatural effects
- Wild Magic Weather – Spells can trigger weather events
- Planar Weather – Elements from other planes manifest
- Prophetic Weather – Weather predicts events
- Weaponized Weather – Someone controls the weather
- Unnatural Stillness – Weather never changes in some areas
- Seasonal Extremes – Winters are deadly cold, summers scorching
- Unpredictable – Weather changes without warning
- Ash/Volcanic – Volcanic activity affects climate
- Other – Describe unusual weather
Store in decisions.weather_patterns as array.
Step 3B.3: Seasons
Ask:
“How do seasons work in this world?”
- Four Standard Seasons – Spring, summer, autumn, winter
- Two Seasons – Wet/dry or warm/cold
- Three Seasons – Common in tropical/subtropical areas
- Six Seasons – More detailed annual cycle
- Irregular Seasons – Seasons vary in length unpredictably
- Eternal Season – One season dominates (always winter, etc.)
- Magical Seasons – Seasons tied to magical cycles
- God-Controlled – Deities determine seasonal changes
- Moons Govern Seasons – Lunar cycles control weather
- No Seasons – Climate is constant year-round
- Regional Variation – Different areas have different seasonal patterns
- Fading Seasons – Seasons are weakening or changing
- Harsh Transitions – Season changes are violent/dangerous
- Named/Cultural Seasons – Unique seasonal calendar
- Other – Describe your seasonal system
Store in decisions.seasons.
Section 3C: Major Landmasses
Skip if scale is “Single Location” or “City and Surroundings”.
Step 3C.1: Main Continent/Region Name
Ask:
“What’s the main landmass or region called?”
Using your [naming_culture] conventions, I can suggest names, or you can provide one.
If user is unsure, generate 5 suggestions based on naming culture and tone.
Store in decisions.main_landmass_name.
Step 3C.2: Landmass Character
Ask:
“Describe the character of [Landmass Name] in a few phrases. What’s the overall feel?”
Examples by tone:
- Epic Fantasy: “Ancient forests and soaring mountains, dotted with elven spires and dwarven halls”
- Dark Fantasy: “Blighted lands where shadows pool, ruined kingdoms, and forests that whisper”
- Low Fantasy: “War-torn plains, strategic river valleys, fortified hilltops”
- Nautical: “Jagged coastlines, hidden coves, storm-wracked islands”
Store in decisions.landmass_character.
Step 3C.3: Notable Geographic Features
Ask:
“What major geographic features define [Landmass Name]? Select 5-10:”
Mountains:
- Major Mountain Range – Continental spine, natural border
- Isolated Peak – Legendary single mountain
- Volcanic Range – Active or dormant fire mountains
- Sacred Mountain – Holy site, pilgrimage destination
Water: 5. Great River – Major trade artery, life of the region 6. River Delta – Fertile, densely populated 7. Massive Lake – Inland sea, unique ecosystem 8. Wetlands/Marshes – Treacherous, mysterious 9. Major Coastline – Cliffs, beaches, harbors 10. Inland Sea – Enclosed body of water
Forests: 11. Ancient Forest – Old-growth, possibly magical 12. Haunted Wood – Cursed, dangerous, avoided 13. Managed Woodlands – Cultivated, resource-producing 14. Jungle/Rainforest – Dense, tropical, exotic
Plains: 15. Fertile Farmland – Agricultural heartland 16. Rolling Hills – Pastoral, transitional terrain 17. Vast Grasslands – Steppe, prairie, savanna 18. Moorland/Heath – Windswept, sparse vegetation
Harsh Terrain: 19. Major Desert – Sand sea, rocky waste 20. Frozen Wastes – Tundra, ice fields 21. Badlands – Eroded, broken terrain 22. Volcanic Wasteland – Lava fields, ash plains
Other: 23. Underground Realm – Vast cave networks 24. Island Chain – Archipelago off the coast 25. Magical Anomaly – Reality-warped zone 26. Ancient Ruins Region – Area dominated by remnants of fallen civilizations
Store in decisions.major_features as array.
Step 3C.4: Create Continent Entity
- Read template:
Templates/Geography/Continent.md - Generate based on all decisions
- Apply naming conventions from chosen culture
- Show preview:
“Here’s [Continent Name]. Does this geography work for your vision?”
- Upon approval, save to
Worlds/[World Name]/Geography/[Continent Name].md - Update state
Section 3D: Regions
Step 3D.1: Number of Regions
Ask:
“How many distinct regions exist in [Main Landmass]?”
- 1-2 Regions – Very focused setting
- 3-4 Regions – Typical for a single-kingdom campaign
- 5-6 Regions – Good variety without overwhelming
- 7-8 Regions – A continent with diverse lands
- 9-10 Regions – Comprehensive geography
- 11+ Regions – Very detailed, expansive world
Recommendation: 4-6 regions provides variety without being overwhelming.
Store in decisions.region_count.
Step 3D.2: Define Each Region
For each region, ask:
“Tell me about Region [X]:”
- Name: What’s this region called? (I’ll apply [naming_culture] conventions)
- Terrain Type: What dominates? Choose from:
- Mountains | Hills | Forest | Plains/Grassland | Coast | Desert
- Swamp/Marsh | Tundra | Jungle | Volcanic | Badlands | River Valley
- Climate: Warmer/colder/wetter/drier than average?
- Who Lives Here: Primary inhabitants?
- Known For: What is this region famous for?
- Resources: What valuable things come from here?
- Dangers: What threats exist?
- Character: In 2-3 words, what’s the vibe?
Store each region in decisions.regions array.
Step 3D.3: Regional Naming Cultures
If user selected “Mixed Regional” for naming culture:
“Which naming culture applies to [Region Name]?”
[Present the culture options from Step 1.2]
Store regional cultures in decisions.regional_cultures.
Step 3D.4: Create Region Entities
For each region:
- Read template:
Templates/Geography/Region.md - Generate using decisions and maintaining consistency
- Apply appropriate naming conventions
- Show preview for each:
“Here’s [Region Name]. Does this work?”
- Upon approval, save to
Worlds/[World Name]/Geography/[Region Name].md - Ensure wikilinks connect: Regions â Continent
Section 3E: Natural Resources & Ecology
Step 3E.1: Valuable Resources
Ask:
“What resources are valuable and where are they found? Select all that apply:”
Mining:
- Iron/Steel – Industrial backbone
- Copper/Bronze – Ancient metals, still valuable
- Silver – Currency, anti-undead, magical uses
- Gold – Wealth, jewelry, some magical uses
- Precious Gems – Diamonds, rubies, sapphires
- Mithril/Adamantine – Magical metals (if fantasy)
- Coal – Fuel for industry
- Salt – Preservation, essential for life
- Marble/Stone – Building material
Agriculture: 10. Grain/Wheat – Food staple 11. Wine/Grapes – Luxury beverage 12. Spices – Flavor, preservation, medicine 13. Silk – Luxury textile 14. Cotton/Linen – Common textile 15. Timber – Building, ships, fuel 16. Medicinal Herbs – Healing plants
Exotic: 17. Magical Plants – Potion ingredients 18. Monster Parts – Dragon scales, phoenix feathers 19. Magical Minerals – Glowing crystals, elemental ore 20. Rare Creatures – Exotic mounts, familiars 21. Arcane Substances – Residuum, essence, mana crystals 22. Ancient Artifacts – Salvage from ruins
For each selected, note which region it comes from.
Store in decisions.resources as object mapping resource to region.
Step 3E.2: Scarce Resources
Ask:
“What resources are scarce or fought over?”
(List the selected resources)
Which are rare enough to cause conflict?
Store in decisions.scarce_resources.
Step 3E.3: Common Flora
Ask:
“What notable plants exist? For each region, what grows there?”
I’ll generate appropriate flora based on climate and terrain, or you can specify particular plants.
Any unique or magical plants you want to include?
Store in decisions.notable_flora.
Step 3E.4: Common Fauna
Ask:
“What animals are common? Select categories present in your world:”
Domestic:
- Horses – Cavalry and transport
- Cattle – Meat, leather, dairy
- Sheep/Goats – Wool, meat, milk
- Pigs – Meat
- Chickens/Poultry – Eggs, meat
- Dogs – Companions, hunting, herding
- Cats – Pest control, companions
- Exotic Mounts – Unusual riding animals
Wild: 9. Deer/Elk – Hunting game 10. Boar – Dangerous game 11. Wolves – Predators, pack hunters 12. Bears – Territorial predators 13. Big Cats – Lions, tigers, panthers 14. Raptors – Eagles, hawks, falcons 15. Songbirds – Environment detail
Aquatic: 16. Fish – Food source 17. Whales – Hunting, mystical 18. Sharks – Ocean predators 19. Crustaceans – Food, pest
Fantasy: 20. Wyverns – Smaller dragon-kin 21. Griffons – Eagle-lion hybrids 22. Giant Insects – Oversized bugs 23. Dire Animals – Larger, fiercer versions 24. Magical Beasts – Unique fantasy creatures
Store in decisions.common_fauna.
Section 3F: Travel & Trade
Step 3F.1: Travel Times
Ask:
“How long does travel take in this world?”
On Foot:
- Realistic Medieval – 15-25 miles/day on roads; less cross-country
- Slightly Faster – 25-35 miles/day (heroic pace)
- Much Faster – 40+ miles/day (cinematic)
- Varies by Terrain – Detailed system based on ground
Mounted: 5. Realistic – 30-40 miles/day, horses need rest 6. Fast – 50+ miles/day 7. Fantasy Mounts – Flying or magical creatures change everything
Magical Travel: 8. Nonexistent – No magical transportation 9. Rare – Teleportation exists but is very rare 10. Available for Wealthy – Magical transit can be purchased 11. Common – Teleportation circles, flying mounts are normal
Infrastructure: 12. Poor Roads – Most travel is difficult 13. Good Roads – Major routes are well-maintained 14. Excellent Roads – Roman-style road network 15. River/Canal System – Water travel is fastest
Store in decisions.travel_system.
Step 3F.2: Trade Routes
Ask:
“What major trade routes exist?”
For each route, describe:
- Start and End Points
- What’s Traded
- Dangers Along the Way
Or I can generate trade routes based on your regions and resources.
Store in decisions.trade_routes.
Step 3F.3: Dangerous Areas
Ask:
“What areas are dangerous to travel through? Select hazards:”
Natural Hazards:
- Bandit Territory – Outlaws prey on travelers
- Monster-Infested – Creatures attack travelers
- Harsh Terrain – Deserts, mountains, swamps
- Severe Weather – Storms, blizzards, flash floods
- Diseased Area – Plague, miasma, corruption
Supernatural Hazards: 6. Haunted Roads – Ghosts, spirits, undead 7. Cursed Lands – Dark magic affects travelers 8. Wild Magic Zones – Unpredictable magical effects 9. Planar Thin Spots – Other realms bleed through 10. Fey Territory – The fair folk are dangerous
Political Hazards: 11. Contested Borders – Armies clash 12. Toll Roads – Heavy fees to pass 13. Hostile Territory – Locals attack outsiders 14. Forbidden Zones – Travel is illegal 15. No-Man’s-Land – Unclaimed, lawless areas
Store in decisions.dangerous_areas as array.
Phase 3 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [COMPLETE] â
â Phase 4: Powers & People [NOT STARTED] â
â Phase 5: History & Conflict [NOT STARTED] â
â Phase 6: Places of Interest [NOT STARTED] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: X â
â - Geography: â
â - [Continent Name] (Continent) â
â - [Region 1], [Region 2], ... (Regions) â
â - [Feature entities if created] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Scale: [scope] â
â - Climate: [climate] â
â - Regions: [count] â
â - Resources: [key resources] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 4: Powers & People?
Phase 4: Powers & People
Goal: Establish who lives here, how they’re organized, and the systems that govern them.
Section 4A: Peoples & Species
Step 4A.1: Intelligent Species
Ask:
“What intelligent species inhabit this world?”
- Humans Only – Only humans exist (skip species questions)
- Humans Dominant – Other species exist but are rare
- Standard D&D Races – Humans, elves, dwarves, halflings, gnomes, common others
- Limited Selection – A few specific species only
- Expanded D&D – Standard plus dragonborn, tieflings, orcs, etc.
- Custom Only – Only unique species you design
- Mix of Standard and Custom – D&D basics plus unique species
- Monstrous Focus – “Monster” races are playable and common
- All Species Equal – No species is more common than others
- One Non-Human – Humans plus one other significant species
- Fey-Touched – Species have connections to otherworlds
- Extinct Species – Some races used to exist but are gone
Store in decisions.species_approach.
Step 4A.2: Species Distribution
If using multiple species:
“For each species, indicate their status:”
Commonality:
- Dominant – This species rules/leads civilization
- Common – Found everywhere, fully integrated
- Regional – Common in specific areas
- Uncommon – Present but notable
- Rare – Few exist, often remarkable
- Very Rare – Legends, most never meet one
- Unique – Only one or a handful exist
- Extinct – Gone, only ruins remain
- Hidden – Exist but conceal themselves
- New Arrivals – Recently appeared
- Declining – Dying out
- Ascending – Growing in power/numbers
Store in decisions.species_distribution.
Step 4A.3: Species Relations
Ask:
“How do different species relate to each other?”
- Utopian Integration – All species live together harmoniously
- Peaceful Coexistence – Different but cooperative
- Separate but Equal – Species have their own territories, respect borders
- Trade Partners – Primarily economic relationships
- Wary Tolerance – Coexist but with suspicion
- Historical Tensions – Old conflicts, current peace
- Active Prejudice – Discrimination is common
- Segregation – Species don’t mix, contact is rare
- Hierarchy – Some species are “superior” to others
- Master/Servant – One species enslaves or dominates others
- Open Conflict – Species are at war
- Varies by Region – Different areas have different relations
- Varies by Species – Some get along, others don’t
- Class-Based – Species correlates with social class
- Complex Web – Different relationships between each pair
Store in decisions.species_relations.
Step 4A.4: Custom Species
If creating custom species:
“For each unique species, tell me:”
- Name: What are they called?
- Appearance: Brief physical description
- Origin: Where did they come from?
- Homeland: Where do they live?
- Culture Hook: One defining cultural trait
- Reputation: How do others see them?
- Special Ability: Any unique capability?
- Weakness: Any vulnerability?
Create Species entities for each custom species.
Section 4B: Nations & Governments
Step 4B.1: Number of Powers
Ask:
“How many major political powers exist in the main region?”
- One Unified Empire – A single power dominates
- Two Rivals – Binary opposition (cold war, etc.)
- Three Powers – Triangular politics
- 4-5 Major Powers – Classic multi-state system
- 6-8 Kingdoms – Many competing realms
- Dozens of City-States – Fragmented like Greek poleis
- Hundreds of Petty Lords – Extreme fragmentation
- Tribal Confederacies – Loose alliances, no central power
- Theocratic Zones – Religion defines borders
- Corporate/Guild Territories – Economic powers rule
- Anarchy/No Nations – No organized government
- Post-Imperial Fragments – An empire recently collapsed
Store in decisions.power_count.
Step 4B.2: Government Types
For each major power, ask:
“What kind of government rules [Nation X]?”
Monarchies:
- Absolute Monarchy – King’s word is law
- Constitutional Monarchy – King limited by laws/council
- Elective Monarchy – Nobles choose the king
- Feudal Monarchy – King rules through vassal lords
- Sacred Monarchy – King is divine or semi-divine
Aristocracies: 6. Oligarchy – Council of noble families rules 7. Plutocracy – Wealthy families control government 8. Meritocracy – Power based on ability/achievement 9. Gerontocracy – Elders rule 10. Stratocracy – Military leaders govern
Republics: 11. Republic – Elected representatives govern 12. Democracy – Citizens vote directly on issues 13. Merchant Republic – Traders elect leaders
Theocracies: 14. Theocracy – Religious leaders govern 15. Divine Rule – God-king, living deity rules 16. Temple-State – Temple is the government
Other: 17. Magocracy – Mages rule 18. Kritarchy – Judges/law-speakers rule 19. Anarchy – No formal government 20. Occupied Territory – Ruled by foreign power
Store in decisions.government_types.
Step 4B.3: Define Major Nations
For each major power, ask:
“Tell me about [Nation X]:”
- Name: Using [naming_culture] conventions
- Government Type: From above
- Current Ruler: Name, title, 2-3 word personality
- Capital City: Name and brief description
- Territory: Which region(s) do they control?
- Population: Rough size and composition
- Known For: What is this nation famous for?
- Military Strength: Weak | Average | Strong | Dominant
- Economic Strength: Poor | Developing | Prosperous | Wealthy
- Greatest Strength: What advantage do they have?
- Greatest Weakness: What vulnerability?
- Current Goal: What does leadership want?
- Secret Agenda: What are they really after?
Store in decisions.nations as array.
Step 4B.4: International Relations
Ask:
“How do these powers relate to each other? For each pair:”
- Allied – Formal alliance, mutual defense
- Friendly – Good relations, no formal treaty
- Trade Partners – Economic ties, neutral otherwise
- Neutral – No significant relationship
- Cool/Distant – Minimal contact, mild distrust
- Rivals – Competition but not war
- Cold War – Hostile but not openly fighting
- Border Skirmishes – Low-level conflict
- At War – Open warfare
- Vassal/Overlord – One serves the other
- Blood Feud – Historical hatred
- Recently Changed – Status is in flux
Store in decisions.nation_relations.
Section 4C: Social Structure
Step 4C.1: Social Classes
Ask:
“What social classes exist? Select the structure:”
- Classless Society – No formal distinctions
- Two Classes – Nobles and commoners
- Three Estates – Clergy, nobles, commoners
- Four Classes – Nobles, merchants, artisans, peasants
- Complex Hierarchy – Many ranks and distinctions
- Caste System – Birth determines role, no mobility
- Meritocratic – Class based on achievement
- Wealth-Based – Money determines status
- Professional – Guilds/occupations define status
- Species-Based – Race determines class
- Magical – Magical ability determines status
- Religious – Piety determines standing
- Military – Service record determines rank
- Varies by Region – Different systems in different places
Store in decisions.social_structure.
Step 4C.2: Social Mobility
Ask:
“How easy is it to change social class?”
- Impossible – Born into your place, die there
- Nearly Impossible – Rare exceptions, usually through violence
- Very Difficult – Possible but requires extraordinary circumstances
- Difficult – Possible through great achievement or wealth
- Challenging – Requires effort but achievable
- Moderate – Common to move up or down
- Easy – Social fluidity is normal
- Very Easy – Class barely matters
- One-Way Up – Can rise, rarely fall
- One-Way Down – Easy to fall, hard to rise
- Varies by Class – Some barriers harder than others
- Varies by Region – Different areas have different mobility
Store in decisions.social_mobility.
Step 4C.3: Rights and Freedoms
Ask:
“What rights do common people have?”
- None – Peasants are property
- Minimal – Right to life (barely), nothing else
- Basic – Right to life, property, and family
- Moderate – Basic rights plus limited legal protections
- Significant – Rights to trade, travel, appeal to courts
- Extensive – Near-modern rights for commoners
- Equal – Same rights as nobility
- Varies by Class – Different rights for different classes
- Varies by Species – Different species have different rights
- Varies by Gender – Different rights based on gender
- Varies by Religion – Followers of state religion have more rights
- Varies by Region – Different areas grant different rights
Store in decisions.common_rights.
Section 4D: Law & Justice
Step 4D.1: Legal System
Ask:
“How does law work?”
- No Formal Law – Custom and strength rule
- Oral Tradition – Laws passed down verbally
- Written Code – Laws are recorded and standardized
- Case Law – Precedent from past judgments
- Divine Law – Religious texts are the law
- Royal Decree – The ruler’s word is law
- Council Law – Laws made by deliberation
- Ancient Law – Old laws still in force, rarely updated
- Complex/Layered – Multiple legal systems overlap
- Magical Law – Magic is used to enforce or determine law
- Trial by Ordeal – Gods/nature determine guilt
- Trial by Combat – Might makes right
Store in decisions.legal_system.
Step 4D.2: Justice Administration
Ask:
“Who administers justice?”
- Local Lord – Feudal lord judges
- Appointed Judges – Crown-appointed officials
- Elected Judges – Community chooses judges
- Religious Courts – Priests judge
- Elder Council – Elders decide
- Jury System – Peers judge
- Military Tribunals – Soldiers judge
- Guild Courts – Professional organizations judge their own
- Traveling Judges – Circuit courts
- Vigilante Justice – No formal system
- Magical Inquisition – Mages investigate and judge
- Multiple Systems – Different courts for different matters
Store in decisions.justice_system.
Step 4D.3: Punishments
Ask:
“What punishments are common? Select all used:”
- Fines – Monetary penalties
- Restitution – Pay the victim
- Stocks/Pillory – Public humiliation
- Flogging/Beating – Corporal punishment
- Branding – Permanent marking
- Mutilation – Removal of body parts
- Imprisonment – Dungeons and jails
- Hard Labor – Forced work
- Exile/Banishment – Forced to leave
- Slavery – Sold as punishment
- Execution – Death penalty
- Public Execution – Spectacle of death
- Torture – Pain as punishment
- Magical Punishment – Curses, transformations
- Blood Price – Family can pay to avoid punishment
- Trial by Combat – Fight for freedom
- Rehabilitation – Reform attempts
- Outlawry – Stripped of legal protection
Store in decisions.punishments.
Section 4E: Economy
Step 4E.1: Economic System
Ask:
“What’s the economic system?”
- Subsistence – People produce what they need
- Barter – Trade goods for goods
- Simple Money Economy – Coins and markets
- Complex Commerce – Banks, credit, contracts
- Feudal Economy – Lords control production
- Guild Economy – Craft guilds control trades
- Command Economy – State controls production
- Mercantile – Trade and profit focused
- Slave Economy – Labor is enslaved
- Magical Economy – Magic production is key
- Mixed Systems – Different regions vary
- Transitioning – Economy is changing
Store in decisions.economic_system.
Step 4E.2: Currency
Ask:
“What currency is used?”
- No Currency – Barter only
- Commodity Money – Salt, cattle, grain
- Simple Coins – One metal, one denomination
- Multiple Denominations – Gold, silver, copper
- Multiple Currencies – Each nation has its own
- Universal Currency – One currency everywhere
- Trade Bars – Standardized metal bars
- Paper Money – Notes and bills
- Magical Currency – Enchanted tokens or crystals
- Credit System – Debt-based, letters of credit
- Mixed – Different systems in different places
- Guild Scrip – Organizations issue their own currency
Store in decisions.currency_type.
Step 4E.3: Trade & Commerce
Ask:
“How is trade organized?”
- Minimal Trade – Self-sufficient communities
- Local Markets – Trade within regions
- Long-Distance Trade – Caravan routes, merchant ships
- Merchant Companies – Organized trading ventures
- Guild Control – Trade guilds regulate commerce
- State Monopolies – Government controls key trades
- Free Trade – Minimal regulation
- Smuggling Culture – Much trade is illegal
- Magical Trade – Teleportation, magical goods
- Colonial Trade – Resources extracted from periphery
- Fair System – Seasonal markets and fairs
- Mixed – Different approaches in different places
Store in decisions.trade_organization.
Section 4F: Military
Step 4F.1: Military Organization
Ask:
“How are militaries organized?”
- No Standing Army – Militias when needed
- Feudal Levies – Lords bring their men
- Conscript Army – All citizens serve
- Professional Army – Paid, trained soldiers
- Mercenary Forces – Hired companies
- Religious Warriors – Holy orders fight
- Mage Corps – Magic-using military
- Naval Power – Sea forces dominate
- Cavalry Dominant – Horse warriors supreme
- Tribal Warriors – Individual fighters, loose organization
- Monster Corps – Trained monsters serve
- Mixed Forces – Combination of types
Store in decisions.military_organization.
Step 4F.2: Warfare Style
Ask:
“How is war conducted?”
- Ritualized Combat – Formal, limited warfare
- Siege Warfare – Castles and sieges
- Open Battle – Field armies clash
- Raiding/Skirmishing – Hit-and-run tactics
- Guerrilla Warfare – Insurgent tactics
- Naval Warfare – Sea battles dominate
- Total War – No distinction between military and civilian
- Magical Warfare – Spells and enchantments are weapons
- Aerial Combat – Flying mounts/creatures
- Underground War – Tunnel fighting
- Champion Combat – Single combat decides battles
- Diplomatic War – Assassination, subterfuge
Store in decisions.warfare_style.
Section 4G: Organizations
Step 4G.1: Organization Types
Ask:
“What types of organizations exist? Select all that apply:”
Professional:
- Adventurers’ Guild – Hires and supports adventuring parties
- Merchants’ Guild – Controls trade and commerce
- Craft Guilds – Smiths, weavers, carpenters, etc.
- Bardic College – Performers, historians, spies
Religious: 5. Temple Hierarchy – Organized priesthood 6. Monastic Orders – Contemplative communities 7. Militant Orders – Religious warriors 8. Inquisition – Enforcers of religious law
Criminal: 9. Thieves’ Guild – Organized theft and burglary 10. Assassins’ Guild – Professional killers 11. Smuggling Ring – Illegal trade 12. Criminal Syndicate – Organized crime empire
Magical: 13. Mage Academy – Training wizards 14. Arcane Council – Regulating magic 15. Druid Circle – Nature guardians 16. Warlock Coven – Pact-bound mages
Political: 17. Knightly Order – Chivalric warriors 18. Secret Society – Hidden agenda 19. Noble Houses – Aristocratic families 20. Spy Network – Intelligence gathering
Other: 21. Monster Hunters – Specialists in dangerous prey 22. Explorer’s League – Mapping the unknown 23. Healer’s Circle – Medical organization 24. Revolutionary Movement – Seeking change
Store in decisions.organization_types as array.
Step 4G.2: Detail Major Organizations
For each selected type, ask:
“Tell me about the [organization type]:”
- Name: What are they called?
- Headquarters: Where are they based?
- Leader: Who’s in charge?
- Public Purpose: What do people think they do?
- True Purpose: What are they really after?
- Membership: Who can join? How?
- Influence: Local | Regional | National | International
- Resources: Poor | Moderate | Wealthy | Vast
- Relationship to Power: Friend | Foe | Independent
- Secret: What does the organization hide?
Create Organization entities for each.
Phase 4 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [COMPLETE] â
â Phase 4: Powers & People [COMPLETE] â
â Phase 5: History & Conflict [NOT STARTED] â
â Phase 6: Places of Interest [NOT STARTED] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: X â
â - Governments: [list] â
â - Organizations: [list] â
â - Species (if custom): [list] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Nations: [count] major powers â
â - Social Structure: [type] â
â - Legal System: [type] â
â - Economy: [type] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Ready to continue to Phase 5: History & Conflict?
Phase 5: History & Conflict
Goal: Establish what happened, what’s legend, and what tensions drive the present.
Section 5A: Historical Structure
Step 5A.1: Historical Divisions
Ask:
“How do people in this world divide their history?”
- Linear – Before/after a single defining event
- Two Ages – Before and after a major change
- Three Ages – Ancient, middle, and modern eras
- Four Ages – Detailed chronological divisions
- Five+ Ages – Very detailed historical periods
- Cyclical – History repeats in patterns
- Dynastic – Measured by ruling houses
- Religious – Marked by prophets or divine events
- Cataclysmic – Measured by disasters
- Forgotten – The past is unknown or lost
- Mythic Blur – Past and legend are inseparable
- Multiple Systems – Different cultures count differently
Store in decisions.history_structure.
Step 5A.2: Historical Depth
Ask:
“How deep does recorded history go?”
- Living Memory – Only a few generations
- Centuries – Several hundred years
- Millennia – Thousands of years
- Tens of Millennia – Vast ages of history
- Hundreds of Millennia – Almost unimaginable time
- Unknown – Nobody knows how old things are
- Varies by Culture – Some remember more than others
- Recently Discovered – Old history was lost, now being recovered
- Deliberately Obscured – Someone hides the past
- Magically Preserved – Perfect records exist
- Completely Lost – Only fragments remain
- Cycles Mean Nothing – Time works differently
Store in decisions.history_depth.
Step 5A.3: Define Ages
For each age (based on historical divisions), ask:
“Tell me about [Age X]:”
- Name: What is this era called?
- Duration: When did it start/end? How long?
- Defining Trait: What characterized this era?
- Beginning: What started this age?
- End: What ended this age? (if not current)
- Technology: What was the tech level?
- Magic: How did magic work/differ?
- Major Powers: Who ruled?
- Legacy: What did this age leave behind?
Store in decisions.ages array.
Section 5B: Defining Events
Step 5B.1: Major Historical Events
Ask:
“What 5-10 events most shaped the current world? Select or describe:”
Creation & Cosmology:
- World Creation – How everything began
- Divine War – Gods battled each other
- First Dawn – The first sunrise or beginning of time
- Planar Separation – Worlds became distinct
Rise & Fall: 5. Rise of First Civilization – The first great culture 6. Golden Age Beginning – An era of prosperity began 7. Empire at Its Height – A power reached its peak 8. Fall of an Empire – A great power collapsed 9. Dynasty End – A ruling line ended
Wars & Conflicts: 10. Great War – A conflict that reshaped everything 11. Betrayal – A treachery that echoes through time 12. Conquest – One power conquered many 13. Revolution – The common people rose 14. Civil War – A nation tore itself apart
Disasters: 15. Cataclysm – Natural or magical devastation 16. Plague – Disease swept the land 17. Famine – Starvation killed millions 18. Magical Catastrophe – A spell went terribly wrong 19. Divine Punishment – Gods struck the world
Supernatural: 20. Divine Intervention – Gods directly changed things 21. First Magic – Magic was discovered or created 22. Awakening – Something ancient stirred 23. Sealing/Binding – Something terrible was imprisoned 24. Prophecy Given – A foretelling shaped history
Discovery: 25. First Contact – Different peoples met 26. Discovery – Something important was found 27. Invention – Technology changed everything 28. Lost Knowledge Found – Ancient secrets recovered
Store in decisions.major_events as array.
Step 5B.2: Detail Each Event
For each selected event, ask:
“Tell me about [Event Name]:”
- Full Name: What is it called?
- When: Which age? How long ago?
- Location: Where did it happen?
- Cause: What led to this?
- Key Figures: Who were the major players?
- What Happened: Brief description
- Immediate Consequence: What changed right away?
- Long-Term Impact: How does it affect today?
- Evidence: What remains? (Ruins, artifacts, scars)
- Memory: How is it remembered?
Create History entities for major events.
Section 5C: Legends & Mysteries
Step 5C.1: Historical Mysteries
Ask:
“What mysteries surround history? Select any that apply:”
Lost Things:
- Lost Civilization – A people vanished, leaving only ruins
- Lost City – A legendary place no one can find
- Lost Artifact – A powerful item is missing
- Lost Knowledge – Ancient wisdom is forgotten
- Lost Heir – A bloodline disappeared
- Lost Continent – A landmass sank or vanished
Unknown Events: 7. Unexplained Disaster – Something terrible happened, cause unknown 8. Mysterious Disappearance – People or things vanished 9. Impossible Structure – Something was built that shouldn’t exist 10. Time Gap – A period no one remembers
Disputed History: 11. Conflicting Accounts – Different cultures tell it differently 12. Deliberate Falsification – History was rewritten 13. Prophecy Interpretation – What does the prophecy really mean? 14. True Origins – The real origin of something is unknown
Ongoing Mysteries: 15. Recurring Phenomenon – Something happens regularly, inexplicably 16. Ancient Guardian – Something or someone watches 17. Sealed Evil – Something is imprisoned, but what? 18. Coming Event – Something is prophesied but unclear 19. Hidden Player – Someone has manipulated events 20. Cosmic Mystery – Something about reality itself
Store in decisions.historical_mysteries as array.
Step 5C.2: Legends vs. Truth
Ask:
“For each mystery or major event, is the common belief true?”
For each:
- Common Belief: What do most people think?
- Truth: What really happened?
- Who Knows: Does anyone know the truth?
- Evidence: What clues exist?
- Consequence if Revealed: What would happen if truth came out?
Store in decisions.legends_truth.
Step 5C.3: Prophecies
Ask:
“What prophecies shape the world? For each:”
- The Prophecy: What does it say? (Be vague or specific)
- Source: Who gave this prophecy?
- Age: When was it given?
- Interpretation: What do people think it means?
- True Meaning: What does it really mean? (Can be uncertain)
- Fulfillment Status: Has any of it come true?
- Key Figures: Who is mentioned or involved?
- Seekers: Who is trying to fulfill or prevent it?
Create Prophecy entities if applicable.
Section 5D: Current Tensions
Step 5D.1: Expand Central Conflict
Return to the central conflict from Phase 1:
“You established the central tension as: ‘[central_conflict]’. Let’s develop it further:”
Origins:
- Root Cause: What originally started this?
- Triggering Event: What made it immediate/urgent?
- Timeline: How long has this been going on?
Factions: 4. Side A: Who are they? What do they want? 5. Side B: Who are they? What do they want? 6. Side C (if any): Third party? 7. Uncommitted: Who’s neutral? Why? 8. Hidden Players: Anyone manipulating events?
Stakes: 9. If A Wins: What happens? 10. If B Wins: What happens? 11. If Status Quo: What happens if nothing changes? 12. Worst Case: What’s the absolute worst outcome? 13. Best Case: Is there a way everyone wins?
Store in decisions.conflict_expanded.
Step 5D.2: Ticking Clocks
Ask:
“What are the ‘ticking clocks’âthings that will happen if no one intervenes?”
- Immediate (Days): What happens soon?
- Short-Term (Weeks): What develops next?
- Medium-Term (Months): Where is this heading?
- Long-Term (Years): What’s the ultimate trajectory?
- Point of No Return: When is it too late?
Store in decisions.ticking_clocks.
Step 5D.3: Secondary Conflicts
Ask:
“What other tensions simmer beneath the main conflict? Select 2-5:”
Political:
- Border Dispute – Two powers claim the same territory
- Succession Question – Who’s the rightful heir?
- Treaty Violation – Someone broke an agreement
- Independence Movement – A region wants freedom
- Annexed Territory – Conquered people resist
Religious: 6. Heresy – A splinter faith spreads 7. Holy Site Dispute – Multiple faiths claim the same place 8. Inquisition – Religious persecution 9. New Cult – A dangerous religion grows 10. Divine Silence – A god stopped answering
Economic: 11. Trade War – Economic conflict 12. Resource Scarcity – Something is running out 13. Merchant Feud – Powerful houses battle 14. Guild Dispute – Organizations fight for control 15. Debt Crisis – Someone owes too much
Social: 16. Class Tension – Rich vs. poor 17. Species Conflict – Racial tensions 18. Generational Divide – Old vs. young 19. Rural vs. Urban – Countryside vs. city 20. Criminal Ascent – Organized crime growing
Store in decisions.secondary_conflicts as array.
Section 5E: Historical Cycles
Step 5E.1: Recurring Patterns
Ask:
“Does history repeat in this world? Select any patterns:”
- No Patterns – History is linear and unique
- Seasonal Cycle – Events tied to celestial events
- Generational Cycle – Similar events every few generations
- Dynastic Cycle – Empires rise and fall predictably
- Magic Cycle – Magic waxes and wanes
- Divine Cycle – Gods sleep and wake
- Catastrophe Cycle – Disasters recur
- Prophetic Cycle – Prophecies repeat in variations
- Cosmic Cycle – Universal patterns
- Unknown Cycle – Patterns exist but aren’t understood
- Breaking Cycle – A cycle is ending or being broken
- Imposed Cycle – Something or someone enforces repetition
Store in decisions.historical_cycles.
Step 5E.2: Where Are We in the Cycle
If cycles exist:
“Where is the world in its current cycle?”
- Beginning – A new age is dawning
- Rising – Things are building toward a peak
- Peak – At the height
- Declining – Things are winding down
- End – The cycle is concluding
- Transition – Between cycles
- Breaking Point – The cycle might not repeat
- Unknown – No one knows
Store in decisions.cycle_position.
Phase 5 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [COMPLETE] â
â Phase 4: Powers & People [COMPLETE] â
â Phase 5: History & Conflict [COMPLETE] â
â Phase 6: Places of Interest [NOT STARTED] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: X â
â - History: â
â - [Age 1], [Age 2], ... (Ages) â
â - [Event 1], [Event 2], ... (Events) â
â - [Prophecy] (if any) â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Ages: [count] historical periods â
â - Major Events: [list] â
â - Current Tensions: [summary] â
â - Ticking Clocks: [list] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 6: Places of Interest?
Phase 6: Places of Interest
Goal: Create the locations adventurers will visitâsettlements, dungeons, landmarks, and routes.
Section 6A: Major Settlements
Step 6A.1: Primary City
Ask:
“What’s the most important city in your main region? (This is probably where adventures start.)”
- Name: What is it called?
- Role: What makes it important?
- Capital | Trade Hub | Religious Center | Military Stronghold
- Academic Center | Port City | Frontier Outpost | Ancient Seat
- Size: Village (<1K) | Town (1-10K) | City (10-50K) | Large City (50-100K) | Metropolis (100K+)
- Population Mix: Who lives there?
- Founded: When and by whom?
- Known For: What’s famous about it?
Store in decisions.primary_city.
Step 6A.2: City Details
For the primary city, ask deeper questions:
“Tell me more about [City Name]:”
Geography:
- Location: River | Coast | Mountain | Plain | Island | Underground
- Defenses: Walls | Castle | Natural | Magical | None
- Districts: Name 3-5 distinctive neighborhoods
Character: 4. Atmosphere: What’s the vibe?
- Bustling | Quiet | Dangerous | Prosperous | Decaying | Mysterious
- Architecture: What style?
- Ancient Stone | Timber Frame | Brick | Mixed | Unique
- Unusual Feature: What’s most interesting or strange?
Problems: 7. Current Crisis: What’s the immediate problem? 8. Ongoing Issue: What chronic problem exists? 9. Secret: What does the city hide?
Power: 10. Ruler: Who governs? 11. True Power: Who really controls things? 12. Criminal Element: What underworld exists?
Create City entity.
Step 6A.3: Districts
For each major district, ask:
“Tell me about [District Name]:”
- Character: What’s this area like?
- Residents: Who lives/works here?
- Notable Location: What’s the most interesting place?
- Danger: What risks exist here?
- Secret: What’s hidden here?
Step 6A.4: Secondary Settlements
Ask:
“How many other settlements matter for your game?”
For each settlement type, how many exist:
- Towns (1-10K): [number]
- Villages (<1K): [number]
- Strongholds: [number]
- Special locations: [number]
For each, I’ll ask for:
- Name (using naming conventions)
- Type (market town, mining village, border fort, etc.)
- Location (which region)
- One Notable Feature
- One Problem or Secret
Create settlement entities for each.
Section 6B: Key Establishments
Step 6B.1: Taverns & Inns
For each major settlement, ask:
“What tavern or inn is most notable in [Settlement]?”
- Name: Something memorable
- Type: Upscale | Working Class | Shady | Themed | Ancient
- Proprietor: Name and brief description
- Specialty: What are they known for?
- Regular Patrons: Who comes here?
- Rumors: What gossip circulates?
- Secret: What’s hidden?
- Adventure Hook: What job might be offered here?
Create Tavern entities.
Step 6B.2: Shops & Services
Ask:
“What notable shops exist? Select types for your main city:”
Equipment:
- Blacksmith/Armorer – Weapons and armor
- General Store – Basic supplies
- Fletcher/Bowyer – Ranged weapons
- Leather Worker – Armor, bags, gear
Magic: 5. Alchemist/Apothecary – Potions and components 6. Magic Shop – Enchanted items 7. Scroll Merchant – Spells for sale 8. Curio Dealer – Strange artifacts
Services: 9. Healer – Medical services 10. Sage/Scholar – Information for sale 11. Cartographer – Maps and navigation 12. Stable – Mounts and transport
Specialty: 13. Exotic Imports – Rare goods from far lands 14. Pawnbroker – Buys and sells anything 15. Black Market – Illegal goods 16. Specialty Craft – Unique to your world
For each selected shop:
- Name
- Proprietor: Name and quirk
- Specialty: What sets them apart?
- Secret: What do they hide?
Create Shop entities.
Step 6B.3: Temples & Holy Sites
Ask:
“What temples exist in [Settlement]?”
For each deity with a presence:
- Temple Name
- Deity Worshipped
- Size: Shrine | Chapel | Temple | Cathedral | Complex
- Head Priest: Name and personality
- Services Offered: Healing? Blessings? Divination?
- Tensions: Any conflicts with other faiths?
- Secret: What’s hidden in the temple?
Create Temple entities.
Section 6C: Adventure Sites
Step 6C.1: Dungeon Types
Ask:
“What types of adventure sites exist? Select all that interest you:”
Ancient:
- Ruined City – Fallen civilization, multiple levels
- Ancient Temple – Abandoned holy site
- Buried Vault – Underground treasure store
- Forgotten Tomb – Burial of someone important
- Collapsed Tower – Fallen wizard’s sanctum
Natural: 6. Cave Network – Natural tunnels, possibly inhabited 7. Underground Lake – Subterranean water feature 8. Crystal Caverns – Magical mineral formations 9. Volcanic Vent – Fire and danger 10. Underwater Ruins – Sunken structures
Active: 11. Monster Lair – Home of dangerous creatures 12. Bandit Stronghold – Criminal hideout 13. Cult Sanctum – Secret worship site 14. Enemy Fortress – Hostile military installation 15. Slave Camp – Captives held here
Supernatural: 16. Haunted Manor – Ghost-infested building 17. Cursed Ground – Magically tainted area 18. Planar Rift – Gateway to another dimension 19. Wild Magic Zone – Reality is unstable 20. Sealed Evil – Prison of something terrible
Special: 21. Mobile Dungeon – It moves (ship, creature, flying) 22. Living Dungeon – The dungeon itself is alive 23. Temporal Anomaly – Time works differently 24. Demiplane – Pocket dimension
Store in decisions.dungeon_types as array.
Step 6C.2: Create Adventure Sites
For each type selected, ask:
“Tell me about a [dungeon type]:”
- Name: What’s it called?
- Location: Which region? Near what settlement?
- Origin: How did it come to be?
- Original Purpose: What was it for?
- Current Occupants: Who/what lives there now?
- Notable Features: What stands out? (3-5 features)
- Dangers: What threatens explorers?
- Treasures: What rewards might be found?
- Boss/Guardian: What’s the main threat?
- Secret: What’s the hidden truth?
- Difficulty: What level range is appropriate?
- Hook: Why would adventurers go here?
Create Dungeon/Cave entities.
Step 6C.3: The Most Dangerous Place
Ask:
“What’s the most dangerous location in the regionâthe place everyone fears?”
- Name
- Location
- Why So Dangerous
- What Happened There
- What Guards It
- What Reward Lies Within
- What Level Would Be Needed
- Is Anyone Seeking It
Section 6D: Landmarks & Routes
Step 6D.1: Natural Landmarks
Ask:
“What natural landmarks are famous or significant?”
For each:
- Name
- Type: Mountain | Lake | Waterfall | Canyon | Tree | Cave | Other
- Significance: Why does it matter?
- Legend: What stories surround it?
- Danger: Is it safe to visit?
- Secret: What’s hidden there?
Create Geography entities.
Step 6D.2: Constructed Landmarks
Ask:
“What built structures are famous landmarks?”
Types to consider:
- Great Bridge – Spanning a natural barrier
- Massive Wall – Defensive or boundary marker
- Ancient Monument – Memorial or marker
- Lighthouse/Beacon – Navigation aid
- Statue/Colossus – Giant figure
- Dam – Water control
- Road Marker – Famous milestone
- Abandoned Structure – Mysterious building
- Magical Construct – Something made by magic
- Foreign Architecture – Built by another culture
For each:
- Name
- Builder: Who made it?
- Purpose: Original use?
- Current State: Maintained | Decaying | Ruined | Enhanced
- Significance: Why is it famous?
Step 6D.3: Major Roads & Routes
Ask:
“What are the major travel routes?”
For each route:
- Name: (e.g., “The King’s Road,” “The Amber Way”)
- Connects: Start point to end point
- Type: Road | River | Sea Route | Mountain Pass | Other
- Condition: Excellent | Good | Fair | Poor | Dangerous
- Controlled By: Who maintains/patrols it?
- Dangers: What threats exist?
- Notable Stops: What’s along the way?
- Travel Time: How long does it take?
Create Road entities.
Phase 6 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [COMPLETE] â
â Phase 4: Powers & People [COMPLETE] â
â Phase 5: History & Conflict [COMPLETE] â
â Phase 6: Places of Interest [COMPLETE] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: X â
â - Settlements: â
â - [City], [Town 1], [Village 1], ... â
â - [Tavern 1], [Shop 1], [Temple 1], ... â
â - Adventure Sites: â
â - [Dungeon 1], [Ruin 1], [Lair 1], ... â
â - Landmarks: [list] â
â - Routes: [list] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Primary City: [name] â
â - Settlements: [count] â
â - Adventure Sites: [count] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 7: Characters?
Phase 7: Characters & Relationships
Goal: Create the NPCs who populate the world and map their relationships.
Section 7A: Rulers & Leaders
Step 7A.1: National Leaders
For each government created in Phase 4, ask:
“Tell me about the ruler of [Nation]:”
Identity:
- Full Name and Titles
- Species/Race
- Age
- Appearance: 2-3 sentences
Personality: 5. Three Key Traits (e.g., ambitious, paranoid, just) 6. Greatest Virtue 7. Fatal Flaw 8. Secret Desire 9. Greatest Fear
Public Life: 10. Public Reputation: What do people think of them? 11. How They Rule: Hands-on? Distant? Cruel? Just? 12. Key Policies: What are they known for? 13. Controversies: What do critics say?
Private Life: 14. Family: Spouse? Children? Heirs? 15. Inner Circle: Who do they trust? 16. Enemies: Who opposes them? 17. Secret: What do they hide? 18. True Motivation: What really drives them?
Create Character entities for each ruler.
Step 7A.2: Advisors & Court
For major rulers, ask:
“Who are [Ruler]’s key advisors? For each:”
- Role: Chancellor | General | Spymaster | Priest | Mage | Other
- Name
- Relationship to Ruler: Loyal | Opportunist | Manipulator | True Friend
- Secret Agenda: What do they really want?
- One Quirk
Create Character entities for significant advisors.
Step 7A.3: Heirs & Succession
Ask:
“Are there succession issues? For each major nation:”
- Clear Heir: Is the succession settled?
- Heir’s Personality: If there’s an heir, what are they like?
- Rivals: Anyone else claiming the throne?
- Dangers: What threatens the succession?
- Secret: Any hidden heirs or pretenders?
Section 7B: Quest-Givers & Allies
Step 7B.1: Quest-Giver Types
Ask:
“What types of NPCs will give adventurers quests? Select 5-10:”
Authority Figures:
- Nobleman/Lady – Power, resources, political problems
- Military Commander – War, defense, tactical needs
- Religious Leader – Divine missions, holy tasks
- Guild Master – Professional needs, trade problems
- Mayor/Elder – Community problems
Knowledge Seekers: 6. Scholar/Sage – Research, lost knowledge 7. Wizard – Magical needs, component gathering 8. Explorer – Mapping, discovery 9. Collector – Acquiring specific items 10. Historian – Uncovering the past
Common Folk: 11. Desperate Merchant – Goods stolen, routes threatened 12. Grieving Parent – Missing child, revenge 13. Haunted Survivor – Something terrible happened 14. Simple Farmer – Monster problems 15. Worried Spouse – Partner in danger
Mysterious Figures: 16. Mysterious Stranger – Unknown agenda 17. Dying Oracle – Prophecy to fulfill 18. Hidden Noble – Disguised aristocrat 19. Reformed Villain – Seeking redemption 20. Immortal Being – Ancient perspective
Store in decisions.quest_giver_types.
Step 7B.2: Create Quest-Givers
For each type selected, create a specific NPC:
“Tell me about the [quest-giver type]:”
- Name (using naming conventions)
- Location: Where are they found?
- Appearance: 2 sentences
- Personality: 3 words
- Voice/Mannerism: How do they speak/act?
- Wants: What do they need from adventurers?
- Offers: What can they provide in return?
- Secret: What are they hiding?
- Connection: How do they relate to the main conflict?
- Hook: What’s their opening line or request?
Create Character entities.
Section 7C: Villains & Antagonists
Step 7C.1: Main Villain
Ask:
“Who is the main villain or antagonist of the current conflict?”
Identity:
- Name and Title
- Species
- Age
- Appearance: What makes them memorable?
Motivation: 5. What They Want: Their stated goal 6. Why They Want It: What drives them? 7. Origin: What made them this way? 8. Justification: How do they see themselves? 9. Tragic Element: Is there anything sympathetic?
Threat: 10. Powers/Abilities: What makes them dangerous? 11. Resources: Followers? Wealth? Magic items? 12. Methods: How do they operate? 13. Base of Operations: Where are they? 14. Timeline: What’s their plan?
Weakness: 15. Fatal Flaw: What could be their undoing? 16. Blind Spot: What do they fail to see? 17. Vulnerability: Physical, emotional, or magical? 18. Redeemable?: Could they be turned?
Create Antagonist entity.
Step 7C.2: Lieutenants
Ask:
“Who serves the main villain? Create 2-4 lieutenants:”
For each:
- Name
- Role: Enforcer | Spy | Mage | Priest | General | Assassin
- Personality: 3 words
- Loyalty: Fanatic | Mercenary | Fearful | Complicated
- Special Ability: What makes them dangerous?
- Weakness: How might they be defeated or turned?
- Relationship to Boss: How do they feel about the villain?
Create Character entities.
Step 7C.3: Gray Area Antagonists
Ask:
“Who opposes the heroes but isn’t truly evil? Select any that exist:”
- Rival Adventurers – Competition for the same goals
- Misguided Official – Doing wrong for right reasons
- Protective Guardian – Defending something they shouldn’t
- Desperate Criminal – Breaking laws to survive
- Zealous Priest – Religious extremism, not evil gods
- Territorial Monster – Protecting home, not malicious
- Cursed Individual – Not in control of their actions
- Manipulated Pawn – Being used by the real villain
- Different Faction – Good people with conflicting goals
- Past Version – An ally who became opposed
- Family Member – Someone the hero cares about
- Wronged Party – They have legitimate grievances
For each, create brief character profiles.
Section 7D: Relationship Mapping
Step 7D.1: Power Networks
Ask:
“How are major NPCs connected? For each relationship pair:”
Relationship Types:
- Allied – Working together
- Friendly – Positive relationship
- Neutral – No significant connection
- Rivals – Competition
- Enemies – Open hostility
- Family – Blood or marriage
- Romance – Current or past lovers
- Mentor/Student – Teaching relationship
- Master/Servant – Power imbalance
- Debtor/Creditor – One owes the other
- Blackmail – Secret leverage
- Unknown – One doesn’t know about the other
Track relationships in relationship_map in state file:
"relationship_map": {
"NPC1-NPC2": {"type": "rivals", "secret": "former friends", "tension": "high"},
"NPC1-NPC3": {"type": "family", "secret": "estranged", "tension": "medium"}
}
Step 7D.2: Faction Goals
For each major faction or organization, track:
“What does [Faction] want, and how do they pursue it?”
- Public Goal: What they claim to want
- Secret Goal: What they really want
- Current Action: What are they doing now?
- Resources: What do they have?
- Obstacles: What blocks them?
- Timeline: When do they act?
Store in faction_goals in state file.
Step 7D.3: Secret Connections
Ask:
“What secret relationships exist that could be revealed?”
For each secret:
- Who Knows: Which NPCs are involved?
- The Secret: What’s hidden?
- Evidence: How could it be discovered?
- Consequences: What happens if revealed?
- Who Benefits: Who gains from revelation?
- Who Suffers: Who’s harmed?
Section 7E: Common Folk
Step 7E.1: Background Characters
Ask:
“What types of common folk provide flavor and information? For your main city, create 5-10:”
Types to consider:
- Town Crier – News and rumors
- Street Vendor – Local color
- Beggar – Sees everything, knows secrets
- Guard – Law and order perspective
- Servant – Knows their employer’s secrets
- Craftsperson – Specific trade knowledge
- Entertainer – Bard, musician, performer
- Child/Urchin – Innocent perspective, sneaky
- Drunk – Loose lips
- Foreigner – Outside perspective
- Old Timer – Historical knowledge
- Gossip – Knows everyone’s business
For each:
- Name
- Appearance: One sentence
- Personality: 2 words
- What They Know
- What They Want
- Quirk or Catchphrase
Create Background Character entities.
Step 7E.2: Recurring NPCs
Ask:
“Which background characters might become important? Select 2-3 to develop further:”
Provide full character development for selected NPCs.
Phase 7 Summary
Display progress and relationship web:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1-6: [COMPLETE] â
â Phase 7: Characters [COMPLETE] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Characters Created: X â
â - Rulers: [list] â
â - Villains: [main villain] + [lieutenants] â
â - Quest-Givers: [list] â
â - Supporting: [list] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â RELATIONSHIP WEB: â
â [Ruler A] ârivalsâ [Ruler B] â
â [Villain] âservesâ [Hidden Master] â
â [Quest-Giver] âlovesâ [NPC] âhatesâ [Villain] â
â (Use 'relationships' command for full map) â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | relationships | factions | summary â
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Ready to continue to Phase 8: Society & Daily Life?
Phase 8: Society & Daily Life
Goal: Add cultural depthâcustoms, festivals, arts, daily routines, and the texture of lived experience.
Section 8A: Time & Calendar
Step 8A.1: Calendar System
Ask:
“How is time measured in this world?”
- Standard Year – 12 months, 365 days (like Earth)
- Lunar Calendar – Based on moon cycles
- Multiple Moons – Complex lunar calendar
- Seasonal Calendar – Divided by seasons, not months
- Religious Calendar – Based on holy days
- Reign-Based – Years of current ruler’s reign
- Era-Based – Counted from major events
- Unique System – Different number of days/months
- Regional Variation – Different cultures count differently
- Lost/Unknown – No standard calendar exists
Store in decisions.calendar_type.
Step 8A.2: Month Names
If using months:
“What are the months called? (I’ll suggest names based on [naming_culture]):”
For each month:
- Name (using cultural conventions)
- Season
- Associated With (deity, harvest, weather, etc.)
- Major Holiday (if any)
Create Calendar entity.
Step 8A.3: Days & Hours
Ask:
“How are days organized?”
- 24-Hour Day – Standard Earth time
- Different Hour Count – More or fewer hours
- Named Hours – Each hour has a name
- Watches – Divided into watches (military/naval)
- Prayer Times – Divided by religious observance
- Sun-Based – Marked by sun position only
- Variable Days – Day length varies significantly
Section 8B: Festivals & Holy Days
Step 8B.1: Major Festivals
Ask:
“What major festivals does [Culture/Nation] celebrate? Select or create 4-8:”
Seasonal:
- Spring Festival – New beginnings, planting, fertility
- Summer Solstice – Height of the sun, celebration
- Harvest Festival – Gratitude for crops, plenty
- Winter Solstice – Darkest day, light returning
- Equinox Celebrations – Balance of light and dark
Religious: 6. Deity’s Day – Major god’s celebration 7. Remembrance Day – Honoring the dead 8. Founding Day – Religion’s origin 9. Miracle Anniversary – Commemorating divine event 10. Pilgrimage Season – Time to visit holy sites
Secular: 11. National Day – Kingdom’s founding 12. Victory Day – Commemorating a battle 13. Market Fair – Major trading event 14. Tournament – Martial competition 15. Coronation Anniversary – Ruler’s celebration
Cultural: 16. Coming of Age – Adulthood ceremonies 17. Lovers’ Day – Romance and partnerships 18. Fools’ Festival – Rules reversed, chaos allowed 19. Light Festival – Candles, lanterns, fire 20. Night of the Dead – Ancestors honored, spirits close
For each festival:
- Name (using naming conventions)
- Date (month/season)
- Duration (1 day, 3 days, a week)
- Activities (what do people do?)
- Traditions (specific customs)
- Food & Drink (special treats)
- Meaning (what does it commemorate?)
- Adventure Hook (what could go wrong?)
Section 8C: Daily Life
Step 8C.1: Common Occupations
Ask:
“What do ordinary people do for a living?”
Agriculture (if applicable):
- Farmers – Grain, vegetables
- Herders – Cattle, sheep, goats
- Fishermen – Coastal/river communities
- Hunters – Wild game, furs
- Foresters – Timber, gathering
Crafts: 6. Smiths – Metal workers 7. Weavers – Cloth production 8. Potters – Ceramics 9. Carpenters – Woodworking 10. Tanners – Leather working 11. Brewers – Beer, ale production
Services: 12. Merchants – Trade and commerce 13. Servants – Domestic labor 14. Innkeepers – Hospitality 15. Healers – Medical care 16. Scribes – Writing, records
Other: 17. Soldiers – Military service 18. Sailors – Maritime work 19. Miners – Extraction 20. Entertainers – Performance
Step 8C.2: Daily Routines
Ask:
“What does a typical day look like for common folk?”
- Wake Time: When do people rise?
- Meals: How many? When? What?
- Work Hours: How long? How hard?
- Leisure: What free time exists?
- Evening: What happens after work?
- Sleep: When? Where? With whom?
- Weekly Rhythm: Rest days? Market days?
Store in decisions.daily_life.
Step 8C.3: Food & Drink
Ask:
“What do people eat and drink?”
Staples:
- Grain: Wheat, barley, rice, corn?
- Protein: Meat, fish, legumes?
- Vegetables: What grows here?
- Preservation: Salted, dried, smoked, pickled?
Special Foods: 5. Nobility Eats: Rich foods, imports 6. Poor Eat: Simple fare, scraps 7. Festival Food: Celebratory dishes 8. Travel Rations: What adventurers carry
Drinks: 9. Common Drink: Water, small beer, tea? 10. Alcohol: What’s brewed locally? 11. Luxury Drinks: Wine, spirits, imports 12. Magical Drinks: Potions, enchanted beverages
Create Food/Drink entities for notable items.
Section 8D: Customs & Etiquette
Step 8D.1: Greetings & Forms of Address
Ask:
“How do people greet each other and show respect?”
- Common Greeting: How do equals meet?
- Formal Greeting: How do people address superiors?
- Titles: What honorifics are used?
- Physical Contact: Handshakes? Bows? Kisses?
- Gender Differences: Do men and women greet differently?
- Species Differences: Do different species have different customs?
- Taboos: What’s rude or offensive?
- Regional Variation: Do different areas differ?
Store in decisions.greetings.
Step 8D.2: Hospitality
Ask:
“What are the rules of hospitality?”
- Guest Rights: What protection do guests receive?
- Host Obligations: What must a host provide?
- Duration: How long can a guest stay?
- Gift-Giving: What’s expected?
- Taboos: What violates hospitality?
- Sacred Hospitality: Is it religiously enforced?
- Enemy as Guest: What if you host an enemy?
- Breaking Hospitality: What are the consequences?
Step 8D.3: Honor & Reputation
Ask:
“How does honor and reputation work?”
- What Gives Honor: Deeds, birth, wealth, piety?
- What Loses Honor: Cowardice, lies, other?
- Insults: What’s considered an insult?
- Dueling: Is it legal? Common?
- Vendettas: Do families carry grudges?
- Redemption: Can lost honor be regained?
- Outlaws: What happens to the dishonorable?
- Gender & Honor: Are standards different?
Section 8E: Life Passages
Step 8E.1: Birth & Naming
Ask:
“What customs surround birth and naming?”
- Birth Customs: What happens when a child is born?
- Naming Time: When is a child named?
- Name Givers: Who chooses the name?
- Name Sources: Where do names come from?
- Blessing: Is there a religious ceremony?
- Protection: Charms, rituals against evil?
- Recording: How are births recorded?
- Illegitimacy: How are bastards treated?
Step 8E.2: Coming of Age
Ask:
“How do children become adults?”
- Age: When does adulthood begin?
- Ceremony: Is there a ritual?
- Tests: Must they prove themselves?
- Rights Gained: What can adults do?
- Responsibilities: What must adults do?
- Gender Differences: Different for boys and girls?
- Species Differences: Different for non-humans?
- Class Differences: Different for nobles vs. commoners?
Step 8E.3: Marriage & Family
Ask:
“What customs surround marriage?”
- Marriage Types: Monogamy, polygamy, other?
- Arranged vs. Choice: Who decides?
- Dowry/Bride Price: Are payments involved?
- Ceremony: What’s the wedding like?
- Religious Role: Is marriage sacred?
- Divorce: Is it possible? How?
- Same-Sex Unions: Are they recognized?
- Inter-Species Marriage: Is it accepted?
- Children: How are they raised?
- Inheritance: Who inherits? How?
Step 8E.4: Death & Mourning
Ask:
“What customs surround death?”
- Body Treatment: Burial, cremation, other?
- Funeral Rites: What happens at funerals?
- Mourning Period: How long? What restrictions?
- Mourning Dress: Special clothing?
- Afterlife Prep: Grave goods, rituals?
- Remembrance: How are dead honored?
- Necromancy Issues: What about undead?
- Murder/Suicide: Special treatment?
- War Dead: Different customs for soldiers?
- Ancestor Worship: Ongoing relationship with dead?
Section 8F: Arts & Entertainment
Step 8F.1: Music & Performance
Ask:
“What arts exist in this world?”
Music:
- Common Instruments (drums, flutes, strings?)
- Musical Styles (folk, court, religious?)
- Famous Songs (anthems, ballads, drinking songs)
- Bardic Traditions (storytelling, magic?)
Performance: 5. Theater (does it exist? What forms?) 6. Dance (what styles? When performed?) 7. Storytelling (oral tradition important?) 8. Acrobatics/Circus (traveling performers?)
Games: 9. Board Games (chess-like, dice games?) 10. Card Games (gambling? Fortune-telling?) 11. Sports (team games, individual competitions?) 12. Blood Sports (gladiatorial combat? Animal fights?)
Step 8F.2: Visual Arts
Ask:
“What visual arts are valued?”
- Painting (frescos, portraits, religious art?)
- Sculpture (stone, metal, styles?)
- Architecture (styles, famous buildings?)
- Textile Arts (tapestry, embroidery?)
- Jewelry (styles, meanings?)
- Magic in Art (enchanted art? Moving paintings?)
- Forbidden Art (what’s taboo to depict?)
- Artists’ Status (respected? Distrusted?)
Section 8G: Common Sayings & Superstitions
Step 8G.1: Proverbs & Sayings
Ask:
“What sayings and proverbs do people use? Generate 5-10 based on world details:”
Examples (adapt to world):
- “[God’s name] willing” – Religious invocation
- “Like [local danger] at the door” – Imminent threat
- “Worth a [currency name]” – Value comparison
- “[Historical event] repeating” – Warning of cycles
- “[Species] promise” – Reference to species stereotype
Generate sayings that reflect world culture.
Step 8G.2: Superstitions
Ask:
“What superstitions exist? Select or create:”
- Lucky Things (colors, numbers, items?)
- Unlucky Things (actions to avoid?)
- Protective Charms (what keeps evil away?)
- Weather Signs (how do people predict weather?)
- Death Omens (what predicts death?)
- Fey/Spirit Rules (what invites supernatural trouble?)
- Magic Fears (what do non-mages fear about magic?)
- True Superstitions (which ones are actually real?)
Phase 8 Summary
Display progress:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1-7: [COMPLETE] â
â Phase 8: Society & Daily Life [COMPLETE] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Cultural Elements Created: â
â - Calendar with [X] months and [Y] festivals â
â - Food & Drink: [notable items] â
â - Customs: greetings, hospitality, life passages â
â - Arts: music, performance, games â
â - Sayings and superstitions â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Calendar: [type] â
â - Major Festivals: [list] â
â - Marriage: [type] â
â - Death Customs: [burial type] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary â
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Ready to continue to Phase 9: Campaign Setup?
Phase 9: Campaign & Adventure Setup
Goal: Prepare for actual playâstarting scenarios, campaign arcs, session zero guidance, and adventure hooks.
Section 9A: Campaign Framework
Step 9A.1: Campaign Type
Ask:
“What type of campaign are you planning?”
- Open World/Sandbox – Players choose their own direction
- Adventure Path – Structured story with milestones
- Episodic – Self-contained adventures loosely connected
- Mystery – Central mystery to unravel
- War Campaign – Large-scale conflict focus
- Political Intrigue – Schemes and machinations
- Exploration – Discovering new lands
- Survival – Harsh conditions, resource management
- Heist/Caper – Complex plans and execution
- Monster Hunters – Tracking and slaying creatures
- Guild Campaign – Faction-based advancement
- Kingdom Building – Establishing and ruling territory
- Planar Travel – Journeying to other worlds
- Mixed – Combination of types
- Player-Directed – Determined by player choices
Store in decisions.campaign_type.
Step 9A.2: Level Range
Ask:
“What level range is this campaign designed for?”
- Levels 1-5 – Local heroes, village problems
- Levels 1-10 – Regional heroes, kingdom threats
- Levels 1-15 – National heroes, continental threats
- Levels 1-20 – World heroes, planar threats
- Levels 5-15 – Start experienced, avoid early slog
- Levels 10-20 – High power, epic threats
- Tier 1 Only (1-4) – Short, focused campaign
- Tier 2 Focus (5-10) – Sweet spot of play
- Tier 3 Focus (11-16) – High fantasy
- Tier 4 Focus (17-20) – Legendary power
- No Levels – Milestone or narrative advancement
- Undecided – Let it develop naturally
Store in decisions.level_range.
Step 9A.3: Campaign Length
Ask:
“How long do you expect this campaign to run?”
- One-Shot – Single session
- Mini-Campaign – 3-6 sessions
- Short Campaign – 10-20 sessions
- Standard Campaign – 20-50 sessions
- Long Campaign – 50-100 sessions
- Indefinite – Ongoing until natural end
- Modular – Multiple short arcs
- Unknown – See how it develops
Store in decisions.campaign_length.
Section 9B: Starting Scenario
Step 9B.1: Starting Location
Ask:
“Where does the campaign begin?”
- Major City – Urban adventure hub
- Small Town – Classic starting point
- Village – Humble beginnings
- Frontier Settlement – Edge of civilization
- Tavern – Classic “you meet in a tavern”
- Prison – Start captured, need to escape
- Caravan/Ship – Already traveling
- Ruins – Start in media res
- Noble Estate – Start with connections
- Temple/Church – Religious beginning
- Wilderness – Start lost or stranded
- Unique Location – [Specify based on world]
Store in decisions.starting_location.
Step 9B.2: Party Origin
Ask:
“How do the player characters know each other?”
- Strangers Meeting – Classic cold open
- Already Friends – Established relationships
- Same Organization – Guild, military, church
- Same Background – Shared origin
- Family/Clan – Blood or adopted ties
- Former Adventurers – Reuniting after time apart
- Hired Together – Same employer
- Prisoners Together – Shared captivity
- Survivors Together – Shared disaster
- Destiny/Prophecy – Fated to meet
- Mixed – Some know each other, some don’t
- Player Choice – Let players decide
Store in decisions.party_origin.
Step 9B.3: Opening Hook
Ask:
“What draws the party into adventure?”
- Job Offer – Someone hires them
- Call for Help – Someone needs rescue
- Attack – Violence comes to them
- Mystery – Something strange happens
- Rumor – They hear about opportunity
- Obligation – Duty calls
- Survival – They must act to live
- Competition – Race against rivals
- Discovery – They find something important
- Revenge – Personal stakes drive action
- Prophecy – They’re named in prediction
- Coincidence – Wrong place, right time
- Curiosity – Something intriguing appears
- Desperation – No other options
- Player-Generated – Let players create stakes
Store in decisions.opening_hook.
Step 9B.4: First Adventure
Ask:
“What’s the first adventure or mission?”
- Dungeon Crawl – Explore dangerous site
- Monster Hunt – Track and slay creature
- Rescue Mission – Save someone
- Investigation – Solve a mystery
- Escort Mission – Protect traveler(s)
- Heist – Steal something
- Defense – Protect a location
- Delivery – Transport something important
- Exploration – Map unknown area
- Negotiation – Diplomatic mission
- Sabotage – Destroy enemy resources
- Competition – Win a contest
- Survival – Escape danger
- Recovery – Find lost item/person
- Revolution – Overthrow local power
Detail the first adventure:
- Goal: What must they accomplish?
- Location: Where does it take place?
- Opposition: Who/what stands in their way?
- Complication: What makes it harder?
- Reward: What do they gain?
- Connection: How does it tie to larger story?
Section 9C: Campaign Arcs
Step 9C.1: Major Story Arc
Ask:
“What’s the overarching campaign story?”
- Defeat Great Evil – Classic heroic arc
- Save the World – Prevent catastrophe
- Uncover Truth – Reveal hidden conspiracy
- Unite the Realm – Bring peace to warring factions
- Find the MacGuffin – Quest for powerful item
- Fulfill Prophecy – Complete destined task
- Build an Empire – Establish power
- Survive Apocalypse – Live through disaster
- Escape Trap – Get out of bad situation
- Revenge Quest – Hunt those responsible
- Coming of Age – Characters grow into heroes
- Redemption – Atone for past wrongs
- Exploration – Map the unknown
- No Arc – Emergent from play
- Player-Driven – Their goals become arc
Store in decisions.main_arc.
Step 9C.2: Arc Structure
Ask:
“How is the main arc structured?”
- Three Acts – Setup, Confrontation, Resolution
- Five Acts – Rising action, climaxes, denouement
- Quest Chain – Linked objectives
- Mystery Layers – Peeling back truth
- Faction War – Shifting allegiances
- Countdown – Racing against time
- Hero’s Journey – Classic mythic structure
- Episodic – Self-contained adventures building
- Sandbox – Emergent from player choice
- Mixed – Different structures at different times
Step 9C.3: Key Milestones
Ask:
“What are the major milestones in this campaign?”
For a typical campaign, define 4-6 major turning points:
Act 1 (Levels 1-5):
- Inciting Incident: What launches the story?
- First Victory: What early success proves their worth?
- First Setback: What early failure raises stakes?
Act 2 (Levels 6-12): 4. Midpoint Revelation: What changes everything? 5. Dark Night: What brings them lowest? 6. Rallying Point: What gives them hope?
Act 3 (Levels 13-20): 7. Final Challenge: What ultimate test awaits? 8. Climax: How does it end? 9. Resolution: What’s the aftermath?
Store in decisions.milestones.
Section 9D: Player Integration
Step 9D.1: Character Hooks
Ask:
“What hooks exist for player character backgrounds?”
For each player type/background, provide connections:
- The Warrior – Military conflicts, enemies, old commanders
- The Rogue – Criminal contacts, marks, past heists
- The Scholar – Lost knowledge, academic rivals, research
- The Faithful – Temple politics, divine visions, heresy
- The Noble – Family intrigue, inheritance, obligations
- The Orphan – Missing parents, found family, origin mystery
- The Foreigner – Cultural clash, homeland threats, ambassadors
- The Monster – Prejudice, acceptance, nature vs. nurture
- The Chosen – Prophecy, destiny, burden of fate
- The Refugee – Lost home, revenge, rebuilding
For each:
- NPC Connection: Who do they know?
- Location Tie: Where have they been?
- Historical Link: What past events affected them?
- Organization Tie: What groups matter to them?
- Personal Quest: What do they want?
Step 9D.2: Session Zero Guide
Ask:
“What should be covered in Session Zero?”
Generate a Session Zero checklist:
World Introduction:
- World premise and hook
- Tone and themes
- Content boundaries
- Starting location
Character Creation:
- Allowed species/classes
- Backstory requirements
- Party composition
- Connections between characters
Table Rules:
- Scheduling expectations
- Communication preferences
- PvP and inter-party conflict
- Character death handling
Campaign Expectations:
- Combat vs. roleplay balance
- Exploration vs. narrative
- Player agency level
- Homebrew rules (if any)
Section 9E: Adventure Hooks
Step 9E.1: Generate Adventure Hooks
Based on all world-building decisions, generate 20+ adventure hooks:
“Here are adventure hooks based on your world:”
From Current Conflict:
- [Hook tied to central conflict]
- [Hook tied to ticking clocks]
- [Hook tied to faction goals]
From History: 4. [Hook tied to historical mystery] 5. [Hook tied to ancient event] 6. [Hook tied to prophecy]
From Geography: 7. [Hook tied to dangerous area] 8. [Hook tied to dungeon/ruin] 9. [Hook tied to travel route]
From Characters: 10. [Hook from quest-giver] 11. [Hook from villain activity] 12. [Hook from NPC relationship]
From Organizations: 13. [Hook from guild/faction] 14. [Hook from religious order] 15. [Hook from criminal element]
From Society: 16. [Hook from festival/holiday] 17. [Hook from cultural conflict] 18. [Hook from superstition/belief]
Random Encounters: 19. [Wilderness encounter seed] 20. [Urban encounter seed]
Store hooks in World Overview or separate document.
Step 9E.2: Random Encounter Tables
Ask:
“Would you like me to generate random encounter tables for each region?”
For each region, generate:
- Travel encounters (d12 or d20 table)
- Urban encounters (if settlement exists)
- Dungeon encounters (for adventure sites)
Include mix of:
- Combat encounters
- Social encounters
- Environmental hazards
- Discovery opportunities
- Plot-relevant events
Section 9F: Quick Reference
Step 9F.1: Generate DM Reference Sheet
Create a quick reference document:
“Generating DM Quick Reference for [World Name]…”
World at a Glance:
- Hook: [one sentence]
- Tone: [tone]
- Current Conflict: [conflict]
- Ticking Clock: [urgency]
Key NPCs:
- [Ruler 1]: [2 words] – [location]
- [Villain]: [2 words] – [goal]
- [Quest-Giver 1]: [2 words] – [location]
Key Locations:
- [Starting City]: [key feature]
Key Factions:
- [Faction 1]: [goal] – [current action]
- [Faction 2]: [goal] – [current action]
Common Knowledge:
- [What everyone knows 1]
- [What everyone knows 2]
- [What everyone knows 3]
Rumors (True/False):
- [Rumor 1] – [T/F]
- [Rumor 2] – [T/F]
- [Rumor 3] – [T/F]
Save to Worlds/[World Name]/DM Quick Reference.md
Phase 9 Summary & Completion
Display final progress:
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â WORLDBUILDING COMPLETE: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â All 9 Phases Complete! â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â ENTITY COUNT: â
â - World Overview: 1 â
â - Concepts: [X] (Magic, Pantheon, Deities, Calendar, etc.) â
â - Geography: [X] (Continent, Regions, Features) â
â - Organizations: [X] (Governments, Guilds, etc.) â
â - Settlements: [X] (Cities, Towns, Villages, Buildings) â
â - Characters: [X] (Rulers, NPCs, Villains) â
â - History: [X] (Ages, Events, Prophecies) â
â - Adventure Sites: [X] (Dungeons, Ruins, Lairs) â
â - Items: [X] (if any) â
â - Creatures: [X] (if any) â
â ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â TOTAL: [X] entities â
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â WORLD READY FOR: â
â â Campaign: [type] for levels [range] â
â â Starting Location: [location] â
â â First Adventure: [hook] â
â â Session Zero materials available â
â â [X] adventure hooks generated â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â NEXT STEPS: â
â 1. Run /session-prep for game night preparation â
â 2. Use /create-entity to add more content â
â 3. Use /expand-entity to detail existing entities â
â 4. Use /generate-image for visual content â
â 5. Use /audit-world to check consistency â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â FILES CREATED: â
â Location: Worlds/[World Name]/ â
â State: .worldbuild-state.json (for future resume) â
â Reference: DM Quick Reference.md â
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Resumption Logic
When user invokes /worldbuild resume or /worldbuild [existing world name]:
-
Check for state file: Look for
Worlds/[World Name]/.worldbuild-state.json -
If found, display:
ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ â RESUMING: [World Name] â â ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ⣠â Last Session: Phase [X], Section [Y] â â Last Question: "[question text]" â â Entities Created: [count] â â Session Started: [date] â â Last Updated: [date] â â ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ⣠â OPTIONS: â â 1. Continue where you left off â â 2. Jump to beginning of Phase [X] â â 3. Jump to a specific phase (1-9) â â 4. Review completed phases â â 5. Show all created entities â â 6. Show relationship map â â 7. Start completely fresh â ââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ -
Load all decisions and continue from stored position.
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Preserve context: All previous decisions remain available for reference.
Adaptive Skip Logic
Track in state and automatically skip irrelevant sections:
| If user chose… | Skip or Modify… |
|---|---|
| No magic | Magic System, Mage Academy, magical costs, potion shops |
| Gods don’t exist | Pantheon, Deities, Temples, Religious Orders, divine afterlife |
| Humans only | Species creation, inter-species relations, species-specific customs |
| Single city scope | Continents, regions, extensive geography |
| Low fantasy tone | High magic, direct divine intervention, planar travel |
| Grimdark tone | Comedic elements, fairy tale aspects |
| Short campaign | Extensive faction development, complex arcs |
| Sandbox campaign | Detailed arc structure, milestone planning |
Always inform user when skipping:
“Since you indicated [reason], I’ll skip [section]. Say ‘wait’ if you want to cover this anyway.”
Entity Creation Standards
When generating any entity:
- Read the template first from
Templates/[Category]/[Type].md - Apply naming conventions from
decisions.naming_culture - Use all stored decisions for consistency
- Fill ALL sections completelyâno placeholders
- Create wikilinks to all related entities
- Generate image prompts specific to the entity
- Match the tone from Phase 1 decisions
- Show preview and wait for user approval
- Offer modifications before saving
- Update relationship map if character
- Update faction goals if organization
- Ensure bidirectional links – if A links to B, B links to A
Progress Dashboard Format
After each completed phase or on summary command:
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â WORLDBUILDING PROGRESS: [World Name] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Phase 1: World Identity [COMPLETE] â
â Phase 2: Metaphysical [COMPLETE] â
â Phase 3: The Land [COMPLETE] â
â Phase 4: Powers & People [IN PROGRESS - 4C.2] â
â Phase 5: History & Conflict [NOT STARTED] â
â Phase 6: Places of Interest [NOT STARTED] â
â Phase 7: Characters [NOT STARTED] â
â Phase 8: Society & Daily Life [NOT STARTED] â
â Phase 9: Campaign Setup [NOT STARTED] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Entities Created: [count] â
â - [Category]: [list] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Key Decisions: â
â - Naming Culture: [culture] â
â - Tone: [tone] â
â - Magic: [level] â
â - Gods: [structure] â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ£
â Commands: continue | back | skip | pause | summary | review â
â relationships | factions | hooks â
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Template Reference
All templates used in worldbuilding:
| Category | Templates |
|---|---|
| Concepts | Pantheon, Deity, Magic System, Calendar, Currency, Language, Prophecy, Plane of Existence, Religion, Technology |
| Geography | Continent, Region, Mountain Range, Forest, River, Desert, Tundra, Plains, Hills, Steppes, Ocean, Lake, Coast, Pass, Island, Cave, Dungeon, Road |
| Organizations | Government, Guild, Religious Order, Cult, Military, Criminal Organization, Business, Academy, Organization (General) |
| Settlements | City, Town, Village, Stronghold, Tavern, Shop, Temple, Library |
| Characters | Protagonist, Antagonist, Support Character, Background Character, Divine Servant, Familiar |
| History | Age, Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty, Adventure |
| Creatures | Monster, Animal, Insect, Species, Plant |
| Items | Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book |