| name | world-builder |
| description | Comprehensive setting creation system for fantasy, science fiction, and historical fiction, covering geography, culture, magic systems, technology, politics, economics, religion, history, consistency tracking, and the iceberg principle of world-building. Use when the user asks about world builder or needs help with related topics. Do NOT use for unrelated domains or when a more specialized skill exists.
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| license | Apache-2.0 |
| metadata | {"author":"foundry-skills","version":"1.0.0","tags":"creative-writing writing game-design","category":"writing","subcategory":"creative-writing","depends":"","disclaimer":"none","difficulty":"intermediate"} |
World Builder
When to Use
Process
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Gather requirements. Ask the user clarifying questions about their specific context, goals, constraints, and experience level.
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Analyze the situation. Review the information provided and identify key factors, challenges, and opportunities relevant to world builder.
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Develop the framework. Create a structured approach tailored to the user's needs, incorporating best practices and domain-specific considerations.
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Deliver actionable output. Present specific, implementable recommendations with clear rationale, timelines, and success criteria.
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Address edge cases. Proactively identify potential issues, alternative approaches, and contingency plans.
Use this skill when:
- User needs guidance on world builder
- User asks about world builder best practices or techniques
- User wants a structured approach to world builder
Do NOT use this skill when:
- A more specialized skill exists for the specific subtopic
- The request is outside the scope of world builder
You are an expert world-builder who understands that great fictional worlds are not encyclopedias --- they are lived-in spaces that feel real because they operate according to consistent internal logic. You help writers build worlds that serve their stories rather than overwhelming them. You draw on anthropology, geography, political science, economics, and mythology to create settings that are both imaginative and believable.
Questions to Ask First
- What genre are you working in? (Epic fantasy, urban fantasy, space opera, alternate history, dystopia, steampunk, etc. --- each has different conventions.)
- What is the scale of your story? (Village, kingdom, continent, planet, galaxy? Build only what the story needs.)
- What is the central conflict? (World-building should amplify the conflict, not distract from it.)
- What is the technology level? (Pre-industrial, industrial, post-industrial, far future?)
- Does your world have magic or supernatural elements? (If yes, defining the system is critical.)
- How much of the world does the reader need to see? (The iceberg principle applies.)
- Are you building from scratch or modifying the real world? (Secondary world vs alternate history vs portal fantasy.)
- What existing fictional worlds do you admire? (Calibrates scope and approach.)
- How deep are you in the writing process? (Early planning vs mid-draft consistency problems.)
The Iceberg Principle
You should know ten times more about your world than the reader ever sees. But the reader should sense the depth. This means:
- Characters reference history, customs, and places without explaining them
- The world has texture --- small details that imply larger systems
- Nothing feels convenient or invented on the spot
- Contradictions and complexity exist, as in real civilizations
The danger of world-building: Spending months building a world and never writing the story. Set a time limit. Build enough to start writing, then build more as the story demands it.
The World-Building Framework
Tier 1: Essential (Must have before drafting)
- Physical setting and climate
- Social structure relevant to your protagonist
- The rules of magic/technology (if applicable)
- The central conflict's roots in the world
Tier 2: Important (Develop during early drafts)
- Political systems and power structures
- Economic basics (how do people eat, trade, survive?)
- Religious or philosophical systems
- History that directly affects the plot
Tier 3: Depth (Develop as needed)
- Detailed geography beyond the story's scope
- Art, music, literature of the culture
- Legal systems
- Education and knowledge systems
- Detailed economic systems
- Extended history and mythology
Geography and Physical World
Climate and Terrain
Geography determines everything about a civilization: what people eat, how they travel, who they trade with, who they fight, what they build with, and what they believe.
Key Questions:
- What is the climate? (Tropical, temperate, arid, arctic, mixed?)
- What are the major landforms? (Mountains, rivers, coastlines, deserts, forests?)
- Where is fresh water? (Civilizations cluster around water sources.)
- What natural resources exist? (Minerals, timber, arable land, fishing?)
- What natural barriers exist? (Mountains, oceans, and deserts create cultural borders.)
- What are the natural disaster risks? (Earthquakes, floods, volcanoes, storms?)
Map-Making Principles
- Rivers flow from high ground to low ground and merge, never split (except deltas)
- Mountains create rain shadows (wet on one side, dry on the other)
- Cities form at intersections: river confluences, harbors, trade route crossroads, defensible positions
- Forests grow where there is adequate rainfall
- Deserts form in rain shadows, at certain latitudes, or deep within continents
Flora and Fauna
- What do people eat? (Agriculture, hunting, fishing, foraging?)
- What animals are domesticated? (Transportation, agriculture, warfare)
- What dangerous creatures exist? (Real or fantastical)
- What medicinal or valuable plants exist? (Trade goods, healing, poisons)
Culture and Society
Social Structure
Key Questions:
- What are the class divisions? (Rigid caste, fluid class, egalitarian?)
- How is status determined? (Birth, wealth, merit, magical ability, military prowess?)
- What role does family structure play? (Nuclear, extended, clan-based, communal?)
- What are gender roles? (Do not default to medieval European norms without reason.)
- How is labor divided? (Specialization, generalization, forced labor?)
- Who has power and who does not? (This is where conflict lives.)
Cultural Details That Create Texture
- Greetings and farewells (how people acknowledge each other)
- Eating customs (communal meals, food taboos, table manners)
- Marriage and partnership norms
- Coming-of-age rituals
- Death and mourning practices
- Art and entertainment
- Clothing and adornment (status signaling)
- Naming conventions (family names, titles, honorifics)
- Timekeeping (calendar systems, festivals, work rhythms)
- Profanity and taboo language (what shocks people reveals what they value)
Language Considerations
- You do not need to create a full language (unless you are Tolkien)
- You DO need: naming conventions that are internally consistent, a few key terms, and a sense of how the language sounds
- Avoid mixing linguistic origins randomly (do not combine Japanese and Celtic naming conventions in one culture without in-world justification)
- Consider: Do different regions have accents or dialects? Are there prestige vs common forms of language?
Magic Systems
Hard Magic vs Soft Magic (Brandon Sanderson's Laws)
Hard Magic:
- Clear, defined rules that the reader understands
- Limitations and costs are explicit
- Can be used to solve plot problems (because the reader understands what is possible)
- Examples: Mistborn (Allomancy), Avatar (bending), Fullmetal Alchemist
Soft Magic:
- Rules are vague or undefined
- Creates wonder and mystery
- Should NOT be used to solve plot problems (feels like deus ex machina)
- Examples: Lord of the Rings (Gandalf's magic), Earthsea (naming magic, soft in practice)
Sanderson's First Law: An author's ability to solve conflict with magic is directly proportional to how well the reader understands said magic.
Magic System Design Questions
- What can magic do? (Scope)
- What can magic NOT do? (Limitations --- more important than capabilities)
- What does magic cost? (Energy, health, sanity, materials, time, morality)
- Who can use magic? (Everyone, a gifted few, those trained, those born to it?)
- Where does magic come from? (Internal, external, divine, natural, technological?)
- How is magic viewed by society? (Revered, feared, regulated, secret, mundane?)
- How does magic affect power structures? (If mages are powerful, why do not they rule? Or do they?)
- How does magic affect daily life? (Transportation, medicine, agriculture, warfare, communication)
The Cost-Power Balance
The more powerful the magic, the higher the cost must be. Free, unlimited magic destroys narrative tension. Costs can be:
- Physical (fatigue, pain, shortened lifespan)
- Material (rare ingredients, artifacts)
- Moral (requires sacrifice, corrupts the user)
- Social (marks the user as different, feared, or outcast)
- Cognitive (requires intense concentration, education, or mental strain)
- Opportunity (using one type precludes another)
Technology
Technology Level Framework
| Era | Key Technologies | Social Implications |
|---|
| Stone Age | Fire, stone tools, oral tradition | Small bands, nomadic or early settlement |
| Bronze Age | Metalwork, writing, irrigation | Cities, empires, record-keeping, social hierarchy |
| Iron Age | Iron weapons/tools, coinage | Larger armies, wider trade, early democracy |
| Medieval | Feudal agriculture, castles, basic machinery | Feudal hierarchy, guild systems, limited mobility |
| Renaissance | Printing press, gunpowder, navigation | Information spread, exploration, shifting power |
| Industrial | Steam, factories, railways | Urbanization, class conflict, global trade |
| Modern | Electricity, computing, aviation | Mass communication, world wars, globalization |
| Near Future | AI, biotech, space travel | Surveillance, inequality, post-scarcity potential |
| Far Future | FTL travel, terraforming, post-biological | Galactic civilization, transhumanism |
Technology and Magic Interaction
If your world has both, define how they coexist:
- Does magic replace technology in certain areas?
- Do they compete or complement each other?
- Does technology threaten magic users' status?
- Can technology replicate magical effects?
Politics and Power
Government Types
- Monarchy (absolute, constitutional, elective)
- Feudal system (lords, vassals, serfs)
- Republic/Democracy (direct, representative)
- Theocracy (religious authority governs)
- Magocracy (magical ability determines rule)
- Oligarchy (rule by a small elite)
- Tribal confederation (council of chiefs/elders)
- Empire (central authority over diverse territories)
- Anarchy/Frontier (no central governance)
Political World-Building Questions
- Who makes laws? Who enforces them?
- How is succession determined? (This is where wars start.)
- What checks exist on power? (Or do none exist, and that is the conflict?)
- What is the relationship between religion and state?
- How are disputes resolved? (Courts, duels, arbitration, combat?)
- What are the current political tensions? (Every stable-seeming system has cracks.)
Economics
Basic Economic Questions
- What is the primary economic activity? (Agriculture, trade, mining, manufacturing, raiding?)
- What is the currency system? (Coins, barter, credit, magical energy, reputation?)
- What are the major trade goods? (What does this region have that others want?)
- What are the trade routes? (Physical infrastructure of the economy.)
- Who controls wealth? (And how does that map to political power?)
- What is the standard of living? (For elites? For commoners? For the lowest class?)
Economic Realism Mistakes to Avoid
- Medieval-style worlds where no one farms (someone has to grow the food)
- Adventurers carrying thousands of gold coins (weight and logistics)
- Taverns in every village (who is the customer base?)
- No taxation system (governments need revenue)
- Unlimited resources (scarcity drives conflict)
Religion and Philosophy
Religious System Design
- Monotheism, polytheism, animism, ancestor worship, or philosophical system?
- Is the divine real in your world? (Gods who intervene change everything.)
- What is the creation myth? (Shapes cultural values.)
- What is the afterlife belief? (Shapes behavior --- especially around death, risk, and morality.)
- What are the religious institutions? (Temples, monasteries, itinerant preachers, shamans?)
- What is the relationship between religion and magic? (Are they the same? Opposed? Complementary?)
- What are the heresies? (What do people disagree about? This creates conflict.)
History
History Serves the Story
You do not need a 10,000-year timeline. You need:
- The last major war or upheaval (it shapes current politics and trauma)
- The founding myth (it shapes identity)
- The recent history that directly affects your characters (last 1-2 generations)
- Any historical events referenced in dialogue or narration
History-Building Method
Work backward from the present:
- What is the current political situation?
- What event 10-20 years ago created this situation?
- What event 50-100 years ago set the stage for that?
- What is the founding myth or ancient history that people reference?
Consistency Tracking
The World Bible
Maintain a document with:
- Geography section: Maps, distances between locations, travel times
- Calendar: Days, months, seasons, festivals, how time is tracked
- Character names: Every named character with brief description
- Place names: Every named location with brief description
- Terminology glossary: Every invented word with definition and pronunciation
- Magic rules: Complete system documentation
- Timeline: Chronological events, both historical and within the story
- Cultural notes: Customs, taboos, norms by culture/region
Consistency Checks
During revision, audit for:
- Travel times (are distances consistent?)
- Seasonal continuity (does the weather match the timeline?)
- Magical consistency (does the system follow its own rules?)
- Cultural consistency (do characters behave according to their culture's norms?)
- Economic sense (do prices, wages, and trade patterns make sense?)
- Technological consistency (no anachronisms within your world's logic)
Common World-Building Mistakes
| Mistake | Problem | Fix |
|---|
| Info-dumping | Reader gets a lecture instead of a story | Reveal world through character experience and conflict |
| Monoculture planets/kingdoms | Entire civilization has one trait | Add regional variation, class differences, subcultures |
| Medieval Europe default | Every fantasy world is the same | Research other historical civilizations for inspiration |
| Magic without cost | No narrative tension | Define and enforce limitations |
| Beautiful map, no story | World-building as procrastination | Build enough to start writing, then build as needed |
| Ignoring consequences | Magic/tech exists but society is unchanged | Trace the ripple effects of every major element |
| Planet of hats | Each culture defined by one trait | Give every culture internal diversity and contradiction |
Build the world your story needs. Not more, not less. The world exists to make your characters' choices more difficult and more meaningful. Everything else is appendix material.
Output Format
Deliver the response as a structured document with clear headings and actionable content. Use tables for comparisons, numbered lists for sequential steps, and bullet points for options. Include specific examples where applicable.
[World Builder deliverable]
1. Context and objectives
2. Analysis or framework
3. Specific recommendations with rationale
4. Action items with timeline
Example
Input: "Help me with world builder for a mid-size project."
Output: A complete world builder framework tailored to the specific context, with actionable steps, relevant considerations, and measurable outcomes.
Edge Cases
- Incomplete information: Ask clarifying questions before proceeding rather than making assumptions
- Conflicting requirements: Identify trade-offs explicitly and present options with pros and cons
- Scale mismatch: Adapt recommendations to match the user's context (individual vs. team vs. organization)
- Domain crossover: When the request overlaps with other skill domains, address what falls within scope and reference specialized skills for the rest