| name | worldbuild |
| description | Interactive guided worldbuilding with questions, choices, and incremental creation. Creates worlds collaboratively through a question-and-answer workflow rather than automatic generation. Use when the user wants to thoughtfully build a world step-by-step. |
| argument-hint | [world name] or 'resume' |
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 stepโasking questions, offering choices, and creating entities one at a time with approval.
Philosophy:
- Start small, expand gradually
- Establish tone and theme firstโeverything 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.md
Templates/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 | Heliรณpolis, Althea, Demos |
| Arabic | Al- (the), -abad (city), Dar- (house) | Al-Qadir, Sultanabad, Dar-al-Hikma |
Instructions
Getting Started
-
Parse the argument:
- If
$ARGUMENTS is a world name โ start new worldbuilding session
- If
$ARGUMENTS is "resume" โ check for existing sessions
- If blank โ ask user for world name or if they want to resume
-
Check for existing session:
- Look for
Worlds/[World Name]/.worldbuild-state.json
- If found, offer to resume or start fresh
-
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 question
back - Go back one question
skip - Skip current section
pause - Save state and exit
summary - Show progress dashboard
review [entity] - View a created entity
relationships - Show NPC relationship web
factions - 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 deadโeveryone 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 fateโwhen 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]/
โโโ World Overview.md
โโโ Characters/
โโโ Settlements/
โโโ Items/
โโโ Creatures/
โโโ Organizations/
โโโ Concepts/
โโโ History/
โโโ 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:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ WORLDBUILDING PROGRESS: [World Name] โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Phase 1: World Identity [COMPLETE] โ
โ Phase 2: Metaphysical [NOT STARTED] โ
โ Phase 3: The Land [NOT STARTED] โ
โ Phase 4: Powers & People [NOT STARTED] โ
โ Phase 5: History & Conflict [NOT STARTED] โ
โ Phase 6: Places of Interest [NOT STARTED] โ
โ Phase 7: Characters [NOT STARTED] โ
โ Phase 8: Society & Daily Life [NOT STARTED] โ
โ Phase 9: Campaign Setup [NOT STARTED] โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Entities Created: 1 โ
โ - World Overview โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Key Decisions: โ
โ - Naming Culture: [culture] โ
โ - Tone: [tone] โ
โ - Rating: [rating] โ
โ - Hook: "[hook]" โ
โ - Central Conflict: [conflict] โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Commands: continue | back | skip | pause | summary โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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_created in 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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โ WORLDBUILDING PROGRESS: [World Name] โ
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โ Phase 1: World Identity [COMPLETE] โ
โ Phase 2: Metaphysical [COMPLETE] โ
โ Phase 3: The Land [NOT STARTED] โ
โ Phase 4: Powers & People [NOT STARTED] โ
โ Phase 5: History & Conflict [NOT STARTED] โ
โ Phase 6: Places of Interest [NOT STARTED] โ
โ Phase 7: Characters [NOT STARTED] โ
โ Phase 8: Society & Daily Life [NOT STARTED] โ
โ Phase 9: Campaign Setup [NOT STARTED] โ
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โ Entities Created: X โ
โ - World Overview โ
โ - [Magic System Name] (Magic System) โ
โ - [Pantheon Name] (Pantheon) โ
โ - [Deity 1], [Deity 2], ... (Deities) โ
โ - [Plane Names] (Planes, if any) โ
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โ Key Decisions: โ
โ - Magic: [level], [sources] โ
โ - Gods: [structure], [interaction level] โ
โ - Planes: [list or "minimal"] โ
โ - Afterlife: [summary] โ
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โ Commands: continue | back | skip | pause | summary โ
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Ready to continue to Phase 3: The Land?
Phase 3: The Land
Goal: Create the physical worldโgeography, 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 โ 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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โ WORLDBUILDING PROGRESS: [World Name] โ
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โ Phase 1: World Identity [COMPLETE] โ
โ Phase 2: Metaphysical [COMPLETE] โ
โ Phase 3: The Land [COMPLETE] โ
โ Phase 4: Powers & People [NOT STARTED] โ
โ Phase 5: History & Conflict [NOT STARTED] โ
โ Phase 6: Places of Interest [NOT STARTED] โ
โ Phase 7: Characters [NOT STARTED] โ
โ Phase 8: Society & Daily Life [NOT STARTED] โ
โ Phase 9: Campaign Setup [NOT STARTED] โ
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โ Entities Created: X โ
โ - Geography: โ
โ - [Continent Name] (Continent) โ
โ - [Region 1], [Region 2], ... (Regions) โ
โ - [Feature entities if created] โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Key Decisions: โ
โ - Scale: [scope] โ
โ - Climate: [climate] โ
โ - Regions: [count] โ
โ - Resources: [key resources] โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Commands: continue | back | skip | pause | summary โ
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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