--- 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 step—asking questions, offering choices, and creating entities one at a time with approval. **Philosophy:** - Start small, expand gradually - Establish tone and theme first—everything 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:** 1. World Identity (tone, theme, inspirations, naming culture) 2. Metaphysical Foundation (magic, gods, cosmology, planes) 3. The Land (geography, terrain, ecology, resources, travel) 4. Powers & People (nations, species, social structure, laws, economy) 5. History & Conflict (ages, events, legends, mysteries, cycles) 6. Places of Interest (settlements, dungeons, landmarks, routes) 7. Characters & Relationships (NPCs, relationship webs, factions) 8. Society & Daily Life (culture, customs, festivals, arts, death rites) 9. 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 | Heliópolis, Althea, Demos | | **Arabic** | Al- (the), -abad (city), Dar- (house) | Al-Qadir, Sultanabad, Dar-al-Hikma | --- ## Instructions ### Getting Started 1. **Parse the argument:** - If `$ARGUMENTS` is a world name → start new worldbuilding session - If `$ARGUMENTS` is "resume" → check for existing sessions - If blank → ask user for world name or if they want to resume 2. **Check for existing session:** - Look for `Worlds/[World Name]/.worldbuild-state.json` - If found, offer to resume or start fresh 3. **Session state tracking:** Store decisions and progress in a state file at `Worlds/[World Name]/.worldbuild-state.json`: ```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" } ``` 4. **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:" > > 1. **Celtic/Gaelic** - Soft, melodic names with Gaelic sounds (Brennan, Caelum, Aisling, Cormac) > 2. **Anglo-Saxon** - Old English compound names (Aelfric, Godwin, Eadmund, Wulfstan) > 3. **Norse/Viking** - Scandinavian warrior culture (Bjorn, Sigrid, Ragnar, Thorvald) > 4. **Germanic** - Central European medieval (Friedrich, Heinrich, Adelheid, Brunhilde) > 5. **Slavic** - Eastern European (Vladislav, Miroslav, Svetlana, Yaroslav) > 6. **Byzantine/Greek** - Eastern Roman Empire (Alexios, Theodora, Konstantinos, Irene) > 7. **Arabic/Moorish** - Middle Eastern medieval (Rashid, Fatima, Khalid, Zahra) > 8. **Persian** - Ancient empire aesthetic (Darius, Cyrus, Roxana, Ardashir) > 9. **Mediterranean/Italian** - Southern European (Marco, Isabella, Lorenzo, Lucia) > 10. **East Asian** - Chinese/Japanese inspired (Kenji, Mei, Lian, Takeshi) > 11. **Turkic/Steppe** - Central Asian nomad (Temujin, Borte, Toghrul, Kublai) > 12. **West African** - Sub-Saharan kingdoms (Kofi, Amara, Kwame, Nneka) > 13. **Indian/Sanskrit** - South Asian (Arjun, Priya, Vikram, Lakshmi) > 14. **Tolkien Elvish** - High fantasy linguistic (Sindarin, Quenya patterns) > 15. **Tolkien Dwarvish** - Norse-influenced Khuzdul patterns > 16. **Mixed Regional** - Different cultures for different regions (I'll ask per region) > 17. **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:" > > 1. **High/Epic Fantasy** - Heroic adventures, clear good vs evil, grand scale, noble quests (Lord of the Rings, Wheel of Time, Dragonlance) > 2. **Dark Fantasy** - Grim, morally gray, dangerous magic, consequences matter (Dark Souls, Warhammer, The Witcher, Berserk) > 3. **Sword & Sorcery** - Personal stakes, adventure-focused, pulpy action, morally flexible heroes (Conan, Fafhrd & Gray Mouser) > 4. **Mythic Fantasy** - Gods walk among mortals, legendary heroes, fate and prophecy (Greek myths, Exalted, Mythic Greece) > 5. **Low Fantasy** - Subtle magic, realistic politics, grounded world, human-focused (Game of Thrones early seasons, The First Law) > 6. **Grimdark** - Bleak, cynical, no true heroes, violence and corruption (Joe Abercrombie, Mark Lawrence) > 7. **Heroic Fantasy** - Larger-than-life heroes, clear villains, triumph of good (Forgotten Realms, classic D&D) > 8. **Gothic Fantasy** - Horror elements, dark romance, decaying grandeur, curses (Ravenloft, Castlevania) > 9. **Fairy Tale Fantasy** - Whimsical, folkloric, talking animals, moral lessons (The Witcher's fairy tales, Stardust) > 10. **Romantic Fantasy** - Relationships central, political intrigue, emotional stakes (A Court of Thorns and Roses) > 11. **Dying Earth** - World in twilight, ancient mysteries, melancholy beauty (Jack Vance, Numenera) > 12. **Weird Fantasy** - Strange, unsettling, cosmic horror undertones (Perdido Street Station, Bas-Lag) > 13. **Historical Fantasy** - Real history with magic added (Jonathan Strange, Guy Gavriel Kay) > 14. **Military Fantasy** - Wars, tactics, soldiers, chain of command (Black Company, Malazan) > 15. **Pirate/Nautical Fantasy** - Sea adventures, island hopping, treasure (Pirates of the Caribbean, Liveship Traders) > 16. **Political Fantasy** - Intrigue, scheming, houses and factions, power games (Dune, Game of Thrones) > 17. **Comedic/Satirical** - Humor, parody, absurdity welcome (Discworld, Princess Bride) > 18. **Wuxia/Martial Fantasy** - Martial arts, honor codes, legendary techniques (Crouching Tiger, Avatar: TLA) > 19. **Arabian Nights** - Desert kingdoms, djinn, thousand-and-one-nights aesthetic > 20. **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?" > > 1. **Family-friendly (PG)** - Suitable for all ages, violence is abstract, no mature themes, death happens off-screen > 2. **Light Adventure (PG-10)** - Mild peril, some scary moments, but nothing too intense > 3. **Standard Fantasy (PG-13)** - Typical D&D fare, combat violence, mild dark themes, some horror elements > 4. **Teen+ (TV-14)** - More intense violence, some disturbing imagery, complex moral situations > 5. **Mature (R)** - Adult themes welcome, graphic violence possible, darker elements fully explored > 6. **Very Dark (NC-17)** - No restrictions, extreme content possible, explicit themes > 7. **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:" > > 1. **Power and Corruption** - What happens when people gain power > 2. **Redemption** - Can people change? Can evil be forgiven? > 3. **Legacy and Heritage** - The weight of the past on the present > 4. **Freedom vs Security** - What do we sacrifice for safety? > 5. **Nature vs Civilization** - The tension between wild and tamed > 6. **Faith and Doubt** - Belief, religion, and questioning > 7. **War and Peace** - The costs and causes of conflict > 8. **Identity and Belonging** - Who am I? Where do I fit? > 9. **Love and Loss** - Relationships, grief, connection > 10. **Duty vs Desire** - Obligation versus personal wants > 11. **Knowledge and Ignorance** - The dangers and blessings of knowing > 12. **Mortality and Immortality** - What does it mean to die? To live forever? > 13. **Justice and Vengeance** - Is revenge ever justified? > 14. **Colonialism and Empire** - Conquest, resistance, cultural erasure > 15. **Class and Inequality** - The divide between rich and poor > 16. **Environmentalism** - The world is dying/healing/changing > 17. **Technology and Progress** - Is change good? What do we lose? > 18. **Monsters and Humanity** - Who are the real monsters? > 19. **Prophecy and Free Will** - Is the future fixed? > 20. **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 dead—everyone 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 fate—when 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:** > 1. **Succession Crisis** - A ruler died without clear heir; factions war for the throne > 2. **Civil War** - A kingdom is tearing itself apart from within > 3. **Imperial Expansion** - An empire is conquering neighbors > 4. **Independence Movement** - Provinces seek freedom from overlords > 5. **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:" > > 1. **Who started it?** (Or what triggered it?) > 2. **Who are the major factions?** (At least 2-3 sides) > 3. **What does each side want?** (Their stated goals) > 4. **What do they secretly want?** (Hidden agendas) > 5. **Who's right?** (Is there a "good" side, or is it complicated?) > 6. **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:" > > 1. **Wonder and Discovery** - Awe at the unknown, excitement to explore > 2. **Dread and Tension** - Unease, fear of what lurks > 3. **Political Intrigue** - Suspicion, scheming, "who can I trust?" > 4. **Heroic Triumph** - Satisfaction of overcoming great odds > 5. **Mystery and Secrets** - Curiosity, the thrill of uncovering truth > 6. **Melancholy and Loss** - Bittersweet beauty, mourning what's gone > 7. **Adventure and Excitement** - Pulpy fun, action, momentum > 8. **Horror and Revulsion** - Fear, disgust, the uncanny > 9. **Humor and Levity** - Laughter, absurdity, not taking things too seriously > 10. **Righteous Anger** - Injustice that demands action > 11. **Moral Complexity** - Difficult choices, no easy answers > 12. **Camaraderie** - Friendship, found family, loyalty > 13. **Romance and Passion** - Love, desire, emotional intensity > 14. **Paranoia** - Everyone might be an enemy > 15. **Hope** - Things can get better, light in darkness > 16. **Despair** - Things are bleak, survival is the goal > 17. **Reverence** - Sacred spaces, ancient wisdom, respect for tradition > 18. **Rebellion** - Defiance, fighting the system > 19. **Nostalgia** - Longing for a golden age past > 20. **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:** > 1. **Dawn of Civilization** - First cities, first writing, everything is new > 2. **Ancient Era** - Old kingdoms, established traditions, but much is still wild > 3. **Classical Period** - Great empires, philosophy, arts flourishing > 4. **Dark Age** - Civilization has collapsed, rebuilding from ruins > 5. **Medieval Peak** - Feudal kingdoms, established religions, stable (relatively) > 6. **Late Medieval** - Change is coming, old orders crumbling > 7. **Renaissance** - Rediscovery, innovation, questioning old ways > 8. **Decline and Fall** - Great powers are dying, end of an era > 9. **Post-Apocalyptic** - Something destroyed the old world > 10. **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: 1. **Create directory structure:** ``` Worlds/[World Name]/ ├── World Overview.md ├── Characters/ ├── Settlements/ ├── Items/ ├── Creatures/ ├── Organizations/ ├── Concepts/ ├── History/ └── Geography/ ``` 2. **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 3. **Show preview to user:** > "Here's your World Overview. Does this capture your vision? I can adjust anything before we save it." 4. **Save upon approval** to `Worlds/[World Name]/World Overview.md` 5. **Update state file** with Phase 1 complete. ### Step 1.14: Phase 1 Summary Display progress dashboard: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [NOT STARTED] ║ ║ Phase 3: The Land [NOT STARTED] ║ ║ Phase 4: Powers & People [NOT STARTED] ║ ║ Phase 5: History & Conflict [NOT STARTED] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: 1 ║ ║ - World Overview ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Naming Culture: [culture] ║ ║ - Tone: [tone] ║ ║ - Rating: [rating] ║ ║ - Hook: "[hook]" ║ ║ - Central Conflict: [conflict] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ 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?" > > 1. **Nonexistent** - Magic is myth; it doesn't actually exist (skip remaining magic questions) > 2. **Legendary Only** - Magic existed in the past but is gone now; only artifacts remain > 3. **Extremely Rare** - One in 100,000 might have a spark; most never see real magic in their lifetime > 4. **Very Rare** - One in 10,000; magic users are legendary figures, often feared > 5. **Rare** - One in 1,000; magic exists but most villages have never seen a spell cast > 6. **Uncommon** - One in 100; every town has heard of a hedge wizard or wise woman > 7. **Notable** - One in 50; magic users are known figures, some in positions of power > 8. **Common** - One in 20; magical services are available in cities, magic is part of commerce > 9. **Widespread** - One in 10; magic touches most aspects of daily life > 10. **Pervasive** - Nearly everyone has some magical ability; the world runs on magic > 11. **Universal** - Everyone can use magic to some degree; it's as natural as speech > 12. **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:** > 1. **Divine Grant** - Power flows from gods to their faithful; requires devotion > 2. **Demonic Pact** - Power bargained from dark entities; always has a price > 3. **Fey Bargains** - Power from the otherworld; unpredictable and whimsical > 4. **Elemental Forces** - Raw power from fire, water, earth, air, etc. > 5. **Ley Lines** - Currents of power flowing through the earth > 6. **Planar Bleed** - Energy seeping from other dimensions > 7. **Celestial Alignment** - Power from stars, moons, and cosmic events > 8. **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?" > > 1. **Anyone** - Magic is a skill anyone can learn with enough dedication > 2. **Anyone with Training** - Requires formal education, but no innate requirement > 3. **Those with Talent** - Must be born with potential, then train to develop it > 4. **Specific Bloodlines** - Only certain families carry magical ability > 5. **Chosen by Power** - Gods, spirits, or fate select who receives magic > 6. **Specific Species** - Only certain races have magical ability > 7. **Initiated** - Must undergo a ritual, transformation, or awakening > 8. **Touched by Events** - Exposure to magical phenomena grants ability > 9. **Purchased/Bargained** - Magic can be bought, traded, or stolen > 10. **Varies by Type** - Different magics have different requirements > 11. **Cursed/Afflicted** - Magic comes with a price, condition, or transformation > 12. **Randomly Manifests** - No pattern; magic appears unpredictably > 13. **Gender-Specific** - Only certain genders can access certain magic > 14. **Age-Dependent** - Only manifests at certain life stages > 15. **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?" > > 1. **Formal Academies** - Universities of magic with structured curricula > 2. **Master-Apprentice** - Traditional one-on-one mentorship > 3. **Temple Training** - Religious institutions teach divine magic > 4. **Self-Taught** - Trial and error, ancient texts, experimentation > 5. **Guild System** - Trade guild structure with journeymen and masters > 6. **Oral Traditions** - Knowledge passed through stories and songs > 7. **Dream Instruction** - Spirits or gods teach through visions > 8. **Instinctive** - Magic users just know; it comes naturally > 9. **Military Training** - Magic taught as weapon of war > 10. **Secret Societies** - Hidden orders preserve and teach magic > 11. **Inherited Memory** - Ancestors' knowledge passes with the blood > 12. **Forbidden Libraries** - Self-study from dangerous texts > 13. **Direct Communion** - Learn by connecting with magical sources > 14. **Competitive Schools** - Rival traditions compete for students > 15. **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:** > 1. **Physical Exhaustion** - Magic drains stamina; overuse causes collapse > 2. **Aging** - Each spell costs days, months, or years of life > 3. **Pain** - Casting hurts; power comes through suffering > 4. **Blood** - Requires literal blood sacrifice (self or others) > 5. **Mutation** - Prolonged use causes physical changes > 6. **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?" > > 1. **Worshipped** - Mages are living gods, revered and obeyed > 2. **Venerated** - Mages are honored sages, sought for wisdom > 3. **Respected** - Magic users hold high status, like nobles or priests > 4. **Valued** - Mages are useful professionals, like doctors or lawyers > 5. **Accepted** - Magic is normal, neither special nor feared > 6. **Tolerated** - Magic is allowed but viewed with mild suspicion > 7. **Regulated** - Magic is legal but strictly controlled by authorities > 8. **Distrusted** - Common people fear and avoid magic users > 9. **Hated** - Magic users are despised, blamed for problems > 10. **Persecuted** - Magic is illegal; users are arrested or killed > 11. **Hunted** - Organized efforts exist to find and destroy mages > 12. **Enslaved** - Magic users are forced to serve the state > 13. **Hidden** - Magic exists but is kept secret from common folk > 14. **Varies by Type** - Different magic has different status > 15. **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:** > 1. **Necromancy** - Animating or communicating with the dead > 2. **Soul Magic** - Trapping, destroying, or manipulating souls > 3. **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:" > > 1. **True Resurrection** - Once truly dead, no magic can bring you back > 2. **Immortality** - Magic cannot grant eternal life > 3. **Time Travel** - The past cannot be changed > 4. **Create Permanent Life** - Golems fade, constructs fail, true creation is impossible > 5. **Perfect Mind Reading** - Thoughts can always be hidden or protected > 6. **Perfect Prediction** - The future is never certain > 7. **Free Teleportation** - Long-distance travel requires time, resources, or risk > 8. **Override Free Will** - Domination always fades; the will cannot be truly broken > 9. **Destroy Souls** - Souls persist regardless of magic > 10. **Affect the Gods** - Divine beings are beyond mortal magic > 11. **Affect True Names** - Once known, a true name cannot be changed > 12. **Create Gold/Wealth** - Transmutation has limits > 13. **Heal Everything** - Some wounds, curses, or conditions resist magic > 14. **Work Without Components** - Magic always requires something > 15. **Work Silently** - Magic requires words, gestures, or visible effects > 16. **Cross Running Water** - Certain boundaries block magic > 17. **Affect Iron/Silver** - Certain materials resist or block magic > 18. **Work in Daylight/Darkness** - Time of day affects magic > 19. **Affect Believers** - Strong faith provides protection > 20. **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:** > 1. **Pyromancy** - Fire magic > 2. **Hydromancy** - Water magic > 3. **Aeromancy** - Air/wind magic > 4. **Geomancy** - Earth magic > 5. **Cryomancy** - Ice/cold magic > 6. **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: 1. Read template: `Templates/Concepts/Magic System.md` 2. Fill all sections using decisions 3. Apply world's naming conventions to any named traditions 4. Show preview to user: > "Here's the Magic System for [World Name]. Does this capture how magic works? I can adjust anything before saving." 5. Upon approval, save to `Worlds/[World Name]/Concepts/Magic of [World Name].md` 6. Add to `entities_created` in state 7. 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?" > > 1. **Definitely Real** - Gods are provably real; they answer prayers, grant power, and sometimes appear > 2. **Almost Certainly Real** - Divine magic works, miracles happen, but direct proof is rare > 3. **Probably Real** - Something grants divine power, but its nature is debated > 4. **Ambiguously Real** - Faith has power, but is it gods or belief itself? > 5. **Philosophically Unclear** - Different cultures have different answers; none is proven > 6. **Once Real, Now Gone** - Gods existed but died, left, or went silent > 7. **Once Real, Now Sleeping** - Gods slumber and may wake > 8. **Once Real, Now Trapped** - Gods are imprisoned somewhere > 9. **False Gods** - Beings claim to be gods but are something else (demons, spirits, etc.) > 10. **No Gods** - Gods don't exist; "divine" magic is something else entirely > 11. **Unknown** - The truth about gods is a central mystery > 12. **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?" > > 1. **Walking Among Us** - Gods regularly take mortal form and walk the world > 2. **Frequent Manifestation** - Gods appear in visions, dreams, and sometimes physical form > 3. **Active Through Champions** - Gods choose mortal agents and grant them great power > 4. **Regular Miracles** - Gods answer prayers with obvious supernatural intervention > 5. **Subtle Signs** - Gods communicate through omens, coincidences, and feelings > 6. **Only Through Priests** - Gods speak only to their chosen clergy > 7. **Only in Sacred Places** - Divine presence is limited to temples and holy sites > 8. **Only in Sacred Times** - Gods are accessible only during festivals or rituals > 9. **Distant Observers** - Gods watch but rarely intervene > 10. **Cosmic Clockmakers** - Gods set things in motion but don't interfere > 11. **Absent/Unreachable** - Gods exist but don't answer; faith is blind > 12. **Currently Silent** - Gods used to respond but have stopped > 13. **Bound by Rules** - Gods can only act in specific, limited ways > 14. **Actively Meddlesome** - Gods constantly interfere, often causing problems > 15. **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?" > > 1. **Single Creator Deity** - One supreme god created everything; may have servants > 2. **Divine Couple** - Two gods (often male/female) created and rule together > 3. **Divine Trinity** - Three gods form a unified divine presence > 4. **Dualistic Opposition** - Two opposing cosmic forces (good/evil, order/chaos) > 5. **Small Pantheon (3-5)** - A tight circle of major deities with clear roles > 6. **Medium Pantheon (6-10)** - A divine court with varied domains > 7. **Large Pantheon (11-20)** - Many gods with overlapping and competing interests > 8. **Vast Pantheon (20+)** - Countless gods, major and minor > 9. **Divine Hierarchy** - One supreme god rules over lesser deities > 10. **Divine Council** - Gods govern collectively, debating and voting > 11. **Divine Families** - Gods organized into family structures (like Greek/Norse) > 12. **Divine Factions** - Gods divided into competing groups > 13. **Animistic Spirits** - Countless spirits in everything; no "major" gods > 14. **Ancestor Worship** - The dead become divine; living worship ancestors > 15. **Regional Pantheons** - Different cultures worship entirely different gods > 16. **All Aspects of One** - Many gods are actually faces of a single deity > 17. **No Organization** - Gods are independent, with no structure > 18. **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:** > 1. **Life, Birth, and Fertility** > 2. **Death and the Afterlife** > 3. **Healing and Medicine** > 4. **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?" > > 1. **Absolute Good vs Evil** - Clear sides; some gods are good, some evil > 2. **Order vs Chaos** - The divine divide is about control, not morality > 3. **Life vs Death** - The fundamental divide is existence vs ending > 4. **Mostly Good** - Most gods are benevolent; evil gods are rare aberrations > 5. **Mostly Neutral** - Gods represent forces; morality doesn't apply to them > 6. **Complex/Human** - Gods have virtues and flaws, like people > 7. **Inscrutable** - Divine morality is beyond human understanding > 8. **Contextual** - What's good for one god may be evil to another > 9. **Hypocritical** - Gods claim morality but don't always follow it > 10. **Indifferent** - Gods don't care about mortal concepts of good and evil > 11. **Actively Cruel** - Gods are mostly malevolent or uncaring > 12. **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?" > > 1. **Perfect Harmony** - Gods cooperate seamlessly > 2. **Peaceful Coexistence** - Gods stay in their lanes; minimal interaction > 3. **Friendly Rivalry** - Competition exists but is good-natured > 4. **Political Factions** - Gods form alliances and oppose other factions > 5. **Open Rivalry** - Gods actively compete for followers and power > 6. **Cold War** - Divine factions are hostile but not openly fighting > 7. **Active Divine War** - Gods are at war; it affects the mortal world > 8. **Ancient War Ended** - A divine war happened long ago; scars remain > 9. **Recurring Conflict** - Divine wars happen cyclically > 10. **One Defeated Side** - A group of gods lost and were imprisoned/diminished > 11. **Usurper Situation** - Current gods overthrew previous ones > 12. **Constant Betrayal** - Gods routinely scheme against each other Store in `decisions.divine_conflicts`. #### Step 2B.7: Apotheosis Ask: > "Can mortals become gods?" > > 1. **Impossible** - The divine is unreachable; mortals can never ascend > 2. **One Legend** - It happened once in myth; none since > 3. **Ancient Occurrence** - It happened in the past; no one knows how anymore > 4. **Theoretically Possible** - Sages believe a path exists but it's lost > 5. **Rare but Known** - A handful of mortals have achieved godhood > 6. **Difficult Path** - There's a known but incredibly difficult road to divinity > 7. **Multiple Paths** - Several methods exist to become a god > 8. **All Gods Were Mortal** - Every god was once a mortal who ascended > 9. **Demigod Status** - Mortals can become lesser divine beings > 10. **Temporary Divinity** - Mortals can briefly touch godhood > 11. **False Apotheosis** - Some claim godhood but aren't truly divine > 12. **Actively Prevented** - Gods stop mortals from ascending Store in `decisions.apotheosis`. #### Step 2B.8: The Afterlife Ask: > "What happens when mortals die?" > > 1. **Single Destination** - All souls go to the same place > 2. **Deity-Claimed** - Each god takes their faithful to their own realm > 3. **Moral Judgment** - Souls are judged and sorted by their deeds > 4. **Reincarnation** - Souls are reborn in new bodies > 5. **Ancestor Realm** - The dead join their ancestors > 6. **Shadow Existence** - Souls become pale echoes, gradually fading > 7. **Merger with Divine** - Souls join the cosmic essence of their god > 8. **Eternal Service** - Souls serve their god in the afterlife > 9. **Reward or Punishment** - Heaven/hell based on life choices > 10. **Nothing** - Death is the end; no afterlife exists > 11. **Unknown** - What happens after death is a mystery > 12. **Complex System** - Multiple outcomes based on many factors > 13. **Soul Economy** - Souls are a resource; something collects or uses them > 14. **Unlife** - The dead return as spirits, ghosts, or undead naturally > 15. **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: > 1. **Name** (or I'll generate one using [naming_culture] conventions) > 2. **Primary Domain** (from the list you selected) > 3. **Secondary Domain** (optional) > 4. **Personality in 3 words** > 5. **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: 1. Read template: `Templates/Concepts/Pantheon.md` 2. Generate pantheon using decisions and naming conventions 3. Show preview, get approval 4. Save to `Worlds/[World Name]/Concepts/The [Pantheon Name].md` 5. Update state #### Step 2B.11: Create Deity Entities For each deity (planned or generated): 1. Read template: `Templates/Concepts/Deity.md` 2. Generate deity details using world tone and decisions 3. Apply naming conventions from chosen culture 4. Show preview: > "Here's [Deity Name], god/goddess of [domains]. Does this work?" 5. Upon approval, save to `Worlds/[World Name]/Concepts/[Deity Name].md` 6. After each deity, ask: "Ready for the next deity, or would you like to adjust this one?" 7. 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?" > > 1. **Not Really** - The material world is all that matters; skip this section > 2. **Background Lore** - Other planes exist in myth but rarely matter in play > 3. **Occasional Importance** - Planar entities or travel comes up sometimes > 4. **Regular Feature** - Planes are a normal part of the world's magic > 5. **Central to Setting** - Planar interaction is a major theme > 6. **The World IS a Plane** - The setting is on a non-material plane > 7. **Planes Are Dying** - Planar boundaries are failing; this is a problem > 8. **Planes Are New** - The planes were recently discovered or created > 9. **Planes Are Dangerous** - Contact with other planes is forbidden/deadly > 10. **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?" > > 1. **Great Wheel** - Traditional D&D cosmology; inner/outer planes, alignment-based > 2. **World Tree** - Planes connected by branches of a cosmic tree (Yggdrasil-style) > 3. **Layered Cake** - Planes stacked vertically (heavens above, hells below) > 4. **Nested Spheres** - Planes as concentric shells around the material world > 5. **Parallel Mirrors** - Echo planes reflecting the material (Feywild/Shadowfell) > 6. **Floating Islands** - Planes as separate realms in an infinite void > 7. **Dream Logic** - Planes are mental/spiritual realms, not physical places > 8. **Dimensional Pockets** - Planes are small, artificial, created spaces > 9. **Quantum Multiverse** - Infinite parallel material worlds > 10. **Single Membrane** - One reality with thin spots where other things leak through > 11. **Corpse of a God** - The cosmos is built from divine remains > 12. **Dying Star** - The cosmos is a single entity slowly collapsing > 13. **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:** > 1. **Feywild/Faerie** - A wild, magical mirror realm of nature and emotion > 2. **Shadowfell/Shadow Plane** - A dark, dreary echo realm of death and despair > 3. **Ethereal Plane** - A ghostly overlap with the material world > 4. **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?" > > 1. **They Can't** - Other planes are completely inaccessible to mortals > 2. **Only in Death** - Souls travel to afterlife planes, but the living cannot > 3. **Rare High Magic** - Only the most powerful mages can breach barriers > 4. **Natural Portals** - Some locations permanently connect to other planes > 5. **Thin Spots** - Certain times/places allow easier crossing > 6. **Ritual Access** - Proper ceremonies can open temporary doors > 7. **Dreaming** - Sleep allows consciousness to enter other realms > 8. **Summoning Only** - Things can be brought here, but mortals can't go there > 9. **One-Way Only** - Easy to go, hard to return > 10. **Regular Travel** - Planar travel is known and sometimes common > 11. **Commercial Travel** - You can buy passage to other planes > 12. **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: 1. Read template: `Templates/Concepts/Plane of Existence.md` 2. Generate based on decisions and tone 3. Apply naming conventions 4. Show preview, get approval 5. Save to `Worlds/[World Name]/Concepts/[Plane Name].md` --- ### Phase 2 Summary Display progress: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [NOT STARTED] ║ ║ Phase 4: Powers & People [NOT STARTED] ║ ║ Phase 5: History & Conflict [NOT STARTED] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: X ║ ║ - World Overview ║ ║ - [Magic System Name] (Magic System) ║ ║ - [Pantheon Name] (Pantheon) ║ ║ - [Deity 1], [Deity 2], ... (Deities) ║ ║ - [Plane Names] (Planes, if any) ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Magic: [level], [sources] ║ ║ - Gods: [structure], [interaction level] ║ ║ - Planes: [list or "minimal"] ║ ║ - Afterlife: [summary] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ Ready to continue to Phase 3: The Land? ``` --- ## Phase 3: The Land **Goal:** Create the physical world—geography, 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?" > > 1. **Single Location** - One city, dungeon, or specific place > 2. **City and Surroundings** - An urban center with nearby countryside > 3. **Small Region** - A single duchy, province, or county > 4. **Large Region** - A kingdom or significant territory > 5. **Multiple Regions** - Several interconnected territories > 6. **One Continent** - A full landmass with many regions > 7. **Multiple Continents** - Several major landmasses > 8. **Entire World** - Comprehensive global geography > 9. **Island Chain** - An archipelago setting > 10. **Underworld/Underground** - Focus on subterranean realms > 11. **Planar** - The "land" is another plane of existence > 12. **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?" > > 1. **Urban** - Primarily within a single large city (intrigue, crime, politics) > 2. **Suburban/Settled** - Towns and villages in civilized lands > 3. **Rural/Agricultural** - Farmland, countryside, pastoral settings > 4. **Wilderness** - Untamed forests, mountains, wild places > 5. **Frontier** - Edge of civilization, newly explored lands > 6. **Borderlands** - Contested areas between realms or cultures > 7. **Coastal/Maritime** - Seas, ships, ports, and islands > 8. **River-Based** - Travel and trade along waterways > 9. **Mountain** - High peaks, passes, and valleys > 10. **Desert** - Arid wastes, oases, sandstorms > 11. **Frozen/Arctic** - Ice, snow, and cold survival > 12. **Jungle/Tropical** - Dense vegetation, humidity, exotic dangers > 13. **Underground** - Caves, dungeons, Underdark > 14. **Swamp/Marsh** - Wetlands, bogs, murky waters > 15. **Ruins/Wastelands** - Post-apocalyptic or cursed terrain > 16. **Mixed/Traveling** - Moving across many terrain types Store in `decisions.adventure_focus`. #### Step 3A.3: Exploration State Ask: > "How explored is the world?" > > 1. **Fully Mapped** - Every corner is known and documented > 2. **Well Known** - Major features mapped; minor areas unexplored > 3. **Mostly Known** - Civilized areas mapped; wilderness mysterious > 4. **Partially Explored** - Major regions known; vast areas unknown > 5. **Frontier Era** - Much is being discovered for the first time > 6. **Largely Unknown** - Only local areas are well known > 7. **Terra Incognita** - Almost everything beyond home is mystery > 8. **Recently Revealed** - Something opened up previously unknown lands > 9. **Actively Hidden** - Someone is keeping areas secret > 10. **Shifting/Unstable** - Geography itself changes, making mapping hard > 11. **Magically Obscured** - Divination can't map certain areas > 12. **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:" > > 1. **None** - Geography follows real-world logic entirely > 2. **Floating Islands** - Landmasses suspended in the sky > 3. **Hollow World** - Inhabited interior beneath the surface > 4. **Flat World** - The world is flat with edges > 5. **Infinite Plane** - The world extends forever in all directions > 6. **World Tree** - A massive tree connects realms > 7. **World Serpent** - A creature encircles or supports the world > 8. **World Turtle** - The world rests on a cosmic creature > 9. **Living Geography** - Mountains walk, forests migrate > 10. **Magical Zones** - Areas where reality is warped > 11. **Ley Lines** - Currents of magical energy cross the land > 12. **Thin Spots** - Places where other planes bleed through > 13. **Cursed Lands** - Regions twisted by magic or divine wrath > 14. **Blessed Lands** - Regions protected by divine favor > 15. **Time Distortions** - Areas where time flows differently > 16. **Elemental Intrusions** - Raw elemental energy manifests physically > 17. **Dream Geography** - Places that exist partially in dreams > 18. **Dead God's Remains** - Landforms are divine corpses > 19. **Artificial Continent** - Some land was magically created > 20. **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?" > > 1. **Temperate Oceanic** - Mild, wet, four seasons (British Isles, Pacific Northwest) > 2. **Temperate Continental** - Hot summers, cold winters (Central Europe, Midwest) > 3. **Mediterranean** - Warm, dry summers; mild, wet winters (Greece, California) > 4. **Subtropical** - Hot, humid summers; mild winters (American South, Southern China) > 5. **Tropical Rainforest** - Hot and wet year-round (Amazon, Congo) > 6. **Tropical Monsoon** - Wet and dry seasons (India, Southeast Asia) > 7. **Arid Desert** - Hot and dry year-round (Sahara, Arabian Peninsula) > 8. **Cold Desert** - Dry with extreme temperature swings (Gobi, Central Asia) > 9. **Semi-Arid/Steppe** - Grasslands, moderate rainfall (Great Plains, Mongolia) > 10. **Subarctic** - Long, cold winters; short summers (Siberia, Alaska) > 11. **Arctic/Polar** - Frozen most or all of the year (Antarctica, Arctic) > 12. **Alpine/Highland** - Varies with elevation, generally cold (Alps, Himalayas) > 13. **Varied** - Multiple climate zones in the main region > 14. **Magically Controlled** - Climate is artificially maintained > 15. **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:" > > 1. **Normal/Earthlike** - Weather follows familiar patterns > 2. **Frequent Storms** - Thunderstorms, lightning, heavy rain common > 3. **Monsoon Seasons** - Predictable heavy rain periods > 4. **Blizzards** - Severe winter storms > 5. **Hurricanes/Typhoons** - Major coastal storms > 6. **Tornadoes** - Frequent violent windstorms > 7. **Dust Storms** - Blinding sand/dust clouds > 8. **Fog Banks** - Dense, persistent mists > 9. **Drought Cycles** - Regular periods of no rain > 10. **Flash Floods** - Sudden, dangerous water surges > 11. **Magical Storms** - Weather with supernatural effects > 12. **Wild Magic Weather** - Spells can trigger weather events > 13. **Planar Weather** - Elements from other planes manifest > 14. **Prophetic Weather** - Weather predicts events > 15. **Weaponized Weather** - Someone controls the weather > 16. **Unnatural Stillness** - Weather never changes in some areas > 17. **Seasonal Extremes** - Winters are deadly cold, summers scorching > 18. **Unpredictable** - Weather changes without warning > 19. **Ash/Volcanic** - Volcanic activity affects climate > 20. **Other** - Describe unusual weather Store in `decisions.weather_patterns` as array. #### Step 3B.3: Seasons Ask: > "How do seasons work in this world?" > > 1. **Four Standard Seasons** - Spring, summer, autumn, winter > 2. **Two Seasons** - Wet/dry or warm/cold > 3. **Three Seasons** - Common in tropical/subtropical areas > 4. **Six Seasons** - More detailed annual cycle > 5. **Irregular Seasons** - Seasons vary in length unpredictably > 6. **Eternal Season** - One season dominates (always winter, etc.) > 7. **Magical Seasons** - Seasons tied to magical cycles > 8. **God-Controlled** - Deities determine seasonal changes > 9. **Moons Govern Seasons** - Lunar cycles control weather > 10. **No Seasons** - Climate is constant year-round > 11. **Regional Variation** - Different areas have different seasonal patterns > 12. **Fading Seasons** - Seasons are weakening or changing > 13. **Harsh Transitions** - Season changes are violent/dangerous > 14. **Named/Cultural Seasons** - Unique seasonal calendar > 15. **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:** > 1. **Major Mountain Range** - Continental spine, natural border > 2. **Isolated Peak** - Legendary single mountain > 3. **Volcanic Range** - Active or dormant fire mountains > 4. **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 1. Read template: `Templates/Geography/Continent.md` 2. Generate based on all decisions 3. Apply naming conventions from chosen culture 4. Show preview: > "Here's [Continent Name]. Does this geography work for your vision?" 5. Upon approval, save to `Worlds/[World Name]/Geography/[Continent Name].md` 6. Update state --- ### Section 3D: Regions #### Step 3D.1: Number of Regions Ask: > "How many distinct regions exist in [Main Landmass]?" > > 1. **1-2 Regions** - Very focused setting > 2. **3-4 Regions** - Typical for a single-kingdom campaign > 3. **5-6 Regions** - Good variety without overwhelming > 4. **7-8 Regions** - A continent with diverse lands > 5. **9-10 Regions** - Comprehensive geography > 6. **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]:" > > 1. **Name:** What's this region called? (I'll apply [naming_culture] conventions) > 2. **Terrain Type:** What dominates? Choose from: > - Mountains | Hills | Forest | Plains/Grassland | Coast | Desert > - Swamp/Marsh | Tundra | Jungle | Volcanic | Badlands | River Valley > 3. **Climate:** Warmer/colder/wetter/drier than average? > 4. **Who Lives Here:** Primary inhabitants? > 5. **Known For:** What is this region famous for? > 6. **Resources:** What valuable things come from here? > 7. **Dangers:** What threats exist? > 8. **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: 1. Read template: `Templates/Geography/Region.md` 2. Generate using decisions and maintaining consistency 3. Apply appropriate naming conventions 4. Show preview for each: > "Here's [Region Name]. Does this work?" 5. Upon approval, save to `Worlds/[World Name]/Geography/[Region Name].md` 6. Ensure wikilinks connect: Regions → 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:** > 1. **Iron/Steel** - Industrial backbone > 2. **Copper/Bronze** - Ancient metals, still valuable > 3. **Silver** - Currency, anti-undead, magical uses > 4. **Gold** - Wealth, jewelry, some magical uses > 5. **Precious Gems** - Diamonds, rubies, sapphires > 6. **Mithril/Adamantine** - Magical metals (if fantasy) > 7. **Coal** - Fuel for industry > 8. **Salt** - Preservation, essential for life > 9. **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:** > 1. **Horses** - Cavalry and transport > 2. **Cattle** - Meat, leather, dairy > 3. **Sheep/Goats** - Wool, meat, milk > 4. **Pigs** - Meat > 5. **Chickens/Poultry** - Eggs, meat > 6. **Dogs** - Companions, hunting, herding > 7. **Cats** - Pest control, companions > 8. **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:** > 1. **Realistic Medieval** - 15-25 miles/day on roads; less cross-country > 2. **Slightly Faster** - 25-35 miles/day (heroic pace) > 3. **Much Faster** - 40+ miles/day (cinematic) > 4. **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: > 1. **Start and End Points** > 2. **What's Traded** > 3. **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:** > 1. **Bandit Territory** - Outlaws prey on travelers > 2. **Monster-Infested** - Creatures attack travelers > 3. **Harsh Terrain** - Deserts, mountains, swamps > 4. **Severe Weather** - Storms, blizzards, flash floods > 5. **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: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [COMPLETE] ║ ║ Phase 4: Powers & People [NOT STARTED] ║ ║ Phase 5: History & Conflict [NOT STARTED] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: X ║ ║ - Geography: ║ ║ - [Continent Name] (Continent) ║ ║ - [Region 1], [Region 2], ... (Regions) ║ ║ - [Feature entities if created] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Scale: [scope] ║ ║ - Climate: [climate] ║ ║ - Regions: [count] ║ ║ - Resources: [key resources] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ 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?" > > 1. **Humans Only** - Only humans exist (skip species questions) > 2. **Humans Dominant** - Other species exist but are rare > 3. **Standard D&D Races** - Humans, elves, dwarves, halflings, gnomes, common others > 4. **Limited Selection** - A few specific species only > 5. **Expanded D&D** - Standard plus dragonborn, tieflings, orcs, etc. > 6. **Custom Only** - Only unique species you design > 7. **Mix of Standard and Custom** - D&D basics plus unique species > 8. **Monstrous Focus** - "Monster" races are playable and common > 9. **All Species Equal** - No species is more common than others > 10. **One Non-Human** - Humans plus one other significant species > 11. **Fey-Touched** - Species have connections to otherworlds > 12. **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:** > 1. **Dominant** - This species rules/leads civilization > 2. **Common** - Found everywhere, fully integrated > 3. **Regional** - Common in specific areas > 4. **Uncommon** - Present but notable > 5. **Rare** - Few exist, often remarkable > 6. **Very Rare** - Legends, most never meet one > 7. **Unique** - Only one or a handful exist > 8. **Extinct** - Gone, only ruins remain > 9. **Hidden** - Exist but conceal themselves > 10. **New Arrivals** - Recently appeared > 11. **Declining** - Dying out > 12. **Ascending** - Growing in power/numbers Store in `decisions.species_distribution`. #### Step 4A.3: Species Relations Ask: > "How do different species relate to each other?" > > 1. **Utopian Integration** - All species live together harmoniously > 2. **Peaceful Coexistence** - Different but cooperative > 3. **Separate but Equal** - Species have their own territories, respect borders > 4. **Trade Partners** - Primarily economic relationships > 5. **Wary Tolerance** - Coexist but with suspicion > 6. **Historical Tensions** - Old conflicts, current peace > 7. **Active Prejudice** - Discrimination is common > 8. **Segregation** - Species don't mix, contact is rare > 9. **Hierarchy** - Some species are "superior" to others > 10. **Master/Servant** - One species enslaves or dominates others > 11. **Open Conflict** - Species are at war > 12. **Varies by Region** - Different areas have different relations > 13. **Varies by Species** - Some get along, others don't > 14. **Class-Based** - Species correlates with social class > 15. **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:" > > 1. **Name:** What are they called? > 2. **Appearance:** Brief physical description > 3. **Origin:** Where did they come from? > 4. **Homeland:** Where do they live? > 5. **Culture Hook:** One defining cultural trait > 6. **Reputation:** How do others see them? > 7. **Special Ability:** Any unique capability? > 8. **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?" > > 1. **One Unified Empire** - A single power dominates > 2. **Two Rivals** - Binary opposition (cold war, etc.) > 3. **Three Powers** - Triangular politics > 4. **4-5 Major Powers** - Classic multi-state system > 5. **6-8 Kingdoms** - Many competing realms > 6. **Dozens of City-States** - Fragmented like Greek poleis > 7. **Hundreds of Petty Lords** - Extreme fragmentation > 8. **Tribal Confederacies** - Loose alliances, no central power > 9. **Theocratic Zones** - Religion defines borders > 10. **Corporate/Guild Territories** - Economic powers rule > 11. **Anarchy/No Nations** - No organized government > 12. **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:** > 1. **Absolute Monarchy** - King's word is law > 2. **Constitutional Monarchy** - King limited by laws/council > 3. **Elective Monarchy** - Nobles choose the king > 4. **Feudal Monarchy** - King rules through vassal lords > 5. **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]:" > > 1. **Name:** Using [naming_culture] conventions > 2. **Government Type:** From above > 3. **Current Ruler:** Name, title, 2-3 word personality > 4. **Capital City:** Name and brief description > 5. **Territory:** Which region(s) do they control? > 6. **Population:** Rough size and composition > 7. **Known For:** What is this nation famous for? > 8. **Military Strength:** Weak | Average | Strong | Dominant > 9. **Economic Strength:** Poor | Developing | Prosperous | Wealthy > 10. **Greatest Strength:** What advantage do they have? > 11. **Greatest Weakness:** What vulnerability? > 12. **Current Goal:** What does leadership want? > 13. **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:" > > 1. **Allied** - Formal alliance, mutual defense > 2. **Friendly** - Good relations, no formal treaty > 3. **Trade Partners** - Economic ties, neutral otherwise > 4. **Neutral** - No significant relationship > 5. **Cool/Distant** - Minimal contact, mild distrust > 6. **Rivals** - Competition but not war > 7. **Cold War** - Hostile but not openly fighting > 8. **Border Skirmishes** - Low-level conflict > 9. **At War** - Open warfare > 10. **Vassal/Overlord** - One serves the other > 11. **Blood Feud** - Historical hatred > 12. **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:" > > 1. **Classless Society** - No formal distinctions > 2. **Two Classes** - Nobles and commoners > 3. **Three Estates** - Clergy, nobles, commoners > 4. **Four Classes** - Nobles, merchants, artisans, peasants > 5. **Complex Hierarchy** - Many ranks and distinctions > 6. **Caste System** - Birth determines role, no mobility > 7. **Meritocratic** - Class based on achievement > 8. **Wealth-Based** - Money determines status > 9. **Professional** - Guilds/occupations define status > 10. **Species-Based** - Race determines class > 11. **Magical** - Magical ability determines status > 12. **Religious** - Piety determines standing > 13. **Military** - Service record determines rank > 14. **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?" > > 1. **Impossible** - Born into your place, die there > 2. **Nearly Impossible** - Rare exceptions, usually through violence > 3. **Very Difficult** - Possible but requires extraordinary circumstances > 4. **Difficult** - Possible through great achievement or wealth > 5. **Challenging** - Requires effort but achievable > 6. **Moderate** - Common to move up or down > 7. **Easy** - Social fluidity is normal > 8. **Very Easy** - Class barely matters > 9. **One-Way Up** - Can rise, rarely fall > 10. **One-Way Down** - Easy to fall, hard to rise > 11. **Varies by Class** - Some barriers harder than others > 12. **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?" > > 1. **None** - Peasants are property > 2. **Minimal** - Right to life (barely), nothing else > 3. **Basic** - Right to life, property, and family > 4. **Moderate** - Basic rights plus limited legal protections > 5. **Significant** - Rights to trade, travel, appeal to courts > 6. **Extensive** - Near-modern rights for commoners > 7. **Equal** - Same rights as nobility > 8. **Varies by Class** - Different rights for different classes > 9. **Varies by Species** - Different species have different rights > 10. **Varies by Gender** - Different rights based on gender > 11. **Varies by Religion** - Followers of state religion have more rights > 12. **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?" > > 1. **No Formal Law** - Custom and strength rule > 2. **Oral Tradition** - Laws passed down verbally > 3. **Written Code** - Laws are recorded and standardized > 4. **Case Law** - Precedent from past judgments > 5. **Divine Law** - Religious texts are the law > 6. **Royal Decree** - The ruler's word is law > 7. **Council Law** - Laws made by deliberation > 8. **Ancient Law** - Old laws still in force, rarely updated > 9. **Complex/Layered** - Multiple legal systems overlap > 10. **Magical Law** - Magic is used to enforce or determine law > 11. **Trial by Ordeal** - Gods/nature determine guilt > 12. **Trial by Combat** - Might makes right Store in `decisions.legal_system`. #### Step 4D.2: Justice Administration Ask: > "Who administers justice?" > > 1. **Local Lord** - Feudal lord judges > 2. **Appointed Judges** - Crown-appointed officials > 3. **Elected Judges** - Community chooses judges > 4. **Religious Courts** - Priests judge > 5. **Elder Council** - Elders decide > 6. **Jury System** - Peers judge > 7. **Military Tribunals** - Soldiers judge > 8. **Guild Courts** - Professional organizations judge their own > 9. **Traveling Judges** - Circuit courts > 10. **Vigilante Justice** - No formal system > 11. **Magical Inquisition** - Mages investigate and judge > 12. **Multiple Systems** - Different courts for different matters Store in `decisions.justice_system`. #### Step 4D.3: Punishments Ask: > "What punishments are common? Select all used:" > > 1. **Fines** - Monetary penalties > 2. **Restitution** - Pay the victim > 3. **Stocks/Pillory** - Public humiliation > 4. **Flogging/Beating** - Corporal punishment > 5. **Branding** - Permanent marking > 6. **Mutilation** - Removal of body parts > 7. **Imprisonment** - Dungeons and jails > 8. **Hard Labor** - Forced work > 9. **Exile/Banishment** - Forced to leave > 10. **Slavery** - Sold as punishment > 11. **Execution** - Death penalty > 12. **Public Execution** - Spectacle of death > 13. **Torture** - Pain as punishment > 14. **Magical Punishment** - Curses, transformations > 15. **Blood Price** - Family can pay to avoid punishment > 16. **Trial by Combat** - Fight for freedom > 17. **Rehabilitation** - Reform attempts > 18. **Outlawry** - Stripped of legal protection Store in `decisions.punishments`. --- ### Section 4E: Economy #### Step 4E.1: Economic System Ask: > "What's the economic system?" > > 1. **Subsistence** - People produce what they need > 2. **Barter** - Trade goods for goods > 3. **Simple Money Economy** - Coins and markets > 4. **Complex Commerce** - Banks, credit, contracts > 5. **Feudal Economy** - Lords control production > 6. **Guild Economy** - Craft guilds control trades > 7. **Command Economy** - State controls production > 8. **Mercantile** - Trade and profit focused > 9. **Slave Economy** - Labor is enslaved > 10. **Magical Economy** - Magic production is key > 11. **Mixed Systems** - Different regions vary > 12. **Transitioning** - Economy is changing Store in `decisions.economic_system`. #### Step 4E.2: Currency Ask: > "What currency is used?" > > 1. **No Currency** - Barter only > 2. **Commodity Money** - Salt, cattle, grain > 3. **Simple Coins** - One metal, one denomination > 4. **Multiple Denominations** - Gold, silver, copper > 5. **Multiple Currencies** - Each nation has its own > 6. **Universal Currency** - One currency everywhere > 7. **Trade Bars** - Standardized metal bars > 8. **Paper Money** - Notes and bills > 9. **Magical Currency** - Enchanted tokens or crystals > 10. **Credit System** - Debt-based, letters of credit > 11. **Mixed** - Different systems in different places > 12. **Guild Scrip** - Organizations issue their own currency Store in `decisions.currency_type`. #### Step 4E.3: Trade & Commerce Ask: > "How is trade organized?" > > 1. **Minimal Trade** - Self-sufficient communities > 2. **Local Markets** - Trade within regions > 3. **Long-Distance Trade** - Caravan routes, merchant ships > 4. **Merchant Companies** - Organized trading ventures > 5. **Guild Control** - Trade guilds regulate commerce > 6. **State Monopolies** - Government controls key trades > 7. **Free Trade** - Minimal regulation > 8. **Smuggling Culture** - Much trade is illegal > 9. **Magical Trade** - Teleportation, magical goods > 10. **Colonial Trade** - Resources extracted from periphery > 11. **Fair System** - Seasonal markets and fairs > 12. **Mixed** - Different approaches in different places Store in `decisions.trade_organization`. --- ### Section 4F: Military #### Step 4F.1: Military Organization Ask: > "How are militaries organized?" > > 1. **No Standing Army** - Militias when needed > 2. **Feudal Levies** - Lords bring their men > 3. **Conscript Army** - All citizens serve > 4. **Professional Army** - Paid, trained soldiers > 5. **Mercenary Forces** - Hired companies > 6. **Religious Warriors** - Holy orders fight > 7. **Mage Corps** - Magic-using military > 8. **Naval Power** - Sea forces dominate > 9. **Cavalry Dominant** - Horse warriors supreme > 10. **Tribal Warriors** - Individual fighters, loose organization > 11. **Monster Corps** - Trained monsters serve > 12. **Mixed Forces** - Combination of types Store in `decisions.military_organization`. #### Step 4F.2: Warfare Style Ask: > "How is war conducted?" > > 1. **Ritualized Combat** - Formal, limited warfare > 2. **Siege Warfare** - Castles and sieges > 3. **Open Battle** - Field armies clash > 4. **Raiding/Skirmishing** - Hit-and-run tactics > 5. **Guerrilla Warfare** - Insurgent tactics > 6. **Naval Warfare** - Sea battles dominate > 7. **Total War** - No distinction between military and civilian > 8. **Magical Warfare** - Spells and enchantments are weapons > 9. **Aerial Combat** - Flying mounts/creatures > 10. **Underground War** - Tunnel fighting > 11. **Champion Combat** - Single combat decides battles > 12. **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:** > 1. **Adventurers' Guild** - Hires and supports adventuring parties > 2. **Merchants' Guild** - Controls trade and commerce > 3. **Craft Guilds** - Smiths, weavers, carpenters, etc. > 4. **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]:" > > 1. **Name:** What are they called? > 2. **Headquarters:** Where are they based? > 3. **Leader:** Who's in charge? > 4. **Public Purpose:** What do people think they do? > 5. **True Purpose:** What are they really after? > 6. **Membership:** Who can join? How? > 7. **Influence:** Local | Regional | National | International > 8. **Resources:** Poor | Moderate | Wealthy | Vast > 9. **Relationship to Power:** Friend | Foe | Independent > 10. **Secret:** What does the organization hide? Create Organization entities for each. --- ### Phase 4 Summary Display progress: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [COMPLETE] ║ ║ Phase 4: Powers & People [COMPLETE] ║ ║ Phase 5: History & Conflict [NOT STARTED] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: X ║ ║ - Governments: [list] ║ ║ - Organizations: [list] ║ ║ - Species (if custom): [list] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Nations: [count] major powers ║ ║ - Social Structure: [type] ║ ║ - Legal System: [type] ║ ║ - Economy: [type] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ 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?" > > 1. **Linear** - Before/after a single defining event > 2. **Two Ages** - Before and after a major change > 3. **Three Ages** - Ancient, middle, and modern eras > 4. **Four Ages** - Detailed chronological divisions > 5. **Five+ Ages** - Very detailed historical periods > 6. **Cyclical** - History repeats in patterns > 7. **Dynastic** - Measured by ruling houses > 8. **Religious** - Marked by prophets or divine events > 9. **Cataclysmic** - Measured by disasters > 10. **Forgotten** - The past is unknown or lost > 11. **Mythic Blur** - Past and legend are inseparable > 12. **Multiple Systems** - Different cultures count differently Store in `decisions.history_structure`. #### Step 5A.2: Historical Depth Ask: > "How deep does recorded history go?" > > 1. **Living Memory** - Only a few generations > 2. **Centuries** - Several hundred years > 3. **Millennia** - Thousands of years > 4. **Tens of Millennia** - Vast ages of history > 5. **Hundreds of Millennia** - Almost unimaginable time > 6. **Unknown** - Nobody knows how old things are > 7. **Varies by Culture** - Some remember more than others > 8. **Recently Discovered** - Old history was lost, now being recovered > 9. **Deliberately Obscured** - Someone hides the past > 10. **Magically Preserved** - Perfect records exist > 11. **Completely Lost** - Only fragments remain > 12. **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]:" > > 1. **Name:** What is this era called? > 2. **Duration:** When did it start/end? How long? > 3. **Defining Trait:** What characterized this era? > 4. **Beginning:** What started this age? > 5. **End:** What ended this age? (if not current) > 6. **Technology:** What was the tech level? > 7. **Magic:** How did magic work/differ? > 8. **Major Powers:** Who ruled? > 9. **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:** > 1. **World Creation** - How everything began > 2. **Divine War** - Gods battled each other > 3. **First Dawn** - The first sunrise or beginning of time > 4. **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]:" > > 1. **Full Name:** What is it called? > 2. **When:** Which age? How long ago? > 3. **Location:** Where did it happen? > 4. **Cause:** What led to this? > 5. **Key Figures:** Who were the major players? > 6. **What Happened:** Brief description > 7. **Immediate Consequence:** What changed right away? > 8. **Long-Term Impact:** How does it affect today? > 9. **Evidence:** What remains? (Ruins, artifacts, scars) > 10. **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:** > 1. **Lost Civilization** - A people vanished, leaving only ruins > 2. **Lost City** - A legendary place no one can find > 3. **Lost Artifact** - A powerful item is missing > 4. **Lost Knowledge** - Ancient wisdom is forgotten > 5. **Lost Heir** - A bloodline disappeared > 6. **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: > 1. **Common Belief:** What do most people think? > 2. **Truth:** What really happened? > 3. **Who Knows:** Does anyone know the truth? > 4. **Evidence:** What clues exist? > 5. **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:" > > 1. **The Prophecy:** What does it say? (Be vague or specific) > 2. **Source:** Who gave this prophecy? > 3. **Age:** When was it given? > 4. **Interpretation:** What do people think it means? > 5. **True Meaning:** What does it really mean? (Can be uncertain) > 6. **Fulfillment Status:** Has any of it come true? > 7. **Key Figures:** Who is mentioned or involved? > 8. **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:** > 1. **Root Cause:** What originally started this? > 2. **Triggering Event:** What made it immediate/urgent? > 3. **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'—things that will happen if no one intervenes?" > > 1. **Immediate (Days):** What happens soon? > 2. **Short-Term (Weeks):** What develops next? > 3. **Medium-Term (Months):** Where is this heading? > 4. **Long-Term (Years):** What's the ultimate trajectory? > 5. **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:** > 1. **Border Dispute** - Two powers claim the same territory > 2. **Succession Question** - Who's the rightful heir? > 3. **Treaty Violation** - Someone broke an agreement > 4. **Independence Movement** - A region wants freedom > 5. **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:" > > 1. **No Patterns** - History is linear and unique > 2. **Seasonal Cycle** - Events tied to celestial events > 3. **Generational Cycle** - Similar events every few generations > 4. **Dynastic Cycle** - Empires rise and fall predictably > 5. **Magic Cycle** - Magic waxes and wanes > 6. **Divine Cycle** - Gods sleep and wake > 7. **Catastrophe Cycle** - Disasters recur > 8. **Prophetic Cycle** - Prophecies repeat in variations > 9. **Cosmic Cycle** - Universal patterns > 10. **Unknown Cycle** - Patterns exist but aren't understood > 11. **Breaking Cycle** - A cycle is ending or being broken > 12. **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?" > > 1. **Beginning** - A new age is dawning > 2. **Rising** - Things are building toward a peak > 3. **Peak** - At the height > 4. **Declining** - Things are winding down > 5. **End** - The cycle is concluding > 6. **Transition** - Between cycles > 7. **Breaking Point** - The cycle might not repeat > 8. **Unknown** - No one knows Store in `decisions.cycle_position`. --- ### Phase 5 Summary Display progress: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [COMPLETE] ║ ║ Phase 4: Powers & People [COMPLETE] ║ ║ Phase 5: History & Conflict [COMPLETE] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: X ║ ║ - History: ║ ║ - [Age 1], [Age 2], ... (Ages) ║ ║ - [Event 1], [Event 2], ... (Events) ║ ║ - [Prophecy] (if any) ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Ages: [count] historical periods ║ ║ - Major Events: [list] ║ ║ - Current Tensions: [summary] ║ ║ - Ticking Clocks: [list] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ Ready to continue to Phase 6: Places of Interest? ``` --- ## Phase 6: Places of Interest **Goal:** Create the locations adventurers will visit—settlements, 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.)" > > 1. **Name:** What is it called? > 2. **Role:** What makes it important? > - Capital | Trade Hub | Religious Center | Military Stronghold > - Academic Center | Port City | Frontier Outpost | Ancient Seat > 3. **Size:** Village (<1K) | Town (1-10K) | City (10-50K) | Large City (50-100K) | Metropolis (100K+) > 4. **Population Mix:** Who lives there? > 5. **Founded:** When and by whom? > 6. **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:** > 1. **Location:** River | Coast | Mountain | Plain | Island | Underground > 2. **Defenses:** Walls | Castle | Natural | Magical | None > 3. **Districts:** Name 3-5 distinctive neighborhoods > > **Character:** > 4. **Atmosphere:** What's the vibe? > - Bustling | Quiet | Dangerous | Prosperous | Decaying | Mysterious > 5. **Architecture:** What style? > - Ancient Stone | Timber Frame | Brick | Mixed | Unique > 6. **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]:" > > 1. **Character:** What's this area like? > 2. **Residents:** Who lives/works here? > 3. **Notable Location:** What's the most interesting place? > 4. **Danger:** What risks exist here? > 5. **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: > 1. **Name** (using naming conventions) > 2. **Type** (market town, mining village, border fort, etc.) > 3. **Location** (which region) > 4. **One Notable Feature** > 5. **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]?" > > 1. **Name:** Something memorable > 2. **Type:** Upscale | Working Class | Shady | Themed | Ancient > 3. **Proprietor:** Name and brief description > 4. **Specialty:** What are they known for? > 5. **Regular Patrons:** Who comes here? > 6. **Rumors:** What gossip circulates? > 7. **Secret:** What's hidden? > 8. **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:** > 1. **Blacksmith/Armorer** - Weapons and armor > 2. **General Store** - Basic supplies > 3. **Fletcher/Bowyer** - Ranged weapons > 4. **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: > 1. **Name** > 2. **Proprietor:** Name and quirk > 3. **Specialty:** What sets them apart? > 4. **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: > 1. **Temple Name** > 2. **Deity Worshipped** > 3. **Size:** Shrine | Chapel | Temple | Cathedral | Complex > 4. **Head Priest:** Name and personality > 5. **Services Offered:** Healing? Blessings? Divination? > 6. **Tensions:** Any conflicts with other faiths? > 7. **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:** > 1. **Ruined City** - Fallen civilization, multiple levels > 2. **Ancient Temple** - Abandoned holy site > 3. **Buried Vault** - Underground treasure store > 4. **Forgotten Tomb** - Burial of someone important > 5. **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]:" > > 1. **Name:** What's it called? > 2. **Location:** Which region? Near what settlement? > 3. **Origin:** How did it come to be? > 4. **Original Purpose:** What was it for? > 5. **Current Occupants:** Who/what lives there now? > 6. **Notable Features:** What stands out? (3-5 features) > 7. **Dangers:** What threatens explorers? > 8. **Treasures:** What rewards might be found? > 9. **Boss/Guardian:** What's the main threat? > 10. **Secret:** What's the hidden truth? > 11. **Difficulty:** What level range is appropriate? > 12. **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 region—the place everyone fears?" > > 1. **Name** > 2. **Location** > 3. **Why So Dangerous** > 4. **What Happened There** > 5. **What Guards It** > 6. **What Reward Lies Within** > 7. **What Level Would Be Needed** > 8. **Is Anyone Seeking It** --- ### Section 6D: Landmarks & Routes #### Step 6D.1: Natural Landmarks Ask: > "What natural landmarks are famous or significant?" > > For each: > 1. **Name** > 2. **Type:** Mountain | Lake | Waterfall | Canyon | Tree | Cave | Other > 3. **Significance:** Why does it matter? > 4. **Legend:** What stories surround it? > 5. **Danger:** Is it safe to visit? > 6. **Secret:** What's hidden there? Create Geography entities. #### Step 6D.2: Constructed Landmarks Ask: > "What built structures are famous landmarks?" > > Types to consider: > 1. **Great Bridge** - Spanning a natural barrier > 2. **Massive Wall** - Defensive or boundary marker > 3. **Ancient Monument** - Memorial or marker > 4. **Lighthouse/Beacon** - Navigation aid > 5. **Statue/Colossus** - Giant figure > 6. **Dam** - Water control > 7. **Road Marker** - Famous milestone > 8. **Abandoned Structure** - Mysterious building > 9. **Magical Construct** - Something made by magic > 10. **Foreign Architecture** - Built by another culture For each: > 1. **Name** > 2. **Builder:** Who made it? > 3. **Purpose:** Original use? > 4. **Current State:** Maintained | Decaying | Ruined | Enhanced > 5. **Significance:** Why is it famous? #### Step 6D.3: Major Roads & Routes Ask: > "What are the major travel routes?" > > For each route: > 1. **Name:** (e.g., "The King's Road," "The Amber Way") > 2. **Connects:** Start point to end point > 3. **Type:** Road | River | Sea Route | Mountain Pass | Other > 4. **Condition:** Excellent | Good | Fair | Poor | Dangerous > 5. **Controlled By:** Who maintains/patrols it? > 6. **Dangers:** What threats exist? > 7. **Notable Stops:** What's along the way? > 8. **Travel Time:** How long does it take? Create Road entities. --- ### Phase 6 Summary Display progress: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [COMPLETE] ║ ║ Phase 4: Powers & People [COMPLETE] ║ ║ Phase 5: History & Conflict [COMPLETE] ║ ║ Phase 6: Places of Interest [COMPLETE] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: X ║ ║ - Settlements: ║ ║ - [City], [Town 1], [Village 1], ... ║ ║ - [Tavern 1], [Shop 1], [Temple 1], ... ║ ║ - Adventure Sites: ║ ║ - [Dungeon 1], [Ruin 1], [Lair 1], ... ║ ║ - Landmarks: [list] ║ ║ - Routes: [list] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Primary City: [name] ║ ║ - Settlements: [count] ║ ║ - Adventure Sites: [count] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ 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:** > 1. **Full Name and Titles** > 2. **Species/Race** > 3. **Age** > 4. **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:" > > 1. **Role:** Chancellor | General | Spymaster | Priest | Mage | Other > 2. **Name** > 3. **Relationship to Ruler:** Loyal | Opportunist | Manipulator | True Friend > 4. **Secret Agenda:** What do they really want? > 5. **One Quirk** Create Character entities for significant advisors. #### Step 7A.3: Heirs & Succession Ask: > "Are there succession issues? For each major nation:" > > 1. **Clear Heir:** Is the succession settled? > 2. **Heir's Personality:** If there's an heir, what are they like? > 3. **Rivals:** Anyone else claiming the throne? > 4. **Dangers:** What threatens the succession? > 5. **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:** > 1. **Nobleman/Lady** - Power, resources, political problems > 2. **Military Commander** - War, defense, tactical needs > 3. **Religious Leader** - Divine missions, holy tasks > 4. **Guild Master** - Professional needs, trade problems > 5. **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]:" > > 1. **Name** (using naming conventions) > 2. **Location:** Where are they found? > 3. **Appearance:** 2 sentences > 4. **Personality:** 3 words > 5. **Voice/Mannerism:** How do they speak/act? > 6. **Wants:** What do they need from adventurers? > 7. **Offers:** What can they provide in return? > 8. **Secret:** What are they hiding? > 9. **Connection:** How do they relate to the main conflict? > 10. **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:** > 1. **Name and Title** > 2. **Species** > 3. **Age** > 4. **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: > 1. **Name** > 2. **Role:** Enforcer | Spy | Mage | Priest | General | Assassin > 3. **Personality:** 3 words > 4. **Loyalty:** Fanatic | Mercenary | Fearful | Complicated > 5. **Special Ability:** What makes them dangerous? > 6. **Weakness:** How might they be defeated or turned? > 7. **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:" > > 1. **Rival Adventurers** - Competition for the same goals > 2. **Misguided Official** - Doing wrong for right reasons > 3. **Protective Guardian** - Defending something they shouldn't > 4. **Desperate Criminal** - Breaking laws to survive > 5. **Zealous Priest** - Religious extremism, not evil gods > 6. **Territorial Monster** - Protecting home, not malicious > 7. **Cursed Individual** - Not in control of their actions > 8. **Manipulated Pawn** - Being used by the real villain > 9. **Different Faction** - Good people with conflicting goals > 10. **Past Version** - An ally who became opposed > 11. **Family Member** - Someone the hero cares about > 12. **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:** > 1. **Allied** - Working together > 2. **Friendly** - Positive relationship > 3. **Neutral** - No significant connection > 4. **Rivals** - Competition > 5. **Enemies** - Open hostility > 6. **Family** - Blood or marriage > 7. **Romance** - Current or past lovers > 8. **Mentor/Student** - Teaching relationship > 9. **Master/Servant** - Power imbalance > 10. **Debtor/Creditor** - One owes the other > 11. **Blackmail** - Secret leverage > 12. **Unknown** - One doesn't know about the other Track relationships in `relationship_map` in state file: ```json "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?" > > 1. **Public Goal:** What they claim to want > 2. **Secret Goal:** What they really want > 3. **Current Action:** What are they doing now? > 4. **Resources:** What do they have? > 5. **Obstacles:** What blocks them? > 6. **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: > 1. **Who Knows:** Which NPCs are involved? > 2. **The Secret:** What's hidden? > 3. **Evidence:** How could it be discovered? > 4. **Consequences:** What happens if revealed? > 5. **Who Benefits:** Who gains from revelation? > 6. **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: > 1. **Town Crier** - News and rumors > 2. **Street Vendor** - Local color > 3. **Beggar** - Sees everything, knows secrets > 4. **Guard** - Law and order perspective > 5. **Servant** - Knows their employer's secrets > 6. **Craftsperson** - Specific trade knowledge > 7. **Entertainer** - Bard, musician, performer > 8. **Child/Urchin** - Innocent perspective, sneaky > 9. **Drunk** - Loose lips > 10. **Foreigner** - Outside perspective > 11. **Old Timer** - Historical knowledge > 12. **Gossip** - Knows everyone's business For each: > 1. **Name** > 2. **Appearance:** One sentence > 3. **Personality:** 2 words > 4. **What They Know** > 5. **What They Want** > 6. **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: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1-6: [COMPLETE] ║ ║ Phase 7: Characters [COMPLETE] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Characters Created: X ║ ║ - Rulers: [list] ║ ║ - Villains: [main villain] + [lieutenants] ║ ║ - Quest-Givers: [list] ║ ║ - Supporting: [list] ║ ╠══════════════════════════════════════════════════════════════╣ ║ RELATIONSHIP WEB: ║ ║ [Ruler A] ←rivals→ [Ruler B] ║ ║ [Villain] ←serves→ [Hidden Master] ║ ║ [Quest-Giver] ←loves→ [NPC] ←hates→ [Villain] ║ ║ (Use 'relationships' command for full map) ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | relationships | factions | summary ║ ╚══════════════════════════════════════════════════════════════╝ Ready to continue to Phase 8: Society & Daily Life? ``` --- ## Phase 8: Society & Daily Life **Goal:** Add cultural depth—customs, 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?" > > 1. **Standard Year** - 12 months, 365 days (like Earth) > 2. **Lunar Calendar** - Based on moon cycles > 3. **Multiple Moons** - Complex lunar calendar > 4. **Seasonal Calendar** - Divided by seasons, not months > 5. **Religious Calendar** - Based on holy days > 6. **Reign-Based** - Years of current ruler's reign > 7. **Era-Based** - Counted from major events > 8. **Unique System** - Different number of days/months > 9. **Regional Variation** - Different cultures count differently > 10. **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: > 1. **Name** (using cultural conventions) > 2. **Season** > 3. **Associated With** (deity, harvest, weather, etc.) > 4. **Major Holiday** (if any) Create Calendar entity. #### Step 8A.3: Days & Hours Ask: > "How are days organized?" > > 1. **24-Hour Day** - Standard Earth time > 2. **Different Hour Count** - More or fewer hours > 3. **Named Hours** - Each hour has a name > 4. **Watches** - Divided into watches (military/naval) > 5. **Prayer Times** - Divided by religious observance > 6. **Sun-Based** - Marked by sun position only > 7. **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:** > 1. **Spring Festival** - New beginnings, planting, fertility > 2. **Summer Solstice** - Height of the sun, celebration > 3. **Harvest Festival** - Gratitude for crops, plenty > 4. **Winter Solstice** - Darkest day, light returning > 5. **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: > 1. **Name** (using naming conventions) > 2. **Date** (month/season) > 3. **Duration** (1 day, 3 days, a week) > 4. **Activities** (what do people do?) > 5. **Traditions** (specific customs) > 6. **Food & Drink** (special treats) > 7. **Meaning** (what does it commemorate?) > 8. **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):** > 1. **Farmers** - Grain, vegetables > 2. **Herders** - Cattle, sheep, goats > 3. **Fishermen** - Coastal/river communities > 4. **Hunters** - Wild game, furs > 5. **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?" > > 1. **Wake Time:** When do people rise? > 2. **Meals:** How many? When? What? > 3. **Work Hours:** How long? How hard? > 4. **Leisure:** What free time exists? > 5. **Evening:** What happens after work? > 6. **Sleep:** When? Where? With whom? > 7. **Weekly Rhythm:** Rest days? Market days? Store in `decisions.daily_life`. #### Step 8C.3: Food & Drink Ask: > "What do people eat and drink?" > > **Staples:** > 1. **Grain:** Wheat, barley, rice, corn? > 2. **Protein:** Meat, fish, legumes? > 3. **Vegetables:** What grows here? > 4. **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?" > > 1. **Common Greeting:** How do equals meet? > 2. **Formal Greeting:** How do people address superiors? > 3. **Titles:** What honorifics are used? > 4. **Physical Contact:** Handshakes? Bows? Kisses? > 5. **Gender Differences:** Do men and women greet differently? > 6. **Species Differences:** Do different species have different customs? > 7. **Taboos:** What's rude or offensive? > 8. **Regional Variation:** Do different areas differ? Store in `decisions.greetings`. #### Step 8D.2: Hospitality Ask: > "What are the rules of hospitality?" > > 1. **Guest Rights:** What protection do guests receive? > 2. **Host Obligations:** What must a host provide? > 3. **Duration:** How long can a guest stay? > 4. **Gift-Giving:** What's expected? > 5. **Taboos:** What violates hospitality? > 6. **Sacred Hospitality:** Is it religiously enforced? > 7. **Enemy as Guest:** What if you host an enemy? > 8. **Breaking Hospitality:** What are the consequences? #### Step 8D.3: Honor & Reputation Ask: > "How does honor and reputation work?" > > 1. **What Gives Honor:** Deeds, birth, wealth, piety? > 2. **What Loses Honor:** Cowardice, lies, other? > 3. **Insults:** What's considered an insult? > 4. **Dueling:** Is it legal? Common? > 5. **Vendettas:** Do families carry grudges? > 6. **Redemption:** Can lost honor be regained? > 7. **Outlaws:** What happens to the dishonorable? > 8. **Gender & Honor:** Are standards different? --- ### Section 8E: Life Passages #### Step 8E.1: Birth & Naming Ask: > "What customs surround birth and naming?" > > 1. **Birth Customs:** What happens when a child is born? > 2. **Naming Time:** When is a child named? > 3. **Name Givers:** Who chooses the name? > 4. **Name Sources:** Where do names come from? > 5. **Blessing:** Is there a religious ceremony? > 6. **Protection:** Charms, rituals against evil? > 7. **Recording:** How are births recorded? > 8. **Illegitimacy:** How are bastards treated? #### Step 8E.2: Coming of Age Ask: > "How do children become adults?" > > 1. **Age:** When does adulthood begin? > 2. **Ceremony:** Is there a ritual? > 3. **Tests:** Must they prove themselves? > 4. **Rights Gained:** What can adults do? > 5. **Responsibilities:** What must adults do? > 6. **Gender Differences:** Different for boys and girls? > 7. **Species Differences:** Different for non-humans? > 8. **Class Differences:** Different for nobles vs. commoners? #### Step 8E.3: Marriage & Family Ask: > "What customs surround marriage?" > > 1. **Marriage Types:** Monogamy, polygamy, other? > 2. **Arranged vs. Choice:** Who decides? > 3. **Dowry/Bride Price:** Are payments involved? > 4. **Ceremony:** What's the wedding like? > 5. **Religious Role:** Is marriage sacred? > 6. **Divorce:** Is it possible? How? > 7. **Same-Sex Unions:** Are they recognized? > 8. **Inter-Species Marriage:** Is it accepted? > 9. **Children:** How are they raised? > 10. **Inheritance:** Who inherits? How? #### Step 8E.4: Death & Mourning Ask: > "What customs surround death?" > > 1. **Body Treatment:** Burial, cremation, other? > 2. **Funeral Rites:** What happens at funerals? > 3. **Mourning Period:** How long? What restrictions? > 4. **Mourning Dress:** Special clothing? > 5. **Afterlife Prep:** Grave goods, rituals? > 6. **Remembrance:** How are dead honored? > 7. **Necromancy Issues:** What about undead? > 8. **Murder/Suicide:** Special treatment? > 9. **War Dead:** Different customs for soldiers? > 10. **Ancestor Worship:** Ongoing relationship with dead? --- ### Section 8F: Arts & Entertainment #### Step 8F.1: Music & Performance Ask: > "What arts exist in this world?" > > **Music:** > 1. **Common Instruments** (drums, flutes, strings?) > 2. **Musical Styles** (folk, court, religious?) > 3. **Famous Songs** (anthems, ballads, drinking songs) > 4. **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?" > > 1. **Painting** (frescos, portraits, religious art?) > 2. **Sculpture** (stone, metal, styles?) > 3. **Architecture** (styles, famous buildings?) > 4. **Textile Arts** (tapestry, embroidery?) > 5. **Jewelry** (styles, meanings?) > 6. **Magic in Art** (enchanted art? Moving paintings?) > 7. **Forbidden Art** (what's taboo to depict?) > 8. **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:" > > 1. **Lucky Things** (colors, numbers, items?) > 2. **Unlucky Things** (actions to avoid?) > 3. **Protective Charms** (what keeps evil away?) > 4. **Weather Signs** (how do people predict weather?) > 5. **Death Omens** (what predicts death?) > 6. **Fey/Spirit Rules** (what invites supernatural trouble?) > 7. **Magic Fears** (what do non-mages fear about magic?) > 8. **True Superstitions** (which ones are actually real?) --- ### Phase 8 Summary Display progress: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1-7: [COMPLETE] ║ ║ Phase 8: Society & Daily Life [COMPLETE] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Cultural Elements Created: ║ ║ - Calendar with [X] months and [Y] festivals ║ ║ - Food & Drink: [notable items] ║ ║ - Customs: greetings, hospitality, life passages ║ ║ - Arts: music, performance, games ║ ║ - Sayings and superstitions ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Calendar: [type] ║ ║ - Major Festivals: [list] ║ ║ - Marriage: [type] ║ ║ - Death Customs: [burial type] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary ║ ╚══════════════════════════════════════════════════════════════╝ Ready to continue to Phase 9: Campaign Setup? ``` --- ## Phase 9: Campaign & Adventure Setup **Goal:** Prepare for actual play—starting 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?" > > 1. **Open World/Sandbox** - Players choose their own direction > 2. **Adventure Path** - Structured story with milestones > 3. **Episodic** - Self-contained adventures loosely connected > 4. **Mystery** - Central mystery to unravel > 5. **War Campaign** - Large-scale conflict focus > 6. **Political Intrigue** - Schemes and machinations > 7. **Exploration** - Discovering new lands > 8. **Survival** - Harsh conditions, resource management > 9. **Heist/Caper** - Complex plans and execution > 10. **Monster Hunters** - Tracking and slaying creatures > 11. **Guild Campaign** - Faction-based advancement > 12. **Kingdom Building** - Establishing and ruling territory > 13. **Planar Travel** - Journeying to other worlds > 14. **Mixed** - Combination of types > 15. **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?" > > 1. **Levels 1-5** - Local heroes, village problems > 2. **Levels 1-10** - Regional heroes, kingdom threats > 3. **Levels 1-15** - National heroes, continental threats > 4. **Levels 1-20** - World heroes, planar threats > 5. **Levels 5-15** - Start experienced, avoid early slog > 6. **Levels 10-20** - High power, epic threats > 7. **Tier 1 Only (1-4)** - Short, focused campaign > 8. **Tier 2 Focus (5-10)** - Sweet spot of play > 9. **Tier 3 Focus (11-16)** - High fantasy > 10. **Tier 4 Focus (17-20)** - Legendary power > 11. **No Levels** - Milestone or narrative advancement > 12. **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?" > > 1. **One-Shot** - Single session > 2. **Mini-Campaign** - 3-6 sessions > 3. **Short Campaign** - 10-20 sessions > 4. **Standard Campaign** - 20-50 sessions > 5. **Long Campaign** - 50-100 sessions > 6. **Indefinite** - Ongoing until natural end > 7. **Modular** - Multiple short arcs > 8. **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?" > > 1. **Major City** - Urban adventure hub > 2. **Small Town** - Classic starting point > 3. **Village** - Humble beginnings > 4. **Frontier Settlement** - Edge of civilization > 5. **Tavern** - Classic "you meet in a tavern" > 6. **Prison** - Start captured, need to escape > 7. **Caravan/Ship** - Already traveling > 8. **Ruins** - Start in media res > 9. **Noble Estate** - Start with connections > 10. **Temple/Church** - Religious beginning > 11. **Wilderness** - Start lost or stranded > 12. **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?" > > 1. **Strangers Meeting** - Classic cold open > 2. **Already Friends** - Established relationships > 3. **Same Organization** - Guild, military, church > 4. **Same Background** - Shared origin > 5. **Family/Clan** - Blood or adopted ties > 6. **Former Adventurers** - Reuniting after time apart > 7. **Hired Together** - Same employer > 8. **Prisoners Together** - Shared captivity > 9. **Survivors Together** - Shared disaster > 10. **Destiny/Prophecy** - Fated to meet > 11. **Mixed** - Some know each other, some don't > 12. **Player Choice** - Let players decide Store in `decisions.party_origin`. #### Step 9B.3: Opening Hook Ask: > "What draws the party into adventure?" > > 1. **Job Offer** - Someone hires them > 2. **Call for Help** - Someone needs rescue > 3. **Attack** - Violence comes to them > 4. **Mystery** - Something strange happens > 5. **Rumor** - They hear about opportunity > 6. **Obligation** - Duty calls > 7. **Survival** - They must act to live > 8. **Competition** - Race against rivals > 9. **Discovery** - They find something important > 10. **Revenge** - Personal stakes drive action > 11. **Prophecy** - They're named in prediction > 12. **Coincidence** - Wrong place, right time > 13. **Curiosity** - Something intriguing appears > 14. **Desperation** - No other options > 15. **Player-Generated** - Let players create stakes Store in `decisions.opening_hook`. #### Step 9B.4: First Adventure Ask: > "What's the first adventure or mission?" > > 1. **Dungeon Crawl** - Explore dangerous site > 2. **Monster Hunt** - Track and slay creature > 3. **Rescue Mission** - Save someone > 4. **Investigation** - Solve a mystery > 5. **Escort Mission** - Protect traveler(s) > 6. **Heist** - Steal something > 7. **Defense** - Protect a location > 8. **Delivery** - Transport something important > 9. **Exploration** - Map unknown area > 10. **Negotiation** - Diplomatic mission > 11. **Sabotage** - Destroy enemy resources > 12. **Competition** - Win a contest > 13. **Survival** - Escape danger > 14. **Recovery** - Find lost item/person > 15. **Revolution** - Overthrow local power Detail the first adventure: > 1. **Goal:** What must they accomplish? > 2. **Location:** Where does it take place? > 3. **Opposition:** Who/what stands in their way? > 4. **Complication:** What makes it harder? > 5. **Reward:** What do they gain? > 6. **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?" > > 1. **Defeat Great Evil** - Classic heroic arc > 2. **Save the World** - Prevent catastrophe > 3. **Uncover Truth** - Reveal hidden conspiracy > 4. **Unite the Realm** - Bring peace to warring factions > 5. **Find the MacGuffin** - Quest for powerful item > 6. **Fulfill Prophecy** - Complete destined task > 7. **Build an Empire** - Establish power > 8. **Survive Apocalypse** - Live through disaster > 9. **Escape Trap** - Get out of bad situation > 10. **Revenge Quest** - Hunt those responsible > 11. **Coming of Age** - Characters grow into heroes > 12. **Redemption** - Atone for past wrongs > 13. **Exploration** - Map the unknown > 14. **No Arc** - Emergent from play > 15. **Player-Driven** - Their goals become arc Store in `decisions.main_arc`. #### Step 9C.2: Arc Structure Ask: > "How is the main arc structured?" > > 1. **Three Acts** - Setup, Confrontation, Resolution > 2. **Five Acts** - Rising action, climaxes, denouement > 3. **Quest Chain** - Linked objectives > 4. **Mystery Layers** - Peeling back truth > 5. **Faction War** - Shifting allegiances > 6. **Countdown** - Racing against time > 7. **Hero's Journey** - Classic mythic structure > 8. **Episodic** - Self-contained adventures building > 9. **Sandbox** - Emergent from player choice > 10. **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):** > 1. **Inciting Incident:** What launches the story? > 2. **First Victory:** What early success proves their worth? > 3. **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: > > 1. **The Warrior** - Military conflicts, enemies, old commanders > 2. **The Rogue** - Criminal contacts, marks, past heists > 3. **The Scholar** - Lost knowledge, academic rivals, research > 4. **The Faithful** - Temple politics, divine visions, heresy > 5. **The Noble** - Family intrigue, inheritance, obligations > 6. **The Orphan** - Missing parents, found family, origin mystery > 7. **The Foreigner** - Cultural clash, homeland threats, ambassadors > 8. **The Monster** - Prejudice, acceptance, nature vs. nurture > 9. **The Chosen** - Prophecy, destiny, burden of fate > 10. **The Refugee** - Lost home, revenge, rebuilding For each: > 1. **NPC Connection:** Who do they know? > 2. **Location Tie:** Where have they been? > 3. **Historical Link:** What past events affected them? > 4. **Organization Tie:** What groups matter to them? > 5. **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:** > 1. [Hook tied to central conflict] > 2. [Hook tied to ticking clocks] > 3. [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] > - [Danger Zone]: [threat] > - [Dungeon 1]: [hook] > > **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: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING COMPLETE: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ All 9 Phases Complete! ║ ╠══════════════════════════════════════════════════════════════╣ ║ ENTITY COUNT: ║ ║ - World Overview: 1 ║ ║ - Concepts: [X] (Magic, Pantheon, Deities, Calendar, etc.) ║ ║ - Geography: [X] (Continent, Regions, Features) ║ ║ - Organizations: [X] (Governments, Guilds, etc.) ║ ║ - Settlements: [X] (Cities, Towns, Villages, Buildings) ║ ║ - Characters: [X] (Rulers, NPCs, Villains) ║ ║ - History: [X] (Ages, Events, Prophecies) ║ ║ - Adventure Sites: [X] (Dungeons, Ruins, Lairs) ║ ║ - Items: [X] (if any) ║ ║ - Creatures: [X] (if any) ║ ║ ─────────────────────────────────────────────────────────────║ ║ TOTAL: [X] entities ║ ╠══════════════════════════════════════════════════════════════╣ ║ WORLD READY FOR: ║ ║ ✓ Campaign: [type] for levels [range] ║ ║ ✓ Starting Location: [location] ║ ║ ✓ First Adventure: [hook] ║ ║ ✓ Session Zero materials available ║ ║ ✓ [X] adventure hooks generated ║ ╠══════════════════════════════════════════════════════════════╣ ║ NEXT STEPS: ║ ║ 1. Run /session-prep for game night preparation ║ ║ 2. Use /create-entity to add more content ║ ║ 3. Use /expand-entity to detail existing entities ║ ║ 4. Use /generate-image for visual content ║ ║ 5. Use /audit-world to check consistency ║ ╠══════════════════════════════════════════════════════════════╣ ║ FILES CREATED: ║ ║ Location: Worlds/[World Name]/ ║ ║ State: .worldbuild-state.json (for future resume) ║ ║ Reference: DM Quick Reference.md ║ ╚══════════════════════════════════════════════════════════════╝ ``` --- ## Resumption Logic When user invokes `/worldbuild resume` or `/worldbuild [existing world name]`: 1. **Check for state file:** Look for `Worlds/[World Name]/.worldbuild-state.json` 2. **If found, display:** ``` ╔══════════════════════════════════════════════════════════════╗ ║ RESUMING: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Last Session: Phase [X], Section [Y] ║ ║ Last Question: "[question text]" ║ ║ Entities Created: [count] ║ ║ Session Started: [date] ║ ║ Last Updated: [date] ║ ╠══════════════════════════════════════════════════════════════╣ ║ OPTIONS: ║ ║ 1. Continue where you left off ║ ║ 2. Jump to beginning of Phase [X] ║ ║ 3. Jump to a specific phase (1-9) ║ ║ 4. Review completed phases ║ ║ 5. Show all created entities ║ ║ 6. Show relationship map ║ ║ 7. Start completely fresh ║ ╚══════════════════════════════════════════════════════════════╝ ``` 3. **Load all decisions** and continue from stored position. 4. **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: 1. **Read the template first** from `Templates/[Category]/[Type].md` 2. **Apply naming conventions** from `decisions.naming_culture` 3. **Use all stored decisions** for consistency 4. **Fill ALL sections** completely—no placeholders 5. **Create wikilinks** to all related entities 6. **Generate image prompts** specific to the entity 7. **Match the tone** from Phase 1 decisions 8. **Show preview** and wait for user approval 9. **Offer modifications** before saving 10. **Update relationship map** if character 11. **Update faction goals** if organization 12. **Ensure bidirectional links** - if A links to B, B links to A --- ## Progress Dashboard Format After each completed phase or on `summary` command: ``` ╔══════════════════════════════════════════════════════════════╗ ║ WORLDBUILDING PROGRESS: [World Name] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Phase 1: World Identity [COMPLETE] ║ ║ Phase 2: Metaphysical [COMPLETE] ║ ║ Phase 3: The Land [COMPLETE] ║ ║ Phase 4: Powers & People [IN PROGRESS - 4C.2] ║ ║ Phase 5: History & Conflict [NOT STARTED] ║ ║ Phase 6: Places of Interest [NOT STARTED] ║ ║ Phase 7: Characters [NOT STARTED] ║ ║ Phase 8: Society & Daily Life [NOT STARTED] ║ ║ Phase 9: Campaign Setup [NOT STARTED] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Entities Created: [count] ║ ║ - [Category]: [list] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Key Decisions: ║ ║ - Naming Culture: [culture] ║ ║ - Tone: [tone] ║ ║ - Magic: [level] ║ ║ - Gods: [structure] ║ ╠══════════════════════════════════════════════════════════════╣ ║ Commands: continue | back | skip | pause | summary | review ║ ║ relationships | factions | hooks ║ ╚══════════════════════════════════════════════════════════════╝ ``` --- ## 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 |