--- name: worldbuilding description: Designing coherent fictional settings - premise and scope, the worldbuilding iceberg, rules of the world, geography, history, cultures, factions, economy, technology or magic, internal consistency rules, and a world bible - for games, film, animation, and books. Load when inventing a setting, writing a world bible, checking a world for contradictions, deciding how much to build, or supplying setting facts to story and design work. --- # Worldbuilding Story track: `worldbuilding` -> `narrative` -> `character-design`. Visual track: `creative-direction` -> `art-direction` -> `visual-development`. Setting facts feed both. ## Purpose Create a world consistent enough to generate stories, characters, and visuals without contradiction, building only what the work needs. ## Inputs - Creative brief, tone, and pillars (`creative-direction`). - The kind of stories the world must support. - Source material or real-world inspirations. ## Framework 1. **Premise**: the one change or "what if" that makes this world different. 2. **Scope**: decide how much to build. Use the iceberg: the audience sees the tip; the submerged part (history, causes) exists to keep the tip consistent. Build deep where stories will happen, shallow elsewhere. 3. **Rules**: how the world works - physics, magic or technology, its costs and limits. Limits create tension; unlimited powers remove stakes. 4. **Place**: geography, climate, resources; how these shape settlement and conflict. 5. **People**: cultures, beliefs, language flavour, daily life, power structures, factions and what each wants. 6. **History**: a short timeline of events that explain the present, plus open tensions. 7. **Consequences**: for each major rule or feature, ask "and so what changes?" (economy, law, class, food, war). 8. **Consistency rules**: list canon facts, terms, and naming conventions; mark facts as fixed, flexible, or unknown. 9. **Story hooks**: conflicts and mysteries the world naturally produces. ## Output ``` WORLD BIBLE Premise: Tone and scope (deep / shallow areas): Rules and limits: Geography and climate: Cultures and factions (wants, conflicts): Timeline (key events): Daily life and economy: Consistency rules / glossary / naming: Canon status (fixed / flexible / unknown): Story hooks: ``` ## Quality checklist - The premise's consequences are traced through society, not only spectacle. - Rules include costs and limits. - Factions have conflicting, understandable goals. - Canon facts are recorded and non-contradictory. - Detail is concentrated where stories will use it. ## Anti-patterns - Encyclopedia before story: lore nobody will encounter. - Single-trait cultures (one planet, one personality). - Rules invented on demand to rescue a plot. - Copying a real culture as costume without its logic. - Exposition dumps instead of revealing world through character and action. ## Handoff - World bible -> `narrative` for plot built on its conflicts, and `character-design` for people shaped by their culture. - Environmental and cultural facts -> `art-direction` and `visual-development`. - Vision conflicts return to `creative-direction`.