A walled harbour city of pale towers above a wide bay

Worldbuilding: [World name]

Build what the story touches. Start with the overview, the magic or technology, and the conflicts, and open the deeper layers when a scene needs them. What a reader must know to follow a scene belongs in that scene, not in a lecture before it.

World overview

World and book

The big difference

What the story sees

Era and technology

Tone

Viewpoint

Geography and climate

Travel: days from the story's home base, and how.

Place

Land and climate

Who lives there

Travel

History

Only events that still cause something today.

When

What happened

What it still causes

Peoples and cultures

People

Homeland

Values and taboos

What outsiders get wrong

Magic or technology

  • What it does:

  • Who can use it:

  • Cost:

  • Limits:

  • Weakness:

  • What it has changed:

  • What people believe about it:

Rules the plot relies on

Show a rule well before the scene it decides.

Rule

Shown in

Tested in

See an example magic system

What it does: Tide-wardens bind a promise to running water. A bound promise can't be broken while the river flows.
Who can use it: Anyone born within sound of the estuary bells who survives seven years of training; about one in a thousand.
Cost: Each binding takes a memory from the warden, chosen by the water, not by them.
Limits: Nothing binds over still water, and a frozen river frees every oath sworn on it.
Weakness: Dam the stream and the promise lapses.
What it has changed: Contracts are signed on bridges, and every treaty in the north is renewed at the spring thaw.

Rule the plot relies on: No oath holds over ice. Shown in chapter 3, when a skater laughs off a debt; tested in chapter 22, when the river freezes on treaty night.

Power and politics

  • Who rules:

  • How they keep power:

  • Who wants it:

  • Law and punishment:

  • Neighbors:

Deeper layers

Open a section when a scene needs it.

Optional: Economy and trade
  • What the land lives on:

  • Money, and what a meal, a bed and a journey cost:

  • Scarce and valuable:

  • Rich and poor:

  • Trade routes:

Optional: Religion and belief
  • Gods or forces:

  • Institutions:

  • Practice:

  • Disputes:

  • Everyday belief:

Optional: Languages and naming

Culture

Sound

Sample names

Words to keep

Optional: Daily life
  • A morning in the home base:

  • Food and drink:

  • Calendar and time:

  • Clothing:

  • Family and coming of age:

  • Manners:

  • Illness and death:

  • News and travel:

Conflicts

Include a quiet one: a prejudice, a debt, a law nobody enforces.

Conflict

Sides

What each wants

Where the story meets it

Open questions

Questions a scene raised, contradictions, details invented while drafting.