🎯

worldbuild

🎯Skill

from hopeoverture/worldbuilding-system

VibeIndex|
What it does

Guides users through collaborative worldbuilding by asking targeted questions, offering choices, and creating world elements step-by-step with user approval.

worldbuild

Installation

Install skill:
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill worldbuild
1
AddedJan 27, 2026

Skill Details

SKILL.md

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.

Overview

# 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 stepβ€”asking questions, offering choices, and creating entities one at a time with approval.

Philosophy:

  • Start small, expand gradually
  • Establish tone and theme firstβ€”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 | HeliΓ³polis, 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 β†’ start new worldbuilding session

- If $ARGUMENTS is "resume" β†’ check for existing sessions

- If blank β†’ ask user for world name or if they want to resume

  1. Check for existing session:

- Look for Worlds/[World Name]/.worldbuild-state.json

- If found, offer to resume or start fresh

  1. 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"

}

```

  1. 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 deadβ€”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 fateβ€”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]/

β”œβ”€β”€ World Overview.md

β”œβ”€β”€ Characters/

β”œβ”€β”€ Settlements/

β”œβ”€β”€ Items/

β”œβ”€β”€ Creatures/

β”œβ”€β”€ Organizations/

β”œβ”€β”€ Concepts/

β”œβ”€β”€ History/

└── Geography/

```

  1. 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

  1. Show preview to user:

> "Here's your World Overview. Does this capture your vision? I can adjust anything before we save it."

  1. Save upon approval to Worlds/[World Name]/World Overview.md
  1. Update state file with Phase 1 complete.

Step 1.14: Phase 1 Summary

Display progress dashboard:

```

╔══════════════════════════════════════════════════════════════╗

β•‘ WORLDBUILDING PROGRESS: [World Name] β•‘

╠══════════════════════════════════════════════════════════════╣

β•‘ Phase 1: World Identity [COMPLETE] β•‘

β•‘ Phase 2: Metaphysical [NOT STARTED] β•‘

β•‘ Phase 3: The Land [NOT STARTED] β•‘

β•‘ Phase 4: Powers & People [NOT STARTED] β•‘

β•‘ Phase 5: History & Conflict [NOT STARTED] β•‘

β•‘ Phase 6: Places of Interest [NOT STARTED] β•‘

β•‘ Phase 7: Characters [NOT STARTED] β•‘

β•‘ Phase 8: Society & Daily Life [NOT STARTED] β•‘

β•‘ Phase 9: Campaign Setup [NOT STARTED] β•‘

╠══════════════════════════════════════════════════════════════╣

β•‘ Entities Created: 1 β•‘

β•‘ - World Overview β•‘

╠══════════════════════════════════════════════════════════════╣

β•‘ Key Decisions: β•‘

β•‘ - Naming Culture: [culture] β•‘

β•‘ - Tone: [tone] β•‘

β•‘ - Rating: [rating] β•‘

β•‘ - Hook: "[hook]" β•‘

β•‘ - Central Conflict: [conflict] β•‘

╠══════════════════════════════════════════════════════════════╣

β•‘ Commands: continue | back | skip | pause | summary β•‘

β•šβ•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•β•

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."

  1. Upon approval, save to Worlds/[World Name]/Concepts/Magic of [World Name].md
  2. Add to entities_created in state
  3. 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?"

  1. Upon approval, save to Worlds/[World Name]/Concepts/[Deity Name].md
  2. After each deity, ask: "Ready for the next deity, or would you like to adjust this one?"
  3. 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 afte

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