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arcanea-world-build

by frankxai

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1🍴 0📅 Jan 24, 2026

SKILL.md


name: arcanea-world-build description: The Arcanean World Architecture System - create internally consistent universes using the Seven Pillars framework, from geography to magic systems to cultures, ensuring rich worlds that feel lived-in version: 2.0.0 author: Arcanea tags: [worldbuilding, fantasy, scifi, universe, setting, magic-systems] triggers:

  • world
  • setting
  • magic system
  • worldbuilding
  • universe
  • culture
  • fantasy setting
  • scifi setting

The Art of World Architecture

"A world is not a setting. A world is a character with its own history, desires, and secrets."


The World-Builder's First Truth

The iceberg principle: Show 10%, know 100%.

Your reader experiences the tip of the iceberg - a living, breathing world with history and depth. But that experience only works if you've built the 90% beneath the surface.


The Seven Pillars of World-Building

╔════════════════════════════════════════════════════════════╗
║                  THE SEVEN PILLARS                          ║
╠════════════════════════════════════════════════════════════╣
║  1. GEOGRAPHY & ENVIRONMENT   │ The physical container      ║
║  2. HISTORY & TIME            │ Memory that shapes present  ║
║  3. CULTURES & PEOPLES        │ The human (or other) element║
║  4. MAGIC/TECHNOLOGY SYSTEMS  │ The extraordinary element   ║
║  5. ECONOMY & RESOURCES       │ The material foundation     ║
║  6. POWER & POLITICS          │ The dynamics of control     ║
║  7. BELIEF & MEANING          │ The spiritual architecture  ║
╚════════════════════════════════════════════════════════════╝

Pillar 1: Geography & Environment

The Land Shapes Everything

Climate → Agriculture → Diet → Culture
Terrain → Travel → Isolation/Connection
Resources → Wealth → Power → Conflict

Geography Checklist

□ Continental layout (if applicable)
□ Major biomes and climate zones
□ Water sources (oceans, rivers, lakes)
□ Mountain ranges and natural barriers
□ Resource distribution (metals, fuel, food)
□ Natural phenomena (storms, seasons, tides)
□ How terrain affects travel and communication

The Consistency Test

Ask: Given this geography, what would logically follow?

If desert →
  Water is precious
  Buildings use thermal mass
  Night travel preferred
  Trade in caravans
  Water rights = power

If archipelago →
  Maritime culture
  Island identity vs. mainland
  Storms as major threat
  Fishing economy
  Naval power matters

Pillar 2: History & Time

History Creates Present

FOUNDING: How did this civilization/place begin?
GOLDEN AGE: When were they at their peak?
CATASTROPHE: What broke them?
REFORMATION: How did they rebuild/change?
CURRENT ERA: Where are they now in the cycle?

The Three Types of History

DEEP HISTORY (1000+ years)
├── Creation myths
├── Lost civilizations
├── Ancient wars
└── Legendary figures

LIVING HISTORY (100-1000 years)
├── Recent kingdoms/empires
├── Major discoveries
├── Remembered heroes
└── Institutional founding

IMMEDIATE HISTORY (0-100 years)
├── Current generation's experience
├── Recent conflicts
├── Living memory
└── Active grudges

History Integration Tips

1. Characters should have opinions on history
2. Ruins and artifacts provide physical evidence
3. Names come from historical figures
4. Holidays commemorate events
5. Old conflicts echo in current tensions

Pillar 3: Cultures & Peoples

Culture Creation Framework

IDENTITY: Who are we?
├── Ethnic/racial characteristics
├── Common names and naming conventions
├── Shared mythology and heroes
└── What they're known for

VALUES: What do we believe matters?
├── Honor, family, achievement, pleasure, duty?
├── Individual vs. collective orientation
├── Attitude toward outsiders
└── Sacred vs. profane distinctions

EXPRESSION: How do we show who we are?
├── Art and architecture
├── Clothing and adornment
├── Food and dining customs
├── Ritual and ceremony
└── Music and storytelling

STRUCTURE: How do we organize?
├── Family structure
├── Gender roles (if any)
├── Age-based hierarchies
├── Class and caste
└── Leadership models

Cultural Tension Points

Every culture needs internal tensions that create story potential:

Tradition vs. Progress
Individual vs. Collective
Sacred vs. Secular
Purity vs. Pragmatism
Honor vs. Survival

Avoiding Monocultures

WEAK: "The elves are all peaceful nature-lovers"
STRONG: "The forest elves prioritize preservation, but
        the city elves embrace adaptation, creating
        centuries of internal conflict."

Every culture should have:
- Regional variations
- Generational differences
- Class distinctions
- Subcultures and counter-cultures

Pillar 4: Magic/Technology Systems

Sanderson's Laws of Magic

First Law: The ability of magic to solve problems is directly proportional to how well the reader understands it.

HARD MAGIC: Clear rules, reader can predict
(Example: Allomancy in Mistborn)

SOFT MAGIC: Mysterious, wonder-inducing
(Example: Gandalf in Lord of the Rings)

HYBRID: Clear for main character, mysterious for others

Second Law: Limitations are more interesting than powers.

What can magic NOT do?
What does magic COST?
Who CANNOT use magic?
What happens when magic FAILS?

Third Law: Expand what you have before adding something new.

Before adding new magic, explore existing magic more deeply.
The system you have is more interesting than you think.

Magic System Template

## [Name of System]

### Source
Where does the power come from?
(Divine, natural, internal, external, technological?)

### Access
Who can use it and how do they learn?
(Innate, trained, granted, purchased?)

### Mechanics
How does it work?
(Fuel source, activation method, limitations, costs?)

### Scope
What can and cannot be done?
(Capabilities, hard limits, soft limits?)

### Cost
What is the price?
(Physical, mental, moral, social, material?)

### Consequences
What are the side effects?
(Personal, environmental, social?)

### Cultural Impact
How has this shaped society?
(Economy, warfare, religion, daily life?)

Technology Systems

The same principles apply to advanced technology:

□ What enables this technology?
□ Who has access?
□ What are the limitations?
□ What are the costs?
□ What are the unintended consequences?
□ How has it changed society?

Pillar 5: Economy & Resources

The Economic Foundation

RESOURCES: What does the land provide?
├── Food sources
├── Raw materials
├── Energy sources
└── Rare/valuable substances

PRODUCTION: How do they make things?
├── Agricultural practices
├── Craftsmanship traditions
├── Industrial capabilities
└── Magical/technological production

TRADE: How does value flow?
├── Trade routes
├── Merchant classes
├── Currency systems
└── Trade partnerships/rivalries

WEALTH: Where does power concentrate?
├── Who controls production?
├── Who controls distribution?
├── What creates status?
└── What does poverty look like?

Economic Story Generators

SCARCITY: What's rare creates conflict
MONOPOLY: Who controls the vital resource?
DISRUPTION: What happens when trade routes break?
INNOVATION: What happens when production changes?
INEQUALITY: Where is the tension between haves and have-nots?

Pillar 6: Power & Politics

Political Structure Types

MONARCHIES: Power through bloodline
ARISTOCRACIES: Power through noble class
OLIGARCHIES: Power through wealth/elite
THEOCRACIES: Power through religion
DEMOCRACIES: Power through participation
MERITOCRACIES: Power through achievement
MAGOCRACIES: Power through magic
TECHNOCRACIES: Power through knowledge

The Power Web

Map the power relationships:

FORMAL POWER: Who officially rules?
REAL POWER: Who actually controls decisions?
ENFORCED BY: Military, police, magic?
LEGITIMIZED BY: Tradition, religion, consent?
CHALLENGED BY: Who opposes the current order?

Political Dynamics for Story

Every political structure has:
- Those who benefit from the status quo
- Those who suffer under it
- Those who want to change it
- Those who profit from the conflict

Pillar 7: Belief & Meaning

The Spiritual Architecture

COSMOLOGY: What is the nature of existence?
├── Creation stories
├── Afterlife beliefs
├── Cosmological structure
└── Place of mortals in the universe

RELIGION: How do people practice belief?
├── Organized vs. personal
├── Priesthoods and hierarchies
├── Sacred texts and traditions
├── Worship practices
└── Sacred sites

PHILOSOPHY: How do people make meaning?
├── Dominant worldviews
├── Competing philosophies
├── Secular belief systems
└── Attitudes toward death

SUPERSTITION: What do common people believe?
├── Folk magic
├── Omens and signs
├── Taboos
└── Protective practices

Religion in Worldbuilding

Questions to answer:
- Is the religion true? (Do gods exist?)
- Does magic come from religion?
- How does religion interact with power?
- What are the heterodoxies?
- What happens to non-believers?

The World-Builder's Process

Phase 1: Concept

1. What is the core hook of this world?
2. What makes it different from default fantasy/scifi?
3. What themes does the world explore?
4. What atmosphere/feeling should it evoke?

Phase 2: Foundation

1. Sketch rough geography
2. Identify key historical eras
3. Define 2-3 major cultures
4. Design core magic/tech system
5. Establish power dynamics

Phase 3: Deepening

1. Develop each pillar systematically
2. Find connections between pillars
3. Identify conflicts and tensions
4. Create specific details that make it real
5. Build the iceberg beneath the surface

Phase 4: Integration

1. How do the pillars interact?
2. What happens when systems collide?
3. Where are the story opportunities?
4. What would characters care about?
5. What details will the reader experience?

Common World-Building Traps

The Encyclopedia Trap

PROBLEM: Building endlessly without writing stories
SOLUTION: Build only what you need for the current story,
          then deepen as needed

The Monoculture Trap

PROBLEM: Entire species/nations have one personality
SOLUTION: Every group has internal diversity

The Earth Clone Trap

PROBLEM: Fantasy Europe with elves, Fantasy Asia with dragons
SOLUTION: Mix inspirations, create truly new cultures

The Rule of Cool Trap

PROBLEM: Adding elements because they're cool without integration
SOLUTION: Everything must have consequences and connections

The Exposition Trap

PROBLEM: Stopping story to explain world
SOLUTION: Reveal through character experience and conflict

Quick Reference Templates

World One-Pager

# [World Name]

## Core Concept
[One sentence that captures what makes this world unique]

## Atmosphere
[What does it feel like to be here?]

## Key Conflict
[The central tension that drives stories here]

## Three Pillars Summary
1. [Most important pillar and key detail]
2. [Second most important pillar and key detail]
3. [Third most important pillar and key detail]

## Story Hooks
- [Hook 1]
- [Hook 2]
- [Hook 3]

Location Template

## [Location Name]

**Type**: [City/Region/Building/etc.]
**Significance**: [Why does it matter?]

### Physical Description
[What does it look like, feel like, smell like?]

### History
[Key historical events connected to this place]

### Current Situation
[What's happening here now?]

### Key Figures
[Who's important here?]

### Secrets
[What isn't immediately apparent?]

### Story Potential
[What could happen here?]

"Build worlds that feel lived-in. Let characters argue about history, complain about politics, take their magic for granted, and eat food that tastes of their homeland."

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