01
World Bible
Foundational
The master doc. The single source of truth for everything in your world — if it's not in the bible, it didn't happen, and if it's in the bible, nothing contradicts it. It's what keeps a world coherent when more than one person is building in it. A bible that nobody actually uses is just a file. A bible built to be legible by your whole team is infrastructure.
The background noise of your world. The history, the myths, the cool stories that make the place feel old and real — the stuff that existed before your story started and will keep existing after it ends. Good lore is an iceberg: most of it stays below the surface, but the audience can feel the weight of it. Bad lore is a Wikipedia article inserted mid-narrative because the writer couldn't help showing their work.
The official, undeniable truth of your story. Everything else is fanfic, speculation, or an alternate timeline — this is the law. In large franchises, canon becomes a political question: which source outranks which, and who has the authority to declare something true. That hierarchy needs to be decided before it's needed, not during the argument it causes.
Making sure your facts line up. If a character loses an arm in chapter 3, they shouldn't be high-fiving anyone in chapter 4. Breaking it accidentally is a mistake. Breaking it repeatedly is a trust problem. Breaking it deliberately, without acknowledgment, is something closer to contempt for your audience.
05
Core Concept / Thesis
Foundational
The whole point. The big idea you're actually trying to say — not the plot, not the setting, the fundamental question the story is structured to ask and answer. Every world element, every character arc, every conflict should be an expression of this. If you can't state it in one sentence, you don't have one yet.
06
World Logic
Foundational
Your world's rules. They don't have to be our world's rules, but they have to be consistent — and they have to feel like they emerged from the world's nature rather than being invented on the fly. Rules that only apply when convenient aren't rules. They're plot devices.
07
Internal Consistency
Foundational
The result of following your own rules without exception. It's what makes the audience say "okay, that makes sense in this world" instead of "wait, that's bullshit." Internal consistency is not the same as realism — a world with dragons can be internally consistent. What matters is that the rules you establish are honored.
The vibe — the emotional register the story operates in. It tells the audience how to feel and how to interpret what they're seeing. A story that can't hold its tone consistently feels amateurish, because it keeps breaking the implicit contract with the audience.
The shelf you put the story on. Fantasy, sci-fi, romance, thriller — genre sets basic expectations before the audience has read a single word. Genre isn't a cage; it's a starting position. Knowing which conventions you're honoring and which you're subverting is the craft.
The elevator pitch. The "what if?" that started everything — the core scenario the story is built to explore. A strong premise contains implicit conflict, implicit stakes, and enough specificity that you can immediately see what kind of story it wants to be.
A group with its own agenda, ideology, and relationship to power. They all want something different — and those competing wants generate conflict. Good factions aren't just political labels; they're expressions of the world's core tensions made structural. Every faction should be able to articulate why they're the heroes of their own story.
12
World State
Foundational
The current status quo. A galaxy at war, a kingdom in a golden age, a planet recovering from an apocalypse — this is your starting line. World state is the accumulation of every historical and political decision that led to this moment.
13
Power Structure
Foundational
Who's actually in charge, and how did they get that power? Money? Votes? The biggest army? Power structures determine what's possible and what's forbidden — who gets to make decisions, who those decisions affect, and what the consequences are for challenging them.
The old stories the people in your world tell themselves. The creation myth, the legend of the first hero, the cautionary tale about what happens if you go too far. It doesn't have to be true — in fact it's often more interesting if it isn't — but it shapes the culture, the values, and the behavior of everyone living in that world.
15
Magic System
Foundational
The rulebook for your magic. Hard magic has strict, learnable laws — costs and limitations the audience can understand and anticipate. Soft magic is mysterious and atmospheric, implying rules rather than stating them. Neither is better; they serve different narrative purposes.
16
Economy (in-world)
Foundational
The money. What's valuable, what's traded, what people do to survive. A fantasy world still needs to know where its bread comes from — who grows it, who distributes it, who taxes it, and what happens to people who can't afford it. Economy is one of the most neglected worldbuilding elements.
17
Political Structure
Foundational
How a society governs itself — and by extension, how decisions get made, who gets a voice, and what recourse people have when power acts against them. Political structure is the machinery of the world.
18
Geography (narrative)
Foundational
Locations as story elements — not just where things happen, but what the place means and what it does to people. Narrative geography makes place an active participant in the story rather than a backdrop.
A documented list of when things happened. It's your safety net against continuity errors and the most underused tool in worldbuilding. Writers working on a long production without a timeline will contradict themselves — guaranteed.
20
History (constructed)
Foundational
The fake past you built to make the present make sense. Good constructed history is built backward from the present: given where the world is, what had to happen to produce this? The past explains the present without the present feeling predetermined.