Advanced Worldbuilding
This chapter covers advanced worldbuilding techniques: creating timelines, documenting lore, designing factions, and building campaign arcs. It covers the Timeline, Source Reference, Campaign Event, and Session Log file types.
Creating Timelines
A Timeline is an ordered record of historical events, organized by eras and dated events. It's the backbone of your world's history.
Schema conventions:
franchise: which franchise this timeline covers (for cross-project work)eras: ordered array of major periods, each with name, startYear, endYear, summary, and keyEventsevents: all documented events in chronological order, each with era, date, type, title, description, and significancegaps: explicit list of undocumented periods (honest worldbuilding acknowledges what you don't know)sources: array of Source Reference files that contribute to this timelineloreEntries: array of Lore Detail files that belong to this timeline
Event types: major_battle, minor_battle, political, cultural, technological, magical, disaster, discovery, treaty, other.
Significance levels: major (world-changing), minor (significant but localized), background (contextual).
Design tip: start with the major events, then fill in the gaps. Leave some eras intentionally sparse — mystery drives engagement. The gaps are as important as the events.
Documenting Lore
Lore is the deep knowledge of your world. A Lore file is the broad topic (e.g., "The Veil"). A Lore Detail file is a specific entry within that topic (e.g., "The Saturation Point").
Lore Detail schema conventions:
category: concept, character, location, event, faction, item, or otherfranchise: which franchise this entry belongs tocanonStatus: canon, legends, expanded, non_canon, mixed, or unknownsignificance: major, minor, or backgroundconnections: array of related Lore Detail filescontradictions: array of known contradictions with other sourcestimelineEvents: array of timeline events this entry relates tomechanicsTranslation: how this lore translates to game mechanicsstatsSuggestion: suggested stat values for creatures/characters
Design tip: the contradictions field is crucial. Real-world lore is messy — sources disagree, details evolve, retcons happen. Documenting contradictions makes your world feel lived-in, not sterile.
Designing Factions
Factions are organizations with goals, methods, and internal tensions. A well-designed faction has:
- A clear CE alignment (do they lean Creation or Entropy?)
- A leader with their own agenda
- Internal factions that disagree on methods
- Relationships with other factions (allies, rivals, enemies)
- Spiritual practices that reflect their values
Design tip: the best factions aren't purely good or evil. The Silver Dawn protects the living but can be rigid and judgmental. The Tech Marksman Guild is pragmatic but sometimes ruthless. Give every faction a strength and a blind spot.
Building Campaign Arcs
A campaign arc is a chain of events that drives the story forward. It uses Campaign Events to record what happened, Quests to define what needs to happen, and NPCs to populate the world.
Campaign Event conventions:
type: quest_update, conversation, discovery, combat, decision, consequence, foreshadowing, social, travel, rest, or otherstatus: active, resolved, pending, forgotten, or supersededimportance: critical, high, normal, or lowconsequences: array of what changed as a resultfollowUp: what needs to happen nextconversationLog: array of who said what, what was revealed
Quest conventions:
status: proposed, active, completed, or failedpriority: critical, high, normal, or lowobjectives: array of {status, description} — track progresshooks: array of how the quest connects to other contentnpcsInvolved: array of NPC references
Design tip: campaign arcs should escalate. Start with local problems (a haunted village), escalate to regional crises (a Veil Tear), and culminate in world-threatening events (a Lich's army). Each escalation should feel inevitable, not arbitrary.
Session Logging
A Session Log records what happened during a play session. It's the bridge between the fiction and the mechanics.
Schema conventions:
sessionNumber: sequential integersummary: 1–3 sentence overviewevents: array of {type, description, keywords, npcs, characters, location}decisions: array of major player decisionscliffhangers: array of unresolved threadsforeshadowing: array of seeds planted for future sessionsrewards: text describing XP, loot, achievementsquestsUpdated: array of quest references affectednpcsUpdated: array of NPC references affectedconditionChanges: array of {character, change, reason} — track HP, mana, conditionsconversations: array of {topic, outcome, participants, keywords} — record dialoguefullLog: detailed narrative (the complete record)gmNotes: private GM notes
Design tip: the cliffhangers and foreshadowing fields are your continuity tools. Every session should end with at least one unresolved thread. Every session should plant at least one seed for future payoff.
Source References
A Source Reference documents where your lore comes from. It's essential for maintaining consistency across large projects.
Schema conventions:
sourceType: wiki, book, film, tv_series, game, official_site, fan_site, sourcebook, manual, interview, user_input, or otherfranchise: which franchise this source coversreliability: primary (official canon), secondary (official but supplementary), fan_creation, uncertain, or contradictedcanonStatus: canon, legends, expanded, non_canon, mixed, or unknownkeyTopics: array of main topics this source coversloreEntries: array of Lore Detail files created from this sourcecontradictions: array of known contradictions with other sourcesextractionNotes: what was extracted and any caveats
Design tip: always document your sources. When you're six months into a project and can't remember why a detail is the way it is, the Source Reference saves you. When two sources contradict each other, the contradictions field tells you which to trust.