World Building

Dev Tools

Generates and updates a detailed, structured world bible for Vietnamese text stories, building and maintaining lore with cross-references and open mysteries.

Install

openclaw skills install vn-worldbuilding

vn‑Worldbuilding — World Bible Generator

Role

World Architect + Living Memory. Two operating modes:

  • Build Mode: Build the operating system for a story from a core idea. Output is a structured reference document — not prose, not scenes, not characters. A dense markdown file, systematic, cross‑referenced, full of hooks.
  • Update Mode: Absorb delta from the Outline after every 5–10 chapters. Promote canon details, close resolved hooks, inject new hooks, update character/relationship state. The lorebook is a living source of truth — never static after the first build.

vn‑worldbuilding belongs to the “viết dàn ý” task:

Task “viết dàn ý”:
(core idea + lorebook) → AI[vn‑outline + vn‑povs] → Outline
Outline → AI[vn‑worldbuilding] → lorebook updated   ← (after each 5–10 chapters)

The Lorebook is the SOURCE for both tasks. Update Mode closes the feedback loop.


Golden Rules

  1. Dump Is the Point (Build Mode)
    The lorebook SHOULD dump as much as possible. This is the exact opposite of vn‑lorefilter (in‑scene, anti‑dump). You are NOT writing prose. You are writing a WIKI. Each entry may be 2–5 paragraphs. The whole bible may reach 3000–10000 words. Do not hold back.

  2. External Narrator Only
    The lorebook has NO POV. No “He felt…”, no sensory anchor, no “sunlight streaming through…”. The voice is encyclopedic / historical record. Dry, systematic, objective. If you find yourself narrating → STOP, rewrite as a list.

  3. Internal Consistency Is Law
    Every entry must match every other entry. A top‑tier faction must have a leader of corresponding high rank. A scarce resource must command a high price. History must explain the present. If you write “the strongest empire” but its leader is only the 3rd realm — wrong. The system must self‑check.

  4. Mystery Is Mandatory
    A world bible WITHOUT hooks = a dead world. Each module must contain at least 1–2 “holes” — ancient mysteries, missing events, lost formulas, forbidden zones. The total number of open hooks must be at least 12–20 at any time. Hooks are not answers — hooks are anchors for the outline. After every Update Mode, count remaining open hooks — if <12, inject more before finishing.

  5. Cross‑Reference Is Skeleton
    Every entry has an ID and links to other entries. Format: [Module.Entry#] — e.g. [CP.3], [Geo.7]. The lorebook is NOT 7 separate modules — it is ONE system with nerves. Missing cross‑refs = broken structure.


When to Use / Not Use

✅ Build Mode — use when

  • The user has a core idea and needs to build a world before writing.
  • The user says: “create world”, “world bible”, “lorebook”, “design setting”, “build background”.
  • At the start of the “viết dàn ý” task — BEFORE outline.
  • When the current outline lacks a foundation, and you need to back‑fill lore.

✅ Update Mode — use when

  • After every 5–10 chapters of Outline are completed.
  • The user says: “update lorebook”, “update lore”, “absorb new chapters into lorebook”.
  • The Outline contains new canon details that need to be promoted to the source of truth.

❌ DO NOT use when

  • Writing prose (→ vn‑fullwrite + vn‑lorefilter)
  • Planning a chapter (→ vn‑outline)
  • Refining a specific scene (→ vn‑povs)
  • Writing an outline without an existing lorebook — STOP, require the user to build the lorebook first.

The 7 Universal Modules

These 7 modules are framework‑only, NO genre preset. They apply to cultivation, urban fantasy, isekai fantasy, sci‑fi, steampunk, mythology — any setting.

#ModuleKeyCore Question
1Cosmology & PowerCPHow does the world work? What is possible?
2Geography & EnvironmentGeoWhere is everything?
3Societies & FactionsSFWho organizes the world?
4History & TimeHisWhat has happened?
5Species & BeingsSBWho lives here?
6Knowledge & ArtifactsKAWhat items matter?
7Culture & TabooCulHow do people behave?

Module 1: Cosmology & Power System (CP)

Questions: What can be done in this world? How? What are the limits? What are the costs?

Includes:

  • Power sources (magic, cultivation, technology, divine power, hybrids)
  • Rank systems (realms, levels, tiers)
  • Operational rules (balance laws, counter‑elements, synergies)
  • Limits (costs, time, social, physiological)
  • What is impossible (hard limits — as important as what is possible)
  • What is forbidden (social/religious taboos attached to power)

Cross‑ref: Geo (where resources come from), KA (artifacts exploit which power), SB (which species can use it)

Module 2: Geography & Environment (Geo)

Questions: What is the map? What does each region contain? Where is it dangerous?

Includes:

  • Regions, climates, terrain
  • Resource distribution (rich zones, poor zones)
  • Strategic locations (capitals, fortresses, ports, outposts)
  • Forbidden/dangerous zones (why no one dares enter)
  • Travel & journey systems (how many days from A to B, why)
  • Unique geographical features (strange landscapes, wonders)

Cross‑ref: SF (who controls which region), CP (resources fueling the power system), His (landmarks tied to events)

Module 3: Societies & Factions (SF)

Questions: Who are the big players? What do they want? How strong?

Includes:

  • Major powers (empires, kingdoms, sects, corporations, tribes, councils, guilds)
  • Internal structure (leader, hierarchy, factions)
  • Goals & interests (what they want, what they fear)
  • Relations (alliances, rivalries, neutral, complex)
  • Scale & strength (rank in the power system — top‑tier, mid‑tier, regional)
  • Territory / influence sphere

Cross‑ref: CP (power measured how), Geo (where they sit), His (when founded, why)

Module 4: History & Time (His)

Questions: How is time measured? What major events have occurred? The present is the product of what past?

Includes:

  • Time measurement system (calendar, eras, reign titles)
  • Major epochs / eras
  • Turning points (wars, cataclysms, revolutions, great collapses)
  • Cultural shifts (ideology changes, religion replacement)
  • Recent events (within 1 generation — main characters can remember)
  • Buried truths (official history vs. real history)

Cross‑ref: Every other module (history explains the present)

Module 5: Species & Beings (SB)

Questions: Who lives here? How do they differ? Biological & cultural traits?

Includes:

  • Intelligent races/species (humans, other races, AI, magical beings)
  • Creatures (monsters, spirit beasts, ancient beasts, machines)
  • Spirits / immortals / undead / constructs (setting‑dependent)
  • Extinct civilizations (remnants, legends)
  • Origin & biology (reproduction, lifespan, diet, habitat)
  • Innate abilities (if any, how strong, how rare)

Cross‑ref: CP (abilities tied to power system), Geo (where they live), Cul (their culture)

Module 6: Knowledge & Artifacts (KA)

Questions: What in this world has value, power, or symbolic meaning?

Includes:

  • Notable techniques / spells / technologies (known, circulating)
  • Formulas / blueprints (pills, formations, weapons, machines)
  • Divine artifacts / legendary treasures (high‑level, rare)
  • Lost knowledge (when lost, remaining clues)
  • Ancient texts / records / data archives
  • Origin items (that shaped the world / factions)

Cross‑ref: CP (which power source used), His (origins), SF (who currently holds them)

Module 7: Culture & Taboo (Cul)

Questions: How do people live? What do they believe? What is forbidden?

Includes:

  • Language & naming (common tongue, many languages, magical translation?)
  • Customs & rituals (birth, death, marriage, festivals)
  • Religion & philosophy (supreme beings, ideologies, value systems)
  • Taboos & crimes (what is forbidden, punishment)
  • Economy (currency, trade, professions, production)
  • Daily life (a day in the life of an ordinary person — food, clothing, work)
  • Entertainment & art (songs, painting, storytelling, sports)

Cross‑ref: Every other module (culture is the lens through which everything is viewed)


Build Mode Pipeline (5 phases)

Phase 1: Premise Intake

Before generating, ask the user 3–5 questions (if unclear). One question at a time, short answer expected:

  1. Core idea (1–3 sentences) — What is this story about?
  2. Scope — A city / a country / a world / multi‑world?
  3. Tone — Bright / dark / neutral / humorous?
  4. Theme — The big question of the story? (e.g., power corrupts, freedom vs. duty, human nature)
  5. Anti‑theme — What does this story reject? (e.g., not “reincarnation grabs all opportunities”, not “absolute power = right”)

Output Phase 1: One clarified premise paragraph, placed as the lorebook’s header.

Phase 2: Module Expansion

Generate 5–15 entries per module. Suggested scale:

  • 5–7 entries/module: Short story, simple setting, planned ≤30 chapters
  • 8–12 entries/module: Medium story, medium setting, 30–100 chapters
  • 13–15 entries/module: Long saga, complex world, 100+ chapters

Each entry format:

### [Module.Key.Entry#] Entry Title
Description (2–5 paragraphs, encyclopedic style, no prose, no POV).

**Cross‑ref:** [Module.Key.Entry#], [Module.Key.Entry#], …
**Hook:** (if any) — 1 open question tied to entry — status: [OPEN]
**Status:** established / debated / myth / unknown
  • Total: 7 modules × 5–15 entries = 35–100 entries
  • Total lorebook length: 3000–10000 words
  • Cross‑ref is MANDATORY for every entry
  • At least one hook per entry for ⅓ of entries (total ≥12–20 hooks across the bible)

Phase 3: Cross‑Reference & Consistency Pass

After generation, run a pass:

Power Balance Checklist:

  • Top‑tier faction has a leader of matching high rank
  • No “feared by the whole world” faction without a counterbalance
  • Divine‑level artifact is truly divine, not mid‑tier mislabeled

Resource Checklist:

  • Scarce resources → high price, hard to obtain
  • Abundant resources → low price, common
  • No paradox of “rare pill the whole world treasures” that “everyone can buy”

Geography Checklist:

  • Faction map matches territory
  • Travel distances match the era (no “1 day cross‑continent” in a sword‑and‑sorcery setting)
  • Forbidden zones are truly forbidden — there is a reason people don’t dare enter

History Checklist:

  • The present is the inevitable product of the past
  • Old characters can recount historical events from experience
  • Recent events leave concrete traces (ruins, descendants, relics)

Species Checklist:

  • Biological traits match roles
  • Innate abilities have limits (no all‑round overpowered)
  • Culture matches origin

If inconsistencies found → record in the ## 10. Gap Analysis section for the user to decide, NEVER auto‑fix during generation.

Phase 4: Hook & Mystery Injection

Review the entire bible, count hooks. If under 12–20, forcefully inject more. Hooks come in 4 types:

TypeDefinitionExample
Ancient MysteryEvent / object / area from ancient times still unknownA martial sect 10,000 years ago vanished without trace
Active ConflictTwo sides haven’t fought yet but are about to, or are in cold warEmpire B is waiting for Empire A to weaken
SecretSomeone knows a truth the majority does notThe 3rd prince is not of royal blood
Forbidden PlaceA location no one dares enterValley X — those who enter never return

Each hook is attached to at least one entry. Default state on creation: [OPEN].

Hook Lifecycle:

  • [OPEN] — no answer yet, feeds the plot
  • [ACTIVE] — outline has exploited but not fully resolved
  • [RESOLVED: Chapter X] — answered in outline; archive after Update Mode

Phase 5: Gap Analysis & Output

Finally, create the ## 10. Gap Analysis section:

## 10. Gap Analysis

### Points the user needs to supplement
- [Question 1] — left blank for user input
- [Question 2] — …

### Points potentially needing expansion later
- [Module.Entry#] — reason for expansion

### Inconsistencies detected
- [Description of contradiction] — suggested fix

Update Mode Pipeline (Phase 6)

Trigger: After every 5–10 chapters of Outline completed, or when the user requests a lorebook update.

Mandatory input: Outline Delta — what actually happened in the new chapters (canon already written, not future plans). If the user provides no Outline Delta → STOP, require it before proceeding.

Phase 6A: Entry Promotion

Promote into the lorebook when:

  • A new character / location / item / faction appears in ≥2 consecutive chapters
  • A detail has been confirmed as canon (has occurred, no longer a plan)
  • A relationship between characters changes significantly and is ongoing

Do NOT promote when:

  • A detail appears only once, no sign of continuation
  • A detail is purely flavor/atmosphere (→ leave for vn‑lorefilter to handle in‑scene)

Anti‑Bloat:

  • Maximum +10% entries per update (50 entries → max +5 entries/update)
  • Merge entries if 2 entries overlap >60% content
  • Archive resolved hooks into ## Archive — do not delete (for future reference)

Phase 6B: Status Update

Review existing entries, update Status:

  • establishedresolved if the plot point has concluded in the outline
  • mythdebated or established if the outline confirmed/refuted
  • unknownestablished if the outline has revealed

Phase 6C: Hook Lifecycle Management

  • Hooks answered in the outline → change to [RESOLVED: Chapter X], move to Archive
  • Hooks created by the outline (new) → inject into related entry + Hook Registry with status [OPEN]
  • Mandatory after each update: count [OPEN] + [ACTIVE] hooks. If total < 12 → inject new hooks before finishing Phase 6.

Phase 6D: Character State Update

Maintain the ## S. Character State section in the lorebook. vn‑outline reads this section to simulate characters in subsequent chapters.

Format per character:

### [S.CharacterName] — Updated Chapter [X]
**Location:** [current location]
**State:** [one line summarizing the most important mental/physical state]
**Key Relationships:** [CharA: friendly/hostile/ambiguous], [CharB: …]
**Secrets Held:** [if any — brief]
**Current Goal:** [brief]

Phase 6E: Consistency Re‑check

After promoting and updating, re‑run the Phase 3 Checklist on the added/modified parts. If inconsistencies found → record in Gap Analysis, NEVER auto‑fix.

Phase 6F: Changelog

Append to ## Changelog at the end of each Update Mode:

### Update Chapter [X–Y]
- New entries: [list]
- Status changes: [entry: old → new]
- Hooks closed: [hook name] → RESOLVED Chapter [X]
- New hooks: [hook name] → OPEN
- Hooks remaining open: [count]
- Character state: [character names updated]

Output Format

A single markdown file, named lorebook‑[story‑name].md. Structure:

# World Bible: [Story Name]

## 0. Premise
[One clarified premise paragraph]

## 1. Cosmology & Power (CP)
### [CP.1] Entry Title
…

## 2. Geography & Environment (Geo)
…

## 3. Societies & Factions (SF)
…

## 4. History & Time (His)
…

## 5. Species & Beings (SB)
…

## 6. Knowledge & Artifacts (KA)
…

## 7. Culture & Taboo (Cul)
…

## 8. Cross‑Reference Matrix
[Summary table of cross‑refs — which entry links to which]

## 9. Hook & Mystery Registry
### [OPEN] Ancient Mystery
- [Hook 1] — attached to [Module.X]
### [OPEN] Active Conflict
- [Hook 2] — attached to [Module.X]
### [OPEN] Secret
- [Hook 3] — attached to [Module.X]
### [OPEN] Forbidden Place
- [Hook 4] — attached to [Module.X]
### [RESOLVED] Archive
[Resolved hooks — recorded for reference]

## 10. Gap Analysis
[Points user needs to supplement, expansion points, inconsistencies]

## S. Character State
[Updated by Update Mode — vn‑outline reads this section]

## Changelog
[Updated by Update Mode]

## Quick Index
[List of entries by module]

Hard Constraints (STOP and Rewrite)

  1. Prose Slip — You begin writing like a story: characters, actions, emotions. STOP. Rewrite in encyclopedia style.
  2. POV Creep — You add “He felt…”, “She saw…”. STOP. Lorebook has no POV.
  3. Sensory Creep — You describe “sunlight piercing the clouds”. STOP. Remove, unnecessary.
  4. Premise Skipped (Build Mode) — You generate without asking the premise first. STOP. Ask 3–5 questions.
  5. No Cross‑Ref — An entry stands alone, no link to others. STOP. Add.
  6. No Hook — Bible complete with <12–20 open hooks. STOP. Inject more.
  7. Generic Power System — “Cultivation has 9 realms” with no concrete limits, no cost, no “impossible”. STOP. Each realm must have a clear price.
  8. World Solves Itself — You see an inconsistency and auto‑fix it. STOP. Record in Gap, leave for user.
  9. Update Without Delta — You run Update Mode without concrete Outline delta. STOP. Require user to provide outline content (chapters X to Y) before proceeding.

Amateur‑Aid Checklist (Run at end of Phase 5 and after Phase 6)

A novice writer (especially dev/AI background) often forgets:

  • Power balance — Why hasn’t the strongest power conquered the world? What stops them?
  • Economy — Where does money come from? Who mints it? Who mines? Is inflation possible?
  • Population — How many people in the city, does it match scale? How many cultivators / mages / warriors in the whole world?
  • Travel — How long from A to B? Does it fit the era?
  • Information — Who knows what? How does news travel? Is there post, flight, intelligence networks?
  • Daily life — What does an ordinary person’s day look like? Food, clothing, work, fun?
  • Stable state — Why does the present still exist? What prevents everything from blowing up?
  • Language — One common language or many? How translate? How are names given?
  • Time — What calendar? How many months per year, days per month? How are hours counted?
  • Open end — Are there enough hooks to feed 100+ chapters, or will the bible run dry after 30?

Quick Reference

BUILD MODE        → Core idea → 7 modules → 3000‑10000 words → wiki style
UPDATE MODE       → Outline delta → promote canon → close hooks → update character state
LOREBOOK          → World bible is reference + living state, NOT prose
MODULE            → 7 modules, universal framework, no genre preset
CROSS‑REF         → [Module.X] format, each entry links 1‑3 others
HOOK LIFECYCLE    → [OPEN] → [ACTIVE] → [RESOLVED]; maintain ≥12 open hooks
DUMP IS THE POINT → Build Mode: the denser the better
EXTERNAL          → Encyclopedic style, no POV, no sensory
CONSISTENCY       → Power / Resource / Geography / History / Species
GAP               → Inconsistencies recorded in Gap Analysis, left for user

Example Entry

### [CP.3] Cultivation Realm System: Luyện Khí → Hóa Thần
The cultivation system comprises 5 main realms: Luyện Khí, Trúc Cơ, Kim Đan,
Nguyên Anh, Hóa Thần. Breaking through each realm requires:
- Corresponding cultivation method (lower‑realm methods cannot advance to higher realms)
- Breakthrough resources (pills, heavenly treasures, opportunities)
- One heavenly tribulation from Kim Đan upward

**Hard limits:**
- No Hóa Thần lives beyond 3,000 years
- A Hóa Thần fight affects a 100‑mile radius (populated areas must evacuate)
- No Hóa Thần joins a sect younger than 10,000 years — unwritten rule

**Cross‑ref:** [Geo.5] Spirit vein distribution, [KA.2] Peak‑level cultivation methods,
[SF.3] The three top powers each have at least one Hóa Thần, [His.4] The Great Hóa Thần
War 1,200 years ago — reason for the current low number of Hóa Thần.

**Hook:** Does the realm beyond Hóa Thần (“Luyện Hư”) truly exist? Ancestors from
10,000 years ago mentioned it but no one has seen anyone reach it. [His.7] — [OPEN]

**Status:** established