Worldbuilding

A Worldbuilding Checklist for Writers Who'd Rather Be Writing

Kia Orion | | 9 min read

Most worldbuilding checklists read like a census form for a country that doesn't exist. Here are the questions I keep coming back to, the ones that actually change how a story feels on the page.


What your characters eat tells readers more about your world than any map legend ever will. A society that roasts meat on open spits has a different relationship to fire and to communal nightfall than one that ferments vegetables in underground cellars for months.


If your world has a sun, it has agriculture. If it has agriculture, it has seasons and calendars. Pull one thread and the whole world unspools beneath it.


The language of insults reveals what a culture fears most. "Son of a motherless goat" belongs to a very different civilization than "blood traitor." One fears scarcity. The other fears contamination.


Frank Herbert built Arrakis around a single resource constraint, and from that one decision, water, he got religion, politics, clothing, language, warfare, and table manners. Most writers try to invent all of those separately, which is why most invented worlds feel like a theme park rather than a planet.


Most writers build the throne room and forget the latrine. Your world needs plumbing, literal or metaphorical. Where does the waste go. Who handles it. That person exists at the bottom of your world's social order, and they have opinions.


I'm still not sure whether it's better to build a world from the top down, starting with cosmology and working toward the price of bread, or from the bottom up, starting with what a street vendor yells at closing time and extrapolating outward. I've tried both. I've failed at both. I suspect the answer is that you do whichever one your particular story requires and you don't figure out which that is until you're already too deep to start over.


Weather is free worldbuilding. A single rainstorm changes mood, travel speed, combat tactics, and whether two characters end up sheltering together in a doorway. Most writers set their scenes in perpetual mild overcast and miss all of it.


The difference between a world and a setting is time. Settings are static backdrops. Worlds have Tuesdays. They have a day when the market doesn't open because of a holiday nobody remembers the origin of.


The only thing that makes life possible is permanent, intolerable uncertainty; not knowing what comes next.

Ursula K. Le Guin

She was talking about something larger than fiction, but it applies to worldbuilding too. The worlds that feel alive are the ones where even the author seems unsure what's around the corner.

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Children's games tell you everything. Rowling understood this. Quidditch isn't just a sport, it's a world's entire value system compressed into a rule set: individual glory matters more than teamwork, catching the Snitch can override everything your team has done, and the whole thing is played on broomsticks a hundred feet in the air because wizard culture has a casual relationship with child safety that tells you more than any paragraph of exposition.


If magic exists in your world, someone has tried to tax it. If no one has, that tells you something alarming about the power structure.


Every world has something it's running out of. Water, arable land, trust, magic, time. Scarcity is the engine. You can tell me a thousand things about your world's history and politics, but if you tell me what's scarce, I understand the place immediately.


What does your world do with its dead? That single question generates religion, architecture, land use, and taboo in about ten minutes of thinking.


Your world's transportation system determines its politics. Horses require roads, roads require maintenance, maintenance requires taxes, and taxes require someone to collect them, which means your fantasy kingdom needs bureaucrats even if you never put one on the page. George R.R. Martin gets this. The Iron Bank of Braavos and the grain stores of Winterfell do more worldbuilding than any battle scene in the series.


The best worldbuilding detail is the one that makes a reader pause mid-sentence and recalculate everything they assumed about the world up to that point.


You don't need to know everything about your world. You need to know what your point-of-view character would notice walking down a street on a hot afternoon, and what they'd ignore because they've seen it a thousand times, and that gap between noticing and ignoring is where the reader's imagination fills in more detail than you could ever write yourself, which is the whole trick really, that readers will build your world for you if you just give them the right silence to build in.


Here's what I've noticed: writers obsess over magic systems and political hierarchies. Readers remember the food and whether the streets were muddy.


The best worldbuilding happens in passing, a detail dropped into a scene you were writing for a different reason entirely. Which is why the daily habit matters more than the master plan. You build worlds the same way you build a writing practice: one small, honest detail at a time.

One detail dropped in passing does more than a chapter of exposition. A daily prompt to find it.

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K

Kia Orion

Author of The Writer's Daily Practice, the #1 Bestselling book in Journal Writing and Writing Skills. He writes a free daily reflection for writers.

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