Worldbuilding Bible Template for Novelists
A complete worldbuilding bible template covering geography, cultures, magic and technology, history, and the bits of a world readers feel without ever being told.
A worldbuilding bible is a reference document that holds a novelist's decisions about setting — geography, cultures, magic or technology, history, politics, and daily texture — so the draft stays internally consistent across chapters and books.
It's the document that lets you stop guessing. It holds the things you've decided about your world so you don't contradict yourself in chapter thirty, and it gives you room to develop the world in depth long before the reader sees any of it.
The trap is over-building — writing a thousand-page encyclopedia no reader will ever need. The trick is building only what your story actually asks of you, in enough depth that the parts the reader sees have real weight behind them.
What follows is a complete template organised the way writers actually use one. For deeper work on specific layers, see the magic system design questionnaire and the relationship map template — both slot in underneath this one.
Core premise
Start with the single line that defines the world.
- One-sentence world premise — The entire setting in one sentence. "A city where memory can be sold and bought." "A wet, humid continent where the sea is slowly drowning the lowlands." "A world where magic exists but only the grieving can use it."
- Tone and genre — What does this world feel like? Oppressive, hopeful, strange, familiar, nostalgic, industrial?
- What's different — In one paragraph, how is this world unlike our own? Or unlike the version of the past/future the reader expects?
- What's the same — Equally important. Readers orient faster when some things stay familiar.
Keep this top of the bible. Every other choice should serve it.
Geography
A world without geography is a stage with no floor.
- Scale — Is the story set in one city, a continent, a planet? Draw or describe the shape.
- Climate zones — What parts of the world are hot, cold, wet, dry? Why?
- Natural features — Mountains, rivers, deserts, forests, oceans. What dominates?
- Borders and regions — Political borders rarely match geographic ones, and friction at the mismatch is where stories happen.
- Named locations — The specific places your story uses. Capital cities, important villages, a particular bridge.
- Travel times — A map without a sense of distance is misleading. How long to cross the country by horse, ship, train?
A practical test: if your protagonist needs to get from A to B, do you know what's in between?
Cultures and peoples
This section tends to balloon. Keep it focused on the peoples your story actually touches.
- Ethnic and national groups — Who are they? Where do they live? What do they look like? (Avoid making physical traits the main identifier — it flattens into stereotype.)
- Languages — What's spoken where? Any linguistic fragments the reader will encounter?
- Religion and belief — What do people believe about the afterlife, the divine, the origin of the world? What do they disagree about?
- Social structure — Class, caste, clan, family, guild. Who holds power and who doesn't?
- Daily life — Food, clothing, work, leisure. A reader can feel a culture's texture even when you never explain it.
- Customs and taboos — Greetings, marriage, death, hospitality. The things that are unthinkable to do — and the things that are unthinkable not to.
- Inter-group relationships — Who has grievances with whom, and why? History determines present tension.
Systems — magic, technology, economy
Use whichever of these apply. A contemporary novel may need only an economy. A science-fantasy novel may need all three.
Magic
- Source — Where does magic come from?
- Cost — What does it take from the user — energy, time, health, memory, social standing?
- Limits — What can't it do? (Limits matter more than powers. A magic system without limits has no stakes.)
- Who can use it — Everyone? A class? The gifted? The cursed?
- Social position — Is magic respected, feared, outlawed, commercialised?
For a deeper questionnaire on source, cost, limits, and Sanderson's Laws, see the dedicated magic system design post.
Technology
- Technological level — Where does it sit on the spectrum, overall?
- Unevenness — Most worlds have technology distributed unevenly. Where's the gap?
- Transport — How do people and goods move?
- Communication — How does news travel? How fast?
- Weapons — What's the edge of lethal force, and who controls it?
Economy
- Currency — What's used, and is it stable?
- Trade routes — What moves, where from, where to, and who profits?
- Labour — What's the dominant form — agriculture, industry, service, something else?
- Wealth gap — How extreme, and is it visible or hidden?
History
You don't need a timeline back to the dawn of creation. You need the history that affects your story.
- Foundational myth — What do the peoples of your world believe about how it began?
- Three major past events — Wars, disasters, reforms, discoveries. Name the event, give the approximate date, say who was affected.
- Recent history — The last generation or two. What happened in living memory?
- Living wounds — Historical injustices still being argued about. These often drive antagonists.
- Present moment — What year is it? What's in the news?
Politics and power
- Government types — Monarchy, republic, council, theocracy, corporate, occupation?
- Who rules — The named figures your story encounters or references.
- Factions and institutions — Churches, guilds, militaries, parties, secret societies.
- Laws the story touches — Don't write a constitution. Write the specific rules your plot will break.
- Pressure points — Where's the current instability? Every world has one.
Daily texture
The details that make a world feel lived-in rather than described.
- A typical meal in the region your story is set in
- What people wear to work vs. to celebrate
- How strangers greet each other
- What children are taught
- What old people remember that young people don't
- What the smell is when you walk into a market
- What music sounds like at a wedding
These rarely appear as exposition. They appear as one sentence of specific, physical, embodied detail — and they do more than three pages of explanation.
Story-specific entries
The sections above cover the static world. You also need entries for the specific things your story uses.
- Major organisations — Name, purpose, key members, location, internal tensions.
- Key objects and artefacts — What is it, who made it, what does it do, who wants it?
- Recurring settings — Specific rooms, streets, buildings the reader will revisit. Give them a character.
- Unusual concepts — Anything the reader will need to understand that doesn't exist in our world. Define it briefly and consistently.
How much of this to write
The honest answer: as much as your story asks of you, and no more.
A first approach: write a single page per section for the setting. Only expand a section when your draft keeps returning to it. If your protagonist never leaves the capital, you don't need twenty pages on the southern provinces. If they do, you do.
The worldbuilding bible is not a pre-writing requirement. It's a living document. Some sections will exist before you draft; others will appear because you drafted and discovered what you needed to know.
What readers actually feel
Readers don't experience a worldbuilding bible. They experience specific images, specific voices, specific smells. A world feels deep not because the writer has detailed everything, but because the parts the reader sees feel rooted in something.
That rootedness is what the bible gives you. Not content to dump on the page — confidence to leave most of it off.
Build your world in Asermu
Locations with maps, a multi-section Encyclopedia, and cross-linked references — Writer tier and above.
Get started free