Eidos

Media / World

@The-Virtual-Panda/world

A fictional world for a table or a series; The World (premise, tone, how it works, the table), places grouped by region, factions, characters, arcs grouped by campaign, a history, a player's guide, and a player role that sees only what is revealed.

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Install

The whole root

npx eidosmd install @The-Virtual-Panda/world

One collection, or one variant into a collection you already have

npx eidosmd install @The-Virtual-Panda/world --collection The World
npx eidosmd install @The-Virtual-Panda/world --variant The World.tone
Source
The-Virtual-Panda/Eidos-Examples on GitHub
Tag
world/v0.3.0
Path
world
Eidos version
5.4.0
Naming
Title Case
Keywords
worldbuildingttrpgcampaigngame-masterobsidian
Published
September 20, 2026

What it contains

Collections

The Worldframe

The setting itself, four pages: what it is about, how it feels, how it works, and who plays in it. Every place, faction, character, and arc gets checked against these.

Variants

premisedefaultwhat the world is about, and what it is not

Template: templates/frame.premise.md

# {{title}}

_What this world is about. This page and Tone decide what belongs: a place, a faction, or an arc that serves nothing here is one to question, however good the idea._

## The World in a Breath

_A few sentences: what kind of world this is, what is happening in it, and what the stories set here are about. If it needs a list, it is not a premise yet._

## Why It Exists

_The story, the game, or the feeling you could not get from a setting off the shelf. The itch this world scratches._

## The Shape of It

_How the whole thing hangs together: the scale (a city, a continent, a cosmos), the age it is in, the one tension every region feels. Not a gazetteer; the logic behind one._

## Not This World

_The world next door that you are deliberately not building: the genre you are avoiding, the trope you refuse. Writing it down here is what keeps the setting from sprawling._
tonehow it feels, and the lines the table and the prose keep

Template: templates/frame.tone.md

# {{title}}

_How the world feels, and the lines the table and the prose keep so that it goes on feeling that way._

## The Feel

_Grim or bright, epic or intimate, funny or never. The two or three words a player would use, and the one they never would._

## Touchstones

_The books, films, games, and places it draws on, and what each one gives it. Name the thing you are borrowing, not just the title._

## Lines the Table Keeps

_What is always allowed, what never happens on screen, what gets a fade to black. The lines and veils, and the promises about death, betrayal, and consequence._

## How It Reads

_Names, spellings, tense, and voice for anything written for players: the handout, the recap, the description read aloud._
lawshow the world works, and what can never happen

Template: templates/frame.laws.md

# {{title}}

_How the world works. Every place, faction, and character obeys what is here; anything that breaks it is either a plot or a mistake._

## What the World Is Made Of

_Gods, planes, the nature of the dead, what is beyond the sky. What is known and what is only believed._

## Magic and Technology

_What power exists, who can use it, what it costs, and what it can never do. The limits matter more than the powers._

## Peoples and Tongues

_Who lives here and how they differ; the languages, and who speaks which. Enough that a new character fits without a footnote._

## What Can Never Happen

_The hard limits: no coming back from the dead, no crossing the sea in a day, nobody has ever seen a dragon. The list a co-writer checks first._
tablewho plays, how sessions run, and what the players know

Template: templates/frame.table.md

# {{title}}

_Who plays in this world and how a session runs. What the party knows is decided here, and `revealed` on each page keeps the score._

## The Table

_The players, the system, how often you play, and where (in person, online, play by post). What a session is like._

## The Party

_Who the player characters are, in a paragraph, and what they know at the start. Link their sheets from Files._

## What the Players Know

_The public version of the world: the handout a new player reads. Anything a player may read without a spoiler is either here or marked `revealed` on its own page._

## How a Session Runs

_Prep, the recap, safety tools, downtime, how a session ends and how the next one starts. The habits the game master keeps for the table._

Placesplace

One page per place, grouped by region.

Grouped by Regions

Variants

fulldefaultthe full page for a place

Template: templates/place.full.md

# {{title}}

## Why It Exists

_What this place does for the stories set here that no other place does. A short paragraph. If this changes a lot, it is probably a different place._

### Taking for Granted

_What you are assuming and have not written down anywhere else: which law it leans on, which region it sits in, who has been here already._

## Still to Decide

_What you do not know yet. Kept near the top so nothing gets buried; when something is settled, it moves down into the list below._

## What Is True

_The facts, as short numbered statements a co-writer can rely on: where it is, who runs it, what it is known for, what is hidden. If it is not written here, it is not canon yet._

1. <!-- the first thing that is true of this place -->

## What the Party Sees

_The place as a player meets it: the description you read aloud, the sounds, the first person they talk to. The part of this page the Player role may read once it is `revealed`._

## Not This Place

_What this place deliberately is not, and which place holds that instead. This is the list that keeps a region from blurring; a place without it grows into its neighbors._

## Ties

_The factions that hold it, the people found here, the arcs that pass through, the places it borders. Link the pages rather than naming them._

## Notes and Decisions

_Notes: the map, where the name came from, the reference art, the thing to remember at the table. Decisions: one line each, dated, never deleted, so a retcon is a decision and not an accident._

<!-- 2026-03-09: The harbor is silted now; the fleet in session 4 needed a reason to be stranded. (GM) -->
sketcha sketch: why it exists, what is still to decide, what is true; grow into full

Template: templates/place.sketch.md

# {{title}}

## Why It Exists

_What this place is for, in a short paragraph. Grow it into the full page once it matters at the table._

## Still to Decide

_What you do not know yet._

## What Is True

_The few facts already settled, numbered._

1. <!-- the first thing that is true -->

## Not This Place

_What this place is not, and which place holds that instead. Write this first, not last._

Factionsfaction

One page per power in the world: what it wants, what it holds, what it does next.

Variants

fulldefaultthe full page for a faction

Template: templates/faction.full.md

# {{title}}

## Why It Exists

_What this faction wants, and what it does for the stories set here that no other faction does. A short paragraph. If this changes a lot, it is probably a different faction._

### Taking for Granted

_What you are assuming and have not written down anywhere else: which law it lives under, which places it holds, who has met it._

## Still to Decide

_What you do not know yet. Kept near the top so nothing gets buried._

## What Is True

_The facts, as short numbered statements: who leads it, what it holds, what it wants, what it will not do, who it hates. If it is not written here, it is not canon yet._

1. <!-- the first thing that is true of this faction -->

## What It Does Next

_What it does when the party is not looking: its methods, its pace, what happens if nobody stops it. The engine you run between sessions._

## What the Party Sees

_The faction as players meet it: its face, its symbols, what it says about itself. The part the Player role may read once it is `revealed`._

## Not This Faction

_What this faction deliberately is not, and which faction holds that instead. This is the list that keeps the politics sharp; a faction without it becomes every villain at once._

## Ties

_The places it holds, the people in it, the arcs it drives, the factions it fights. Link the pages rather than naming them._

## Notes and Decisions

_Notes: the sigil, the naming pattern, the reference. Decisions: one line each, dated, never deleted._

<!-- 2026-03-09: Split the guild from the crown; one faction was doing both jobs. (GM) -->
sketcha sketch: why it exists, what is still to decide, what is true; grow into full

Template: templates/faction.sketch.md

# {{title}}

## Why It Exists

_What this faction wants, in a short paragraph. Grow it into the full page once it matters at the table._

## Still to Decide

_What you do not know yet._

## What Is True

_The few facts already settled, numbered._

1. <!-- the first thing that is true -->

## Not This Faction

_What this faction is not, and which faction holds that instead. Write this first, not last._

Characterscharacter

One page per person the party may meet.

Variants

fulldefaultthe full page for a character

Template: templates/character.full.md

# {{title}}

## Why They Exist

_What this person wants, and what they do for the stories set here that no one else does. A short paragraph. If this changes a lot, it is probably a different character._

### Taking for Granted

_What you are assuming and have not written down anywhere else: their faction, their place, whether the party has met them._

## Still to Decide

_What you do not know yet. Kept near the top so nothing gets buried._

## What Is True

_The facts, as short numbered statements: who they are, what they want, what they fear, what they know, what they will never do. If it is not written here, it is not canon yet._

1. <!-- the first thing that is true of this character -->

## At the Table

_How to play them: the voice, the bearing, a habit, the line they always say. What they want out of this conversation. The part you read mid-session._

## What the Party Sees

_The person as players meet them: the name they give, their face, the first impression. The part the Player role may read once it is `revealed`._

## Not This Character

_What this person deliberately is not, and who holds that instead. A character without it drifts into whoever the scene needs._

## Ties

_Their faction, their places, the arcs they turn up in, the people they love and hate. Link the pages rather than naming them._

## Notes and Decisions

_Notes: the reference art, where the stat block lives, the voice you are borrowing. Decisions: one line each, dated, never deleted._

<!-- 2026-03-09: She survived the ambush; the players liked her too much to lose her. (GM) -->
sketcha sketch: why they exist, what is still to decide, what is true; grow into full

Template: templates/character.sketch.md

# {{title}}

## Why They Exist

_What this person wants, in a short paragraph. Grow it into the full page once they matter at the table._

## Still to Decide

_What you do not know yet._

## What Is True

_The few facts already settled, numbered._

1. <!-- the first thing that is true -->

## Not This Character

_What this person is not, and who holds that instead. Write this first, not last._

Arcsarc

One page per story arc, grouped by campaign.

Grouped by Campaigns

Variants

fulldefaultthe full page for an arc

Template: templates/arc.full.md

# {{title}}

## Why It Exists

_The question this arc asks of the party, and the change it makes to the world. A short paragraph. If this changes a lot, it is probably a different arc._

### Taking for Granted

_What you are assuming about where the party starts: what they know, who they trust, what the last arc left behind._

## Still to Decide

_What you do not know yet. Kept near the top so nothing gets buried; when something is settled, it becomes a beat or a decision._

## The Beats

_What happens, in the order it probably will, as beats a session can hit or skip. Numbered so you can point at one. Keep each short; put a set piece in its own section below. Beats are a plan, not a script: the party decides the order._

1. <!-- the hook, and how it reaches the party -->

## What Changes

_What is different in the world, in the party, or in what the players know by the end. If it is not written here, the arc is not promising it._

## Not This Arc

_What this arc deliberately does not resolve, and which arc does. This is the list that keeps a campaign in shape; an arc without it swallows the campaign._

## Ties

_The places it passes through, the factions it moves, the people it needs. Link the pages rather than naming them._

## Notes and Decisions

_Notes: the sessions it ran across, the handouts, the music. Decisions: one line each, dated, never deleted._

<!-- 2026-03-09: Dropped the siege; the players took the deal instead. (GM) -->
sketcha sketch: why it exists, what is still to decide, the beats; grow into full

Template: templates/arc.sketch.md

# {{title}}

## Why It Exists

_The question this arc asks of the party, in a short paragraph. Grow it into the full page once it is next up._

## Still to Decide

_What you do not know yet._

## The Beats

_The few beats already settled, in order, numbered._

1. <!-- the hook -->

## Not This Arc

_What this arc does not resolve, and which arc does. Write this first, not last._

Other folders

  • Files Maps, handouts, reference art, and character sheets the pages link to.

Roles

Co-writerroles/co-writer.md
# Co-writer

## Who they are

Writes alongside the GM: a second game master, a collaborator, a hired writer. Builds inside the canon; does not decide it.

## How to respond

- **Vocabulary & depth:** craft words and the world's own words are welcome. Be precise about what is canon and what is a proposal.
- **Decisions:** propose, do not settle. A new fact, a change to How It Works, a reveal: each is a proposal for the GM, and phrased as one. Inside a page they were handed, the prose is theirs.
- **Surface / hide:** lead with How It Works, the Tone, What Is True on the neighboring pages, and anything in Still to Decide their draft touches. Raise a contradiction the moment it appears.
- **Focus:** consistency: does the draft obey How It Works, keep the Tone, and contradict nothing already `Canon`.

## Calibration

Usually plenty of **experience with the scope**; **technical capacity** as calibrated. Assume they know the world and check the seams.
Framework Ownerroles/framework-owner.md
# Framework Owner

## Who they are

The game master, or the author, whose world this is. They decide what is canon: what is true, what is hidden, and what the world is not. Everyone else in this folder is here to help them think clearly.

## How to respond

- **Vocabulary & depth:** the world's own words first, then the craft words they use (arc, beat, hook, reveal). Plenty of GMs are deep in their system's rules; if they want mechanics, give them mechanics.
- **Decisions:** all theirs. Lay out the options and what each one does to the world; never settle something in Still to Decide, make a fact canon, or reveal something to the party for them. Push hardest on Not This World in the Premise and on the Not This section of every page.
- **Surface / hide:** lead with what a new idea does to How It Works, which Ties it would break, and whether a page still matches the Tone; keep the mechanics behind a link.
- **Focus:** the Premise, How It Works, what has been left out on purpose, and whether each place, faction, character, and arc still says what they meant.

## Calibration

**Experience with the scope** sets how much of the world to recap before answering. **Technical capacity** here means how fluent they are with the game system and the tooling; meet them where they are.
Playerroles/player.md
# Player

## Who they are

Someone at the table. Not building the world; living in it. Reads to remember what the party knows, never to peek.

## How to respond

- **Vocabulary & depth:** the world's own words as the party has heard them. Nothing about how it is being made.
- **Decisions:** none about the world. Their character's choices are theirs and belong at the table, not in this folder.
- **Surface / hide:** show only pages marked `revealed: true`, and on those only What the Party Sees and the facts the party has been told; show What the Players Know on The Table page in full. Hide everything else: Why It Exists, Still to Decide, What Is True, What It Does Next, Ties, Notes and Decisions, every page not revealed, and every name the party has not heard. Asked about something hidden, say it is not something their character knows; never confirm or deny that it exists.
- **Focus:** what the party knows, what they have seen, and where they have been.

## Calibration

**Technical capacity** does not apply. **Experience with the scope** is the party's, not the player's: set up what the party has learned before answering.

Top-level documents

  • Start Here Start Here.md where to start: what this is, and where things are
  • History History.md the world's past in order, on one page
  • Player's Guide Player's Guide.md what every player may read: the handout
  • Names Names.md how people and places are named, and how to say them

Custom properties

statusTextevery collectionHow settled this is: Seed is an idea, Drafted is written, Canon is true at the table, Retired is gone. (Seed | Drafted | Canon | Retired)
date_createdDateevery collectionYYYY-MM-DD. Set once.
date_modifiedDateevery collectionYYYY-MM-DD. The last change.
tagsListevery collectionFree tags.
regionrequiredTextPlacesWhich region the place is in. Matches its sub-folder.
needsListPlaces, Factions, Characters, ArcsPages this one needs in place to make sense, as links.
campaignrequiredTextArcsWhich campaign the arc belongs to. Matches its sub-folder.
revealedCheckboxPlaces, Factions, Characters, ArcsHave the players met this yet? The Player role reads only what is revealed.

Start Here

The first top-level document, as the author wrote it at this tag, placeholders included. Links open the source.

{{Product}}

Start here. This folder is the one place that says what this world is: every place, every faction, every person, every arc, what is canon and what is still a sketch. It stays true whether or not a session has been played in it.

{{One line: what kind of world this is, and what the stories set here are about.}}

Where things are

  • The World: four pages: what it is about, how it feels, how it works, and who plays in it. Everything else gets checked against them.
  • Places: one page per place, grouped by region.
  • Factions: one page per power: what it wants, what it holds, what it does next.
  • Characters: one page per person the party may meet.
  • Arcs: one page per story arc, grouped by campaign.
  • Files: maps, handouts, reference art, and character sheets the pages link to.

The one-page docs

  • History: the world’s past in order, on one page.
  • Player’s Guide: what every player may read: the handout.
  • Names: how people and places are named, and how to say them.

How to use it

A page here says what a thing is in the world: why it exists, what is true of it, what the party sees, and what it is not. It is not a session plan and not a wiki. Write the page before the session, and keep it true after: a fact the players changed is a dated decision, and a faction you retire stays here, marked Retired, so the reasoning survives. The revealed property is the line between what the GM knows and what the Player role may read.

Built on Eidos. The page types, the properties each page carries, and the roles live in .eidos/; eidos check keeps it honest.