A illustration of a fantasy world landscape with a person in a red cape before a pink door opening onto a strange world.

How to start worldbuilding for a fantasy novel

What you need to know before worldbuilding for your fantasy story

Many fantasy writers treat worldbuilding like a prerequisite. They watch videos from famous worldbuilders like Brandon Sanderson, and think you need to know every country, every religion, every weather pattern, every creation myth before you can write a single scene. But the secret is, you don't, and this is what stops many amazing writers from actually getting started.

Worldbuilding exists to serve the story and the characters. A reader doesn't need to know how the trade routes work, they need to understand what your protagonist's life looks like, why it matters, and what's at stake. I think you, as the author, should even question whether or not *you* need to know how trade routes work at this beginning stage. If it's just added flavor, add it in later when it becomes a part of your story.

The Problem with Building a Huge World

When writers start worldbuilding by trying to map the entire world before writing anything, a few things happen:

  • You build systems that never appear in the story.
  • You build yourself into corners: the magic system you designed in isolation contradicts the political situation you designed a week later.
  • You spend six months building and nothing gets written.

The last point can be particularly true for neurodivergent/ADHD writers who love to go down rabbit holes and are prone to productive procrastination. Just remember, the world doesn't need to be complete before you start. It needs to be complete enough for the story you're telling right now.

If this sounds familiar, our Essential Worldbuilding Workbook was designed to keep you out of the rabbit hole and help you actually write.


Where to Start Worldbuilding

Start with your protagonist's immediate world. Think about the specific slice of the world that this specific person lives in and that your story is going to start in, and try not to expand from that unless absolutely necessary.

If your story opens in a fishing village, you need to know:

  • How do people live and earn a living?
  • What's the social hierarchy and where does your character fit in it?
  • What does this community believe and what does your character think of it?

You don't need to know what's happening on the other continent. You don't need a complete map. You need enough to make the opening scenes feel real.

Expand outward only when the story requires it. When your character leaves the village, figure out what's outside it. When they encounter a political conflict, figure out the political structure. Let the story pull the worldbuilding forward, not the other way around.

Three Layers Worth Building From the Start

Even with a story-first approach, it helps to have a loose sense of three layers:

The immediate: Your protagonist's daily life, community, and beliefs. This is the layer you need fully realized from chapter one.

The wider context: The political, cultural, and historical forces that directly affect your protagonist and the story. You don't need the full picture, but you need enough to make their stakes feel real. 

The possible world: Everything else that exists but may or may not matter to the story. Sketch this lightly and fill it in as needed.

For example, if politics will be a large part of your story, you need to build it in detail. If your character won't ever engage with their world's government, you just need to know its type and can skip all the detailed inner workings.

Most writers who get buried in worldbuilding are spending all their time on the third layer before they've fully built the first.

What About Consistency?

One of the most common worldbuilding fears is contradiction: what if you write something in chapter 12 that contradicts something you wrote in chapter 3? What if the magic system doesn't hold up?

Here's the honest answer: the first draft is for figuring this out. You will contradict yourself. That's what revision is for. The writers who spend years worldbuilding before writing are often avoiding the discomfort of the messy first draft, but it's important to remember everyone's first drafts are messy.

A Worldbuilding Tool That Helps

Where worldbuilding worksheets and workbooks actually help (when used right) is not in answering every possible question about your world before you write. It's in asking the right questions in the right order.

A blank document is overwhelming. A guided system prompts you to think about your magic system in relation to your political structure, or your geography in relation to your culture. The connections you make while working through those prompts are usually the interesting ones.

The key is using a system that's built around story and character, not encyclopedic completeness. A workbook that asks "what does your protagonist believe about the magic in your world, and where did that belief come from?" is more useful than one that asks you to describe every element of the magic system in the abstract.

If you're looking for that kind of structured starting point, our worldbuilding workbook was designed exactly for this. It will take you from "I have a vague idea for a fantasy world" to "I know this world well enough to write in it, and continue improving and building upon it."

The worksheets can be completed in any order, so you don't need to document your complete universe before writing. Build the elements you need and add more as they come up.

If you still want to build everything first, The Essential Worldbuilding Workbook provides clear start and end points, so you don't get trapped in Worldbuilding Disease.

Grab the Essential Worldbuilding Blueprint and Workbook for 18 chapters and worksheets that cover everything from geography to magic to culture. The templates come in PDF, print, Word, Scrivener, and OneNote so you can use them with your favorite writing program.

The TL;DR Version

Start with your protagonist's immediate world. Ask what the story needs, not what the world could theoretically contain. Expand as the story requires. Let contradiction be a first-draft problem.

You can always build out more detail. You can't always dig yourself out of a world so elaborate that the story got buried in it.

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