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Conworlding

Conworlding, short for constructed world-building, is the practice of creating a fictional world with its own geography, history, cultures, and systems of knowledge and belief. It is commonly used in speculative fiction, role-playing games, and thought experiments. A conworld is designed to be self-contained and internally coherent.

A typical conworld includes maps or spatial models, a chronology of major events, distinct cultures and languages,

Practitioners plan scope, define core premises, and document rules to preserve consistency. Methods include worldbuilder notebooks,

The term and practice long precede the internet; notable examples include J. R. R. Tolkien's Middle-earth and

Conworlding ranges from compact settings to sprawling universes. Critics warn against scope creep and cultural insensitivity

political
structures,
economic
systems,
technologies,
religious
or
magical
frameworks,
and
a
consistent
physics
or
cosmology.
Conlangs
(constructed
languages)
and
calendars
often
accompany
the
setting
to
enhance
immersion.
timelines,
maps,
glossaries,
and
sample
narratives.
Feedback
from
communities
such
as
online
forums
and
writing
groups
can
refine
plausibility
and
resolve
contradictions.
various
role-playing
game
settings
such
as
Forgotten
Realms.
Modern
conworlding
communities
organize
around
shared
norms,
guides,
and
encyclopedic
wikis,
and
some
participants
publish
elaborate,
cross-referenced
settings.
when
drawing
on
real-world
cultures.
The
aim
is
inventive
storytelling
and
world
immersion,
achieved
through
careful
logic,
thorough
documentation,
and
ongoing
revision.