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conworld

A conworld, short for constructed world, is a deliberately created fictional universe designed to host a narrative, game, or speculative project. Conworlds are characterized by their internal coherence and a level of detail that supports storytelling and exploration. They typically include geography and maps, history and chronology, politics and economies, cultures and social norms, technology or magic systems, religious beliefs, languages, flora and fauna, and cosmology.

Creation process: Writers and game designers usually begin with a concept or premise, develop a geography with

Purposes and uses: Conworlds serve as settings for novels, films, RPG campaigns, video games, or collaborative

Challenges: Maintaining internal consistency, avoiding excessive complexity, and ensuring accessibility for audiences can be difficult. Conworlding

continents
and
climates,
craft
a
timeline
of
key
events,
build
cultures
with
distinct
customs
and
power
structures,
and
establish
rules
for
magic
or
science
to
govern
what
is
possible.
Documentation
such
as
lore
bibles,
timelines,
maps,
and
language
sketches
helps
maintain
consistency
across
works.
Many
worldbuilders
maintain
notes
about
geography,
trade,
ecology,
and
political
relations.
worldbuilding
projects.
They
enable
exploration
of
themes
such
as
politics,
identity,
technology,
and
ethics
in
a
controlled
yet
expansive
space.
They
may
be
fantasy,
science
fiction,
alternate
history,
or
hybrid
genres.
benefits
from
clear
scope,
modular
detail,
and
community
feedback
when
applicable.
Notable
examples
include
Tolkien's
Middle-earth,
Frank
Herbert's
Dune
universe,
and
Brandon
Sanderson's
Cosmere,
cited
as
influential
constructed
worlds.
See
also:
worldbuilding,
fictional
universe.