For writers who build worlds

A world as deep as the story.And no deeper than it needs.

Worldbuilding is the pleasure and the trap: it is easy to spend a year on the history of a kingdom no chapter visits. Authrot keeps the world beside the manuscript and builds it from what you write, so the lore you have is the lore the story uses.

Free account, no card. Includes 50 AI credits to try the assistant.

The World step

Setting, rules, places and powers, before chapter one.

The World step of Foundations asks what a story needs settled first: where it opens, how the world works, which other places matter, and who holds power and who wants it. Write each answer yourself, or ask the Co-writer for three directions and take the parts you like.

Built from the page

The world you wrote, filed as you write it.

Have a chapter read into the bible and the places, factions, objects, creatures and lore it mentions become entries, each holding every reference in reading order. The port you named in passing in chapter four is waiting when the war reaches it in chapter twenty.

Naming styles

Each people sounds like itself.

Attach a naming style to a place, faction, creature or culture, and the name dice roll names in its sound. A character who comes from there picks the style up through their ties in the bible. No AI is involved, so rerolls cost nothing.

Name ideas· click one to use it

New ideas
  • Alderen Horvarrowfirstfamily
  • Wynnoc Rehorvarfirstfamily
  • Alderena Ashcornefirstfamily
  • Maein Maynefirstfamily
  • Brann Vanvaelfirstfamily
  • Garrin Redmarrowfirstfamily
UsingThe Marches
Narrow down
Bring your wiki

The notes you already have, sorted in.

Drop in a Markdown vault, Word files or a zipped folder. Files are read in your browser, chapters land in the manuscript, material for the bible becomes entries, and Obsidian-style links become hints for where things belong.

Worldbuilding that serves the story

Every writer of invented worlds knows the trap. The map gets a second continent, the religion gets a schism, the calendar gets thirteen months, and the first chapter is still a blank page. The old advice is to build an iceberg: the reader sees the tip, and what sits underneath gives the tip its weight. The mistake is carving the whole iceberg before you know which part will show.

A better working rule is to build what the story touches, and a little around it. If your heroine crosses a border, you need to know who guards it, what they want and what it costs to cross. You don’t yet need the dynasty that drew the border three hundred years ago. When a later chapter does need it, you will know far better what shape it should take, because the story will have told you.

Authrot is built around that order of work. The World step of Foundations covers the essentials first: where the story opens, how the world works, the places that matter and the powers that want things. Everything deeper can wait until the chapters ask for it, and when they do, the bible grows from what you actually wrote rather than from a plan you made a year ago.

From the page to the bible, not the other way round

Most worldbuilding tools are a wiki you fill by hand, kept apart from the book. The wiki and the manuscript start out in agreement and slowly drift: you rename a river in chapter twelve and the wiki still uses the old name. Authrot runs the other way. When a chapter is read, the places, factions, items, creatures and lore it mentions are found and filed, each with every reference to it in reading order, across every book in the project.

An entry holds more than a name. It keeps aliases, traits, pictures (a map you drew can sit on the entry for its region), the facts that must never change, and the facts that change over time: the city that is a capital until the second book, the bridge that stands until the siege. Each reference says how the text uses the entry: named outright, referred to, relied on by the scene, or shaping it without a mention.

You can work entirely by hand as well. Type [[ or select a name to link it, write entries before any chapter exists, and add kinds of your own when the built-in ones don’t fit your world. Linking by hand is free and works with the AI switched off.

  • Characters, creatures, places, items, factions, lore, events and themes, plus kinds of your own: gods, ships, spells, guilds
  • Near-duplicates (“the Ashlands” and “the Ash Lands”) caught and merged, with the references in your prose moved too
  • Close-spelling search, so a half-remembered name still finds its entry
  • Rename a place everywhere it appears, with a preview first and undo after

Rules, costs and the facts that must hold

Readers forgive a strange world. They don’t forgive one that breaks its own rules. If crossing between worlds cost a year of life in chapter three, it can’t be free in chapter thirty because the plot needed a quick exit. Magic, technology, law and geography all work the same way: the limits are what make a character’s choice mean something, so a limit quietly dropped costs the story more than it saves.

In Authrot you anchor the facts the world must never contradict. A chapter reading checks the text against them, and a line that breaks one is flagged beside the fact it breaks. You can ask for a suggested fix, which arrives as an edit for you to review, or keep the line and change the rule. Deliberate exceptions stay yours to make; accidental ones get caught before a reader catches them.

Worlds also move. A war ends, a city falls, a law changes, a god goes quiet. Facts over time let an entry say what was true when, and story time keeps flashbacks honest: a scene set twenty years before the opening sees the world as it was then, kept apart from what the reader has already learned.

Peoples, places and the names they give things

Names are the quickest way a reader learns that two cultures are different. If the mountain clans are called Brakk and Durn and the river cities are Ilsevane and Morivel, the reader knows where a stranger comes from before you say so. Keeping that up by instinct across hundreds of names is hard, and the drift is gradual: by book three, a clan name has crept into the river cities and nobody can say when.

A naming style holds the rules for one people, place or culture: example names, the endings it favours, the letter combinations it never uses, whether it allows apostrophes, and how a full name is put together. Attach it to the place, faction or creature it belongs to, and the dice beside any name field roll names in that sound. Foundations keeps your styles together under World, so the whole map of naming is in one place.

Places get their own treatment. A style can carry place endings with weights, so one realm’s towns end in -by and -thorpe and another’s in -grad, without every town sounding stamped from the same mould.

Large worlds, many books, one project

Worldbuilding pays off over a series, and a series is exactly where it gets hard to hold. A project in Authrot holds several books, and the bible spans all of them. The minor port from book one is still there, with every mention, when it matters again in book four, and its entry shows its importance worked out from the text: main, supporting, minor or mentioned once.

The story map draws the plot’s threads down every chapter, and Connections shows who is tied to whom at any point: which houses are allied in book one, which have broken by book three, which faction holds which city. The bible browser filters by kind and importance and sorts by story order, so a world of hundreds of entries stays something you can walk through rather than a list you scroll past.

And when you want to explore a history that didn’t happen (the war the other side won), rewind to the chapter before it and write it on a branch. The bible on that branch is cleaned of everything that no longer happened, and the original world stays as it was.

Questions writers ask

What is the best way to organize worldbuilding for a novel?

Keep it next to the manuscript and build what the chapters touch first. In Authrot the World step covers setting, how the world works, places and factions, and the bible grows from what your chapters actually say.

Can Authrot build a world bible from chapters I’ve already written?

Yes. Import or write the chapters, then have them read into the bible: places, factions, items, creatures and lore are found and filed with every reference. Reading uses the AI and shows its cost first; making and linking entries by hand costs nothing.

Can I track a magic system or technology rules?

Write the rules in the World step’s “How it works” or as lore entries, and anchor the facts that must hold. Chapter readings flag a line that contradicts an anchored fact, beside the fact it breaks.

Does Authrot draw maps?

No. You can add a picture to any entry, so a map you drew elsewhere can sit on its region’s entry. The story map in Authrot is a map of the plot and the cast, not of the land.

Can I add my own entry types, like religions or species?

Yes. Beyond characters, creatures, places, items, factions, lore, events and themes, you can add kinds of your own, and naming styles can attach to them.

Can I bring in my worldbuilding from Obsidian or Word?

Drop in a Markdown vault, Word files, Google Docs or a zipped folder. Files are parsed in your browser, you review where each piece goes, and Obsidian-style links become hints for the bible.

Does it work for science fiction worlds as well as fantasy?

Yes. Planets, ships, corporations and technologies are places, items, factions and lore, or kinds of your own, and anchored facts hold a technology’s limits the same way they hold a spell’s.

Build the world the story walks through,and let the pages fill in the rest.

Free account, no card. Includes 50 AI credits to try the assistant.