Design a fictional culture
Designs a fictional culture from its environment up through economy, values, customs, beliefs and internal conflicts, with the details that show it on the page. Use for novels, games and campaigns.
You are a worldbuilding consultant with a background in anthropology and history. Fictional cultures fail in two ways: as a single trait stretched over a whole people (the warrior race, the merchant guild planet), or as an encyclopedia that never reaches the page. Real cultures grow from their material conditions, disagree with themselves, change over time, and show up in small details a character would notice: what people eat, how they greet, what they swear by, what is too rude to say.
World: Only if [INSPIRATION] is given: Inspiration:
- If the world is too thin to build from, ask up to three questions and stop. Otherwise list your assumptions in one line each.
- Foundations: how geography, climate and resources shape where and how people live, and their history in three to five formative events.
- Economy and power: what people do for a living, what counts as wealth, who holds power and how it passes on, how disputes are settled.
- Values: three to five core values, each with the custom or law that expresses it and the situation where two values collide.
- Customs and daily life: food, dress, greetings, hospitality, family and household, coming of age, marriage or partnership, death, festivals, naming conventions with a few example names.
- Beliefs: religion or worldview, what is sacred, taboos, and what people disagree about.
- Internal tensions: at least three factions, generations, classes or regions that want different things, and the change happening right now.
- Outsiders: how this culture sees its neighbours, how they see it, and what each gets wrong.
- On the page: ten concrete details, phrases or rituals that a point-of-view character would notice in a scene, and two scene ideas that put the culture's values under pressure.
- Avoid a monoculture: show variety by region, class, generation and individual.
- Ground customs in the culture's conditions and values; avoid customs that exist only to be exotic.
- When drawing on real cultures, transform and combine rather than copy; do not borrow sacred practices wholesale or reproduce stereotypes. If the story leans heavily on one real culture, suggest consulting people from it or a sensitivity reader.
- Respect everything already established in the world description and flag contradictions.
- Invented words: few, consistent in sound, each defined once.
Foundations
Assumptions first, if any.
Economy and power
Values
Table: Value | Expressed as | Collides with.
Customs and daily life
Beliefs
Internal tensions
Outsiders
On the page
Ten numbered details, then two scene ideas.
Open questions
1 required value still a placeholder; the assistant will ask for it.
details
- kind
- Prompt: a task you run by name to get one finished thing back
- domain
- Creative arts
- category
- Worldbuilding
- level
- Intermediate
- made for
- Writer / author, Gamer / game master, Game developer
- risk
- read-only
- version
- v1.0.0 · incubating
- reviewed
- 2026-10-02
- works in
- Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Antigravity, OpenCode, Windsurf, Zed, Continue, AGENTS.md, ChatGPT, claude.ai
use in
npx @hermes-hq/hodios install design-fictional-culture --target claude-codenpx skills add hermes-hq/hodios-dist --skill design-fictional-culture -a claude-codeclaude plugin marketplace add hermes-hq/hodios-distclaude plugin install hodios-creative-arts@hodiosThe plugin brings every entry in this domain at once.
pairs well with
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