Agent Skills: Generate Complete World

Generate an entire world with interconnected entities. Creates 80-120 entities including continents, regions, settlements, NPCs, organizations, history, and more. Use when the user wants a complete world generated automatically.

UncategorizedID: hopeoverture/worldbuilding-system/generate-world

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Skill Metadata

Name
generate-world
Description
Generate an entire world with interconnected entities. Creates 80-120 entities including continents, regions, settlements, NPCs, organizations, history, and more. Use when the user wants a complete world generated automatically.

Generate Complete World

Generate a complete world: $ARGUMENTS

Overview

This skill creates an entire interconnected world through a multi-phase workflow. It generates approximately 80-120 entities using the 75 core worldbuilding templates (87 total templates exist including DM tools like Encounters and Maps), organized in the proper folder structure with [[wikilinks]] connecting everything together.

Important: This is a long-running workflow. Progress updates will be provided between phases, and the workflow will pause at key checkpoints for your approval.

Instructions


Phase 1: World Foundation

Goal: Create the world directory and establish core identity.

  1. Parse the world name from arguments. If not provided, ask the user.

  2. Ask for world concept (if not provided):

    • Genre/tone (epic fantasy, dark fantasy, etc.)
    • Magic level (none, rare, common, pervasive)
    • Technology level (primitive, medieval, renaissance, etc.)
    • Any specific themes or inspirations
  3. Create directory structure:

    Worlds/[World Name]/
    ├── World Overview.md
    ├── Characters/
    ├── Settlements/
    ├── Items/
    ├── Creatures/
    ├── Organizations/
    ├── Concepts/
    ├── History/
    └── Geography/
    
  4. Generate World Overview.md with filled content:

    • Premise (2-3 sentences establishing the world's hook)
    • Tone and central themes
    • Magic and technology levels
    • Initial cosmology notes
    • Placeholder sections for entities to come
  5. CHECKPOINT: Present the world premise to user for approval before continuing.


Phase 2: Cosmology & Concepts

Goal: Establish the metaphysical foundations of the world.

Templates used: Pantheon, Deity, Religion, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10 templates)

Create the following entities:

  1. Planes of Existence (2-3 entities)

    • Read Templates/Concepts/Plane of Existence.md
    • Create the Material Plane, an Upper Plane (divine realm), and a Lower Plane or Shadowfell equivalent
    • Establish how planes interact
  2. Pantheon (1 entity)

    • Read Templates/Concepts/Pantheon.md
    • Generate a pantheon with 5-6 deity slots
    • Establish divine hierarchy and relationships
    • Connect to planes via [[Plane Name]]
  3. Deities (5-6 entities)

    • Read Templates/Concepts/Deity.md
    • Create diverse domains covering:
      • Sun/Light/Life deity
      • War/Strength deity
      • Nature/Harvest deity
      • Death/Underworld deity
      • Magic/Knowledge deity
      • Trickery/Shadow deity (optional)
    • Ensure deities have relationships with each other
    • Connect each to pantheon and appropriate plane
  4. Religion (1-2 entities)

    • Read Templates/Concepts/Religion.md
    • Create primary organized religion (monotheistic focus or pantheon worship)
    • If world has conflict, create a secondary/rival religion
    • Connect to pantheon and relevant deities
  5. Magic System (1 entity, if magic exists)

    • Read Templates/Concepts/Magic System.md
    • Define how magic works in this world
    • Reference deities if magic is divine
    • Establish schools, sources, limitations
  6. Technology (1 entity)

    • Read Templates/Concepts/Technology.md
    • Define the world's technological baseline
    • Note any magitech or unique innovations
    • Connect to relevant organizations
  7. Language (2-3 entities)

    • Read Templates/Concepts/Language.md
    • Create Common tongue
    • Create 1-2 regional/racial languages
    • Note scripts and linguistic families
  8. Calendar (1 entity)

    • Read Templates/Concepts/Calendar.md
    • Create months, seasons, important dates
    • Reference deities in holy days
    • Include seasonal festivals
  9. Currency (1-2 entities)

    • Read Templates/Concepts/Currency.md
    • Create primary monetary system
    • Optional: rival nation's currency
  10. Prophecy (1 entity)

    • Read Templates/Concepts/Prophecy.md
    • Create a central prophecy that drives world events
    • Connect to deities, history, current conflicts

Save all to: Worlds/[World Name]/Concepts/

Phase 2 Total: 16-22 entities


Phase 3: Geography - Continents & Oceans

Goal: Establish the world's major landmasses and waters.

Templates used: Continent, Ocean, Coast, Island (4 templates)

  1. Create Continents (2 entities)

    • Read Templates/Geography/Continent.md
    • Create main continent and a secondary landmass
    • Define climate zones, major features
    • Establish 3-4 regions per continent
    • Note bordering oceans/seas
  2. Create Oceans (1-2 entities)

    • Read Templates/Geography/Ocean.md
    • Create primary ocean separating/bordering continents
    • Include sea routes and dangers
  3. Create Coasts (2 entities)

    • Read Templates/Geography/Coast.md
    • Create notable coastlines (trading coast, pirate waters, etc.)
    • Connect to continents and ocean
  4. Create Islands (1-2 entities)

    • Read Templates/Geography/Island.md
    • Create mysterious or strategic islands
    • Connect to nearest continent and ocean

Save to: Worlds/[World Name]/Geography/

CHECKPOINT: Present continent layout to user for approval.

Phase 3 Total: 6-8 entities


Phase 4: Geography - Regions & Features

Goal: Fill continents with distinct regions and terrain.

Templates used: Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Lake, Pass, Cave, Dungeon (14 templates)

For each continent, create:

  1. Regions (6-8 entities total)

    • Read Templates/Geography/Region.md
    • Vary terrain types across regions
    • Define borders, climate, resources
    • Connect to parent continent
    • Connect to neighboring regions
  2. Mountain Ranges (2-3 entities)

    • Read Templates/Geography/Mountain Range.md
    • Create natural borders between regions
    • Include notable peaks, passes, dangers
  3. Forests (2-3 entities)

    • Read Templates/Geography/Forest.md
    • Vary types (ancient, haunted, cultivated)
    • Include inhabitants and dangers
  4. Rivers (2-3 entities)

    • Read Templates/Geography/River.md
    • Flow from mountains to coasts/lakes
    • Connect settlements along their length
  5. Lakes (1-2 entities)

    • Read Templates/Geography/Lake.md
    • Create significant bodies of water
    • Include legends or inhabitants
  6. Plains/Grasslands (1-2 entities)

    • Read Templates/Geography/Plains.md
    • Create agricultural or nomadic regions
  7. Desert (1 entity, if climate appropriate)

    • Read Templates/Geography/Desert.md
    • Create harsh wasteland with secrets
  8. Tundra (1 entity, if climate appropriate)

    • Read Templates/Geography/Tundra.md
    • Create frozen northern/southern reaches
  9. Hills (1-2 entities)

    • Read Templates/Geography/Hills.md
    • Create transitional terrain
  10. Steppes (1 entity, if appropriate)

    • Read Templates/Geography/Steppes.md
    • Create nomadic horse-lord territory
  11. Mountain Passes (1-2 entities)

    • Read Templates/Geography/Pass.md
    • Create strategic chokepoints
    • Connect to roads and trade routes
  12. Roads (3-4 entities)

    • Read Templates/Geography/Road.md
    • Create major trade routes
    • Connect settlements and regions
    • Reference terrain they traverse
  13. Caves (2-3 entities)

    • Read Templates/Geography/Cave.md
    • Create natural dungeon sites
    • Include inhabitants and treasures
  14. Dungeons (2-3 entities)

    • Read Templates/Geography/Dungeon.md
    • Create adventure sites (ruins, tombs, lairs)
    • Connect to history and current threats

Save to: Worlds/[World Name]/Geography/

Phase 4 Total: 22-32 entities


Phase 5: Civilizations & Organizations

Goal: Populate regions with political entities and power structures.

Templates used: Government, Military, Guild, Religious Order, Cult, Criminal Organization, Business, Organization (General), Academy (9 templates)

  1. Governments (4-6 entities)

    • Read Templates/Organizations/Government.md
    • Create variety:
      • Hereditary Kingdom
      • Theocratic State
      • Merchant Republic
      • Tribal Confederation
      • Magocracy (if magic is common)
    • Connect to regions, deities, history
    • Establish rivalries and alliances
  2. Military Organizations (4-6 entities)

    • Read Templates/Organizations/Military.md
    • Create for each major government:
      • Royal Army/Legion
      • Naval Fleet
      • Elite Guard/Knights
    • Connect to parent government
  3. Guilds (2-3 entities)

    • Read Templates/Organizations/Guild.md
    • Create economic powers:
      • Merchants' Guild
      • Craftsmen's Guild
      • Adventurers' Guild
    • Connect to settlements, governments
  4. Religious Orders (2-3 entities)

    • Read Templates/Organizations/Religious Order.md
    • Create for major deities:
      • Militant holy order
      • Monastic tradition
      • Healing order
    • Connect to religion, deities, temples
  5. Cults (1-2 entities)

    • Read Templates/Organizations/Cult.md
    • Create secret or forbidden groups
    • Connect to darker deities or prophecy
  6. Criminal Organizations (1-2 entities)

    • Read Templates/Organizations/Criminal Organization.md
    • Create underworld powers:
      • Thieves' Guild
      • Smuggling Ring
    • Connect to cities, rival organizations
  7. Businesses (1-2 entities)

    • Read Templates/Organizations/Business.md
    • Create powerful merchant houses
    • Connect to trade routes, cities
  8. Academies (1-2 entities)

    • Read Templates/Organizations/Academy.md
    • Create centers of learning:
      • Mage College (if magic exists)
      • Bardic College
      • Military Academy
    • Connect to magic system, governments
  9. General Organizations (1-2 entities)

    • Read Templates/Organizations/Organization (General).md
    • Create miscellaneous factions:
      • Secret Society
      • Explorer's League
      • Druid Circle
    • Connect to various entities

Save to: Worlds/[World Name]/Organizations/

CHECKPOINT: Present civilization structure to user for approval.

Phase 5 Total: 17-28 entities


Phase 6: Settlements

Goal: Create settlements throughout the regions.

Templates used: City, Town, Village, Stronghold, Library (5 templates)

For each region:

  1. Cities (1 per major region, 4-6 total)

    • Read Templates/Settlements/City.md
    • Make regional capitals
    • Connect to region, government, organizations
    • Reference geographic features
  2. Towns (1-2 per region, 6-10 total)

    • Read Templates/Settlements/Town.md
    • Vary purposes:
      • Trade hub
      • Mining town
      • Port town
      • Border town
      • Pilgrimage site
    • Connect to parent region and nearest city
  3. Villages (2-3 per region, 10-15 total)

    • Read Templates/Settlements/Village.md
    • Create variety:
      • Farming village
      • Fishing village
      • Logging camp
      • Mining hamlet
    • Connect to parent region
  4. Strongholds (2-3 entities)

    • Read Templates/Settlements/Stronghold.md
    • Create military fortifications:
      • Border fortress
      • Mountain keep
      • Coastal citadel
    • Connect to military, government, strategic locations
  5. Libraries (1-2 entities)

    • Read Templates/Settlements/Library.md
    • Create centers of knowledge:
      • Grand Archive
      • Forbidden Collection
    • Connect to academies, magic system, history

Save to: Worlds/[World Name]/Settlements/

Phase 6 Total: 23-36 entities


Phase 7: Settlement Details

Goal: Populate major settlements with establishments and NPCs.

Templates used: Tavern, Shop, Temple (3 templates from Settlements), Support Character, Background Character, Antagonist (3 templates from Characters)

For each city and major town:

  1. Taverns (1-2 per major settlement, 8-12 total)

    • Read Templates/Settlements/Tavern.md
    • Create memorable establishments with:
      • Unique atmosphere
      • Colorful proprietor
      • Regular patrons
      • Plot hooks
  2. Shops (2-3 per major settlement, 12-18 total)

    • Read Templates/Settlements/Shop.md
    • Vary types:
      • Blacksmith/Armorer
      • Apothecary/Alchemist
      • General Store
      • Exotic Imports
      • Magic Shop (if appropriate)
  3. Temples (1 per major settlement, 5-8 total)

    • Read Templates/Settlements/Temple.md
    • Connect to established religion and deities
    • Vary deity focus per region
  4. Support Characters - Leaders (1 per major settlement, 6-10 total)

    • Read Templates/Characters/Support Character.md
    • Create settlement rulers:
      • City Lord/Mayor
      • Governor
      • Council Head
  5. Support Characters - Proprietors (1-2 per major settlement, 8-15 total)

    • Read Templates/Characters/Support Character.md
    • Create memorable shopkeepers and innkeepers
    • Give each secrets and connections
  6. Support Characters - Quest-givers (1 per major settlement, 5-8 total)

    • Read Templates/Characters/Support Character.md
    • Create adventure hooks:
      • Mysterious stranger
      • Desperate merchant
      • Haunted noble
  7. Background Characters (2-3 per city, 8-12 total)

    • Read Templates/Characters/Background Character.md
    • Create local color:
      • Town crier
      • Street vendor
      • Gossip
      • Guard captain
  8. Local Antagonists (1 per major city, 4-6 total)

    • Read Templates/Characters/Antagonist.md
    • Create regional villains:
      • Crime boss
      • Corrupt official
      • Cult leader
      • Rival merchant
    • Connect to criminal organizations, cults

Save Characters to: Worlds/[World Name]/Characters/ Save Settlements to: Worlds/[World Name]/Settlements/

Phase 7 Total: 56-89 entities (cumulative establishment + character count)


Phase 8: History

Goal: Create the world's historical timeline.

Templates used: Age, Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty (8 templates)

  1. Ages (4 entities)

    • Read Templates/History/Age.md
    • Create chronological eras:
      • Age of Creation/Myth - Gods shape the world
      • Age of Expansion - Civilizations grow
      • Age of Conflict - Great wars reshape borders
      • Current Age - Present tensions
    • Connect ages to each other
  2. Major Events (3-4 entities)

    • Read Templates/History/Event.md
    • Create world-shaping moments:
      • The Sundering/Cataclysm
      • Discovery of Magic
      • First Contact between peoples
      • Fall of an Empire
    • Connect to ages, regions, governments
  3. Wars (2 entities)

    • Read Templates/History/War.md
    • Create conflicts that shaped politics:
      • Ancient war (mythic scale)
      • Recent war (living memory)
    • Connect to governments, regions, ages
  4. Battles (2-3 entities)

    • Read Templates/History/Battle.md
    • Create decisive moments:
      • Battle that ended a war
      • Last stand of a hero
      • Siege of a great city
    • Connect to wars, locations, characters
  5. Treaties (1-2 entities)

    • Read Templates/History/Treaty.md
    • Create peace agreements:
      • Treaty ending major war
      • Alliance pact
    • Connect to governments, wars
  6. Trade Agreements (1 entity)

    • Read Templates/History/Trade Agreement.md
    • Create economic pacts between nations
    • Connect to governments, guilds, roads
  7. Tragedies (1-2 entities)

    • Read Templates/History/Tragedy.md
    • Create disasters:
      • Plague
      • Natural disaster
      • Magical catastrophe
    • Connect to regions, ages, current conditions
  8. Dynasties (2-3 entities)

    • Read Templates/History/Dynasty.md
    • Create ruling bloodlines:
      • Current ruling dynasty
      • Fallen dynasty
      • Rising house
    • Connect to governments, characters

Save to: Worlds/[World Name]/History/

CHECKPOINT: Present historical timeline to user for approval.

Phase 8 Total: 16-21 entities


Phase 9: Creatures & Flora

Goal: Populate the world with unique life forms.

Templates used: Species, Monster, Animal, Insect, Plant (5 templates)

  1. Species/Races (3-4 entities)

    • Read Templates/Creatures/Species.md
    • Create unique peoples:
      • Native/ancient race
      • Reclusive/mysterious people
      • Hostile/misunderstood species
      • Recently discovered people
    • Connect to regions, history, governments
  2. Monsters (4-5 entities)

    • Read Templates/Creatures/Monster.md
    • Create regional threats:
      • Apex predator (dragon-type)
      • Undead menace
      • Aberration/eldritch horror
      • Regional beast (unique to one area)
      • Legendary creature (tied to prophecy)
    • Connect to dungeons, regions, history
  3. Animals (3-4 entities)

    • Read Templates/Creatures/Animal.md
    • Create notable wildlife:
      • Mount/beast of burden
      • Hunted game
      • Dangerous predator
      • Exotic/rare creature
    • Connect to regions, cultures
  4. Insects (1-2 entities)

    • Read Templates/Creatures/Insect.md
    • Create notable bugs:
      • Swarming menace
      • Useful/farmed insect
    • Connect to regions, ecology
  5. Plants (2-3 entities)

    • Read Templates/Creatures/Plant.md
    • Create notable flora:
      • Healing herb
      • Dangerous plant
      • Sacred tree/flower
      • Magical reagent
    • Connect to regions, magic system, alchemy

Save to: Worlds/[World Name]/Creatures/

Phase 9 Total: 13-18 entities


Phase 10: Items & Equipment

Goal: Create notable items throughout the world.

Templates used: Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11 templates)

  1. Artifacts (2-3 entities)

    • Read Templates/Items/Artifact.md
    • Create legendary items:
      • Divine relic (tied to deity)
      • Royal regalia (tied to dynasty)
      • Lost weapon of a hero
    • Connect to history, characters, prophecy
  2. Weapons (2-3 entities)

    • Read Templates/Items/Weapon.md
    • Create notable weapons:
      • Signature weapon of a nation
      • Rare material weapon
      • Cursed blade
    • Connect to military, history
  3. Armor (1-2 entities)

    • Read Templates/Items/Armor.md
    • Create notable armor:
      • Royal/ceremonial armor
      • Legendary hero's mail
    • Connect to military, history
  4. Wondrous Magic Items (2-3 entities)

    • Read Templates/Items/Wondrous Magic Item.md
    • Create useful magic items:
      • Navigation tool
      • Communication device
      • Protective charm
    • Connect to magic system, academies
  5. Potions (2-3 entities)

    • Read Templates/Items/Potion.md
    • Create regional brews:
      • Healing potion variant
      • Performance enhancer
      • Dangerous/forbidden elixir
    • Connect to plants, shops, magic
  6. Gear (1-2 entities)

    • Read Templates/Items/Gear.md
    • Create specialized equipment:
      • Explorer's kit
      • Climber's tools
    • Connect to guilds, regions
  7. Food (2-3 entities)

    • Read Templates/Items/Food.md
    • Create regional cuisine:
      • National dish
      • Festival food
      • Travel rations
    • Connect to cultures, settlements
  8. Drinks (2-3 entities)

    • Read Templates/Items/Drink.md
    • Create regional beverages:
      • Famous ale/wine
      • Exotic spirit
      • Ceremonial drink
    • Connect to taverns, cultures
  9. Containers (1 entity)

    • Read Templates/Items/Container.md
    • Create notable container:
      • Bag of holding variant
      • Sacred vessel
    • Connect to magic, religion
  10. Vehicles (2-3 entities)

    • Read Templates/Items/Vehicle.md
    • Create transportation:
      • Trading vessel
      • War machine
      • Exotic mount/vehicle
    • Connect to military, guilds, technology
  11. Books (2-3 entities)

    • Read Templates/Items/Book.md
    • Create important texts:
      • Holy scripture
      • Historical chronicle
      • Forbidden grimoire
      • Map/atlas
    • Connect to libraries, religion, magic, history

Save to: Worlds/[World Name]/Items/

Phase 10 Total: 19-29 entities


Phase 11: Key Characters

Goal: Create world-shaping characters beyond settlement NPCs.

Templates used: Protagonist, Divine Servant, Familiar (3 remaining templates)

  1. Protagonists/Heroes (2-3 entities)

    • Read Templates/Characters/Protagonist.md
    • Create legendary figures:
      • Living hero (current age)
      • Historical hero (founder/savior)
      • Rising hero (prophecy candidate)
    • Connect to prophecy, history, organizations
  2. Divine Servants (2-3 entities)

    • Read Templates/Characters/Divine Servant.md
    • Create celestial/infernal agents:
      • Angel of primary deity
      • Messenger of the gods
      • Fallen servant
    • Connect to deities, planes, prophecy
  3. Familiars (1-2 entities)

    • Read Templates/Characters/Familiar.md
    • Create notable bonded creatures:
      • Archmage's companion
      • Sacred beast
    • Connect to characters, magic system

Save to: Worlds/[World Name]/Characters/

Phase 11 Total: 5-8 entities


Phase 12: Final Connections & World Overview

Goal: Ensure all connections are bidirectional and complete the World Overview.

  1. Update World Overview.md Fill all sections with links to created entities:

    • Geography Overview: Link to continents, major regions
    • Major Powers table: Link to governments
    • Timeline table: Link to ages and key events
    • Magic System(s): Link to magic system entity
    • The Divine: Link to pantheon, deities
    • Planes of Existence: Link to planes
    • Major Conflicts: Link to current tensions
    • Quick Reference:
      • Key Locations: Capitals, dungeons, landmarks
      • Key Characters: Rulers, heroes, villains
      • Key Organizations: Major powers
      • Key Concepts: Pantheon, magic, prophecy
  2. Connection Audit Review all created entities and ensure:

    • Every entity has at least 3-5 [[wikilinks]] in Connections
    • Parent-child relationships are bidirectional
    • Plot hooks reference other entities
    • No orphaned entities exist
    • Historical entities connect to current ones

    Validation Checklist:

    • [ ] Every character links to their home settlement, AND that settlement links back to the character
    • [ ] Every organization links to its headquarters, AND that settlement links back to the organization
    • [ ] Every deity in the pantheon links to the pantheon, AND the pantheon links to all deities
    • [ ] Every settlement links to its parent region, AND the region links to all settlements within it
    • [ ] Every historical event links to its location, AND the location links to the event
    • [ ] Every artifact links to its current owner/location, AND they link back to the artifact
    • [ ] Flag any entity with 0 incoming links as "orphaned" - add at least 2 references to it

    Bidirectional Link Patterns: | If A links to B as... | B must link to A as... | |----------------------|------------------------| | Homeland/Location | Notable Person/Resident | | Member of Organization | Members/Notable Members | | Worships Deity | Followers/Worshippers | | Parent Region | Subregions/Settlements | | Ruler of Settlement | Current Ruler | | Creator of Item | Created Items/Notable Works | | Participant in Event | Key Figures |

  3. Cross-Category Links Ensure connections span categories:

    • Characters → Organizations they belong to → back-link to Characters
    • Settlements → Geographic features nearby → back-link to Settlements
    • Items → Characters who own/seek them → back-link to Items
    • History → Locations where events occurred → back-link to History
    • Creatures → Regions where they live → back-link to Creatures
    • Organizations → Settlements where they operate → back-link to Organizations
  4. Connection Density Targets:

    • Minimum: 3 outgoing wikilinks per entity
    • Target: 5-8 connections per entity
    • Incoming: Every entity should have 2+ other entities linking TO it
    • Fix orphans: If an entity has <2 incoming links, add references in related entities

Phase 13: Summary Report

Provide a final summary:

  1. Entity Count by Category:

    Category        | Count | Templates Used
    ----------------|-------|---------------
    Geography       | X     | 18/18
    Concepts        | X     | 10/10
    Organizations   | X     | 9/9
    Settlements     | X     | 8/8
    Characters      | X     | 6/9 (9 total, 6 for NPCs)
    History         | X     | 8/9 (9 total, includes Adventure)
    Creatures       | X     | 5/5
    Items           | X     | 11/11
    ----------------|-------|---------------
    TOTAL           | X     | 75 core templates
    
    (Additional DM tool templates available: Encounters 4, Maps 4)
    
  2. World Structure Overview:

    • Continents and their regions
    • Major powers and their relationships
    • Timeline of ages
    • Divine hierarchy
  3. Connection Density:

    • Total [[wikilinks]] created
    • Average connections per entity
    • Most connected entities
  4. Suggested Next Steps:

    • Areas to expand further
    • Plot hooks ready to develop
    • Character arcs to explore
    • Dungeons ready to detail
  5. File Location: Worlds/[World Name]/ - ready for use in Obsidian


Naming Conventions Reference

When generating names for entities, consult these reference files:

| Reference File | Use For | |----------------|---------| | Templates/Reference/D&D Species Naming Conventions.md | Species-specific naming patterns (Dwarves, Elves, Halflings, Orcs, etc.) | | Templates/Reference/Tolkien Naming Conventions.md | High fantasy linguistic patterns (Sindarin, Quenya, Khuzdul, etc.) |

When to Apply

  • During entity generation: Use naming patterns that match the entity's species, culture, or region
  • For settlements: Name cities/towns using appropriate linguistic conventions for their dominant culture
  • For characters: Match names to species (Dwarven names for dwarves, Elvish for elves, etc.)
  • For geography: Use Tolkien patterns for rivers (-duin), mountains (-gor), forests (-taur), etc.

Matching Names to Tone

| World Tone | Recommended Naming Style | |------------|-------------------------| | Epic Fantasy | Tolkien patterns (Sindarin/Quenya for elves, Norse-inspired for dwarves) | | Dark Fantasy | Harsher variants, Black Speech influences for villains | | Sword & Sorcery | Mixed cultural human names, simpler constructions | | Mythic Fantasy | Quenya (formal/divine), culture-specific for mortals | | Low Fantasy | Historical human naming patterns (Germanic, Celtic, Slavic) | | Whimsical Fantasy | Halfling/Gnome patterns, playful constructions |


Consistency Guidelines

Throughout all phases, maintain:

  1. Naming Conventions:

    • Extract cultural naming from region/species
    • Use consistent linguistic patterns for related entities
    • Reference Templates/Reference/D&D Species Naming Conventions.md for standard races
    • Reference Templates/Reference/Tolkien Naming Conventions.md for elvish/dwarvish names
  2. Religious Consistency:

    • Temples worship established deities
    • Religious orders serve specific gods
    • Holy days appear on the calendar
    • Divine servants match deity domains
  3. Political Logic:

    • Settlements reference their governing nation
    • Borders follow geographic features
    • Military serves the government
    • Trade agreements match actual routes
  4. Geographic Coherence:

    • Rivers flow from mountains to seas/lakes
    • Roads connect actual settlements
    • Climate matches latitude/terrain
    • Creatures live in appropriate habitats
  5. Historical Integration:

    • Current entities reference historical events
    • Wars explain current rivalries
    • Dynasties connect to governments
    • Artifacts tie to historical figures
    • Tragedies explain current conditions
  6. Economic Consistency:

    • Currency matches issuing government
    • Trade routes connect trading partners
    • Guilds operate in relevant settlements
    • Shops sell regionally appropriate goods
  7. Magical Consistency:

    • Academies teach the established magic system
    • Magic items follow world's magical rules
    • Potions use established plants/ingredients
    • Prophecy integrates with divine system
  8. Cross-References:

    • Always use [[Entity Name]] syntax
    • Fill the Connections section of every entity
    • Update older entities when new connections emerge
    • Ensure bidirectional links

Template Reference (All 75)

| Category | Templates (Count) | |----------|-------------------| | Geography | Continent, Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Ocean, Lake, Coast, Pass, Island, Cave, Dungeon (18) | | Concepts | Religion, Pantheon, Deity, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10) | | Organizations | Guild, Government, Religious Order, Cult, Military, Criminal Organization, Business, Organization (General), Academy (9) | | Settlements | Village, Town, City, Stronghold, Tavern, Shop, Temple, Library (8) | | Characters | Protagonist, Antagonist, Support Character, Background Character, Divine Servant, Familiar (6) | | History | Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty, Age (8) | | Creatures | Monster, Animal, Insect, Species, Plant (5) | | Items | Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11) |

Total: 75 templates across 8 categories