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.
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Parse the world name from arguments. If not provided, ask the user.
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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
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Create directory structure:
codeWorlds/[World Name]/ ├── World Overview.md ├── Characters/ ├── Settlements/ ├── Items/ ├── Creatures/ ├── Organizations/ ├── Concepts/ ├── History/ └── Geography/
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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
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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:
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Planes of Existence (2-3 entities)
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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
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Pantheon (1 entity)
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Templates/Concepts/Pantheon.md - •Generate a pantheon with 5-6 deity slots
- •Establish divine hierarchy and relationships
- •Connect to planes via
[[Plane Name]]
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Deities (5-6 entities)
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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
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Religion (1-2 entities)
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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
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Magic System (1 entity, if magic exists)
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Templates/Concepts/Magic System.md - •Define how magic works in this world
- •Reference deities if magic is divine
- •Establish schools, sources, limitations
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Technology (1 entity)
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Templates/Concepts/Technology.md - •Define the world's technological baseline
- •Note any magitech or unique innovations
- •Connect to relevant organizations
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Language (2-3 entities)
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Templates/Concepts/Language.md - •Create Common tongue
- •Create 1-2 regional/racial languages
- •Note scripts and linguistic families
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Calendar (1 entity)
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Templates/Concepts/Calendar.md - •Create months, seasons, important dates
- •Reference deities in holy days
- •Include seasonal festivals
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Currency (1-2 entities)
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Templates/Concepts/Currency.md - •Create primary monetary system
- •Optional: rival nation's currency
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Prophecy (1 entity)
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Templates/Concepts/Prophecy.md - •Create a central prophecy that drives world events
- •Connect to deities, history, current conflicts
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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)
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Create Continents (2 entities)
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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
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Create Oceans (1-2 entities)
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Templates/Geography/Ocean.md - •Create primary ocean separating/bordering continents
- •Include sea routes and dangers
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Create Coasts (2 entities)
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Templates/Geography/Coast.md - •Create notable coastlines (trading coast, pirate waters, etc.)
- •Connect to continents and ocean
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Create Islands (1-2 entities)
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Templates/Geography/Island.md - •Create mysterious or strategic islands
- •Connect to nearest continent and ocean
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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:
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Regions (6-8 entities total)
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Templates/Geography/Region.md - •Vary terrain types across regions
- •Define borders, climate, resources
- •Connect to parent continent
- •Connect to neighboring regions
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Mountain Ranges (2-3 entities)
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Templates/Geography/Mountain Range.md - •Create natural borders between regions
- •Include notable peaks, passes, dangers
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Forests (2-3 entities)
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Templates/Geography/Forest.md - •Vary types (ancient, haunted, cultivated)
- •Include inhabitants and dangers
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Rivers (2-3 entities)
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Templates/Geography/River.md - •Flow from mountains to coasts/lakes
- •Connect settlements along their length
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Lakes (1-2 entities)
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Templates/Geography/Lake.md - •Create significant bodies of water
- •Include legends or inhabitants
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Plains/Grasslands (1-2 entities)
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Templates/Geography/Plains.md - •Create agricultural or nomadic regions
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Desert (1 entity, if climate appropriate)
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Templates/Geography/Desert.md - •Create harsh wasteland with secrets
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Tundra (1 entity, if climate appropriate)
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Templates/Geography/Tundra.md - •Create frozen northern/southern reaches
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Hills (1-2 entities)
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Templates/Geography/Hills.md - •Create transitional terrain
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Steppes (1 entity, if appropriate)
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Templates/Geography/Steppes.md - •Create nomadic horse-lord territory
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Mountain Passes (1-2 entities)
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Templates/Geography/Pass.md - •Create strategic chokepoints
- •Connect to roads and trade routes
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Roads (3-4 entities)
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Templates/Geography/Road.md - •Create major trade routes
- •Connect settlements and regions
- •Reference terrain they traverse
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Caves (2-3 entities)
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Templates/Geography/Cave.md - •Create natural dungeon sites
- •Include inhabitants and treasures
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Dungeons (2-3 entities)
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Templates/Geography/Dungeon.md - •Create adventure sites (ruins, tombs, lairs)
- •Connect to history and current threats
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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)
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Governments (4-6 entities)
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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
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Military Organizations (4-6 entities)
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Templates/Organizations/Military.md - •Create for each major government:
- •Royal Army/Legion
- •Naval Fleet
- •Elite Guard/Knights
- •Connect to parent government
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Guilds (2-3 entities)
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Templates/Organizations/Guild.md - •Create economic powers:
- •Merchants' Guild
- •Craftsmen's Guild
- •Adventurers' Guild
- •Connect to settlements, governments
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Religious Orders (2-3 entities)
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Templates/Organizations/Religious Order.md - •Create for major deities:
- •Militant holy order
- •Monastic tradition
- •Healing order
- •Connect to religion, deities, temples
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Cults (1-2 entities)
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Templates/Organizations/Cult.md - •Create secret or forbidden groups
- •Connect to darker deities or prophecy
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Criminal Organizations (1-2 entities)
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Templates/Organizations/Criminal Organization.md - •Create underworld powers:
- •Thieves' Guild
- •Smuggling Ring
- •Connect to cities, rival organizations
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Businesses (1-2 entities)
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Templates/Organizations/Business.md - •Create powerful merchant houses
- •Connect to trade routes, cities
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Academies (1-2 entities)
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Templates/Organizations/Academy.md - •Create centers of learning:
- •Mage College (if magic exists)
- •Bardic College
- •Military Academy
- •Connect to magic system, governments
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General Organizations (1-2 entities)
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Templates/Organizations/Organization (General).md - •Create miscellaneous factions:
- •Secret Society
- •Explorer's League
- •Druid Circle
- •Connect to various entities
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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:
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Cities (1 per major region, 4-6 total)
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Templates/Settlements/City.md - •Make regional capitals
- •Connect to region, government, organizations
- •Reference geographic features
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Towns (1-2 per region, 6-10 total)
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Templates/Settlements/Town.md - •Vary purposes:
- •Trade hub
- •Mining town
- •Port town
- •Border town
- •Pilgrimage site
- •Connect to parent region and nearest city
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Villages (2-3 per region, 10-15 total)
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Templates/Settlements/Village.md - •Create variety:
- •Farming village
- •Fishing village
- •Logging camp
- •Mining hamlet
- •Connect to parent region
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Strongholds (2-3 entities)
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Templates/Settlements/Stronghold.md - •Create military fortifications:
- •Border fortress
- •Mountain keep
- •Coastal citadel
- •Connect to military, government, strategic locations
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Libraries (1-2 entities)
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Templates/Settlements/Library.md - •Create centers of knowledge:
- •Grand Archive
- •Forbidden Collection
- •Connect to academies, magic system, history
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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:
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Taverns (1-2 per major settlement, 8-12 total)
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Templates/Settlements/Tavern.md - •Create memorable establishments with:
- •Unique atmosphere
- •Colorful proprietor
- •Regular patrons
- •Plot hooks
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Shops (2-3 per major settlement, 12-18 total)
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Templates/Settlements/Shop.md - •Vary types:
- •Blacksmith/Armorer
- •Apothecary/Alchemist
- •General Store
- •Exotic Imports
- •Magic Shop (if appropriate)
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Temples (1 per major settlement, 5-8 total)
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Templates/Settlements/Temple.md - •Connect to established religion and deities
- •Vary deity focus per region
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Support Characters - Leaders (1 per major settlement, 6-10 total)
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Templates/Characters/Support Character.md - •Create settlement rulers:
- •City Lord/Mayor
- •Governor
- •Council Head
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Support Characters - Proprietors (1-2 per major settlement, 8-15 total)
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Templates/Characters/Support Character.md - •Create memorable shopkeepers and innkeepers
- •Give each secrets and connections
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Support Characters - Quest-givers (1 per major settlement, 5-8 total)
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Templates/Characters/Support Character.md - •Create adventure hooks:
- •Mysterious stranger
- •Desperate merchant
- •Haunted noble
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Background Characters (2-3 per city, 8-12 total)
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Templates/Characters/Background Character.md - •Create local color:
- •Town crier
- •Street vendor
- •Gossip
- •Guard captain
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Local Antagonists (1 per major city, 4-6 total)
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Templates/Characters/Antagonist.md - •Create regional villains:
- •Crime boss
- •Corrupt official
- •Cult leader
- •Rival merchant
- •Connect to criminal organizations, cults
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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)
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Ages (4 entities)
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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
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Major Events (3-4 entities)
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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
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Wars (2 entities)
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Templates/History/War.md - •Create conflicts that shaped politics:
- •Ancient war (mythic scale)
- •Recent war (living memory)
- •Connect to governments, regions, ages
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Battles (2-3 entities)
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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
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Treaties (1-2 entities)
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Templates/History/Treaty.md - •Create peace agreements:
- •Treaty ending major war
- •Alliance pact
- •Connect to governments, wars
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Trade Agreements (1 entity)
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Templates/History/Trade Agreement.md - •Create economic pacts between nations
- •Connect to governments, guilds, roads
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Tragedies (1-2 entities)
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Templates/History/Tragedy.md - •Create disasters:
- •Plague
- •Natural disaster
- •Magical catastrophe
- •Connect to regions, ages, current conditions
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Dynasties (2-3 entities)
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Templates/History/Dynasty.md - •Create ruling bloodlines:
- •Current ruling dynasty
- •Fallen dynasty
- •Rising house
- •Connect to governments, characters
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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)
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Species/Races (3-4 entities)
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Templates/Creatures/Species.md - •Create unique peoples:
- •Native/ancient race
- •Reclusive/mysterious people
- •Hostile/misunderstood species
- •Recently discovered people
- •Connect to regions, history, governments
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Monsters (4-5 entities)
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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
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Animals (3-4 entities)
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Templates/Creatures/Animal.md - •Create notable wildlife:
- •Mount/beast of burden
- •Hunted game
- •Dangerous predator
- •Exotic/rare creature
- •Connect to regions, cultures
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Insects (1-2 entities)
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Templates/Creatures/Insect.md - •Create notable bugs:
- •Swarming menace
- •Useful/farmed insect
- •Connect to regions, ecology
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Plants (2-3 entities)
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Templates/Creatures/Plant.md - •Create notable flora:
- •Healing herb
- •Dangerous plant
- •Sacred tree/flower
- •Magical reagent
- •Connect to regions, magic system, alchemy
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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)
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Artifacts (2-3 entities)
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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
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Weapons (2-3 entities)
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Templates/Items/Weapon.md - •Create notable weapons:
- •Signature weapon of a nation
- •Rare material weapon
- •Cursed blade
- •Connect to military, history
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Armor (1-2 entities)
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Templates/Items/Armor.md - •Create notable armor:
- •Royal/ceremonial armor
- •Legendary hero's mail
- •Connect to military, history
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Wondrous Magic Items (2-3 entities)
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Templates/Items/Wondrous Magic Item.md - •Create useful magic items:
- •Navigation tool
- •Communication device
- •Protective charm
- •Connect to magic system, academies
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Potions (2-3 entities)
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Templates/Items/Potion.md - •Create regional brews:
- •Healing potion variant
- •Performance enhancer
- •Dangerous/forbidden elixir
- •Connect to plants, shops, magic
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Gear (1-2 entities)
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Templates/Items/Gear.md - •Create specialized equipment:
- •Explorer's kit
- •Climber's tools
- •Connect to guilds, regions
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Food (2-3 entities)
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Templates/Items/Food.md - •Create regional cuisine:
- •National dish
- •Festival food
- •Travel rations
- •Connect to cultures, settlements
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Drinks (2-3 entities)
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Templates/Items/Drink.md - •Create regional beverages:
- •Famous ale/wine
- •Exotic spirit
- •Ceremonial drink
- •Connect to taverns, cultures
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Containers (1 entity)
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Templates/Items/Container.md - •Create notable container:
- •Bag of holding variant
- •Sacred vessel
- •Connect to magic, religion
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Vehicles (2-3 entities)
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Templates/Items/Vehicle.md - •Create transportation:
- •Trading vessel
- •War machine
- •Exotic mount/vehicle
- •Connect to military, guilds, technology
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Books (2-3 entities)
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Templates/Items/Book.md - •Create important texts:
- •Holy scripture
- •Historical chronicle
- •Forbidden grimoire
- •Map/atlas
- •Connect to libraries, religion, magic, history
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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)
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Protagonists/Heroes (2-3 entities)
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Templates/Characters/Protagonist.md - •Create legendary figures:
- •Living hero (current age)
- •Historical hero (founder/savior)
- •Rising hero (prophecy candidate)
- •Connect to prophecy, history, organizations
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Divine Servants (2-3 entities)
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Templates/Characters/Divine Servant.md - •Create celestial/infernal agents:
- •Angel of primary deity
- •Messenger of the gods
- •Fallen servant
- •Connect to deities, planes, prophecy
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Familiars (1-2 entities)
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Templates/Characters/Familiar.md - •Create notable bonded creatures:
- •Archmage's companion
- •Sacred beast
- •Connect to characters, magic system
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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.
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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
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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 - •Every entity has at least 3-5
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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
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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:
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Entity Count by Category:
codeCategory | 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)
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World Structure Overview:
- •Continents and their regions
- •Major powers and their relationships
- •Timeline of ages
- •Divine hierarchy
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Connection Density:
- •Total
[[wikilinks]]created - •Average connections per entity
- •Most connected entities
- •Total
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Suggested Next Steps:
- •Areas to expand further
- •Plot hooks ready to develop
- •Character arcs to explore
- •Dungeons ready to detail
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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:
- •
Naming Conventions:
- •Extract cultural naming from region/species
- •Use consistent linguistic patterns for related entities
- •Reference
Templates/Reference/D&D Species Naming Conventions.mdfor standard races - •Reference
Templates/Reference/Tolkien Naming Conventions.mdfor elvish/dwarvish names
- •
Religious Consistency:
- •Temples worship established deities
- •Religious orders serve specific gods
- •Holy days appear on the calendar
- •Divine servants match deity domains
- •
Political Logic:
- •Settlements reference their governing nation
- •Borders follow geographic features
- •Military serves the government
- •Trade agreements match actual routes
- •
Geographic Coherence:
- •Rivers flow from mountains to seas/lakes
- •Roads connect actual settlements
- •Climate matches latitude/terrain
- •Creatures live in appropriate habitats
- •
Historical Integration:
- •Current entities reference historical events
- •Wars explain current rivalries
- •Dynasties connect to governments
- •Artifacts tie to historical figures
- •Tragedies explain current conditions
- •
Economic Consistency:
- •Currency matches issuing government
- •Trade routes connect trading partners
- •Guilds operate in relevant settlements
- •Shops sell regionally appropriate goods
- •
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
- •
Cross-References:
- •Always use
[[Entity Name]]syntax - •Fill the Connections section of every entity
- •Update older entities when new connections emerge
- •Ensure bidirectional links
- •Always use
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