generate-world
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:
Worlds/[World Name]/ ├── World Overview.md ├── Characters/ ├── Settlements/ ├── Items/ ├── Creatures/ ├── Organizations/ ├── Concepts/ ├── History/ └── Geography/ -
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)
- 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
- Read
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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]]
- Read
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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
- Read
-
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
- Read
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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
- Read
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Technology (1 entity)
- Read
Templates/Concepts/Technology.md - Define the world's technological baseline
- Note any magitech or unique innovations
- Connect to relevant organizations
- Read
-
Language (2-3 entities)
- Read
Templates/Concepts/Language.md - Create Common tongue
- Create 1-2 regional/racial languages
- Note scripts and linguistic families
- Read
-
Calendar (1 entity)
- Read
Templates/Concepts/Calendar.md - Create months, seasons, important dates
- Reference deities in holy days
- Include seasonal festivals
- Read
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Currency (1-2 entities)
- Read
Templates/Concepts/Currency.md - Create primary monetary system
- Optional: rival nation's currency
- Read
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Prophecy (1 entity)
- Read
Templates/Concepts/Prophecy.md - Create a central prophecy that drives world events
- Connect to deities, history, current conflicts
- Read
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)
- 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
- Read
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Create Oceans (1-2 entities)
- Read
Templates/Geography/Ocean.md - Create primary ocean separating/bordering continents
- Include sea routes and dangers
- Read
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Create Coasts (2 entities)
- Read
Templates/Geography/Coast.md - Create notable coastlines (trading coast, pirate waters, etc.)
- Connect to continents and ocean
- Read
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Create Islands (1-2 entities)
- Read
Templates/Geography/Island.md - Create mysterious or strategic islands
- Connect to nearest continent and ocean
- Read
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)
- Read
Templates/Geography/Region.md - Vary terrain types across regions
- Define borders, climate, resources
- Connect to parent continent
- Connect to neighboring regions
- Read
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Mountain Ranges (2-3 entities)
- Read
Templates/Geography/Mountain Range.md - Create natural borders between regions
- Include notable peaks, passes, dangers
- Read
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Forests (2-3 entities)
- Read
Templates/Geography/Forest.md - Vary types (ancient, haunted, cultivated)
- Include inhabitants and dangers
- Read
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Rivers (2-3 entities)
- Read
Templates/Geography/River.md - Flow from mountains to coasts/lakes
- Connect settlements along their length
- Read
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Lakes (1-2 entities)
- Read
Templates/Geography/Lake.md - Create significant bodies of water
- Include legends or inhabitants
- Read
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Plains/Grasslands (1-2 entities)
- Read
Templates/Geography/Plains.md - Create agricultural or nomadic regions
- Read
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Desert (1 entity, if climate appropriate)
- Read
Templates/Geography/Desert.md - Create harsh wasteland with secrets
- Read
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Tundra (1 entity, if climate appropriate)
- Read
Templates/Geography/Tundra.md - Create frozen northern/southern reaches
- Read
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Hills (1-2 entities)
- Read
Templates/Geography/Hills.md - Create transitional terrain
- Read
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Steppes (1 entity, if appropriate)
- Read
Templates/Geography/Steppes.md - Create nomadic horse-lord territory
- Read
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Mountain Passes (1-2 entities)
- Read
Templates/Geography/Pass.md - Create strategic chokepoints
- Connect to roads and trade routes
- Read
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Roads (3-4 entities)
- Read
Templates/Geography/Road.md - Create major trade routes
- Connect settlements and regions
- Reference terrain they traverse
- Read
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Caves (2-3 entities)
- Read
Templates/Geography/Cave.md - Create natural dungeon sites
- Include inhabitants and treasures
- Read
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Dungeons (2-3 entities)
- Read
Templates/Geography/Dungeon.md - Create adventure sites (ruins, tombs, lairs)
- Connect to history and current threats
- Read
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)
- 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
- Read
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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
- Read
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Guilds (2-3 entities)
- Read
Templates/Organizations/Guild.md - Create economic powers:
- Merchants' Guild
- Craftsmen's Guild
- Adventurers' Guild
- Connect to settlements, governments
- Read
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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
- Read
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Cults (1-2 entities)
- Read
Templates/Organizations/Cult.md - Create secret or forbidden groups
- Connect to darker deities or prophecy
- Read
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Criminal Organizations (1-2 entities)
- Read
Templates/Organizations/Criminal Organization.md - Create underworld powers:
- Thieves' Guild
- Smuggling Ring
- Connect to cities, rival organizations
- Read
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Businesses (1-2 entities)
- Read
Templates/Organizations/Business.md - Create powerful merchant houses
- Connect to trade routes, cities
- Read
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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
- Read
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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
- Read
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)
- Read
Templates/Settlements/City.md - Make regional capitals
- Connect to region, government, organizations
- Reference geographic features
- Read
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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
- Read
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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
- Read
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Strongholds (2-3 entities)
- Read
Templates/Settlements/Stronghold.md - Create military fortifications:
- Border fortress
- Mountain keep
- Coastal citadel
- Connect to military, government, strategic locations
- Read
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Libraries (1-2 entities)
- Read
Templates/Settlements/Library.md - Create centers of knowledge:
- Grand Archive
- Forbidden Collection
- Connect to academies, magic system, history
- Read
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)
- Read
Templates/Settlements/Tavern.md - Create memorable establishments with:
- Unique atmosphere
- Colorful proprietor
- Regular patrons
- Plot hooks
- Read
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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)
- Read
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Temples (1 per major settlement, 5-8 total)
- Read
Templates/Settlements/Temple.md - Connect to established religion and deities
- Vary deity focus per region
- Read
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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
- Read
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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
- Read
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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
- Read
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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
- Read
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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
- Read
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)
- 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
- Read
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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
- Read
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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
- Read
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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
- Read
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Treaties (1-2 entities)
- Read
Templates/History/Treaty.md - Create peace agreements:
- Treaty ending major war
- Alliance pact
- Connect to governments, wars
- Read
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Trade Agreements (1 entity)
- Read
Templates/History/Trade Agreement.md - Create economic pacts between nations
- Connect to governments, guilds, roads
- Read
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Tragedies (1-2 entities)
- Read
Templates/History/Tragedy.md - Create disasters:
- Plague
- Natural disaster
- Magical catastrophe
- Connect to regions, ages, current conditions
- Read
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Dynasties (2-3 entities)
- Read
Templates/History/Dynasty.md - Create ruling bloodlines:
- Current ruling dynasty
- Fallen dynasty
- Rising house
- Connect to governments, characters
- Read
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)
- 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
- Read
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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
- Read
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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
- Read
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Insects (1-2 entities)
- Read
Templates/Creatures/Insect.md - Create notable bugs:
- Swarming menace
- Useful/farmed insect
- Connect to regions, ecology
- Read
-
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
- Read
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)
- 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
- Read
-
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
- Read
-
Armor (1-2 entities)
- Read
Templates/Items/Armor.md - Create notable armor:
- Royal/ceremonial armor
- Legendary hero's mail
- Connect to military, history
- Read
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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
- Read
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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
- Read
-
Gear (1-2 entities)
- Read
Templates/Items/Gear.md - Create specialized equipment:
- Explorer's kit
- Climber's tools
- Connect to guilds, regions
- Read
-
Food (2-3 entities)
- Read
Templates/Items/Food.md - Create regional cuisine:
- National dish
- Festival food
- Travel rations
- Connect to cultures, settlements
- Read
-
Drinks (2-3 entities)
- Read
Templates/Items/Drink.md - Create regional beverages:
- Famous ale/wine
- Exotic spirit
- Ceremonial drink
- Connect to taverns, cultures
- Read
-
Containers (1 entity)
- Read
Templates/Items/Container.md - Create notable container:
- Bag of holding variant
- Sacred vessel
- Connect to magic, religion
- Read
-
Vehicles (2-3 entities)
- Read
Templates/Items/Vehicle.md - Create transportation:
- Trading vessel
- War machine
- Exotic mount/vehicle
- Connect to military, guilds, technology
- Read
-
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
- Read
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)
- 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
- Read
-
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
- Read
-
Familiars (1-2 entities)
- Read
Templates/Characters/Familiar.md - Create notable bonded creatures:
- Archmage's companion
- Sacred beast
- Connect to characters, magic system
- Read
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.
-
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
-
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
-
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:
-
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) -
World Structure Overview:
- Continents and their regions
- Major powers and their relationships
- Timeline of ages
- Divine hierarchy
-
Connection Density:
- Total
[[wikilinks]]created - Average connections per entity
- Most connected entities
- Total
-
Suggested Next Steps:
- Areas to expand further
- Plot hooks ready to develop
- Character arcs to explore
- Dungeons ready to detail
-
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
More from hopeoverture/worldbuilding-system
create-world
Create a new worldbuilding project with full folder structure. Use when the user wants to start a new world, campaign setting, or fantasy setting like "create a world called Eldoria".
3validate-template
Validate a template or entity file has all required sections, YAML fields, and follows the worldbuilding system conventions. Use when creating new templates or checking if entities are properly structured.
3create-template
Create a new worldbuilding template for the Obsidian vault. Use when the user wants to add a new entity type template like "tavern template", "spell template", or "dungeon template".
2populate-entity
Scan an entity file to identify mentions of people, places, organizations, and other entities in the text. Creates missing entities using appropriate templates and adds wikilinks. Use when user wants to "populate", "fill out", "create linked entities", or "auto-generate connections" for an entity.
2random-encounter
Generate random encounters appropriate for a location, party level, or situation. Creates combat, social, or exploration encounters using existing world entities. Use when user wants "random encounter", "encounter table", or "what happens at [location]".
2worldbuild
Interactive guided worldbuilding with questions, choices, and incremental creation. Creates worlds collaboratively through a question-and-answer workflow rather than automatic generation. Use when the user wants to thoughtfully build a world step-by-step.
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