🎯

generate-world

🎯Skill

from hopeoverture/worldbuilding-system

VibeIndex|
What it does

Generates a comprehensive, interconnected world with 80-120 entities, including geography, characters, organizations, and history, using 75 worldbuilding templates.

generate-world

Installation

Install skill:
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill generate-world
1
AddedJan 27, 2026

Skill Details

SKILL.md

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.

Overview

# 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.
  1. 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

  1. Create directory structure:

```

Worlds/[World Name]/

β”œβ”€β”€ World Overview.md

β”œβ”€β”€ Characters/

β”œβ”€β”€ Settlements/

β”œβ”€β”€ Items/

β”œβ”€β”€ Creatures/

β”œβ”€β”€ Organizations/

β”œβ”€β”€ Concepts/

β”œβ”€β”€ History/

└── Geography/

```

  1. 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

  1. 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

  1. 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]]

  1. 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

  1. 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

  1. 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

  1. Technology (1 entity)

- Read Templates/Concepts/Technology.md

- Define the world's technological baseline

- Note any magitech or unique innovations

- Connect to relevant organizations

  1. Language (2-3 entities)

- Read Templates/Concepts/Language.md

- Create Common tongue

- Create 1-2 regional/racial languages

- Note scripts and linguistic families

  1. Calendar (1 entity)

- Read Templates/Concepts/Calendar.md

- Create months, seasons, important dates

- Reference deities in holy days

- Include seasonal festivals

  1. Currency (1-2 entities)

- Read Templates/Concepts/Currency.md

- Create primary monetary system

- Optional: rival nation's currency

  1. 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

  1. Create Oceans (1-2 entities)

- Read Templates/Geography/Ocean.md

- Create primary ocean separating/bordering continents

- Include sea routes and dangers

  1. Create Coasts (2 entities)

- Read Templates/Geography/Coast.md

- Create notable coastlines (trading coast, pirate waters, etc.)

- Connect to continents and ocean

  1. 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

  1. Mountain Ranges (2-3 entities)

- Read Templates/Geography/Mountain Range.md

- Create natural borders between regions

- Include notable peaks, passes, dangers

  1. Forests (2-3 entities)

- Read Templates/Geography/Forest.md

- Vary types (ancient, haunted, cultivated)

- Include inhabitants and dangers

  1. Rivers (2-3 entities)

- Read Templates/Geography/River.md

- Flow from mountains to coasts/lakes

- Connect settlements along their length

  1. Lakes (1-2 entities)

- Read Templates/Geography/Lake.md

- Create significant bodies of water

- Include legends or inhabitants

  1. Plains/Grasslands (1-2 entities)

- Read Templates/Geography/Plains.md

- Create agricultural or nomadic regions

  1. Desert (1 entity, if climate appropriate)

- Read Templates/Geography/Desert.md

- Create harsh wasteland with secrets

  1. Tundra (1 entity, if climate appropriate)

- Read Templates/Geography/Tundra.md

- Create frozen northern/southern reaches

  1. Hills (1-2 entities)

- Read Templates/Geography/Hills.md

- Create transitional terrain

  1. Steppes (1 entity, if appropriate)

- Read Templates/Geography/Steppes.md

- Create nomadic horse-lord territory

  1. Mountain Passes (1-2 entities)

- Read Templates/Geography/Pass.md

- Create strategic chokepoints

- Connect to roads and trade routes

  1. Roads (3-4 entities)

- Read Templates/Geography/Road.md

- Create major trade routes

- Connect settlements and regions

- Reference terrain they traverse

  1. Caves (2-3 entities)

- Read Templates/Geography/Cave.md

- Create natural dungeon sites

- Include inhabitants and treasures

  1. 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

  1. 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

  1. Guilds (2-3 entities)

- Read Templates/Organizations/Guild.md

- Create economic powers:

- Merchants' Guild

- Craftsmen's Guild

- Adventurers' Guild

- Connect to settlements, governments

  1. 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

  1. Cults (1-2 entities)

- Read Templates/Organizations/Cult.md

- Create secret or forbidden groups

- Connect to darker deities or prophecy

  1. Criminal Organizations (1-2 entities)

- Read Templates/Organizations/Criminal Organization.md

- Create underworld powers:

- Thieves' Guild

- Smuggling Ring

- Connect to cities, rival organizations

  1. Businesses (1-2 entities)

- Read Templates/Organizations/Business.md

- Create powerful merchant houses

- Connect to trade routes, cities

  1. 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

  1. 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

  1. 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

  1. 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

  1. Strongholds (2-3 entities)

- Read Templates/Settlements/Stronghold.md

- Create military fortifications:

- Border fortress

- Mountain keep

- Coastal citadel

- Connect to military, government, strategic locations

  1. 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

  1. 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)

  1. Temples (1 per major settlement, 5-8 total)

- Read Templates/Settlements/Temple.md

- Connect to established religion and deities

- Vary deity focus per region

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. Treaties (1-2 entities)

- Read Templates/History/Treaty.md

- Create peace agreements:

- Treaty ending major war

- Alliance pact

- Connect to governments, wars

  1. Trade Agreements (1 entity)

- Read Templates/History/Trade Agreement.md

- Create economic pacts between nations

- Connect to governments, guilds, roads

  1. Tragedies (1-2 entities)

- Read Templates/History/Tragedy.md

- Create disasters:

- Plague

- Natural disaster

- Magical catastrophe

- Connect to regions, ages, current conditions

  1. 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

  1. 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

  1. 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

  1. Insects (1-2 entities)

- Read Templates/Creatures/Insect.md

- Create notable bugs:

- Swarming menace

- Useful/farmed insect

- Connect to regions, ecology

  1. 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

  1. 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

  1. Armor (1-2 entities)

- Read Templates/Items/Armor.md

- Create notable armor:

- Royal/ceremonial armor

- Legendary hero's mail

- Connect to military, history

  1. 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

  1. 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

  1. Gear (1-2 entities)

- Read Templates/Items/Gear.md

- Create specialized equipment:

- Explorer's kit

- Climber's tools

- Connect to guilds, regions

  1. Food (2-3 entities)

- Read Templates/Items/Food.md

- Create regional cuisine:

- National dish

- Festival food

- Travel rations

- Connect to cultures, settlements

  1. Drinks (2-3 entities)

- Read Templates/Items/Drink.md

- Create regional beverages:

- Famous ale/wine

- Exotic spirit

- Ceremonial drink

- Connect to taverns, cultures

  1. Containers (1 entity)

- Read Templates/Items/Container.md

- Create notable container:

- Bag of holding variant

- Sacred vessel

- Connect to magic, religion

  1. Vehicles (2-3 entities)

- Read Templates/Items/Vehicle.md

- Create transportation:

- Trading vessel

- War machine

- Exotic mount/vehicle

- Connect to military, guilds, technology

  1. 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

  1. 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

  1. 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

  1. 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 |

  1. Cross-Category Links

Ensure connections span categories:

- Characters β†’ Organizations they belong to β†’ back-link to Characters

- Settlements β†’ Geographic features nearby β†’ back-link to Settlements

- Items β†’ Characters who own/seek them β†’ back-link to Items

- History β†’ Locations where events occurred β†’ back-link to History

- Creatures β†’ Regions where they live β†’ back-link to Creatures

- Organizations β†’ Settlements where they operate β†’ back-link to Organizations

  1. 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)

```

  1. World Structure Overview:

- Continents and their regions

- Major powers and their relationships

- Timeline of ages

- Divine hierarchy

  1. Connection Density:

- Total [[wikilinks]] created

- Average connections per entity

- Most connected entities

  1. Suggested Next Steps:

- Areas to expand further

- Plot hooks ready to develop

- Character arcs to explore

- Dungeons ready to detail

  1. 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

  1. Religious Consistency:

- Temples worship established deities

- Religious orders serve specific gods

- Holy days appear on the calendar

- Divine servants match deity domains

  1. Political Logic:

- Settlements reference their governing nation

- Borders follow geographic features

- Military serves the government

- Trade agreements match actual routes

  1. Geographic Coherence:

- Rivers flow from mountains to seas/lakes

- Roads connect actual settlements

- Climate matches latitude/terrain

- Creatures live in appropriate habitats

  1. Historical Integration:

- Current entities reference historical events

- Wars explain current rivalries

- Dynasties connect to governments

- Artifacts tie to historical figures

- Tragedies explain current conditions

  1. Economic Consistency:

- Currency matches issuing government

- Trade routes connect trading partners

- Guilds operate in relevant settlements

- Shops sell regionally appropriate goods

  1. 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

  1. 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

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