generate-world
π―Skillfrom hopeoverture/worldbuilding-system
Generates a comprehensive, interconnected world with 80-120 entities, including geography, characters, organizations, and history, using 75 worldbuilding templates.
Installation
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill generate-worldSkill Details
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.
- Parse the world name from arguments. If not provided, ask the user.
- 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
- Create directory structure:
```
Worlds/[World Name]/
βββ World Overview.md
βββ Characters/
βββ Settlements/
βββ Items/
βββ Creatures/
βββ Organizations/
βββ Concepts/
βββ History/
βββ 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
- 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:
- 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
- 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]]
- 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
- 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
- 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
- Technology (1 entity)
- Read Templates/Concepts/Technology.md
- Define the world's technological baseline
- Note any magitech or unique innovations
- Connect to relevant organizations
- Language (2-3 entities)
- Read Templates/Concepts/Language.md
- Create Common tongue
- Create 1-2 regional/racial languages
- Note scripts and linguistic families
- Calendar (1 entity)
- Read Templates/Concepts/Calendar.md
- Create months, seasons, important dates
- Reference deities in holy days
- Include seasonal festivals
- Currency (1-2 entities)
- Read Templates/Concepts/Currency.md
- Create primary monetary system
- Optional: rival nation's currency
- 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)
- 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
- Create Oceans (1-2 entities)
- Read Templates/Geography/Ocean.md
- Create primary ocean separating/bordering continents
- Include sea routes and dangers
- Create Coasts (2 entities)
- Read Templates/Geography/Coast.md
- Create notable coastlines (trading coast, pirate waters, etc.)
- Connect to continents and ocean
- 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:
- 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
- Mountain Ranges (2-3 entities)
- Read Templates/Geography/Mountain Range.md
- Create natural borders between regions
- Include notable peaks, passes, dangers
- Forests (2-3 entities)
- Read Templates/Geography/Forest.md
- Vary types (ancient, haunted, cultivated)
- Include inhabitants and dangers
- Rivers (2-3 entities)
- Read Templates/Geography/River.md
- Flow from mountains to coasts/lakes
- Connect settlements along their length
- Lakes (1-2 entities)
- Read Templates/Geography/Lake.md
- Create significant bodies of water
- Include legends or inhabitants
- Plains/Grasslands (1-2 entities)
- Read Templates/Geography/Plains.md
- Create agricultural or nomadic regions
- Desert (1 entity, if climate appropriate)
- Read Templates/Geography/Desert.md
- Create harsh wasteland with secrets
- Tundra (1 entity, if climate appropriate)
- Read Templates/Geography/Tundra.md
- Create frozen northern/southern reaches
- Hills (1-2 entities)
- Read Templates/Geography/Hills.md
- Create transitional terrain
- Steppes (1 entity, if appropriate)
- Read Templates/Geography/Steppes.md
- Create nomadic horse-lord territory
- Mountain Passes (1-2 entities)
- Read Templates/Geography/Pass.md
- Create strategic chokepoints
- Connect to roads and trade routes
- Roads (3-4 entities)
- Read Templates/Geography/Road.md
- Create major trade routes
- Connect settlements and regions
- Reference terrain they traverse
- Caves (2-3 entities)
- Read Templates/Geography/Cave.md
- Create natural dungeon sites
- Include inhabitants and treasures
- 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)
- 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
- 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
- Guilds (2-3 entities)
- Read Templates/Organizations/Guild.md
- Create economic powers:
- Merchants' Guild
- Craftsmen's Guild
- Adventurers' Guild
- Connect to settlements, governments
- 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
- Cults (1-2 entities)
- Read Templates/Organizations/Cult.md
- Create secret or forbidden groups
- Connect to darker deities or prophecy
- Criminal Organizations (1-2 entities)
- Read Templates/Organizations/Criminal Organization.md
- Create underworld powers:
- Thieves' Guild
- Smuggling Ring
- Connect to cities, rival organizations
- Businesses (1-2 entities)
- Read Templates/Organizations/Business.md
- Create powerful merchant houses
- Connect to trade routes, cities
- 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
- 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:
- Cities (1 per major region, 4-6 total)
- Read Templates/Settlements/City.md
- Make regional capitals
- Connect to region, government, organizations
- Reference geographic features
- 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
- 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
- Strongholds (2-3 entities)
- Read Templates/Settlements/Stronghold.md
- Create military fortifications:
- Border fortress
- Mountain keep
- Coastal citadel
- Connect to military, government, strategic locations
- 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:
- 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
- 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)
- Temples (1 per major settlement, 5-8 total)
- Read Templates/Settlements/Temple.md
- Connect to established religion and deities
- Vary deity focus per region
- 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
- 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
- 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
- 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
- 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)
- 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
- 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
- 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
- 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
- Treaties (1-2 entities)
- Read Templates/History/Treaty.md
- Create peace agreements:
- Treaty ending major war
- Alliance pact
- Connect to governments, wars
- Trade Agreements (1 entity)
- Read Templates/History/Trade Agreement.md
- Create economic pacts between nations
- Connect to governments, guilds, roads
- Tragedies (1-2 entities)
- Read Templates/History/Tragedy.md
- Create disasters:
- Plague
- Natural disaster
- Magical catastrophe
- Connect to regions, ages, current conditions
- 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)
- 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
- 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
- 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
- Insects (1-2 entities)
- Read Templates/Creatures/Insect.md
- Create notable bugs:
- Swarming menace
- Useful/farmed insect
- Connect to regions, ecology
- 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)
- 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
- 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
- Armor (1-2 entities)
- Read Templates/Items/Armor.md
- Create notable armor:
- Royal/ceremonial armor
- Legendary hero's mail
- Connect to military, history
- 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
- 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
- Gear (1-2 entities)
- Read Templates/Items/Gear.md
- Create specialized equipment:
- Explorer's kit
- Climber's tools
- Connect to guilds, regions
- Food (2-3 entities)
- Read Templates/Items/Food.md
- Create regional cuisine:
- National dish
- Festival food
- Travel rations
- Connect to cultures, settlements
- Drinks (2-3 entities)
- Read Templates/Items/Drink.md
- Create regional beverages:
- Famous ale/wine
- Exotic spirit
- Ceremonial drink
- Connect to taverns, cultures
- Containers (1 entity)
- Read Templates/Items/Container.md
- Create notable container:
- Bag of holding variant
- Sacred vessel
- Connect to magic, religion
- Vehicles (2-3 entities)
- Read Templates/Items/Vehicle.md
- Create transportation:
- Trading vessel
- War machine
- Exotic mount/vehicle
- Connect to military, guilds, technology
- 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)
- 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
- 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
- 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.
- 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
- 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 |
- 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
- 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
- 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.md for standard races
- Reference Templates/Reference/Tolkien Naming Conventions.md for 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
---
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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Generates a structured Obsidian worldbuilding template for a specific fantasy entity type with comprehensive sections, tags, and image prompt guidelines.
Connects entities bidirectionally by creating contextual wikilinks between them, either manually or automatically across a world.
Guides users through collaborative worldbuilding by asking targeted questions, offering choices, and creating world elements step-by-step with user approval.
Generates comprehensive D&D session preparation materials, quickly compiling world details, NPCs, locations, and encounter suggestions for Dungeon Masters.
Populates a geographic region with settlements, landmarks, encounters, legends, and adventure sites based on its terrain and characteristics.
Expands a settlement by generating detailed NPCs, establishments, districts, local issues, and atmospheric details for villages, towns, cities, or strongholds.