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]/
├── 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
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:
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 → 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
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
1---2name: generate-world3description: 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.4---56# Generate Complete World78Generate a complete world: $ARGUMENTS910## Overview1112This 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.1314**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.1516## Instructions1718---1920### Phase 1: World Foundation2122**Goal:** Create the world directory and establish core identity.23241. **Parse the world name** from arguments. If not provided, ask the user.25262. **Ask for world concept** (if not provided):27 - Genre/tone (epic fantasy, dark fantasy, etc.)28 - Magic level (none, rare, common, pervasive)29 - Technology level (primitive, medieval, renaissance, etc.)30 - Any specific themes or inspirations31323. **Create directory structure:**33 ```34 Worlds/[World Name]/35 ├── World Overview.md36 ├── Characters/37 ├── Settlements/38 ├── Items/39 ├── Creatures/40 ├── Organizations/41 ├── Concepts/42 ├── History/43 └── Geography/44 ```45464. **Generate World Overview.md** with filled content:47 - Premise (2-3 sentences establishing the world's hook)48 - Tone and central themes49 - Magic and technology levels50 - Initial cosmology notes51 - Placeholder sections for entities to come52535. **CHECKPOINT:** Present the world premise to user for approval before continuing.5455---5657### Phase 2: Cosmology & Concepts5859**Goal:** Establish the metaphysical foundations of the world.6061**Templates used:** Pantheon, Deity, Religion, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10 templates)6263Create the following entities:64651. **Planes of Existence** (2-3 entities)66 - Read `Templates/Concepts/Plane of Existence.md`67 - Create the Material Plane, an Upper Plane (divine realm), and a Lower Plane or Shadowfell equivalent68 - Establish how planes interact69702. **Pantheon** (1 entity)71 - Read `Templates/Concepts/Pantheon.md`72 - Generate a pantheon with 5-6 deity slots73 - Establish divine hierarchy and relationships74 - Connect to planes via `[[Plane Name]]`75763. **Deities** (5-6 entities)77 - Read `Templates/Concepts/Deity.md`78 - Create diverse domains covering:79 - Sun/Light/Life deity80 - War/Strength deity81 - Nature/Harvest deity82 - Death/Underworld deity83 - Magic/Knowledge deity84 - Trickery/Shadow deity (optional)85 - Ensure deities have relationships with each other86 - Connect each to pantheon and appropriate plane87884. **Religion** (1-2 entities)89 - Read `Templates/Concepts/Religion.md`90 - Create primary organized religion (monotheistic focus or pantheon worship)91 - If world has conflict, create a secondary/rival religion92 - Connect to pantheon and relevant deities93945. **Magic System** (1 entity, if magic exists)95 - Read `Templates/Concepts/Magic System.md`96 - Define how magic works in this world97 - Reference deities if magic is divine98 - Establish schools, sources, limitations991006. **Technology** (1 entity)101 - Read `Templates/Concepts/Technology.md`102 - Define the world's technological baseline103 - Note any magitech or unique innovations104 - Connect to relevant organizations1051067. **Language** (2-3 entities)107 - Read `Templates/Concepts/Language.md`108 - Create Common tongue109 - Create 1-2 regional/racial languages110 - Note scripts and linguistic families1111128. **Calendar** (1 entity)113 - Read `Templates/Concepts/Calendar.md`114 - Create months, seasons, important dates115 - Reference deities in holy days116 - Include seasonal festivals1171189. **Currency** (1-2 entities)119 - Read `Templates/Concepts/Currency.md`120 - Create primary monetary system121 - Optional: rival nation's currency12212310. **Prophecy** (1 entity)124 - Read `Templates/Concepts/Prophecy.md`125 - Create a central prophecy that drives world events126 - Connect to deities, history, current conflicts127128**Save all to:** `Worlds/[World Name]/Concepts/`129130**Phase 2 Total: 16-22 entities**131132---133134### Phase 3: Geography - Continents & Oceans135136**Goal:** Establish the world's major landmasses and waters.137138**Templates used:** Continent, Ocean, Coast, Island (4 templates)1391401. **Create Continents** (2 entities)141 - Read `Templates/Geography/Continent.md`142 - Create main continent and a secondary landmass143 - Define climate zones, major features144 - Establish 3-4 regions per continent145 - Note bordering oceans/seas1461472. **Create Oceans** (1-2 entities)148 - Read `Templates/Geography/Ocean.md`149 - Create primary ocean separating/bordering continents150 - Include sea routes and dangers1511523. **Create Coasts** (2 entities)153 - Read `Templates/Geography/Coast.md`154 - Create notable coastlines (trading coast, pirate waters, etc.)155 - Connect to continents and ocean1561574. **Create Islands** (1-2 entities)158 - Read `Templates/Geography/Island.md`159 - Create mysterious or strategic islands160 - Connect to nearest continent and ocean161162**Save to:** `Worlds/[World Name]/Geography/`163164**CHECKPOINT:** Present continent layout to user for approval.165166**Phase 3 Total: 6-8 entities**167168---169170### Phase 4: Geography - Regions & Features171172**Goal:** Fill continents with distinct regions and terrain.173174**Templates used:** Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Lake, Pass, Cave, Dungeon (14 templates)175176For each continent, create:1771781. **Regions** (6-8 entities total)179 - Read `Templates/Geography/Region.md`180 - Vary terrain types across regions181 - Define borders, climate, resources182 - Connect to parent continent183 - Connect to neighboring regions1841852. **Mountain Ranges** (2-3 entities)186 - Read `Templates/Geography/Mountain Range.md`187 - Create natural borders between regions188 - Include notable peaks, passes, dangers1891903. **Forests** (2-3 entities)191 - Read `Templates/Geography/Forest.md`192 - Vary types (ancient, haunted, cultivated)193 - Include inhabitants and dangers1941954. **Rivers** (2-3 entities)196 - Read `Templates/Geography/River.md`197 - Flow from mountains to coasts/lakes198 - Connect settlements along their length1992005. **Lakes** (1-2 entities)201 - Read `Templates/Geography/Lake.md`202 - Create significant bodies of water203 - Include legends or inhabitants2042056. **Plains/Grasslands** (1-2 entities)206 - Read `Templates/Geography/Plains.md`207 - Create agricultural or nomadic regions2082097. **Desert** (1 entity, if climate appropriate)210 - Read `Templates/Geography/Desert.md`211 - Create harsh wasteland with secrets2122138. **Tundra** (1 entity, if climate appropriate)214 - Read `Templates/Geography/Tundra.md`215 - Create frozen northern/southern reaches2162179. **Hills** (1-2 entities)218 - Read `Templates/Geography/Hills.md`219 - Create transitional terrain22022110. **Steppes** (1 entity, if appropriate)222 - Read `Templates/Geography/Steppes.md`223 - Create nomadic horse-lord territory22422511. **Mountain Passes** (1-2 entities)226 - Read `Templates/Geography/Pass.md`227 - Create strategic chokepoints228 - Connect to roads and trade routes22923012. **Roads** (3-4 entities)231 - Read `Templates/Geography/Road.md`232 - Create major trade routes233 - Connect settlements and regions234 - Reference terrain they traverse23523613. **Caves** (2-3 entities)237 - Read `Templates/Geography/Cave.md`238 - Create natural dungeon sites239 - Include inhabitants and treasures24024114. **Dungeons** (2-3 entities)242 - Read `Templates/Geography/Dungeon.md`243 - Create adventure sites (ruins, tombs, lairs)244 - Connect to history and current threats245246**Save to:** `Worlds/[World Name]/Geography/`247248**Phase 4 Total: 22-32 entities**249250---251252### Phase 5: Civilizations & Organizations253254**Goal:** Populate regions with political entities and power structures.255256**Templates used:** Government, Military, Guild, Religious Order, Cult, Criminal Organization, Business, Organization (General), Academy (9 templates)2572581. **Governments** (4-6 entities)259 - Read `Templates/Organizations/Government.md`260 - Create variety:261 - Hereditary Kingdom262 - Theocratic State263 - Merchant Republic264 - Tribal Confederation265 - Magocracy (if magic is common)266 - Connect to regions, deities, history267 - Establish rivalries and alliances2682692. **Military Organizations** (4-6 entities)270 - Read `Templates/Organizations/Military.md`271 - Create for each major government:272 - Royal Army/Legion273 - Naval Fleet274 - Elite Guard/Knights275 - Connect to parent government2762773. **Guilds** (2-3 entities)278 - Read `Templates/Organizations/Guild.md`279 - Create economic powers:280 - Merchants' Guild281 - Craftsmen's Guild282 - Adventurers' Guild283 - Connect to settlements, governments2842854. **Religious Orders** (2-3 entities)286 - Read `Templates/Organizations/Religious Order.md`287 - Create for major deities:288 - Militant holy order289 - Monastic tradition290 - Healing order291 - Connect to religion, deities, temples2922935. **Cults** (1-2 entities)294 - Read `Templates/Organizations/Cult.md`295 - Create secret or forbidden groups296 - Connect to darker deities or prophecy2972986. **Criminal Organizations** (1-2 entities)299 - Read `Templates/Organizations/Criminal Organization.md`300 - Create underworld powers:301 - Thieves' Guild302 - Smuggling Ring303 - Connect to cities, rival organizations3043057. **Businesses** (1-2 entities)306 - Read `Templates/Organizations/Business.md`307 - Create powerful merchant houses308 - Connect to trade routes, cities3093108. **Academies** (1-2 entities)311 - Read `Templates/Organizations/Academy.md`312 - Create centers of learning:313 - Mage College (if magic exists)314 - Bardic College315 - Military Academy316 - Connect to magic system, governments3173189. **General Organizations** (1-2 entities)319 - Read `Templates/Organizations/Organization (General).md`320 - Create miscellaneous factions:321 - Secret Society322 - Explorer's League323 - Druid Circle324 - Connect to various entities325326**Save to:** `Worlds/[World Name]/Organizations/`327328**CHECKPOINT:** Present civilization structure to user for approval.329330**Phase 5 Total: 17-28 entities**331332---333334### Phase 6: Settlements335336**Goal:** Create settlements throughout the regions.337338**Templates used:** City, Town, Village, Stronghold, Library (5 templates)339340For each region:3413421. **Cities** (1 per major region, 4-6 total)343 - Read `Templates/Settlements/City.md`344 - Make regional capitals345 - Connect to region, government, organizations346 - Reference geographic features3473482. **Towns** (1-2 per region, 6-10 total)349 - Read `Templates/Settlements/Town.md`350 - Vary purposes:351 - Trade hub352 - Mining town353 - Port town354 - Border town355 - Pilgrimage site356 - Connect to parent region and nearest city3573583. **Villages** (2-3 per region, 10-15 total)359 - Read `Templates/Settlements/Village.md`360 - Create variety:361 - Farming village362 - Fishing village363 - Logging camp364 - Mining hamlet365 - Connect to parent region3663674. **Strongholds** (2-3 entities)368 - Read `Templates/Settlements/Stronghold.md`369 - Create military fortifications:370 - Border fortress371 - Mountain keep372 - Coastal citadel373 - Connect to military, government, strategic locations3743755. **Libraries** (1-2 entities)376 - Read `Templates/Settlements/Library.md`377 - Create centers of knowledge:378 - Grand Archive379 - Forbidden Collection380 - Connect to academies, magic system, history381382**Save to:** `Worlds/[World Name]/Settlements/`383384**Phase 6 Total: 23-36 entities**385386---387388### Phase 7: Settlement Details389390**Goal:** Populate major settlements with establishments and NPCs.391392**Templates used:** Tavern, Shop, Temple (3 templates from Settlements), Support Character, Background Character, Antagonist (3 templates from Characters)393394For each city and major town:3953961. **Taverns** (1-2 per major settlement, 8-12 total)397 - Read `Templates/Settlements/Tavern.md`398 - Create memorable establishments with:399 - Unique atmosphere400 - Colorful proprietor401 - Regular patrons402 - Plot hooks4034042. **Shops** (2-3 per major settlement, 12-18 total)405 - Read `Templates/Settlements/Shop.md`406 - Vary types:407 - Blacksmith/Armorer408 - Apothecary/Alchemist409 - General Store410 - Exotic Imports411 - Magic Shop (if appropriate)4124133. **Temples** (1 per major settlement, 5-8 total)414 - Read `Templates/Settlements/Temple.md`415 - Connect to established religion and deities416 - Vary deity focus per region4174184. **Support Characters - Leaders** (1 per major settlement, 6-10 total)419 - Read `Templates/Characters/Support Character.md`420 - Create settlement rulers:421 - City Lord/Mayor422 - Governor423 - Council Head4244255. **Support Characters - Proprietors** (1-2 per major settlement, 8-15 total)426 - Read `Templates/Characters/Support Character.md`427 - Create memorable shopkeepers and innkeepers428 - Give each secrets and connections4294306. **Support Characters - Quest-givers** (1 per major settlement, 5-8 total)431 - Read `Templates/Characters/Support Character.md`432 - Create adventure hooks:433 - Mysterious stranger434 - Desperate merchant435 - Haunted noble4364377. **Background Characters** (2-3 per city, 8-12 total)438 - Read `Templates/Characters/Background Character.md`439 - Create local color:440 - Town crier441 - Street vendor442 - Gossip443 - Guard captain4444458. **Local Antagonists** (1 per major city, 4-6 total)446 - Read `Templates/Characters/Antagonist.md`447 - Create regional villains:448 - Crime boss449 - Corrupt official450 - Cult leader451 - Rival merchant452 - Connect to criminal organizations, cults453454**Save Characters to:** `Worlds/[World Name]/Characters/`455**Save Settlements to:** `Worlds/[World Name]/Settlements/`456457**Phase 7 Total: 56-89 entities (cumulative establishment + character count)**458459---460461### Phase 8: History462463**Goal:** Create the world's historical timeline.464465**Templates used:** Age, Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty (8 templates)4664671. **Ages** (4 entities)468 - Read `Templates/History/Age.md`469 - Create chronological eras:470 - **Age of Creation/Myth** - Gods shape the world471 - **Age of Expansion** - Civilizations grow472 - **Age of Conflict** - Great wars reshape borders473 - **Current Age** - Present tensions474 - Connect ages to each other4754762. **Major Events** (3-4 entities)477 - Read `Templates/History/Event.md`478 - Create world-shaping moments:479 - The Sundering/Cataclysm480 - Discovery of Magic481 - First Contact between peoples482 - Fall of an Empire483 - Connect to ages, regions, governments4844853. **Wars** (2 entities)486 - Read `Templates/History/War.md`487 - Create conflicts that shaped politics:488 - Ancient war (mythic scale)489 - Recent war (living memory)490 - Connect to governments, regions, ages4914924. **Battles** (2-3 entities)493 - Read `Templates/History/Battle.md`494 - Create decisive moments:495 - Battle that ended a war496 - Last stand of a hero497 - Siege of a great city498 - Connect to wars, locations, characters4995005. **Treaties** (1-2 entities)501 - Read `Templates/History/Treaty.md`502 - Create peace agreements:503 - Treaty ending major war504 - Alliance pact505 - Connect to governments, wars5065076. **Trade Agreements** (1 entity)508 - Read `Templates/History/Trade Agreement.md`509 - Create economic pacts between nations510 - Connect to governments, guilds, roads5115127. **Tragedies** (1-2 entities)513 - Read `Templates/History/Tragedy.md`514 - Create disasters:515 - Plague516 - Natural disaster517 - Magical catastrophe518 - Connect to regions, ages, current conditions5195208. **Dynasties** (2-3 entities)521 - Read `Templates/History/Dynasty.md`522 - Create ruling bloodlines:523 - Current ruling dynasty524 - Fallen dynasty525 - Rising house526 - Connect to governments, characters527528**Save to:** `Worlds/[World Name]/History/`529530**CHECKPOINT:** Present historical timeline to user for approval.531532**Phase 8 Total: 16-21 entities**533534---535536### Phase 9: Creatures & Flora537538**Goal:** Populate the world with unique life forms.539540**Templates used:** Species, Monster, Animal, Insect, Plant (5 templates)5415421. **Species/Races** (3-4 entities)543 - Read `Templates/Creatures/Species.md`544 - Create unique peoples:545 - Native/ancient race546 - Reclusive/mysterious people547 - Hostile/misunderstood species548 - Recently discovered people549 - Connect to regions, history, governments5505512. **Monsters** (4-5 entities)552 - Read `Templates/Creatures/Monster.md`553 - Create regional threats:554 - Apex predator (dragon-type)555 - Undead menace556 - Aberration/eldritch horror557 - Regional beast (unique to one area)558 - Legendary creature (tied to prophecy)559 - Connect to dungeons, regions, history5605613. **Animals** (3-4 entities)562 - Read `Templates/Creatures/Animal.md`563 - Create notable wildlife:564 - Mount/beast of burden565 - Hunted game566 - Dangerous predator567 - Exotic/rare creature568 - Connect to regions, cultures5695704. **Insects** (1-2 entities)571 - Read `Templates/Creatures/Insect.md`572 - Create notable bugs:573 - Swarming menace574 - Useful/farmed insect575 - Connect to regions, ecology5765775. **Plants** (2-3 entities)578 - Read `Templates/Creatures/Plant.md`579 - Create notable flora:580 - Healing herb581 - Dangerous plant582 - Sacred tree/flower583 - Magical reagent584 - Connect to regions, magic system, alchemy585586**Save to:** `Worlds/[World Name]/Creatures/`587588**Phase 9 Total: 13-18 entities**589590---591592### Phase 10: Items & Equipment593594**Goal:** Create notable items throughout the world.595596**Templates used:** Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11 templates)5975981. **Artifacts** (2-3 entities)599 - Read `Templates/Items/Artifact.md`600 - Create legendary items:601 - Divine relic (tied to deity)602 - Royal regalia (tied to dynasty)603 - Lost weapon of a hero604 - Connect to history, characters, prophecy6056062. **Weapons** (2-3 entities)607 - Read `Templates/Items/Weapon.md`608 - Create notable weapons:609 - Signature weapon of a nation610 - Rare material weapon611 - Cursed blade612 - Connect to military, history6136143. **Armor** (1-2 entities)615 - Read `Templates/Items/Armor.md`616 - Create notable armor:617 - Royal/ceremonial armor618 - Legendary hero's mail619 - Connect to military, history6206214. **Wondrous Magic Items** (2-3 entities)622 - Read `Templates/Items/Wondrous Magic Item.md`623 - Create useful magic items:624 - Navigation tool625 - Communication device626 - Protective charm627 - Connect to magic system, academies6286295. **Potions** (2-3 entities)630 - Read `Templates/Items/Potion.md`631 - Create regional brews:632 - Healing potion variant633 - Performance enhancer634 - Dangerous/forbidden elixir635 - Connect to plants, shops, magic6366376. **Gear** (1-2 entities)638 - Read `Templates/Items/Gear.md`639 - Create specialized equipment:640 - Explorer's kit641 - Climber's tools642 - Connect to guilds, regions6436447. **Food** (2-3 entities)645 - Read `Templates/Items/Food.md`646 - Create regional cuisine:647 - National dish648 - Festival food649 - Travel rations650 - Connect to cultures, settlements6516528. **Drinks** (2-3 entities)653 - Read `Templates/Items/Drink.md`654 - Create regional beverages:655 - Famous ale/wine656 - Exotic spirit657 - Ceremonial drink658 - Connect to taverns, cultures6596609. **Containers** (1 entity)661 - Read `Templates/Items/Container.md`662 - Create notable container:663 - Bag of holding variant664 - Sacred vessel665 - Connect to magic, religion66666710. **Vehicles** (2-3 entities)668 - Read `Templates/Items/Vehicle.md`669 - Create transportation:670 - Trading vessel671 - War machine672 - Exotic mount/vehicle673 - Connect to military, guilds, technology67467511. **Books** (2-3 entities)676 - Read `Templates/Items/Book.md`677 - Create important texts:678 - Holy scripture679 - Historical chronicle680 - Forbidden grimoire681 - Map/atlas682 - Connect to libraries, religion, magic, history683684**Save to:** `Worlds/[World Name]/Items/`685686**Phase 10 Total: 19-29 entities**687688---689690### Phase 11: Key Characters691692**Goal:** Create world-shaping characters beyond settlement NPCs.693694**Templates used:** Protagonist, Divine Servant, Familiar (3 remaining templates)6956961. **Protagonists/Heroes** (2-3 entities)697 - Read `Templates/Characters/Protagonist.md`698 - Create legendary figures:699 - Living hero (current age)700 - Historical hero (founder/savior)701 - Rising hero (prophecy candidate)702 - Connect to prophecy, history, organizations7037042. **Divine Servants** (2-3 entities)705 - Read `Templates/Characters/Divine Servant.md`706 - Create celestial/infernal agents:707 - Angel of primary deity708 - Messenger of the gods709 - Fallen servant710 - Connect to deities, planes, prophecy7117123. **Familiars** (1-2 entities)713 - Read `Templates/Characters/Familiar.md`714 - Create notable bonded creatures:715 - Archmage's companion716 - Sacred beast717 - Connect to characters, magic system718719**Save to:** `Worlds/[World Name]/Characters/`720721**Phase 11 Total: 5-8 entities**722723---724725### Phase 12: Final Connections & World Overview726727**Goal:** Ensure all connections are bidirectional and complete the World Overview.7287291. **Update World Overview.md**730 Fill all sections with links to created entities:731732 - **Geography Overview:** Link to continents, major regions733 - **Major Powers table:** Link to governments734 - **Timeline table:** Link to ages and key events735 - **Magic System(s):** Link to magic system entity736 - **The Divine:** Link to pantheon, deities737 - **Planes of Existence:** Link to planes738 - **Major Conflicts:** Link to current tensions739 - **Quick Reference:**740 - Key Locations: Capitals, dungeons, landmarks741 - Key Characters: Rulers, heroes, villains742 - Key Organizations: Major powers743 - Key Concepts: Pantheon, magic, prophecy7447452. **Connection Audit**746 Review all created entities and ensure:747 - Every entity has at least 3-5 `[[wikilinks]]` in Connections748 - Parent-child relationships are bidirectional749 - Plot hooks reference other entities750 - No orphaned entities exist751 - Historical entities connect to current ones752753 **Validation Checklist:**754 - [ ] Every character links to their home settlement, AND that settlement links back to the character755 - [ ] Every organization links to its headquarters, AND that settlement links back to the organization756 - [ ] Every deity in the pantheon links to the pantheon, AND the pantheon links to all deities757 - [ ] Every settlement links to its parent region, AND the region links to all settlements within it758 - [ ] Every historical event links to its location, AND the location links to the event759 - [ ] Every artifact links to its current owner/location, AND they link back to the artifact760 - [ ] Flag any entity with 0 incoming links as "orphaned" - add at least 2 references to it761762 **Bidirectional Link Patterns:**763 | If A links to B as... | B must link to A as... |764 |----------------------|------------------------|765 | Homeland/Location | Notable Person/Resident |766 | Member of Organization | Members/Notable Members |767 | Worships Deity | Followers/Worshippers |768 | Parent Region | Subregions/Settlements |769 | Ruler of Settlement | Current Ruler |770 | Creator of Item | Created Items/Notable Works |771 | Participant in Event | Key Figures |7727733. **Cross-Category Links**774 Ensure connections span categories:775 - Characters → Organizations they belong to → back-link to Characters776 - Settlements → Geographic features nearby → back-link to Settlements777 - Items → Characters who own/seek them → back-link to Items778 - History → Locations where events occurred → back-link to History779 - Creatures → Regions where they live → back-link to Creatures780 - Organizations → Settlements where they operate → back-link to Organizations7817824. **Connection Density Targets:**783 - **Minimum:** 3 outgoing wikilinks per entity784 - **Target:** 5-8 connections per entity785 - **Incoming:** Every entity should have 2+ other entities linking TO it786 - **Fix orphans:** If an entity has <2 incoming links, add references in related entities787788---789790### Phase 13: Summary Report791792Provide a final summary:7937941. **Entity Count by Category:**795 ```796 Category | Count | Templates Used797 ----------------|-------|---------------798 Geography | X | 18/18799 Concepts | X | 10/10800 Organizations | X | 9/9801 Settlements | X | 8/8802 Characters | X | 6/9 (9 total, 6 for NPCs)803 History | X | 8/9 (9 total, includes Adventure)804 Creatures | X | 5/5805 Items | X | 11/11806 ----------------|-------|---------------807 TOTAL | X | 75 core templates808809 (Additional DM tool templates available: Encounters 4, Maps 4)810 ```8118122. **World Structure Overview:**813 - Continents and their regions814 - Major powers and their relationships815 - Timeline of ages816 - Divine hierarchy8178183. **Connection Density:**819 - Total `[[wikilinks]]` created820 - Average connections per entity821 - Most connected entities8228234. **Suggested Next Steps:**824 - Areas to expand further825 - Plot hooks ready to develop826 - Character arcs to explore827 - Dungeons ready to detail8288295. **File Location:**830 `Worlds/[World Name]/` - ready for use in Obsidian831832---833834## Naming Conventions Reference835836When generating names for entities, consult these reference files:837838| Reference File | Use For |839|----------------|---------|840| `Templates/Reference/D&D Species Naming Conventions.md` | Species-specific naming patterns (Dwarves, Elves, Halflings, Orcs, etc.) |841| `Templates/Reference/Tolkien Naming Conventions.md` | High fantasy linguistic patterns (Sindarin, Quenya, Khuzdul, etc.) |842843### When to Apply844845- **During entity generation:** Use naming patterns that match the entity's species, culture, or region846- **For settlements:** Name cities/towns using appropriate linguistic conventions for their dominant culture847- **For characters:** Match names to species (Dwarven names for dwarves, Elvish for elves, etc.)848- **For geography:** Use Tolkien patterns for rivers (-duin), mountains (-gor), forests (-taur), etc.849850### Matching Names to Tone851852| World Tone | Recommended Naming Style |853|------------|-------------------------|854| Epic Fantasy | Tolkien patterns (Sindarin/Quenya for elves, Norse-inspired for dwarves) |855| Dark Fantasy | Harsher variants, Black Speech influences for villains |856| Sword & Sorcery | Mixed cultural human names, simpler constructions |857| Mythic Fantasy | Quenya (formal/divine), culture-specific for mortals |858| Low Fantasy | Historical human naming patterns (Germanic, Celtic, Slavic) |859| Whimsical Fantasy | Halfling/Gnome patterns, playful constructions |860861---862863## Consistency Guidelines864865Throughout all phases, maintain:8668671. **Naming Conventions:**868 - Extract cultural naming from region/species869 - Use consistent linguistic patterns for related entities870 - Reference `Templates/Reference/D&D Species Naming Conventions.md` for standard races871 - Reference `Templates/Reference/Tolkien Naming Conventions.md` for elvish/dwarvish names8728732. **Religious Consistency:**874 - Temples worship established deities875 - Religious orders serve specific gods876 - Holy days appear on the calendar877 - Divine servants match deity domains8788793. **Political Logic:**880 - Settlements reference their governing nation881 - Borders follow geographic features882 - Military serves the government883 - Trade agreements match actual routes8848854. **Geographic Coherence:**886 - Rivers flow from mountains to seas/lakes887 - Roads connect actual settlements888 - Climate matches latitude/terrain889 - Creatures live in appropriate habitats8908915. **Historical Integration:**892 - Current entities reference historical events893 - Wars explain current rivalries894 - Dynasties connect to governments895 - Artifacts tie to historical figures896 - Tragedies explain current conditions8978986. **Economic Consistency:**899 - Currency matches issuing government900 - Trade routes connect trading partners901 - Guilds operate in relevant settlements902 - Shops sell regionally appropriate goods9039047. **Magical Consistency:**905 - Academies teach the established magic system906 - Magic items follow world's magical rules907 - Potions use established plants/ingredients908 - Prophecy integrates with divine system9099108. **Cross-References:**911 - Always use `[[Entity Name]]` syntax912 - Fill the Connections section of every entity913 - Update older entities when new connections emerge914 - Ensure bidirectional links915916---917918## Template Reference (All 75)919920| Category | Templates (Count) |921|----------|-------------------|922| **Geography** | Continent, Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Ocean, Lake, Coast, Pass, Island, Cave, Dungeon (18) |923| **Concepts** | Religion, Pantheon, Deity, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10) |924| **Organizations** | Guild, Government, Religious Order, Cult, Military, Criminal Organization, Business, Organization (General), Academy (9) |925| **Settlements** | Village, Town, City, Stronghold, Tavern, Shop, Temple, Library (8) |926| **Characters** | Protagonist, Antagonist, Support Character, Background Character, Divine Servant, Familiar (6) |927| **History** | Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty, Age (8) |928| **Creatures** | Monster, Animal, Insect, Species, Plant (5) |929| **Items** | Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11) |930931**Total: 75 templates across 8 categories**