generate-world

Generate Complete World

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Install skill "generate-world" with this command: npx skills add hopeoverture/worldbuilding-system/hopeoverture-worldbuilding-system-generate-world

Generate Complete World

Generate a complete world: $ARGUMENTS

Overview

This skill creates an entire interconnected world through a multi-phase workflow. It generates approximately 80-120 entities using the 75 core worldbuilding templates (87 total templates exist including DM tools like Encounters and Maps), organized in the proper folder structure with [[wikilinks]] connecting everything together.

Important: This is a long-running workflow. Progress updates will be provided between phases, and the workflow will pause at key checkpoints for your approval.

Instructions

Phase 1: World Foundation

Goal: Create the world directory and establish core identity.

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:

  • 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 → 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:

CategoryCountTemplates Used
GeographyX18/18
ConceptsX10/10
OrganizationsX9/9
SettlementsX8/8
CharactersX6/9 (9 total, 6 for NPCs)
HistoryX8/9 (9 total, includes Adventure)
CreaturesX5/5
ItemsX11/11
--------------------------------------
TOTALX75 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

Source Transparency

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populate-entity

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generate-image

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eslint-prettier-husky-config

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testing-next-stack

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