--- name: generate-world description: 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. argument-hint: "[world name]" --- # Generate Complete World Generate a complete world: $ARGUMENTS ## Overview This skill creates an entire interconnected world through a multi-phase workflow. It generates approximately **80-120 entities** using the 75 core worldbuilding templates (87 total templates exist including DM tools like Encounters and Maps), organized in the proper folder structure with `[[wikilinks]]` connecting everything together. **Important:** This is a long-running workflow. Progress updates will be provided between phases, and the workflow will pause at key checkpoints for your approval. ## Instructions --- ### Phase 1: World Foundation **Goal:** Create the world directory and establish core identity. 1. **Parse the world name** from arguments. If not provided, ask the user. 2. **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 3. **Create directory structure:** ``` Worlds/[World Name]/ ├── World Overview.md ├── Characters/ ├── Settlements/ ├── Items/ ├── Creatures/ ├── Organizations/ ├── Concepts/ ├── History/ └── Geography/ ``` 4. **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 5. **CHECKPOINT:** Present the world premise to user for approval before continuing. --- ### Phase 2: Cosmology & Concepts **Goal:** Establish the metaphysical foundations of the world. **Templates used:** Pantheon, Deity, Religion, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10 templates) Create the following entities: 1. **Planes of Existence** (2-3 entities) - Read `Templates/Concepts/Plane of Existence.md` - Create the Material Plane, an Upper Plane (divine realm), and a Lower Plane or Shadowfell equivalent - Establish how planes interact 2. **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]]` 3. **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 4. **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 5. **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 6. **Technology** (1 entity) - Read `Templates/Concepts/Technology.md` - Define the world's technological baseline - Note any magitech or unique innovations - Connect to relevant organizations 7. **Language** (2-3 entities) - Read `Templates/Concepts/Language.md` - Create Common tongue - Create 1-2 regional/racial languages - Note scripts and linguistic families 8. **Calendar** (1 entity) - Read `Templates/Concepts/Calendar.md` - Create months, seasons, important dates - Reference deities in holy days - Include seasonal festivals 9. **Currency** (1-2 entities) - Read `Templates/Concepts/Currency.md` - Create primary monetary system - Optional: rival nation's currency 10. **Prophecy** (1 entity) - Read `Templates/Concepts/Prophecy.md` - Create a central prophecy that drives world events - Connect to deities, history, current conflicts **Save all to:** `Worlds/[World Name]/Concepts/` **Phase 2 Total: 16-22 entities** --- ### Phase 3: Geography - Continents & Oceans **Goal:** Establish the world's major landmasses and waters. **Templates used:** Continent, Ocean, Coast, Island (4 templates) 1. **Create Continents** (2 entities) - Read `Templates/Geography/Continent.md` - Create main continent and a secondary landmass - Define climate zones, major features - Establish 3-4 regions per continent - Note bordering oceans/seas 2. **Create Oceans** (1-2 entities) - Read `Templates/Geography/Ocean.md` - Create primary ocean separating/bordering continents - Include sea routes and dangers 3. **Create Coasts** (2 entities) - Read `Templates/Geography/Coast.md` - Create notable coastlines (trading coast, pirate waters, etc.) - Connect to continents and ocean 4. **Create Islands** (1-2 entities) - Read `Templates/Geography/Island.md` - Create mysterious or strategic islands - Connect to nearest continent and ocean **Save to:** `Worlds/[World Name]/Geography/` **CHECKPOINT:** Present continent layout to user for approval. **Phase 3 Total: 6-8 entities** --- ### Phase 4: Geography - Regions & Features **Goal:** Fill continents with distinct regions and terrain. **Templates used:** Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Lake, Pass, Cave, Dungeon (14 templates) For each continent, create: 1. **Regions** (6-8 entities total) - Read `Templates/Geography/Region.md` - Vary terrain types across regions - Define borders, climate, resources - Connect to parent continent - Connect to neighboring regions 2. **Mountain Ranges** (2-3 entities) - Read `Templates/Geography/Mountain Range.md` - Create natural borders between regions - Include notable peaks, passes, dangers 3. **Forests** (2-3 entities) - Read `Templates/Geography/Forest.md` - Vary types (ancient, haunted, cultivated) - Include inhabitants and dangers 4. **Rivers** (2-3 entities) - Read `Templates/Geography/River.md` - Flow from mountains to coasts/lakes - Connect settlements along their length 5. **Lakes** (1-2 entities) - Read `Templates/Geography/Lake.md` - Create significant bodies of water - Include legends or inhabitants 6. **Plains/Grasslands** (1-2 entities) - Read `Templates/Geography/Plains.md` - Create agricultural or nomadic regions 7. **Desert** (1 entity, if climate appropriate) - Read `Templates/Geography/Desert.md` - Create harsh wasteland with secrets 8. **Tundra** (1 entity, if climate appropriate) - Read `Templates/Geography/Tundra.md` - Create frozen northern/southern reaches 9. **Hills** (1-2 entities) - Read `Templates/Geography/Hills.md` - Create transitional terrain 10. **Steppes** (1 entity, if appropriate) - Read `Templates/Geography/Steppes.md` - Create nomadic horse-lord territory 11. **Mountain Passes** (1-2 entities) - Read `Templates/Geography/Pass.md` - Create strategic chokepoints - Connect to roads and trade routes 12. **Roads** (3-4 entities) - Read `Templates/Geography/Road.md` - Create major trade routes - Connect settlements and regions - Reference terrain they traverse 13. **Caves** (2-3 entities) - Read `Templates/Geography/Cave.md` - Create natural dungeon sites - Include inhabitants and treasures 14. **Dungeons** (2-3 entities) - Read `Templates/Geography/Dungeon.md` - Create adventure sites (ruins, tombs, lairs) - Connect to history and current threats **Save to:** `Worlds/[World Name]/Geography/` **Phase 4 Total: 22-32 entities** --- ### Phase 5: Civilizations & Organizations **Goal:** Populate regions with political entities and power structures. **Templates used:** Government, Military, Guild, Religious Order, Cult, Criminal Organization, Business, Organization (General), Academy (9 templates) 1. **Governments** (4-6 entities) - Read `Templates/Organizations/Government.md` - Create variety: - Hereditary Kingdom - Theocratic State - Merchant Republic - Tribal Confederation - Magocracy (if magic is common) - Connect to regions, deities, history - Establish rivalries and alliances 2. **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 3. **Guilds** (2-3 entities) - Read `Templates/Organizations/Guild.md` - Create economic powers: - Merchants' Guild - Craftsmen's Guild - Adventurers' Guild - Connect to settlements, governments 4. **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 5. **Cults** (1-2 entities) - Read `Templates/Organizations/Cult.md` - Create secret or forbidden groups - Connect to darker deities or prophecy 6. **Criminal Organizations** (1-2 entities) - Read `Templates/Organizations/Criminal Organization.md` - Create underworld powers: - Thieves' Guild - Smuggling Ring - Connect to cities, rival organizations 7. **Businesses** (1-2 entities) - Read `Templates/Organizations/Business.md` - Create powerful merchant houses - Connect to trade routes, cities 8. **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 9. **General Organizations** (1-2 entities) - Read `Templates/Organizations/Organization (General).md` - Create miscellaneous factions: - Secret Society - Explorer's League - Druid Circle - Connect to various entities **Save to:** `Worlds/[World Name]/Organizations/` **CHECKPOINT:** Present civilization structure to user for approval. **Phase 5 Total: 17-28 entities** --- ### Phase 6: Settlements **Goal:** Create settlements throughout the regions. **Templates used:** City, Town, Village, Stronghold, Library (5 templates) For each region: 1. **Cities** (1 per major region, 4-6 total) - Read `Templates/Settlements/City.md` - Make regional capitals - Connect to region, government, organizations - Reference geographic features 2. **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 3. **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 4. **Strongholds** (2-3 entities) - Read `Templates/Settlements/Stronghold.md` - Create military fortifications: - Border fortress - Mountain keep - Coastal citadel - Connect to military, government, strategic locations 5. **Libraries** (1-2 entities) - Read `Templates/Settlements/Library.md` - Create centers of knowledge: - Grand Archive - Forbidden Collection - Connect to academies, magic system, history **Save to:** `Worlds/[World Name]/Settlements/` **Phase 6 Total: 23-36 entities** --- ### Phase 7: Settlement Details **Goal:** Populate major settlements with establishments and NPCs. **Templates used:** Tavern, Shop, Temple (3 templates from Settlements), Support Character, Background Character, Antagonist (3 templates from Characters) For each city and major town: 1. **Taverns** (1-2 per major settlement, 8-12 total) - Read `Templates/Settlements/Tavern.md` - Create memorable establishments with: - Unique atmosphere - Colorful proprietor - Regular patrons - Plot hooks 2. **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) 3. **Temples** (1 per major settlement, 5-8 total) - Read `Templates/Settlements/Temple.md` - Connect to established religion and deities - Vary deity focus per region 4. **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 5. **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 6. **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 7. **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 8. **Local Antagonists** (1 per major city, 4-6 total) - Read `Templates/Characters/Antagonist.md` - Create regional villains: - Crime boss - Corrupt official - Cult leader - Rival merchant - Connect to criminal organizations, cults **Save Characters to:** `Worlds/[World Name]/Characters/` **Save Settlements to:** `Worlds/[World Name]/Settlements/` **Phase 7 Total: 56-89 entities (cumulative establishment + character count)** --- ### Phase 8: History **Goal:** Create the world's historical timeline. **Templates used:** Age, Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty (8 templates) 1. **Ages** (4 entities) - Read `Templates/History/Age.md` - Create chronological eras: - **Age of Creation/Myth** - Gods shape the world - **Age of Expansion** - Civilizations grow - **Age of Conflict** - Great wars reshape borders - **Current Age** - Present tensions - Connect ages to each other 2. **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 3. **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 4. **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 5. **Treaties** (1-2 entities) - Read `Templates/History/Treaty.md` - Create peace agreements: - Treaty ending major war - Alliance pact - Connect to governments, wars 6. **Trade Agreements** (1 entity) - Read `Templates/History/Trade Agreement.md` - Create economic pacts between nations - Connect to governments, guilds, roads 7. **Tragedies** (1-2 entities) - Read `Templates/History/Tragedy.md` - Create disasters: - Plague - Natural disaster - Magical catastrophe - Connect to regions, ages, current conditions 8. **Dynasties** (2-3 entities) - Read `Templates/History/Dynasty.md` - Create ruling bloodlines: - Current ruling dynasty - Fallen dynasty - Rising house - Connect to governments, characters **Save to:** `Worlds/[World Name]/History/` **CHECKPOINT:** Present historical timeline to user for approval. **Phase 8 Total: 16-21 entities** --- ### Phase 9: Creatures & Flora **Goal:** Populate the world with unique life forms. **Templates used:** Species, Monster, Animal, Insect, Plant (5 templates) 1. **Species/Races** (3-4 entities) - Read `Templates/Creatures/Species.md` - Create unique peoples: - Native/ancient race - Reclusive/mysterious people - Hostile/misunderstood species - Recently discovered people - Connect to regions, history, governments 2. **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 3. **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 4. **Insects** (1-2 entities) - Read `Templates/Creatures/Insect.md` - Create notable bugs: - Swarming menace - Useful/farmed insect - Connect to regions, ecology 5. **Plants** (2-3 entities) - Read `Templates/Creatures/Plant.md` - Create notable flora: - Healing herb - Dangerous plant - Sacred tree/flower - Magical reagent - Connect to regions, magic system, alchemy **Save to:** `Worlds/[World Name]/Creatures/` **Phase 9 Total: 13-18 entities** --- ### Phase 10: Items & Equipment **Goal:** Create notable items throughout the world. **Templates used:** Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11 templates) 1. **Artifacts** (2-3 entities) - Read `Templates/Items/Artifact.md` - Create legendary items: - Divine relic (tied to deity) - Royal regalia (tied to dynasty) - Lost weapon of a hero - Connect to history, characters, prophecy 2. **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 3. **Armor** (1-2 entities) - Read `Templates/Items/Armor.md` - Create notable armor: - Royal/ceremonial armor - Legendary hero's mail - Connect to military, history 4. **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 5. **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 6. **Gear** (1-2 entities) - Read `Templates/Items/Gear.md` - Create specialized equipment: - Explorer's kit - Climber's tools - Connect to guilds, regions 7. **Food** (2-3 entities) - Read `Templates/Items/Food.md` - Create regional cuisine: - National dish - Festival food - Travel rations - Connect to cultures, settlements 8. **Drinks** (2-3 entities) - Read `Templates/Items/Drink.md` - Create regional beverages: - Famous ale/wine - Exotic spirit - Ceremonial drink - Connect to taverns, cultures 9. **Containers** (1 entity) - Read `Templates/Items/Container.md` - Create notable container: - Bag of holding variant - Sacred vessel - Connect to magic, religion 10. **Vehicles** (2-3 entities) - Read `Templates/Items/Vehicle.md` - Create transportation: - Trading vessel - War machine - Exotic mount/vehicle - Connect to military, guilds, technology 11. **Books** (2-3 entities) - Read `Templates/Items/Book.md` - Create important texts: - Holy scripture - Historical chronicle - Forbidden grimoire - Map/atlas - Connect to libraries, religion, magic, history **Save to:** `Worlds/[World Name]/Items/` **Phase 10 Total: 19-29 entities** --- ### Phase 11: Key Characters **Goal:** Create world-shaping characters beyond settlement NPCs. **Templates used:** Protagonist, Divine Servant, Familiar (3 remaining templates) 1. **Protagonists/Heroes** (2-3 entities) - Read `Templates/Characters/Protagonist.md` - Create legendary figures: - Living hero (current age) - Historical hero (founder/savior) - Rising hero (prophecy candidate) - Connect to prophecy, history, organizations 2. **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 3. **Familiars** (1-2 entities) - Read `Templates/Characters/Familiar.md` - Create notable bonded creatures: - Archmage's companion - Sacred beast - Connect to characters, magic system **Save to:** `Worlds/[World Name]/Characters/` **Phase 11 Total: 5-8 entities** --- ### Phase 12: Final Connections & World Overview **Goal:** Ensure all connections are bidirectional and complete the World Overview. 1. **Update World Overview.md** Fill all sections with links to created entities: - **Geography Overview:** Link to continents, major regions - **Major Powers table:** Link to governments - **Timeline table:** Link to ages and key events - **Magic System(s):** Link to magic system entity - **The Divine:** Link to pantheon, deities - **Planes of Existence:** Link to planes - **Major Conflicts:** Link to current tensions - **Quick Reference:** - Key Locations: Capitals, dungeons, landmarks - Key Characters: Rulers, heroes, villains - Key Organizations: Major powers - Key Concepts: Pantheon, magic, prophecy 2. **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 | 3. **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 4. **Connection Density Targets:** - **Minimum:** 3 outgoing wikilinks per entity - **Target:** 5-8 connections per entity - **Incoming:** Every entity should have 2+ other entities linking TO it - **Fix orphans:** If an entity has <2 incoming links, add references in related entities --- ### Phase 13: Summary Report Provide a final summary: 1. **Entity Count by Category:** ``` Category | Count | Templates Used ----------------|-------|--------------- Geography | X | 18/18 Concepts | X | 10/10 Organizations | X | 9/9 Settlements | X | 8/8 Characters | X | 6/9 (9 total, 6 for NPCs) History | X | 8/9 (9 total, includes Adventure) Creatures | X | 5/5 Items | X | 11/11 ----------------|-------|--------------- TOTAL | X | 75 core templates (Additional DM tool templates available: Encounters 4, Maps 4) ``` 2. **World Structure Overview:** - Continents and their regions - Major powers and their relationships - Timeline of ages - Divine hierarchy 3. **Connection Density:** - Total `[[wikilinks]]` created - Average connections per entity - Most connected entities 4. **Suggested Next Steps:** - Areas to expand further - Plot hooks ready to develop - Character arcs to explore - Dungeons ready to detail 5. **File Location:** `Worlds/[World Name]/` - ready for use in Obsidian --- ## Naming Conventions Reference When generating names for entities, consult these reference files: | Reference File | Use For | |----------------|---------| | `Templates/Reference/D&D Species Naming Conventions.md` | Species-specific naming patterns (Dwarves, Elves, Halflings, Orcs, etc.) | | `Templates/Reference/Tolkien Naming Conventions.md` | High fantasy linguistic patterns (Sindarin, Quenya, Khuzdul, etc.) | ### When to Apply - **During entity generation:** Use naming patterns that match the entity's species, culture, or region - **For settlements:** Name cities/towns using appropriate linguistic conventions for their dominant culture - **For characters:** Match names to species (Dwarven names for dwarves, Elvish for elves, etc.) - **For geography:** Use Tolkien patterns for rivers (-duin), mountains (-gor), forests (-taur), etc. ### Matching Names to Tone | World Tone | Recommended Naming Style | |------------|-------------------------| | Epic Fantasy | Tolkien patterns (Sindarin/Quenya for elves, Norse-inspired for dwarves) | | Dark Fantasy | Harsher variants, Black Speech influences for villains | | Sword & Sorcery | Mixed cultural human names, simpler constructions | | Mythic Fantasy | Quenya (formal/divine), culture-specific for mortals | | Low Fantasy | Historical human naming patterns (Germanic, Celtic, Slavic) | | Whimsical Fantasy | Halfling/Gnome patterns, playful constructions | --- ## Consistency Guidelines Throughout all phases, maintain: 1. **Naming Conventions:** - Extract cultural naming from region/species - Use consistent linguistic patterns for related entities - Reference `Templates/Reference/D&D Species Naming Conventions.md` for standard races - Reference `Templates/Reference/Tolkien Naming Conventions.md` for elvish/dwarvish names 2. **Religious Consistency:** - Temples worship established deities - Religious orders serve specific gods - Holy days appear on the calendar - Divine servants match deity domains 3. **Political Logic:** - Settlements reference their governing nation - Borders follow geographic features - Military serves the government - Trade agreements match actual routes 4. **Geographic Coherence:** - Rivers flow from mountains to seas/lakes - Roads connect actual settlements - Climate matches latitude/terrain - Creatures live in appropriate habitats 5. **Historical Integration:** - Current entities reference historical events - Wars explain current rivalries - Dynasties connect to governments - Artifacts tie to historical figures - Tragedies explain current conditions 6. **Economic Consistency:** - Currency matches issuing government - Trade routes connect trading partners - Guilds operate in relevant settlements - Shops sell regionally appropriate goods 7. **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 8. **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**