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Agent Skill · 研究检索

generate-world(生成世界)

generate-world 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

generate-world 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 60,042。

总安装 374周安装 15GitHub Stars 公开资料未说明下载 121核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:generate-world(生成世界)
来源仓库:https://github.com/hopeoverture/worldbuilding-system
仓库路径:skills/generate-world
安装命令:
npx skills add hopeoverture/worldbuilding-system --skill "generate-world"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add hopeoverture/worldbuilding-system --skill "generate-world"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

generate-world 用于查找、检索和筛选关于世界观构建或背景设定相关的信息。适合在 Codex、Claude、Cursor、Gemini CLI 中支持游戏、小说或虚拟环境设计类任务。通过 npx skills add 命令从 GitHub 安装,建议结合原始文档了解输入关键词与输出结构。

使用时需注意虚构内容与真实世界信息的区分,避免混淆事实边界。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/generate-world

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add hopeoverture/worldbuilding-system --skill "generate-world";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

generate-world 怎么安装?

在终端执行 npx skills add hopeoverture/worldbuilding-system --skill "generate-world"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

generate-world 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

generate-world 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

generate-world 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

generate-world 用的人多吗?

公开数据是累计安装 374 次,近一周安装 15 次,下载 121 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

generate-world 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
generate-world

生成世界 · 本页

374—只读MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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

  1. Create directory structure: Worlds/[World Name]/ ├── World Overview.md ├── Characters/ ├── Settlements/ ├── Items/ ├── Creatures/ ├── Organizations/ ├── Concepts/ ├── History/ └── Geography/
  2. Generate World Overview.md with filled content:

- Premise (2-3 sentences establishing the world's hook) - Tone and central themes - Magic and technology levels - Initial cosmology notes - Placeholder sections for entities to come

  1. CHECKPOINT: Present the world premise to user for approval before continuing.

Phase 2: Cosmology & Concepts

Goal: Establish the metaphysical foundations of the world.

Templates used: Pantheon, Deity, Religion, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10 templates)

Create the following entities:

  1. Planes of Existence (2-3 entities)

- Read Templates/Concepts/Plane of Existence.md - Create the Material Plane, an Upper Plane (divine realm), and a Lower Plane or Shadowfell equivalent - Establish how planes interact

  1. Pantheon (1 entity)

- Read Templates/Concepts/Pantheon.md - Generate a pantheon with 5-6 deity slots - Establish divine hierarchy and relationships - Connect to planes via [[Plane Name]]

  1. Deities (5-6 entities)

- Read Templates/Concepts/Deity.md - Create diverse domains covering: - Sun/Light/Life deity - War/Strength deity - Nature/Harvest deity - Death/Underworld deity - Magic/Knowledge deity - Trickery/Shadow deity (optional) - Ensure deities have relationships with each other - Connect each to pantheon and appropriate plane

  1. Religion (1-2 entities)

- Read Templates/Concepts/Religion.md - Create primary organized religion (monotheistic focus or pantheon worship) - If world has conflict, create a secondary/rival religion - Connect to pantheon and relevant deities

  1. Magic System (1 entity, if magic exists)

- Read Templates/Concepts/Magic System.md - Define how magic works in this world - Reference deities if magic is divine - Establish schools, sources, limitations

  1. Technology (1 entity)

- Read Templates/Concepts/Technology.md - Define the world's technological baseline - Note any magitech or unique innovations - Connect to relevant organizations

  1. Language (2-3 entities)

- Read Templates/Concepts/Language.md - Create Common tongue - Create 1-2 regional/racial languages - Note scripts and linguistic families

  1. Calendar (1 entity)

- Read Templates/Concepts/Calendar.md - Create months, seasons, important dates - Reference deities in holy days - Include seasonal festivals

  1. Currency (1-2 entities)

- Read Templates/Concepts/Currency.md - Create primary monetary system - Optional: rival nation's currency

  1. Prophecy (1 entity)

- Read Templates/Concepts/Prophecy.md - Create a central prophecy that drives world events - Connect to deities, history, current conflicts

Save all to: Worlds/[World Name]/Concepts/

Phase 2 Total: 16-22 entities


Phase 3: Geography - Continents & Oceans

Goal: Establish the world's major landmasses and waters.

Templates used: Continent, Ocean, Coast, Island (4 templates)

  1. Create Continents (2 entities)

- Read Templates/Geography/Continent.md - Create main continent and a secondary landmass - Define climate zones, major features - Establish 3-4 regions per continent - Note bordering oceans/seas

  1. Create Oceans (1-2 entities)

- Read Templates/Geography/Ocean.md - Create primary ocean separating/bordering continents - Include sea routes and dangers

  1. Create Coasts (2 entities)

- Read Templates/Geography/Coast.md - Create notable coastlines (trading coast, pirate waters, etc.) - Connect to continents and ocean

  1. Create Islands (1-2 entities)

- Read Templates/Geography/Island.md - Create mysterious or strategic islands - Connect to nearest continent and ocean

Save to: Worlds/[World Name]/Geography/

CHECKPOINT: Present continent layout to user for approval.

Phase 3 Total: 6-8 entities


Phase 4: Geography - Regions & Features

Goal: Fill continents with distinct regions and terrain.

Templates used: Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Lake, Pass, Cave, Dungeon (14 templates)

For each continent, create:

  1. Regions (6-8 entities total)

- Read Templates/Geography/Region.md - Vary terrain types across regions - Define borders, climate, resources - Connect to parent continent - Connect to neighboring regions

  1. Mountain Ranges (2-3 entities)

- Read Templates/Geography/Mountain Range.md - Create natural borders between regions - Include notable peaks, passes, dangers

  1. Forests (2-3 entities)

- Read Templates/Geography/Forest.md - Vary types (ancient, haunted, cultivated) - Include inhabitants and dangers

  1. Rivers (2-3 entities)

- Read Templates/Geography/River.md - Flow from mountains to coasts/lakes - Connect settlements along their length

  1. Lakes (1-2 entities)

- Read Templates/Geography/Lake.md - Create significant bodies of water - Include legends or inhabitants

  1. Plains/Grasslands (1-2 entities)

- Read Templates/Geography/Plains.md - Create agricultural or nomadic regions

  1. Desert (1 entity, if climate appropriate)

- Read Templates/Geography/Desert.md - Create harsh wasteland with secrets

  1. Tundra (1 entity, if climate appropriate)

- Read Templates/Geography/Tundra.md - Create frozen northern/southern reaches

  1. Hills (1-2 entities)

- Read Templates/Geography/Hills.md - Create transitional terrain

  1. Steppes (1 entity, if appropriate)

- Read Templates/Geography/Steppes.md - Create nomadic horse-lord territory

  1. Mountain Passes (1-2 entities)

- Read Templates/Geography/Pass.md - Create strategic chokepoints - Connect to roads and trade routes

  1. Roads (3-4 entities)

- Read Templates/Geography/Road.md - Create major trade routes - Connect settlements and regions - Reference terrain they traverse

  1. Caves (2-3 entities)

- Read Templates/Geography/Cave.md - Create natural dungeon sites - Include inhabitants and treasures

  1. Dungeons (2-3 entities)

- Read Templates/Geography/Dungeon.md - Create adventure sites (ruins, tombs, lairs) - Connect to history and current threats

Save to: Worlds/[World Name]/Geography/

Phase 4 Total: 22-32 entities


Phase 5: Civilizations & Organizations

Goal: Populate regions with political entities and power structures.

Templates used: Government, Military, Guild, Religious Order, Cult, Criminal Organization, Business, Organization (General), Academy (9 templates)

  1. Governments (4-6 entities)

- Read Templates/Organizations/Government.md - Create variety: - Hereditary Kingdom - Theocratic State - Merchant Republic - Tribal Confederation - Magocracy (if magic is common) - Connect to regions, deities, history - Establish rivalries and alliances

  1. Military Organizations (4-6 entities)

- Read Templates/Organizations/Military.md - Create for each major government: - Royal Army/Legion - Naval Fleet - Elite Guard/Knights - Connect to parent government

  1. Guilds (2-3 entities)

- Read Templates/Organizations/Guild.md - Create economic powers: - Merchants' Guild - Craftsmen's Guild - Adventurers' Guild - Connect to settlements, governments

  1. Religious Orders (2-3 entities)

- Read Templates/Organizations/Religious Order.md - Create for major deities: - Militant holy order - Monastic tradition - Healing order - Connect to religion, deities, temples

  1. Cults (1-2 entities)

- Read Templates/Organizations/Cult.md - Create secret or forbidden groups - Connect to darker deities or prophecy

  1. Criminal Organizations (1-2 entities)

- Read Templates/Organizations/Criminal Organization.md - Create underworld powers: - Thieves' Guild - Smuggling Ring - Connect to cities, rival organizations

  1. Businesses (1-2 entities)

- Read Templates/Organizations/Business.md - Create powerful merchant houses - Connect to trade routes, cities

  1. Academies (1-2 entities)

- Read Templates/Organizations/Academy.md - Create centers of learning: - Mage College (if magic exists) - Bardic College - Military Academy - Connect to magic system, governments

  1. General Organizations (1-2 entities)

- Read Templates/Organizations/Organization (General).md - Create miscellaneous factions: - Secret Society - Explorer's League - Druid Circle - Connect to various entities

Save to: Worlds/[World Name]/Organizations/

CHECKPOINT: Present civilization structure to user for approval.

Phase 5 Total: 17-28 entities


Phase 6: Settlements

Goal: Create settlements throughout the regions.

Templates used: City, Town, Village, Stronghold, Library (5 templates)

For each region:

  1. Cities (1 per major region, 4-6 total)

- Read Templates/Settlements/City.md - Make regional capitals - Connect to region, government, organizations - Reference geographic features

  1. Towns (1-2 per region, 6-10 total)

- Read Templates/Settlements/Town.md - Vary purposes: - Trade hub - Mining town - Port town - Border town - Pilgrimage site - Connect to parent region and nearest city

  1. Villages (2-3 per region, 10-15 total)

- Read Templates/Settlements/Village.md - Create variety: - Farming village - Fishing village - Logging camp - Mining hamlet - Connect to parent region

  1. Strongholds (2-3 entities)

- Read Templates/Settlements/Stronghold.md - Create military fortifications: - Border fortress - Mountain keep - Coastal citadel - Connect to military, government, strategic locations

  1. Libraries (1-2 entities)

- Read Templates/Settlements/Library.md - Create centers of knowledge: - Grand Archive - Forbidden Collection - Connect to academies, magic system, history

Save to: Worlds/[World Name]/Settlements/

Phase 6 Total: 23-36 entities


Phase 7: Settlement Details

Goal: Populate major settlements with establishments and NPCs.

Templates used: Tavern, Shop, Temple (3 templates from Settlements), Support Character, Background Character, Antagonist (3 templates from Characters)

For each city and major town:

  1. Taverns (1-2 per major settlement, 8-12 total)

- Read Templates/Settlements/Tavern.md - Create memorable establishments with: - Unique atmosphere - Colorful proprietor - Regular patrons - Plot hooks

  1. Shops (2-3 per major settlement, 12-18 total)

- Read Templates/Settlements/Shop.md - Vary types: - Blacksmith/Armorer - Apothecary/Alchemist - General Store - Exotic Imports - Magic Shop (if appropriate)

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

- Read Templates/Settlements/Temple.md - Connect to established religion and deities - Vary deity focus per region

  1. Support Characters - Leaders (1 per major settlement, 6-10 total)

- Read Templates/Characters/Support Character.md - Create settlement rulers: - City Lord/Mayor - Governor - Council Head

  1. Support Characters - Proprietors (1-2 per major settlement, 8-15 total)

- Read Templates/Characters/Support Character.md - Create memorable shopkeepers and innkeepers - Give each secrets and connections

  1. Support Characters - Quest-givers (1 per major settlement, 5-8 total)

- Read Templates/Characters/Support Character.md - Create adventure hooks: - Mysterious stranger - Desperate merchant - Haunted noble

  1. Background Characters (2-3 per city, 8-12 total)

- Read Templates/Characters/Background Character.md - Create local color: - Town crier - Street vendor - Gossip - Guard captain

  1. Local Antagonists (1 per major city, 4-6 total)

- Read Templates/Characters/Antagonist.md - Create regional villains: - Crime boss - Corrupt official - Cult leader - Rival merchant - Connect to criminal organizations, cults

Save Characters to: Worlds/[World Name]/Characters/ Save Settlements to: Worlds/[World Name]/Settlements/

Phase 7 Total: 56-89 entities (cumulative establishment + character count)


Phase 8: History

Goal: Create the world's historical timeline.

Templates used: Age, Event, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty (8 templates)

  1. Ages (4 entities)

- Read Templates/History/Age.md - Create chronological eras: - Age of Creation/Myth - Gods shape the world - Age of Expansion - Civilizations grow - Age of Conflict - Great wars reshape borders - Current Age - Present tensions - Connect ages to each other

  1. Major Events (3-4 entities)

- Read Templates/History/Event.md - Create world-shaping moments: - The Sundering/Cataclysm - Discovery of Magic - First Contact between peoples - Fall of an Empire - Connect to ages, regions, governments

  1. Wars (2 entities)

- Read Templates/History/War.md - Create conflicts that shaped politics: - Ancient war (mythic scale) - Recent war (living memory) - Connect to governments, regions, ages

  1. Battles (2-3 entities)

- Read Templates/History/Battle.md - Create decisive moments: - Battle that ended a war - Last stand of a hero - Siege of a great city - Connect to wars, locations, characters

  1. Treaties (1-2 entities)

- Read Templates/History/Treaty.md - Create peace agreements: - Treaty ending major war - Alliance pact - Connect to governments, wars

  1. Trade Agreements (1 entity)

- Read Templates/History/Trade Agreement.md - Create economic pacts between nations - Connect to governments, guilds, roads

  1. Tragedies (1-2 entities)

- Read Templates/History/Tragedy.md - Create disasters: - Plague - Natural disaster - Magical catastrophe - Connect to regions, ages, current conditions

  1. Dynasties (2-3 entities)

- Read Templates/History/Dynasty.md - Create ruling bloodlines: - Current ruling dynasty - Fallen dynasty - Rising house - Connect to governments, characters

Save to: Worlds/[World Name]/History/

CHECKPOINT: Present historical timeline to user for approval.

Phase 8 Total: 16-21 entities


Phase 9: Creatures & Flora

Goal: Populate the world with unique life forms.

Templates used: Species, Monster, Animal, Insect, Plant (5 templates)

  1. Species/Races (3-4 entities)

- Read Templates/Creatures/Species.md - Create unique peoples: - Native/ancient race - Reclusive/mysterious people - Hostile/misunderstood species - Recently discovered people - Connect to regions, history, governments

  1. Monsters (4-5 entities)

- Read Templates/Creatures/Monster.md - Create regional threats: - Apex predator (dragon-type) - Undead menace - Aberration/eldritch horror - Regional beast (unique to one area) - Legendary creature (tied to prophecy) - Connect to dungeons, regions, history

  1. Animals (3-4 entities)

- Read Templates/Creatures/Animal.md - Create notable wildlife: - Mount/beast of burden - Hunted game - Dangerous predator - Exotic/rare creature - Connect to regions, cultures

  1. Insects (1-2 entities)

- Read Templates/Creatures/Insect.md - Create notable bugs: - Swarming menace - Useful/farmed insect - Connect to regions, ecology

  1. Plants (2-3 entities)

- Read Templates/Creatures/Plant.md - Create notable flora: - Healing herb - Dangerous plant - Sacred tree/flower - Magical reagent - Connect to regions, magic system, alchemy

Save to: Worlds/[World Name]/Creatures/

Phase 9 Total: 13-18 entities


Phase 10: Items & Equipment

Goal: Create notable items throughout the world.

Templates used: Weapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11 templates)

  1. Artifacts (2-3 entities)

- Read Templates/Items/Artifact.md - Create legendary items: - Divine relic (tied to deity) - Royal regalia (tied to dynasty) - Lost weapon of a hero - Connect to history, characters, prophecy

  1. Weapons (2-3 entities)

- Read Templates/Items/Weapon.md - Create notable weapons: - Signature weapon of a nation - Rare material weapon - Cursed blade - Connect to military, history

  1. Armor (1-2 entities)

- Read Templates/Items/Armor.md - Create notable armor: - Royal/ceremonial armor - Legendary hero's mail - Connect to military, history

  1. Wondrous Magic Items (2-3 entities)

- Read Templates/Items/Wondrous Magic Item.md - Create useful magic items: - Navigation tool - Communication device - Protective charm - Connect to magic system, academies

  1. Potions (2-3 entities)

- Read Templates/Items/Potion.md - Create regional brews: - Healing potion variant - Performance enhancer - Dangerous/forbidden elixir - Connect to plants, shops, magic

  1. Gear (1-2 entities)

- Read Templates/Items/Gear.md - Create specialized equipment: - Explorer's kit - Climber's tools - Connect to guilds, regions

  1. Food (2-3 entities)

- Read Templates/Items/Food.md - Create regional cuisine: - National dish - Festival food - Travel rations - Connect to cultures, settlements

  1. Drinks (2-3 entities)

- Read Templates/Items/Drink.md - Create regional beverages: - Famous ale/wine - Exotic spirit - Ceremonial drink - Connect to taverns, cultures

  1. Containers (1 entity)

- Read Templates/Items/Container.md - Create notable container: - Bag of holding variant - Sacred vessel - Connect to magic, religion

  1. Vehicles (2-3 entities)

- Read Templates/Items/Vehicle.md - Create transportation: - Trading vessel - War machine - Exotic mount/vehicle - Connect to military, guilds, technology

  1. Books (2-3 entities)

- Read Templates/Items/Book.md - Create important texts: - Holy scripture - Historical chronicle - Forbidden grimoire - Map/atlas - Connect to libraries, religion, magic, history

Save to: Worlds/[World Name]/Items/

Phase 10 Total: 19-29 entities


Phase 11: Key Characters

Goal: Create world-shaping characters beyond settlement NPCs.

Templates used: Protagonist, Divine Servant, Familiar (3 remaining templates)

  1. Protagonists/Heroes (2-3 entities)

- Read Templates/Characters/Protagonist.md - Create legendary figures: - Living hero (current age) - Historical hero (founder/savior) - Rising hero (prophecy candidate) - Connect to prophecy, history, organizations

  1. Divine Servants (2-3 entities)

- Read Templates/Characters/Divine Servant.md - Create celestial/infernal agents: - Angel of primary deity - Messenger of the gods - Fallen servant - Connect to deities, planes, prophecy

  1. Familiars (1-2 entities)

- Read Templates/Characters/Familiar.md - Create notable bonded creatures: - Archmage's companion - Sacred beast - Connect to characters, magic system

Save to: Worlds/[World Name]/Characters/

Phase 11 Total: 5-8 entities


Phase 12: Final Connections & World Overview

Goal: Ensure all connections are bidirectional and complete the World Overview.

  1. Update World Overview.md Fill all sections with links to created entities:

- Geography Overview: Link to continents, major regions - Major Powers table: Link to governments - Timeline table: Link to ages and key events - Magic System(s): Link to magic system entity - The Divine: Link to pantheon, deities - Planes of Existence: Link to planes - Major Conflicts: Link to current tensions - Quick Reference: - Key Locations: Capitals, dungeons, landmarks - Key Characters: Rulers, heroes, villains - Key Organizations: Major powers - Key Concepts: Pantheon, magic, prophecy

  1. Connection Audit Review all created entities and ensure: 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

- 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 - 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

  1. 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

  1. Connection Density Targets:

- Minimum: 3 outgoing wikilinks per entity - Target: 5-8 connections per entity - Incoming: Every entity should have 2+ other entities linking TO it - Fix orphans: If an entity has <2 incoming links, add references in related entities


Phase 13: Summary Report

Provide a final summary:

  1. Entity Count by Category: Category | Count | Templates Used ----------------|-------|--------------- Geography | X | 18/18 Concepts | X | 10/10 Organizations | X | 9/9 Settlements | X | 8/8 Characters | X | 6/9 (9 total, 6 for NPCs) History | X | 8/9 (9 total, includes Adventure) Creatures | X | 5/5 Items | X | 11/11 ----------------|-------|--------------- TOTAL | X | 75 core templates (Additional DM tool templates available: Encounters 4, Maps 4)
  2. World Structure Overview:

- Continents and their regions - Major powers and their relationships - Timeline of ages - Divine hierarchy

  1. Connection Density:

- Total [[wikilinks]] created - Average connections per entity - Most connected entities

  1. Suggested Next Steps:

- Areas to expand further - Plot hooks ready to develop - Character arcs to explore - Dungeons ready to detail

  1. File Location: Worlds/[World Name]/ - ready for use in Obsidian

Naming Conventions Reference

When generating names for entities, consult these reference files:

Reference FileUse For
Templates/Reference/D&D Species Naming Conventions.mdSpecies-specific naming patterns (Dwarves, Elves, Halflings, Orcs, etc.)
Templates/Reference/Tolkien Naming Conventions.mdHigh 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 ToneRecommended Naming Style
Epic FantasyTolkien patterns (Sindarin/Quenya for elves, Norse-inspired for dwarves)
Dark FantasyHarsher variants, Black Speech influences for villains
Sword & SorceryMixed cultural human names, simpler constructions
Mythic FantasyQuenya (formal/divine), culture-specific for mortals
Low FantasyHistorical human naming patterns (Germanic, Celtic, Slavic)
Whimsical FantasyHalfling/Gnome patterns, playful constructions

Consistency Guidelines

Throughout all phases, maintain:

  1. Naming Conventions:

- Extract cultural naming from region/species - Use consistent linguistic patterns for related entities - Reference Templates/Reference/D&D Species Naming Conventions.md for standard races - Reference Templates/Reference/Tolkien Naming Conventions.md for elvish/dwarvish names

  1. Religious Consistency:

- Temples worship established deities - Religious orders serve specific gods - Holy days appear on the calendar - Divine servants match deity domains

  1. Political Logic:

- Settlements reference their governing nation - Borders follow geographic features - Military serves the government - Trade agreements match actual routes

  1. Geographic Coherence:

- Rivers flow from mountains to seas/lakes - Roads connect actual settlements - Climate matches latitude/terrain - Creatures live in appropriate habitats

  1. Historical Integration:

- Current entities reference historical events - Wars explain current rivalries - Dynasties connect to governments - Artifacts tie to historical figures - Tragedies explain current conditions

  1. Economic Consistency:

- Currency matches issuing government - Trade routes connect trading partners - Guilds operate in relevant settlements - Shops sell regionally appropriate goods

  1. Magical Consistency:

- Academies teach the established magic system - Magic items follow world's magical rules - Potions use established plants/ingredients - Prophecy integrates with divine system

  1. Cross-References:

- Always use [[Entity Name]] syntax - Fill the Connections section of every entity - Update older entities when new connections emerge - Ensure bidirectional links


Template Reference (All 75)

CategoryTemplates (Count)
GeographyContinent, Region, Mountain Range, Forest, River, Road, Desert, Tundra, Plains, Hills, Steppes, Ocean, Lake, Coast, Pass, Island, Cave, Dungeon (18)
ConceptsReligion, Pantheon, Deity, Magic System, Technology, Language, Prophecy, Plane of Existence, Currency, Calendar (10)
OrganizationsGuild, Government, Religious Order, Cult, Military, Criminal Organization, Business, Organization (General), Academy (9)
SettlementsVillage, Town, City, Stronghold, Tavern, Shop, Temple, Library (8)
CharactersProtagonist, Antagonist, Support Character, Background Character, Divine Servant, Familiar (6)
HistoryEvent, War, Battle, Treaty, Trade Agreement, Tragedy, Dynasty, Age (8)
CreaturesMonster, Animal, Insect, Species, Plant (5)
ItemsWeapon, Armor, Wondrous Magic Item, Artifact, Potion, Gear, Food, Drink, Container, Vehicle, Book (11)

Total: 75 templates across 8 categories

平台分布

Gemini CLI

27.83%
按下载量换算34

OpenCode

22.56%
按下载量换算27

Antigravity

19.1%
按下载量换算23

windsurf

12.15%
按下载量换算15

github-copilot

8.11%
按下载量换算10

goose

3.66%
按下载量换算4

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