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: 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
- 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