| Key features | - Generate structured world blueprints with regions, landmarks, assets and gameplay
- Define terrain, landmarks, assets, rules, camera, spawn and first playable loop
- Plan spawn, route, landmarks, core loop and minimum asset set before production
- Copy blueprint into preferred builder or hand to dedicated Agent
- Review world spec before committing generation time
- Support for multiple use cases including game development, storytelling, education and 3D prototyping
- Portable blueprint not dependent on specific world model
- Available in English and Chinese
| - Multiple naming cultures including English, Norse, Celtic, Latin, Elven, Dwarven and Sylvan
- Names show their meanings with real word roots or invented language definitions
- Lock, reroll and filter by length, first letter and suffix
- Browser-based generation with no data sent to servers
- Export atlas as CSV or indented text tree
- Save atlas with nested place hierarchies
- Consistent seed-based random generation
- Generators for villages, streets, islands, taverns, kingdoms, countries, continents, fae and planets
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| What makes it different | - Intent-first planning instead of starting with mood or video clips
- Deliverable world specification instead of moodboard
- Scores spatial edits and persistent 3D space unlike video generators
- Provider-neutral plan usable across different engines and builders
- Lightweight planning tool focused on intent rather than full 3D rendering
| - All names from one culture map keep a world consistent
- Real historical word roots from Old English, Old Norse, Gaelic, Welsh and Latin
- Invented languages for Elven, Dwarven and fae with consistent fixed meanings
- No copying from other generators; all rules and word lists written for MythNamer
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