The Location Wizard fills a building, landmark or room with a name, a description and the people who live or work
there. This page covers everything it can do. For a first walkthrough, see
3. Your first building.
When it opens
after you place and shape a Building, Custom building or Landmark in Build mode
when you choose an empty building (or one from a cluster) in Build mode
when you place a copy of a building
The header shows the settlement and district the building is in.
Step 1: Type — how to fill it
Quick options. Ready-made buildings for your genre: a tavern, an inn, a blacksmith, a coffee shop, a noodle
bar, a mess hall, homes and more. Each comes complete with a name, a description, staff or a family, and optional
floors and rooms. They're assembled instantly without AI. Reroll any person, name or room until you like it. Quick
options are written in English. They're offered for indoor buildings, not landmarks or rooms.
A description. In the description box, write who lives or works here and what the place is like (up to 2,000
characters), then choose
Generate.
Manual. Start from a blank form.
Place Empty. Keep the building as an empty shell and fill it later.
Generate characters at this location is ticked for indoor places and unticked for outdoor ones. Untick it for an
empty building; tick it for a park with regulars.
What the AI reads when you choose Generate
Your description is only part of it. The AI also reads:
the biome the building stands in
the world briefing, plus your world's Peoples & Cultures and Additional Lore, word for word
the region's briefing
the settlement's briefing and every field of its profile
the district's briefing and profile, including its character and wealth
your active Journal notes for the settlement
nearby buildings, and anyone already living here
for a room, the building it's in and the rooms beside it
The settlement and district matter most. People are dressed to fit the settlement's culture and architecture, and
places match the district's wealth: a bar in a rich quarter comes out upscale, one in the slums comes out grimy. Fill
in your settlement and district profiles before generating buildings and everything fits together. See
Area profiles and NPC briefings.
Tips for describing a place
Say who runs it and who's usually there: "a tavern run by an elderly couple, with dockworkers in every evening".
Add one or two details about the feel: worn, cozy, rowdy, upscale.
Names come from name lists. Characters are named from large pools of real names, not invented by the AI. Mention
a background ("an elderly Japanese couple") and they'll get names from that culture. The generator prefers these
pool names even if you write your own, so rename people in the review if you have names in mind.
Peoples. Characters are drawn from the species your world allows. A specific request ("an elf blacksmith") still
works in any world. See Area profiles and NPC briefings.
Magic weapons only when you ask. An ordinary smithy sells ordinary weapons. Describe a place that makes or sells
enchanted weapons ("a frost-mage's forge") and some of its stock will be enchanted.
One Generate, a whole cast. A single Generate drafts the building and everyone in it in one go. On the free
plan that's one daily AI action for the lot, where creating the same people one at a time in the Atlas would use one
each. Nothing is saved until you save.
Step 2: Story
The building's name and description. The description is what every character inside "stands in", so keep the
most important line first. See Buildings and rooms.
Step 3: Cast
Everyone who'll live or work here. Choose someone to open their full profile on the right and edit any field. You can
add and remove people, and with quick options, reroll a person or their name.
The first character is the owner by default.
Import adds a character written with another AI assistant. See
Importing NPCs.
Everyone is 18 or older.
People created here live in the building. They also work there, unless it's a home or a room.
Step 4: Rooms
For indoor buildings: set floors, rooms per floor and occupants per room, then name each room, give it an
interior prompt, and choose who lives in it. See Buildings and rooms.
Step 5: Details
Type, Owner, Building Color, the Interior Image Prompt (or Exterior Scene Prompt outdoors),
Music Tracks and Map Icon.
Images and saving
With Generate images ticked (the default), saving paints:
the building's interior
a portrait for each character with a portrait prompt
a picture for each floor and room with an interior prompt
The Cost so far card adds it up, and a large batch asks you to confirm before spending.
Untick Generate images and no image credits are spent. Characters are fully playable without portraits, and you
can paint them later.
Choose Save (Place Building for a quick option). Images paint in the background, and a card pops up as each one
lands. If an image fails, its credits are refunded.
Copies
When you place a copy of a building, the wizard opens with the original's details filled in. Saving brings over its
pictures and rooms, but not its people. Start fresh clears the copy so you can fill the building another way.
Closing without saving
Cancel (or ×) asks first if you've made changes. A building you placed but never saved is removed when you
cancel. Anything you'd already saved, including a Place Empty shell, is kept.