Catch names like "Highmoor" that sit in a valley, with a naming glossary
A village called Highmoor in the bottom of a valley makes every reader pause, and nobody notices until a player points it out. Here is a glossary check that splits each name into its meaningful pieces and compares them with how the place really looks, including a trap that eats the wrong piece.
Why this works
Real names are old descriptions: they said what the place looked like to the people who named it. Keeping a small list of name parts and what each one demands lets you check every name against the land instead of trusting a writer's memory.
When not to use it
Skip it when the name is meant to be wrong, such as a village called Highmoor that was named before a flood, or when names come from invented tongues with no meaning to the reader. The check would only flag your jokes and history.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 32 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Catch names like "Highmoor" that sit in a valley, with a naming glossary" (read_entry place-names-that-contradict-the-land) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP