Blueprints are now available!

Published: August 8, 2026

We’ve just added a new feature to Talesmyth that makes building and organizing your worlds a lot faster and more consistent: Blueprints.

Blueprints let you define reusable “starter” content for your Characters, Locations, and other story elements, so every new item begins with the right fields, prompts, and structure for your setting.

What are Blueprints?

In Talesmyth, there are three core kinds of story elements:

Characters  
Locations  
Entities (your custom story elements, like Faction, Magic System, Religion, Technology, etc.)

Blueprints are templates you can create for each of these categories. When you add a new Character, Location, or Entity, Talesmyth will use the matching blueprint to pre-fill the editor with your preferred headings, prompts, and layout.

You can think of a blueprint as your personal “starter kit” for that type of story element.


Base blueprints and subtypes

Each category (Characters, Locations, Entities) can have:

A Base blueprint - the default template for that category.  
One or more subtype blueprints - more specific templates for particular kinds of that category (for example, Player vs NPC, City vs Building, Faction vs Guild).

When you open the blueprint editor, you’ll see:

Base at the top, which acts as the fallback if no subtype blueprint exists.  
Each subtype listed underneath on the left side.

When you create a new item, Talesmyth looks for a matching subtype blueprint first. If it finds one, it uses that; if not, it falls back to the Base blueprint for that category. This lets you start simple and gradually layer in more detailed subtypes as your world grows.


Example: PCs vs. NPCs for a D&D campaign

Let’s say you’re running a Dungeons & Dragons campaign in Talesmyth.

You might want different information for:

Player characters (PCs) - backstory, player name, class, level, party role, etc.  
Non-player characters (NPCs) - role in the world, motivation, secrets, relationships, voice notes, etc.

With Blueprints you can:

Open the Character blueprint editor.  
Set up a Base character blueprint with general fields that apply to everyone.  
Create a Player subtype blueprint with prompts tailored to PCs.  
Create an NPC subtype blueprint that focuses on how they fit into the story, factions, and locations.

Now, every time you add a new Character of subtype Player, it starts with your PC blueprint. Every time you add an NPC, it starts with the NPC blueprint instead. No more copying and pasting from old entries or hunting for that one “good” character you used as a template.

This is also a great place to add your own worldbuilding questions (“What is this character hiding?”, “How does this NPC push the party forward?”), so Talesmyth nudges you to fill them out consistently.


Example: Cities, buildings, planets, and more

Blueprints really shine for Locations and Entities when you want hierarchical or setting-specific structure.

Location blueprints

Imagine you’re building a world with:

Cities  
Towns  
Individual buildings

You might want each of these to track different information:

City: region or continent, population, key factions, main exports.  
Town: nearby landmarks, local problems, notable NPCs.  
Building: which city/town it belongs to, owner, purpose, secrets.

With Location blueprints, you can:

Define a Base Location blueprint.  
Create separate Location subtypes for City, Town, and Building, each with its own structure.

When you create a new City, it automatically starts with prompts like “Region/Continent,” “Key Factions,” and “Notable Landmarks.” A Building instead begins with “Located in [City/Town],” “Owner,” and “Function.”

Sci-fi worlds with nested entities

For sci-fi settings, Entities and Location subtypes can work together to model things like:

Galaxy → System → Planet → Station

You might:

Use Location subtypes for Planet and Station, with prompts like “System,” “Primary biome,” “Native life,” “Strategic importance.”  
Add custom Entity subtypes like Faction or Technology that link into those locations.

Blueprints ensure that every new planet you add to your campaign starts with the same core questions, so your universe stays coherent as it grows.


Why this matters for your writing

Blueprints are designed to:

Save time - Stop rewriting the same section headers and notes every time you create a new entry.  
Keep your worlds consistent - Enforce your own structure and worldbuilding questions so you don’t forget anything important.  
Scale your campaigns and settings - The bigger your world gets, the more helpful it is to have reliable templates for different subtypes of elements.

Because Entities are fully customizable, you can tailor Talesmyth to how you think about your story: magic systems, religions, organizations, technologies, cultures, and more can all have their own dedicated blueprints.


Getting started with Blueprints

To start using Blueprints:

Right-click a category title (for example, Characters, Locations, Entities) in the sidebar and choose Edit.


Or open the BROWSE menu and click on the relevant section title.

 

You can iterate as you go: adjust your blueprints whenever you realize there’s a question you’re always asking (or forgetting to ask).