Entities and hierarchy
Species, characters, settings, props, cultures, vehicles — and the Art Style and World Canon entities themselves — are all the same record type. They differ only in kind, which selects an icon, a colour, an influence layer, a set of description sections and some default relations.
This is why there is exactly one editor to learn. It is also why adding "Factions" or "Technologies" later is a registry change rather than a new feature.
The ten kinds
The list of kinds lives in Wobu itself, and the interface never invents one that is not on it.
Nests means the kind can be nested inside itself — a region inside a region. Nesting never
crosses kinds; that is what links are for.
| Kind | Nests | Description sections |
|---|---|---|
| Art Style | singleton | Medium, Rendering, Line quality, Lighting model, Palette, Never |
| World Canon | singleton | Era, Tone, Tech & magic level, Materials, Palette, Never |
| Species | yes | Silhouette, Anatomy, Materials, Palette, Signature details, Never |
| Culture | yes | Costume, Ornament, Iconography, Weapon language, Materials, Palette, Never |
| Setting | yes | Climate, Architecture, Ambient light, Wear & age, Materials, Palette, Never |
| Character | no | Silhouette, Anatomy, Costume, Materials, Palette, Signature details, Never |
| Creature | no | Silhouette, Anatomy, Materials, Palette, Signature details, Never |
| Prop | yes | Silhouette, Materials, Wear & age, Palette, Signature details, Never |
| Environment | no | Architecture, Ambient light, Climate, Materials, Palette, Signature details, Never |
| Vehicle | no | Silhouette, Materials, Wear & age, Palette, Signature details, Never |
Every kind has a Never section, because every kind can contribute to the negative prompt. Palette, Signature details and Never are lists; everything else is prose.
The sections are what make Enhance useful. A structured description with a Silhouette field and a Materials field lets the prompt compiler pick the right fields for a full-body shot versus a material study. A blob of prose could not.
Kinds also carry a few small attributes you write yourself rather than have enhanced: Era, Scale, Biome and Primary material, on the kinds where they mean something. They live under the raw notes, and a kind that declares none shows nothing.
Two kinds of relationship
Wobu distinguishes nesting from linking, and the difference matters.
Nesting — within a kind
An entity's parent is always the same kind as itself. Ember Coast contains Cinder Bay contains the Kiln Quarter. Vashk has a sub-species. A lantern belongs to a prop set. Nesting is what the navigator tree draws, and you change it by dragging. Only Species, Culture, Setting and Prop nest; the other six are flat.
A parent is treated as an implicit influence of full weight. The Kiln Quarter inherits everything Cinder Bay says, which inherits everything Ember Coast says.
Linking — across kinds
Links are the edges the influence engine walks. Each has a role and a weight, and can be disabled. You set them from the Relations tab, which also lists the links pointing back at this entity — which is how you find out what you are about to break before you edit a species.
| Role | Shown as | Means |
|---|---|---|
styled_by |
Styled by | Rendered in this art style. The Art Style entity is seeded into every stack anyway. |
species_of |
Species | This character or creature is of that species. Feeds the Ancestry layer. |
member_of |
Member of | Belongs to that culture, guild or faction. |
located_in |
Located in | Lives in, or is found in, that setting. |
related_to |
Related to | A lateral association — a rival, a matching prop, a sibling design. It contributes at the subject layer rather than getting a layer of its own. |
What an entity holds
| Name and summary | The summary is one line, shown on tree rows and influence cards. |
| Raw notes | Your Markdown. Never machine-written. |
| Description | The structured, enhanced sections. Editable. |
| Description state | none · enhancing · fresh · edited · stale |
| Attributes | Kind-specific fields — era, scale, biome, primary material. |
| Tags | Free-form, for filtering the asset library and the wiki export. |
| Cover asset | The image shown on cards, on tree rows and in the inspector. |
| References | Images attached to this entity, each with a role and a weight. |
| Links | The influence edges above. |
| Locked seed and LoRA | Generation state that belongs to this entity — see Generating. |
Description state, and staleness
A description goes stale when the raw notes changed, or when something upstream changed, since the last Enhance. Wobu shows a quiet dot and a re-enhance affordance — it never silently regenerates, because regenerating costs your money and might undo an edit you made by hand.
Edited by you means you changed the machine's description yourself. That is fully supported; re-enhancing over it offers a diff and refuses to write until you say so explicitly.
Creating and organising
- New entity at the bottom of the navigator, the command palette, or right-click → New. You pick a kind, a name and — for kinds that nest — an optional parent.
- Duplicate copies notes, description and links. It is the fastest way to make the second of anything. Singletons cannot be duplicated.
- Drag to re-parent, within a kind. This changes what the entity inherits, so it will often mark descendants stale. Dropping onto a group header moves an entity back to the top level — which is always allowed, so a wrongly parented entity always has a way out.
- Delete asks for confirmation and removes one Markdown file. Its children are promoted to its parent rather than deleted with it, and links pointing at the deleted entity are stripped from every other file. Generations that referenced it stay on disk — they are write-once history.
- Undo covers all of this. It is session-only and never persisted: between quit and relaunch the folder may have been edited in Obsidian, pulled, synced or restored, and replaying a week-old inverse over that would not be undo. One caveat is stated out loud when you undo a delete — the links that pointed at the entity were removed by the delete and do not come back.
Getting the altitude right The single most common mistake is writing at the wrong level. If a detail is true of every Vashk, it belongs on the species. If it is true only of guild members, it belongs on the culture. If it is true only of Kael, it belongs on Kael.
Put it too low and you repeat yourself and drift. Put it too high and it contaminates everything. When unsure, ask: would this be wrong for a sibling entity? If yes, it is too high.
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This page is rendered from its source in the repository — the same file the application reads for its built-in guide.