Generate authentic medieval characters, family trees, and backstories for your Unity projects
Generate complete character profiles with names, ages, occupations, social class, and personality traits based on settlement context and faction type.
Build realistic family relationships including parents, spouse, and children with age-appropriate logic and occupation inheritance patterns.
Support for multiple faction types: Civilians, Nobles, Bandits, Mercenaries, and Monsters with appropriate naming conventions and occupations.
Characters adapt to their settlement type (Wilderness to City) with realistic occupation distributions and social class probabilities.
Powerful Unity Editor windows for character creation, family tree visualization, and bulk generation with filtering and search capabilities.
Seamless integration with Civil AI systems for automatic character generation during NPC spawning.
Easy Integration: Add the Medieval Bio Generator to your NPC spawn scripts and generate rich characters with just a few lines of code.
using Omnivael.MedievalBio;
// Generate a medieval character
var context = new NpcContext
{
Id = "npc_001",
HomeTier = SettlementTier.Town,
TownLevelScore = 75,
Faction = FactionType.Civilian
};
var character = CharacterBioGenerator.Generate(context);
Debug.Log($"Generated: {character.Profile.DisplayName}");
Debug.Log($"Family: {character.Family.Summary()}");
Learn how to generate individual characters with detailed bios, occupations, and attributes.
View GuideWilderness → Camp → Hamlet → Village → Town → City → Keep
Higher tiers increase the probability of merchants, artisans, and nobles, while lower tiers favor peasants and basic occupations.
Peasant → Commoner → Artisan → Merchant → Noble → Outlaw
Social class influences available occupations, naming conventions, and family generation patterns.
Children typically inherit their parents' occupations or take related jobs, with rare chances of different career paths based on settlement opportunities.