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lexicon-conlang

v0.2.0

Published

Procedural constructed language generation: deterministic, seeded conlangs with phonotactics, lexicons, and culture-specific naming

Readme

Lexicon · v0.2.0

npm CI

Procedural constructed-language generation: deterministic, seeded conlangs with phonotactics, lexicons, and culture-specific naming.

Generate culture-specific names with meaningful translations. Names are morpheme-rich, phonotactically coherent, and derived from a culture's phonetic system and semantic meanings. Same seed → identical results across machines, runs, and library versions.

import { fantasy } from "@lexicon/fantasy";

const game = fantasy.withSeed("campaign-1");

const name = game.npc.name.full;
// → { form: "Drakaztum Ironforge", translation: "Strong-anvil Iron-forge", language: "fantasy.dwarvish" }

name.form;            // "Drakaztum Ironforge" (conlang string)
name.translation;     // "Strong-anvil Iron-forge" (English morpheme meanings)
name.toString();      // "Drakaztum Ironforge" (template-string compatible)

Why

Most naming libraries treat names as opaque strings. Lexicon generates names as meaningful utterances — each morpheme carries semantic weight.

Each culture has:

  • A glyph system (phonotactics): which sounds cluster together, syllable patterns, phonotactic constraints
  • A lexicon: meaning ↔ conlang form mappings, derived deterministically from a culture's seed
  • Templates: morpheme recipes for personal names, place names, etc.

Result: Names like Drakaztum (Strong-anvil), Aelthelan (Silver-stream), Krazzivek (Swarm-signal) — each name is both aesthetically coherent AND semantically meaningful.

| | faker | Tracery | rot.js | lexicon-conlang | |---|---|---|---|---| | Weighted lists | ✓ | partial | partial | ✓ | | Context-free grammars | ✗ | ✓ | ✗ | ✓ (Tracery-compatible) | | Markov chains | ✗ | ✗ | ✗ | ✓ | | Hierarchical seeds | ✗ | ✗ | partial | ✓ | | Sibling-order independence | ✗ | ✗ | ✗ | ✓ | | Strategies inter-operate | n/a | ✗ | ✗ | ✓ | | Typed | partial | ✗ | partial | ✓ | | Tree-shakeable genre packs | ✗ | n/a | ✗ | ✓ |

✨ What's New in v0.2

  • Full language system: Glyph systems, phonotactics, deterministic lexicon generation
  • 9 culture presets: 5 fantasy (dwarvish, elvish, orcish, halfling, draconic) + 4 sci-fi (humanoid, insectoid, aquatic, synth) + extensible to custom cultures
  • Morpheme-rich names: Each name breaks down into semantic components with English translations
  • Phonotactic archetypes: Reusable templates for different language aesthetics (flowing, guttural, sibilant, clipped, resonant)
  • Breaking change: Name generators now return TranslatedName objects with form, translation, and language properties
  • Determinism guarantees: Seeded, order-independent, patch-stable lexicon generation

Install

pnpm add @lexicon/language @lexicon/fantasy
# or sci-fi:
pnpm add @lexicon/scifi
# add generators for other content types:
pnpm add @lexicon/grammar @lexicon/markov @lexicon/core

Requires Node ≥ 20 or any modern browser. ESM-only. No native deps.


Usage

Generate a dwarvish name

import { dwarvish, buildLexicon } from "@lexicon/fantasy/language";
import { createContext } from "@lexicon/core";

const ctx = createContext({ seed: "my-world" });
const lexicon = buildLexicon(dwarvish, ctx);

// Generate a given name:
const name = generateName(dwarvish, "given", ctx.child("hero:1"));
console.log(name.form);        // "Drakaztum"
console.log(name.translation); // "Strong-anvil"
console.log(name.language);    // "fantasy.dwarvish"

Full NPC with fantasy integration

import { fantasy } from "@lexicon/fantasy";

const game = fantasy.withSeed("campaign-7");
const npc = game.npc;

console.log(npc.name.full.form);        // "Aelyn Stormvale"
console.log(npc.name.full.translation); // "Silver-stream Storm-vale"
console.log(npc.name.full.language);    // "fantasy.elvish"

Sci-fi alien names

import { humanoidName, mycoidName, plantoidName } from "@lexicon/scifi";
import { createContext } from "@lexicon/core";

const ctx = createContext({ seed: "crew-manifest" });

console.log(humanoidName.generate(ctx.child("humanoid:1")).form);
console.log(mycoidName.generate(ctx.child("mycoid:1")).form);
console.log(plantoidName.generate(ctx.child("plantoid:1")).form);

4. Compose your own

import { compose, oneOf, intRange } from "@lexicon/core";
import { fullName } from "@lexicon/fantasy";

const knight = compose<{ name: string; rank: string; years: number }>({
  id: "app.knight",
  parts: {
    name: (ctx) => fullName.generate(ctx).full,
    rank: oneOf("Squire", "Knight", "Knight-Captain", "Lord-Marshal"),
    years: intRange(1, 40),
  },
});

const gerald = knight.generate(world.child("knight:gerald"));
// → { name: "Gerald Ironhold", rank: "Knight-Captain", years: 23 }

5. Write your own grammar

import { grammar, t } from "@lexicon/grammar";

const spell = grammar({
  start: t`${"prefix.cap"} ${"element.cap"} ${"form.cap"}`,
  prefix: ["lesser", "greater", "true", "binding"],
  element: ["fire", "frost", "shadow", "iron"],
  form: ["bolt", "ward", "veil", "lash"],
});
spell.generate(ctx); // "Greater Frost Ward"

JSON form is equivalent — both compile to the same AST. Modifiers (cap, s, a/an, upper, …) chain with dots; symbols can call other symbols, weighted lists, and other generators (e.g. #markov:elven# resolves through the registry).

6. Train a Markov on your own corpus

import { markov, train } from "@lexicon/markov";

const model = train(["aberffraw", "betws", "caernarfon", /* ... */], {
  order: 3,
  rejectSubstringsOfLength: 6,  // refuse verbatim training entries
});
const townName = markov(model);
townName.generate(ctx); // "Llanrwst" — never seen in training, but feels right

For production: train offline via the CLI and ship the precomputed JSON model.

content-gen build-markov ./corpora/welsh-towns.json --out ./models/welsh.json --order 3

The seeding model

Determinism is the whole point. Three rules:

  1. Every generator pulls its randomness from ctx.rng. They never close over RNGs themselves.
  2. ctx.child(label) derives a new context whose RNG is hashed from the parent's origin seed and the label — not from the parent's stream. This is the key trick: forking sibling A then sibling B gives you the same children regardless of how many times you fork, in what order, or whether you skip some.
  3. compose uses field names as labels. Reordering or adding fields to your generator type doesn't invalidate any existing field's seed.
const root1 = createContext({ seed: "world" });
const root2 = createContext({ seed: "world" });

// Walk many siblings before reaching the target.
for (let i = 0; i < 100; i++) root1.child(`region:${i}`);

// Both contexts produce the same NPC for the same path:
const a = npc.generate(root1.child("region:5").child("settlement:11").child("npc:3"));
const b = npc.generate(root2.child("region:5").child("settlement:11").child("npc:3"));
// a equals b, byte for byte.

The PRNG is sfc32 (128-bit state, passes BigCrush, ~2 ns/call in V8). Forking uses SplitMix64-on-strings (FNV-1a → SplitMix64). State is serializable as 4 × u32.

Save = seed. A whole world tree reconstructs from one string. To support player-driven rerolls without disturbing the rest of the world, encode "version" as part of the path:

const ctx = root.child(`region:0/settlement:5`).child(`v:${rerolls[path] ?? 0}`);

Bumping v:0v:1 rerolls just that one settlement.


Packages

| Package | Purpose | |---|---| | @lexicon/core | sfc32 RNG with deterministic string-fork, Context tree, Generator, composition primitives (compose, oneOf, pickOf, repeat, weightedList, map, chain), alias-method sampling, Registry | | @lexicon/grammar | Tracery-compatible JSON grammars + TS tagged-template DSL (t\...`); 16 builtin modifiers; plugin-namespace symbol refs (e.g. #markov:elven#) | | [@lexicon/markov](packages/markov) | Character-level Markov n-gram trainer + sampler; backoff smoothing; rejectSubstringsOfLength for verbatim-rejection; JSON model format | | [@lexicon/fantasy](packages/fantasy) | Genre pack: 9 race-aware Markov name generators, NPCs, settlements, taverns, factions, cults, weapons, armor, dragons, quest hooks (~35 generators) | | [@lexicon/scifi](packages/scifi) | Genre pack: alien species (humanoid/insectoid/aquatic/synth/human), star systems with planets, ships, megacorps, factions (~15 generators) | | [@lexicon/modern](packages/modern) | Genre pack: people with full email/phone/address, cities, streets, companies, bands, songs, books (~16 generators) | | [@lexicon/cli](packages/cli) | content-gencommand-line tool —build-markov, scaffold-pack` |

All packages ESM-only, sideEffects: false, no native deps.


Examples

Self-contained, runnable demos in examples/ covering common consumer tasks:

| | | |---|---| | 01-quickstart | pin a seed, get content | | 02-batch-patrons | repeat() for batch generation | | 03-world-tree | hierarchical, lazily-generated worlds | | 04-custom-generator | composing your own Generator<T> | | 05-custom-grammar | Tracery grammars in JSON or TS template + custom modifiers | | 06-custom-markov | training a Markov on your own corpus | | 07-seed-and-reroll | save/load by seed; partial rerolls | | 08-cross-genre | mixing fantasy + sci-fi + modern packs |

pnpm install
pnpm --filter examples quickstart
pnpm --filter examples all

CLI

The @lexicon/cli package installs a content-gen binary:

# Train a Markov model from a corpus and save the precomputed table.
content-gen build-markov ./corpus.json --out ./model.json \
  --order 3 --min-length 4 --max-length 12 \
  --reject-substrings-of-length 5

# Scaffold a new genre pack package.
content-gen scaffold-pack noir --dir ./packages

The corpus is either a JSON string[], an array of { word, weight }, or a newline-delimited text file (lines starting with # are ignored).


Development

pnpm install
pnpm typecheck         # tsc -b across all packages
pnpm build             # build every package
pnpm test              # 65+ tests across all packages, plus a determinism golden suite
pnpm samples           # regenerate tests/__artifacts__/samples.txt for human review

The repo is a pnpm workspace. Each package is independent and publishable.

CI runs typecheck + build + test on Node 20 and 22, plus a CLI smoke test, and uploads the samples.txt artifact on every run for visual review of generator output.


Roadmap

  • v0.1 (current) — deterministic core, grammar, Markov, fantasy/scifi/modern packs, CLI.
  • v0.2@lexicon/phonology: phoneme/syllable language system. Per-culture phonotactics; a fictional language has consistent words for "iron" and "mountain", so placeName(["iron","mountain.gen"]) yields "Khorum-tha" and the player can be told what it means. Translation as a free byproduct.
  • v0.3@lexicon/llm: bake-out CLI (recipe + Zod schema → validated weighted-list JSON) + live AsyncGenerator with content-addressed cache (hash(prompt, scope, seed, model)). Cache is shippable — play through your game once, commit the cache, ship a fully deterministic offline build.
  • v0.4+ — modern pack expansion, web playground/authoring tools, additional packs (cyberpunk, post-apoc, historical).

Prior art and credit

  • Tracery (Kate Compton) — content-gen adopts its #symbol# grammar conventions and modifier model. JSON grammars from Tracery are mostly source-compatible.
  • markov-namegen (Tw1ddle) — Markov-process-based name generation; the verbatim-rejection idea is borrowed from this lineage.
  • Dwarf Fortress (Bay 12) — the "every culture has a language with words for things; names are compositions of meanings" model that v0.2's phonology system is built around.
  • Faker.js, Chance.js, rot.js, Improv, Bracery — each tackles one slice of this problem; this library aims to absorb the best of each behind one composable interface.

License

MIT