expand-region
π―Skillfrom hopeoverture/worldbuilding-system
Populates a geographic region with settlements, landmarks, encounters, legends, and adventure sites based on its terrain and characteristics.
Installation
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill expand-regionSkill Details
Fill a region with villages, landmarks, encounters, local legends, travel hazards, and points of interest. Use when user wants to "flesh out a region", "populate an area", or "detail a territory".
Overview
# Expand Region
Expand this region: $ARGUMENTS
Overview
Takes an existing geographic region and fills it with:
- Small settlements (villages, hamlets, outposts)
- Landmarks and points of interest
- Travel routes with hazards and encounters
- Local legends and mysteries
- Flora, fauna, and monsters
- Hidden locations and dungeons
- Regional culture and customs
Instructions
Step 1: Locate and Analyze the Region
- Parse
$ARGUMENTSfor region name or path - Search in
Worlds/[World]/Geography/ - Read the region file and extract:
- Region type (forest, plains, mountains, coast, etc.)
- Climate and terrain
- Parent continent
- Existing settlements
- Bordering regions
- Known hazards
- Controlling government/faction
- Determine expansion scope by region type:
| Region Type | Settlements | Landmarks | Hazards | Dungeons |
|-------------|-------------|-----------|---------|----------|
| Forest | 3-5 | 4-6 | 4-5 | 2-3 |
| Plains | 5-8 | 3-4 | 2-3 | 1-2 |
| Mountains | 2-4 | 5-7 | 5-6 | 3-4 |
| Coast | 4-6 | 4-5 | 3-4 | 2-3 |
| Desert | 1-3 | 4-5 | 5-6 | 2-3 |
| Swamp | 1-3 | 3-4 | 5-6 | 2-3 |
| Tundra | 1-2 | 3-4 | 4-5 | 1-2 |
Step 2: Present Expansion Plan
```
=== REGION EXPANSION: [Region Name] ===
Current State:
- Type: [Forest/Plains/Mountains/etc.]
- Terrain: [Description]
- Climate: [Description]
- Controlling Power: [[Government/Faction]]
- Existing Settlements: [count]
- Known Features: [list]
Proposed Expansion:
- SETTLEMENTS ([X] new)
- [Village 1]: [Concept - purpose/character]
- [Village 2]: [Concept]
- [Outpost]: [Concept]
- LANDMARKS ([X] new)
- [Landmark 1]: [Type - natural/artificial]
- [Landmark 2]: [Type]
- [Landmark 3]: [Type]
- TRAVEL ROUTES ([X] defined)
- [Route 1]: [From] to [To] - [Character]
- [Route 2]: [From] to [To] - [Character]
- HAZARDS & ENCOUNTERS ([X] defined)
- [Hazard 1]: [Location/Route]
- [Monster Lair]: [Creature type]
- DUNGEONS & ADVENTURE SITES ([X] new)
- [Dungeon 1]: [Type - ruin/cave/etc.]
- [Dungeon 2]: [Type]
- LOCAL LEGENDS ([X] stories)
- [Legend 1]: [Brief hook]
- [Legend 2]: [Brief hook]
- FLORA & FAUNA
- Notable creatures: [list]
- Notable plants: [list]
- Unique resources: [list]
Proceed? (yes/customize/skip sections)
```
Step 3: Generate Settlements
Create small settlements throughout the region:
Village Types by Region:
| Region Type | Village Types |
|-------------|--------------|
| Forest | Lumber camp, Druid grove, Hunting village, Charcoal burners |
| Plains | Farming village, Herding community, Crossroads hamlet |
| Mountains | Mining village, Monastery, Mountain pass guard post |
| Coast | Fishing village, Smuggler's cove, Lighthouse hamlet |
| Desert | Oasis settlement, Nomad gathering point, Trade post |
| Swamp | Fishing hamlet, Herbalist community, Exile settlement |
For each settlement:
- Read
Templates/Settlements/Village.md - Generate with:
- Name matching regional culture
- Population (20-200)
- Primary industry/purpose
- 2-3 notable NPCs
- Connection to region's features
- One local problem or hook
- Save to Settlements folder
- Create key NPCs in Characters folder
Settlement Distribution:
- Cluster near water sources
- Place along trade routes
- Position near valuable resources
- Keep logical travel distances (1-2 days between)
Step 4: Create Landmarks
Generate points of interest throughout the region:
Natural Landmarks:
- Ancient tree or grove
- Unusual rock formation
- Waterfall or hot spring
- Canyon or ravine
- Natural cave system
- Unique vista point
Artificial Landmarks:
- Ruined tower or keep
- Standing stones or monument
- Abandoned mine
- Old battlefield
- Ancient bridge
- Wayshrine or roadside temple
Mysterious Landmarks:
- Fairy circle or enchanted glade
- Cursed ground
- Portal or planar thin spot
- Prophetic site
- Elemental manifestation
For each landmark:
```markdown
[Landmark Name]
Type: [Natural/Artificial/Mysterious]
Location: [Relative to settlements/routes]
Description: [2-3 sentences of visual detail]
History: [How it came to be, who knows about it]
Current State: [Condition, inhabitants if any]
Secrets: [Hidden aspects, buried treasure, etc.]
Adventure Hook: [Why adventurers would come here]
Connections: [[Related entities]]
```
Step 5: Define Travel Routes
Map the ways through the region:
Major Routes:
- Connect to neighboring regions
- Pass through or near major settlements
- Well-maintained, regularly patrolled
Minor Routes:
- Connect villages to each other
- Less maintained, more dangerous
- Locals know shortcuts
Secret Paths:
- Known only to locals, criminals, or rangers
- Bypass hazards or checkpoints
- Lead to hidden locations
For each route:
```markdown
[Route Name]
Type: [Major road/Minor path/Secret trail]
From: [[Starting Point]]
To: [[Destination]]
Distance: [X] miles / [X] days travel
Terrain: [What travelers encounter]
Condition: [Well-maintained/Overgrown/Treacherous]
Traffic: [Busy/Moderate/Rare]
Waypoints:
- [Mile X]: [Feature or landmark]
- [Mile X]: [Feature or landmark]
- [Mile X]: [Feature or landmark]
Hazards:
- [Hazard 1]: [Description and frequency]
- [Hazard 2]: [Description and frequency]
Encounters:
| d6 | Encounter |
|----|-----------|
| 1 | [Encounter] |
| 2 | [Encounter] |
| 3 | [Encounter] |
| 4 | [Encounter] |
| 5 | [Encounter] |
| 6 | [Encounter] |
Services:
- [Mile X]: [[Inn/Waystation Name]]
- [Mile X]: [Other service]
```
Step 6: Generate Hazards & Encounters
Environmental Hazards by Region:
| Region | Hazards |
|--------|---------|
| Forest | Quicksand, falling trees, wildfires, thick underbrush, predator territory |
| Plains | Flash floods, tornadoes, stampedes, grass fires, exposure |
| Mountains | Avalanches, rockslides, altitude sickness, sudden storms, narrow ledges |
| Coast | Riptides, high tides, sea caves, cliff erosion, fog |
| Desert | Sandstorms, dehydration, heat stroke, sinkholes, mirages |
| Swamp | Quicksand, disease, toxic plants, flooding, difficult navigation |
Monster Lairs:
Create 2-4 monster lairs appropriate to terrain:
- Read
Templates/Creatures/Monster.md - Generate creatures appropriate to region
- Define lair location and territory
- Create encounter parameters (CR, numbers)
- Note treasure and hooks
Bandit/Hostile Camps:
- Outlaw hideouts
- Rival faction outposts
- Hostile tribe territories
- Cultist gathering sites
For each hazard/lair:
```markdown
[Hazard/Lair Name]
Type: [Environmental/Monster/Humanoid]
Location: [Specific area within region]
Threat Level: [Low/Moderate/High/Deadly]
Description: [What it looks like, how to spot it]
Inhabitants: [Creatures, CR, numbers]
Territory: [How far they range]
Behavior: [Patrol patterns, hunting times]
Treasure: [What can be found]
Adventure Hook: [Why deal with this]
```
Step 7: Create Dungeons & Adventure Sites
Generate detailed adventure locations:
Dungeon Types by Region:
- Forest: Druid temple ruins, fey court, giant's lair, witch's hut
- Plains: Burial mound, sunken temple, underground complex, monster nest
- Mountains: Dwarven ruins, dragon lair, mountain temple, mine complex
- Coast: Sea caves, shipwreck, underwater temple, smuggler's den
- Desert: Buried pyramid, tomb complex, oasis temple, sand-buried city
- Swamp: Sunken temple, hag's lair, lizardfolk warren, lost village
For each dungeon:
- Read
Templates/Geography/Dungeon.mdorCave.md - Generate with:
- Evocative name
- Origin/history
- Current inhabitants
- Rumored treasure
- Challenge rating range
- Connection to regional history
- Include brief room/area overview (5-10 areas)
- Note connections to other entities
Step 8: Develop Local Legends
Create stories that locals tell:
Legend Types:
- Origin Legend - How the region/landmark was created
- Hero Legend - A great deed done here
- Tragedy Legend - A terrible event that occurred
- Monster Legend - A beast that haunts the area
- Treasure Legend - Hidden riches waiting to be found
- Ghost Legend - Spirits that linger
- Warning Legend - Places to avoid and why
For each legend:
```markdown
The Legend of [Name]
Type: [Origin/Hero/Tragedy/Monster/Treasure/Ghost/Warning]
Told By: [Who tells this story - everyone, elders, children]
Summary: [2-3 sentence version locals would share]
The Full Tale:
[Paragraph telling the complete legend as a local elder might]
Truth Level:
- [What's actually true]
- [What's exaggerated]
- [What's completely false]
Related Locations: [[Landmark or dungeon this connects to]]
Adventure Hook: [How PCs might investigate]
```
Step 9: Catalog Flora & Fauna
Regional Wildlife:
Create 3-5 notable creatures:
- Read creature templates
- Generate animals appropriate to terrain
- Note hunting/gathering value
- Include behavioral notes
Regional Plants:
Create 3-5 notable plants:
- Read
Templates/Creatures/Plant.md - Generate flora appropriate to terrain
- Note uses (food, medicine, poison, materials)
- Include harvesting notes
Resources:
```markdown
Regional Resources
Harvestable
| Resource | Location | Value | Notes |
|----------|----------|-------|-------|
| [Resource 1] | [Where found] | [GP value] | [How to harvest] |
| [Resource 2] | [Where found] | [GP value] | [How to harvest] |
Huntable
| Creature | Frequency | Value | Danger |
|----------|-----------|-------|--------|
| [Animal 1] | [Common/Uncommon/Rare] | [Parts value] | [CR] |
| [Animal 2] | [Common/Uncommon/Rare] | [Parts value] | [CR] |
Unique to Region
- [Unique resource]: [Description and significance]
```
Step 10: Define Regional Culture
Add cultural detail for settlements in this region:
```markdown
Regional Culture
The People
- Common Ancestry: [Human ethnicities, demi-human populations]
- Typical Occupations: [Farmer, hunter, miner, etc.]
- Social Structure: [Egalitarian, hierarchical, etc.]
Customs
- Greeting: [How locals greet strangers]
- Hospitality: [How guests are treated]
- Trade: [Bartering customs, fair prices]
- Taboos: [What not to do]
Local Beliefs
- Primary Deity: [[Deity]] - [How worshipped locally]
- Superstitions: [Local folk beliefs]
- Omens: [What they watch for]
Festivals
| Festival | Time | Purpose | Activities |
|----------|------|---------|------------|
| [Festival 1] | [Season/Date] | [Reason] | [What happens] |
| [Festival 2] | [Season/Date] | [Reason] | [What happens] |
Local Fare
- Signature Dish: [Description]
- Common Drink: [Description]
- Special Delicacy: [Description]
```
Step 11: Update All Connections
- Update region file with all new content
- Update parent continent with region details
- Update each new settlement with region link
- Update bordering regions with shared features
- Connect dungeons to historical events
- Link creatures to their territories
- Update World Overview with major new locations
Step 12: Create Regional Map Notes
Add a section to help with mapping:
```markdown
Map Notes
Key Locations
| Symbol | Name | Type | Grid Ref |
|--------|------|------|----------|
| β² | [Mountain] | Peak | [A1] |
| β | [[Village]] | Settlement | [B3] |
| β | [[Landmark]] | Point of Interest | [C2] |
| β | [[Dungeon]] | Adventure Site | [D4] |
Travel Times (by horse)
| From | To | Days | Route |
|------|-----|------|-------|
| [[A]] | [[B]] | 2 | [Route name] |
| [[B]] | [[C]] | 1 | [Route name] |
Territorial Boundaries
- [Faction/Creature] controls [area description]
- [Faction/Creature] controls [area description]
```
Step 13: Summary Report
```
=== REGION EXPANSION COMPLETE: [Name] ===
New Entities Created:
SETTLEMENTS ([X]):
- [[Village 1]] - [Type, Population]
- [[Village 2]] - [Type, Population]
LANDMARKS ([X]):
- [[Landmark 1]] - [Type]
- [[Landmark 2]] - [Type]
DUNGEONS ([X]):
- [[Dungeon 1]] - [Type, CR range]
- [[Dungeon 2]] - [Type, CR range]
CREATURES ([X]):
- [[Creature 1]] - [Type]
- [[Creature 2]] - [Type]
PLANTS ([X]):
- [[Plant 1]] - [Use]
- [[Plant 2]] - [Use]
ROUTES DEFINED: [X]
- [Route 1]: [From] to [To]
- [Route 2]: [From] to [To]
LEGENDS CREATED: [X]
- [Legend 1] - [Type]
- [Legend 2] - [Type]
HAZARDS DOCUMENTED: [X]
- [Hazard 1] - [Threat level]
- [Hazard 2] - [Threat level]
Regional Culture: Defined
- Customs, festivals, local fare documented
Suggested Next Steps:
- Expand [[Village]] into full detail
- Create encounters for [[Route]]
- Develop [[Dungeon]] into full adventure
- Generate regional map with /create-entity Map
```
Quality Guidelines
- Geographic Logic - Features follow terrain (rivers from mountains, etc.)
- Economic Sense - Settlements exist for reasons (resources, trade, defense)
- Travel Realism - Distances and times make sense
- Danger Gradient - Wilderness gets more dangerous away from civilization
- Cultural Coherence - Local customs fit the environment
- Historical Layers - Ruins and legends reflect world history
- Adventure Density - Something interesting every travel day
Examples
```
# Expand a forest region
/expand-region "The Thornwood"
# Expand with path
/expand-region Worlds/Eldermyr/Geography/The Ashlands.md
# Focus on specific aspect
/expand-region "Northern Reaches" --focus dungeons
```
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