🎯

expand-region

🎯Skill

from hopeoverture/worldbuilding-system

VibeIndex|
What it does

Populates a geographic region with settlements, landmarks, encounters, legends, and adventure sites based on its terrain and characteristics.

expand-region

Installation

Install skill:
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill expand-region
1
AddedJan 27, 2026

Skill Details

SKILL.md

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:

  1. Small settlements (villages, hamlets, outposts)
  2. Landmarks and points of interest
  3. Travel routes with hazards and encounters
  4. Local legends and mysteries
  5. Flora, fauna, and monsters
  6. Hidden locations and dungeons
  7. Regional culture and customs

Instructions

Step 1: Locate and Analyze the Region

  1. Parse $ARGUMENTS for region name or path
  2. Search in Worlds/[World]/Geography/
  3. 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

  1. 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:

  1. SETTLEMENTS ([X] new)

- [Village 1]: [Concept - purpose/character]

- [Village 2]: [Concept]

- [Outpost]: [Concept]

  1. LANDMARKS ([X] new)

- [Landmark 1]: [Type - natural/artificial]

- [Landmark 2]: [Type]

- [Landmark 3]: [Type]

  1. TRAVEL ROUTES ([X] defined)

- [Route 1]: [From] to [To] - [Character]

- [Route 2]: [From] to [To] - [Character]

  1. HAZARDS & ENCOUNTERS ([X] defined)

- [Hazard 1]: [Location/Route]

- [Monster Lair]: [Creature type]

  1. DUNGEONS & ADVENTURE SITES ([X] new)

- [Dungeon 1]: [Type - ruin/cave/etc.]

- [Dungeon 2]: [Type]

  1. LOCAL LEGENDS ([X] stories)

- [Legend 1]: [Brief hook]

- [Legend 2]: [Brief hook]

  1. 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:

  1. Read Templates/Settlements/Village.md
  2. 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

  1. Save to Settlements folder
  2. 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:

  1. [Mile X]: [Feature or landmark]
  2. [Mile X]: [Feature or landmark]
  3. [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:

  1. Read Templates/Creatures/Monster.md
  2. Generate creatures appropriate to region
  3. Define lair location and territory
  4. Create encounter parameters (CR, numbers)
  5. 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:

  1. Read Templates/Geography/Dungeon.md or Cave.md
  2. Generate with:

- Evocative name

- Origin/history

- Current inhabitants

- Rumored treasure

- Challenge rating range

- Connection to regional history

  1. Include brief room/area overview (5-10 areas)
  2. Note connections to other entities

Step 8: Develop Local Legends

Create stories that locals tell:

Legend Types:

  1. Origin Legend - How the region/landmark was created
  2. Hero Legend - A great deed done here
  3. Tragedy Legend - A terrible event that occurred
  4. Monster Legend - A beast that haunts the area
  5. Treasure Legend - Hidden riches waiting to be found
  6. Ghost Legend - Spirits that linger
  7. 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:

  1. Read creature templates
  2. Generate animals appropriate to terrain
  3. Note hunting/gathering value
  4. Include behavioral notes

Regional Plants:

Create 3-5 notable plants:

  1. Read Templates/Creatures/Plant.md
  2. Generate flora appropriate to terrain
  3. Note uses (food, medicine, poison, materials)
  4. 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

  1. Update region file with all new content
  2. Update parent continent with region details
  3. Update each new settlement with region link
  4. Update bordering regions with shared features
  5. Connect dungeons to historical events
  6. Link creatures to their territories
  7. 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 |

|--------|------|------|----------|

| β–² | [Mountain] | Peak | [A1] |

| ● | [[Village]] | Settlement | [B3] |

| β˜… | [[Landmark]] | Point of Interest | [C2] |

| ☠ | [[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

  1. Geographic Logic - Features follow terrain (rivers from mountains, etc.)
  2. Economic Sense - Settlements exist for reasons (resources, trade, defense)
  3. Travel Realism - Distances and times make sense
  4. Danger Gradient - Wilderness gets more dangerous away from civilization
  5. Cultural Coherence - Local customs fit the environment
  6. Historical Layers - Ruins and legends reflect world history
  7. 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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