expand-settlement
π―Skillfrom hopeoverture/worldbuilding-system
Expands a settlement by generating detailed NPCs, establishments, districts, local issues, and atmospheric details for villages, towns, cities, or strongholds.
Installation
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill expand-settlementSkill Details
Deep-dive into a settlement, generating NPCs, shops, taverns, districts, local issues, rumors, and daily life details. Use when user wants to "flesh out a city", "populate a town", or "add NPCs to a settlement".
Overview
# Expand Settlement
Expand this settlement: $ARGUMENTS
Overview
Takes an existing settlement (Village, Town, City, or Stronghold) and populates it with:
- Named NPCs with roles and personalities
- Notable establishments (taverns, shops, temples)
- District/neighborhood definitions (for cities)
- Local issues, rumors, and plot hooks
- Daily life and atmosphere details
Instructions
Step 1: Locate and Analyze the Settlement
- Parse
$ARGUMENTSfor settlement name or path - Search in
Worlds/directories if name provided - Read the settlement file and extract:
- Settlement type (Village/Town/City/Stronghold)
- Population size
- Government/leadership
- Primary industries/purpose
- Existing NPCs mentioned
- Cultural flavor
- Parent region and world
- Determine expansion scope based on settlement type:
| Type | NPCs | Establishments | Districts | Rumors |
|------|------|----------------|-----------|--------|
| Village | 5-8 | 2-3 | N/A | 3-4 |
| Town | 10-15 | 5-8 | 2-3 informal | 5-6 |
| City | 15-25 | 10-15 | 4-6 formal | 8-10 |
| Stronghold | 8-12 | 3-5 | N/A (sections) | 4-5 |
Step 2: Present Expansion Plan
Show the user what will be generated:
```
=== SETTLEMENT EXPANSION: [Settlement Name] ===
Current State:
- Type: [City/Town/Village/Stronghold]
- Population: [X]
- Existing NPCs: [count]
- Existing Establishments: [count]
Proposed Expansion:
- LEADERSHIP & AUTHORITY ([X] NPCs)
- [Role 1]: [Brief concept]
- [Role 2]: [Brief concept]
- COMMERCE & SERVICES ([X] establishments + NPCs)
- [Shop type]: [Concept]
- [Tavern]: [Concept]
- FAITH & CULTURE ([X] entities)
- [Temple]: [Deity]
- [Cultural site]: [Concept]
- COMMON FOLK ([X] NPCs)
- [Role]: [Concept]
- UNDERWORLD ([X] NPCs, if appropriate)
- [Criminal element]: [Concept]
- DISTRICTS (if City)
- [District 1]: [Character]
- [District 2]: [Character]
- LOCAL ISSUES & RUMORS ([X] hooks)
- [Hook 1]
- [Hook 2]
Proceed with expansion? (yes/customize/skip sections)
```
Step 3: Generate Leadership & Authority
Based on settlement's government type, create:
For Hereditary Rule:
- Lord/Lady of the settlement (Support Character)
- Steward/Seneschal (Background Character)
- Captain of the Guard (Support Character)
- Court Advisor or Spymaster (Support or Antagonist)
For Elected/Council:
- Mayor/Burgomeister (Support Character)
- Council Members (2-3 Background Characters)
- Town Sheriff (Support Character)
For Theocratic:
- High Priest/Priestess (Support Character)
- Temple Hierarchy (Background Characters)
- Temple Guard Captain (Background Character)
For Military (Stronghold):
- Commander (Support Character)
- Lieutenant(s) (Background Characters)
- Quartermaster (Background Character)
- Scout/Intelligence Officer (Support Character)
For each leader NPC:
- Read appropriate character template
- Generate with connections to:
- The settlement
- Parent government/organization
- Other local NPCs (rivals, allies)
- At least one secret or plot hook
- Include personality quirks and mannerisms
- Save to
Worlds/[World]/Characters/
Step 4: Generate Commerce & Services
Taverns (1 per village, 2-3 per town, 4-6 per city):
For each tavern:
- Read
Templates/Settlements/Tavern.md - Generate with:
- Unique name reflecting local culture
- Distinctive atmosphere (rowdy, refined, mysterious, cozy)
- Proprietor NPC (Support Character)
- 2-3 regular patrons (Background Characters)
- Signature food/drink
- One rumor or plot hook
- Save to
Worlds/[World]/Settlements/ - Create proprietor NPC, save to Characters/
Shops (scale by settlement size):
| Shop Type | Village | Town | City |
|-----------|---------|------|------|
| General Store | 1 | 1 | 1-2 |
| Blacksmith | 0-1 | 1 | 2-3 |
| Apothecary | 0 | 1 | 1-2 |
| Specialty (jeweler, etc.) | 0 | 0-1 | 2-4 |
| Magic Shop | 0 | 0-1 | 1-2 |
For each shop:
- Read
Templates/Settlements/Shop.md - Generate with:
- Unique name
- Specialty inventory hook
- Proprietor NPC
- One interesting customer or supplier connection
- Save shop and proprietor
Temples (1 per town, 2-4 per city):
- Read
Templates/Settlements/Temple.md - Connect to established world deities
- Generate head priest NPC
- Include temple services and local significance
Step 5: Generate Common Folk
Create NPCs that give the settlement flavor:
Essential Roles:
- Town crier or gossip
- Street vendor or market regular
- Local drunk or storyteller
- Craftsperson (not shopkeeper)
- Farmer/fisher/miner (based on local industry)
For each:
- Read
Templates/Characters/Background Character.md - Generate with:
- Simple but memorable personality trait
- One piece of local knowledge
- Connection to at least one other NPC
- Potential minor quest hook
Step 6: Generate Underworld (if appropriate)
For Towns and Cities with sufficient population:
Criminal Elements:
- Thieves' Guild contact or fence
- Black market dealer
- Corrupt official
- Gang leader (for larger cities)
- Smuggler (for ports/border towns)
For each:
- Use Antagonist or Support Character template
- Connect to any established Criminal Organizations
- Include their racket/operation
- Add conflict with law enforcement NPCs
Step 7: Define Districts (Cities Only)
Create 4-6 named districts with distinct character:
Standard District Types:
- Noble/Palace District - Wealth, guards, exclusive
- Market/Merchant District - Commerce, crowds, diversity
- Temple District - Religious, peaceful, pilgrims
- Docks/Harbor (if coastal) - Rough, foreign, smuggling
- Craftsmen's Quarter - Industry, guilds, pride
- Slums/Lower Ward - Poverty, crime, desperation
- Foreign Quarter - Exotic, cultural, isolated
For each district:
- Write a section in the settlement file describing:
- General atmosphere and architecture
- Dominant population
- Key establishments located there
- Typical sights, sounds, smells
- Common encounters
- Assign previously created establishments to districts
- Note district boundaries and transitions
Step 8: Generate Local Issues & Rumors
Create a "Rumors & Hooks" section in the settlement file:
Rumor Types to Include:
- True Rumor - Leads to actual adventure
- Partially True - Contains truth but misleading
- False Rumor - Red herring or gossip
- Local Politics - About settlement leadership
- Regional Threat - Connects to wider world
- Historical Secret - About the settlement's past
Format each as:
```markdown
Rumors & Plot Hooks
| # | Rumor | Truth Level | Hook |
|---|-------|-------------|------|
| 1 | "The baker's son..." | True | Missing person quest |
| 2 | "Gold in the old mine..." | Partial | Actually monster lair |
| 3 | "The mayor takes bribes..." | False | Political rival spreading lies |
```
Local Issues to Address:
- Resource shortage or trade problem
- Criminal activity or corruption
- External threat (monsters, bandits, rival settlement)
- Internal conflict (factions, guilds, families)
- Mystery or haunting
- Festival or upcoming event
Step 9: Add Daily Life Details
Enhance the settlement's Description section with:
Morning:
- What sounds wake residents
- Who's up earliest and why
- Morning markets or routines
Midday:
- Peak activity description
- Common sights in streets
- Where people eat
Evening:
- Tavern atmosphere
- Guard patrol patterns
- Entertainment options
Night:
- Who's out after dark
- Dangers and patrols
- Secret activities
Seasonal Variations:
- Festival days
- Harvest/planting times
- Winter hardships
- Trade season peaks
Step 10: Update Connections
- Update the settlement file with links to all new entities
- Update each new NPC with connection to settlement
- Update each establishment with:
- Parent settlement link
- District location (if city)
- Connected NPCs
- Update World Overview if settlement is significant
- Cross-reference new NPCs with existing organizations
Step 11: Summary Report
```
=== SETTLEMENT EXPANSION COMPLETE: [Name] ===
New Entities Created:
CHARACTERS ([X] total):
Leadership:
- [[NPC 1]] - [Role]
- [[NPC 2]] - [Role]
Commerce:
- [[NPC 3]] - Proprietor of [[Tavern]]
- [[NPC 4]] - Owner of [[Shop]]
Common Folk:
- [[NPC 5]] - [Role]
- [[NPC 6]] - [Role]
Underworld:
- [[NPC 7]] - [Role]
ESTABLISHMENTS ([X] total):
Taverns:
- [[Tavern Name]]
Shops:
- [[Shop 1]]
- [[Shop 2]]
Temples:
- [[Temple Name]]
DISTRICTS DEFINED: [X]
- [District 1] - [brief character]
- [District 2] - [brief character]
RUMORS & HOOKS: [X]
- [Hook 1 summary]
- [Hook 2 summary]
Connection Density:
- Settlement now has [X] outgoing wikilinks
- [X] new entities link back to settlement
Suggested Next Steps:
- Generate images for key NPCs
- Create encounter at [[Location]]
- Expand nearby [[Settlement]] for comparison
- Develop [[NPC]]'s secret plot
```
Step 12: Offer Follow-up
> "Would you like me to:
> 1. Generate portraits for key NPCs (/generate-image)
> 2. Create a random encounter set for this settlement
> 3. Expand a connected settlement
> 4. Develop a specific NPC's storyline
> 5. Create a local dungeon or adventure site"
Quality Guidelines
- Cultural Consistency - Names, customs, and attitudes match the region
- Economic Logic - Shops and services match population needs
- Social Stratification - Clear class distinctions where appropriate
- Internal Conflicts - NPCs have relationships and tensions
- Adventure Potential - Every section has hooks for gameplay
- Sensory Details - Include sights, sounds, smells throughout
- Memorable NPCs - Each has at least one distinctive trait
Examples
```
# Expand a city with full detail
/expand-settlement Ironhold
# Expand with path
/expand-settlement Worlds/Eldermyr/Settlements/Thornhaven.md
# Expand focusing on specific aspect
/expand-settlement "Riverside" --focus commerce
```
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