--- name: expand-settlement description: 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". argument-hint: "[settlement name or path]" --- # Expand Settlement Expand this settlement: $ARGUMENTS ## Overview Takes an existing settlement (Village, Town, City, or Stronghold) and populates it with: 1. Named NPCs with roles and personalities 2. Notable establishments (taverns, shops, temples) 3. District/neighborhood definitions (for cities) 4. Local issues, rumors, and plot hooks 5. Daily life and atmosphere details ## Instructions ### Step 1: Locate and Analyze the Settlement 1. **Parse `$ARGUMENTS`** for settlement name or path 2. **Search in `Worlds/`** directories if name provided 3. **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 4. **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: 1. LEADERSHIP & AUTHORITY ([X] NPCs) - [Role 1]: [Brief concept] - [Role 2]: [Brief concept] 2. COMMERCE & SERVICES ([X] establishments + NPCs) - [Shop type]: [Concept] - [Tavern]: [Concept] 3. FAITH & CULTURE ([X] entities) - [Temple]: [Deity] - [Cultural site]: [Concept] 4. COMMON FOLK ([X] NPCs) - [Role]: [Concept] 5. UNDERWORLD ([X] NPCs, if appropriate) - [Criminal element]: [Concept] 6. DISTRICTS (if City) - [District 1]: [Character] - [District 2]: [Character] 7. 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:** 1. Read appropriate character template 2. Generate with connections to: - The settlement - Parent government/organization - Other local NPCs (rivals, allies) - At least one secret or plot hook 3. Include personality quirks and mannerisms 4. 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: 1. Read `Templates/Settlements/Tavern.md` 2. 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 3. Save to `Worlds/[World]/Settlements/` 4. 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: 1. Read `Templates/Settlements/Shop.md` 2. Generate with: - Unique name - Specialty inventory hook - Proprietor NPC - One interesting customer or supplier connection 3. Save shop and proprietor **Temples** (1 per town, 2-4 per city): 1. Read `Templates/Settlements/Temple.md` 2. Connect to established world deities 3. Generate head priest NPC 4. 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:** 1. Read `Templates/Characters/Background Character.md` 2. 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:** 1. Use Antagonist or Support Character template 2. Connect to any established Criminal Organizations 3. Include their racket/operation 4. Add conflict with law enforcement NPCs ### Step 7: Define Districts (Cities Only) Create 4-6 named districts with distinct character: **Standard District Types:** 1. **Noble/Palace District** - Wealth, guards, exclusive 2. **Market/Merchant District** - Commerce, crowds, diversity 3. **Temple District** - Religious, peaceful, pilgrims 4. **Docks/Harbor** (if coastal) - Rough, foreign, smuggling 5. **Craftsmen's Quarter** - Industry, guilds, pride 6. **Slums/Lower Ward** - Poverty, crime, desperation 7. **Foreign Quarter** - Exotic, cultural, isolated **For each district:** 1. Write a section in the settlement file describing: - General atmosphere and architecture - Dominant population - Key establishments located there - Typical sights, sounds, smells - Common encounters 2. Assign previously created establishments to districts 3. Note district boundaries and transitions ### Step 8: Generate Local Issues & Rumors Create a "Rumors & Hooks" section in the settlement file: **Rumor Types to Include:** 1. **True Rumor** - Leads to actual adventure 2. **Partially True** - Contains truth but misleading 3. **False Rumor** - Red herring or gossip 4. **Local Politics** - About settlement leadership 5. **Regional Threat** - Connects to wider world 6. **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 1. **Update the settlement file** with links to all new entities 2. **Update each new NPC** with connection to settlement 3. **Update each establishment** with: - Parent settlement link - District location (if city) - Connected NPCs 4. **Update World Overview** if settlement is significant 5. **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 1. **Cultural Consistency** - Names, customs, and attitudes match the region 2. **Economic Logic** - Shops and services match population needs 3. **Social Stratification** - Clear class distinctions where appropriate 4. **Internal Conflicts** - NPCs have relationships and tensions 5. **Adventure Potential** - Every section has hooks for gameplay 6. **Sensory Details** - Include sights, sounds, smells throughout 7. **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 ```