30 Prompts for Creating a Fantasy Sandbox or Starting TTRPG Campaign Area
Creating a compelling starting area for your tabletop roleplaying game doesn’t need to feel overwhelming. This list of prompts is here to guide you, but you don’t have to follow it in order—jump around based on what inspires you or what your game needs most.
You only need a few paragraphs or even a handful of bullet points for each section. The idea is to create a solid foundation, not exhaust yourself with unnecessary details. You can always expand later as your players explore and shape the story.
Whether your starting area is a bustling town, a remote wilderness, or a bandit camp, these prompts will help you focus on what matters most. Dive in, jot down your ideas, and bring your world to life!

A. Start Small: The Starting Area
- Describe the Party’s Starting Location
Define where the adventure begins. If it’s a town, describe its size, leadership, government type, key NPCs (name, role, ancestry, etc.), industries, climate, major attractions, and significant challenges. If the party starts elsewhere—like a bandit prison—detail the immediate environment, key NPCs among captors or fellow prisoners, and hints at the larger world beyond. - Detail 3-4 Key Starting NPCs
Provide a couple of paragraphs (or more if needed or inspired) describing the personalities, goals, and quirks of a few important NPCs the party is likely to meet early. Include their motivations, any secrets, and potential connections to the players’ backgrounds if possible. - Describe 3-4 Points of Interest Within a Day’s Travel
Sketch out nearby locations that the party might explore in their first few sessions. For example, a kobold cave (who is the leader? What are their goals?), an ancient burial ground (who was buried there and what disturbances exist?), or a stone circle with a secret. - Detail Key Places in the Starting Location
Expand on prominent sites in the starting area, like the town’s inn, blacksmith, temple, market, or other significant locations. If the starting location is unconventional (e.g., our bandit hideout example), adapt these to suit that environment, such as describing the bandits’ leader’s quarters or a secret treasure cache. - What’s Just Beyond a Day’s Travel
Highlight several locations of greater importance slightly further afield—perhaps the kingdom’s capital, the lair of a more significant villain, or an ancient ruin. Provide bullet points or short descriptions to give context. - Create a Starting Location Map
Sketch or source a map for the starting area, like the layout of the town, village, or dungeon. Label major locations and use the descriptions above to anchor the design.
B. Expanding the World Around the Party
- Create the Local Area Map
Broaden the scope by mapping the region surrounding the starting location, including major landmarks, nearby villages, ruins, and wilderness areas. - Add 3-4 More Points of Interest Nearby
In the step above you may have added a few more locations when creating the map. (If you didn’t, add some!) Provide some details for these locations. - Describe the Local Weather and Climate
Define the region’s weather patterns. Are there long winters, frequent storms, or dry, arid seasons? Consider how this influences daily life, architecture, and travel. - Describe the Local Flora and Fauna
Highlight what plants and animals populate the area. What crops do locals grow? What wild plants are used for food or medicine? Are there dangerous predators or unique magical creatures? - What Races/Ancestries Are Common in the Area?
Define which species populate the region. Is it primarily human, or is it home to elves, dwarves, orcs, or other ancestries? Note any cultural or historical details that explain their presence. - Describe the Area’s Typical Houses
Use available resources to describe a standard home. Are they stone huts with thatched roofs or wooden houses with slate shingles? This helps establish the setting’s tone and gives insight into the people’s daily lives.
C. Societies, Cultures, and Beliefs
- Describe the Predominant Religion
Outline the dominant religion(s) of the area. Is it a pantheon? A monotheistic faith? A mystical philosophy? Detail key deities, their domains, and how they influence daily life. - Describe Some Cultural Customs
Begin by outlining the broader aspects of the local culture—its values, daily life, attitudes toward outsiders, and general societal norms. What do the people prioritize or take pride in? Then, highlight any particularly unusual or unique customs that set this culture apart, such as strange festivals, superstitions, or rites of passage. - What is the Local Calendar?
Describe the region’s calendar and timekeeping system. Are months the same length? Are there holidays tied to the solstices or harvests or religions? Does the culture have a weekly day of rest or worship? - Describe Another Religion or Belief System
Introduce an additional religion or belief system, perhaps one followed by a neighboring culture or an antagonistic faction. Detail its practices, followers, and any tension it creates in the region. - Describe a Second Local Culture
Provide an overview of the second culture’s key characteristics—what the people are known for, their traditions, values, and how they interact with outsiders. Then, expand on any distinctive or unique traits, such as particular styles of dress, forms of art, or habits that make this culture stand out. - What Are the Languages Like for These Cultures?
Establish the linguistic details of your cultures. What are common naming conventions? Do place names use specific suffixes? Are there ancient dialects or scripts? - Describe the Town or Local Area’s History
Highlight key events that shaped the area, such as its founding, major conflicts, or notable figures. Include lingering effects of past wars, disasters, or mysteries that might still impact the present.
D. Practical Details and Gameplay Hooks
- What Resources Are Available in the Nearest Town?
Define what goods and services are accessible. Can adventurers find a healer, buy potions, or restock supplies? Are there artisans or trainers for specialized needs? - What Currency Does Each Kingdom Use?
Establish the system of currency. Is it the classic gold/silver/copper, or something unique? How easily can foreign coins or trade goods be exchanged? If the setting is in the future, does it just use credits? Or not use money at all? - What Laws and Customs Does the Kingdom Have?
Describe general laws, taxes, and regulations. Add any unusual or unique laws, like bans on magic, trade restrictions, or strange local taboos. - Develop Rumors About Each Location You’ve Created
Flesh out rumors and hooks for the party to discover. These can be hints about dangers, opportunities, or mysteries in the nearby areas. Use taverns, wandering traders, fellow prisoners, or old books and maps to disseminate these rumors. - Describe 3-4 More NPCs
Add more minor NPCs to populate the starting area. These can include shopkeepers, traveling merchants, rival adventurers, or members of the local militia. - Fill in More Locations
Expand on any gaps in your town or regional setting. If it’s a town, add more shops, guildhalls, or farms. If it’s a bandit hideout, add an armory, escape tunnel, or prison cell. - Describe Local Villains or Threats
Introduce a minor villain or faction that could create tension in the region. Perhaps it’s a corrupt official, a band of raiders, or a scheming merchant.
E. Adding Depth for Future Adventures
- What’s the Setting’s Technology/Magic Level?
Specify the level of technological or magical development. Are firearms or airships present? Is magic common or rare? How do these elements shape society? - Describe Additional Key Places in the Region
Expand your descriptions of the kingdom capital, nearby ruins, or major dungeons. Consider places players may visit later in their adventures. - Introduce Local Legends or Folktales
What myths, legends, or ghost stories do the locals tell? These tales could hint at hidden treasure, ancient ruins, or supernatural dangers, sparking curiosity in the players. - Plan How Various Threats Will Evolve
The characters can’t address every threat at once. Consider the goals of the various factions introduced so far… What do they hope to accomplish while the PCs are tied up elsewhere?