# Creating a Location in Eldar Every location in Eldar must have **a surprise** — something a traveler wouldn't expect. This is the core design principle of the world. ## Structure for a Location Note ```markdown --- type: location world: Eldar --- # [Location Name] > [!info] At a Glance > **Type:** Forest / Village / Ruin / Crossroads / River / Hill / Other > **First impression:** What a traveler sees at first glance > **Mood:** Cozy / Ominous / Melancholy / Strange / Beautiful / Dangerous ## What You See ## The Surprise ## The Rule ## The Spirit or Being ## Secrets ## Connections ## DM Notes ## Hooks ``` ## The Required Elements Every location must have these: | Element | Purpose | |---|---| | **What You See** | Surface-level details. Keep it brief — the surprise is underneath. | | **The Surprise** | The thing that isn't obvious. This is what makes the location memorable. | | **The Rule** | An odd custom, warning, or local rule ("don't whistle after dark") | | **The Spirit** | A being tied to this place, with its own goals | | **Secrets** | Layered — surface, hidden, buried. Each requires more effort to uncover. | ## Running It at the Table 1. Describe **What You See** first — let the place feel ordinary 2. Let player curiosity or investigation reveal **The Surprise** 3. Let **The Rule** emerge naturally (an NPC mentions it, a sign, a consequence) 4. **The Spirit** should have its own agenda — not just waiting for the party 5. Layer the **Secrets** — don't dump them all at once