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dnd/worlds/eldar/geography/creating-a-location.md
Lucas Morgan b8a3d92369 eldar begins
2026-04-07 21:54:26 -05:00

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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

---
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