1.5 KiB
1.5 KiB
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
- Describe What You See first — let the place feel ordinary
- Let player curiosity or investigation reveal The Surprise
- Let The Rule emerge naturally (an NPC mentions it, a sign, a consequence)
- The Spirit should have its own agenda — not just waiting for the party
- Layer the Secrets — don't dump them all at once