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

49 lines
1.5 KiB
Markdown

# 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