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