Builder's Manual · Chapter 7

Locations & Maps

A Location file is a place the characters can be. The default world ships with exactly one — the Crosswater Wayhouse — built deliberately as the hinge where four frontiers meet. Before you build a second place, understand what that one file is doing, because it is whispering the design intent of the whole type.

The three-part anatomy of a place

Every Location has three prose fields, and each plays a different role:

  • description — what the place is: timber and stone, long tables, four roads out. This is the durable, "any night" truth a master uses to establish the setting.
  • atmosphere — what the place feels like right now: hearth-lit, loud, woodsmoke, with a seventh candle whose flame bends the wrong way. This is the current mood — the load-bearing, scene-defining layer.
  • notes — the master's pointer rail: exits, secrets, watch, the pressures in play. This is where a GM finds the hooks — a sealed cellar door, an old god's name, rising missing-persons notices.

Description is the world; atmosphere is the moment; notes is the machinery. A good Location file has all three and keeps their jobs separate. A paragraph of mist describing every detail is atmosphere doing description's work, and then nothing tells the GM what is actually there.

Type is a contract, not a label

The type field (Settlement, wilderness, dungeon, landmark, or another label) is the master's cue for how to operate on the place. Match it precisely. A place labeled wilderness and a place labeled dungeon run differently under the world engines. If a place is a true hinge like the wayhouse (Hub · Waystation), say so — the label is the master's first read on what the place is for.

Four roads, each a genre

The wayhouse's notes list four exits, each pointing at a different frontier — the Kingsroad into settled lands, the Drowned Ford into marshes, the Ashborn ridge-track into burnt country, the cargo-rail toward the industrial fringe. This is the technique the system is built around: one location can launch any of the nine genre openings. When you build a world, place your hinges where multiple genres can plausibly meet. A single well-made crossroads does more for the fiction than a grid of moody rooms.

Maps point at locations

Locations are the things a map pins. A map's pins reference Location files by name, and a well-pinned world links map ↔ location so the two stay in sync. The corollary of the reference rules in The Content Map: when you add a place to the world, add the real Location file first, then pin it on the map. A pin to a name with no Location file behind it is a doorway to nowhere.

The test for a good Location entry

Ask yourself three questions before you finish a file:

  1. Could a master run a scene here from the file alone? — description for the stage, atmosphere for the mood, notes for the hooks.
  2. Could a player act on it? — if the notes' secrets and pressures don't invite a choice, the place is scenery, not a location.
  3. Does it belong to the world's genre architecture? — does it sit where a story can pivot, the way the wayhouse sits where four roads meet?

If all three answer yes, the place will earn its keep the way the wayhouse does.

Manual updated Oct 7, 2026.