Locations
Create locations with atmosphere, inhabitants, hazards, map references, and connections to the rest of your world.
Creating a location
- Click Locations in the sidebar
- Click New Location
- Enter a name (required)
- Fill in additional fields as needed
- Click Save
Location fields
Basic information
| Field | What It’s For |
|---|---|
| Name | How you find and reference this place (required) |
| Description | General overview of the location |
| Location type | What kind of place: tavern, dungeon, forest, city, temple |
| Atmosphere | The mood or feel - “cramped and desperate” or “serene but unsettling” |
Sensory details
These fields are designed to be read aloud when the party enters:
| Field | What It’s For |
|---|---|
| Sights | What players see - lighting, decor, people, notable features |
| Sounds | What players hear - conversation, music, creaking, silence |
| Smells | What players smell - wood smoke, ale, decay, incense |
Tip: Even one or two sensory details transform “you enter a tavern” into “you push open the door and the smell of woodsmoke and cheap ale hits you. The room is dim, lit by guttering candles. A few sailors glance up, then look away.”
Features and dangers
| Field | What It’s For |
|---|---|
| Features | Notable things to interact with - a massive fireplace, a hidden door, a strange statue |
| Dangers and hazards | Traps, environmental threats, hostile elements |
Features give players things to investigate. Dangers create tension.
Connections
| Field | What It’s For |
|---|---|
| Parent location | Creates hierarchy - this room is inside this building, which is in this district |
| Inhabitants | NPCs who live or work here - a derived list, populated from NPCs with a lives at or works at relationship to this location (not an editable field) |
| Map reference | Map and asset management is coming soon - there is no editable map-reference field yet |
Story elements
| Field | What It’s For |
|---|---|
| Campaign Markers | Story threads connected to this location (formerly Campaign Markers) |
Organization
| Field | What It’s For |
|---|---|
| Tags | Categories for filtering: “dungeon”, “safe-haven”, “arc-1” |
| Visibility | DM Only or Player Visible |
Building location hierarchies
Campaign Familiar supports nested locations using the Parent location field:
The Sword Coast (region)
└── Neverwinter (city)
└── Docks District (district)
└── The Rusty Anchor Tavern (building)
└── The Back Room (room)
Creating a hierarchy
- Create the parent location first (the city)
- Create the child location (the district)
- Set the Parent location field to the city
- Repeat for deeper nesting
Benefits of hierarchies
- Filter locations by area
- See what’s inside a city or dungeon
- Navigate from broad to specific
- Understand spatial relationships
How deep to go
Go deep for:
- Dungeons with many rooms
- Important buildings the party explores thoroughly
- Cities with distinct districts
Stay shallow for:
- Places the party passes through quickly
- Wilderness areas
- Locations you haven’t detailed yet
You can always add child locations later when they become relevant.
Reading sensory details aloud
The sensory details fields are your read-aloud text. Here’s how to use them:
Before the session
Prepare sensory details for locations you expect the party to visit:
The Rusty Anchor Tavern
- Sights: Dim room lit by oil lamps. Sailors crowd rough wooden tables. A harpoon mounted above the bar, its barbs dark with old stains.
- Sounds: Low conversation, occasional laughter, creaking floorboards, waves against the docks outside.
- Smells: Salt air, cheap ale, fish stew, tar.
During the session
When the party enters, combine and adapt:
“You push through the door into a dim room - oil lamps throw flickering light across rough tables crowded with sailors. The air smells of salt and cheap ale. Someone’s cooking fish stew. Above the bar, you notice a massive harpoon, its barbs stained dark with something old.”
You don’t read every detail - pick what fits the moment.
When you don’t have time
If you’re improvising, note a single sensory detail:
- A smell (burning, flowers, decay)
- A sound (silence, distant music, dripping water)
- A visual (too dark, too bright, something wrong)
One detail is infinitely better than none.
Using AI to create locations
AI generation panel
- Open the location and find the AI Generation panel (inside the AI Generation panel)
- Pick a Generation Type (such as Location Description)
- Optionally enter a prompt: “cramped and paranoid” or “abandoned but recently disturbed”
- Set the Creativity slider and an optional Tone Preset, then click Generate
- Review the suggestion cards and Accept the ones you want or Dismiss the rest
The engine is particularly useful for sensory details - it generates atmospheric elements you might not think of. See AI generation for the full flow.
Quick generation with Quick Prep
- Open Quick Prep from the dashboard (or the Session Companion -> Quick Generators)
- Click Location Generator
- Choose a Tone
- Optionally expand More options and set Use Campaign Context
- Click Generate Location
This creates a complete location with name, atmosphere, sensory details, and features. Promote it if you want to keep it.
Linking locations to other creations
Inhabitants
The Inhabitants section is derived - it lists NPCs who have a “lives at” or “works at” relationship to the location. To populate it, link the NPCs:
- Open an NPC (or the location’s relationships section)
- Add a “lives at” or “works at” relationship between the NPC and the location
Now when you view the tavern, you see who’s there. When you view the NPC, you see where they are.
Campaign Markers
Connect story threads to locations:
- Open the location
- Add markers to the Campaign Markers field
- Or from a Campaign Marker, add related locations
This helps you remember what story opportunities exist at each location.
Items
If important items are at a location, create the item and set its Location field. The party finds the cursed amulet here.
Tips for better locations
Focus on what’s unusual
Every tavern has tables, chairs, and a bar. What makes this tavern different? The harpoon on the wall. The owner’s missing eye. The cat that watches everyone. Lead with what’s distinctive.
One danger or secret
Most locations benefit from having one:
- The tavern’s back room is used for smuggling
- The temple’s crypt has something sealed inside
- The forest clearing is where cultists meet at midnight
Even “safe” locations are more interesting with a complication.
Prepare key locations, improvise the rest
You don’t need sensory details for every shop in the city. Prepare:
- Locations you expect the party to visit
- Important set-piece locations
- Recurring locations (their home base, the tavern they always return to)
For everything else, improvise with one or two details.
Update after sessions
If a location changes - the tavern burned down, the dungeon was cleared - update it. Add a note about what happened. Your locations should reflect the party’s impact on the world.
Example: creating a tavern
Name: The Rusty Anchor
Location type: Tavern
Description: Dockside dive popular with sailors and those who prefer not to answer questions. The owner asks no questions and remembers no faces - for a price.
Atmosphere: Dim, smoky, watchful. The kind of place where everyone minds their own business because they’re all doing something worth hiding.
Sights: Oil lamps cast uneven light on rough tables. Sailors cluster in groups, speaking low. Above the bar, a massive whale harpoon hangs from the rafters, its barbs dark with old stains no one talks about.
Sounds: Low conversation, the creak of floorboards, waves lapping at the docks outside. Someone’s always playing a sad song on a battered concertina in the corner.
Smells: Salt air, cheap ale, fish stew from the kitchen, and underneath it all, the faint tang of blood that never quite washed out of the floor.
Features:
- The harpoon has a story (One-Eye Peg won’t tell it, but she’ll sell it for the right price)
- Back room available for private meetings (5 gold, no questions)
- Smugglers’ tunnel in the cellar (only Peg knows)
Dangers: None apparent, but the clientele handles problems themselves
Inhabitants: One-Eye Peg (bartender/owner)
Parent location: Docks District, Neverwinter
Tags: tavern, safe-haven, docks, neverwinter
Related
- Creations overview - All 8 creation types
- Creating NPCs - Populate your locations
- Relationships - Connect locations to your world
- Quick Prep generators - Quick location generation
- Creation types reference - Complete field specifications