Add a location
Create a Location, nest it under a parent if it sits inside another place, and attach a map when one would help at the table.
Create a Location, nest it under a parent if it sits inside another place, and attach a map when one would help at the table.
The party just asked what's on the third floor of the old cannery, and you don't have an answer because you only wrote the ground floor. The town's library is a single line in your prep, and now they want to break in. Every Campaign grows new places the moment the players notice something you described in passing, and every one of those places is a Location waiting to be filled in.
A new place enters the story: a town, a district, a building, a single room. Anywhere a Scene might happen.
Open the Campaign and click "Locations" in the sidebar.
Click the "+" button on the Locations page. The Location editor opens.
Give the Location a name. Use the name your players will hear: "the cannery", not "industrial building #4".
Write a description: what the place looks like, what the party notices on arrival, the sounds and smells you want to call out at the table. Mentions and AI assistance are available in the editor.
If the Location sits inside another (a room inside a building, a district inside a city), use the "parent location" picker to nest it. The Canvas reads this hierarchy.
Optionally upload a map Artwork. Tick the "has map" box if the Location is one you'll want to point at during play.
Save. The Location joins the Campaign and is now available to anchor Scenes, hold Clues, and appear on the Canvas.
From the header's quick-create menu. Click the "+" icon in the top header to open the quick-create panel; "Location" is one of the Campaign-scoped entries. The editor opens with the current Campaign locked in.
From the canvas, by right-click. On the Canvas, right-click an empty area of the workspace and choose "Create location". The new Location lands at the spot you clicked and is immediately available to anchor Scenes.
From the canvas, by dragging a Clue line into empty space. When you drag a Clue from a Scene's handle out into the canvas and drop it on nothing, the canvas opens a picker that offers either "create a new Location here" or "reuse an existing one". The "new" path makes a Location, places it at the drop point, and wires the Clue to lead into it. The "reuse" path attaches the Clue's destination to an existing Location.
From a parent Location's Sub-locations tab. Open a Location, switch to its Sub-locations tab, and use the "+" button there to create a child Location pre-nested under the parent. The relationship picker next to it lets you attach an existing Location as a child instead.
A city is a Location. The harbour district is a Location nested under the city. The cannery is a Location nested under the district. The furnace room is a Location nested under the cannery. Nesting is free, and the Canvas uses the hierarchy to keep an arc readable: when you're focused on the cannery, the canvas can show its rooms without drowning in every alley in the city.
Don't over-think the names of intermediate Locations. "The harbour district" is fine. The point of nesting is to let you talk about "anything that happens inside the cannery" as a unit when you want to.
A Location with no Scene anchored to it is a description, not a place where things happen. If you create a Location and the party never plays a Scene there, ask yourself whether it earned its keep.