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Writer's pictureBards of Lore

Light's Bastion

Ian Joyce homebrewed a world that he needed our help with! I'll try to sum up his world as best as I can without overloading everyone with a bunch of details!


The world was in perfect harmony for hundreds of years, the forces of good and evil balancing each other out. The two forces eventually started to pull for power, starting a huge conflict that lasted for hundreds of years. The forces of light lost to the the dark forces of evil causing them to retreat. They came to an area where the good-aligned deities sacrifices their remaining power tot create a barrier that would keep the forces of evil out.



Thousands and thousands of years have passed and society has created a sprawling city within the barrier, the current citizens forgetting how the city came to be. Within the protected area, there is a normal day and night cycle, but outside the area, the sun never fully rises. In the "day," the sky is lighter but only as light as a grey sky before a storm. The night is pitch black. The barrier is beginning to weaken as some of the creatures of the night attack the city.


The players would pick and serve a deity related to the class they pick. The story would be driven by having them empower the god they serve by empowering a special item they have. Ian had a lot going on, but really needed our help creating areas, mini-bosses, and anything else we could think of.


We took off running with this story, so enjoy!



 

Locations:


The City- The main area for civilized society. The large white Beacon sits in the center of the city and gives off a constant gold hue. Many temples surround the Beacon and much of the religious practice takes place there. Large walls and towers protect the city physically, and the aura emitted from the Beacon protects the city from fiends and creatures of darkness. There is little crime in the city due to the heavy influence

of Gods and deities in society.


The Wild Land- Outside the walls lies land that has little or no exposure to natural light. Due to the lack of light, many new species of dark creatures have developed. In addition, races like Drow, Yuan Ti, and Tieflings have formed their own small towns or tribes. These towns are pretty lawless and with no real government.


The Rat's Den- Far outside the protection of the City is an underground society who operates on its own set of laws. The city is a mix of all races from the natives of the Wild Lands or citizens of the city. It is deep underground and is a place for people who don't like the Religious Rules. Due to it being built underground there is little conflict with the monsters on the surface. This is a place for illegal trade, gambling, hiring assassins, or partaking in activities that are deemed Blasphemous.


Holy Mountain- Far north of the civilization is a massive mountain. At the peak of the mountain is the only area on the Continent that is hit by pure and natural light. In this area is a tribe of Aaracockra who have never left the mountain some believe it to be a myth. The mountain is treacherous and nearly impossible to climb without advanced knowledge of the mountain.


The Orb- Unbeknownst to most society, deep in a cavern on the coast of the Continent an orb of pure malice and dark magic exists. Much like the Beacon of Light that protects society as we know it, the orb produces dark creatures and entities whose only goal is to devour the light. Everyday the orb grows more powerful, and its creature grow in power.


Monsters:


The Swarm- Due to the lack of exposure to light plant life in the Wild Lands had to adapt in order to survive. One species in particular took to attaching themselves to living creatures and feeding off of them like parasites. They can attach to other plants, people, or animals. If the parasite is not exposed to sunlight early in attachment it can fully take over the host. The effects cause the host to become brain dead, no longer need to drink or sleep, have increased strength, and enhanced sight and hearing. The only thing fueling them is the need to find a new and more powerful host.

Stats:

HP: 20

AC: 12

Strength: 18 (+2)

Intelligence: 4 (-1)

Wisdom: 4(-1)

Dexterity: 15 (+1)

Constitution: 10 (0)

Charisma: 5 (0)

Actions:

Claw: The creature attacks with its claws. On a hit the victim takes 1d4+2.

Bite: The creature attacks with its extremely sharp teeth. On a hit take 1d6+2.

Nest: When a player falls to 0 from a Swarm attack, the parasite attaches itself onto the player. If the player fails it's saving throws, it becomes a swarm creature. Players who die this way can only be resurrected in an area within sunlight.


Dark Drinkers- Creations of the Orb, the Dark Drinkers are a species that are mysterious to members of the City. They daily attempt to enter the city to devour the light. While mostly unsuccessful, they are beginning to learn the weaknesses of the defences. They grow is strength whenever they devour wielders of power derived from Gods of purity and light.

Stats:

HP: 17

AC: 14

Strength: 14 (+1)

Intelligence: 11 (+1)

Wisdom: 13 (+1)

Dexterity: 14 (+1)

Constitution: 11 (0)

Charisma: 11 (0)

Actions:

Wail: Each player within 5 ft. of the creature must make a Constitution saving throw. 14 and above passes, 13 and below fails. On a failed saving throw, each player takes 1d6+1 Psychic damage.

Claw: Talons emerge from the Drinkers hands and attacks the player. On a hit the player takes 1d4+2.

Drink: When a player falls to 0 while in combat with a Dark Drinker make Death Saving Throws as usual. If the player passes nothing happens. If they fail, the Drinker absorbs the player's light. When this happens the Drinker regains 1d10 HP and +2 to its AC.


 





The original idea was created by Ian Joyce. It was revised and edited it by us, Bards of Lore. We take no credit in creating this world or the ideas listed above!

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