loseth
First Post
[Multi-forum post: rpg.net, ENworld, WOTC boards]
PART I
WARNING: Long Post
With the help of many posters from the WOTC boards, RPG.net and ENworld, we were able to come up with a pretty good description of the darkness surrounding the points of light in a medieval fantasy world (here). However, it’s important to keep in mind that the points of light are anything but helpless against the darkness. ‘Points of Light’ describes a world of bold heroes who refuse to sit idly by as the darkness encroaches. These heroes will have to deal with many types of darkness, but in this thread, I’d like to address how the points of light can take the fight to raiders, bandits and other humanoid marauders.
I’ll outline my ideas and then ask posters to add as many ideas as they can.
HOW THE POINTS OF LIGHT CAN FIGHT MARUADERS, RAIDERS, BANDITS, ROBBER KNIGHTS, OUTLAWS AND BRIGANDS
FAITH
I’ll use the term priests pacific (as opposed to priests militant) to mean those priests making up the non-military arm of the church in the fantasy medieval world. In most game worlds, they’ll probably tend to be 0th-level NPCs, and so won’t be terribly helpful in a fight. However, they do help fight the darkness in several other ways. They bolster the well-being of the community by giving spiritual guidance and reinforcing hope. They also provide important (non-magical) healing skills. In addition, a DM may consider granting the priests pacific in her campaign the power of genuinely effective prayer. Through their prayers, the priests could actually help the community win the favour of the gods (thus ensuring better crops, less illness, etc.) or even place a spiritual barrier around the point of light, inflicting combat penalties on marauders who attack it.
But probably the most potent weapon that the priests pacific wield is the power of conversion. The best and most permanent way to deal with a group of hostile humanoids is to convert them to the faith. Unarmed (and usually without the skills to defend themselves even if they were armed), priests of Pelor, Bahamut and other civilised gods wander out into the darkness, with only their Holy Tomes, on a mission to bring true faith to those under the sway of dark deities. Sure, most of the time they fail—in fact most of the time they are killed—but every now and then, a priest manages to convert an influential warrior in a goblin village or a hobgoblin shaman, sewing the seeds of a new point of light.
Inspiration
The Name of the Rose has great examples of priests who have no particular combat abilities and can’t wield magic, but are still competent and important individuals. The Mission and Black Robe portray brave missionaries wandering out into the wilderness unarmed.
How the PCs fit in:
• The most important aid that PC heroes can give to priests pacific is protection. Of course, that’s what the priests militant are for, but there are never enough priests militant available and sometimes priests pacific will insist on going into the wilderness alone and unarmed, refusing to commit the unholy practice of ‘converting by the sword.’ In cases such as these, the PCs may need to follow at a discreet distance.
• Heroes will also be needed if a village has, for whatever reason, lost its priest—the heroes can go on a quest through the darkness to find a new one.
• The community will also need to rely on the help of heroes if a priest has become corrupt, possessed by a devil or secretly replaced by a shapeshifter such as a doppelganger.
HEROES
Of all the resources that the points of light have at their disposal, heroes are the most important. Heroes are men and women of unusual courage and ability who have what it takes to tackle the multitude of threats that face the points of light. In game terms, heroes are characters with heroic classes (fighter, warlock, rogue, etc.).
Points of light will actively seek out new heroes. Mayors, lords and abbots will always have an eye on the villagers for that one-in-a-thousand who might just have the stuff of legends in her. The court system will also be on the lookout. A petty thief who might just have the potential to be a Rogue, or a poacher that may be Ranger material, will probably receive a pardon in exchange for an agreement to undertake dangerous missions for the point of light.
To keep their heroes, points of light will often offer rewards. The exact type of reward will depend on the nature of the point of light. Villages will probably offer lands to heroes willing to settle in or near the village. For towns, the reward will tend to be money. The church will offer blessings and promotion within the church hierarchy. Powerful lords may offer knighthood or even strongholds as a long-term reward. Wizards will be attracted with promises of laboratories and well-stocked libraries.
However, the need for heroes is too great to simply wait for one to turn up—points of light will actively try to create new heroes. Again, each type of point of light will have their own way of doing this. Villages are aften ruled by knights who train their sons from boyhood to become knights themselves, and one or two sons might have the potential to be a Warlord or Fighter. The village yeomen (wealthier peasants) will probably be required to spend one day a week training with the longbow (or another military weapon), and maybe one or two of those yeomen will become Rangers or Fighters. The lord of the manor may encourage his daughter to study the mystic arts, hoping that she might become a Wizard. All towns train militias, and some particularly talented trainees may become Fighters or Warlords. Wizards will take on apprentices and determine which among the apprentices have the potential to develop real skill in the magical arts.
But it is the orders of priests militant, in particular, who are likely to be the makers of heroes. Militant orders consist not of ordinary priests, but of monastic knights—men and women who are ordained priests, but also trained warriors. Clerics and Paladins represent the most militarily and magically gifted among these knights. Militant orders scour the land looking for new talent, and then help to develop that talent with rigorous martial, magical and theological training. And it’s not just initiate priests militant that the orders help to develop—the orders also on the lookout for that special street urchin who might just become a legendary Rogue scout for the order, or that gypsy child who may have what it takes to become the monastery Wizard at one of the Order’s monastic fortresses. The orders are a good source of heroes and also a good patron for them—there are always plenty of quests and adventures that the order needs heroes to undertake, and never enough heroes to undertake them.
Inspiration
Legend, Lord of the Rings and Conan all have very different tones, but they all feature the kind of larger-than-life heroes that the points of light rely on.
How the PCs fit in:
They’re heroes, of course.
DEFENSIVE MIGHT
For the great nobles (kings, dukes, earls, marcher lords, counts and powerful barons), castles will provide the best possible defence. In fact, raiders and bandits are virtually powerless against such advanced fortifications, since they almost always lack the manpower or the technical knowledge (or both) for sieges. For larger towns, who also have plenty of money, stone walls, castles and towers will again be proof against almost any band of raiders or brigands. Only armies will be a serious threat. Monasteries, with their wealth and expert labour, will also tend to have strong stone walls and perhaps towers. Lone wizards will often have only a single tower, but made of stone and defended by magic, it too constitutes an effective fortification.
The real danger is for the villages and the smaller towns, in which 70-90% of the civilised population probably live. Villages are too small and too poor to be able to afford expensive fortifications. The lord of the manor is likely a knight who, though wealthy in comparison to the peasants, probably doesn’t have enough money for a single stone tower, never mind a stone wall or a castle. The smaller towns will be a bit better off financially, but even so will rarely have enough funds for extensive stone fortifications. However, there are plenty of effective defences within the means of a village or small town:
Rampart. By digging a ditch around a settlement and piling up the earth alongside the inside of the ditch, the villagers can build a steep embankment around their village. A wall of wooden stakes (called a ‘palisade’) is then placed on top of the embankment. The combination of ditch, embankment and palisade is referred to as a ‘rampart.’ The villagers won’t have the ability to construct or defend a rampart large enough to surround the fields of the village, but they can certainly build one around the close-packed houses in the centre of the village, and also around the lord’s manor (providing a second line of defence should the first one fall).
Wooden Wall. Used to protect the fortified towns of Alfred the great in the real middle ages, the wooden wall is made by erecting one tall palisade, and then a shorter one behind it. The gap between the two is then filled in with earth or debris, forming a basic-but-tough wall. The higher outside palisade means that defenders can stand on top of the wall and still have protection. As with the rampart, it could be erected around the village houses, the lord’s manor or both.
Stone Buildings. For real medieval villages, the stone church was often a place to make a last stand against raiders, since although it is not intended to be a fortification, the fact that it is made of stone means that it is hard to burn and very hard to break into when defended. The lord may also have similar stone buildings (such as a stone manor house or a small keep).
Water. Many villages lie alongside a river. Once a ditch has been dug in making the rampart, it will often be possible to divert the river to flow through the ditch, forming a shallow moat and making the rampart even more of an obstacle for potential raiders.
Inspiration
The Alamo, The Magnificent Seven, the defence of Helm’s deep in LotR, The 13th Warrior and Seven Samurai are all great stories of a spirited defence of a point of light.
How the PCs fit in:
• Raiders are aware of how difficult fortifications make their lives, so they’ll often try to bypass them with speed, striking so fast that villagers don’t have enough time to man the rampart and pull up the wooden planks across the ditches. In these cases, heroes can save the day by fighting a delaying action while the defences are manned.
• Unwilling to try a point of light’s defences, raiders and bandits may resort to kidnapping, and then threatening to execute or even torture victims if the gates are not opened. Heroes can save the situation by conducting a stealth infiltration of the enemy camp or a lightning raid to rescue the kidnap victims.
• In the real middle ages, probably the single biggest danger to stone walls was ‘sapping’ (i.e. tunnelling under the walls and then collapsing the tunnels to bring down a section of the wall down). The defender will normally counter-mine, trying to get into the enemy tunnels, and if successful, heroes will be needed to rush into the enemy tunnels and thwart the sappers.
• Sophisticated raiders (like a robber baron) might bring siege engines to bear on the point of light’s defences. These could batter down a town or village’s defences over time, but heroes can attempt to destroy these engines with raids or infiltration.
RECCONAISSANCE
As mentioned in ‘Defensive Might,’ raiders will often try to use stealth and speed to hit a point of light before the defences can be properly organised. Getting advance warning of impending raids is thus of the highest importance. Watch towers, placed in a town’s walls or around a village’s perimeter, can give visual warning of an impending threat, particularly if the point of light has members with darkvision who can man the towers at night. Regular patrols are also a good way of checking whether any dangers are near. For towns, a detachment of militia might perform these patrols, while in a village it will probably be the local lord (or his son) and his men-at-arms. Castles will dispatch a small part of their garrison to go on patrol, as will the monastic fortresses of the orders of priests militant. In addition to patrols, magical or divine scrying is also of immense value. Towns and castles will often employ a wizard for precisely this purpose. Villages won’t usually have access to such magic, but in a few, the lady of the manor or her daughter might be a wizard or warlock capable of divination magic.
Local informants are another good source of information. These could be friendly sources, like a local hermit or a nearby wizard living in her tower, or they might be enemy sources who are bribed or coerced into giving information. Spies among enemy raider tribes or bandit gangs can also give detailed information about recent happenings in the darkness around a point of light, and when a potential attack on the point of light might be expected.
Inspiration
The kind of reconnaissance that the Black Company is constantly undertaking is a good inspiration for this sort of thing.
How the PCs fit in:
• Patrols are dangerous, and the more dangerous ones would ideally be conducted by heroes who can get themselves out of trouble should they run into it.
• A patrol of NPCs might disappear, indicating trouble. Heroes will be needed to find out what happened to the missing patrol.
• Bandits or raiders may try to overwhelm a watch tower in preparation for an attack. If so, heroes might try to rescue the watchperson in the tower. More sophisticated enemies may try to nullify a point of light’s watch towers by selectively assassinating those members of a point of light who have darkvision. If such a situation begins happening in a point of light, heroes will be needed to investigate and resolve the situation.
• Raiders or brigands with access to magic might be able to block the divination powers of a point of light’s mage. If this happens, heroes will have to track down the blocking source and eliminate or capture it (whether it’s a hobgoblin shaman or a powerful magic item).
• Local informants are always in a precarious position. The enemy may decide to eliminate a hermit who passes information onto the points of light, or a goblin tribe of raiders may discover that one of their members is a rat. In either case, it will take real heroes to extricate the informant from their predicament.
• Spying and recruiting new informants among the enemy are extremely dangerous and difficult tasks. Definitely not a job for the non-heroic.
PART I
WARNING: Long Post
With the help of many posters from the WOTC boards, RPG.net and ENworld, we were able to come up with a pretty good description of the darkness surrounding the points of light in a medieval fantasy world (here). However, it’s important to keep in mind that the points of light are anything but helpless against the darkness. ‘Points of Light’ describes a world of bold heroes who refuse to sit idly by as the darkness encroaches. These heroes will have to deal with many types of darkness, but in this thread, I’d like to address how the points of light can take the fight to raiders, bandits and other humanoid marauders.
I’ll outline my ideas and then ask posters to add as many ideas as they can.
HOW THE POINTS OF LIGHT CAN FIGHT MARUADERS, RAIDERS, BANDITS, ROBBER KNIGHTS, OUTLAWS AND BRIGANDS
FAITH
I’ll use the term priests pacific (as opposed to priests militant) to mean those priests making up the non-military arm of the church in the fantasy medieval world. In most game worlds, they’ll probably tend to be 0th-level NPCs, and so won’t be terribly helpful in a fight. However, they do help fight the darkness in several other ways. They bolster the well-being of the community by giving spiritual guidance and reinforcing hope. They also provide important (non-magical) healing skills. In addition, a DM may consider granting the priests pacific in her campaign the power of genuinely effective prayer. Through their prayers, the priests could actually help the community win the favour of the gods (thus ensuring better crops, less illness, etc.) or even place a spiritual barrier around the point of light, inflicting combat penalties on marauders who attack it.
But probably the most potent weapon that the priests pacific wield is the power of conversion. The best and most permanent way to deal with a group of hostile humanoids is to convert them to the faith. Unarmed (and usually without the skills to defend themselves even if they were armed), priests of Pelor, Bahamut and other civilised gods wander out into the darkness, with only their Holy Tomes, on a mission to bring true faith to those under the sway of dark deities. Sure, most of the time they fail—in fact most of the time they are killed—but every now and then, a priest manages to convert an influential warrior in a goblin village or a hobgoblin shaman, sewing the seeds of a new point of light.
Inspiration
The Name of the Rose has great examples of priests who have no particular combat abilities and can’t wield magic, but are still competent and important individuals. The Mission and Black Robe portray brave missionaries wandering out into the wilderness unarmed.
How the PCs fit in:
• The most important aid that PC heroes can give to priests pacific is protection. Of course, that’s what the priests militant are for, but there are never enough priests militant available and sometimes priests pacific will insist on going into the wilderness alone and unarmed, refusing to commit the unholy practice of ‘converting by the sword.’ In cases such as these, the PCs may need to follow at a discreet distance.
• Heroes will also be needed if a village has, for whatever reason, lost its priest—the heroes can go on a quest through the darkness to find a new one.
• The community will also need to rely on the help of heroes if a priest has become corrupt, possessed by a devil or secretly replaced by a shapeshifter such as a doppelganger.
HEROES
Of all the resources that the points of light have at their disposal, heroes are the most important. Heroes are men and women of unusual courage and ability who have what it takes to tackle the multitude of threats that face the points of light. In game terms, heroes are characters with heroic classes (fighter, warlock, rogue, etc.).
Points of light will actively seek out new heroes. Mayors, lords and abbots will always have an eye on the villagers for that one-in-a-thousand who might just have the stuff of legends in her. The court system will also be on the lookout. A petty thief who might just have the potential to be a Rogue, or a poacher that may be Ranger material, will probably receive a pardon in exchange for an agreement to undertake dangerous missions for the point of light.
To keep their heroes, points of light will often offer rewards. The exact type of reward will depend on the nature of the point of light. Villages will probably offer lands to heroes willing to settle in or near the village. For towns, the reward will tend to be money. The church will offer blessings and promotion within the church hierarchy. Powerful lords may offer knighthood or even strongholds as a long-term reward. Wizards will be attracted with promises of laboratories and well-stocked libraries.
However, the need for heroes is too great to simply wait for one to turn up—points of light will actively try to create new heroes. Again, each type of point of light will have their own way of doing this. Villages are aften ruled by knights who train their sons from boyhood to become knights themselves, and one or two sons might have the potential to be a Warlord or Fighter. The village yeomen (wealthier peasants) will probably be required to spend one day a week training with the longbow (or another military weapon), and maybe one or two of those yeomen will become Rangers or Fighters. The lord of the manor may encourage his daughter to study the mystic arts, hoping that she might become a Wizard. All towns train militias, and some particularly talented trainees may become Fighters or Warlords. Wizards will take on apprentices and determine which among the apprentices have the potential to develop real skill in the magical arts.
But it is the orders of priests militant, in particular, who are likely to be the makers of heroes. Militant orders consist not of ordinary priests, but of monastic knights—men and women who are ordained priests, but also trained warriors. Clerics and Paladins represent the most militarily and magically gifted among these knights. Militant orders scour the land looking for new talent, and then help to develop that talent with rigorous martial, magical and theological training. And it’s not just initiate priests militant that the orders help to develop—the orders also on the lookout for that special street urchin who might just become a legendary Rogue scout for the order, or that gypsy child who may have what it takes to become the monastery Wizard at one of the Order’s monastic fortresses. The orders are a good source of heroes and also a good patron for them—there are always plenty of quests and adventures that the order needs heroes to undertake, and never enough heroes to undertake them.
Inspiration
Legend, Lord of the Rings and Conan all have very different tones, but they all feature the kind of larger-than-life heroes that the points of light rely on.
How the PCs fit in:
They’re heroes, of course.

DEFENSIVE MIGHT
For the great nobles (kings, dukes, earls, marcher lords, counts and powerful barons), castles will provide the best possible defence. In fact, raiders and bandits are virtually powerless against such advanced fortifications, since they almost always lack the manpower or the technical knowledge (or both) for sieges. For larger towns, who also have plenty of money, stone walls, castles and towers will again be proof against almost any band of raiders or brigands. Only armies will be a serious threat. Monasteries, with their wealth and expert labour, will also tend to have strong stone walls and perhaps towers. Lone wizards will often have only a single tower, but made of stone and defended by magic, it too constitutes an effective fortification.
The real danger is for the villages and the smaller towns, in which 70-90% of the civilised population probably live. Villages are too small and too poor to be able to afford expensive fortifications. The lord of the manor is likely a knight who, though wealthy in comparison to the peasants, probably doesn’t have enough money for a single stone tower, never mind a stone wall or a castle. The smaller towns will be a bit better off financially, but even so will rarely have enough funds for extensive stone fortifications. However, there are plenty of effective defences within the means of a village or small town:
Rampart. By digging a ditch around a settlement and piling up the earth alongside the inside of the ditch, the villagers can build a steep embankment around their village. A wall of wooden stakes (called a ‘palisade’) is then placed on top of the embankment. The combination of ditch, embankment and palisade is referred to as a ‘rampart.’ The villagers won’t have the ability to construct or defend a rampart large enough to surround the fields of the village, but they can certainly build one around the close-packed houses in the centre of the village, and also around the lord’s manor (providing a second line of defence should the first one fall).
Wooden Wall. Used to protect the fortified towns of Alfred the great in the real middle ages, the wooden wall is made by erecting one tall palisade, and then a shorter one behind it. The gap between the two is then filled in with earth or debris, forming a basic-but-tough wall. The higher outside palisade means that defenders can stand on top of the wall and still have protection. As with the rampart, it could be erected around the village houses, the lord’s manor or both.
Stone Buildings. For real medieval villages, the stone church was often a place to make a last stand against raiders, since although it is not intended to be a fortification, the fact that it is made of stone means that it is hard to burn and very hard to break into when defended. The lord may also have similar stone buildings (such as a stone manor house or a small keep).
Water. Many villages lie alongside a river. Once a ditch has been dug in making the rampart, it will often be possible to divert the river to flow through the ditch, forming a shallow moat and making the rampart even more of an obstacle for potential raiders.
Inspiration
The Alamo, The Magnificent Seven, the defence of Helm’s deep in LotR, The 13th Warrior and Seven Samurai are all great stories of a spirited defence of a point of light.
How the PCs fit in:
• Raiders are aware of how difficult fortifications make their lives, so they’ll often try to bypass them with speed, striking so fast that villagers don’t have enough time to man the rampart and pull up the wooden planks across the ditches. In these cases, heroes can save the day by fighting a delaying action while the defences are manned.
• Unwilling to try a point of light’s defences, raiders and bandits may resort to kidnapping, and then threatening to execute or even torture victims if the gates are not opened. Heroes can save the situation by conducting a stealth infiltration of the enemy camp or a lightning raid to rescue the kidnap victims.
• In the real middle ages, probably the single biggest danger to stone walls was ‘sapping’ (i.e. tunnelling under the walls and then collapsing the tunnels to bring down a section of the wall down). The defender will normally counter-mine, trying to get into the enemy tunnels, and if successful, heroes will be needed to rush into the enemy tunnels and thwart the sappers.
• Sophisticated raiders (like a robber baron) might bring siege engines to bear on the point of light’s defences. These could batter down a town or village’s defences over time, but heroes can attempt to destroy these engines with raids or infiltration.
RECCONAISSANCE
As mentioned in ‘Defensive Might,’ raiders will often try to use stealth and speed to hit a point of light before the defences can be properly organised. Getting advance warning of impending raids is thus of the highest importance. Watch towers, placed in a town’s walls or around a village’s perimeter, can give visual warning of an impending threat, particularly if the point of light has members with darkvision who can man the towers at night. Regular patrols are also a good way of checking whether any dangers are near. For towns, a detachment of militia might perform these patrols, while in a village it will probably be the local lord (or his son) and his men-at-arms. Castles will dispatch a small part of their garrison to go on patrol, as will the monastic fortresses of the orders of priests militant. In addition to patrols, magical or divine scrying is also of immense value. Towns and castles will often employ a wizard for precisely this purpose. Villages won’t usually have access to such magic, but in a few, the lady of the manor or her daughter might be a wizard or warlock capable of divination magic.
Local informants are another good source of information. These could be friendly sources, like a local hermit or a nearby wizard living in her tower, or they might be enemy sources who are bribed or coerced into giving information. Spies among enemy raider tribes or bandit gangs can also give detailed information about recent happenings in the darkness around a point of light, and when a potential attack on the point of light might be expected.
Inspiration
The kind of reconnaissance that the Black Company is constantly undertaking is a good inspiration for this sort of thing.
How the PCs fit in:
• Patrols are dangerous, and the more dangerous ones would ideally be conducted by heroes who can get themselves out of trouble should they run into it.
• A patrol of NPCs might disappear, indicating trouble. Heroes will be needed to find out what happened to the missing patrol.
• Bandits or raiders may try to overwhelm a watch tower in preparation for an attack. If so, heroes might try to rescue the watchperson in the tower. More sophisticated enemies may try to nullify a point of light’s watch towers by selectively assassinating those members of a point of light who have darkvision. If such a situation begins happening in a point of light, heroes will be needed to investigate and resolve the situation.
• Raiders or brigands with access to magic might be able to block the divination powers of a point of light’s mage. If this happens, heroes will have to track down the blocking source and eliminate or capture it (whether it’s a hobgoblin shaman or a powerful magic item).
• Local informants are always in a precarious position. The enemy may decide to eliminate a hermit who passes information onto the points of light, or a goblin tribe of raiders may discover that one of their members is a rat. In either case, it will take real heroes to extricate the informant from their predicament.
• Spying and recruiting new informants among the enemy are extremely dangerous and difficult tasks. Definitely not a job for the non-heroic.