So... Anybody got a Light, Point of?

This is a thread for sharing what sorts of Point of Light models you're coming up with or have used in the past or can translate from media.

I'm not asking what PoL you'll use for your homebase, mind, just trying to get the highest variety of Light Sources possible.

To qualify your location/model must be both Light - does some good or is some good - and a Point - you gotta provide some justification for why it is golden while all else is darkness. Optionally you can also discuss some of the shadows that it creates/that surround it.

Here's Two:

The Isle of Janzrey

Point: Prior to the Fall Janzrey was the most convenient fording place on a very inconvenient part of the Great River. Via the Island local hunters could ford the torrent, enjoy some protection from predators, and occasionally establish a landing point for canoes. It wasn't much, not even the only gathering point in an only barely tracked wilderness, but it was there. Thus things were for some time.

Trade grew apace with the Great Northern Empire and eventually even the Southlands felt its touch. Tentative merchants on flatboats began making their way down the river. When they arrived at Janzrey they found a curious thing, a half generation before their arrival a great divine revelation had occured, and now an oracle dwelt upon the island. An oracle, a village of children orphaned by the slave traders who preceeded the merchants, and a temple of priests who protected them. All the local hunters, even those who guided the slavers and sold them goods, respected the oracle, or feared it, and the traders themselves felt stirrings of piety and charity. Pilgrims followed the traders, and though the oracle never grew large it did grow prosperous and well known.

Light: When the fall came shadows preceeded the darkness. First there were rumours of the empires death, then local villages and camps suddenly dissapeared, and finally there were refugees. Small bands lead by the former charges of the Oracle gathering friends or family about them and struggling by hidden trails, fierce struggle, or sheer will to the place that had once been their refuge. Families and peoples of all types found the haven and found it well prepared. You don't get to be an oracle without having some type of long range thinking.

Now the Island is a fortress-refuge. It's walls rise up from the river itself, and its towers dominate the ford. Carefully tended embankments hold the river in its course and allow for the cultivation of the land to either side. Swift, sturdy canoes launch from its harbor to seek out and offer aid to those few the scourges of these dark time still allow to roam free. The oracle is now a power of healing working tirelessly to ease the trauma of those few it can save, and to raise their children to bring hope to others.

This new generation is the hope of the oracle as well. Well it knows that the shadowy forest that hides the island from the scourge may someday rise up to swallow it. Or, worse yet, that it may hide them too little and that their light may eventually attract the attention of the scourges of the north. Carefully he trains and sponsors them, and hopes and prays that their powers, tied more to their own destinies than to that of the island, might be bulwark enough.

Noma - The King-City of the Pious Thief

Point - The Priest-Thief, in his early days, was not the brightest child of a god to grace the land between the roaring sea and the soaring stone, which was itself a fairly pleasant place, but he was an astutue student of the obvious. And it was obvious that his land was dangerously rich in heroes. Ten thousand heroes, ten thousand sons and ten thousand daughters of ten hundred gods, ten thousand times ten hundred monsters for them to slay, and ten thousand times ten thousand attendant troubles for all those thousands to inflict on the local populace. Who all lived in cities and desperately hoped that the next god-hero would be slightly better than whatever hundred monsters he had to slay to walk up their door and demand to rule them.

"Clearly," thought the Priest-Thief, "for an ambitious young man like myself the monster slaying god-hero route is overly competitive, a new route must be found." And he sat down near the latest monster he had bashed and thought while various heroes came to fight the monsters who had been attracted to his monsters corpse.

"Well, there are a lot of heroes, and they do have a lot of stuff, but they seem overly concerned with monsters. I will become a thief, avoid the monsters, and go straight to the stuff. Also," he mused as one of the arriving heroes suddenly became caught up in a fight between his mother and the goddess who's hair she had insulted last week, "there are other pitfalls I might avoid through a little less action and a little more diplomatic chanting."

And so he became the first Priest-Thief. Stealing from the rich, and giving to the temples of whatever diety really hated that particular rich jerk.

Finally, he came to his last conclusion, "Winning a city doesn't seem like its in my line of expertise anymore, but I might scavenge one."

Now when he went out into the country side he found that appart from monsters there were brigans and that they were nervois about congregating. Something about they're becoming the appetizer for a monster slaying hero buffet.

So he went to the very nastiest thieves, people so far below divine attention they only registered as heroic material when they were smeared across someone's armor. People who couldn't get into a city if they begged.

And made a proposition.

Thus the origin of the King-City of the Pious Thief. A city made of the worst materials, but with so many hands - read temples - in the design that it can't help but thrive because its the world's least sackable proposition. Faith is its sheild and poverty its armor.

Light: The city provides a home to the desperate, and a clearing house for the divine and the treasured. The people inside of it have souls as dark as charcoal, and capable of burning just as well in the right container. The King-City is such a hearth. A place where the ruined might find susbtance and edification. It redeems women and men alike.

It also finds creative solutions. Heroes abound but none want to defend the city, and its master is consumed with his reasearch. So it is that he organizes his citizens, trains them, trusts, and looks forward to a day when their small teams might threaten the Scions themselves.
 

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med stud

First Post
Not very good in the ethical sense but a place of law and order where weak people can exist without being randomly taken advantage of.

The Crossroad
The place named the Crossroad has a fitting name. It's not only placed in the intersection between a river and a trading route from East to West, it's also placed in the middle of two flows of magic creating a node of immense potential. The magic node provides for lots of possibilities for magical expirements and ease of access to other plans of existance while the amounts of trade passing through the city makes it possible to get in lots of food and luxury items for the citizens.

The first ones to the place where the traders who made their homes there. They couldn't protect themselves from the savage tribes of the West and South and the settlement got burned and rebuilt numerous times before the order of the Golden Wyvern (I couldn't resist ;) ) found the magical nature of the place. The wizards offered the citizens their protection in exchange for food and living and under the protection of the wizards the settlement bloomed into a city in short time.

The city is divided between two main fractions; the "martial" branch responsible for protection, that is the Golden Wyverns, and the fiscal branch, the merchants. The borders between their duties has blurred somewhat over time and there is some infighting between the factions but both the merchants and the wizards know that they need each other.

The laws of Crossroad are made to facilitate trade; you pay customs for your wares, you don't make trouble (no violence (unless both parts consent), no political agendas) but otherwise you can do whatever you want. Gambling, prostitution and drug use are allowed. The tolerance for religious infighting is very low. There is virtually no racism in Crossroads, the important thing is how rich you are, the rest is not important.

The upper classes of Crossroad are the Golden Wyverns and the old merchant families. They have privileges when it comes to chosing where to live and they pay lower customs. The middle classes are the ones who are citizens; despite the decadent and cynical nature of the city it is still safer than the rural areas around it where raiders and monsters makes life dangerous. A citizenship in Crossroad can be bought, earned or be gained by marriage. The lower classes are the ones without citizenship who are either seasonal workers or those who lives in the slums outside the walls.

The Wizards' Tower i placed in it's own block with a safe zone around it to limit damages to the town when an experiment or summoning ritual goes wrong. From time to time something escapes the Tower and the most common solution to this problem is that one of the councils hire mercenaries to take care of it.

Crossroad is a good place to be if you are rich or strong or a combination. The wizards often need people to collect ingridients for their experiments, the merchants need capable swordsmen/swordswomen to protect their caravans or their persons. For the cloak and dagger people there are lots of ways to make yourself useful in the intrigues between the merchant houses and/or wizards. Crossroad is also a good place to sell things without getting questions asked about it.

---

That's what I will use to start up a 4e campaign anyway.

EDIT 1: Why is this golden when everything else is dark? Well, as stated in the text, in this city you can't kill or plunder someone just because you feel like it. When you see a bunch of armored men in the outside, you better hide your stuff and run to the hills. In Crossroad you can just walk by them. It is also a place that develops and grows, where things get built and people can afford to specialize, even in "improductive" things like entertainment and making of luxuries.

EDIT 2: It would be nice if more people contributed; with enough contributions you would have 90% of a setting here. Just make a map of wilderness, add these locations and some ruins etc and you are good to go!
 
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med stud said:
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That's what I will use to start up a 4e campaign anyway.

EDIT 1: Why is this golden when everything else is dark? Well, as stated in the text, in this city you can't kill or plunder someone just because you feel like it. When you see a bunch of armored men in the outside, you better hide your stuff and run to the hills. In Crossroad you can just walk by them. It is also a place that develops and grows, where things get built and people can afford to specialize, even in "improductive" things like entertainment and making of luxuries.

EDIT 2: It would be nice if more people contributed; with enough contributions you would have 90% of a setting here. Just make a map of wilderness, add these locations and some ruins etc and you are good to go!

I like it! Bright against a dark background is one of the most intriguing possibilities of PoL.

We'll see if more people contribute, but your contribution has already made it worthwhile.

I can see this great cultural divide where the Golden Wyverns consider themselves the altruistic defenders of the city, but everyone in the outside world just sees them as the magical versions of the sharkish traders Crossroads always sends to their town. And the outsiders might be right.
 

med stud said:
Not very good in the ethical sense but a place of law and order where weak people can exist without being randomly taken advantage of.
The Crossroad <SNIP>
I like it, it has a good (how I think) 4E feel reference alignment- merchants/wyverns law, most people unaligned.
To make some moral choices I would add a moderate but growing stronger 'resistance'. Popular amongst the lower classes and even gaining support of the middle (and a few of the upper class who think they can do better out of it); the resistance fights to end the tyrannical rule of the merchants and wyverns. Now the 'resistance' has no name and no leader and is very fragmented. Some (those who have good tendencies) want a system which gives more help to the poorer elements and ends slave trading and such. The more chaos aligned want more social freedom and an end to the heirachical nature of the social classes which is backed by law (but they don't want an end to all the rules- just a relaxing). We also have wildly differing views on how to achieve these fragmented goals- some even using extreme methods of assassination and terrorism (although most don't).
Making this all the more dangerous is the small but influential cult of the death god (OR whatever you fancy) which has infiltrated all the elements of the town and has a strong unity of purpose (lawful and evil).
So this can simmer in the background, if the DM wishes, or it can become a focus in the campaign. If the PCs help bring down or change the existing structure will it make the town weaker against outside pressures? Will a breaking of the social order only allow the Cult to take prominence in the power vacuum that follows? Is the member of the resistance asking the PCs to help him against an oppressor actually a cultist getting rid of a wyvern who is thwarting their nefarious plots?
Hope this helps your project
M1.9P
Edit: missed this while typing : "I can see this great cultural divide where the Golden Wyverns consider themselves the altruistic defenders of the city, but everyone in the outside world just sees them as the magical versions of the sharkish traders Crossroads always sends to their town. And the outsiders might be right."
To right most wyverns think they are the ONLY thing standing between the town and the darkness beyond. And to and extent they are right, but many have become more concerned with their own power than the well being of the town and its folk.
 
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TwinBahamut

First Post
The Great Forest
For a long time ago, the Great Forest was a fairly minor region in a great and powerful kingdom. Overseen by a few minor nobles, it was a large stretch of woods, only broken by the occasional field or meadow, a large river, and the great King's Road which connected to the distant capital. However, decades ago, all traffic along the King's Road just stopped, and contact with the capital, or anywhere else in the kingdom, broke down completely. Now, the many scattered communities of the Great Forest are forced to fend for themselves, and many dark secrets and creatures of the forest slowly emerge.

Within this zone of darkness, there are several points of light. None of them are terribly bright, but each has its own community leaders, strengths, and problems.

One of the largest is a city built in the shadow of an old cathedral, where the old Bishop serves as a wise leader of the community. Many years ago, when the hard times began, he made treaties and trade agreements with the chief of the powerful tribe of orcs that live near the cathedral town. This has let that one town and its surrounding villages remain stable, peaceful, and prosperous. It is a peace built on a frail understanding between humans and orcs, but it has let them survive. Their only contact with the world outside that cluster of communities is through the few brave merchants who travel along the King's Road from their villages to the river towns deeper in the forest.
 

EricNoah

Adventurer
I vaguely remember someone describing a potential setting where a few big cities grew up, as you would expect complete with roads in between. Then, over time, the cities lost their roads -- magic replaced them, for there were great teleporter pads built by wizards in each town so that commerce and travel would be safe and instantaneous. The roads were swallowed by the wilderness over the ages through disuse.

Then some kind of tragedy struck, the teleporter network was destroyed, and the cities found themselves cut off from each other. With miles and miles of wilderness separating them, each city had to fend for itself against monster and humanoid raids and other problems.

Present day in this setting has PCs starting off in one of these cities, and perhaps their job is to try to contact the other cities that by now are only rumored to exist. Some may still exist, some may be dangerous ruins, some may have been taken over by various humanoid races. Magic today isn't what it once was, and few today have the power to teleport, fly great distances, etc. The vast dark and untamed wilderness between each of these points of, shall we say, light, is where adventure is to be had.
 

Mallus

Legend
EricNoah said:
Then some kind of tragedy struck, the teleporter network was destroyed, and the cities found themselves cut off from each other. With miles and miles of wilderness separating them, each city had to fend for itself against monster and humanoid raids and other problems.
Sounds a lot like the back story for my homebrew, CITY, which provides the backdrop for Rolzup's Story Hour.
 

Emirikol

Adventurer
World of Greyhawk From the Ashes by Carl Sargent was the FIRST point of light campaign for D&D. I know you all remember that product because it was one of the last before TSR folded and almost took the hobby with them. This concept is not new and it was universally rejected back then. Anybody care to review all those historical comments?

You'd swore that the world had ended when that product came out with all the negative publicity. "It's too dark. It's too scary. It's too ugly. PC's feel like they're up against the world. There's no safe havens. We're afraid to step out our back doors." Personally, I loved it as a DM, but I remember practically the entire Greyhawk community flipping their lids because there was no more "faeries and unicorns" flowery universe to dwell in where gold flowed like wine and you always felt "safe." Removed was the "save" button. It went from being Kansas to it being a living death camp overnight so to speak.

Mark my words: you're going to hear that again. Plug your ears if they try to turn the beloved "forgotten realms"/Toril into a point of light campaign.

Although some of us here may love it, I think many people have a hard time giving up the feeling of 'safety and control' that they have in the traditional safe worlds.

jh
 
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