The darkness surrounding the points of light...

loseth

First Post
(multi-forum post: rpg.net, ENworld, Gleemax)

Like many other people, I’m getting ready for my first 4e campaign. There’s a lot of stuff that I’m excited about in 4e, but the one thing that I’m most excited about is the ‘points of light’ concept. As a result, most of my preparation is focused on building a game-world concept around the points of light in the darkness concept. I’m determined to meet three essential goals for the setting:

1) It will be built around the concept of ‘small, isolated points of light scattered across a big, dark, dangerous world.’

2) It will be coherent medieval fantasy. That means it will be medieval and it will be fantasy, but the two will be combined in such a way that everything in the world makes sense, from monsters to the economy.

3) It will be a dynamic world. Points of light will never be static. Sometimes they will grow brighter, sometimes they will fade and sometimes they will be snuffed out altogether, but they will always respond to what’s happening inside the particular point of light, what happens between points of light (e.g. trade, war), what’s happening in the darkness outside the points of light, and what the PCs and major NPCs do.

It’s that third goal that I’m getting my head around now. One thing that’s become clear to me is that if I want truly dynamic points of light, I have to have a clear idea of what the darkness outside them is and how the darkness affects the points of light, causing them to wax and wane. So, I’ve come up with a tentative list of the ways in which the darkness constantly threatens the points of light, keeping in mind that the elements must be coherently MEDIEVAL and FANTASY. Here’s the list so far:

ELEMENTS OF THE DARKNESS

1. RAIDERS. Mongols. Vikings. Magyars. The Knights of St John. They strike fear into the heart of civilized folk. They live outside the boundaries of civilization and have their own unique (and not necessarily evil) societies. They may be humans or humanoids. However, in either case they view the civilized world as prey and use their mobility (horses, mountain ponies, longships, wargalleys, pegasi, etc.) to attack quickly, grab what valuables and slaves they can, and then disappear before the troops of the local town or feudal authority can arrive. Or, instead of mobility they may use their familiarity with a certain type of terrain (like forests or mountains) to strike and then disappear. In this manner, raiders are constantly sapping the strength of the points of light. However, these raiders are inevitably traders as well, so for every point of light that suffers a raid, there’s another that gets to trade for the stolen goods. Also, raiders have a vested interest in making sure that the points of light are never wiped out completely—after all, there would then be nothing left to raid or trade with.
On rare occasions, raiders may be united under strong rulers who turn raids into conquests (like the Mongols of Ghengis Khan’s time or the Vikings who conquered England and large parts of Scotland and Ireland). They will then ‘farm’ the points of light more directly, imposing massive tax burdens and massacring those who refuse to pay up.

2. CRIMINALS. Outlaws. Bandits. Robber Knights. Pirates. They hide within or near civilization, but make forays out into the darkness, and there await their quarry. They prey on those law-abiding folk who must also travel outside the points of light—mainly merchants. Of course, they profit from the merchants they rob, but in doing so they sap the strength of the point of light that the merchants came from. The point of light is prevented from getting vital supplies and commercial income through trade, and so its lanterns become dimmer.

3. BEASTS. In the real middle ages, wolves and bears presented a serious danger to those wandering too far into the wild. In the medieval fantasy world, the situation is even worse. Dire animals, wyverns and ankhegs live in the darkness and hunt for their food there. They will pick off travellers and merchants, again sapping the strength of the points of light from which the travellers came. In times of drought, beasts may become desperate and wander into the points of light themselves, devouring unlucky inhabitants and dimming the lights of the community.

4. DEMONS. The people of the real middle ages were terrified of demons, and in the fantasy medieval world, they’d better be—because they’re real. Like the ‘wild hunt’ of the real middle ages, demons sometimes ride through the darkness spilling blood for the sheer pleasure of it. Once again, travellers and merchants are lost, and the strength of the points of light diminishes.

5. DEVILS and SHAPESHIFTERS. Again, the people of the real middle ages were ever fearful of corruption by cunning demons (‘devils’ in 4e parlance). These devils work to darken the points of light from the inside, tempting people into committing acts of sin and foolishness, hurting their communities and making the flame of the point of light sputter. Shapeshifters like werewolves were also a major fear of real medieval people. Like devils, these creatures of the dark can blend into communities and chip away at them from the inside.

6. FEY INTERLOPERS. The fey world is normally separate from the mortal realm, but sometimes fey cross over. In the real middle ages, people employed all sorts of spells and charms to ward off the fey, and in the fantasy medieval world, the danger is even greater. Fey creatures may be driven by mischief, malice or other motives to enter the mortal world and interfere with the lives of mortal folk. By instilling fear, they cause the points of light to become insular, and by sewing mischief, the fey sometimes weaken the points of light from within.

7. UNDEAD INTERLOPERS. Unfinished business in the mortal world, black magic, trapped souls, ill winds, the influence of demons…any of these can cause inhabitants of the land of the dead to cross over into the living world. The undead may pray on travellers, weakening the lifeblood of the points of light, and they may even assault points of light directly, damaging or even destroying them.

8. UNTAMED LAND. In the medieval world, marshes, forests, rivers and deserts presented formidable obstacles that few could successfully cross, particularly without roads and bridges. In the fantasy medieval world, of course, roads and bridges will be under threat from various nefarious monsters, from trolls to dragons. In this world, the land itself will defy the efforts of merchants to travel across it, bringing the trade that is so vital in keeping the lanterns burning in the points of light.


My question to posters is:

What other elements can you add to the darkness surrounding the points of light? Remember that they should be based as much as possible on real medieval beliefs and the realities of medieval life.

Thanks in advance,

loseth
 
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loseth said:
As a result, most of my preparation is focused on building a game-world concept around the points of light in the darkness concept.
Going through your itemized list, you really need to check out the setting of Warhammer Fantasy Roleplay.
 

Eric Anondson said:
Going through your itemized list, you really need to check out the setting of Warhammer Fantasy Roleplay.

I'm extremely cramped for time. :(

Could you outline a few of the characteristics of WFRP that lend themselves to the 'points of light in the darkness' concept?
 



Great post. I too will be starting a brand spanking new campaign for 4e. I am also quite intrigued by the "points in the dark" aspect. Do you think this would lead more towns to be walled or have larger garrisons than normal? I am trying to think how the communities would respond to being a point of light surrounded by darkness. I already foresee there not being a lot of travel between towns more than a days ride apart, except by way of caravan, taking the safety in numbers approach.

For instance, I am going to be starting my campaign in a town of about 1100 - 1200 residents. How far out does it seem plausible for there to be farms before it just becomes unsafe to live any more? Would it be likely the town is walled? I think a wall would be to restraining as the town is growing currently due to trade. The wall would have to be expanded or replaced every few years, which seems inefficient.

Basically I am quite interested in seeing this discussion carried further.
 

Some ideas I have had to use with my first 4E game from the little we know and using a very dark "points of light setting".

First besides warhammer wich is very good also check out Midnight from fantasy flight games that setting is almost spot on the perfect points of light world.

http://www.fantasyflightgames.com/mnsecrets.html

>Use a group of protectors a brotherhood similiar to the men who serve on the wall in "A Game of Thrones" novel. They protect the towns as night watchmen, I was going to have them use dual a sword in one hand and a torch in the other, torch is there symbol.
>The churches need to inforce the safety of the people and promote that staying isolated is good, the masses will believe them.
>Have the times of day effect the barrier between the Feywild and Shadowfell on the world.
So at night it is easier to have monsters come over from the Shadowfell. Solstices work well too, have a REAL Halloween in the world.
>Communication and Transportation are key to keeping the points of light a reality. Need to keep spells that do those things in check.
>Bards, or just traveling storytellers as it were are probably liked because they bring news of the outside world. Traveling men at arms or arcane spellcasters on the otherhand are probably known for bringing trouble, so unless the town is in current need of Heroes they might not get a very warm welcome.

One of the key things that needs to be thought of is High Level play, points of light work great for lower levels, but with alot of high level spells it becomes moot. Make sure there is some kind of Kingdom wide threat for the party to face at levels 10-20 (I plan on using an invading army of dragons and dragon kin), and if you plan on going so high something for the 21-30 level range (I plan on demonic hordes being unleashed on the world).
 

Perhaps this concept of "points of lights in darkness" is a good idea.

When I first heard it, I thought "This is nothing new, I've been doing it all the time". In fact my campaign setting is usually always a world where cities are distant, travel takes weeks or months, and interesting merchandise on sale is hard to come by. That's how I like a fantasy world. Not exactly "darkness = evil" around the points of light, but rather simply "darkness = unknown" and most often ends up being mostly emptiness.

However such setting is in contrast with several assumptions of 3e, or at least what the players assume: that travel is always possible and reasonably fast, that knowledge is always available provided you just choose to look for it, and that everything that exists with a price can be bought and sold at nearly every inhabited place. The last part is always the hardest to break, because 3e has so much built-in assumptions with characters' equipment.

But maybe if 4e changes significantly the approach to equipment, that would make it possible to really have a points of light in darkness world. If equipment is really made into a nice option rather than a balance requirement, then it will be better: it wasn't possible to easily take equipment out of the equation in 3e, but it will be certainly possible to easily add it to a system that doesn't assume it, if someone is not comfortable with the new setting style.
 

loseth said:
What other elements can you add to the darkness surrounding the points of light? Remember that they should be based as much as possible on real medieval beliefs and the realities of medieval life. loseth

9) Heathens / Heretics: Just because your neighbor worships a god of the same name doesn't mean they worship the same way. (Think Catharism vs Roman Catholic Church and the Albigensian Crusade)

10) Disease : Diseases should be a real threat. Points of light can be snuffed out if the town doesn't have a cleric or the cleric gets killed.

11) Famine : Bad crop year can be ruinous to more than one point of light since travel is difficult.

12) Lost Knowledge : many references to knowledge once widely know that is lost because a point of light got snuffed. Drop names frequently...and reference famous libraries/people that no longer exist.
 
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sckeener said:
Heathens / Heretics: Just because your neighbor worships a god of the same name doesn't mean they worship the same way. (Think Catharism vs Roman Catholic Church and the Albigensian Crusade)

Disease : Diseases should be a real threat. Points of light can be snuffed out if the town doesn't have a cleric or the cleric gets killed.

Famine : Bad crop year can be ruinous to more than one point of light since travel is difficult.

Lost Knowledge : many references to knowledge once widely know that is lost because a point of light got snuffed. Drop names frequently...and reference famous libraries/people that no longer exist.

All of these, by the way, make for decent adventure hooks new to mid adventurers.

Can you stop the inquisition from the next village over from destroying yours?

There is a famine/disease that is ravaging your village but it doesn't seem natural. Can you find it's cause and stop it before it's to late?

They also seem to add a deadline to the adventures that I personally like. I find it helps to keep the tension and suspense.
 
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