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HELLO MY FELLOW D&D Dungeon Masters & Players ,
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Building on Bastions:
Homebrew Adventure Hooks for Your Bastion
Here, we’ll look at some homebrewed hooks that can act as inspiration for building adventures around your players’ Bastion.
Give Their Bastion Some Class
Getting on the Property Ladder
A Series of Adventurous Events
Sidequests for Sidekicks
Home Is Where the Plot Is
Give Their Bastion Some Class
A Bastion can be any structure or locale that the players could use as a base of operations. If you're looking to seed potential Bastions that your players' characters could acquire, here are some suggestions for each class. Keep in mind that the Bastion should still contain the appropriate number of facilities and special facilities for the character's level. There are also ideas in the examples below for how the Bastion can be expanded as the character levels up! Class | Description Artificer | The abandoned laboratory of an ancient dwarven crafter, stocked with alchemical and artificing devices. The structure extends deep into the earth but the various chambers and cells must be unearthed from centuries of cave-ins and tunnel collapses. Barbarian | A sacred gathering place carved into the sides of a mesa where the powers of nature and the ancestors flow through a mystical nexus. The chambers of this sandstone temple seem to grow and expand in response to the needs of those who are attuned to its power. Bard | A once-abandoned theater and cafe, this shell of a building has the potential to be a bustling and vibrant hub of arts and high society mingling, as well as the trading of secrets and whispers. Cleric | Once a temple to an ancient god, this divine structure has fallen into disrepair. Many secrets lie at the heart of its ruins, ready to be unlocked by someone with this devotion to reconsecrate the locale to their deity. Druid | This grove lies at the heart of an ancient and powerful forest, ringed by a treetop village. Leylines of natural magic converge, and those who can hear the whispers in the wind and water come from miles around to commune with the keepers of this sacred place. Fighter | A towering bulwark against attackers, this stone keep towers over the surrounding land. With enough hard work and influence, an army may be able to be raised from the surrounding villages. Monk | Atop a mountain crowned with clouds lies a long-abandoned dojo. Centuries ago, warriors traveled hundreds of miles and faced the perilous climb to spar and learn under the various martial arts masters who called this temple of physical and spiritual enlightenment home. Paladin | Sprawling deep underground, this dark dungeon was once the headquarters of a mystic order of valiant knights who stood strong against an ancient enemy. Work can begin on restoring this network of tunnels and chambers to its former glory. Ranger | Found within a clearing at the heart of a valley, a small village of abandoned lodges waits for its rightful owners to return and defend the thin divide between nature and civilization. Rogue | In the roughest part of town there’s a street, and on this street there’s a tavern, and in that tavern there’s a basement, and in that basement a door. Behind that door lies secrets and illicit deals and games of chance all waiting to pass through the fingers of those foolish, or brave enough, to enter the thieves' den. Sorcerer | Where the sea meets the sky and the earth burns into fire, the powers of the planes converge at the heart orrery carved high into the side of a volcano that overlooks the ocean. Built by ancient sages to access the cornucopia of powers that flow through the world, it was abandoned long ago but still thrums with lingering power, waiting to be awoken once again. Warlock | No one remembers what entity–divine, profane, or simply eldritch–this crumbling fane was dedicated to. But the walls between worlds are thin here, and power flows freely, ready to be harnessed by those willing to rebuild the ancient stones of this forsaken place. Wizard | No tower should be able to rise so high and remain standing, but stand this tower does. Each flagstone is carved with ancient glyphs and runes, and magic doesn’t just flow through them, it bends and twists and knots as if pinned in place. The tower's interior seemingly expands past its exterior, the space inside warped by whatever arcane architect raised its stones to the heavens, secrets waiting to be discovered by whoever takes this place as their own.
Getting on the Property Ladder
The Bastion system makes Bastions available to your players at or after Level 5, but how do you go about giving them a Bastion in a way that is satisfying and exciting? Here are some homebrewed ideas to provide inspiration for situations in which your party has agreed to share a connected Bastion.
Tiers of Play
As described in chapter 4 of the 2024 Dungeon Master’s Guide, tiers of play are four-level ranges that describe the broad scope of adventure situations based on the capabilities of players within that range.While more information can be found in the Adventure Situations by Level section in chapter 4, here is a brief summary of the four tiers of play: Levels 1-4: Local Heroes.Adventuring to save local towns and villages, fighting cultists, beasts, and bandits. Levels 5-10: Heroes of the Realm.The fate of an entire region rests in the character's hands as they encounter giants, golems, and demons. Levels 11-16: Masters of the Realm.The nation, or even the world, depends on the players as they face off against purple worms, beholders, and even adult dragons. Levels 17-20: Masters of the World.Millions of lives depend on the heroes as they cross the world and even the planes fighting balors, titans, ancient dragons, and arch-devils.
Bastions as a Reward - Earning a Bastion
Hook | Tier | Description No Good Deed Goes Unnoticed | Tier 1-2 | The party is tasked by a lord to deal with a bandit threat. This quest takes them from their current level to level 5, and involves exploring a small region of the lord's land. On returning to the lord to announce the bandits–and whatever conspiracy may lay behind them–have been dealt with, the lord proclaims that the party are now protectors of that region and get a Bastion to rule from. Castles in the Clouds | Tier 2-3 | A cloud giant approaches the party, seeking their assistance in rooting out an evil force that is corrupting the Ordning. In exchange for rooting out this malignance, the cloud giant will reward the adventurers with one of her floating citadels. Hell is Other People | Tier 4 | A devil seeks out the help of the party in preventing a demonic incursion into Avernus that may turn the tide of the Blood War in favor of the Abyssal forces. To sweeten the deal, the devil offers the heroes a stronghold to operate out of. The only problem? The stronghold is located in Avernus, on the banks of the River Styx.
Finder’s, Keepers - Capturing a Bastion
Hook | Tier | Description King of the Castle | Tier 1-2 | A twist on No Good Deed Goes Unnoticed, the bandit queen who is coordinating the reign of terror across the lands operates from an ancient keep deep within a corrupted forest. Once the party defeats the bandit queen and her forces, the malaise lifts from the forest and the keep is left for the party to claim. Lich and Key | Tier 2-3 | A dread necromancer seeking the secrets of lichdom from his Dreadspire has brought ruin to the realm. Once the servant of Orcus is defeated, the Undead forces occupying his tower crumble to dust, leaving a monolith of secret, arcane knowledge to be claimed by the party. Landlady of Pain | Tier 4 | After spending some time in Sigil, the City of Doors, the party discovers a conspiracy brewing within one of the factions to steal some of the Lady of Pain's mysterious power. Doomed to failure, this plan nonetheless poses a great risk to the residents of The Cage. Once this conspiracy is overthrown, the faction's secret lair within Sigil is left for the taking, providing a multiversal base of operations.
Planning Permission - Building a Bastion
Hook | Tier | Description Ruins of Ages Past | Tier 1-2 | The party is sent to find the source of Undead spilling out from a mist-covered swamp. At the heart of the swamp is a series of ruins haunted by the spirits of the damned and cursed. By freeing the spirits from their torment, the party discovers the ruins were once a grand keep and could be restored to glory with the gold found in its perilous dungeons. Dragon's Den | Tier 2-3 | After defeating a powerful red dragon, the geothermal caverns and caves that it claimed as its lair lay vacant. With the help of the local kobolds–now free of the dragon's tyranny–the party is able to construct a volcanic stronghold of their own. Any Port in a Storm | Tier 3-4 | While traversing the Astral Sea in their Spelljammer vessel, the heroes come across an abandoned astral dominion. The god that ruled this domain is long gone, but the dominion itself persists and possesses an unusual number of color pools in its vicinity, providing exceptionally convenient planar access.
A Series of Adventurous Events
Whenever a character in command of a Bastion issues the Maintain Order, there is the possibility of a Bastion event occurring. These events can be positive or negative and are usually handled by the hirelings present in the Bastion, rather than the player's characters. While there aren't normally any lasting outcomes from Bastion events other than potentially losing a Bastion Defender or access to a Special Facility for a short period of time, you can mix it up to up the stakes! Here are some homebrew suggestions to tweak events so they have lingering consequences that can lead to situations in which the players will have to get involved.
There’s No I In Team Bastions are awarded on a per-character basis, but the players can combine them into a single structure. In cases where the character's Bastions aren't connected, introducing story hooks that center around one player's Bastion may leave the other party members feeling left out or disinterested.Try to avoid spending too much time focusing on the drama surrounding a single player's Bastion, limiting such quests to a session or two. In such a quest, present it as an opportunity for the other players to possibly play as hirelings using the sidekick rules from Tasha’s Cauldron of Everything or even make brand new player characters that are recruited to assist the player whose Bastion is the focus.This can be a great opportunity for players to try out different classes and character options.Alternatively, you can save Bastion-centric adventuring for times when your full group isn’t available, and you’re unable to proceed with the main campaign. Running Bastion-based one-shots is a great way to keep playing within the world of the campaign without having any player feel left out of the main story. Adventures that center around a Bastion's hirelings work exceptionally well for this.
Attack Event
In this event, your player character's Bastion is attacked, but the Bastion Defenders manage to turn aside the invading force.
Hook | Tier | Description Breaking and Entering | Tier 2 | After a bandit attack, it is discovered that one of the party's magic items stored at the Bastion has been stolen. The adventurers must launch a counter-attack on the raiders if they want their property back. Mustering for War | Tier 3 | The attacking force is revealed to be mercenaries from beyond the realm's borders. Who paid them to attack the Bastion, and why? What plans are in motion, and how is the party involved? They Came From The Far Realm | Tier 4 | Strange and terrifying assailants assaulted the Bastion, writhing masses of tentacles and eyeballs. Similar reports from across the world began arriving by magical and mundane means, signaling that this attack was not a one-off and that a Far Realm incursion looms.
Criminal Hireling Event
In this event, it's revealed that one of your Bastion's hirelings has a criminal past, and officials or bounty hunters seek the hireling's arrest. Hook | Tier | Description Law and Disorder | Tier 2 | The bribe to secure the hireling's freedom is not paid, and they are arrested. The party now must investigate the alleged crime and engage in some courtroom drama to prove their hireling's innocence. Enemy of the Crown | Tier 3 | After the Criminal Hireling event occurs, the hireling in question pleads their innocence to the party, claiming that this has something to do with a conspiracy involving one of their ancestors. Pulling on this thread takes the party through the dark secrets of the realm, all the way to the crown itself. Signed in Blood | Tier 4 | A Marut appears from Sigil and leaves with the hireling. Now, the Marut has returned and seeks out the party; as the hirelings' employers, they are now responsible for the completion of the outstanding fiendish contract.
Request for Aid
In this event, the player character's Bastion is called upon to aid a nearby faction or community.
Hook | Tier | Description The Fish Rots from the Head | Tier 2 | Raiders vex farmers and villagers from the surrounding dales, and the nobles in charge of their lands are doing nothing. While your Bastion Defenders have dispatched the immediate problem, the question of why the nobles are complacent still lingers. When One Door Closes... | Tier 3 | The Bastion Defenders have managed to assist the nearby druid circle in driving back Undead through a once-sealed gateway to the Shadowfell, but that is just a temporary solution. Unless the gateway can be permanently closed, more attacks will come, and in greater numbers. Dragon Plague | Tier 4 | The characters' Bastion Defenders return from delivering medical supplies to a nearby town, as a sickness is spreading amongst the dragonborn and kobolds that reside there. But soon, it becomes evident that this clearly magical plague is affecting all dragonkin and even true dragons themselves, and if something isn’t done, it could wipe out all draconic life.
Sidequests for Sidekicks
While the players' characters are the stars of the show when it comes to your campaign, sometimes you’ll want to shift the focus elsewhere in order to build out your world. Hirelings are excellent for this, as you can turn them into playable characters for one-shots in order to build out the world and let your players explore side quests and different game options without derailing the main campaign. These homebrewed suggestions can serve as a springboard for hireling one-shots, whether you make hirelings into full-blown player characters or use the sidekick rules from Tasha’s Cauldron of Everything. Each of these hooks is tied to a specific special facility to give you a jumping-off point.
Hook | Tier | Description Arcane Study | Tier 1 | The creation of a magic item has backfired, and the item has come to life and escaped. The hirelings must track down the item and fix the chaos it has caused along the way. One of the hirelings should be a spellcaster. Demiplane | Tier 2-3 | The door that once led to the normal Demiplane now leads somewhere completely different. The hirelings must venture into this new and strange pocket dimension and find out what it is, where it’s from, and who put it there. Garden | Tier 1-2 | A tricky Fey has brought the plants in the garden to life, and they’ve taken over the Bastion. The hirelings must venture through the portal to the Feywild the Fey left open and convince them to undo their meddling. Gaming Hall | Tier 1 | A hireling's gambling has gotten out of hand, and now they’re in debt to some powerful people. Not wanting to bring trouble to the Bastion, they must round up some friends and venture out to a nearby crypt in the dead of night to recover some rumored gold to clear their debts. Pub | Tier 1-2 | The dwarven brewer who supplies the ale is unable to deliver on her order thanks to a Hill Giant causing trouble on the road. The hirelings need to find this giant and put a stop to his troublesome ways. Sanctuary | Tier 1-2 | Imps manage to infiltrate and desecrate the sanctuary, rendering it useless until it’s reconsecrated. The hirelings need to recover the components to perform the ritual. One hireling should be able to cast a spell from the Cleric, Druid, or Paladin spell lists. Stable | Tier 1 | The horses have bolted and must be chased down and returned. It soon becomes clear this wasn’t an accident, and the hirelings must recover the missing mounts and discover who was behind the theft. Teleportation Circle | Tier 3-4 | The Teleportation Circle has opened and will not close, connecting to another plane through which dangerous creatures are spilling. The hirelings must cross the planes to stop it and avoid getting stuck on the other side. Theatre | Tier 1-2 | Rehearsals for a play are underway, but accidents keep befalling the actors. The hirelings must figure out what curse afflicts the performance and put an end to it. The show must go on!
Home Is Where the Plot Is
Often, the very act of owning one can bring all sorts of exciting opportunities to the player's doorstep, both figuratively and literally. Here is a selection of homebrewed ideas to inspire adventures that center around the trouble that can befall a Bastion:
Lord Hoa and the Bastion Owners Alliance (Tier 2-3). Lord Nimby Hoa, a bothersome gnomish noble whose rule includes the lands of the party’s Bastion, leads the Bastion Owners Alliance and has sent down a series of ridiculous edicts. All moats must have a minimum of 10 feet of fresh water and no more than four alligators. Portcullises must be oiled and polished bi-weekly (it's never clarified if this means twice a week or once every two weeks). Sieges must be scheduled in advance, and no catapults may be fired between sunset and sunrise. The list doesn’t end. If the adventurers don’t wish to be mired in never-ending work keeping their Bastion compliant, they must infiltrate the Bastion Owners Alliance and wrest control from Lord Hoa.
The Haunted Bastion (Tier 2). An Undead creature roams the halls and corridors of the player's Bastion, terrorizing hirelings and guests alike; the party must find the spirit and help lay it to rest. However, if that is not possible, they must find some other way to end its reign of terror. What the party must do might depend on the type of Undead. Here are some suggestions:
• Ghost: The spirit of someone who was murdered within the walls of the Bastion roams the halls, forever trapped here until their bones are given a proper burial. The players must explore previously unknown ruins below the Bastion and solve the ghosts' cryptic clues in order to find their earthly remains. • Vampire: A blood drinker has infiltrated the Bastion as a guest or even a hireling, and preys on its victims as they sleep. Using deception and subterfuge to go undetected, the players need to figure out who the interloper is before it’s too late. • Revenant: A damned soul seeking vengeance has come knocking at the doors and will not be refused, and any who stand in its way will surely die. The players must find some way of stopping the unstoppable before more die as this spirit of revenge roams the Bastion.
Bastion Murder Mystery (Tier 2). It is the grand opening of a new special facility within the Bastion, and the party is entertaining guests with a party when suddenly a noble is found murdered in a side room. A classic whodunit! If the players can’t figure out who committed the crime before the carriages arrive at sunrise to take the guests home, the killer will escape, and the party will lose no small amount of trust in the eyes of their neighbors. Was it one of the guests? Was it a hireling? Or maybe some other unknown third party has infiltrated the Bastion. The finger of suspicion even turns towards the party as paranoia rises.
Plot Hook, Line, and Sinker
Bastions in the 2024 Dungeon Master’s Guide provide not just fun mechanical benefits to your players but also a great way to bring the adventure to them. A stronghold, keep, or safehouse will naturally attract attention, and with that attention comes opportunities for excitement, drama, and adventure. The homebrewed plot hooks I’ve shared with you here will hopefully provide inspiration and jumping-off points for you to write your own sidequests and one-shots revolving around your players' Bastions!
THE CASTLE GUIDE
RULE SUPPLEMENT
ADVANCED DUNGEONS & DRAGONS
INTRODUTION
Prepare yourself for a voyage back in time.
As read this book, you will be drawn back through the years to an age when castles dominated the landscape of Europe. Here, amid these mighty stone halls, you will find knights in shining armor and great battles fought by men and women with steel swords and iron nerves.
Welcome to the Age of Chivalry.
What's in the Book?
The Castle Guide is an outgrowth of the AD&D 2nd Edition game rules. In the Dungeon Master's Guide and Player's Handbook a general rules system was established that allows the Dungeon Master to run a variety of fantasy role-playing styles. In this book, however, we will focus in on a specific style of game, 1 set in a society similar to that of Feudal Europe, and give you the background information you need to make it to life.
The 1st section of this book begins with an Overview of Medieval Society and a Feudal System in general. Here, you will come to understand the forces that drive a Feudal Government and relationship between the State and its Churches.
Following this we go on to detail the ways in which Player Characters can become Knights, the Stout, Defenders of the Realm. The Code of Chivalry is examined and the standards by which a Knight must live his/her life are addressed. In closing the 1st section, we offer a guide to Medieval Tournaments. Here, characters get the chance to show off their skills and try for the hand of the beautiful Princess or handsome Prince.
Our 2nd section examines the Evolution of Castles in Medieval Europe and provides and overview of their Advantages and Disadvantages. Following that, we present a modular system for the design and construction of castles for use by Player Characters and NPCs alike. With this simple system, the DM can determine just how much it will cost a character to build a keep of his/her dreams and how long the construction will take. Included with this are rules for the use of Magical Items and Monsters in the building process.
For those of you who are fond of the BATTLESYSTEM Miniatures Rules, we have included the 3rd portion of The Castle Guide. Here, we expand upon the BATTLESYSTEM Miniatures Rules and provide rules for resolving long Sieges and the Defense of Castles. Material in this section addresses the elements of a Fantasy World that make defending a castle more than just an exercise in Historical Simulation. In addition, we look at the various types of castles found in the AD&D game, including those of the Dwarves and Elves.
If you aren't interested in fighting out individual battles with miniatures, we have taken care to include a pair of quick resolution systems. The 1st of these can be used to resolve individual sieges, while the 2nd can be employed to determine the victor in an individual battle or all-out military campaign.
Lastly, we have included a trio of generic castles for use by the Dungeon Master in setting up his game. If time is tight, any 1 of these structures can be easily adapted to serve as an NPC's base of operations or as a model of Medieval Design Techniques.
Using the Castle Guide
As you can see, there isa great deal of information in this book. Of course, you can use as much or as little of it as you want in you AD&D game. If you are using the Complete Fighter's Handbook in your campaign, you will find that much of that much of the information in this book works well the Cavalier and Swashbuckler kits especially. However, anyone who runs a campaign that has elements of Feudal Europe in it will find something of value to them in this book.
For those who want to set their campaign against the backdrop of a Great War, as was done in Tolkien's Lord of the Rings trilogy, the quick resolution systems presented in Chapter 8 will allow players to focus on the role-playing aspects on the game, while still being able to change the course of a battle or turn the tide of an entire war.
If you enjoy wargames and want to mesh your AD&D game campaign more fully with your BATTLESYSTEM games, the sections on warfare will also provide you with lots of information for new scenarios. With the addition of the material in this book, role-playing's premier miniatures rules system reaches new heights.
KNIGHTS ... MOUNT YOUR HORSES.
THE TIME FOR BATTLE IS AT HAND !
🏰BASTIONS🏰
A 🏰BASTION🏰 is a location that belongs to a player character:
- a 🏠home🏠
- a 🏰stronghold🏰
- a place of ⚡️power⚡️
that the character develops over the course of a campaign.
A 🏰BASTION🏰 offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to
- craft ⚔️magic items⚔️
- conduct 📜research📜
- harvest 🧪poisons🧪
- build ⛵️ships⛵️
- carry out a range of other activities
As DM, you decide whether 🏰BASTIONS🏰 are available in a campaign. Bastions are best suited to campaigns that allow characters to return to their Bastions during intervals when they’re not actively adventuring. Not every character needs to have a Bastion. It’s fine for some players in your campaign to opt in to Bastion ownership and others to opt out.
There’s no need to choose between going on adventures and commanding a 🏰BASTION🏰;
a character can do both at once. A Bastion has special facilities that generate benefits, and these facilities can also undertake projects while the character is otherwise occupied.
Most importantly, a 🏰BASTION🏰 is a creative playground for a player and a shared storytelling space in the campaign. Be as permissive as you can with the stories players tell in their 🏰BASTIONS🏰, but players should know their control might be limited by the campaign’s larger story, which you strive to make fun for everyone.
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WHAT IS THE FAR REALM?
A TIMELESS LAND OF WRITHING FLESH & ELDER EVILS
Little is known about the Far Realm. In Dungeons & Dragons, it is a place that exists beyond known reality. It is also the home and birthplace of all manner of eldritch horrors, including patrons that may preside over Great Old One Warlocks. Bits and pieces of information regarding the Far Realm can be found in D&D's various editions. Here's a close look at what may be the game's most nightmarish setting.
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What’s your favorite campaign? Listed or not listed. 💗
Xoxo, GamerGal
🎲🎲🎲🎲🎲🎲🎲
💎 RADIANT CITADEL 💎
USING THE CITADEL
The Radiant Citadel links to a multitude of worlds. While the fifteen lands presented in this book are the best known, you can decide where else the Concord Jewels reach and what connections they create to future adventures.
💎 RADIANT CITADEL 💎
Citadel Adventures
Consider the plots on the Radiant Citadel Adventures table when planning adventures in the Radiant Citadel.
Radiant Citadel Adventures
d4 | Adventure
1 | A revolutionary from San Citlán tries to hire the party in the Court of Whispers to uncover the plot of a corrupt council member in their homeland.
2 | The committee that oversees the Trade Discal asks the party to negotiate with Atash, the angelic ruler of Akharin Sangar, for increased trade with the Radiant Citadel.
3 | The Dawn Incarnate of Atagua declares it is willing to reveal the location of one of the missing civilizations if the characters prevent an alien evil from encroaching on Atagua.
4 | The Keening Gloom edges toward the Radiant Citadel. The Speakers for the Ancestors hire the characters to find out what is causing the cyclone’s approach and reverse it.

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💎 RADIANT CITADEL 💎
Legends & Lore
250 years ago, the Great Brass Dragon Sholeh undertook a quest to find the Radiant Citadel. For millennia, the dragons of her lineage had recounted tales of its glory. As threats loomed on the horizon, Sholeh looked to the legend of the Radiant Citadel as salvation.
Sholeh gathered a mighty expeditionary force of adventurers from the civilizations she believed originally created the Radiant Citadel. Their travels took them across perilous planes and to distant worlds, and many died or gave up in despair. Only a quarter of the heroes who set out completed Sholeh’s quest, but the adventurers’ sacrifices were rewarded. In the depths of the Ethereal Plane, the Radiant Citadel lay dormant and abandoned by all but the Incarnates of the Preserve of the Ancestors. Yet it was undiminished in its grandeur, waiting for its inheritors to reawaken its power for a new era.
Many believe that the full potential of the Radiant Citadel can be unlocked only when the 12 missing civilizations are found and their representatives join the Speakers for the Ancestors. Some hypothesize the Citadel can unleash an incredible weapon, while others believe the Concord Jewels can be used to travel anywhere in the multiverse, or that the Radiant Citadel can be shifted between planes. The most fervent dream about tapping the power of the Auroral Diamond to resurrect lost civilizations and worlds.
Some scholars studying the Radiant Citadel’s origins posit that the Citadel is a relic of the mythical First World and was a vital center of diplomacy between great cultures before a cataclysm shattered that world. Others speculate that it was a fortress, a refuge, or even a weapon in a war that transpired in the last days of the First World. Thus far, the Dawn Incarnates have declined to answer scholars’ questions on the subject.
Recently, two founding civilizations were discovered and reconnected to the Citadel: the Tayyib Empire and Umizu. This success has prompted new rumors in the Court of Whispers about the 12 civilizations still missing and how they might be found.
💎 RADIANT CITADEL 💎
Entering the Citadel
Most visitors come to the city by passage on one of the Concord Jewels. However, it’s possible to find the Citadel through exploration of the Deep Ethereal. The Auroral Diamond acts like a beacon for the lost and hopeless, and many who seek the Radiant Citadel within the Deep Ethereal find their way there within a few days of searching.
There is only one official entrance to the Radiant Citadel: the Passage of Respite. The Concord Jewels dock adjacent to it, and people using other means to travel to the city are directed by guards to enter through it.
At any time, 6 guards are stationed at the Passage of Respite. They are led by a mage responsible for accepting tolls. These guards often employ magic items, such as helms of telepathy, when suspicious of the motives of a visitor. A priest from the House of Convalescence also attends the gate, ready to assist the ailing.
It’s possible to bypass the Passage of Respite by teleporting or flying into the city, but anyone caught doing so faces massive fines, and repeat offenders risk banishment.
💎 RADIANT CITADEL 💎
CITADEL DEFENSES
The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently refines based on intelligence from the Court of Whispers.
The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the council room at the center of the Preserve, by unanimous consent they can erect a diamond sphere that envelops the entire city. The diamond sphere resembles the Auroral Diamond in texture and color and deflects all attacks. Nothing can pass or teleport through it.
If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical properties, the city attracts an unusually large number of powerful adventurers and spellcasters. If the citadel is attacked, no fewer than a dozen archmages and 20 mages led by Sholeh rally. If required, Arayat, commander of the Shieldbearers, also mobilizes his Shieldbearer veterans, while the other Speakers for the Ancestors call on the citizenry to bolster the city’s defense.
The Auroral Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and Evil Undead Abhor.
💎 RADIANT CITADEL 💎
Groups of the Citadel
Several groups hold influence within the Radiant Citadel, guiding and protecting the city’s peoples.
Incarnates
The keepers of vast wisdom from distant lands, the Incarnates are collections of spirits bound within gemstones. Each of an Incarnate’s component gemstones holds a spirit from the same land on the Material Plane. These might be nature spirits from a particular place or the spirits of individuals who once dwelled there. Upon forming, an Incarnate manifests a unique personality and identity, a gestalt of its constituents and their shared background. The greater the number of spirits that make up an Incarnate, the broader and deeper both its personality and its knowledge are.
Most Incarnates are small, no more than a handful of gems in the shape of a plant or animal. The least of them originate from spirits lost on the Ethereal Plane and are tiny collections of wayward spirits of similar origins with nowhere else to go. The largest and most influential are those of the 15 founding civilizations collectively known as the Dawn Incarnates. Spanning more than a dozen feet in height, these Incarnates are composed of thousands of smaller gems of the same type. Each holds court in a portion of the Preserve, such as the Amethyst Tiger’s knoll or the Obsidian Eagle’s aerie.
The Dawn Incarnates have existed since the creation of the Radiant Citadel. While the Citadel’s creators left behind no texts, it’s believed that their collective wisdom is held by the Dawn Incarnates.
The Dawn Incarnates know everything that transpires in the Preserve of the Ancestors, which is why they require the Speakers for the Ancestors to meet there. While they do not interfere in the day-to-day administration of the city, they hold the Speakers responsible to the duties of their office. While a Dawn Incarnate has never removed a Speaker for the Ancestors, it is believed they could do so if displeased.
Identities of the Incarnates
Each Incarnate has a unique, amalgamated personality. Most who interact with an Incarnate interact with this primary identity. However, an Incarnate’s primary personality is not a repository of its constituent spirits’ knowledge; these spirits have their own thoughts and personalities. While an Incarnate broadly knows what its spirits know, a wealth of information is locked inside them. A constituent spirit within an Incarnate might be awakened by evoking the spirit’s name or presenting something of significance to that spirit. Once a spirit is awakened, it takes over as the dominant personality of the Incarnate for a matter of minutes and might share its specific memories.
A spirit knows only what it has observed. A nature spirit that inhabited a small pond might know a great deal about the fisher who visited its banks every week for fifty years, but might not know that person’s name or where they lived. An ancestor spirit might know the intimate details of their family and town, but nothing about their neighbor’s great-grandchildren. Each spirit is a single window into the civilization; together, an Incarnate’s spirits have a wide but not infallible perspective on the history of their people.
Audiences with Incarnates
An Incarnate and its constituent spirits are not malicious or duplicitous, but they do not necessarily answer questions easily or without a price. Some require the completion of a quest, while others might give a puzzle to solve. Some speak plainly;
others respond in poem or parable. And some refuse to speak at all.
Dawn Incarnates of the Preserve
Each Dawn Incarnate that inhabits the Preserve of the Ancestors is related to a founding civilization active in the Citadel, as detailed on the Dawn Incarnates table.
Dawn Incarnates
Civilization | Dawn Incarnate
Akharin Sangar | Turquoise Lion
Atagua | Yellow Quartz Kapok Tree
Dayawlongon | Serpentine Banyan Tree
Djaynai | Water Opal Saltwater Salamander
Godsbreath | Jasper Pecan Tree
San Citlán | Fire Opal Xoloitzcuintle
Sensa | Amber Scorpion
Shankhabhumi | Moonstone Water Lily
Siabsungkoh | Ruby Pangolin
Tayyib | Sard Elephant
Tletepec | Obsidian Eagle
Umizu | Pearl Carp
Yeonido | Amethyst Tiger
Yongjing | White Jade Flowering Pear Tree
Zinda | Bastite Caiman
A grim anomaly, a dead Dawn Incarnate known as the Sapphire Wyvern, disturbs the tranquility of the Preserve of the Ancestors. It lies inert, its gemstones blackened and cracked. Scholars believe it was the Dawn Incarnate of one of the Radiant Citadel’s twelve lost civilizations, but all efforts to awaken it have failed. What happened to it and the eleven absent Dawn Incarnates of the other founding civilizations, none know.
Speakers for the Ancestors
The Speakers for the Ancestors are the ruling body of the Radiant Citadel. Candidates are chosen through an election among the diaspora of the people they represent. Once a candidate has been elected, they must face the fifteen founding Dawn Incarnates and pass their tests. Some Dawn Incarnates question the candidate until they are satisfied, while others send the candidate on a quest. These trials ensure Speakers understand each of the founding civilizations of the Radiant Citadel.
Once a Speaker for the Ancestors is chosen, they hold office for ten years. At the end of their tenure, they can step down; if they don’t, they must face the same selection process again. There is no assurance a Speaker will be reelected, or if they are, that the Dawn Incarnates will approve them again.
As founding civilizations are rediscovered and rejoin the Radiant Citadel, the council is expanded, and the new Speakers gain power equal to that of their peers.
A Speaker’s Role
The Speakers for the Ancestors face incredible challenges in their role. They must maintain the internal stability of a large and diverse city and ensure its people are treated equally and fairly under the law. Simultaneously, they manage a complex relationship with the founding civilizations. The Speakers’ first duty is to the Radiant Citadel, which sometimes puts them at odds with the governments of the founding civilizations, particularly in tariff disputes or major crises. Thus far, the Radiant Citadel’s policy is to resolutely remain neutral in all conflicts—whether they involve the founding civilizations or otherwise. However, the Citadel seeks to rescue refugees and send humanitarian aid to the limits of its resources.
While decisions by the Speakers are made by simple majority, each Speaker has a very powerful veto that prevents them from being marginalized by political alliances.
Power of the Speakers
While in the Radiant Citadel, each Speaker rightfully chosen by the Radiant Citadel’s people and the Dawn Incarnates can take an action to exert control over the Concord Jewels in the following ways:
- They can deactivate all Concord Jewels that are in orbit around the Radiant Citadel, preventing the Jewels’ controls from functioning and rendering the vessels stranded.
- The Speaker who deactivated the Concord Jewels can reactivate the Jewels. (The rightful successor of a Speaker who deactivated the Concord Jewels can also take this action.)
Since every Speaker has the ability to paralyze trade and major transit to the city, they are forced to find diplomatic resolutions to disagreements. Though the use or threat of a veto might prompt furious debates and intense rivalries, eventually the Speakers for the Ancestors find solutions.
Bound to the Citadel
Once a Speaker no longer holds office, they lose the powers related to their position. If a Speaker steps down before the end of their term or dies while in office, all basic necessities in the Radiant Citadel gradually cease to function. Unless a suitable replacement for that Speaker is elected and approved by the Dawn Incarnates within thirty days, plants in the Radiant Citadel stop growing, wells run dry, and lighting ceases to function. Similarly, a Speaker cannot leave the Radiant Citadel for more than 30 days before the city’s basic utilities begin to fail.
Speakers for the Ancestors are often celebrated heroes capable of handling most danger that comes their way, yet they are so vital to the integrity of the Radiant Citadel that each is carefully protected, both magically and by contingents of guards.
Sholeh
Sholeh is a legendary figure in the history of the Citadel. Having led the successful effort to rediscover the Radiant Citadel, she was the first Speaker for the Ancestors and is the only originator of that position to still hold the office. This is, at least in part, because she is a famed 🐉Ancient Brass Dragon🐉 of Akharin Sangar. Unlike many of her kind, she is neutral good and a pragmatic, shrewd leader. For 250 years, she has been a consummate councilor and has deftly managed the complex politics of the city. She hopes to find the missing 12 founding civilizations and believes the fate of the Citadel depends on it.
Known affectionately (or derisively) as the Old Lady, she often takes the form of an older, brown-skinned human woman. Quick to anger and quicker to love, she has rivals and adversaries aplenty, but friends and suitors in even greater number. She loves a good drink, loves dancing even more, and spends her free time with the common citizens of the city. More frequently, she’s legislating in the council or negotiating in a secret corner of the Court of Whispers, trading for information or sending spies on missions.
She has a complex relationship with her homeland. While she loves Akharin Sangar, she refuses to bend to the will of its angelic ruler, Atash. Rather than oppose him directly, she plays a delicate political game even as she worries about the future of her native land.
In recent years, the weight of leadership has taken a toll on Sholeh. She picks her scales in private as she tries to find relief.
Personality Trait.
“True leaders must see what others do not, but they must remain connected to those they lead.”
Ideal.
“I will find the missing twelve and bring back the full glory of the Radiant Citadel.”
Bond.
“I love the city and all its people. I will do anything for them.”
Flaw.
“Do I exist only because others need me?”
Shieldbearers
Since their founding, the Shieldbearers have led the Radiant Citadel’s rescue and relocation missions. Typically organized in cohorts of 4 to 6 members, they are deployed to lands in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if attacked. They are among the bravest of the Citadel, and heroes who die in service to the Shieldbearers receive the city’s highest honors.
Shieldbearers stand ready to make the ultimate sacrifice to save the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The most accomplished veterans display such body art with pride.
Many adventurers who come to the Radiant Citadel eventually join the Shieldbearers, particularly those with the folk hero, soldier, or outlander backgrounds.
Arayat
Arayat (neutral, human assassin) was born to a family of Dayawlongon freedom fighters who had no more wars to fight. Peace did not bring them prosperity, and the family’s glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived hundreds of deployments to the most dangerous situations across the founding civilizations and beyond. He is a master of the Dayawlongon martial art of eskrima and favors a pair of shortswords in combat.
Now in his 40s, he leads the Shieldbearers. He is a canny tactician and a highly competent leader, but he bristles against the rules of engagement imposed on the Shieldbearers by the Speakers for the Ancestors. He has cremated a hundred fallen comrades-in-arms and seen horrors few can comprehend. The toll has pushed him to his limits, and he believes a more aggressive, proactive strategy will save lives. But thus far, he has not defied the council.
In secret, Arayat drinks heavily. It is the only way he can sleep at night.
Personality Trait.
“I will do anything and everything to protect the innocent.”
Ideal.
“I was born to save those who cannot save themselves.”
Bond.
“The Shieldbearers are my family and the Citadel my home.”
Flaw.
“I cannot stop seeing the faces of those I’ve lost.”
~ AL-QADIM ~
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Inspired by the legends of Arabian Nights, Al-Qadim presents a world where honor, hospitality, and destiny shape every life. Here, humans, elves, and even traditionally monstrous races live within a shared culture, guided by the teachings of the Loregiver and the unseen hand of Fate.
Explore the structure of Zakharan society, from the city dwelling Al-Hadhar to the wandering Al-Badia tribes of the desert. Uncover the meaning of Enlightenment, the role of the Great Gods, and the strange presence of genies who rival divine power.
But beneath this unity lies something more complex savage gods, foreign beliefs, and forces that exist beyond the reach of order.
This is not just another D&D setting.
This is a world where belief shapes reality… and Fate decides the rest.
🐫ZAKHARA🐪
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💎 RADIANT CITADEL 💎
Life in the Citadel
The Radiant Citadel is a city of immigrants. Several of the explorers who reclaimed the Citadel were refugees who escaped hardships that plagued their lands. They chose the Citadel as their home, despite its strangeness and the surreal surroundings of the Deep Ethereal, as it presented an opportunity to start anew. Most of the city’s current inhabitants are descendants of the fifteen founding civilizations active in the Citadel, but all are welcome.
Some find living in the Deep Ethereal too disquieting to stay or chafe at the confines of the Citadel. Others depart out of fear that the Keening Gloom will destroy the Citadel. Their numbers are replenished by new arrivals who seek a different life, want to study the city’s lore, or find solace in the city’s peace and safety. The Citadel’s society is shaped by this ebb and flow. Traditions, customs, and values are a mix of old and new; while some adhere to rituals no longer followed in their homeland, others create their own novel practices.
Art and Culture
The Radiant Citadel’s diaspora communities constantly learn and borrow from one another, creating a culture unique to the city. This evolution is displayed in the art, the clothing, the music, and—perhaps mostly vividly—the food of the city. While cantinas, tea houses, and eateries serve food and drink from specific communities, the most popular cuisines are fusion dishes like couscous infused with habanero and saffron, panela-coated fried yams, and kimchi tacos.
Diplomacy
Relationships between the Radiant Citadel and the founding civilizations are often shifting. The Citadel sends diplomats abroad and houses embassies from foreign governments, but this goodwill is not always reciprocated. The Citadel’s uniqueness makes it a target of foreign actors who seek to exert subtle or overt control over it. At the same time, political activists, dissidents, and revolutionaries seek to exploit the city’s neutrality to their advantage, even staging incursions against their home governments from the relative safety of the Citadel.
Governance and Politics
The Obsidian Eagle,Dawn Incarnate of Tletepec
The Radiant Citadel is governed by a council known as the Speakers for the Ancestors. Each Speaker is a descendant of one of the founding civilizations currently known to the Citadel. They are chosen by their community and affirmed into office by the wise and ancient Dawn Incarnates. The Speakers for the Ancestors meet openly in the amphitheater in the center of the Preserve, and Citadel residents often watch their debates. All laws and major decisions of the city are decided by majority vote of the Speakers. Debates can become heated; because each Speaker represents very different constituents, consensus and compromises might take days or even months to reach. Those citizens of mixed ancestry or unconnected to the founding civilizations can choose a Speaker for the Ancestors to represent them. They register with the Speaker’s office, and from then on, participate in future elections for that Speaker.
Governance is public, transparent, and participatory. Laws are not static but evolve to meet new challenges and needs. Subcouncils and committees manage the city under the guidance of the Speakers. Complexities persist in governing a highly diverse city with varied customs, beliefs, and social norms, but robust civic engagement helps the city overcome adversity.
Law Enforcement and Justice
Public safety and peacekeeping are administered through a variety of councils and organizations designed to address specific issues. The House of Convalescence helps those living with mental illness, while inspectors investigate nonviolent crimes and use nonlethal methods of detainment. Theft is uncommon in the city, and rehabilitation and restorative justice are preferred methods of addressing wrongs. Highly trained local guards mobilize to handle the rare incidents of violence, and citizens are expected to proactively intervene if needed. The worst offenders are sentenced to a controversial Djaynaian punishment wherein the criminal is subjected to a ritual that prevents them from repeating their crime and then is banished from the city.
Lifestyle and Society
Denizens of the Radiant Citadel strive to sustain an egalitarian society. Every citizen is entitled to a basic income that affords them the necessities of living and dignity in lifestyle. Food, water, and green spaces are equally accessible throughout the city. The House of Convalescence turns no one away; healing is priced according to one’s means, and the poorest are served without charge. All housing is public, distributed, and administered through the city’s councils.
Since the city’s resources are limited due to the Citadel’s relatively small area and its strange nature, foodstuffs and other materials are carefully conserved, and goods are reused or recycled when possible. Similarly, most food is vegetarian and is grown in green spaces throughout the city. Whether served in a home or an eatery, most animal products must be imported and so are subject to high tariffs.
Tariffs and Taxation
Taxes are progressive to help reduce the gap between the most affluent and the poorest. High tariffs on imports keep the public coffers full, but the Speakers lower or remove tariffs for civilizations in trouble. Similarly, visitors to the Radiant Citadel pay a toll to enter. Those who come with nothing except good will pay no fee. Those with big pockets and big hearts give more according to their conscience rather than risk the rebuke of the city’s guards. Rich and poor alike can instead offer something unique that might be to the liking of the Incarnates, such as a lost song, a secret tale, or a rare piece of art. Those who choose this option may present their gift to the Dawn Incarnate of their choice. If their toll is accepted, the visitor is allowed to stay in the Citadel.
💎RADIANT CITADEL💎
Concord Jewels
Beyond the Radiant Citadel drift the Concord Jewels, which connect the city to its founding civilizations. Each Jewel is a building-sized vessel capable of holding hundreds of people and tons of goods. Though the Jewels take a variety of shapes, their interiors are similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels.
Each Concord Jewel is linked to one of the civilizations that founded the Radiant Citadel. A Jewel unerringly travels between the Radiant Citadel and the homeland of the Jewel’s linked people. Even if the Jewel’s people have migrated to another world on the Material Plane, the Jewel finds its way to their current home. While not in use, the Concord Jewels orbit the Radiant Citadel in an incandescent constellation. Each Jewel corresponds to one of the founding civilizations and resembles a giant gemstone of the type noted for that civilization on the Concord Jewels table. Missing civilizations and their Jewels are not listed and can be detailed as you please.
Concord Jewels
Civilization | Jewel
Akharin Sangar | Turquoise
Atagua Yellow | Quartz
Dayawlongon | Serpentine
Djaynai | Water Opal
Godsbreath | Jasper
Siabsungkoh | Ruby
San Citlán | Fire Opal
Sensa | Amber
Shankhabhumi | Moonstone
Tayyib | Sard
Tletepec | Obsidian
Umizu | Pearl
Yeonido | Amethyst
Yongjing | White Jade
Zinda | Bastite
Controlling a Concord Jewel
At a Concord Jewel’s center are controls for the structure. A creature adjacent to these controls that spends a minute manipulating them can make a DC 14 Intelligence (Arcana) check. On a success, the creature can direct the Concord Jewel to take one of the following actions:
Land
When commanded to land, the Jewel automatically settles into a safe position adjoining the Radiant Citadel or on the surface of a Material Plane world. From this site, creatures can move back and forth between the Jewel and the location. Sections of the exterior walls of the lowest 15 feet of the Jewel then become immaterial and semitransparent, allowing passage into and out of the Jewel.
Embark
A Jewel that has landed moves away from a location. If the Jewel is near the Radiant Citadel, it moves into the open Ethereal Plane and orbits the city. Otherwise, it rises 600 feet off the ground and hovers. A Jewel flies at a rate of 50 feet per round.
Plane Shift
The Jewel and everything on it shifts between planes. When it does so, it teleports either to the Deep Ethereal several thousand feet away from the Radiant Citadel or to a specific site on the Material Plane in the land the Jewel is linked to. When a Jewel teleports to its linked land, it appears 600 feet above a site where it can land and hovers there.
Clavigers
Clavigers oversee the Concord Jewels. Each Speaker for the Ancestors chooses the Clavigers for the Jewel linked to that Speaker’s civilization. A dozen Clavigers are assigned to each Concord Jewel, and at least two keep watch from each Jewel as it orbits the Radiant Citadel and guide it during its travels. Clavigers not only maintain transit and trade to and from the Radiant Citadel but also serve as ambassadors from the city to the founding civilizations. Many Clavigers go on to become Speakers for the Ancestors.