The Lantern in Akratia | World Anvil
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The Lantern

You found this little light, or perhaps it found you. You speak with it, and sometimes it listens. It can be a guiding light, a shield to defend you or a weapon to strike the darkness. Your little light is born from the Wisest Face of God, the Hermit. Through it, you are forever linked with the Pentarchy that governs this world. But to you is given the power to decide what this means. The responsibility is yours. What will you do with this responsibility?

This little light is yours. It shines for you. And you, in turn, reflect that light and reveal a path for others to follow. You are the Lantern, the beacon against the dark, and you will shine.

Building a Lantern

Pick your Race

Dwarf

You have a sixth sense that always points you towards the closest natural sunlight

Elf

When you Bend Light in the natural wilds, gain Advantage to the roll

Halfling

Anytime you use your little light to heal, re-roll results of 2 or less

Human

When you preach the Glory of the Hermit, gain Advantage to Recruit

Source of Your Light

Gift from the Hermit

You were blessed by the Hermit personally, granting you your little light and imbuing it with excessive energy. Your Arrows of Light have 3-Piercing and your Shield of Light will still protect you while you lend it out.

Hand-me-Down

Your mentor passed his light on to you, and you've learned some tricks to make it behave. When you Reveal the Way to your little light, you always take the 10+ result.

Stolen Property

You stole your little light, ripped directly from the Hermit or one of His temples, and your little light has learned from your example. It is able to lift anything up to 1-LOAD, and will frequently pick things up just to move them around.

Starting Moves

Your Lantern starts with 25-COIN, your Hooked Quarterstaff (Close, Two-Handed, 2-LOAD), and the Lantern which carries your little light. Your Damage Die is d6. You start with all these moves:

Your Little Light

You carry a piece of the Hermit - and through Him, the Pentarchy - with you at all times. This glowing ball of light will generally float about wherever it wants, although it sticks around you and rests in a lantern you carry. It will usually obey your commands, but it is quite fickle and may require some convincing. Your little light cannot speak, but it can communicate to you by changing colors and point things out using beams of light. It will always provide light for you. Your little light cannot physically touch anything, and it cannot be harmed in any way. Name your Little Light.

Light Weaponry

When you command your little light to change its form, choose a form from the list below and it will take on that form until it thinks you need another one more. When you roll a 6- while your little light is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while.
  • Arrows of Light: Near, Mystical, 2-Piercing - When you would spend Ammo with this weapon, instead reduce the Piercing value by 1 until the next time you Make Camp.
  • Shield of Light: +1-Armor - You can lend this armor bonus to anyone within Reach.

Reveal the Way

When you show a non-hostile NPC their best course of action, roll +CHA. ✴On a 10+, they will take that course of action, although they will take it in the way that benefits them most. ✴On a 7-9, they aren't sure it's something they want to do, but you have their ear now - you gain leverage over them. When another player comes to you seeking advice, tell them what you think is their best course of action. If they act on your advice, they gain Advantage. At the end of the session, if at least one player who acted on your advice actually benefited from it in the end, you Mark-XP.

Bend Light

When you convince natural lights to bend to your will, choose one and roll +CHA. ✴On a 10+, the chosen effect works perfectly. ✴On a 7-9, it works but the light is fickle and the effect will not last long - you'll need to hurry to take advantage of it. ✴On a 6-, the light is sick of being bossed around - the GM chooses one from the list and uses it against you.
  • You command the light to attack - temporarily blind or stun a group within Near range.
  • You calm the light until it stays still - create a wall of light that blocks off one passageway.
  • You praise the light until it draws close - fill an area with light.
  • You terrify the light until it flees - shroud an area in darkness.
 

Advanced Moves

Levels 2-5

When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:

Beacon of Inspiration

When you Reveal the Way and get a 12+, the NPC will immediately go ahead and do exactly what you told them to, trusting you completely and entirely. If it ends up working out well for them, they will thank you to the best of their ability when they can.

Healing Light

When you stitch sunlight into a wound, roll +INT. ✴On a 7+, they heal 1d8 HP. ✴On a 10+, they are filled with energy, gaining Advantage. ✴On a 6-, the sunlight is uncooperative - they gain Disadvantage from the searing pain. You can only use Healing Light a number of times per sunrise equal to your level.

Illuminated Warrior

You can have your little light take on the form of two of your Light Weaponry forms at the same time. You can lend out one of these forms to an ally, or you can wield them both simultaneously.

Fist of Dawn

Add the following form to the Light Weaponry move:
  • Fist of Dawn: Hand, No-Damage, Mystical, Forceful - This weapon does not deal damage, but instead sends things flying away on a beam of light. When you would normally deal damage with this weapon, instead choose a spot within Near range for your target to land in. You can also use this weapon to Volley with anything you can lift. When you do, replace its normal tags with the Near and Thrown tags.

Light of Revelation

Add the following options to the Bend Light move:
  • You commit the light to tell the truth - reveal the truth behind illusions, enchantments, and invisible things in the area.
  • You ask the light to show you something - reveal a secret in this area.

Rainbow Road

Add the following option to the Bend Light move:
  • You convince the light to let you through - create a bridge to a location within Near range.

Truth to Power

When you Spout Lore and get a 7+, gain Advantage when acting on the information you gained.

twilight Blade

Add the following form to the Light Weaponry move:
  • Twilight Blade: Close, Ignores-Armor, Mystical - This weapon will cut cleanly through anything - armor, stone, metal, water, anything. When you deal damage with this weapon, you may physically remove something from your target - something worn, something held, or some small part of them. Note that the Pentarchy looks down on the use of this technique, finding it .

Night Light

When you spend a few moments investing light into your campsite, everyone on watch that night has Advantage to Stay Sharp.

Will O'the Wisp

When you use your little light as bait, roll +CHA. ✴On a 7+, lure a single creature within Near range towards your little light. Your little light can string it along as far as you want it to. ✴On a 10+, it doesn't bring any friends with it, and no one knows where it went.

Levels 6 Onwards

When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves.

A Light in the Darkness

When you stand firm against an approaching threat and don't back down, you and each ally who backs you up gains Advantage.

Archon

Your little light has learned how to fight on its own, as long as you are there to direct it. As long as you can see your little light, you can Hack and Slash with your Light Weaponry as if you were standing in its location. If your little light takes damage while doing so, it reverts to its harmless form to recover for a short while.

Dawn's Cage

Requires: Fist of Dawn When you would deal damage with your Fist of Dawn, after moving the target, you may encase them in an inescapable prison of light. When you do, your little light makes up the cage, and you cannot use it for anything until you free your prisoner.

Evanescence

Add the following option to the Bend Light move:
  • You warn the light away from something or someone, rendering it invisible.

Light of Rebirth

Requires: Healing Light
When you stitch sunlight into a soul, roll +INT. ✴On a 7+, remove a debility or condition from the target, or replace a missing limb with one made of solid light. ✴On a 10+, they also heal 1d8 HP. ✴On a 6-, the brilliant energy of the sun burns their soul. You can only use Light of Rebirth once per sunrise.

Mirror Shield

When you block damage with your Shield of Light, deal 1d6 damage (Ignores-Armor) to the source of the damage.

Hermit's Speaker

When you roll a 12+ on Bend Light, the lights take a liking to you. Until you leave the current area or you do something to upset the lights, take the 10+ result whenever you use the Bend Light move.

Solar Aura

Add the following form to the Light Weaponry move:
  • Solar Aura - In this form, you are surrounded by an aura of light, sealing everything within Reach inside of it. Nothing outside of the aura may enter it by any means. When someone inside the aura leaves the aura or attacks something outside of it, your little light immediately reverts back to its harmless form.

Sanctify the Land

When you spend a full day in prayer and investiture, you can sanctify a small area of wilderness (a hilltop, forest copse, a river bend, etc) as a temporary shrine to the Hermit. When you Make Camp in this area you may always choose the 10+ option and heal all HP after at least a few hours of uninterrupted sleep along with a good meal. You can only have one Sanctified Land at a time. Sanctification can be dismissed at any time.

Twilight Reckoning

Requires: Twilight Blade
When you deal damage to a surprised, defenseless, or damaged enemy with your Twilight Blade, you may sever anything from the target - their life, their limb, their title, their relationship with someone, their most prized possession, their thoughts on a topic, anything. If you do, deal no damage. This technique is outright forbidden by the Pentarchy, and knowledge of its use will bring retribution.

Death Move: Sanctifying Light

Death. The final darkness. You venerated the Hermit all your life, praising the Pentarchy and bringing light to even the darkest corners of the world; a service which shall not be forgotten. When you die, light erupts from your body - light brighter than anything you've seen and bright enough to rival even the Heirophant's brilliance. The light is permanent and forms the core of a newly sanctified shrine dedicated to the Hermit, the Pentarchy, and your Memory. The light's intensity will dim over time, but devotees of the Hermit will always be able to call light forth by praying here. This land counts as Sanctified Land for any followers of the Pentarchy or friends of the departed Lantern.

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Cover image: by Vertixico

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