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Overview:

The Brighthold is a fey realm that is controlled by the Liaka Court and acts as a prison for any enemy or perceived transgressor of the court. The prisoners’ offenses might vary from perceived slights to genuine crimes, but the sentences remain largely the same, life trapped in The Brighthold, where you do not age and can only truly die after being struck down with cold iron. The realm’s landscape is widely varied and extremely hostile to the prisoners that inhabit it. The major locations within the Brighthold are the 7 Prison Keeps, which are each surrounded by two villages. The Brighthold is run by a Fomorian Warden named Malabog who used to be a prisoner after trying to steal magic from the Liaka Court. Malabog presides over the realm from a massive shadowsteel keep in the center of an enormous desert to the north known as The Dead Zone.

Keeps & Villages

The Brighthold

Ironbark Fortress:  

This keep is built around a massive, ancient tree that is said to be the oldest in the Plane of Faerie. It is home to a group of treants who once fought against the Liaka Court in a dispute over land rights. The treants are known for their stubbornness and their refusal to negotiate with mortals or other fey creatures.
General: General Thorneheart, a satyr known for his ruthless tactics and love of violence. Thorneheart's strategy is to constantly remind the treants of their captivity by burning sections of the forest outside the fortress and using the ash to spell out messages on the trees. Thorneheart's militia is comprised of satyrs, goblins, and trolls, and they call themselves the Thorned Army.


Broken Hope:

A small community of pixies and sprites living in a dense thicket. Each member sacrifices their ability to dream, leaving them in a constant state of exhaustion and hopelessness. Despite this, they cling to one another, finding solace in their shared misery.

Silent Grove:

A settlement of dryads and treants nestled in a forest of eternal twilight. Each inhabitant sacrifices their ability to speak or communicate with written speech, leaving them unable to communicate with others beyond the most basic gestures and expressions.

Frostfire Keep:

Located at the base of a towering volcano, this keep is home to a powerful fire giant who was banished to the Brighthold after he attacked a Liaka Court emissary. Despite his size and strength, the giant is vulnerable to cold-based attacks, which is why the Liaka Court chose to imprison him in a region that is perpetually covered in snow and ice.
General: General Winterborn, an eladrin warrior with a cold and calculating demeanor. Winterborn's strategy is to keep the fire giant contained by using ice magic to create barriers around his cell, and to regularly subject him to cold-based torture to weaken his resolve. Winterborn's militia is made up of frost giants, winter wolves, and ice elementals, and they call themselves the Winterborn Legion.

Ashen Fields:

A tribe of fire giants and salamanders living in a volcanic wasteland. In order to maintain their fragile existence, each member sacrifices their sense of smell, leaving them unable to detect the toxic fumes that periodically spew from the earth.

Bloodriver:

This settlement was formed near a river that runs red with the blood of those who live there. The population sacrifices a pint of blood each day to Malabog to ensure their safety.

Shadowhold Dungeon:

This keep is located deep within a network of underground caves and tunnels, and is home to a group of drow who were caught trying to assassinate a Liaka Court noble. The drow are skilled warriors and assassins, and their affinity for darkness and shadow magic makes them especially dangerous opponents.
General: General Nightshade, a powerful hag with an army of loyal goblin minions. Nightshade's strategy is to use illusions and mind games to keep the drow off-balance and constantly questioning their own perceptions. Her militia is primarily composed of goblins and bugbears, and they call themselves the Shadow Horde.

Dark Horizon:

A tribe of drow living in a vast network of caverns, illuminated only by the faint glow of luminescent fungi. Each member sacrifices their sense of taste, leaving them unable to enjoy the flavors of the strange fungi and other creatures that make up their diet.

Leader: Olorae Gluarinn, female drow, stern and overbearing


Cradlebane:

This settlement is made up of fey who have sacrificed their ability to bear children. Instead of being populated by families, it is a place for those who have lost their families or who seek to create new families based on bonds other than blood. Those who come to Cradlebane take care of the child prisoners who find themselves in the Brighthold.

Leader: All-Mother, loving motherly Firbolg woman.


Stormwatch Tower:

This towering structure is built at the highest point of a jagged mountain range, and is home to a powerful storm giant who once challenged the authority of the Liaka Court. The giant is capable of summoning lightning bolts and creating powerful winds, making him a formidable foe even for seasoned adventurers.
General: General Thunderstrike, a towering centaur with a booming voice and lightning-fast reflexes. Thunderstrike's strategy is to use the storm giant's powers to his advantage, creating thunderstorms and gale-force winds to deter any potential attackers. His militia is mostly centaurs, harpies, and minotaurs, and they call themselves the Thunder Brigade.


Shattered Peak:

A clan of griffons and aarakocra living atop a windswept mountain. Each member sacrifices their sense of sight, leaving them vulnerable to sudden gusts of wind and other dangers.

Lost Echo:

A tribe of kenku living in a maze-like ruin of a once-great city. Each member sacrifices their sense of hearing, leaving them in a world of eerie silence where they can communicate only through writing and gestures.

Moonshadow Sanctuary:

This keep is located within a tranquil grove of silver trees, and is home to a group of werebears who once attacked a Liaka Court settlement. The werebears are powerful and ferocious in combat, but they can be reasoned with if approached with respect and diplomacy.
General: General Silvermane, a wise and respected unicorn with a penchant for sadism. Silvermane's strategy is to cause as much pain as possible, as he believes it is the only way their punishment can be fulfilled through their eternal imprisonment. He enjoys torturing and manipulating the werebears in his care, using his powers of healing and illusion to prolong their suffering. He may have convinced himself or the werebears that he is helping them by "curing" their lycanthropy, but in reality, he is just causing them more pain. His militia is made up of centaurs, unicorns, and other usually peaceful fey creatures, and they call themselves the Moonwatchers.

Bleak Haven:

An isolated village of hags, situated on the banks of a stagnant swamp. In order to avoid the wrath of Malabog, the entire community sacrifices their sense of touch, leaving them unable to feel the softness of moss beneath their feet or the warmth of the sun on their skin.

Fallen Leaves:

 A community of autumnal sprites living in a forest of withered trees. Each inhabitant sacrifices their ability to feel pleasure, leaving them unable to appreciate the beauty of the world around them.


Dreamweave Sanctum:

This keep is located within a labyrinthine network of tunnels and is home to a group of night hags who once preyed on the dreams of the Liaka Court's leaders. The hags are skilled in the arts of illusion and manipulation, and can shape dreams to suit their own twisted desires.
General: General Nightterror, a terrifying nightmare with the power to enter and control people's dreams. Nightterror's strategy is to use her powers to keep the hags in a constant state of fear and uncertainty, never knowing whether they are truly awake or still trapped in a nightmare. Her militia is composed of other nightmares, demons, and undead creatures, and they call themselves the Dread Host.

Veilcrest:

The inhabitants of Veilcrest have sacrificed their distinguishing features, including their entire faces, to Malabog. The fey who live there are nearly impossible to tell apart, as they all have identical, featureless faces. The town is home to many artists and performers who use masks and other means of self-expression to differentiate themselves from each other.

Nightmares' Hold:

The people here cope with their sleep deprivation by embracing their hallucinations and waking nightmares, believing them to be prophetic messages from the Plane of Faerie. The culture is one of mysticism and prophecy, with the villagers interpreting their dreams to make decisions about their lives.


Crystalheart Fortress:

This keep is built around a massive crystal formation and is home to a group of crystalline creatures who once caused chaos and destruction throughout the Plane of Faerie. The creatures are resistant to physical attacks and are known for their ability to reflect and refract light in dazzling patterns.
General: General Prismweaver, a cunning and manipulative pixie with the ability to bend light to her will. Prismweaver's strategy is to use the crystalline creatures' natural defenses to her advantage, setting up traps and ambushes that exploit their reflective properties. Her militia is mostly composed of pixies, sprites, and other small but crafty fey creatures, and they call themselves the Prism Guard.

Desolate Shore:

A community of mermaids and sea elves living in a rocky cove, surrounded by treacherous currents and sharp rocks. Each inhabitant sacrifices their ability to breathe underwater, forcing them to surface every few minutes to gasp for air.


Numeralia:

The fey who live in Numeralia have sacrificed their names to Malabog. Instead of being called by their given names, they are referred to by numbers or other identifying symbols. The inhabitants of Numeralia are known for their ingenuity and resourcefulness, as they have had to find other ways to identify themselves and communicate with each other.