Brightlands (3.5e Location)
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Contents
Brightlands[edit]
In places where the Quasielemental Plane of Radiance draw near the Prime Material Plane, there are lands which shine with eternal light emanated by a glowing false sun in the sky, a rift in the universe to the Plane of Radiance. While rather hazardous for life, extended exposure to it renders those within resistant to the dangerous effects of light in the future.
Brightlands usually appear from strange planar occurrences and magical accidents. The great portal in the sky illuminates a wide area which curiously severely tapers off at its edges, and inevitably reduces any terrain no matter how lush into sun-blasted desert, all materials within bleached white from the sun.
Lore[edit]
Characters with ranks in Knowledge (the planes) can research the brightlands to learn more about it. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.
- DC 10: The brightlands are the result of the quasielemental plane of radiant affecting the material plane. Such lands are bathed in eternal daylight.
- DC 15: The brightlands are a blinding zone dry, parched, and sun bleached. It is said those with fortitude can become used to the glare with due time.
- DC 20: It is said that brightlands interact with solarite strangely, sometimes regenerating the energy within.
Description[edit]
A white expanse of barren rock.
Eternal sunlight bearing down.
No restful shadow finds you.
The brightlands are sun-blasted terrain, usually devoid of vegetation or animals. For while the sun gives life, in excess there is no relief. All is bleached out, white and gray, and the temperature is always higher than is comfortable. Unlike natural light, the light from the brightlands suffuses the very air and as such there are no shadows within its area. Sizes vary, from only a few hundred feet across to miles. When approaching the area, light goes from normal to very bright in a few meters, and only gets brighter the closer one approaches to the rift to the plane of radiance.
Because the sun cannot be seen in the glare of the atmosphere, time is difficult to keep track of. This white haze is so thick visibility beyond 60 ft is impossible. The area of the brightlands is treated as bright sunlight. Creatures take a -4 penalty on Spot checks, or double that if they have light sensitivity or vulnerability. [Darkness] effects do not work in the brightlands, while [Light] effects are Extended and Empowered.
Prerequisite[edit]
A character must be 3rd level or higher to gain the special ability conferred by wandering in the brightlands.
Location Activation[edit]
By exposing oneself to the glare of the brightlands for no less than a week, one can acclimate to the light itself. One much stay in the area the entire time, and each day they must make a Fortitude save, DC 20, or suffer from a 50% miss chance for 24 hours. If you already suffer from this miss chance, you are blinded instead (and the day does not count towards the 7 days you must stay in the brightlands) for 24 hours. A successful save negates the miss chance, or reduces blindness to 50% miss chance.
Going blind is more than a mere delay, it is dangerous. Though the area is inimical to normal life strange planar beasts wander the area, hostile to non-radiant beings. Each hour, there is a 5% chance you will meet an encounter suited for your CR, or a 1% chance that you will run into a hardlight golem regardless of CR.
Recharge[edit]
Any number of creatures can receive its special ability at the same time.
Special Ability[edit]
If you have light sensitivity or light vulnerability special quality, this is removed.
If you don't have light sensitivity or light vulnerability, you gain a +4 bonus on saves vs [Light] effects. You can come here twice, once to remove vulnerabilities and then a second time for the bonus.
Either one gives you a single use of remove blindness as a spell-like ability.
If solarite is exposed to the brightlands for 40 days and 40 nights, there is a 50% chance it will upgrade to the next highest level of solarite, to a maximum of blue.
Duration[edit]
The adjustment to the light is permanent. The spell-like ability is one use, but may be recharged by returning to the brightlands.
Ability Value[edit]
300 gp (for removing vulnerabilities) or 3000 gp (for bonuses).
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