The Radiant Citadel is a city found within the swirling mists of the Ethereal Plane. It serves as a repository of knowledge and as an access point for 15 civilizations that currently inhabit it. But it isn't without its own mysteries. History says that explorers from 27 civilizations founded the city eons ago, but it was abandoned for unknown reasons.
The Radiant Citadel was only rediscovered by 15 of the original 27 civilizations; the remaining 12 civilizations have yet to return. Whether these lost civilizations were destroyed, locked behind a planar gate, or suffered some other fate is up to you. In this article, we'll discuss how you can create your own lost civilization for your home campaign, whether you're running through the adventures found in Journeys Through the Radiant Citadel or something else!
Why Create Your Own Lost Civilization?
The first chapter of Journeys Through the Radiant Citadel leaves plenty of room to bring your own civilizations to the Radiant Citadel. The book goes as far as to provide open-ended opportunities to use lost civilizations to customize your experience further. Some of these include:
- The Sapphire Wyvern: One of the Dawn Incarnates lies cracked and blackened in the Preserve of the Ancestors. All efforts to awaken it have failed. Creating a lost civilization that the Sapphire Wyvern represents can give the characters a reason to track down the source of this Incarnate and bring its people back to the citadel.
- The Radiant Citadel’s full potential: Some believe that the true power of the Radiant Citadel can only be accessed when representatives from all 27 founding cultures have been restored as Speakers for the Ancestors. However, no one knows what the full potential of the Radiant Citadel might be. A powerful weapon that can be used to vanquish foes? A vessel with the ability to travel anywhere in the multiverse? A way to restore other extinct civilizations? Discovering the remaining 12 civilizations can be the purpose of an entire campaign, which would allow you to use the modular adventures provided in Journeys Through the Radiant Citadel to reduce prep time.
Ideas for Your Lost Civilization
Creating an entire society from scratch can be a daunting task. But it becomes infinitely easier when you break it down into smaller concepts. Below we’ve provided some rollable tables with broad ideas to get your creative juices flowing!
Your Civilization’s Tie to the Radiant Citadel
The civilization’s tie to the Radiant Citadel will set the tone for its involvement in your adventures. For example, was the parting between this civilization and the Radiant Citadel accidental, or were they banished for their transgressions? This fundamental difference can set up a scenario where the party is either excited or fearful of discovering the lost civilization.
Roll |
Tie to the Radiant Citadel |
1 |
The civilization’s Concord Jewel was engulfed by the Keening Gloom, preventing the civilization from reaching the Radiant Citadel. |
2 |
The civilization was cast out for attempting to appoint a Speaker that the Dawn Incarnates did not approve of. |
3 |
The civilization willingly left the Radiant Citadel as they believed their future lies on the Astral Plane rather than the Ethereal Plane. |
4 |
The Dawn Incarnate of the civilization has suddenly appeared in the Preserve of the Ancestors and calls adventurers to the civilization’s aid. |
5 |
The civilization was separated from its gods, so they could no longer access the magic needed to travel to the Radiant Citadel. |
6 |
The civilization has abandoned the Radiant Citadel, thinking it was the cause of a great evil that befell the civilization in the past. |
The Civilization’s Legends
A civilization’s legends can provide a basis for its customs. Whether the myths result in a common religion or merely a superstition that parents pass on to their children, these tales can shape the foundations of society.
Roll |
Legend |
1 |
The civilization believes the moon is a deity and will reconnect with their planet one day. This will either bring salvation or ruin based on whether they have lived by certain values. |
2 |
The civilization believes that a hero of old struck down a titan, which created the mountains and oceans of the world. It is thought that the spirit of this hero will rejoin this world when the time has come to battle against the titans again. Yearly competitions are held to test the strength and will of those that seek to be the hero’s vessel. |
3 |
The civilization believes their ruler’s bloodline stems from an ancient hero who founded their society. |
4 |
The civilization worships a purple worm that churns their soil and fertilizes it with its prey. Criminals from the society’s prisons are sacrificed monthly to appease the purple worm’s appetite. |
5 |
The civilization believes they are looked over by an ancient dragon, though there is debate over which type of dragon is their mysterious benefactor. |
6 |
The civilization tells tales of when the entire land was covered in barren, icy wastelands. A hero captured the sun and brought it back so that it could melt the ice and give rise to plants and animals. The hero is celebrated at the beginning of the growing season and again at the end of the harvest. |
Conflicts of the Civilization
Conflicts facing a civilization can be an excellent catalyst for adventure! The Radiant Citadel contains various factions that would pay handsomely, both in money or favors, if an adventuring party could resolve the conflict and rejoin the civilization with the citadel.
Roll |
Conflict |
1 |
The civilization experienced an apocalyptic event one century ago and have since struggled to rebuild. |
2 |
In the last decade, a rival family has begun vying for power against the current rulers. This unrest has caused the civilization to divide between supporters of the current regime and those of the usurpers. |
3 |
A curse has fallen over the civilization where the deceased return as zombies during the full moon. They have taken up burning their dead on the night before the full moon as a result. |
4 |
An lich rules over the civilization against the wishes of its people. |
5 |
A hostile force seemingly destroyed the civilization. However, closer inspection reveals that there is a contingent of survivors underground. |
6 |
The civilization has declared war on the Radiant Citadel. |
Unique Aspects About the Civilization
No two civilizations are alike. They all have certain defining aspects that shaped how their culture developed. Targeting a particular cultural, political, or geographical aspect that makes a civilization unique can allow it to feel novel to your players and allow for a jumping-off point to fill in the rest of the details of your civilization.
Roll |
Unique Aspect |
1 |
The civilization lives under a fathoms deep sea in air pockets created by magical algae. |
2 |
The civilization has no verbal communication, only written symbols and sign language. |
3 |
The civilization lives in a sprawling magical forest and is perfectly in tune with the nature surrounding them. However, a closer inspection reveals that the citizens here have been charmed by fey spirits. |
4 |
The civilization has access to advanced technology, but it requires the use of rare gemstones. |
5 |
The civilization lives in caverns that have no light. As a result, every creature in this civilization has developed darkvision. Any source of light attracts deadly predators. |
6 |
The civilization was built on land that overlaps with the Beastlands. Those who reside there are magically transformed into intelligent beasts. |
What Will You Encounter in Your Journeys?
Journeys Through the Radiant Citadel introduces 15 unique civilizations from across the D&D multiverse. The Radiant Citadel acts as a crossroads for these people, allowing them to share resources and knowledge. One of the primary goals that scholars and adventurers from the Radiant Citadel are working toward is the rediscovery of the 12 missing founding civilizations. How these civilizations are found and what it takes to reconnect them with the Radiant Citadel is up to you!
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
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Something like this should have been included in the first chapter. Thank you for making it!
Useful, this helps with linking the book to my campaign at least potentially.
Tie: 1
Legend: 3
Conflict: 5
Aspect: 2
Your party discovers survivors of a lost civilization underground, in a vast cave system. The people there communicate only in Wingdings. Upon closer inspection, the symbols they have carved speak of an ancient hero. The hero's fall marked the end of a great war against the Far Realm. But the aberrant forces that tried to wipe them all out will return, and will finish the job. It is up to you and your party to fight of these invaders and protect the survivors.
This post doesn't mention that there's a plot point for each of these civilizations missing which is, why haven't they been found! Important to this is why can't the spirits from this civilization just find the radiant citadel in the ethereal plane (since it's a lighthouse where people who want to find it can find it).
Definitely some handwavium going on, because if 12 of my 27 friends just disappeared one day, I'd want to know why, and write down things about them & my efforts to find them. Why didn't the other people use thier own magic to get there, even if the Citadel's magic failed for some reason? Or why were they cast out? When half the world gets snapped out of existence, you don't just go about your day as if nothing happened.
...it's interesting to note that under fifth-edition D&D, WotC will/have published exactly a dozen prime-material worlds beyond the forgotten realms, including the original plane shift/art of MtG campaign supplements which preceded ravnica...
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They can’t find it if they are not looking for it. Two examples of possible “lost”civilizations from FR.
1) the Imaskari - the few who survived the war against their own slaves went deep underground and sealed them selves off to avoid being found - including severing their connection to the radiant citadel. Then they finally broke out 110 odd years ago reestablishing their surface civilization and starting to branch out begining to explore their world again. They have lost their connection and knowledge of the radiant citadel so they haven’t gone looking for it. And now that Mulhorund is back they ducked back into their sealed world chamber and cut connections again ( at least in official lore).
2) The Netherese - with the moment of Karsus’ folly the entire civilization literally came crashing down basically killing off everyone ( except Larloch, a few other Lich lords and Shade) so there was no one to go looking. Larloch and the Lich lords were busy on Faerun and not interested in the citadel and shade was too busy simply serving in the Shadowfell and then fighting with Cormyr and Cormanthor to go looking.
And it’s not like they were the nicest of societies that had a lot of friends to come looking for them. Remember, all 27 of the civilizations lost contact with the citadel the 15 just recently reconnected and are just starting to go out looking for “the lost 12”.
planet of the apes civ it is