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  1. Lowki's The Blood Plague
  2. Lore

THE BEACON

THE BEACON

Fortified Skyscraper | Downtown Redhaven

Overview

The Beacon is the most visible symbol of power in post-fall Redhaven.

Rising above the ruined downtown like a clean, unscarred monument, the skyscraper is exceptionally well-maintained compared to its surroundings. Its exterior walls are washed, reinforced, and marked with modern military fortifications. Guard towers jut from reinforced floors. Windows are barricaded with ballistic plating. At night, controlled lighting glows from within, a deliberate signal to the city below:

Order still exists—here.

To outsiders, The Beacon presents itself as a military-led safe haven. To those who know better, it is a criminal empire built on discipline, fear, and resource extraction.


Leadership & Ideology

Albert Yemin – Commander of The Beacon

Albert Yemin is the unquestioned ruler of The Beacon. A former special forces soldier dishonorably discharged prior to the outbreak, Yemin possesses both elite combat training and a refined understanding of control. He does not rule through chaos or brutality alone—he rules through structure.

Albert believes the world did not collapse; it simply shed its illusions. In his view, survival belongs to those who accept hierarchy and enforce it without sentiment. He offers protection, food, electricity, and stability—but only in exchange for obedience and tribute.

Inside The Beacon, Albert presents himself as calm, reasonable, even benevolent. Punishment is rarely public. Disappearances are quiet. Fear is controlled.

Maximus Pots – Strategic Director

Maximus Pots, a former Air Force intelligence and CIA operative, acts as Albert’s chief strategist and internal overseer. Where Albert inspires loyalty through authority and presence, Maximus maintains it through information.

He manages intelligence flow, evaluates threats, and oversees inter-group compliance. Maximus does not believe in cruelty for its own sake; he believes in efficiency. Under his guidance, The Beacon operates less like a gang and more like a shadow state.


Military Structure

The Beacon’s strength lies in its disciplined, layered force.

Scout Units (4 Total)

  • 12 soldiers per unit

  • Reconnaissance, scouting, intimidation patrols

  • Often first contact with outside survivor groups

  • Known for speed, precision, and restraint

Assault Units (3 Total)

  • Heavily armed infantry

  • Used for raids, enforcement actions, and suppression

  • Deployed rarely—but decisively

Air Unit (1 Total)

  • Operates a stolen Black Hawk helicopter

  • Stationed permanently on the rooftop helipad

  • Used for intimidation, rapid deployment, and psychological dominance

  • Fuel is scarce; flights are infrequent but unforgettable

Armored Assets

  • Two tanks flank the main entrance to The Beacon

  • They never move

  • Their purpose is symbolic as much as tactical


Control of Downtown Redhaven

The Beacon directly controls downtown Redhaven through forced allegiance.

Four medium-sized survivor groups operate under its authority. These groups retain local autonomy but are required to:

  • Provide regular resource tithes

  • Accept Beacon oversight

  • Supply recruits when demanded

  • Relinquish contraband or advanced tech

Failure results in swift, targeted retaliation—usually executed by Assault Units with surgical precision. Entire groups are rarely wiped out; instead, leaders disappear, and replacements are installed.


Life Inside The Beacon

Life within the skyscraper is strangely peaceful.

The lower floors are dedicated to security, logistics, and barracks. Mid-level floors house families, workshops, medical bays, and communal spaces. Higher floors are restricted, reserved for leadership, intelligence, and the Air Unit.

There is food. Clean water. Electricity. Education for children. Routine.

People argue. People laugh. People plan for tomorrow.

As long as you are not a problem for Albert Yemin, The Beacon feels safer than anywhere else in the city.

That is the trap.


The Botanical Unit – Sixth Floor

The sixth floor houses a large-scale indoor agricultural operation—hydroponics, soil beds, grow lights, and reclaimed irrigation systems. This unit is critical to The Beacon’s independence.

It is overseen by Albert Yemin’s wife, who serves as head cook and agricultural coordinator. Unlike Albert, she is not feared—she is respected. She manages food production, rationing, and meal preparation for much of the tower.

Her presence humanizes The Beacon’s image. Many residents believe that as long as she runs the sixth floor, things will never become truly cruel.


Children of The Beacon

Children live inside The Beacon.

They are educated, trained, and indoctrinated. Not all are soldiers—but all are taught discipline, loyalty, and survival.

Albert Yemin’s son serves within one of the Scout Units, a deliberate choice meant to reinforce Albert’s narrative: everyone serves. His son is competent, well-trained, and watched closely by Maximus.

This is not weakness.
It is propaganda.


The Carrow Connection

Unbeknownst to most outsiders, Peter Carrow’s wife and son are inside The Beacon.

His wife works within the sixth-floor botanical unit, having been absorbed into the structure early on due to her usefulness and willingness to comply. His son, older now, has been drafted into a Scout Unit—not forcibly, but through the slow pressure of survival and structure.

To them, Peter Carrow is presumed dead.

Albert Yemin is aware of their identities. Maximus Pots knows more than he lets on. Whether Peter’s existence is a threat, leverage, or opportunity remains undecided.


Reputation & Rumors

Among survivors, The Beacon is known as:

  • A fortress

  • A lie

  • A necessary evil

  • A future dictatorship

Some believe Albert is saving civilization.
Others believe he is simply building the world’s first post-apocalyptic tyrant state.

Both may be true.


Narrative Use

The Beacon functions as:

  • A long-term antagonist faction

  • A false haven

  • A source of advanced gear and intelligence

  • A moral crossroads for players

It is not immediately hostile.
It is patient.

And it is watching.