gambler1650
Explorer
My first request here is please do not post to this topic until I finish my introductory posts. Thanks!
Also, I have a group already more or less ready to go, so at the moment I will not be taking new players. However, I plan to allow 'guest NPCs' down the road. More on that later.
Now, for the brief overview of Midnight for those who are unfamiliar with the setting (which is most, if not all, of my players). Please note I am intentionally glossing over some details to merely provide an overview. I would actually prefer to give less information, but for those who might be used to a standard AD&D campaign I want to make sure they realize some of the differences right from the start:
In the Time Before Years, Aryth was much like any other world, with a pantheon of gods that were worshipped. There was a great war in the heavens as the gods fought one of their own, Izrador, the essence of evil. Izrador was defeated and was cast out of the heavens to Aryth, his spirit separated from his body. But as he fell, he sundered the connection of Aryth to the heavens, cutting the gods off from the mortal realm.
On the continent of Eredane, the dark god slowly grew in power in the North, creating a race of beings known as the Orcs. He sent his armies south to conquer all of Eredane. He was defeated due to the forewarning received by Aradil, Witch Queen of the Elves. She united the races of Eredane who defeated Izrador in a great battle that ended the First Age.
The Second Age saw humans spread further. They helped create the Fortress Wall which would stand against The Shadow of the North when he came again. When he did, the races of Eredane defeated him again to begin the Third Age.
But now, seeds of distrust and corruption were planted by the dark god. The humans in particular squabbled, the dwarves withdrew into their Clanholds in their continuing fight against the Orcs, and the Elves tried to convince the other races that vigilance should be maintained. Instead, the Fortress Wall fell into ruin in human lands and four great heroes of Eredane were corrupted by Izrador to serve as his 'Night Kings'. When he came again at the end of the Third Age, he swept through human lands with hardly any resistance. The Shadow of the North had won.
Now, in The Last Age, humans are a conquered people. Izrador seeks to eradicate the Elves in their great forest of Erethor, and the dwarves in their isolated clanholds in the mountains of Kaladrun. The halflings are enslaved and tortured while the gnomes are seen by many as traitors, providing river passage for the Orc armies as they tighten their grip on central Eredane. Gold and jewels mean little in an economy that lies in ruins. Arcane magic is prohibited. Learning and literacy is a crime. Weapons beyond the simplest are disallowed. These crimes are punishable by whipping, enslavement or death.
The common human who is helped against the savagery of orcs is more likely to turn the hero in for his 'crime' than to thank them, out of fear and a hope to keep their family safe. The blessings of the gods are no more, save one, the Shadow who is the only source of divine magic left to the world, and therefore only his clerics can summon magic from him. It is a world of despair and darkness in which the lights of heroes should shine all the more brightly. Instead they seek to avoid detection, their goals often merely to harass and slow the Shadow's progress. Some hope to find a way to turn the tide, but the older insurgents feel deep in their hearts that Izrador's ultimate victory is assured.
Also, I have a group already more or less ready to go, so at the moment I will not be taking new players. However, I plan to allow 'guest NPCs' down the road. More on that later.
Now, for the brief overview of Midnight for those who are unfamiliar with the setting (which is most, if not all, of my players). Please note I am intentionally glossing over some details to merely provide an overview. I would actually prefer to give less information, but for those who might be used to a standard AD&D campaign I want to make sure they realize some of the differences right from the start:
In the Time Before Years, Aryth was much like any other world, with a pantheon of gods that were worshipped. There was a great war in the heavens as the gods fought one of their own, Izrador, the essence of evil. Izrador was defeated and was cast out of the heavens to Aryth, his spirit separated from his body. But as he fell, he sundered the connection of Aryth to the heavens, cutting the gods off from the mortal realm.
On the continent of Eredane, the dark god slowly grew in power in the North, creating a race of beings known as the Orcs. He sent his armies south to conquer all of Eredane. He was defeated due to the forewarning received by Aradil, Witch Queen of the Elves. She united the races of Eredane who defeated Izrador in a great battle that ended the First Age.
The Second Age saw humans spread further. They helped create the Fortress Wall which would stand against The Shadow of the North when he came again. When he did, the races of Eredane defeated him again to begin the Third Age.
But now, seeds of distrust and corruption were planted by the dark god. The humans in particular squabbled, the dwarves withdrew into their Clanholds in their continuing fight against the Orcs, and the Elves tried to convince the other races that vigilance should be maintained. Instead, the Fortress Wall fell into ruin in human lands and four great heroes of Eredane were corrupted by Izrador to serve as his 'Night Kings'. When he came again at the end of the Third Age, he swept through human lands with hardly any resistance. The Shadow of the North had won.
Now, in The Last Age, humans are a conquered people. Izrador seeks to eradicate the Elves in their great forest of Erethor, and the dwarves in their isolated clanholds in the mountains of Kaladrun. The halflings are enslaved and tortured while the gnomes are seen by many as traitors, providing river passage for the Orc armies as they tighten their grip on central Eredane. Gold and jewels mean little in an economy that lies in ruins. Arcane magic is prohibited. Learning and literacy is a crime. Weapons beyond the simplest are disallowed. These crimes are punishable by whipping, enslavement or death.
The common human who is helped against the savagery of orcs is more likely to turn the hero in for his 'crime' than to thank them, out of fear and a hope to keep their family safe. The blessings of the gods are no more, save one, the Shadow who is the only source of divine magic left to the world, and therefore only his clerics can summon magic from him. It is a world of despair and darkness in which the lights of heroes should shine all the more brightly. Instead they seek to avoid detection, their goals often merely to harass and slow the Shadow's progress. Some hope to find a way to turn the tide, but the older insurgents feel deep in their hearts that Izrador's ultimate victory is assured.