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Midnight: Shadow of the Gods
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<blockquote data-quote="gambler1650" data-source="post: 2789342" data-attributes="member: 11033"><p><strong>Getting Started</strong></p><p></p><p>Ok... I said I'd do all this on the weekend. I got a bit ahead of myself. The first step of course will be to create a character. Given that most players don't have the Midnight Sourcebook, what we're going to do is a bit different than standard character generation. I'm going to give a list of character races, a brief description, and then have the players decide which they are most interested in (they're free to ask for more detail on a few of the races, but I really want to limit what each character knows about races to what their background allows):</p><p></p><p><strong><u>Humans:</u></strong> They came to Eredane long after the Fey Races (Elves, Dwarves, Gnomes and Halflings) and for the most part live in the central plains. In the far past, humans fought the fey races, but quickly learned they were no match for the elves or dwarves. The halflings and gnomes suffered more at their hands. But by the First Age, the humans united with the fey against the Shadow of the North. There are three main groups:</p><p><strong>1. Dorn</strong> - These humans were the first to arrive and have settled in the North. As such, they were the humans who faced the orc armies the soonest. They used to have a proud history, individuals able to trace their lineage to great houses. They are generally the strongest, loudest, most warrior like of the humans. Most feel shame at the way their once proud people let the armies of the Shadow cut through them at the end of the Third Age. </p><p><strong>2. Sarcosans</strong> - Smaller, slighter and darker skinned than their Dornish cousins, the Sarcosans fought with them after they arrived. Instead of completely conquering and subjugating the Dorn, they worked to create a new nation that included both races. Sarcosans are often good riders and more skilled at subtlety and intrigue than the Dorn. Their cities are the most likely to feel 'normal', with puppet rulers put in place by Izrador.</p><p><strong>3. Erenlanders</strong> - This race is the inevitable result of Sarcosan and Dorn blood mixing over the years. They have a much wider range of appearances, are accepted in both Sarcosan and Dorn lands, and live their lives and beliefs based primarily on the area they grew up in.</p><p></p><p><strong><u>Elves:</u></strong> - The elves live in the great forest of Erethor in the western region of Eredane. The Witch Queen, Aradil, has ruled them for as long as anyone can remember and they attempted in each age to unite the people of Eredane against The Shadow. Elves as a race are highly magical. There are 4 main offshoots:</p><p><strong>1. Caransil</strong> - They live in the central forest and are often called the Wood Elves. They are the most numerous elf race and have some of the strongest magic users in Eredane among their number. </p><p><strong>2. Erunsil</strong> - The Snow Elves have very pale skin and eyes, and live in the northern reaches of the forest and are in the front lines of the battle against Izrador. They are consummate archers and experts at hit and run tactics. </p><p><strong>3. Miransil</strong> - The Sea Elves live on the coast and are the most untouched (directly) of the Elves in the war against the Shadow. They live on the land but use the sea like no other race on the continent.</p><p><strong>4. Danisil</strong> - The Jungle Elves have dark skin and an almost feral nature to outsiders. Their area of the forest is beset by foul demons trapped on Aryth for millenia, many of whom have formed pacts with Izrador. The war here is one with no front lines and the elves are known for their skills at using the plants of the Erethor both to heal and poison.</p><p></p><p><strong><u>Halflings:</u></strong> - This small race has possibly taken the worst of the war, their people enslaved and tortured except for the nomads and a few small villages yet undetected by Izrador's armies. They have probably more magic users than any race except the elves, focusing mostly on subterfuge and illusion. There are two main groups:</p><p><strong>1. Agrarian Halflings - </strong> They try to live much as they did before Izrador came, in peaceful villages. The magic users do their best to keep the villages safe.</p><p><strong>2. Nomadic Halflings - </strong> These halflings roam the plains, attempting to keep their settled cousins safe from the Orcs. Their camps have large wolf like creatures called Wogren who have chosen to coexist with the halflings and help in their struggle.</p><p></p><p><strong><u>Gnomes:</u></strong> - The most adaptable of the Fey, their quick fingers and quicker tongues and wit have allowed this small people to survive the invasions of first the Dorn, the Sarcosans and finally Izrador. They are a river and inland sea people who live almost exclusively on boats. In the past they were traders, but now they've been pressed into service by the armies of Izrador in transporting Orcs and gear down the great rivers into Central and Southern Eredane. Many of the common people consider them traitors for so obviously providing help to the Shadow.</p><p></p><p><strong><u>Dwarves:</u></strong> - Other races fought Izrador three separate times. The dwarves feel as though they have been fighting him forever, or at least his armies of orcs which never left the Kaladrun mountains following the first invasion. The dwarves once created things and cities of beauty. Now every breath, every craft is in service of their fight against the Shadow, in a war almost none of them feel they can win. There are two main groups:</p><p><strong>1. Clanhold Dwarves</strong> - These dwarves live in complexes and tunnels beneath the mountains. They have little interaction outside their clan, and almost none with other races. </p><p><strong>2. Kurgan Dwarves</strong> - These dwarves still live as their race once did, on the mountains rather than beneath. In the southern portion of the range, some cities still stand. The Kurgan are more likely than their brethern to have contact with outsiders and often become adventurers, taking the fight to the Shadow rather than waiting for it to come to them.</p><p></p><p><strong><u>Elflings:</u></strong> - A mix of halfling and Danisil parents, these mixed breeds are usually welcome in either parent's world. </p><p></p><p><strong><u>Dwarrow:</u></strong> - The unions of dwarf and gnome parents produce these people. Generally not considered strong enough by their dwarven relatives, they usually join the gnomes where they are well accepted if thought too blunt.</p><p></p><p><strong><u>Dworg:</u></strong> - The rare result of a dwarf woman raped by an Orc. The dwarves want nothing to do with them, except the Kurgan who offer a haven. Probably the most isolated and moody of the races, with a hatred for orcs surpassed by none.</p><p></p><p><strong><u>Orcs:</u></strong> - Once in a blue moon an orc might decide that there's more to life than Izrador. Most people feel that these individuals are mere rumors, or spies. (Anyone who wants to be an orc should be prepared for a lot of discussion between us, and a LOT of negative interactions in the game - I'm not outright disallowing one, but I will have to think very hard about whether the character will fit).</p><p></p><p>Additionally, at this point, think of what kind of character you would like to play. Fighter of some sort, magic user, rogue type, or a live off the land type. The reason I'm not asking for professions is, I'll describe them later and based on initial discussions about the potential race and concept, will suggest one or two strong possibilities. </p><p></p><p>One more thing.. No evil characters will be permitted. 'Anti-hero' types are fine, but alignment will be restricted to Good or Neutral (Lawful, Neutral and Chaotic all allowed)</p></blockquote><p></p>
[QUOTE="gambler1650, post: 2789342, member: 11033"] [b]Getting Started[/b] Ok... I said I'd do all this on the weekend. I got a bit ahead of myself. The first step of course will be to create a character. Given that most players don't have the Midnight Sourcebook, what we're going to do is a bit different than standard character generation. I'm going to give a list of character races, a brief description, and then have the players decide which they are most interested in (they're free to ask for more detail on a few of the races, but I really want to limit what each character knows about races to what their background allows): [b][u]Humans:[/u][/b] They came to Eredane long after the Fey Races (Elves, Dwarves, Gnomes and Halflings) and for the most part live in the central plains. In the far past, humans fought the fey races, but quickly learned they were no match for the elves or dwarves. The halflings and gnomes suffered more at their hands. But by the First Age, the humans united with the fey against the Shadow of the North. There are three main groups: [b]1. Dorn[/b] - These humans were the first to arrive and have settled in the North. As such, they were the humans who faced the orc armies the soonest. They used to have a proud history, individuals able to trace their lineage to great houses. They are generally the strongest, loudest, most warrior like of the humans. Most feel shame at the way their once proud people let the armies of the Shadow cut through them at the end of the Third Age. [b]2. Sarcosans[/b] - Smaller, slighter and darker skinned than their Dornish cousins, the Sarcosans fought with them after they arrived. Instead of completely conquering and subjugating the Dorn, they worked to create a new nation that included both races. Sarcosans are often good riders and more skilled at subtlety and intrigue than the Dorn. Their cities are the most likely to feel 'normal', with puppet rulers put in place by Izrador. [b]3. Erenlanders[/b] - This race is the inevitable result of Sarcosan and Dorn blood mixing over the years. They have a much wider range of appearances, are accepted in both Sarcosan and Dorn lands, and live their lives and beliefs based primarily on the area they grew up in. [b][u]Elves:[/u][/b] - The elves live in the great forest of Erethor in the western region of Eredane. The Witch Queen, Aradil, has ruled them for as long as anyone can remember and they attempted in each age to unite the people of Eredane against The Shadow. Elves as a race are highly magical. There are 4 main offshoots: [b]1. Caransil[/b] - They live in the central forest and are often called the Wood Elves. They are the most numerous elf race and have some of the strongest magic users in Eredane among their number. [b]2. Erunsil[/b] - The Snow Elves have very pale skin and eyes, and live in the northern reaches of the forest and are in the front lines of the battle against Izrador. They are consummate archers and experts at hit and run tactics. [b]3. Miransil[/b] - The Sea Elves live on the coast and are the most untouched (directly) of the Elves in the war against the Shadow. They live on the land but use the sea like no other race on the continent. [b]4. Danisil[/b] - The Jungle Elves have dark skin and an almost feral nature to outsiders. Their area of the forest is beset by foul demons trapped on Aryth for millenia, many of whom have formed pacts with Izrador. The war here is one with no front lines and the elves are known for their skills at using the plants of the Erethor both to heal and poison. [b][u]Halflings:[/u][/b] - This small race has possibly taken the worst of the war, their people enslaved and tortured except for the nomads and a few small villages yet undetected by Izrador's armies. They have probably more magic users than any race except the elves, focusing mostly on subterfuge and illusion. There are two main groups: [b]1. Agrarian Halflings - [/b] They try to live much as they did before Izrador came, in peaceful villages. The magic users do their best to keep the villages safe. [b]2. Nomadic Halflings - [/b] These halflings roam the plains, attempting to keep their settled cousins safe from the Orcs. Their camps have large wolf like creatures called Wogren who have chosen to coexist with the halflings and help in their struggle. [b][u]Gnomes:[/u][/b] - The most adaptable of the Fey, their quick fingers and quicker tongues and wit have allowed this small people to survive the invasions of first the Dorn, the Sarcosans and finally Izrador. They are a river and inland sea people who live almost exclusively on boats. In the past they were traders, but now they've been pressed into service by the armies of Izrador in transporting Orcs and gear down the great rivers into Central and Southern Eredane. Many of the common people consider them traitors for so obviously providing help to the Shadow. [b][u]Dwarves:[/u][/b] - Other races fought Izrador three separate times. The dwarves feel as though they have been fighting him forever, or at least his armies of orcs which never left the Kaladrun mountains following the first invasion. The dwarves once created things and cities of beauty. Now every breath, every craft is in service of their fight against the Shadow, in a war almost none of them feel they can win. There are two main groups: [b]1. Clanhold Dwarves[/b] - These dwarves live in complexes and tunnels beneath the mountains. They have little interaction outside their clan, and almost none with other races. [b]2. Kurgan Dwarves[/b] - These dwarves still live as their race once did, on the mountains rather than beneath. In the southern portion of the range, some cities still stand. The Kurgan are more likely than their brethern to have contact with outsiders and often become adventurers, taking the fight to the Shadow rather than waiting for it to come to them. [b][u]Elflings:[/u][/b] - A mix of halfling and Danisil parents, these mixed breeds are usually welcome in either parent's world. [b][u]Dwarrow:[/u][/b] - The unions of dwarf and gnome parents produce these people. Generally not considered strong enough by their dwarven relatives, they usually join the gnomes where they are well accepted if thought too blunt. [b][u]Dworg:[/u][/b] - The rare result of a dwarf woman raped by an Orc. The dwarves want nothing to do with them, except the Kurgan who offer a haven. Probably the most isolated and moody of the races, with a hatred for orcs surpassed by none. [b][u]Orcs:[/u][/b] - Once in a blue moon an orc might decide that there's more to life than Izrador. Most people feel that these individuals are mere rumors, or spies. (Anyone who wants to be an orc should be prepared for a lot of discussion between us, and a LOT of negative interactions in the game - I'm not outright disallowing one, but I will have to think very hard about whether the character will fit). Additionally, at this point, think of what kind of character you would like to play. Fighter of some sort, magic user, rogue type, or a live off the land type. The reason I'm not asking for professions is, I'll describe them later and based on initial discussions about the potential race and concept, will suggest one or two strong possibilities. One more thing.. No evil characters will be permitted. 'Anti-hero' types are fine, but alignment will be restricted to Good or Neutral (Lawful, Neutral and Chaotic all allowed) [/QUOTE]
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