Midnight

Enter a world where evil rules and darkness has fallen across the land. Fight for hope and justice in a realm where desperation and despair hang like a death shroud over shattered empires. Explore an ancient world with a terrible legacy where the gods are silent and magic ebbs like the tide retreating from a dark shore. Embark on an epic journey in a land where heroes are condemned and the elder races are hunted to extinction.
 

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In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:

1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.

This book is a Campaign Setting for a world that has a very Tolkein-ish feel to it (the fact of where the inspiration came from has been confirmed by the authors more than once) with one minor difference. Saur.. errr, Izrador won the final battle. Seriously, I won't make any more such comparisons or 'slips of the tongue' because once you read the book, while the insipration is obvious, there's a large amount of ingenuity, uniqueness and love that went into this campaign world. The overall feeling might be familiar but it comes across as a world of its own. One other thing that strikes immediately after reading it is that they've listened to comments on other campaign settings. This book is one of the most complete sourcebooks available for any setting. It does require the Player's Handbook (and for parts, also the Psionicist's Handbook, the DMG and the MM) On to the review:

Production Quality: Ok, I lied, I'm going to make one more comparison to one of the inspirations for the game. The boundary of the book has a somewhat similar look to Decipher's LotR RPG book, though the background is darker in Midnight, and the base color is textured to look like that of old, worn stone. The picture shows one of the Night Kings (one of the four servants of the dark god, Izrador) standing atop the tower of Theros Obsidia in the former center of learning in the human lands, Highwall. It's probably night, though it might be the smoke from a burning part of the otherwise dark city that darkens the sky, and there's an orange tint. A Goblin servitor bows behind the Night King and dragons can be seen in the sky overhead. The back shows the same general look, and the picture there is of a Legate with his Astirax charges (incorporeal creatures that can sense and drain magical energy). The first introductory part of the book follows the format FFG started with Dragonstar, being on glossy pages and in color. The map is a thing of beauty, and while I didn't care for the somewhat larger symbols for cities, fortresses and towns at first, they don't distract anymore. It looks almost like it was taken by a satellite. The only issue I have with the map is that it's not a pull-out, nor is it on the inside covers where it would be on sturdier paper. I hope the map is offered as a PDF file down the road, or at least a pull-out is available in the next supplement. I don't really like the glossy, colored section of the book.. and for an unusual reason, it makes me wish the rest of the book were in this format! The rest of the book is in the standard FFG black and white and slightly newspaperish feeling paper. By that I mean it feels just a bit coarse, and I've noticed black ink stains on my fingers if I hold a section too long (fortunately very light, and it hasn't smeared the book yet). All of the art is uniformly good to excellent in my opinion, except for one piece that had what felt like a completely different style than the others (page 216 for those interested - it's good artwork, but just didn't seem to fit). The headings are quite obvious, the heading sections are consistently done and there's good use of white space and sidebars to break up the reading.

Production quality score: 4 (Except for the niggles above, I'd give it a 5, and that's mainly opinion anyhow. Nevertheless I rate by rounding towards a 3, so something has to be close to perfect to get a 5. I really don't like the paper quality, even if it's sturdy enough it just feels too much like I'm reading on newspaper pages).


Content:

Introduction: Here you get a brief overview of the entire setting, some stories in sidebars relating to specific events that will be described more fully later, information on how Midnight differs from an average AD&D campaign, etc. It's well done, and whets the appetite for more. The artwork in this section is full color and for the most part, beautiful (if dark in mood). Briefly, for those wondering, a dark god fought other gods a long time ago and was cast out of heaven to Aryth (the world). As he fell, he used the last of his strength to draw a veil between Aryth and the heavens, cutting the gods off from Aryth in an event known as the Sundering. No longer were the clerics able to receive spells or even direct contact with their gods, in all respects it was as if they ceased to exist as far as the people of Aryth were concerned. Over time, The Shadow of the North (Izrador) regained his strength and began corrupting the minds of a dwarven offshoot. These beings became the orcs. Elves and Dwarves were offshoots of a race before them called the elthedar that are only known by their ruins. Gnomes and halflings appear to be offshoots of dwarves and elves respectively. Three times, Izrador's armies came from the north and attacked the continent of Eredane (and presumably other places on Aryth). Twice they were rebuffed. The third time they won, and now the human areas in the center of Eredane are under the Shadow's control, while the Shadow's armies now fight to destroy any memory of the elves in their forest to the west, and the dwarves in their mountains to the east.

Chapter 1: Characters - Here you get information on the races, classes, heroic paths, feats and new weapons of Midnight. The races possible are elves (and four offshoots - wood elves, snow elves, "wild" elves in the southern jungles, and sea elves on the western shore of Eredane), dwarves (in the eastern mountains), human (three races - two being the Dorn and Sarcosans, another being a mix of the above two), halflings (which are mostly nomads on the plains if free, otherwise they live in constant slavery under the orcs) and gnomes (the race most left alone.. they're a rivergoing race, living on barges and barques, once master traders before the economy was shattered - and they seem to have sold out to the Shadow - easy since the orcs hate water, but in reality use their position to get information, weapons, magic items across Aryth for the resistance). Additionally, orcs are described and some half breeds. There are no half elves, since humans are considered to have come from different initial stock, instead you have elflings (elves + halflings), dwarrow (gnomes + dwarves) and dworgs (orcs + dwarves). Each race and group within, have their own special abilities above and beyond the normal AD&D races. Elves, halflings and gnomes for instance all have the ability to cast chosen cantrips as an innate ability, and there are other special abilities to further add flavor to the world.

The classes are where the biggest shock will come into play. The basic classes have only three holdovers from original AD&D: the fighter, the rogue and the barbarian. Astute readers will notice that these are the three non-spellcasting classes. Skimming a bit further, you'll notice that the Wizard and Druid are also present, but as prestige classes. The new base classes are Channeler (the core spellcasting class), Defender (think monk without any innate spellcasting ability), Wildlander (think Ranger without any innate spellcasting ability) and the Legate (the only clerics in the game and since they draw their power from the fallen god - Izrador - they legates are intended to be NPCs).

While the new classes could be considered old classes without spellcasting abilities, they have their own set of abilities at each level, some of which make up a bit for the overall rarity of magic (as will be discussed in chapter 2). The Prestige Classes include the Druid, Wizard, Insurgent Spy (the picture makes them look like a geisha, but the abilities deal with contacts among insurgents, ways to better intimidate minions of the shadow, etc) and the Freerider (horsemen - just about the only 'free' insurgents in human lands).

Then we come to something new, the Heroic Paths. PCs are all special individuals, more so than in standard AD&D. The best way to view these Heroic Paths is as a permanent secondary class that only gives new class abilities (sometimes spell-like abilities) at each level. These paths are inborn so a new character has to choose the one she starts with, and can't add new ones. Examples include Chanceborn (lucky), Charismatic (enchanting and uplifting abilities), feyblooded, Guardian (kinda paladin like), healer, juggernaut, naturefriend and quite a few more.

One of the nice things about these are that combined with a character class, you can recreate the standard AD&D classes at least to some extent. Healing is quite rare in this game comparitively, so by adding the Healing path to a character you create a poor man's cleric. Some of the paths are completely unique to the game. One of my first complaints comes in this section though as two of the paths (Mystic and Mentalist) use spell-like abilities based on the Psionicist's Handbook (I assume this anyhow since I don't have that book, but the abilities don't have corresponding PHB spells) and this isn't mentioned anywhere in the description of those paths.

Some new feats are added, including Magecraft which any character can take and makes Spellcraft a class skill for the character. Yes, any character class can also be a spellcaster. In effect, spellcasting is completely independent of what classes you have, although certain classes make spellcasting in this magic system much easier. Spellcasting is also the name of a feat, and it allows the character to take a school of magic. Greater spellcasting allows you to take one of the two greater schools of magic (greater conjuration and greater evocation) if you already have one of the lesser schools of the same name. When one flips to the back of the book and realizes that these 'new' schools have such spells as Summon Monster I, Magic Missile, Fireball. And then realizes that it takes a 7th level character just to cast a first level spell (Magic Missile for instance) in one of these schools.. well, the changes to magic become even more obvious.

Finally, a few new weapons are described, generally one for each race to given them more flavor.


Chapter 2: Magic - Ok, so I've touched on the fact that magic is different. Except for the Legates (which use standard Cleric rules), all other spellcasting follows the below format. Each character that takes "Magecraft" must choose a tradition of magic. These traditions are charismatic, hermetic and spiritual. If you have channeler classes, you gain a special gift dependent on which tradition you take (Master of Two Worlds is the spiritual gift, and allows you to command animals and plants like a cleric could the undead). A channeler also gets Magecraft as a free feat along with the Universal and Transmutation schools and one other of their choice. They also get five cantrips, and three 1st level spells of their choice.

Other characters have to use a long and torturous process to get spells. Once you take Magecraft, each character has a number of spellpoints based on their level and appropriate ability modifier (INT for Hermetic, WIS for spiritual and CHA for charismatic). A character can learn spells from the schools they know (through the spellcasting feat) if the spell level is half of their current level (+1 if they have more classes in Channeler, Wizard and/or Druid than any other class - this is why a 1st level Channeler can know 1st level spells). The methods for learning spells require varying amounts of time, experience and equivalent of gold and can often be quests in their own right.

When casting a spell, a character doesn't have to have prepared them in advance (although a wizard can do so, reducing the amount of spell energy they cost to cast). A character can cast any spell they know at any time and the level of the spell is the number of spellpoints required to be drawn from their spell pool. When this energy is used up, the character can still cast spells but he takes temporary constitution damage equivalent to the spell level. Both the energy and the constitution damage can be recovered with a good night's sleep. There are also rules for ritual magic (extremely slow casting method requiring full concentration but it causes less damage to constitution and doesn't use any spell points - in other words, use for extremely powerful, area type spells).

Creating magic items is also covered. Simply put, magic items are very rare since they're outlawed by Izrador except for his forces. They can be created only by taking the appropriate materials to a power nexus and draining energy from the nexus (amount dependent on the types of enchantments you wish to put on the item). This obviously will usually be a quest for the characters. New magic items are listed, including charms. Charms have four power levels, and the first three are one shot items. They emit no magic aura until they're used, and then they give a brief one time bonus (like +2 to luck). True Charms give their benefit constantly and don't detect as magic. All Charms tend to look like a normal, everyday item so's not to be suspicious to the Legates.

The most interesting magic items are the Covenant Items. Basically, these are objects (weapons, armor, etc) that never have to be identified (they reveal themselves to a worthy owner) and increase in power as the character increases in level. This is a very nice concept in my mind, and one that makes up for the overall lack of magic items in the game. when someone finds such an item, there's always something new to learn about it.


Chapter 3: Eredane - This is an overall look at the continent, including a more detailed history, the economic status (basically a barter system where a bag of gold is probably less valuable to most people than if you offered them enough food for a day, and where diamonds are likely to be used as sling "stones"), and a quick overview of the geography and the languages.


Chapters 4-9: Here you have an overview of each major area on Eredane: the Erethor - forest of the elves; the north, central and south plains where humans, gnomes, halflings, orcs and legates roam; the Kaladrun mountains where the dwarves live. Each section has an overview, the history, government, people, settlements, trade and craft, language, religion, ways and traditions, sites and a section "Against the Shadow" which describes both Izrador's minions and effects on the region and the insurgents who fight against him. These sections are very well written with only the occasional typo, and really give a good feeling for the ancient history of the area and the current status. My favorite area was Erethor, including how the Wood itself is becoming the Whispering Wood which incorporates the souls of deceased elves to spy on the enemy. One has to wonder if these souls will eventually go insane (as most undead souls do) and become a threat to the elves themselves (only a minor hint at a worry as to what the Whispering Wood might become is given though).


Chapter 10: The Shadow in the North - Here you get a description of the Orcs, Izrador's true goals (he is attempting to drain Aryth of all magic through the use of Black Mirrors, so that this energy can be used by him to return to the heavens), the four Night Kings (including a dragon who happens to be female), the Fell (all intelligent beings can return as stronger, more intelligent ghouls since access to the afterlife has been cut off), laws of the land (it's an offense to not report an offense, death is immediate for any elf or dwarf, having magic items is a severe offense, carrying weapons is a severe offense, etc) and how the occupation affects the plains areas.

Chapter 11: Midnight Campaigns - This chapter describes how to handle the different elements of a Midnight Campaign, a world where the gathering of gold is useless, where having many magic items and weapons is dangerous, and where the average human in a village is more likely to turn you over to the agents of the Shadow for protecting the village against marauding orcs, than he is to thank you. There's a lot of good advice in here, although more specific examples may have been helpful. I would have liked to see this section expanded further, but it still gives a good overview and sparks ideas.

Chapter 12: Monsters - This describes a few of the unique monsters of Eredane, including the Astirax (the magic sniffers used by the Legates), the Oruk (stronger orcs), the Fell, and a few unique dragons (each dragon on Aryth is a uniquely powerful individual) and the Wogrem (large canine types that are symbiotic with the halflings). I would have liked to have seen a list of what kinds of creatures could be expected in each region, but this is mentioned somewhat in each individual chapter (an interesting thing is that all dire animals are found in the Erethor forest, and are on the side of the elves).

Chapter 13: On the Run - This chapter is a quick introductory adventure for new players to the setting. Well laid out it gives the proper feel and mood of a Midnight campaign, and sets the players in the right frame of mind almost from the start. There are a few elements that could use fleshing out (why the elf on the run trusts the characters to begin with, etc) but a clever DM will be able to do so. This to me is more than icing on the cake. For any new campaign world, I almost consider it a necessity to include at least an adventure vignette to give new DMs an idea of what kind of scenarios and mood the writers envision in an adventure.

At the back of the book is a listing of all schools of magic and the spells at each level. One thing obviously missing is a character sheet! I hope that this becomes a PDF download quickly.

Content Rating: 5 (About as complete as you can get).


Overall: This is about the most complete campaign sourcebook I've ever seen. Everything you need, from the races, to the classes, to a new magic system designed for the world, to some new monsters, advice on how to run a campaign and even an introductory adventure is included. The writing is excellent, and feels very epic and even eloquent at times, though there's usually one small typo every couple of pages (no biggie). One thing I really like is the equal emphasis on how things used to be before Izrador won, so that the wonders lost are real to the DM and the players. The DM can "remind" for instance, how the great library in Highwall used to look to a Channeler when all she currently sees is a black tower rising from the rubble of the library strewn around it.

My only major complaint is I want even more! With the book "Against the Shadow" coming out, my desires should be answered. Don't buy this book expecting to be able to run a standard AD&D campaign. While there are areas of Eredane that are relatively untouched by Izrador, and ruins to explore, you won't get the full flavor if played this way. Embrace the differences and run the campaign in the way that it's meant to be run. The characters will never face Izrador directly, he is after all a god. Their main hope is to find a way to tilt the balance more towards the people who fight him though they seem destined to fail.
 

Midnight d20 by Fantasy Flight Games is a beautiful 254-page hardcover book that describes a Tolkien-like setting. It also includes many new interesting rules. Though the book seems, at times, a bit too much like "Middle Earth after Sauron won", it has some concepts that are different, too.

The cover image gives you an idea of the dark atmosphere of the setting in which a dark force called Izrador reigns supreme over all others. The setting is a somewhat oppressive environment where PCs must constantly struggle to hide from and then fight against Izrador's agents of evil. Midnight is not a happy place to be if you're a goody. I don't know if I'd personally want to play a PC in a place where there is virtually no hope, but it might be fun for at least a few game sessions.

The interior is very good with some pieces, especially by Andy Brase, being excellent. The book starts with a few full-color images, but then goes entirely black and white. I don't mind though because this is one of the few d20 books I've found that has little, if any, objectionable art. I particularly liked the illustration by Brase on p. 202 of an evil lord commanding a dragon.

The text is generally very well-written. Of course, there are some editing mistakes, but nothing glaringly erroneous. It is easy-to-understand and yet stylistically pleasing at times, too. The history parts were quite interesting and I liked reading about the various lands and their people.

You'll find new sub-races such as sea and snow elves or dorn and sarcosan humans. I counted eight core classes: channeler, defender, legate, wildlander, druid, freerider, insurgent spy, and wizard. Each seem well-balanced and fun to play.

What I liked more, however, were the heroic paths. You can choose to be one of 20 paths: chanceborn, charismatic, dragonblooded, earthbonded, faithful, feyblooded, giantblooded, guardian, healer, ironborn, juggernaut, mentalist, mystic, naturefriend, philosopher, quickened, seer, shadow walker, steelblooded, or warg. Each provide unique abilities at every new level attained by the PC. For example, a PC that is feyblooded can cast the spell bless once per day at 1st-level, protection from evil once per day at 2nd-level, aid once per day at 3rd-level, divine favor once per day at 4th-level, and so on.

I think these heroic paths allow players some added flexibility in creating their characters and making them more multi-dimensional. I would definitely be interested in playing a PC with one of these attributes though perhaps not in such a dark setting.

There is some setting-specific information such as a few pages on the barter and trade system (Midnight does not use coins much) as well as some text on the various languages. I love this type of stuff and it fits well with the rest of the book.

Much of the rest of the book contains information on the various parts of the world. You'll also find new monsters in Chapter Twelve. In addition, there is a sample adventure at the end called "On the Run" which gives an idea of how to run an adventure in the setting. That is always a good idea.

I liked Midnight very much and would recommend it to anyone. Even if you don't use the setting directly, there are many ideas that you could implement in your own game. It is a wonderful book overall and could quite possibly be the best D&D-like setting out there right now for d20. Grade: A
 

Bias
As I have stated several times to various folks, Midnight is the setting I always wanted to write. It is the homebrew setting I always dreamed of, but never got around to. Fortunately for me, the good folks at Fantasy Flight Games did all the work for me. And what a job they did!

I've always been fond of dark, brooding settings and, much to my delight, FFG gave me exactly what I wanted.


Overview

Midnight is a Dark Fantasy d20 Campaign Setting produced utilizing the Dungeons and Dragons core rules. While it shares the same core rules, Midnight diverges from the core with many of its systems and concepts.

To use an often coined phrase; "Midnight is what would happen if Sauron had won." Based heavily off Tolkienesque concepts, the world of Midnight struggles to survive under the oppressive yolk of an evil god. The above phrase, while pointing us in the right direction, is also a bit misleading. While it may seem based of Tolkien's work, it is altogether its own entity.

To summarize the setting:

The people of Eredane are fighting a loosing battle. In fact, they have already lost. Thousands of years ago, their was a great war in the heavens. The dark god, Izrador was defeated, and cast out of the divine realms. But alas, when he fell, the world paid a terrible price. Izrador's fall severed the world from its heavens. All extraplanar contact was no more. The god's lost their children, and the people of Aryth lost their gods.

Izrador retreated to the frozen north to lick his wounds, and for hundreds of years, he rested. Soon he would arise and make war on the world and in doing so, ascend to heaven to finish what he started.

Thousands of years later, his army of orcs marched south out of the Frozen North and laid waste to all in its path. The human lands fell. The world was thrown into chaos. Hundreds of thousands died in the last wars against the Shadow in the North and Izrador soon gained his victory over the people of Eredane.

The setting's present time is 100 year after the last wars. Izrador's forces control most of the world. His orcs, led by the black priests called Legates, do the bidding of the Night Kings, Izrador's chosen generals.

The dwarves hide in the mountains, fighting against the never-ending tides of orcs and worse who come to dig them out. Their once great cities have become killing fields, their lives consumed by war.

The elves have retreated to the great forest of Erethor, where the forest itself is a weapon against the Shadow. They, like the dwarves, fight a war that cannot be won.

The humans have been defeated. Scattered and disorganized, they meek out whatever life they can under the watchful eyes of the legates. Spellcasting is punishable by death. Those who dare cast spells live in fear of the demon Astiraxes who hunt them. Literature, learning, weapons and armor are all likewise outlawed.

The orcs, dragons, giants and goblinoids, all under the Night King's command, roam the world freely and openly. They are the distributors of the dark god's justice and the humans fear their coming.


Art, Layout, and Presentation

The Midnight Campaign Setting is a 255 page hardbound book. The first 16 pages are glossed color (including a beautiful map), while the rest of the book is black and white. Normally I would frown on this, but in this context, it really fits the book well. The black and white pages, along with all of the excellent artwork do a wonderful job of portraying the mood of the setting. The artwork itself ranges from good to excellent and was very deserving of the ENnie it won.

The book starts off with the color introduction. Here we learn about the history of the world and learn a little bit about it people and places. Among this information, you'll encounter some of the best flavor text found in an RPG. Truly, even if you don't plan to play in the setting, the book is a delight to simply read through. The only thing I could ask for would be a some sort of "a day I the life of a Midnight commoner" type section. There is so much detail to the world, you really have to piece together the pieces to get a good look at the big picture.

Of note, there is a short introductory adventure in the back of the book that is quiet good and does a great job setting the tone for the setting.


Character Creation

Here we have a listing of the various races and classes found in Midnight. Humans are found in three subgroups, Dorns, Sarcosan's and Erenlanders. Dwarves are here as well as four subraces of elves (Snow Elves, Forest Elves, Jungle Elves, and Sea Elves). We also have Gnomes and Halfling, but there is a noticeable lack of Half-elves and Half-orcs. In Midnight, humans cannot breed with nonhuman races. However, we have a few new races. Dworgs are half-dwarf/half-orc. Elflings are half-elf/half-halfling. And lastly there is the Dwarrow, the half-gnome/half-dwarves and Orcs as a PC race. The races of Midnight are more powerful than those of a typical D&D setting. In fact, the book suggests making them +1 ECL races if you use them outside of Midnight. The added power, helps make up for the lack of magic in the setting.

Fighters, Rogues, and Barbarians can be ported directly into Midnight with no problems. In addition, we have a few new classes. The Channeler specializes in the use of magic and must pick one of three paths to take; Spiritual (Wis), Hermetic (Int), or Charismatic (Cha). The Defender is a much the monk, but has less supernatural abilities. The Wildlander is yet another variation of the Ranger and the Legate, which is the setting's only divine caster. Izrador, being the only god with access to the world, is the only one capable of granting divine spells. The lagates are his worshippers and are gifted also with an astirax companion.

The book also contains four prestige classes. Among them you'll find the Wizard and Druid which both have some of the typical abilities associated with them in standard D&D.

Because of the lack of magic in the Midnight setting, the characters need some way to survive in such a harsh world. FFG solved this problem with the advent of Heroic Paths. During character creation, every PC may select a Path. At every character level, the character gets a new ability, bonus, feat etc. based on a theme. For example, a character with the Dragonblooded Path gains bonus spells and additional spell energy. Shadowwalkers gain the ability to see in the dark and eventually teleport through shadows. In total, there are about 20 different Heroic Paths to choose from.


What's Different?

Perhaps one of the easiest ways to define the Midnight seting is to highlight how it differs from the standard D&D settings like Forgotten Realms or Greyhawk.


Magic

Midnight has a very different magic system than D&D. Its system is point based and any class can cast spells if they possess the right feats. While the channeler core class gets certain bonuses and perks, spellcasting simply isn't tied to class. The magic system works as follows:

To cast spells, the PC must take the Magecraft feat. Doing so allows the PC to pick a path (Spiritual, Hermetic, or Charismatic). With this feat, the character gains an amount of Spell Energy equal to the modifier for his spellcasting ability score and gains the ability to cast a cantrip from a small list.

The PC may then take the Spellcasting feat. This feat allows the PC to choose a single school from which he may learn and cast spells. This feat must be taken each time the PC wants access to a new school. The spells a character can learn to cast come from all sources except those that are specific only to the Cleric spell list.

Learning spells is not tied to a specific table, nor must the character prepare spells ahead of time. The character learns new spells throughout his career, either from study or from another caster, and can cast them as long as he has Spell Energy. Once you run out of spell energy, you may continue to cast spells, but you suffer a point of Con damage for each level of the spell you cast.

Magic is very rare in Midnight. A character should count himself fortunate to have a +1 weapon by the time he hits 12th level. The astiraxes can smell the presence of magic items, and can lead their legate masters to those who possess them. Carrying such items are very dangerous and the more you have, the better your chances of being caught. For this reason, Midnight has what are referred to as Covenant items. These are magic items who gain multiple powers as its owner gains levels.


The Sundering

The world of Aryth is cut off from all extraplanar travel. No one can get in, no one can get out. Teleportation is not possible and spells that summon creatures summon them from other parts of Aryth. Divine magic is impossible for all except the servant of Izrador.

Another side effect of this is the Fell. When a character dies, his soul has nowhere to go. Neither heaven nor hell are open to him. His soul, bound to his body, rests eternally there. However, many who die do not rest. Instead, they rise as one of the Fell. Reborn as undead, their body animates and they feel the overwhelming need to feed. Their food of choice is, of course, warm living flesh.

While a newly animate Fell will be much like he was in life, maybe not even aware he is dead, the hunger will soon come upon him. If he does not feed, he will eventually begin to decay. In time, the Fell decay into little more than common zombies and skeletons who haunt the night looking for victims.


Economy

Eredane's economy has collapsed. Most everyone barters for what they need. What good is gold and gems? You can't eat them. You can use them as weapons. They can't be used as tools. They are, in most cases, worthless.

The book goes to great lengths to show you how to use a barter economy in your game. While some areas of the continent, those under total control by the Shadow, may use gold and other currency to some degree, most do not. I must admit, at first I was put off by this, but after giving it a fair chance, I've discovered that bartering can be great for roleplaying. In fact, it has become one of my favorite aspects of the setting.


Focus

A typical D&D character has his weapons, his armor, his spells, his magical trinkets etc. If you aren't careful, these things may become what defines the character. The character becomes less of a person, and more of a coat rack upon which all these neat things hang. Midnight is very different in this regard. All of the magic trinkets are replaced by things much more personal. The heroic paths give characters advantages that come from within. Magical weapons grow and mature with the characters. Every magic item has it's own story to tell or was forged by the character himself. The focus of Midnight if shifted heavily toward the character, and not the items he has managed to gather or his spellbook.


Purpose

There will be little of the "kill the monster and take its stuff" mentality in a good Midnight campaign. This is mainly because, the creature whom you usually kill and loot are now in control of the world. There is a resistance movement however, and conflict likely as character ambush supply routes and infiltrate enemy strongholds. Survival is the name of the game. Most people live their lives trying to go unnoticed by the Shadow. If a band of adventurers arrive in town preaching rebellion and conflict, they may find themselves being stoned by the very same villagers they hoped to free.

That's not to say the entire world is hostile. Resistance groups are scattered and varied, hidden just out of sight. The elves and dwarves continue to fight. Their strongholds, under constant siege as they may be, are a bastion of hope for those fortunate enough to make it there.


Balance

When 3rd edition was created, its developers made a conscious decision to eliminate things that don't have a balancing factor built into the rules themselves. Midnight steps away from this mentality and takes of the training wheels. The systems and concepts within Midnight are well balanced. However, take them out of the setting itself, and the balance fails.

In Midnight, you can have 1st level characters that are size Large, or can cast a dozen 1st level spells per day. However, those same characters will stand out and be an easy target for the Shadow. Casting spells should be a last resort and the PC who goes around casting them because he can will soon find himself torn to pieces by one of the magic sniffing Astiraxes or being hanged by its legate master.


Conclusion

Midnight is a harsh, dark setting. If that's what you enjoy, then look no further. There isn't a better dark fantasy setting on the market. However, if you like settings with abundant magic, a sense of high adventure, and characters who rule the lands, this is definitely not the setting for you. Midnight can be a very depressing setting. There is little hope in stopping the forces of evil. However, there are some who are willing to die to make even the smallest difference or to spread even a little hope to those who suffer under the Shadow.
 

I have been gaming (DMing actually) for 18 years and have run games on the Forgotten Realms, Krynn (one of the only DMs I know who actually ran all DL modules in AD&D1), Athas (Dark Sun), and Ravenloft. In purchasing the Midnight setting by Fantasy Flight Games I stepped out of my normal patterns of purchasing only TSR/WoTC "official" worlds. Well, that's because I am an old hand at running 1E and 2E AD&D campaigns but I am a "newby" at running a 3E game and just beginning to go to D&D 3.5. I am a campaigner/storyteller DM and for me setting, atmosphere and backstory trump mechanics bucause in my opinion it's easier to tweak mechanics to one's liking than to rewrite portions of a setting. My review will reflect this.

To begin with, Midnight is a very attractive. It is a very professionally done hardcover with excellent artwork throughout. This includes both both the color and black and white drawings. I am particularly fond of the racial drawings which depict the various human and non-human races very well and rather realistically. In my opinion the orcs are particularly well done because they aren't the silly pig-faced comic relief that many D&D orcs are represented as. These orcs look fierce. And because they are one of the primary foes a group of Midnight PCs will face, I only think that this is appropriate.

The backstory of the Midnight campaign is particularly compelling and is strongly divergent from traditional lighter, brighter fantasy settings. Midnight is dark. The continent of Eredane is largely under the boot of Izrador (the fallen evil god, nemesis of the setting) and his minions the dreaded Night Kings (once heroes corrupted by darkness). All of the human lands are occupied by various degrees by the armies of Izrador with the North being under a crushing domination while the South suffers under a seemingly more "livable" domination of human puppet princes.

The non-human lands from the continent-sized elven forest of Erethor in the west and the dwarven strongholds in the Kaladrun Mountains in the east are under brutal assault by the armies of Izrador. The dwarves seem to be in a more hopeless straight than the elves due to the presence of the mighty elfqueen Aradil, the 8,000+ year old leader of the elven peoples who has been able to slow the approach of Izrador's armies into the elven homelands due to her powerful magic and great wisdom.

The ancient history of the world is interesting as well and details the time of the Elder Fey ( the antecedents of the current races of elves, dwarves, halflings, gnomes and orcs) which is Eredane's paradisical period to The Sundering (the fall of Izrador) after which the fey races are born into a world without gods. History really begins after The Sundering in which the elven and dwarven people establish there dominions. Then after thousands of years of the fey alone ruling Eredane, the humans come. First come the Dorns with their northman influence driven from the continent of Pelluria by those who would later come, the Sarcosans. In my opinion the Sarcosan culture has some real potential and seems to reflect a mixture of arabic and east indian influences. With the Dorns (northmen) in the North and the Sarcosans in the South there is a lot of room for DMs to add some "culture shock" elements to their game.

And something I didn't mention yet. The continent of Eredane is HUGE with a capital H and in my book this is a plus. Epics just seem bigger and more romantic in a setting that can actually support great armies and multiple epic sagas. Eredane certainly can. From east to west Eredane is approximately 3,000 miles in length. North to south, Eredane stretches an even greater distance. In other words there is nearly endless space for a DM to place his stories whether they are localized tales or world-shaking sagas.

This size does come with a price however. The DM will have to make sure that just because a given region may be Dornish, Sarcosan or Erenlander (mixed group with the blood of both stock) it doesn't become overly homogenized. In my opinion, there should be regional cultural differences within each subgroup of human culture. This might take a little work/research from the DM but I believe it will be well worth it. I do feel that the size and scope of Eredane begs for it to be more deeply detailed with regional source material. Hint, Hint, Hint.....Fantasy Flight Games.

In the Midnight setting survival alone and the fulfillment achieved from striking against Izrador is sometimes the only reward one will receive. Midnight PCs do not become the walking magical-item galleries they seem to become in many D&D games. I am thankful for this because I see this trend as a very negative one and reflects the "video-gaming" of D&D. There are no....GODS forbid!...magic shops with +3 swords, +2 armor, bracers of defence, and cloaks of protection for sale. Nope, not a one! Though magical items are rare and very valuable one can encounter covenant items which are scalable and increase in power as the user gains level. Now don't expect a +1 covenant item to become a +4, vorpal, flaming, demonslayer by the time you reach 15th level, that isn't the real purpose of covenant items. These items add some mystery, personality and usefulness in a setting where magic items hunted down and their users converted to the cause of Izrador or killed. Having one covenant item that does multiple things is far more beneficial than having multiple magic items.

In Midnight what is dead usually stays dead...or well at least undead. When your character dies, if he or she does he is likely down for the count. There are no local temples with High Priests just standing around waiting for you to pay them for a raise dead or resurrection spell. This just doesn't happen. More likely, unless your companions decapitate or burn your corpse you will rise as one of the Fallen. A Midnight specific type of undead that retains much of its wits and abilities from life but hungers desperately for living flesh. A huge battle may see the rise of hundreds of these creatures on a battlefield. I love it.

For characters in Midnight death is the mystery it is in real life. Individual cultures may have their own particular views on the subject but there is nothing definitive described as an afterlife. What is the fate of the spirits who do not rise as undead or hang around their graves? Who knows. I believe that this uncertainty laced with fear and finality makes the setting far, far more heroic than those that allow for rapid resurrections. It's easy to be a "hero" when you can't die. Great epics contain tragedy and the finality of the death of noble heroes is appropriately tragic.

Midnight is a setting greatly influenced by Middle Earth and in my opinion that is great. D&D has always appropriated Tolkien's concepts so why not base a setting somewhat on his influences as well? That is what we have here with enough new concepts to be unique and vital all on its own. Except in this setting the One Ring didn't get tossed into Mount Doom. In this setting Gandalf, Aragorn, Legolas and Gimli have been corrupted by Sauron and Frodo has been put to the sword and Samwise has been eaten by orcs.

The PCs in Midnight are true heroes (this is reflected in the unique concept of Heroic Paths) and will have to face great odds to even maintain the status quo let alone reverse the tide of evil dominating Eredane. All in all, the Midnight setting is of course each individual DMs setting. Some DMs will prefer a more Ravenloftian or Cthulhuesque setting of hopelessness and dark horror while others will prefer to allow for the hope that Izrador's armies can be turned back.....eventually.....maybe...if the heroes are truly, truly lucky, skilled or both. I like a game that is a mixture of both and the Midnight setting supports both styles admirably.

As a DM who has always wanted to create is own world of "gritty" yet heroic and epic fantasy, a world where magic is rare and wonderful and the PCs aren't just "normal" folks tossed into abnormal circumstances but are heroes truly born, I find Midnight to be a great setting, the kind of setting I would have liked to have created. Great work!

As a plus, Midnight is heavily supported by an online community (http://www.againsttheshadow.org) where one can find alternate rules, discussion forums and an abundance of information regarding the setting. It is an invaluable DM and player resource.
 

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