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Tell me about Midnight
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<blockquote data-quote="Nyeshet" data-source="post: 3094972" data-attributes="member: 18363"><p><strong>Minor Thread-Jack</strong></p><p></p><p>Not Midnight, but in a campaign I was in about five years ago the group was in a sort of post-apocalypse Faerun. Never got the whole story of what happened, but basically some unknown <em>thing</em> from outside typical reality came into the reality, removed Ao from the picture (either blocked him from Faerun or imprisoned / destroyed him) and proceeded to destroy most of the deities before the rest went into hiding on the Prime. </p><p></p><p>To win (well, prevent the apacolypse from occurring) we - with the aid of the last of the (now much much weaker) deities (due to so few worshippers remaining, mostly) managed to go back in time several thousand years. (The reasoning being that the creature might notice and follow if a deity attempted such, but being mortals (not even high level ones) we could 'slip under the radar' as it were.) Never was too big on Faerun history, but the ancestors of the Mulhorand had not yet appeared (nor had some of the deities such as Tyr, Ogmah, etc that originally came from outside the universe.) Humans were there, however, so it either it was after the fall of the Elven empires or we appeared in a human dense pocket outside of the borders of those empires. </p><p></p><p>We eventually learned that the powerful thing had had its start in some obscure region of the Underdark not connected to most other Underdark regions - that it had entered as a mere minor epic level creature and had 'grown' over time into the monstrousity that toppled Ao and hunted deities. Like a mushroom that is present unseen in the soil for years before suddenly overnight arising in capped form, it had grown slowly but strongly, hidden even from the deities before it arose and began reshaping the surface - topping the deities or other beings that got in its way. It was a truly Far Realms type creature - sort of CN/CE, but it had no real interest in Faerun beyond making it more hospitable for itself - no matter how inhospitable that made it for other creatures. In the end we were not the ones to destroy it. We merely alerted the right people, went on a few quests to gain info and items, etc. Then, after its early form was destroyed, we returned to the present - only to find the world utterly unlike anything we knew or recognized. (Apparently our actions changed more than we thought. Elves, for instance, were replaced by some winged fae race, and orcs never gated into Faerun, among other - less obvious - changes.)</p><p></p><p></p><p>So I can relate to the idea of using Time Travel to deal with the foe before the foe becomes too potent to deal with in the Present. It has merit, and - in a world like Midnight - it just might be the only realistic option for 'success'. </p><p></p><p>(Granted, that DM was a little odd, but he was fun to play under - more of story type than hack/slash type incidentally. We started at third level and, as I recall, none of us went higher than twelfth level.)</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3094972, member: 18363"] [b]Minor Thread-Jack[/b] Not Midnight, but in a campaign I was in about five years ago the group was in a sort of post-apocalypse Faerun. Never got the whole story of what happened, but basically some unknown [i]thing[/i] from outside typical reality came into the reality, removed Ao from the picture (either blocked him from Faerun or imprisoned / destroyed him) and proceeded to destroy most of the deities before the rest went into hiding on the Prime. To win (well, prevent the apacolypse from occurring) we - with the aid of the last of the (now much much weaker) deities (due to so few worshippers remaining, mostly) managed to go back in time several thousand years. (The reasoning being that the creature might notice and follow if a deity attempted such, but being mortals (not even high level ones) we could 'slip under the radar' as it were.) Never was too big on Faerun history, but the ancestors of the Mulhorand had not yet appeared (nor had some of the deities such as Tyr, Ogmah, etc that originally came from outside the universe.) Humans were there, however, so it either it was after the fall of the Elven empires or we appeared in a human dense pocket outside of the borders of those empires. We eventually learned that the powerful thing had had its start in some obscure region of the Underdark not connected to most other Underdark regions - that it had entered as a mere minor epic level creature and had 'grown' over time into the monstrousity that toppled Ao and hunted deities. Like a mushroom that is present unseen in the soil for years before suddenly overnight arising in capped form, it had grown slowly but strongly, hidden even from the deities before it arose and began reshaping the surface - topping the deities or other beings that got in its way. It was a truly Far Realms type creature - sort of CN/CE, but it had no real interest in Faerun beyond making it more hospitable for itself - no matter how inhospitable that made it for other creatures. In the end we were not the ones to destroy it. We merely alerted the right people, went on a few quests to gain info and items, etc. Then, after its early form was destroyed, we returned to the present - only to find the world utterly unlike anything we knew or recognized. (Apparently our actions changed more than we thought. Elves, for instance, were replaced by some winged fae race, and orcs never gated into Faerun, among other - less obvious - changes.) So I can relate to the idea of using Time Travel to deal with the foe before the foe becomes too potent to deal with in the Present. It has merit, and - in a world like Midnight - it just might be the only realistic option for 'success'. (Granted, that DM was a little odd, but he was fun to play under - more of story type than hack/slash type incidentally. We started at third level and, as I recall, none of us went higher than twelfth level.) [/QUOTE]
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