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'''You WILL abide by the [[LAWS OF SHADOW]]'''
 
 
'''This is your [[Daily Life Under the Shadow]]'''
 
  
  
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==THINGS==
 
==THINGS==
===Pathwalkers===
 
There is a cry across the shattered land of Eredane, one that cannot be heard by mortal ears. The spirits of the land itself are wracked by the pain of Izrador’s triumph and by the vampiric lust with which he drains the magic from the world. Some say that Aryth herself is responding to the Shadow’s rape of all life and energy. She cannot do so directly, they say, and she has therefore chosen messengers, warriors and champions of her cause. <br> Others suggest that these adventurers simply come to the forefront via fate, luck, or determination. These have the blood of angels and devils in their veins or can trace their ancestry to giants, lycanthropes, or any number of other magical creatures. It is only natural, these storytellers say, that such exceptional folk will come to the forefront of the fight against the Shadow.  <br> Regardless of the source of these powers, each person follows her own path, one determined by the unique expression of her abilities. Some may choose to follow their destinies, while others will deny the gifts they have been given. However, these are not professions, religions, or skills . . .  <br> they are part of who the character is. It is these powers, and the choices and responsibilities that come with them, that set the PCs apart from all of the other individuals in the world of MIDNIGHT. And it is those choices and responsibilities that define the PCs, for good or ill, as heroes. <br> Heroic paths are one of the few edges that characters in MIDNIGHT have, but it is a potent one. Some hone their skills to best utilize their path; for instance, someone born to the naturefriend heroic path is quite likely to find himself becoming a wildlander. On the other hand, some heroic paths can have surprising effects on a character; the most peaceful channeler may suddenly find herself directing seasoned warriors in combat.
 
====Pathwalker: Seers====
 
Seers are gifted with second sight, an ancient and mysterious
 
gift. Visions come to them in their sleep, as they fill
 
their canteens in clear, reflective pools, and in self-induced
 
trances. Seer characters are often introspective, searching
 
always within themselves for the answers they cannot glean
 
from their visions. <br> '''Sight''': The seer can divine information from
 
an object, place, or person that she is touching.
 
 
===Aradil’s Eye===
 
The Witch Queen of Erethor watches over the face of
 
Eredane from her scrying chambers in the heart of the Arbor.
 
With the war against Izrador closing in around her, even the
 
queen’s legendary powers have been taxed, and she has been
 
forced to rely on more mundane methods to gather information.
 
This has led to the creation of Aradil’s Eyes, an elite
 
organization of elven trackers and spies who can go to all
 
corners of Eredane in search of information about the Night
 
Kings and their forces.
 
 
===Elven Raiders===
 
Driven back into the dark shadows of their forests, the
 
elves have suffered grievously under the iron fist of Izrador.
 
Most hated of all the Shadow’s enemies, the elves have battled
 
valiantly against a rising tide of darkness. Though their
 
numbers are limited and their options few, the elves never
 
hesitate in the battle against the darkness.
 
Trained to haunt the wilderness with stealth and deadly
 
accuracy with their bows, the elven raiders patrol the borders
 
of the elven forests, constantly searching for the agents of
 
Izrador. When they need supplies or equipment they cannot
 
get for themselves in the forest, the raiders steal forth to
 
attack the goblin and orc encampments, laying waste to their
 
hated enemies and stealing what they can before fading back
 
into the wilds.
 
 
 
 
===A Soldier's Knowledge===
 
===A Soldier's Knowledge===
  
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dark Aruun; the fell demons of that place fight on Izrador’s
 
dark Aruun; the fell demons of that place fight on Izrador’s
 
behalf without the dark god having to expend a single soldier.
 
behalf without the dark god having to expend a single soldier.
 
 
 
====Gnomes====
 
The gnomes are a clever and resourceful race. Though
 
it is well known that they share ancient kin with the dwarves,
 
even the Kurgun do not like to claim responsibility for the lineage.
 
Gnomes are barely taller than halflings, with only a
 
slightly stouter build. They are bronze skinned but pale eyed,
 
with jet black hair that they keep short as they are constantly
 
in and out of the water.
 
Gnomish culture and history are characterized by their
 
adaptable nature. Their nimble outlook on life allowed them
 
to first move from mountain life to that of the coastal hills of
 
the Ebon Sea, and from there to become adroit seafarers and
 
river runners. Though forced to flee before the onslaught of
 
the Dornish invasions, their solicitous demeanors and mercenary
 
hearts allowed them to return to their conquerors bearing
 
little ill will and offering their services as merchants and
 
guides. The gnomes even welcomed the Sarcosans, knowing
 
that they could stand to make a profit as the newcomers’
 
liaisons to the fey.
 
Through all these years and new trading partners, the
 
gnomes always knew that their conquerors longed only for
 
land and goods. With the coming of Izrador, this is not the
 
case. They cannot fool themselves into believing that the orcs
 
and their dark god will be content to let the survivors of the
 
wars live their lives in peace; whatever the eventual goals of
 
the Shadow, the gnomes know that Eredane cannot survive
 
the heavy-plated burden of his orcs and the dark mantle of his
 
legates. But the river fey’s strength was not in war. So, as
 
always, they bowed before their new masters and offered to
 
serve.
 
Or so it seemed.
 
Though the race has been subjugated along with the
 
halflings, gnomes continue to enjoy a sort of freedom. Even
 
the forces of the Shadow need to transport cargo and soldiers,
 
and the river barges of the gnomes suit this purpose well. The
 
orcs and legates suffer the existence of the gnome barges so
 
long as they move only cargoes in Izrador’s name, while the
 
traitor princes and the false sussars give them free reign so
 
long as they receive the first pick of choice goods from afar.
 
Most other races see the cost of this semi-freedom as
 
the worst kind of enemy collaboration. What few realize is
 
that the gnomes fight the dark god in their own way: as consummate
 
spies and smugglers. It is their secret trade that
 
keeps weapons, magic, and information flowing among the
 
free races of Eredane.
 
Gnomes wear loose pants and garish vests marked with
 
the trader seal of their family. Rafters carry sharp daggers
 
hidden in their belts and use small crossbows to spear pike or to protect their crews from hungry river eels. When they get
 
the odd chance to turn their crossbows on the occasional orc,
 
the weapons prove both stealthy and lethal.
 
 
====Halflings====
 
Halflings are a race of tiny folk that some believe
 
descended from the Danisil lineage of southern elvenkind.
 
They call themselves the Dunni, or “the people” in their own
 
tongue. They are almost as dark skinned as the Danisil, with
 
the same coarse hair worn in small, intricate braids that mark
 
their tribal membership. Their eyes range from common
 
black to dark brown and green.
 
Where still free-living, the nomadic tribes dwell on the
 
open plains in large hide tents they share with their extended
 
families. The farming families have almost been wiped out by
 
the advance of the Shadow, but a few groups still remain
 
along the southeastern margins of Erethor. They dwell in
 
cozy sod villages kept alive through their exceptional horticultural
 
skills and the watchful presence of their wogren
 
companions.
 
Halflings wear durable clothes of leather and fine, intricately
 
woven wool. Sadly, most halflings now live in slavery,
 
captured and forced to work in the occupied cites or military
 
camps of Izrador’s armies. The free-living feed on their livestock
 
and crops, while the enthralled survive off what scraps
 
they can scrounge, beg, or steal. The halfling weapon of
 
choice is the spear, with which they protect their flocks, hunt
 
wild boar, and skewer the occasional orc.
 
 
====Orcs====
 
The '''odrendor''', or orcs as the men and fey of Aryth call
 
them, are an abominable race created by the black will of
 
Izrador. Though scholars only suspect it and every dwarf
 
would savagely deny it, orcs and the dwarves share a common
 
elder fey lineage. In the prehistory of the Kaladrun
 
Mountains, a large clan of the elthedar was exiled by their kin
 
and found succor in the embrace of the Shadow in the North.
 
In the eons that followed, they were corrupted to Izrador’s
 
cause and transformed into the foul beings they have become.
 
Orcs are huge creatures, sometimes twice the size of
 
their dwarf ancestors and bigger even than the Dorns. They
 
are heavily muscled, with broad builds and powerful limbs.
 
Their thick hides are tough and range from light stony gray to
 
coal black. Their hair is tawny and manelike, growing over
 
their heads, along their spines, and down their chests to their
 
groins. Their large black eyes are hooded and protected by
 
thick, bony brows. Their jaws are large and strong, with tusklike
 
lower canines. Orcs are impressive creatures and even
 
beautiful in a way that only fearsome predators can be.
 
In the lands of the far north, orcs still live in deep
 
mountain caves and rough-hewn, underground warrens.
 
There they are directed by and pay homage to orc priestesses,
 
the kurasatch udareen, “the mother-wives of Izrador.” They
 
consume anything edible, including their own dead, but get
 
most of their food from hunting the surface lands at night or
 
by raiding their enemies. Immune to all but the coldest
 
weather, orcs seldom wear more than weapon belts and
 
armor. In conquered Erenland, orcs have taken over human
 
cities, turning large buildings into meeting halls, communal
 
barracks, and storage depots. They feed and resupply from
 
the tribute they demand of their human subjects and relish the
 
occasional meal of human or halfling flesh.
 
Orc forces are garrisoned in cites throughout Erenland,
 
and orc armies war with the elves in the west and the dwarves
 
in the east. Large orc patrols range across the heartland, subjugating
 
their human thralls and hunting spies, smugglers,
 
and insurgents. In short, they are the enemies of all other people
 
of Eredane.
 
Occasionally, as rare an event as an eclipse or a comet,
 
an orc’s mind will expand enough to present a glimmer of an
 
idea: that there are other options. No one knows what allows
 
an orc to move past his base instincts to slaughter and serve.
 
Some may feel a particular hatred toward their oruk captains
 
or the legates they must serve. Others are shocked and confused
 
upon witnessing acts of kindness by other races. Some
 
are simply desperate criminals among their own people. In
 
any case, these orcs most often have little choice but to obey
 
their masters or suffer the same fate as those of the other races
 
who resist Izrador’s will. On some occasions, however, these
 
orcs find themselves in the position to escape the army and to
 
try to make a new life elsewhere. Such orcs are often turned
 
in by citizens bent on revenge for the mistreatment of their
 
people, but sometimes these refugees are welcomed not only
 
for the muscle they provide but also for their skills in dealing
 
with others of their kind.
 
Orc warriors, whether servants of the Shadow or hunted
 
by their own kind, take great pride in their fighting
 
prowess. They make cuts along their arms for each foe they
 
kill in battle, with different shapes for the race of each victim.
 
The arms of warchiefs are usually covered in such marks
 
from hand to shoulder, and at least half the marks are for
 
killing other orcs. Orcs favor large spears they can both throw
 
and use as thrusting weapons. They also carry heavy iron
 
swords with blunt but serrated edges called vardatches. These
 
weapons are slow but brutal and so heavy that the smaller fey
 
races can hardly lift them.
 
 
==The Heavy Hand of the Shadow==
 
Erenland lies firmly under the hobnail boots of
 
Izrador’s orc legions and at the mercy of the dark god’s
 
priests, the Order of Shadow. Seemingly limitless numbers of
 
orcs and goblinkin have spewed forth from the frozen north
 
to occupy every major town and city, raping the land for the
 
supplies they need to continue the war against the fey.
 
Supporting this vast army are the traitor princes and false sussars,
 
petty nobles and administrators who have sold their
 
souls to the Shadow for privilege, as well as thousands of
 
human mercenaries who are willing to fight and enslave their
 
own people for a few scraps from the legates’ table.
 
 
===Servants of the Shadow===
 
====The Night Kings====
 
Directing the occupation are Izrador’s lieutenants, the
 
four dread Night Kings, immortal creatures that were once
 
champions in the fight against the dark god.
 
=====Sword of Shadow=====
 
In the occupied
 
lands, the best known of the Night Kings is Jahzir, the Sword
 
of Shadow. Once the Lord General of all the armies of the
 
Kingdom of Erenland, Jahzir was captured and twisted by the
 
dark god, and now commands armies of darkness instead of
 
those of light. It was his knowledge and skill that allowed the
 
dark god’s hordes to slice through the already weakened
 
armies of good without breaking stride. He now commands
 
the loyalty of many of the largest orc tribes and has unquestioned
 
control of the orc legions. As the king of Erenland, he
 
has the authority to command the forces of the traitor princes
 
and can conscript troops from the enslaved population to
 
serve as fodder for elven arrows and dwarven axes. Militarily,
 
he is unchallenged by either the Order of Shadow or his fellow
 
Night Kings. He often rides abroad with his armies, but
 
also holds court from his palace in Alvedara and is known to
 
frequent Theros Obsidia; wherever he goes, however, he
 
seems to relish his control over the kingdom he helped to
 
destroy, and does all he can to bleed its shattered remnants to
 
feed his armies.
 
=====Sorcerer of Shadow=====
 
Possibly the most dangerous and least known of the
 
Night Kings is the Sorcerer of Shadow.
 
=====Priest of Shadow=====
 
Controlling the dark god’s legates is the Night King
 
known as the Priest of Shadow. This gaunt figure, once
 
believed to be a Sarcosan holy man, is responsible for the sacrifice
 
of tens of thousands to Izrador each year. He is reviled
 
in the Sarcosan south for turning the once vibrant city of
 
Cambrial into a vast necropolis. Rumors of his creations,
 
including creatures built from the remains of man and beast
 
and legions of undead soldiers marching to war, are told in
 
every town and village south of the Ardune.
 
=====Wrath of Shadow=====
 
The most savage and openly destructive of the Night
 
Kings is the mighty dragon known as the Wrath of Shadow.
 
Thankfully, this creature is rarely seen outside of Highwall or
 
above the battle lines of Erethor. Where she goes, destruction
 
follows, and few live to tell of her attacks. The fey call her the
 
'''Scar’garath, “doom of Erethor”''' in High Elven. The dragon is
 
the most powerful creature on Eredane and there is no hero
 
left alive who could withstand its terrible power.
 
 
 
===The Order of Shadow===
 
Administering the occupation are the legates, also
 
known as the Voice of Izrador or the Order of Shadow. From
 
the dark tower of Theros Obsidia, the high priests of Izrador
 
issue orders to the greater legates scattered across Eredane.
 
These latter act as Izrador’s viceroys, spreading both his commandments
 
and his wrath. Each arc, the dark god demands
 
the sacrifice of hundreds of sentient beings, their blood and
 
souls flowing into the dark mirrors that reside within his temples.
 
It is known that these mirrors leach both the life force of
 
Aryth and any arcane magic that comes near them, but what
 
purpose these energies are bent toward has not been fathomed.
 
The Order has extended its tendrils to every facet of
 
the occupation and the ongoing war. In cities and towns
 
throughout Eredane the legates either rule directly or through
 
a closely controlled local noble or orc warlord. On a wider
 
scale they fight an unseen but deadly battle for control with
 
their supposed allies, the Night Kings and the traitor princes.
 
The legates’ power stems from their direct connection
 
to their dark god, the only deity on Aryth who still answers
 
his supplicants’ prayers. Only the Night Kings are more
 
closely connected to Izrador and as empowered to interpret
 
the god’s desires. Speaking with the dark god’s voice gives
 
the legates the authority to command his spawn, including the
 
orcs, oruk, and goblinkin. Izrador also grants his priests a portion
 
of his divinity in the form of divine spellcasting; that
 
tainted gift allows the legates the ability to crush spirits, break
 
bodies, and corrupt souls, turning the twisted remains of their
 
enemies to the service of the dark god. Many believe that a
 
legate can see into your soul in search of disloyal or treacherous
 
thoughts, so few are willing to meet a legate’s baleful
 
gaze.
 
 
===The Traitor Princes===
 
Completing the Shadow’s hierarchy within occupied
 
Eredane are the traitor princes, leaders of noble houses who
 
betrayed the Kingdom of Erenland and their own people for
 
an extended, though tainted, lifespan, as well as the power
 
over their fellow men that they’ve always coveted. Lesser in
 
stature but just as greedy and malevolent are the false sussars,
 
petty southern nobles and administrators of Sarcosan descent
 
who have become puppet rulers throughout Southern
 
Erenland. Both types of leaders command their own (largely
 
human) troops, establish their own laws, and conspire against
 
their peers for the Shadow’s favor. Izrador’s gift of long life
 
has heightened the character flaws of the traitor princes, leading
 
to dangerous forms of insanity and instability, while the
 
false sussars long for the dark gift whose cost they cannot
 
fathom. While the areas controlled by the traitors still retain
 
the veneer of civilization, they can be far more dangerous
 
than areas controlled by the legates or even the orcs.
 
 
 
===Orc Warlords===
 
The legates and traitor princes rule in occupied territory,
 
generally what was once the kingdom of Erenland. Those
 
areas that were strongholds of the resistance or are closer to
 
the free realms of the fey, however, like the battle lines drawn
 
up against Erethor and the Kaladruns, are firmly under the
 
control of orc warlords. These regions are often devoid of
 
human settlements, and those who remain are as likely to
 
become food as they are to be slaves. Meanwhile, north of the
 
Pelluria in the decimated and thoroughly destroyed lands of
 
the Dorns, orc tribes have begun to migrate out of the Vale of
 
Tears to resettle in deserted towns and villages. Tens of thousands
 
of the creatures have settled in the hills around Fallport,
 
up and down the Ishensa River Valley, and throughout the
 
barren lands to the north and east of Highwall. The orcs consider
 
anyone in these lands to be their property to use or kill
 
as they see fit. If the migrations north of the Pelluria continue
 
apace, the orcs will soon outnumber the Dorns.
 
The power of the orc tribes continues to put pressure on
 
the traitor princes, who watch as the whispered promises of
 
Izrador fade away with each passing year. In the east, Gregor
 
Chander has been denied the rich farmlands of the lower
 
Ishensa River Valley that he had fought for in the Third Age.
 
 
In Bastion, Chandering, Port Esben, and Steel Hill, the
 
princes are forced to house orc legions that “assist” them in
 
maintaining security. Tension between human and orc troops
 
is clearly visible and more than one human or orc patrol has
 
gone missing in areas devoid of resistance activity. Open warfare
 
between orcs and traitorous men has been avoided, however,
 
as the punishments from Theros Obsidia and the Night
 
Kings for such impudence would be swift and merciless. Orc
 
warlords and even traitor princes can, after all, be replaced.
 
However, those princes that survived the fall of the Shadow
 
and those orcs who have clawed their way to leadership are
 
not fools, and know well how to disguise their blows. The
 
Shadow allows the weak to be culled as long as it does not
 
detract from the war against the fey
 
  
  

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