Midnight: the SCROLL BARERS

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Welcome to the MIDNIGHT: Scroll Bearers campaign wiki. This wiki site is a resource for a face-to-face tabletop superhero role-playing game using the Midnight system called "the Scroll Bearers". This site is a wiki which is a web page that can be editted by anyone with surfing the web! The goal of this wiki site is to form a repository of information about our game that is easily accessible and edittable to the entire game group. A "campaign series bible".

the Campaign Connections

  • Sensational Saturdays Yahoo Discussion: This is where the group actively discusses game events, recaps as well as the planning of game gatherings and general group chit chat.
  • Back Chapter Bin: This is the spot for game session recaps by both GM and Players. The Scroll Bearers campaign is broken into story arcs, like chapters of the books in our saga. It also happens to be the spot listing our game's Experience Point totals.


Setting Background

Intro to Midnight: Players

Intro to Midnight: GMs

A hundred years have passed since the Shadow in the North triumphed over the free nations of Aryth. The dark one’s corrupt lieutenants, the Night Kings, rule with an iron fist over ruined cities and shattered empires. The dwarves of Kaladrun have retreated into their mountain holdfasts, and the elves of Erethor have withdrawn into the heart of their vast and ancient forest. Twisted, incorporeal spirits known as sniffers hunt down the last true masters of magic, and the Shadow’s dark and secretive priesthood, the legates of the Order of Shadow, seek out elven spies, dwarven insurgents, and the few brave heroes who stand defiant against the fall of night.

The Land of Shadow

  • The Fallen God: In the ageless time before the dawn of history, there was a war in heaven. In desperation, the lords of light severed the black spirit of the dark god Izrador, casting him out of the celestial kingdom.
  • The Veil: The gods succeeded in vanquishing their brother, but Izrador corrupted their magic and turned their victory against them. As the fallen god’s spirit was severed from his physical form, so to was the celestial kingdom severed from all contact with the material realm. The lords of light discovered that they could no longer commune with their mortal children.
  • The Shadow: The dark one fell to the earth, his foul essence staining the land with its evil shadow. Weakened and bodiless, Izrador retreated to the ice and cold of the far north. There he slumbered, slowly recovering his strength and dreaming of vengeance across eons of time. Empires were built and crumbled to dust, races were born and died, and the Shadow in the North grew deeper and darker.
  • The Age of Twilight: Three times the fallen god rose and threatened the nations of Aryth with iron and dark magic. As the First Age drew to a close, an elven host led by Aradil, the Witch Queen, met and defeated Izrador’s horde on the plain of Eris Aman. At the end of the Second Age, the elves joined the dwarven lords of Kaladrun and the Dornish barbarian kings to once again throw back the dark one’s armies in the Battle of Three Kingdoms.
  • The Last Battle: At the end of the Third Age, four of the greatest heroes of Aryth were corrupted by the Shadow. These new servants, the Night Kings, led Izrador’s foul hordes across all the lands of the world.

This time, the dark god won.

The dwarven clans were broken and retreated to their holdfasts deep within the earth. The elves withdrew into their vast and ancient forest, abandoning all to the Shadow. The Dorns, tamed during the Third Age by a power from across the sea, were betrayed from within and surrendered to the Night Kings. The corruption of Izrador spread from the ancient battlefields of Eredane until all the world had fallen under the Shadow.

A century has passed since the end of the world.

  • The World of Midnight: In the aftermath of the war, Izrador and the Night Kings embarked upon a campaign to consolidate their power and eradicate their enemies. The elder races are being systematically hunted down and exterminated. The continent-spanning forest of Erethor has become an island of light in a darkening world, as the elves fight a neverending battle against besieging hordes of goblinoids. The surviving dwarven clans have locked themselves in their mountain holdfasts, and the streets of once-proud subterranean cities have become killing fields for the Night Kings’ troops that are sent in to root them out.

While the desperate war rages on in the ancestral homelands of the elder races, the lands of men are ruled with an iron fist by the minions of the Shadow. Many cities lie in ruins, and most common folk live in walled towns, locking the gates against the darkness each night. Literacy and learning are punishable by death, and ignorance spreads across the land like a terrible plague.

As the Shadow falls across the world, a few brave heroes dare to oppose the tyranny of the Night Kings. They struggle to stem the tide of darkness and restore hope to a despairing world. Pursued by the Night Kings’ foul minions and the secretive legates of the Order of Shadow, these heroes will never receive parades and victory feasts as the reward for their noble efforts. Their greatest foes are often the suspicion, resentment, and fear of the very people they strive to champion and protect. Welcome to the world of Midnight!

People & Groups

Shevinu Sint

Locations of Interest

News & Events

Campaign Construction

  • [Campaign Background]
  • [Themes]
  • Genre
  • Mood
  • Inspiration
  • House Rules
  • [3x3 Questions]
  • Easter Eggs

Quotes

  • [Game Inspiration Quotes]
  • [Quotes from the Scroll Bearer Game Sessions]


Resources

Midnight is a new fantasy roleplaying campaign setting from Fantasy Flight Games. It is fully compatible with the d20 System but features many new and exciting rules expansions and alternate systems. Players can choose from all-new character classes, such as the channeler and wildlander. They can select heroic paths for their characters, such as the ironborn and dragonblooded, that give them the unique gifts of truly legendary heroes. Players can also explore new rules for learning and casting spells that allow any character to wield the power of magic. Best of all, this new magic system is seamlessly integrated with the hundreds of existing spells designed for the d20 System core rules.

SPOILERS



MIDNIGHT RPG Campaigns