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Midnight RPG - Chapter 14.43
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==What do YOU know about Outsiders in general?== '''ROLL:''' Za'Kazzir (Know: Arcana +8, at a higher DC than Know: Spirits) ROLLED: 2+8 = 19 '' <br> ''SO... with this roll - Crap roll... sorry Adam. But with that, here's what you know about Outsiders in general: Outsiders are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some outsiders to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. '''Outsiders Around Aryth''' The demon-infested jungles of the Aruun are perhaps the most regarded place on Eredane when the subject of demons is broached—and for good reason. Its humid confines house the majority of outsiders in the world. Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Indeed, good and evil outsiders often find common cause, and in many cases old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences. ---- [[Midnight: North & South Portal]]
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