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==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. ===Mystery and Magic=== Magic is as much a part of the world as wood and earth, water and air. Just as felling a tree or carving a stone requires the sweat of labor, so too does the working of magic tax the craftsman who would wield it. Whether one would learn and master a magic, harness that magic in the casting of a spell, or bind the magic in the enchantment of a material object, the sorcerer must always invest some of his own essence and vitality in his art. The student of magic must learn that a true channeler does not master a power or force outside himself, but rather one that comes from within. —'''Suruliam of Caradul''', The Art of Magic ===Herbalism=== [http://darknessfalls.leaderdesslok.com/magic_herbalism.htm Herbalism Rules] [http://darknessfalls.leaderdesslok.com/magic_magic-limits.htm Magic Restriction Rules] The ban on magic instituted by the Shadow as well as the occupiers’ general lack of interest in the welfare of the peoples of Eredane have forced the common folk to turn to natural healing methods to keep themselves alive and healthy. The fey folk, druids, and wandering outlaws have long known about the healing properties of various roots and herbs found across Eredane, but in the last 100 years these secrets have been flowing out into the occupied lands. Those who use the arts of herbalism see it as both a way to benefit their community and as a passive means of resisting the Shadow, or at least mitigating the negative psychological aspects of occupation. ====The Basics of Herbalism==== Herbalism in its most basic and practical sense is the power of plants, properly distilled and applied, to heal, protect, and enhance the mortal form. Its practitioners often approach it more philosophically; the jungle elves especially take a reverential attitude toward preparing their concoctions, which they believe are a union of the material world and the divine spirit. An herbalist is an expert in locating and identifying plants with special properties, starting with those of his home region and then expanding as he is exposed to more exotic species. He learns which herbs to gather and prepare for various effects, how to find specific herbs, and what conditions are best for producing high-quality specimens. ===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. Organized very loosely, the raiders train in groups of 10 to 12 and each group is given a range of territory to explore. The leaders of these raiding groups meet only rarely, coming together in secret gathering places to discuss the state of their forests and the disposition of their enemies. For the rest of their time, the raiders flit like wraiths through the trees, unseen when not attacking, unheard unless they are on the warpath. In some cases, raiders are given permission to leave their raiding parties and venture into the world, assisting the heroes who stand against Izrador. Skilled in wilderness travel and ambushes, the raiders are also fierce warriors and deadly accurate archers who make excellent allies. ===Druids=== Druids were once much more common in the lands of Aryth, but many of their traditions have been lost in the aftermath of the war. As the Last Age dawns, few are willing to risk their lives to guard the knowledge and lore of the old ways, so druids have become mere legends in many places. Still, a few persevere and a new generation presents the rare brave soul to whom they can pass on the knowledge of their ancestors. Druids draw their power from the magic of the natural world, and even more than other spiritual channelers, they live as one with nature. Druids gain abilities that allow them to live and act more freely in the wilderness. The spells they gain tend to emphasize the magical power of the natural world as well. ===Whisper Adept=== The souls of fallen elves sometimes live eternally within the trees of Erethor, giving rise to the phenomenon known as the Whispering Wood. All the elves of Erethor can “hear” the whispers of those who have passed on, but some show a greater understanding of the messages found within them. These elves are sent to study with the mystics in the Druid’s Swamp, learning to hone their abilities by undergoing rigorous trials. Those who come through the trials with their sanity intact become whisper adepts and work closely with the Witch Queen to patrol and defend their forest home from the forces of the Night Kings.
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