Difference between revisions of "Midnight: the SHADOW KILLERS Campaign SPOILER PAGE"

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==the world's cosmology==
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In particular, I’m quite interested in the idea that Izrador's fall to Aryth and his deception of the Gods is not and has never been what it appears to be. Rather, I see it as the old fey gods cutting their losses and casting out the black sheep of the family. Aryth is Izrador's prison, and while the veil is his own work and his own idea, it is not for his benefit (and it is not for his gain). <br> Having just re-read the divine comedy, i find this idea incredibly appealing. The players really are on their own, since the gods have no intention of ever returning to Aryth. At an extreme, the fey gods are in fact the player's enemy, since they are ultimately responsible for the war. <br>I also wanted to address why Izrador has not pursued the genocide of mankind: Mankind is not Izrador's enemy, the fey are. As a nod to Grial's back story, he really does intend to eradicate the fey by taking advantage of the Orcs hatred of their distant cousins to perpetuate genocide. Izrador believes that the fey are the only thing sustaining the power of the old gods, so if he can destroy the fey races he will cripple them more completely than he believes he already has. Once he breaches the veil, the elder gods will be easy prey. <br>But this isn't his ends, merely a means. More than anything else, Izrador wants to return to heaven (again, back to the divine comedy); to do this, he needs an army that the fey gods do not control. The humans are the only non-fey sentient race on Aryth. This is why the church of the shadow is dominated by humans, and why he has not sought to eradicate mankind ... it is also likely to be why he has not waged war on the rest of Aryth. <br> <br>Izrador needs mankind to storm heaven. <br> <br> So this is the quandary I intend to throw my players: Izrador doesn't want to rule Aryth, he doesn't even want to be there. In fact, Izrador wants to elevate the entire human race. Izrador might also not have begun evil (at least he doesn't think so), just arrogant and powerful, but it's been a long and subtle trip downhill. He wants out, and he will leave once the fey are destroyed. If the players want an ultimate end to the war, they have the option to help Izrador discover a way to pierce the veil. <br>  <br>Really, once you think about it, it might not be such a hard sell. The fey were toast to begin with. Human expansion and aggression, combined with a low birth rate would seal their fate. Even without the war, the fey wouldn't have had much time left. They are (in Izrador's opinion) the fractured and degenerate remains of the final creation of the gods that abandoned Aryth to shadow and flame. Remember, we're not just talking elves and dwarves here, but also the Orcs. No matter what their birth rate is, the Orcs cannot sustain the kind of losses the elves and dwarves are inflicting. <br>
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Humans are, by contrast, the natural product of Aryth. Humans evolved on the planet and it is their birthright. Once Izrador retakes heaven, he will leave Aryth to its proper owners. No more gods, no more elder races keeping secrets from you like condescending parents, and no more war. <br> <br>It's the classic deal with the devil: everything you want, but in return you must turn against [the] God[s]. This of course, assumes that the party is entirely human.
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==the Shadow's Hour & the Twilight Hours==
 
==the Shadow's Hour & the Twilight Hours==
 
The world used to only have 25 hours. The 26th hour was added the end of the Third Age, when Highwall fell.
 
The world used to only have 25 hours. The 26th hour was added the end of the Third Age, when Highwall fell.

Revision as of 16:33, 3 October 2006

the world's cosmology

In particular, I’m quite interested in the idea that Izrador's fall to Aryth and his deception of the Gods is not and has never been what it appears to be. Rather, I see it as the old fey gods cutting their losses and casting out the black sheep of the family. Aryth is Izrador's prison, and while the veil is his own work and his own idea, it is not for his benefit (and it is not for his gain).
Having just re-read the divine comedy, i find this idea incredibly appealing. The players really are on their own, since the gods have no intention of ever returning to Aryth. At an extreme, the fey gods are in fact the player's enemy, since they are ultimately responsible for the war.
I also wanted to address why Izrador has not pursued the genocide of mankind: Mankind is not Izrador's enemy, the fey are. As a nod to Grial's back story, he really does intend to eradicate the fey by taking advantage of the Orcs hatred of their distant cousins to perpetuate genocide. Izrador believes that the fey are the only thing sustaining the power of the old gods, so if he can destroy the fey races he will cripple them more completely than he believes he already has. Once he breaches the veil, the elder gods will be easy prey.
But this isn't his ends, merely a means. More than anything else, Izrador wants to return to heaven (again, back to the divine comedy); to do this, he needs an army that the fey gods do not control. The humans are the only non-fey sentient race on Aryth. This is why the church of the shadow is dominated by humans, and why he has not sought to eradicate mankind ... it is also likely to be why he has not waged war on the rest of Aryth.

Izrador needs mankind to storm heaven.

So this is the quandary I intend to throw my players: Izrador doesn't want to rule Aryth, he doesn't even want to be there. In fact, Izrador wants to elevate the entire human race. Izrador might also not have begun evil (at least he doesn't think so), just arrogant and powerful, but it's been a long and subtle trip downhill. He wants out, and he will leave once the fey are destroyed. If the players want an ultimate end to the war, they have the option to help Izrador discover a way to pierce the veil.

Really, once you think about it, it might not be such a hard sell. The fey were toast to begin with. Human expansion and aggression, combined with a low birth rate would seal their fate. Even without the war, the fey wouldn't have had much time left. They are (in Izrador's opinion) the fractured and degenerate remains of the final creation of the gods that abandoned Aryth to shadow and flame. Remember, we're not just talking elves and dwarves here, but also the Orcs. No matter what their birth rate is, the Orcs cannot sustain the kind of losses the elves and dwarves are inflicting.
Humans are, by contrast, the natural product of Aryth. Humans evolved on the planet and it is their birthright. Once Izrador retakes heaven, he will leave Aryth to its proper owners. No more gods, no more elder races keeping secrets from you like condescending parents, and no more war.

It's the classic deal with the devil: everything you want, but in return you must turn against [the] God[s]. This of course, assumes that the party is entirely human.


the Shadow's Hour & the Twilight Hours

The world used to only have 25 hours. The 26th hour was added the end of the Third Age, when Highwall fell.


They will also discover that Aryth used to have 24...before the Veil. On an Earth-like world, twilight is the half hour before sunrise and after sunset. Also called the Fading Time, my Aryth has both twilight times extended to a full hour each -- extra half hour towards daylight and an extra half hour towards darkness. Under this preternaturally long twilight, things get confusing. Solutions are unclear, trails are lost, and memories grow faint. The stars, too, are dimmer and more difficult to make out. Like viewing stars today in the modern world: unless you're far from cities, you will never see the evening or morning stars as crisp pinpoints of fire. They should be at least partially visible, but even the brightest are barely seen until the sun's light is mostly gone. In the morning they nearly vanish as soon as the horizon begins to light.


During the 26th hour, the Shadow's Hour, Legates pray. The stars slow their movements across the sky and grow faint, but they do still move, and they are still visible. Even the beasts of the wild are still for fear of drawing attention. If the moon is visible, it is small and distant, providing little light. This is also when the Lost are most likely to stir. It is said that should the stars ever completely stop, they will fall. And if the sky loses all of its stars, Izrador has won. Some say it is the prayers of Legates that empower the Shadow in slowing the heavens, each nigh trying to rip them apart with his hatred. For PCs travelling at night, I make this time creepy as hell.


All invoked for dramatic impact, not frivolously or all the time. More like superstitions that sometimes come true.


I have allocated the time in a single equinox day -- when the times of darkness and daylight should be half and half -- to have an extra hour of twilight (30m evening, 30m morning) and an extra hour of darkness due to the 26th. The sun struggles to be free of the darkness as it rises, and as a child avoids bedtime and fears what may be under their bed, the sun fears and fights and cries against descending into darkness. When the sun is farthest from the waking world, the Shadow rules. The heavens grow distant, and all are consumed...even light itself.


So, on a day that should have been 12 hours of light, 11 of hours darkness and 1 hour of twilight with 2400=0000:

  • 0530-0600: Morning twilight
  • 0600: Sunrise
  • 1200: Midday
  • 1800: Sunset
  • 1800-1830: Evening twilight


We now have 12 hours of light, 12 hours of darkness and 2 hours of twilight, with 2600=0000:

  • 0500-0600: Morning twilight
  • 0600: Sunrise
  • 1200: Midday
  • 1800: Sunset
  • 1800-1900: Evening twilight
  • 2500-0000: Shadow's Hour


Daylight remains constant, the in between times are extended, and the darkness grows in strength.

Magic

Different spells were more powerful/weaker depending on the time of day. Different arcs are associated with different schools. Or, if it's hours... necromancy for midnight, illusions or enchantments for the Fading Time (perhaps one for dawn, one for dusk), transmutation for midday, lesser conjuration for early morning (healing light of the new day)...




Midnight: the SHADOW KILLERS