Difference between revisions of "Midnight RPG - RAIDING LARDUN"

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==Setting Background==
 
All the people of Eredane know that freedom is a dying word. The Shadow in the North is a seemingly unstoppable force. The weak and the mad give in to his dark temptations, while the strong and the wise can only fight, and die. Some say that there is no hope against the dark lord and his Night Kings. <br> But the land of Eredane is vast and older than men or elves; throughout the ages, many things have been lost amidst is open plains, its hidden crags, its dark forests, and its cold lakes. Some of those things have been uncovered by accident or design, by the minions of the Shadow or by the forces of light who resist his insane and cruel plans ... these are the secrets of shadow.  [[Daily Life Under the Shadow]]
 
 
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All the people of Eredane know that freedom is a dying word. The Shadow in the North is a seemingly unstoppable force. The weak and the mad give in to his dark temptations, while the strong and the wise can only fight, and die. Some say that there is no hope against the dark lord and his Night Kings. <br> But the land of Eredane is vast and older than men or elves; throughout the ages, many things have been lost amidst is open plains, its hidden crags, its dark forests, and its cold lakes. Some of those things have been uncovered by accident or design, by the minions of the Shadow or by the forces of light who resist his insane and cruel plans ... these are the secrets of shadow.  [[Daily Life Under the Shadow]]
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Revision as of 22:31, 2 January 2007


Welcome to the Midnight: North & South campaign wiki's "Raiding Lardun" section.
Raiding Lardun is a mini-campaign set in the continuity of the North & South campaign world. This wiki site is a resource for a face-to-face tabletop fantasy role-playing game using the Midnight Setting for the Dungeons and Dragons system. This site is a wiki which is a web page that can be edited by anyone surfing the web! The goal of this wiki site is to form a repository of information about our game that is easily accessible and editable to the entire game group. A "campaign series bible".

the Campaign Connections
Midnight Basics: a very short info brief about the difference of Midnight and D&D.

Midnight Character Creation: all the notes on creation your character.
Midnight PRE-GAME Character Background: herein are all the various options for players to do character background and the awards for the efforts.

Midnight: North & South 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.



All the people of [Eredane] know that freedom is a dying word. [The Shadow in the North] is a seemingly unstoppable force. The weak and the mad give in to his dark temptations, while the strong and the wise can only fight, and die. Some say that there is no hope against the dark lord and his [Night Kings].
But the land of Eredane is vast and older than men or elves; throughout the ages, many things have been lost amidst is open plains, its hidden crags, its dark forests, and its cold lakes. Some of those things have been uncovered by accident or design, by the minions of the Shadow or by the forces of light who resist his insane and cruel plans ... these are the secrets of shadow. Daily Life Under the Shadow

Through the ages destiny has searched for those with the will and want to make a difference in the Last Age of Man the Light is cast to two groups thousands of miles seperated by land but standing side by side against the Shadow in the North. One group of [Pathwalkers] begins their journey in the space between [Alvedara] and [Cambrial], while the other find their journey beginning just below [Cale] some distance from [Steel Hill] and the [Veradeen].



Characters

Character Creation

Attributes - point-buy system, 31 points
Other Rules - as per Kevin's house rules and character creation guidelines
Characters need to be level 7 (there might be an exception for a channeler) dwarves, and should be ready to go by Saturday Jan 6th (bring your copy with you). Some characters are statted out as starting points for those interested.

Posted in the Barracks of Garrol

Attention

Grand Corporal Granig Halefist needs veteran soldiers to perform a raiding mission. You and your families will be compensated and you will be entitled to a portion of the booty. This will be not only an opportunity to slaughter many orcs and goblinkin, but this mission will strike a blow to the supply trains running into Lardun.

We need some brave dwarves for this one. We'll need most of you to understand Orcish. The Erenlander, Black Tongue, and Trader's Tongue languages might come in handy. No other languages are expected to be encountered. Any knowledge of current enemy intelligence or ways of the forces of Shadow would be a great boon.

We will need at least one arcane practitioner, preferably someone versed in curing magics.
We need a bruiser or two for handling the enemy soldiers.
The plan calls for setting up a trap for a supply line, so we need someone with at least three missions' experience in ambushes.
It is essential that this mission have a lock and trap master - we are willing to pay handsomly for these skills.

Report to Grand Corporal Granig Halefist in the Garrol Military Beureau Offices on Shale Street.


RAIDING PARTY
please edit the wiki as you decide
PAMELA PETE KRISTIAN JASON
Dwarf Dwarf Dwarf Dwarf
Class Class Class Class
Heroic Path Heroic Path Heroic Path Heroic Path
Character name Character name Character name Character name


Setting Background

All the people of Eredane know that freedom is a dying word. The Shadow in the North is a seemingly unstoppable force. The weak and the mad give in to his dark temptations, while the strong and the wise can only fight, and die. Some say that there is no hope against the dark lord and his Night Kings.
But the land of Eredane is vast and older than men or elves; throughout the ages, many things have been lost amidst is open plains, its hidden crags, its dark forests, and its cold lakes. Some of those things have been uncovered by accident or design, by the minions of the Shadow or by the forces of light who resist his insane and cruel plans ... these are the secrets of shadow. Daily Life Under the Shadow



EVIL in the World

  • Radagug the Dog: ORC, Wildlander. Elder brother to DURGAZ. (see Durgaz's 3x3 for more) Radagug is slightly smaller than normal orcs, he was a runt amoung his siblings and rather than fight with them for survival he sought to route with the dogs and goblins for survival in adolescence. He now harbors all that hate and focuses it in a pin-point needle directed at his traitor brother, whom he has vowed to behead.
    • the Goblin Dogs: Goblin, Wildlanders & Fighters. This band of Goblins is the misbegotten horde assembled and lorded over by Radagug. More like the Orc's entrourage than a squad, they cheer and jeer on their Commander with sinister glee. These goblins are part of a larger colony bread for landspeed and blitz attacking. Yet under Radagug's care they've slipped in their tactics and enjoy torturing victims they find along their scout trip travels.
    • FORC: Goblin, Sniffer/Rogue. Forc is the the unapologeticly devious keymaster of the manacles weilded by the Goblin Dogs, which he displays proudly on a bandolier denoting that he's a "Captain". He rides a Dire Rat named Grockel. He was given his name for two reasons. The obvious actually can post nickname - when he began using a modified fork and dinner knife as his means of backstabbing and tormenting victims. The less known but even more appt reason is he tends to mimic the Orcs to get an air of power which comes off slightly rediculous at times and resulted in the nickname shortened from "False-Orc" down to simply "Forc". Though some speculate that the "F" more likely stands for a more obscene word...
    • the Traitors of Festrun: there are a small contingent of known villagers in the Hamlet of Festrun that apparently pay to watch the orc Radagug behead prisoners. It is not known how or why they have this strange contract...
  • Grial the Fey Killer: (see notes in Midnight Core) Grial is likely the key Orc in all of Eredane. He is lead General to the Night King Jazir's armies. He has personally lead many battlewaves, and now pushes the front of the war on Erethor with the Burning Line in the South and has issued a decree to form a second Burning Line in the North.
  • Those that FELL on Blood Ice: following the bloodsoaked battle of the tundra fields below Nalford in the late Winter of ??, the dead lay on the battlefield picked at by vulture and Shadow-Crow. But hundreds would immediately rise, seemingly confused but definately hungry. It is not known how or why these human/elf/orc (and other) soldiers aross so quickly.
  • Legate Pessiogn: a legate that came up from the Aruun Jungles.
    • the Exocutioner: a massive Dorn in the service of the Legate Pessiogn.
    • Skuld: the Oruk in service of the Legate Pessiogn.

NIGHT KINGS

  • Jazir: the Sword of Shadow. Jazir is the most known of all Night Kings, the absolute ruler of Erenland. His frequent court is in the city of  ???. Early in the winter of  ??? he began a pilgrimage to Erenhead where it's said he would name the generals that would continue leading his armies. The most feared turn of events would be to know who would take over the Kaladrune campaign.
  • Sunael: the Priest of Shadow. Though little is known of the Priest, all know it is he that has the potential of being the dominant of the Night Kings. His mechinations worm as tenticles through all Shadow units. He is supreme priest of the Order of Shadow and rules the Legates through fear and promise. His court waivers between the city of Cambrial to the South and within the halls of Theros Obsidia in Highwall (??). Early in the Winter of ?? he has begun feuling Jahzir's armies with an undead host emenating from Cambrial.
  • Zardrix: the Wrath of Shadow. The dragon beast said to have little care left and perhaps less sanity in neverending destructive service to the Shadow.


GOOD in the World

GRAY in the World

  • Shadow-Wall: Sir Walden , knight of the Sarcosan realm. Believed to have long life, he fought beside the Witch Queen at the last battle 99 years ago. His eyes were ripped from him by the hand of Jahzir himself. He is of the Seer path. His home in the Sothern Erenland is also called Shadow-Wall.
  • Lord Azamyr: the Erensil elf lord that lead the battlegroup of snow elves on the tundra in the "Battle on Blood Ice". It is believed he did not survive, but yet he walks!

Gazetteer

  • ShadowHold: Regarding the name Shadowhold - why would a Dwarven Clan name their caern after the Enemy in the North?? Good questions... The name resulted from the local corruption of an older name of a dwarven warcry - "Shadow, Halt!", over time this would become "Shadowhalt" which translated to "Shadowhold".
  • ShadowWall: This power nexus is home to great warrior of the wars ShadowWall.

HISTORY OF THE WORLD

Through the AGES

The Calendar Year

  • Months of the Year: better known as "ARCS" to folk of Aryth.
    • 1 - Shareel
    • 2 - Doshram
    • 3 - Sahaad
    • 4 - Senneach
    • 5 - Halail
    • 6 - Zimra
    • 7 - Obares
    • 8 - Hanud
    • 9 - Hisha
    • 10 - Sutara


Artifacts, Covenant Items & Charms

Prophecy & Scripture

  • Shadow Wall's Call: A halfling poem of hope...
    Come ride with me,
    Through the veins of fate,
    I will show how you,
    Can find a new path.

    And how lots can change,
    When fools can be kings,
    When slaves can be free,
    When shadow can be light.

    It's not enough just to survive,
    The time has come to meet at Shadow-Wall,
    Come mighty fey and valiant kin,
    You and I must fight for the light.

Messages of Note

  • [Verlathis' Note to Steelguard]


Known Covenant Items


Charm's found or rumored of

  • the Sussar's Coin - a minor Charm of Direction: This true charm is a coin of a first age Sarcosan Sussar ensorcelled to allow the user to always sense north when flipped on the ground.


Special Materials

Riddles and Rhyme of Eredane


News & Events


RULES

House Rules in effect in The Scroll Bearers campaign:

  • No XP penalty for multiclassing. Instead, characters with levels in a preferred class gain a bonus feat at 1st, 5th, and 10th class level.
  • Bonus skill ranks from high intelligence can be used to buy a full rank in non-class skills, not a half-rank.

[These house rules were adopted from d20 Conan by Mongoose.]

  • Beyond the spells granted by Channeler levels and feats, channeling spellcasters can learn a number of spells equal to their casting ability modifier each character level. The total number of spells a character can learn in this manner is cumulative. So, if a character with a 16 (+3 modifier) in her casting ability score were to learn only one new spell at level 1 (beyond the spells granted by Channeler levels and feats), she would be able to learn five new spells at level 2. For the purposes of counting the total number of spells learned by a character, 0-level spells count as half a spell.


ALIGNMENT


SPELLS

Resources



  • Midnight Contract: this is a easy list talking about game group social things, it's just handy to know what's expected.


  • Names a list of naming reference for the different cultures of Ayrth in Midnight. You can get the idea of how to think about the NPC cultures and such, especially the humans
    • Dorns: Celtic and Norse.
    • Sarcosans: Persian and Arabic.
    • Erenlander: Spanish, English and French.
    • Dwarven: Hebrew and the catalogue on the Poetic Edda.
    • Gnomes: Slav and Italian.
    • Wood Elves: Tolkien Elvish and Celtic.
    • Sea elves: Tolkien Elvish and Celtic.
    • Jungle Elves: Central African, Hindi and Sanskrit.
    • Snow Elves: Russian.
    • Orcs: Germanic.
    • Halflings: Irish, Native American and Gypsy.



Midnight: North & South Portal
Midnight RPG Wiki