Midnight RPG - THE SOUTHIES

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MAP OF EREDANE
Welcome to the Midnight: North & South campaign wiki.
With the Campaigns beginning on October 7th 2006, 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 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 editable to the entire game group. A "campaign series bible".
Two seperate campaigns in the same Midnight world continuity.
Midnight RPG - THE NORTHERS:
Midnight: North & South Portal:
Bluebooking: an explanation on RPG bluebooking, and how we can use it for Midnight. NOTE: Between sessions the maximum xp award for Bluebooking will be 500xp.

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.

Midnight: North & South Back Chapter Bin: This is the spot for game session recaps by both GM and Players, described by the chapters of our books through. Midnight: North & South serial campaign is broken into story arcs. What are Story Arcs?

Midnight Party Game Calendar: Here are the working calendars for the two parties.

Quotes
Midnight: North & South Game Inspiration Quotes


Armies of Elves, Dwarves and Men attempted to defeat Izrador the Enemy, the Shadow in the North, in the most important and final of battles in the Third Age. They met and fought valiantly against armies of Orc, Demon, Dragon and other Shadow Minion on the southern shore of the Pellurian Sea.

But… They lost.
It is the the Last Age of man…

Hope takes hold for one last effort.
The dream... salvation of mankind, elfkind, the men of stone and those that wish to live free... The Queen of Elves, the King of Dwarves, Patriarch of Dragonkind, Kith & kin of halfling and gnome, the Sons of Man - they call to you.

What will you do?
WHAT MUST YOU DO?
For destiny to survive you must reforge, what would not be...

“Agh burzum-ishi krimpatul!”
The words of hope strung together in the black tongue meaning “Out of darkness bind them!”

These bainful words shall be spoken as a rally cry, a call, a voice in the darkness - asking for help...

Asking for hope...



SOUTHERN PARTY
the SOUTHERN campaign began somewhere South West of the city of Cambrial, nearly 300 miles from the Aruun Jungle, Erethor.
Midnight: Southern XP Rewards
Midnight: Southies SWAG & BOOTY
ANDREW STEVE ADAM BILL BRANDON
Orc Wood Elf Sarcosan Erenlander Erenlander
Fighter Wildlander Channeller Channeller [ ?? Rogue]/[ ?? Defender]
Seer Naturefriend Speaker Foundling [ ??? ]
DURGAZ ERANON ZAL'KAZZIR KYUAD SHADAAR


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].



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



===Midnight - Language Lexicon===: this is a list of words we've made up and pulled from texts for meanings of words in various languages.



EVIL in the World

  • Neega: thought to be an asterix that inhabitted a large crow when last he watched the party.
  • 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.
      • The Chimera: This beast escaped into the forest near Festrun. Younger and smaller than imagined in myth, it was said that Pessiogn captured this legend. But is it the singular creature of myth we know? (read more at Kyuad's Lorebook)
      • The Aranesil, or Spider-Elf: This beast died at Shadowwall. Begging for it's death while encaged. Know one knew what it was a strange amalgamation... Kyuad and Eranon disected it. (read more at Kyuad's Lorebook)
      • The Megartkorvid, or Running Roc: These three beasts escaped into the forest near Festrun. The strange twisting of crow mixed with bear, so the feathers and fur revealed. Pessiogn claimed creation, Kyuad does not believe he has the power or ability... yet... (read more at Kyuad's Lorebook)
  • the Bog Hag: a malevolent twisted elf that prowled the outlying Dead Marsh. She met her match after commanding her Bog Orc and Spinter Steeds to take down the heroes, all in effort to appease local political manueverings with the Dire Alligators. Durgaz crushed her head into the swamp floor then posted he broken skull on a spire to spoil the return of her spirit for the fell.
    • the Splinter Steed: the sadly insane and twisted unicorn of old, now nothing but shadow-hate tainted by the world of evil. This beast served the hag, perhaps as a pet - all the way to death.
    • the Bog Orcs: emaciated and swamp ridden, these or hailed from the Feral Mother Tribe at one time, but now seemed to serve the swamp and the hag that lived with it.
  •  ??? :  ??


NIGHT KINGS

  • King Jazir Kammil, 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.
    Jahzir has entrusted the war against the Caransil to the most competent of his generals, Grial the Fey Killer.
    Three orc tribes vie for leadership of the armies:
    • the Bloody Sword:
    • Scaled Mother:
    • Dark Mother:
    • General Grail, the Feykiller: 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. Grial has divided the Shadow’s army into four separate commands in an attempt to stretch and weaken the elven defenses.
      • Commander Belark the Blackheart: (Oruk) Along the Gamaril River, the Blackheart commands 40,000 orcs that have tried to secure the river basin and cut off the Caransil villages north of the river.
      • Commander Frag Longtusk: (Orc) In the Green March, Commander Longtusk with his army of 45,000 orcs fights a more mobile war against a scattering of human and elven villages, attempting to bypass the elven defenses.
      • Commander Kiah the Flame Axe: (Oruk) Just south of the March, in the scorching heat and choking smoke along the Burning Line, the Flame Axe (Oruk) leads the largest of the armies, over 90,000 orcs and goblin-kin, against the heart of the elven defenses. *** Commander Jorg Kinslayer: (Orc) In the Darkening Wood, the Kinslayer besieges the elven stronghold of [Three Oaks] and deals with a forest gone insane, although it is rumored among the orc troupe that Kulos has been given command of Cambrial's great host (in definance of Jorg's efforts) to finally break the stalemate in the Darkening Wood.
        • Talûn-karkû, the white worm (Orc Commander) a fearsome Orc with a distinctive mane of white hair.
          • Dafrum-Dâgalûr: the battle group led by the White Worm. Durgaz’s old regiment, consisting of somewhere between 400 and 500 Orcs at any given time. Consists of members from approximately a dozen families, all of whom are constantly jockeying for position within the regiment (whose leaders are, of course, doing the same within the army of which the regiment is part.) Durgaz’s treachery is not tremendously well-known within the regiment, as open discussion of the incident tends to rouse Talûn-karkû’s anger. Among those that do know, not much is known beyond the fact that Durgaz went mad, killed two fellow soldiers and fled. It is assumed that he is dead.
            • Radagug, the dog: (Orc, Wildlander) Durgaz’s older brother, by about twenty minutes. Although most orcs have numerous half-siblings, only those born at the same time can be sure they they have both parents in common. Competition was fierce between the brothers, due primarily to Durgaz's superior strength and skill with arms, and matters did not improve when Durgaz was made an officer with the Dafrum-Dâgalûr, leaving Radagug in a demeaning position as the head of a company of goblins. Radagug is known derisively as "the dog" by his fellows due to the goblin association. 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. Radagug is of the Dark Mother Tribe (Tribal Lands: Bastion region, Warlord: Agnum, Head Mother: Raarn). The battle group they were attached to is the "Dafrum-Dâgalûr" led by Talûn-karkû, the white worm. They fall under the dominion of: "Jorg Kinslayer" an orc commander under "Grial the Fey Killer" who is Jahzir's lead general.
              • 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...
                • Forc's Brigade: Sadly after Forc's run-in with the heroes of Shadowwall his escape would grant him a special duty... He was put in charge of a band of Sniffers that would follow the bands of orc and mercenary army up and down the Shadow's Highway, cleaning the road clear of dung and manure...
            • 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...


  • Sunulael, 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.
    • General Kuros, the Exonerated: (Sarcosan) An outspoken supporter of Sunulael and enemy of his critics, his command of the armies of Cambrial came with orders to raze the forests of Erethor. The Priest of Shadow entrusted this Priest of Shadow mission to Kuros not because he felt the man was a great leader, but instead because of his fanaticism. In his years of service, Kuros has personally led many forays against those who oppose the Priest’s rule in the south, even orcs and other legates. However, in so doing Kuros has made many enemies in Theros Obsidia; to maintain the careful balance of politics, Sunulael believed it was best to remove him from the center of intrigue lest he lose him to a Cabal knife.
      The masters leading the Priest of Shadow's directive have sent three generals to command the forces that are to prove Jahzir and his generals are inferior by taking the Erethor... By the time of the great arc of Obares, the fey resistance in the Darkening Wood will either be crushed or Kulos will be sacrificed to his god.
      • "the Hanged Man": (human?, General)
      • "the Hunter": (a North man, General)
      • General Jaran, the Reaver (Caransil?).
    • Vrolk the Vile: a known legate in direct service to the Night King Sunulael. He is said to hold sway over the "Cadaverous Eye", some relic of the power of death. His lair lies within the Obsidian Spire amoung the Dead Marsh, where he devides his time between his master's labs at Cambrial.
      • the Undead Wyvern: a strange concoction and pet to Vrolk. Made with the "spying eye" in it's gut to fly the area in search of his masters command. The beast crashed to the ground in a crater of it's own carcass. The spying eye crushed following it's hold on both Kyuad and Durgaz.
      • the lost at Satan Rock: strange spirits trapped forever at this ancient prayer rock, perhaps one of the oldest to the dark god in the north. These souls linger still protecting those that worship and poaching those that blasphemy with their lingering chill... Thorton's encoutner at the rock led to his death shortly after.
      • Krell Azam'han (male human, Sarcosan, soldier legate, merc leader) had recently conscripted dozens of the "Dafrum-Dâgalûr" and other army groups seemingly with the permission of Jahzir, although the orcs didn't appreciate the "transfer"... Not a typical soldier legate, his frail physique would indicate he was never fought a battle in his life. Stringy black hair, greasy from weeks without washing, hangs like rotting cords on a gibbet’s arm. Bulbous eyes protrude from beneath his thick drow and crooked yellow teeth add ugliness to his vicious grin. A scrupulously groomed goatee is Krell’s only concession to personal hygience and recently the soldier legate has developed a hacking cough that, more often than not, leaves a bloodly residue upon his lips. He blames the swamps with bitter angst.
        • Zad-el-Rakib: ("Gift to the Rider") the Grey Speckled Arabian horse, believed to be an Asterix assigned to Krell. Hailing from a breed of horse with a reputation for intelligence, high spirit, and outstanding stamina. With a distinctively chiseled head and high tail carriage, it is one of the most easily recognizable horse breeds in the world. One of the oldest horse breeds in the world. Prized by the nomadic Sarcosan people, often being brought inside the family tent for shelter and protection. This close relationship with humans created a horse breed with a good disposition, quick to learn, and willing to please. But it also developed the high spirit and alertness needed in a horse used for raiding and war. This combination of willingness and sensitivity requires the horse's owners to handle their horses with competence and respect. Reference Material
        • Krell's Merc Units: Typically his units consist of a dozen or so leather clad mercs armed with short recurved bows and cedeku all on proud war horses of their family stables.


Traitor Princer & Legates of Note

  • Governor/Prince Ahvazi Abbas: (male, Sarcoson) The most influential of these collaborators is Governor Abbas, cousin to Jahzir and Prince of Alvedara. As governor of Jahzir’s seat of power, his ambition is tempered by his fear of the king. His kinship with the Night King gives him more leeway than others, but does nothing to reduce his terror.
  • Legate Shantelus Ereach: (male, Sarcosan) The Greater Legate of Cambrial is Shantelus Ereach. The control of the grand mirrors in Cambrial and Sharuun by greater legates outside the Keepers of Obsidian is a source of concern for the Five, particularly as these high priests are of the Devout.


GOOD in the World

  • Shadow-Wall: Sir Walden Mikhail, 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.
  • Ivelose: the jungle elf said to be an Eye of Aradil. When encountered outside the Dead Marsh he was on his way to Alvedara on mission from the Witch Queen herself. His revelations were both odd and perceptive and will cause some to consider their direction, actions and whereabouts...


GRAY in the World

  • the wyrmling: Found beaten and alone in a cage beneath Shadowwall. Apparently coming from Alvedara, it's journey continues as the heroes take it toward destiny with the elves. He is a powerful bread, a dragon born in a time when no dragons have been born in millenia. His scales are still soft, but his breath weapon of acid can eat through metal and his elven songs have uplifting spirits.
  • the reptilians of the Dead Swamps: led by a stark white alligator, these Dire creatures' full intentions are as yet unknown. Striking a pact with our heroes they seem to seek only a bit of pleasure from the world that hates them.

DIRE ALLIGATORS

  • the silent one:
    • the broken tooth:
    • the ripped eye:
    • the eager youth:


DIRE TORTOUSES

  • the orange elder:
    • the many others:


DIRE SERPENTS

  • father cobra:
    • the son cobra:
    • the daughter/sister cobra:
  • the rattler:
  • "Snakerates":inquisitive green one
    • the many others:


  • Dahmir of Weton-Bleh (male human, Sarcosan, Aristocrat, of Sharuun):
  • Zimania Shihkan (female human, Sarcosan, Aristocrat, of Zorgetch)
  • Togumx-Gub (male, hobgoblin, Rogue, of Zorgetch):
  • Garains Farthel (male human, Erenlander, Aristocrat, of Al Kadil):
  • Kanas Kakishi (female human, Sarcosan, Aristocrat, of Erenhead):
  • Abbidga Kirena-Tena (female human, Sarcosan, Aristocrat, Festrun):
  • Spah of the Earthcloaks (male, gnome, Rogue, of Shadowdown along the Eren River):


BEASTS of the World


Those Lost to the World

  • DOCTOR: ...he left us in the night, afraid to take the journey...
  • THORTON: ...we didn't love him enough...


Gazetteer

the Druid's Swamp

the Continent of EREDANE on the world of Aryth in the heart of MIDNIGHT.

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

Twilight Hours


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


Slang & other Terms

  • "sack-dagger": an Erenlander saying. It's a unique term that's synonymous with "ace up our sleeve" or "trump card". If you have a sack-dagger, you have something that will give you an advantage that other people don't know about. The phrase comes from the idea of holding a dagger in a sack is a pretty good way to ensure that you're going to keep the upper hand.
  • Midnight Symbols & Banners: herein are various possible symbology in the world of Aryth, from legate holy symbols to orc scars and more.



Midnight: North & South Portal
Midnight RPG Wiki