The Midnight the role-playing game
Midnight is a fantasy role-playing campaign setting from Fantasy Flight Games. Role-playing games are usually serial campaigns of game sessions that are often times broken into story arcs like chapters in a book or episodes of a TV show. The Midnight RPG is fully compatible with the d20 System but features many new and exciting rules expansions and alternate systems. Players can choose from all-new character classes, such as the channeler and wildlander. They can select heroic paths for their characters, such as the ironborn and dragonblooded, that give them the unique gifts of truly legendary heroes. Players can also explore new rules for learning and casting spells that allow any character to wield the power of magic. Best of all, this unique magic system is seamlessly integrated with the hundreds of existing spells designed for the d20 System core rules.
The Midnight Setting
A hundred years have passed since the Shadow in the North triumphed over the free nations of Aryth. The dark one�s corrupt lieutenants, the Night Kings, rule with an iron fist over ruined cities and shattered empires. The dwarves of Kaladrun have retreated into their mountain holdfasts, and the elves of Erethor have withdrawn into the heart of their vast and ancient forest. Twisted, incorporeal spirits known as sniffers hunt down the last true masters of magic, and the Shadow�s dark and secretive priesthood, the legates of the Order of Shadow, seek out elven spies, dwarven insurgents, and the few brave heroes who stand defiant against the fall of night.
The Midnight Campaign setting for D&D 3.0 Edition
Campaign setting for D&D 3.5 Edition
Everything you need to know to run or play a campaign set in the land of Shadow. This book details the setting of Midnight, the new magic system that seamlessly integrates with all d20 System spells, and other new options like heroic bloodlines.
Midnight - Against the Shadow
The first supplement for the Midnight fantasy campaign setting
The first supplement for the Midnight fantasy campaign setting, Against the Shadow is an indispensable resource for both players and DMs. This 128-page source book provides a wealth of rules information and game options customized for this unique fantasy campaign setting.
Against the Shadow presents new feats, prestige classes, spells, and equipment, as well as new options for the heroic paths introduced in the Midnight core book. The fight against the Shadow in the North is desperate and filled with peril: Don't join the battle unprepared...
Midnight - A Crown of Shadow
This mega-adventure is perfectly suited to introduce characters into the world of Midnight
An adventure for 4 to 6 characters that takes them from 1st to 5th level.
No one race or culture has the might to stand against Izrador and his foul legates. The dwarves are valiant, but caged in their mountains. The elves are skilled, but have neither the numbers nor the resources to fight off the orc hordes forever. Yet there are some few who would join their knowledge and skills, the better to fight the Shadow that has fallen over both peoples.
And those few are hunted.
Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaldrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. The players, inexperienced rebels in the fight against Izrador and the Night Kings, become the unintended recipients of a valuable prize, the unwilling charges of a deadly quest. The forces of the Shadow have uncovered a prize of their own, however, and have given it to one f their most devious champions. The party must elude this tireless pursuer and reach sanctuary a continent away, lest they fall prey to the Crown of Shadow.
Midnight - Minions of the Shadow
In the Aruun Jungle, children turn against their parents and the plants and bodiless spirits haunt ancient ruins.In the havens of the Miransil and the clanholds of the dwarves, not all are as they seem. In the barren Northlands, the earth and sky alike hunger for human blood. And in the strongholds of the Shadow, new and terrible foes are bred from foul rituals and dark magics.
Welcome to Eredane, a land under Shadow. The creatures herein fill many roles, from the natural animals of Eredane's ecosystem to the most vicious hunters under Izrador's command. They range from minor annoyances and tricksters to powerful beings that even the Night Kings fear. Also included are stat blocks and backgrounds for several of Izrador's most notorious servants: Grial the Fey Killer, Zebrim the Slayer, Darshod of the Dead Mother Tribe, and more. Whether you need more creatures to pit against your heroes on Aryth, or you want to bring the taste of Midnight to another campaign, Minions of the Shadow are ready to serve.
Midnight - City of Shadow
This supplement takes players into the high temple of Izrador
Now I raise my eyes and hands to the tower
and my heart is empty
for it has been given to my dark lord
in his wisdom, endless
in his might, eternal
in his hatred, glorious
these blessings I accept and cherish.
--Prayer to Izrador, the Dark Lord of Eredane
Fantasy Flight Games continues to support its award-winning campaign, Midnight, with this sourcebook on the heart of shadow and the men of evil who dwell there. City of Shadow takes the reader into the high temple of Izrador, investigating everything from the black-walled tower's highest tiers, where well-educated and thoroughly evil priests debate over the best way to enact their Dark Lord's will, to the sprawling remains of the once-majestic human city beneath it, where slaves and rebels cower in the shadow of the dark keep. Specific NPCs and locales within the city and the temple are detailed, offering everything from statted opponents to adventure seeds.
Finally, the book includes a section giving advice on how to incorporate Theros Obsidia into campaigns, on how to run an evil Midnight campaign, and providing new prestige classes and spells specifically for legates.
* In-depth background and description of the most dangerous location in the world of Midnight
* Overview of the hierarchy and intrigue of the legates of Izrador
* New feats, spells, and prestige classes usable by the priests of the Shadow
Midnight - Under the Shadow
Sanctuary in the World of Shadow! In the midst of Izrador's tyranny and death...
Sanctuary in the World of Shadow!
In the midst of Izrador's tyranny and death, one rough-and-tumble port city beats the dark lord at his own game: Baden�s Bluff, the center of an underground resistance for all foes of evil.
In Midnight more than in any other world, a place of sanctuary is needed to continue the fight. This sourcebook for Baden�s Bluff is appropriate for players looking for organizations to join, for new equipment and feats designed to evade the magehunters and assassins of the dark lord, and for new classes that allow PCs to bring the fight to the treacherous legates on their own battleground of intrigue and intimidation. DMs will find a wealth of setting material that describes Baden�s Bluff as both a place of refuge for their campaign�s heroes, as well as one of adventure and danger on the dark streets and the sewers below. Baden�s Bluff is an ember of hope, as well as a culling ground, for those who try to survive under the shadow.
* Dozens of organizations, NPCs, and location descriptions for the city of Baden�s Bluff.
* Maps, adventure hooks, and local rumors to incorporate into any Midnight campaign.
* New feats, prestige classes, charms, and equipment for eluding the hunters of the dark lord and fighting the tyrants of the shadow using more subtle, but no less heroic, methods.
Midnight - Heart of Shadow
Evil, villainy, and the corruption of the Shadow.
For the past century, the dark god Izrador has ruled with terrible brutality over Erenland. But in the frozen north, the Shadow has held sway for millennia, corrupting all that it touches. The dark god, reborn from his own grave, drains all sterngth and vitality from the land, granting it in turn to his chosen servants.
Yet there is life in the Northern Marches, albeit twisted and warped by the dark god's presence. This isolated land, long thought uninhabitable by humans and fey alike, has been a crucible for some of the most terrifying creatures on Aryth. It is the birthing placee of the orcs and the harsh realm in which those savaage warriors are trained. Likewise, magic itself is corrupted here, and strange new breeds of creatures arise while undead legates and ancient orc crones twist reality itself with the help of their dark master.
This sourcebook is ideal for DMs who wish to set a single adventure or a whole campaign in the Northern Marches, or for those who simply desire more insight into the workings of the world beyond the norther edge of the map in the world of Midnight.
Heart of Shadow includes:
* Expanded detail on the orcs of Midnight and the lands they inhabit.
* New prestige classes, creatures, creature templates, NPCs, and rules for the corruption of soul and spirit by the Shadow's taint.
* A glimpse into the grave of Izrador himself!
Midnight - Star and Shadow
The South under the Shadow
The Sarcosans united the humans of Eredane into a single great nation that befriended all the fey, but their way was rife with intrigue. Their culture became fertile ground in which the Shadow planted seeds of corruption and dissent. While the other races fought against the coming of the Last Age, most Sarcosan towns simply surrendered to the dark god�s armies. The cities of the south are entirely subjugated, the Sarcosans his puppets.
Or are they?
Izrador may have captured the cities and outlawed literacy, but the Sarcosan freeriders still control the vast plains of the south. Their respected sages still pore over the lore of old to find signs of their enemy�s weaknesses. In a war where hope is all but vanquished and the future is uncertain, a Sarcosan has only two options: to fight for the hope foretold by the stars, or to give in to the Shadow that lies between them.
Star and Shadow includes:
* A history of the migration and expansion of the Sarcosans.
* A gazetteer that includes details on each Shadow district in the south.
* New allies and enemies, feats, prestige classes, and new rules options, including background classes, Sarcosan-bred horse tricks and quirks, and more!
Midnight - Hammer and Shadow
Determination and defiance in the face of the Shadow
A century ago, the forces of darkness overran Eredane and subjugated all its peoples to the will of the dark god Izrador. Almost.
In what remains of their mountain holdfasts in the Kaladruns, the dwarves still resist. It has been barely a dwarven generation since the Shadow fell, and living dwarves still remember freedom. They have the finest weapons and armor on the face of Aryth, traps devilish enough to kill a thousand orcs, and a legendary stubbornness in the face of adversity.
It is not enough. Every day in the world of Midnight the dwarves are losing their war against the numberless servants of Izrador. Hammer and Shadow includes:
* Dozens of forces, NPCs, and location descriptions for the Kaladrun Mountains and the armies that assault them.
* Maps, adventure hooks, and local rumors to incorporate into any Midnight campaign.
* New feats, prestige classes, charms, and equipment for both the brave defenders of the Kaladruns and the savage minions intent on destroying them.
Hammer and Shadow
Midnight - Legends of Shadow
Immortal power in the world of shadow
Thus far, the tales of Midnight have been the tales of mere mortals. The players have been warriros against the darkness, heroes drawn from the common folk, desperate fighters, spies, messengers, and saviors. Their foes have been likewise: the orcs of the dark host, the legates of the Order of Shadow, the Fell and the Trapped and the Lost.
All that is about to change.
Go beyond the battles and the hidden fights and discover the most powerful beings in the world, the legends of the Last Age: The Night Kings.
* Official stats for the Night Kings, the Witch Queen Aradil, and her most powerful avatars.
* Backgroun information, histories, and plans for each of the Night Kings, for Aradil, and for her avatars.
* Adventure hooks involving each of the Night Kings, whether for a beginning party that might foil the plans of one of their minor minions for for a truly epic conflict in which the PCs try to take down one of the Night Kings themselves.
Midnight - Hand of Shadow
Corruption and redemption in the last age
Embrace the darkness of Midnight with this supplement for the award-winning campaign world. Midnight usually puts the players in the role of desperate freedom fighters waging war against overwhelming forces of evil. Hand of Shadow at last gives them the power to become that which their characters have hated and feared for so long ... minions of the dark god!
Whether they play devoted legates, barbaric orcs, corrupted channelers, or clever collaborators, this book allows players to turn the usual Midnight campaign on its head, and to explore whether even the most evil of foes have a chance at redemption.
* New backgrouns, racial rules, and roleplaying suggestions for evil PCs.
* Prestige classes and advantages that are only available to servants of the Shadow.
* Plot hooks and campaign progressions designed specifically for evil parties in Midnight; will the characters follow the path of evil, turn toward redemption, or choose their own way between the two?
Midnight - Sorcery and Shadow
Sourcebook of Magic in the World of Midnight
As heroic spellcasters or brave warriors with powerful ancestral weapons of power, the heroes of Midnight all rely on magic to survive. Sorcery and Shadow is appropriate for players looking for new spells, magic items, charms, and feats, as well as for DMs who want to incorporate variant magic rules into their campaign or introduce dangerous new foes for players to conquer.
Midnight - Forge of Shadow
A sourcebook for Steel Hill
The dark lord Izrador has conquered the free lands of Eredane with merciless magic and savage steel. At the heart of his army is a dark forge where slaves and sorcerers labor day and night to equip the orcish hordes with weapons, armor and equipment. It is called Steel Hill, and it is the Forge of Shadow.
Midnight - Steel and Shadow
A sourcebook for warriors in the world of shadow.