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Midnight Second Edition [BUNDLE]

Midnight Second Edition [BUNDLE]

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This special bundle product contains the following titles.



Midnight: 2nd Edition Core Rulebook
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The classic setting returns!

FFG reprints and re-envisions the lands under the Shadow in this 2nd Edition of the award-winning world of Midnight. Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. There is only one god in Midnight, and it is the dark lord Izrador, the Shadow in the North. For centuries his twisted spawn have assaulted the free people of Eredane, and 100 years ago, he won. Now the land is his, the people are enslaved, and magic, weapons, and literacy are outlawed. Only the brave and courageous few dare to resist the Shadow.

This edition of Midnight updates the entire campaign to D&D v3.5, and includes all of the content from fan-favorite player supplement Agai...


Midnight: Destiny and Shadow
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The Erenlanders.

Their land is conquered, their kingdom shattered.  They are the defeated, serving the Shadow with backs bent and weary.

But those backs are not yet broken.  They carry more than just the burden of servitude: They also carry hope.

The Erenlanders.  The true children of the kindom of Erenland.  Their northern lands are haunted by the specter of shattered pride, while the south is tangled in webs of intrigue.  But in the heart of Eredane, a storm gathers.  The legacy of a noble past is not forgotten, and secret forces now move to cast off the black shackles of the Shadow.

If freed of their fears and doubts, will the people of Erenland rise united once more?  Will someone rise to lead them?  Uncertain t...


Midnight: Fury of Shadow
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In the Last Age, the ancestral homeland of the elven people has become a battleground.  Armies of orcs, ogres, giant-men, and trolls mass in the North, preparing to spill out of the Highhorns and lay waste to the Veradeen, the snow-clad home of the Erunsil elves.  In the east, trained and disciplined orcish armies set out from Eisin, burning their way into the fey weed along the mighty Felthera River.  Standing defiant between the bloody pincers of this assault is Caradul, the capital of the elven nation and the domain of Aradil, the Witch Queen of Erethor.  If the Night Kings' grand campaign is successful, it could mean the end of organized resistance to the Shadow in Eredane.  The outcome is as yet undecided: Your heroes could be the ones that save the elven n...


Midnight: Hammer and Shadow
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The dwarves of Eredane were once a proud and prosperous race, trading freely among the fey and men of the lowlands and delving ever deeper in their mountain holdfasts for ore, gems, and the most coveted material of all, mithral. They were Aryth’s first and foremost craftsmen.

Now their only craft is war.

The dwarves have fought more valiantly than any other race against the Shadow, and they have paid for their defiance. This sourcebook delves into the war in the Kaladruns as surely as goblin sappers beneath dwarvish defenses, revealing the tactics and tragedies of the doomed mountain fey. Players and DMs alike will find herein locations, characters, battles, new rules, and tales of honor and sacrifice, which will enrich any campaign that takes place in the Kaladrun...


Midnight: Hand of Shadow
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Embrace the darkness of Midnight with this supplement for the award-winning campaignworld. 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 backgrounds, racial rules, and roleplaying suggestions for evil PCs.• Prestige classes and advantages that are only available to servants of the Shadow....


Midnight: Honor and Shadow
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The Dorns have always born the brunt of the Shadow's wrath, from the tine before the Fortress Wall, to the Last Age.  Their lands in the north are now beyond hope - the dark god's forces turn to the other races of Eredane for less troublesome slaves, more easily bought mercenaries, more capable governors.  In the black eyes of Izrador, the Dorns are good only as breeding stock for his legates, as food for his orcs.

If a final battle for freedom comes, it will not be in this forsaken place.  If a culture is to survive and live on in the next age, it will not be that of the Dorns.  Like the doomed dwarves in their mountains, like the all-but-exterminated halflings of the plains, the Dorn's tale nears its end.  But, the ancestors of these proud warriors hav...


Midnight: Legends of Shadow
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Destruction. Death. War. Magic.  The Night Kings are more than simply Izrador's lieutenants and tools.  They are avatars of his darkest aspects, and they are the unwelcome demigods of Eredane.  Opposing them all is one being, Aradil, the Witch Queen.  Both more and less than mortal, she is a monarch of life, light, passion, and defiance.  She alone stands like a mighty tree against the tides of darkness.

This resource is useful for any Midnight campaign, whether an empic-level odyssey in which the Night Kings or Aradil are met face-to-face or a newly begun journey in which their machinations are felt just beneath the surface.  Delve into their minds and strongholds, learn their hidden pasts and their darkest dreams, and discover the true...


Midnight: Star and Shadow
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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 fu...


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Product Information
ISBN
1-30000-204-3
Publisher Stock #
MN99
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

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Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
This title was added to our catalog on February 26, 2016.