條目2003
Midnight
Midnight is a campaign setting for the Dungeons & Dragons role-playing game, released under the Open Gaming License. It was published by Fantasy Flight Games from 2003 to 2009.
條目2003
Midnight is a campaign setting for the Dungeons & Dragons role-playing game, released under the Open Gaming License. It was published by Fantasy Flight Games from 2003 to 2009.
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Midnight is a campaign setting for the Dungeons & Dragons role-playing game, released under the Open Gaming License. It was published by Fantasy Flight Games from 2003 to 2009.
Midnight is a campaign setting for the Dungeons & Dragons role-playing game, released under the Open Gaming License. It was published by Fantasy Flight Games from 2003 to 2009.
Midnight was published in 2003 and received over a dozen supplements from 2003 to 2007. The Midnight Campaign setting book (MN01) was first released in 2003. It proved popular enough to drive the release of several expansion sourcebooks and adventure modules. The Second Edition Midnight Campaign setting book (MN11) was released in 2005; it expanded upon the material in the first book and incorporated material from the sourcebooks.
Fantasy Flight Games no longer publishes material for Midnight. The rights were passed to Edge Studios. In 2022, Edge published a new version titled Midnight: Legacy of Darkness, using the 5th Edition Dungeons & Dragons ruleset.
The setting of Midnight is that of the fantasy world of Eredane, a large continent with varied geography and inhabitants, one hundred years after the dark god Izrador has won a war of domination. Eredane is generally an evil-dominant world, with the Church of the Shadow and its orc minions controlling the lives of the downtrodden humans. Elves and dwarves are hunted mercilessly, while the gnomes toil for the Shadow and halflings are often enslaved.
來源:Midnight (Dungeons & Dragons) (CC BY-SA)
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An unknown time ago, there was a war in the heavens. Izrador, the god of corruption, fought the gods, turning many angels into devils and demons. He lost the war, so the gods punished him by banishing him to Eredane for all eternity. Izrador's fall created the Veil of Izrador, a barrier that prevented the other gods from influencing the land.
When Izrador fell to earth, his first thought was of reaching godhood again. His plan to do that was to make all humans, elves and dwarves give him their magic. Izrador has since taken over the land, so now there is no magic in Eredane but his own, and Izrador has become "The Shadow".
Long before Izrador's fall, in the First Age of Eredane, a sorceress named Aradil came to the elven throne. She brought peace to her people and this peace spread across the land, creating a new age of peace and trade in magic and science, until it seemed that magic would have no bounds. There were no disputes between cultures, and customs were passed along. But after four thousand years, a new race came from an unknown land. The gnomes and halflings opened their arms to this new people, a human race called the Dorns, who had lost their land across the sea due to the betrayal of King Jahir III. Hoping to claim land for themselves, they slaughtered all they found and wiped out most of those who had wished to help them. War had arrived.
The Dorns quickly attacked the elves and dwarves. As these races were used only to fighting undisciplined orcs, they were quickly outmatched by the war-hardened Dorns. But the elves and dwarves developed their tactics until the sides were even. The ensuing war tore Eredane apart for 300 years.
After this time, the dead began to rise. The souls of the dead had no place to go, so they lingered and animated their corpses, becoming the "Fell", hungry for flesh. Many times, after a battle, the dead would rise, and both sides would drop their weapons and flee these abominations. After a few years of fighting these creatures, their resources spent, the races of Eredane adopted a new method of burying their dead and the rising of corpses was slowed to a trickle. The land looked to a new age of peace, science, and magic as the war ended.
For 700 years, trade routes reopened and the Dorns came to be trusted again. But the Shadow massed an army of orcs, goblins, and countless other things. The Shadow knew that the elves were its greatest foe, so it attempted to destroy them quickly, but to no avail. For five days, the races of Eredane fought, until the rivers ran red with blood and the forest groves turned to swamps with the blood of the orcs. And so the Shadow was finally driven back to the North.
This was the dawn of the Second Age of Eredane, which began with 230 years of peace, growing economies and widening frontiers. A wall was built to face the North so that the Shadow would not come again. But a new threat appeared instead: the dominating Sarcosans, with their steel and horses, which had not been seen until then. The Sarcosans had driven the Dorns out of the far-distant land of Pelluria and wished to take this new land for their own. The Sarcosans liked the elven forest of Aryth, and tried to conquer it. They came with catapults and attempted to destroy groves and draw out the elves to fight, but the elves placed wards around the trees and protected them. It took the Sarcosans one hundred years to realize that the elves would not be drawn from the trees, and they finally sued for peace. And then again came a period of 800 years of peace, the longest such period since the Dornish invasions more than 3,000 years before. The Shadow then came again to Eredane.
The Second Invasion of the Shadow consisted of a series of raids on the wall, which was breached in a number of places. The Shadow's army poured out again, attacking in many places at once, to split the races' energies. Worse still, the dragons of Eredane aided the Shadow. For many weeks, the battles raged, with the Fell rising every night. All seemed lost for the people of Eredane, when a new army of dragons came from the south and fought the forces of the Shadow. When the battle was over, both sides had suffered greatly. The orcs were scattered, and the people of Eredane had lost all of their faith. They quietly returned to their homes again, thus ending the Second Age, and beginning the Third Age.
A thousand years passed, and it was still no better. The Dorns fought over the new kings, for the rest had been slain. The dwarves were forced into the mountains by some still-resilient orcs, and were confined there. The elves knew the Shadow would come again, but the shorter-lived races had lost their memory of the great bat