Hidden 6 yrs ago 6 yrs ago Post by Marrakt
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Marrakt Lord of Graves

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The War of the Shadow





​In the ageless time before the dawn of history, there was a war in heaven. In desperation, the lords of light severed the black spirit of the dark god Izrador, casting him out of the celestial kingdom above the world of Aryth.

The gods succeeded in vanquishing their brother, but Izrador corrupted their magic and turned their victory against them. As the fallen gods spirit was severed from his physical form, so too was the celestial kingdom severed from all contact with the material realm. The lords of light discovered that they could no longer commune with their mortal children. This cataclysm shook the foundations of the world and came to be known as the Sundering.

The dark god fell to the earth, his foul essence staining the land with its evil shadow. Weakened and bodiless, Izrador retreated to the ice and cold of the far north. There he slumbered, slowly recovering his strength and dreaming of vengeance across aeons of time. Empires were built and crumbled to dust, races were born and died, and the Shadow in the North grew deeper and darker.

Three times the dark god rose, and threatened the nations of Aryth with iron and fire. The first time he was defeated by a proud host of elves, dwarves and Dornish men lead by Aradil the Witch Queen.

The second time, races of good held the Shadow off long enough for aid to come from an unlooked for ally.

By the time of the third rising, the free peoples of Eredane were battered, bitter and distracted by their own infighting as well by the insidious corruption sown by the dark god’s spies over the years. Four of the land’s greatest heroes fell prey to his dark promises and betrayed their people, leading his hordes from the north, claiming their title – the Night Kings.

This time, the dark god won.

Shadows fall and hope has fled
Steel your heart, the dawn will come
The night is long and the path is dark
Look to the sky for one day soon
The dawn will come

The Shepherd’s lost and his home is far
Keep to the stars, the dawn will come
The night is long and the path is dark
Look to the sky for one day soon
The dawn will come

Bare your blade and raise it high
Stand your ground, the dawn will come
The night is long and the path is dark
Look to the sky for one day soon
The dawn will come


It is now the Age of Shadow.

Accompanied by the creatures of the Dark Lord, the Astiraxes, the light of hope in the world has faded and is almost extinguished. The last beacon of goodness in the world lies in the great forest of Erethor, where the Witch Queen Aradil holds the armies of Shadow at bay behind a magical shield that they cannot penetrate. Yet the great Elven Queen is only mortal.

Soon she too will fail, and the barrier will fade. When that happens, the armies of Shadow will invade, and the Elven Kingdom will die. The final light of the world will be extinguished, and darkness will cloak the land. The will of Izrador will reign unchecked.

The humans have been subjugated and made prisoners in their own cities, ruled over by brutal orcish overseers. The few remaining dwarves have been driven back into their mountain holdfasts, sealing themselves from the world. Most have been fed to the meat grinders within the dark citadel of Theros Obsidia. The nomadic halfling tribes have been all but extinguished and the lucky ones sent to work in orcish slave camps. The gnomes aid the war effort in secret, under the guise of aiding the Shadow and sailing their dark ships. Yet it is a futile effort and doomed to fail.

Magic, weapons and literacy are illegal in this shadow-wrought world. It is this tormented land that you become unwitting and unwilling heroes, and it is here that you will be hunted down mercilessly.

Yet, amidst the final days of the world, and the ever deepening shadow, a glimmer of hope is found. An ancient artifact falls into your hands, one that the Shadow desperately wants and one that maybe, just maybe, contains within it a secret both great and terrible - one that in the right hands could end the reign of Izrador once and for all.

The last War of the Shadow approaches.

Will you stand, or will you die?

***


In the world of Midnight, evil rules and the last, brave heroes strive against unbeatable odds. The lands of men have been crushed under the iron heels of the Night Kings and their minions and the lands of the fey are besieged on all sides by the dark hordes of the Shadow in the North.

Those who would resist the dominion of the dark god must often do so from the shadows, fighting a secret war that most people believe was lost a hundred years ago.

My intention is to hold an application process for this game. This will be a very dark, brutal but rewarding campaign for those who are accepted. This is a game very much for role-players and mature storytellers who are looking for a deep and rewarding role-playing experience. Your characters may die, and I will not flinch from killing characters off if the wrong choices and decisions are made, such is the nature of this dark world. If that is the case, then you will of course be allowed to create another character to continue.

And one last piece of advice - this is a world where evil has already won. There are no happy endings here — you will die, the only question is when, and whether your death is on your own terms of Izrador’s. I would strongly recommend that in combat situations you don’t engage the enemy head on, as their forces and numbers will always be superior to yours. The general rule of thumb for Midnight is that if you are forced to fight, you are doing something wrong as you run the risk of bringing the Shadow’s hordes on your head.

Please submit your applications in the following format:



About the Game:



Background Information about the World







Hidden 6 yrs ago 6 yrs ago Post by Guardian Angel Haruki
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Guardian Angel Haruki The Healer

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Name: ..."Inari"
Age: 17
Chosen Race: Human, Erenlander
Chosen Archetype: Rogue
Strengths:
-Insightful, both of people and situations and how they might play out.
-Perceptive, she's always alert and on guard
-Fast and stealthy. If she wasn't good at either of these, she'd make a terrible rogue.
Weaknesses:
-Invisibility. While it may be good for when she's on solo missions, it's not so great when she's with friends or trying to talk to people.
-Silence. She hardly ever speaks, so it can be difficult for her to talk to people in general, which is especially necessary as a tactician.
-Weak. She's not brawny or strong, so she makes up for that weakness with her dexterity and speed.

Heroic Path: Tactician

Spellcasting Abilities: None. Jitsu are not spells, they are strategy and tactics of unconventional warfare, guerrilla warfare, and espionage.

Appearance: No matter what, "Inari" always wears the fox mask, hence giving her name. "Inari" may be a small and diminutive figure, but it is a blessing for her stealth and speed. In the picture, she's wearing formal attire. Normally, she wears attire that helps her blend into her surroundings (for example, if she were to travel at night, she would wear all black or dark blue, or if she were to travel through the forest during the day, then she would wear all green), and allows her to move quickly and quietly.

Personality: With the mask and how silent "Inari" always seems to be, it can be hard to grasp what her personality is like other than being the strong, stoic, and silent type. "Inari" only speaks up if it's to answer a question or if she feels that she has something important to say. If someone does say something she doesn't like, they will immediately find her blade against their throat. The same result will occur if someone tries to lift her mask off of her face.

Background: "Inari" is a silent figure who seemed to appear out of thin air one day in Hope's Gate. Was she a newcomer? Or was she always there? Were some of the disappearances of clothes, food, and a couple of weapons harbingers of her appearance? Or were they simply coincidental mistakes? Either way, she seems to be a friend, as she has lent her tactical aid to Eirinn when he has had to come up with battle plans. There are many in Hope's Gate who do not trust her silent demeanor and her ways of combat, but she does not seem to mind.

She does not talk much about her past, but it can be clear that she learned how to survive by not drawing attention to herself and planning everything ahead of time.
Hidden 6 yrs ago 6 yrs ago Post by Birb
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Birb

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Name: Salman Jegredom

Age:27

Chosen Race: Human Sarcosan

Chosen Archetype: Channeler

Strengths: Loyalty, kindness, humour and a tremendous knowledge about magic and spellcasting. Salman is originally intelligent and social, easily finding and mantaining allies, while constantly being of use for the team. He also has a number of skillsets besides his proffession, including being able to play many songs on several instruments (some magical, some not) and the arts of traditional healing. He speaks four languages (Sarcos, Mirn, language of the sea elves, Dwarn (Dwarfish) and common Northic).

Weaknesses: Salman’s wide knowledge and education does more often than not stretch no further than to theoretical lenghs. In battle Salman relies solely on spellcasting since he possesses close to no fighting skills. Despite his slender frame, neither does he make up for it in agility. He is physically a quite weak and small man, draining energy fast from both spells and shape. In a way he has also weakened in the mind since his corruption by Izrador and though he despises the shadow, he remains unstable even after the influences of Izrador is no longer present. Of course he also gets progressively weaker.

Heroic Path: Charismatic? Sorry I’m unsure, I don’t really understand the question, this isn’t like normal DnD is it?

Spellcasting Abilities:
Häpnad: Shocks enemies for a short while, making attacks easier for other characters. [draws little life energy]

Sov: Makes anyone fall asleep instantly.
[draws little life energy]

Lystnad: Allows the caster to recruit a smaller animal for an easier task, such as spying or delivering a message.
[draws little life energy]

EldVägg: Creates a wall of fire between the enemy and the spellcaster.
[draws medium life energy]

Vädervänder: Controlling the weather.
[draws medium life energy]

Utmattning: Declares another character suddenly exhausted.
[draws medium life energy]

Osynlig: Makes the caster invisible for a short while.
[draws medium life energy]

Tillbaka: The ability to bring a dead creature back to life for a short period of time. (The person starts slowly fading again after ressurection.
[draws much life energy.]

Förtrollad: Allows the caster to enchant an object, song, person or word.
[draws much life energy]

Tidskåda: Stops time for exactly an hour.
[draws much life energy]

Appearance: Salman is little bit taller and skinnier than most Sarcosans, but mostly fits the description. He has a kind face, looking a few years older than his age because of his poor health. He lookes permanently exhausted with bags under his eyes, but also often excited and passionate when doing something he enjoys. He usually wears a long, dark cloak, hat and boots. Not traditional Sarcosan clothes.

Personality: Beyond his apparent trauma and paranoia, Salman is polite, kind and humorous. At times he can be sarcastic and petty, but never in a manner that isn’t somewhat endearing. He makes sure of that. Salman is a very social person, often taking part in discussion in which he can offer both knowledge and wit. The frendships and sympathies he gains are vital for his survival.

Background: Salman Jegredom (originally Salman Rashun) spent his first 15 years in the small fishing village of Sharuun where he received wide education from both his people and the Kasmael sea elves. When the conditions in his home village started ro get dangerous his family sent him up north to continue his studies in Erenhead. Salman used a spell to contact his family on the journey via a sparrow and he was immediately sensed by Izrador because of the long distance the bird was travelling. Izrador saw that he was only a child and decided to use him as his tool. For ten years, Salman did the biddings of Izrador under the name Jegredom, given energy from the shadow. Only recently did he escape the grip of Izrador and he is now searching hiding in Hope’s Gate after two years on the run.

Edit: Sorry about the ”Heroic path” section, you get to clear that one up for me. Also, was it okay that I made up those languages?

I will include a picture later.
Hidden 6 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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This looks very cool and I'd like to join, but I'm worried my writing wouldn't be at the required standard. That and I'm participating in at least three other RPs, all of which aren't going anywhere at the moment.
Hidden 6 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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From the Channeler Archetype description are we allowed to play as characters that serve the dark god?
Hidden 6 yrs ago Post by Cerces22
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Cerces22 Your worst nightmare

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I am interested in joining, and will try to have a sheet up tomorrow the next day at the latest, I want to make sure I get my character just right
Hidden 6 yrs ago Post by Marrakt
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Marrakt Lord of Graves

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@Birb the game is freeform but based on a d20 setting. The Heroic Path is a series of abilities that you will get at certain story junctures. For example, from your choice Charismatic, you will start the game with the ability to convince one person to do something they normally wouldn’t do once a day. At a certain point in the game you will get access to the next ability, but I will tell you when that is.

@ZAVAZggg You can play a character who used to serve the dark god and renounced his worship, but you cannot play a character currently serving the dark god.
Hidden 6 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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Hidden 6 yrs ago Post by Sierra
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Sierra The Dark Lord

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I have a character coming, I promise. I really think you'll like him too. But I'm struggling to reduce the guy's backstory to something manageable. Pretty much everything in recent years hinges on the Escape from Dawnguard and I actually have that story partially written out in my own documents. It's at 3,000 words and growing ... You see my problem there. :P

The cyberpunk RP I took part in also went bust so I'm pushing forth on running one of those myself and that's more work. Sheet is coming, 48 hours tops. Or else you may have my head on failure to deliver if you so wish.
Hidden 6 yrs ago Post by Marrakt
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Marrakt Lord of Graves

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Looking forward to seeing what you come up with.

No heads required :P
Hidden 6 yrs ago Post by Birb
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Birb

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Hello, is anyone still there?
Hidden 6 yrs ago Post by Marrakt
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Marrakt Lord of Graves

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Yup, waiting on some more characters/responses before I start this though.
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