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Midnight, Second Edition Hardcover – July 5, 2005

4.4 out of 5 stars 12 ratings

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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 brand-new edition of Midnight updates the entire campaign to D&D v3.5, and includes all of the content from fan-favorite player supplement Against the Shadow. Additionally, over 40,000 words of new material will be added, including setting details regarding the orcs and legates who serve the Shadow and the desperate but capable Erenlanders who oppose them. Updated classes, feats, and spell system. Errata and setting updates as determined from years of in-the-market play. New color and B&W art depicting the heroes and villains of Eredane, as well as showcase pieces of art from the original edition. This brand-new edition of Midnight updates the entire campaign to D&D v3.5, and includes all of the content from fan-favorite player supplement Against the Shadow. Additionally, over 40,000 words of new material will be added, including setting details regarding the orcs and legates who serve the Shadow and the desperate but capable Erenlanders who oppose them. - Updated classes, feats, and spell system. - Errata and setting updates as determined from years of in-the-market play. - New color and B&W art depicting the heroes and villains of Eredane, as well as showcase pieces of art from the original edition.
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Product details

  • Publisher ‏ : ‎ Fantasy Flight Games; 2nd edition (July 5, 2005)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 352 pages
  • ISBN-10 ‏ : ‎ 1589942167
  • ISBN-13 ‏ : ‎ 978-1589942165
  • Item Weight ‏ : ‎ 3.26 pounds
  • Dimensions ‏ : ‎ 8.75 x 1.25 x 11.5 inches
  • Customer Reviews:
    4.4 out of 5 stars 12 ratings

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4.4 out of 5 stars
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  • Reviewed in the United States on July 18, 2006
    I was very excited about the MIDNIGHT campaign setting when I first heard of it; I love all things Tolkien and the idea of world similar to Middle Earth where the Dark God wins sounded intriguing. Certainly DRAGONLANCE had done something similar, but MIDNIGHT takes the premise to its logical and final conclusion: there is only one deity in the world, and he has won. There's really no going back. The world belongs to the Shadow and nothing will displace him. His only goal is to crush all life and magic to wring the last drops of power from this world, and when he has taken everything, he can escape. You might think that this would lead to a nihilistic fatalism, but really I find it oddly invigorating. Your characters are heroes but rebels and subversives at the same time. Also, quests, fantasies, and mythologies can become pretentious and hackneyed, but MIDNIGHT takes place on a much smaller scale. You can't save the world, but you might be able to save your village. There are no princesses to rescue, but if the characters are smart, careful, and lucky, they might be able to save someone's mother or daughter. In a world of darkness, even the smallest and briefest flame has a victory over the shadow merely by giving off light.

    MIDNIGHT packs a lot of material for the players and the DM. At 400 pages, it still feels too small to tell all that it wants to. The book is a sourcebook for the world of Midnight, a player's guide, and a DM's guide, so you are really getting a lot for your mpney. There are a lot of changes to the "standard" fantasy world due to MIDNIGHT's unique characteristics. With all that the characters have going against them, there are substantial edges to help them survive.

    On the plus side, all races get attribute bonuses (with a balancing attribute penalty, of course). There are dwarves, elves, gnomes, halflings, orcs, and even 3 races of humans (who also get bonuses - not your standard vanilla humans). Most races also get some kind of bonus weapon ability and survival skills. There are also "paths" which grant special bonuses at every level the character survives. These have intersting themes; besides "class" specialties like healer and the faithful there are paths like giantblooded, dragonblooded, and pureblooded which are themed to your ancestry. Also, anyone can use their feat slots to buy spells, and you can buy any kind (no class restriction).

    The ability to use spells is strongly curtailed, however, as part of the effects of the Shadow being cast out of heaven and into the world. Magic-using classes have to purchase schools of magic individually, and pay for spells from a limited pool of energy. Also, magic use is banned (along with owning magic items, books, the ability to read, and a great many other things) and the Shadow actively hunts down any who have or use magic. Also, there are no clerics, at least, not any good ones. The Shadow is the only deity that answers prayers and only his servants dare to call on his name. But it's not just magic users who take the hit; owning any kind of armor, or any object that can be used as a weapon, is also a capital offence. This makes all combat dangerous and orcs in particular are deadly foes, not to be crossed. And don't think that you can just find any gear lying around or to be bought in a village - the Dark Lord's armies have thoroughly crushed the human population, starving and humiliating them into submission, until the average peasant would rather kill any hero himself than risk drawing the attention of any servants of the Shadow. With the Shadow's armies taking all the food, even rations for a journey are hard to come by. And we still haven't brought up the hordes of walking dead whose souls cannot leave the world as long as the Shadow dwells there. It's not easy being a hero...

    So you might ask, why would I want to buy MIDNIGHT? Well, if nothing else, it is 400 pages of sweetness, a cross between high fantasy and apocalyptic survival horror. And I can see that not everyone is up for playing in this kind of challenging environment. Everything is stacked against you, from magic to weapons to scrounging for food. But in another sense, MIDNIGHT will force you to focus on what's important. No kingdom-saving or dragon-slaying but you can make life more tolerable for your fellow beings, tired and hungry as they are. You might even be able to light the spark of another's rebellion, the pride to no longer be a boot-licker of the armies of oppression. Every choice you make, every resource you can scavenge, every ally that can be gained is critical to continued survival. And you can take pride in whatever small wound you can inflict on the Shadow, because you will not go quietly into that dark night ...
    9 people found this helpful
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  • Reviewed in the United States on March 6, 2006
    This campaign setting takes D&D to dark new places. It's sort of a Lord of the Rings set up, with the central premise `what if Sauron won?', and the players taking the roles of members of the remnants of the free peoples.

    It's bleak and harsh, and very serious in tone, so it's possibly not for every group.

    The book itself is a handsome hardback, with lots of great illustrations. While a fold out map would have been nice, the maps provided are serviceable and of great use. I strongly recommend this book to any group looking for something serious.
    4 people found this helpful
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  • Reviewed in the United States on January 8, 2017
    In my opinion, this is the best published setting for D&D 3.5. A good analogy would be to imagine Lord of the Rings, but Sauron won. The good races of the world sent their champions to fight the evil god, but they came back, leading his dark forces against their own people.
  • Reviewed in the United States on July 19, 2005
    Wizards of the Coast has given D&D role-players supplements on evil characters and evil monsters, but Fantasy Flight Games has done them one better...and in a big way...by developing a complete campaign based on an entirely evil setting. Midnight 2nd edition presents gamers with one of the most unique locales ever developed for fantasy role-playing. It's a world where good is outnumbered. No...vastly outnumbered is more appropriate against the legions of evil in a dark, grim, and brooding world that is starving for heroes.

    The developers begin with a background story of how the Dark God Izrador was cast out of Heaven by the other Gods but in doing so, Izrador severed the link between the celestial home of the gods and the mortal world. This resulted in a cataclysm that shook the world of Aryth, and forever cut the inhabitants off from the Gods they worshipped...Except for Izrador whose shadow fell to the world. Aryth was left in darkness and even the souls of the deceased found themselves unable to go to their final resting place, trapped by the Veil which keeps them, as well as multitudes of demons, elementals, and other-planar creatures trapped, as all links to outer planes, including the astral and ethereal were destroyed. After two failed attempts, the Dark God and his legions finally succeeded in breaking the free people of the lands when their four greatest heroes were corrupted by Izrador's power. These four now serve as his lieutenants and are known as the Night Kings. Then there are "The Fell", the dead who return to life to attack the living when their souls are not permitted to move on.

    The world of Midnight presents a unique challenge to players. Evil is decidedly in control. Use of Magic is punishable by death except for Izrador's minions, meaning that players who choose magic-users are constantly being hunted down by the Dark God. Magic items tend to be rare as these are also sought out and destroyed by the Dark God. But players have many other things going for them. First, all players get to choose a heroic path. This path grants the character new powers or abilities as each new level is gained. For example, choosing the "Fell Hunter" path gives the PC abilities in battling undead. They are able to do increased damage against all undead and also gain immunity to the various special attacks of the undead such as disease, paralyzation, and energy drain. These heroic paths serve to add greater depth to the characters and allow players to tailor their characters even more. There are also some decidedly different half breed races you can play as including Dworgs, the result of breeding between orcs and dwarves and Elflings, a mix of elf and Halfling.

    Midnight presents standard classes as well as 15 new prestige classes designed for daunting challenges that adventuring in Midnight poses. These are some of the most creative prestige classes I have ever seen. There's the Avenging Knife, the assassins of Izrador's minions, The Haunted Ones, those who have the ability to communicate with the many displaced and tormented spirits of the world, and the Warrior Arcanists, a non-multi-classed warrior mage. These, along with many new, and powerful feats and spells, add up to some great new PCs to begin play with.

    But Midnight isn't just designed for players. The second part of the book is for DMs and details the various lands of Aryth with information on the various towns and settlements, peoples, languages, religions, trade & craft, and governance. Each region also has many places on interest that serve well as hooks for possible future adventures that the DM can design. This allows the DM to develop his or her own exclusive adventures from the ideas the book presents. There's also a lengthy section covering the "Servants of Shadow" including Izrador himself, along with his Night Kings and the various ranks of his many underlings. Finally, the book presents a starting adventure as well as ideas of how the DM can use any of the other Midnight adventures into their campaign.

    Midnight is like Lord of the Rings meets Night of the Living Dead with a sprinkling of biblical mythos thrown in to boot. This is not a fantasy world that just sort of lies there. The inside back and front covers feature a map of the world although it would have been great if a fold-out map had been included. This is a living, breathing, and starkly terrifying world to adventure in and one of the best campaigns I've seen in a long time. Highest recommendation!

    Reviewed by Tim Janson
    26 people found this helpful
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