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Legends of Shadow
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Legends of Shadow
Credits
L EAD D EVELOPER
R OBERT V AUGHN
A RT D IRECTION
R OBERT V AUGHN
G RAPHIC D ESIGN
A NDREW N AVARO
W RITING
G ARY A STLEFORD , G REG M ARKS ,
R OBERT S CHWALB
C OVER I LLUSTRATION
J OHN G R AVAT O
L AYOUT
R OBERT V AUGHN
I NTERIOR I LLUSTRATION
D AV E K ENDALL , P ATRICK M C E VOY , T ED
P ENDERGRAFT , C HRISTOPHE S WA L , C YRIL
V AN DER H AEGEN , J ARREAU W IMBERLY
E XECUTIVE D EVELOPER
G REG B ENAGE
E DITING
J AMES T ORR , R OBERT V AUGHN
P UBLISHER
C HRISTIAN T. P ETERSEN
Table of Contents
Introduction . . . . . . . . . . . . . . . .2
Design Notes . . . . . . . . . . . . . . . .2
Epic Player Characters . . . . . . .2
Epic Spells . . . . . . . . . . . . . . . .2
Developing Epic Spells . . . . .3
Casting Epic Spells . . . . . . . .3
Creating Night Kings . . . . . . . .3
Strongholds . . . . . . . . . . . . . . . .19
Alvedara . . . . . . . . . . . . . . . .20
Theros Obsidia . . . . . . . . . . . .20
Minions . . . . . . . . . . . . . . . . . .20
Knowledge & Contacts . . . . . . .21
Allies & Enemies . . . . . . . . . . .22
Sunulael . . . . . . . . . . . . . . . . .22
The Order of Shadow . . . . . . .22
Orc Armies . . . . . . . . . . . . . .22
Traitor Princes . . . . . . . . . . . .23
Weaknesses . . . . . . . . . . . . . . . . .24
Statistics . . . . . . . . . . . . . . . . . . . .24
Chapter 4: Wrath of Shadow
History . . . . . . . . . . . . . . . . . . . . .38
Activities & Goals . . . . . . . . . . . .39
Watcher of the Black Tower . . .39
Bane of Erethor . . . . . . . . . . . . .39
Personal Goals . . . . . . . . . . . . .39
Resources . . . . . . . . . . . . . . . . . .39
Strongholds . . . . . . . . . . . . . . . .39
Minions . . . . . . . . . . . . . . . . . .40
Knowledge & Contacts . . . . . . .41
Allies & Enemies . . . . . . . . . . . . .42
Ardherin . . . . . . . . . . . . . . . . . .42
Arynix . . . . . . . . . . . . . . . . . . .42
The Witch Queen . . . . . . . . . . .43
Xircxi . . . . . . . . . . . . . . . . . . . .44
Weaknesses . . . . . . . . . . . . . . . . .44
Statistics . . . . . . . . . . . . . . . . . . . .44
Chapter 1: Sorcerer of Shadow
History . . . . . . . . . . . . . . . . . . . . .4
Activities & Goals . . . . . . . . . . . .6
Master of the Shadowspawn . . .6
Master of Magic . . . . . . . . . . . .6
Personal Goals . . . . . . . . . . . . .7
Resources . . . . . . . . . . . . . . . . . . .7
Strongholds . . . . . . . . . . . . . . . .8
Arydian Avielehrius . . . . . . . .8
Theros Obsidia . . . . . . . . . . . .8
Minions . . . . . . . . . . . . . . . . . .8
Knowledge and Contacts . . . . . .9
Allies & Enemies . . . . . . . . . . .10
The Night Kings . . . . . . . . . .10
The Witch Queen . . . . . . . . .11
Weaknesses . . . . . . . . . . . . . . . . .11
Statistics . . . . . . . . . . . . . . . . . . .12
Chapter 3: Priest of Shadow
History . . . . . . . . . . . . . . . . . . . . .28
Activities & Goals . . . . . . . . . . . .29
Spreading the Word of Izrador .29
Training New Legates . . . . . . . .29
Creating Undead . . . . . . . . . . . .30
Personal Goals . . . . . . . . . . . . .30
Resources . . . . . . . . . . . . . . . . . . .31
Strongholds . . . . . . . . . . . . . . . .31
Cambrial . . . . . . . . . . . . . . . .31
Theros Obsidia . . . . . . . . . . . .32
Minions . . . . . . . . . . . . . . . . . .32
Knowledge & Contacts . . . . . . .33
Allies & Enemies . . . . . . . . . . . . .33
Ardherin . . . . . . . . . . . . . . . . . .33
Jahzir . . . . . . . . . . . . . . . . . . . .34
The Cabal . . . . . . . . . . . . . . . . .34
The Devout . . . . . . . . . . . . . . . .34
Weaknesses . . . . . . . . . . . . . . . . .34
Statistics . . . . . . . . . . . . . . . . . . . .35
Chapter 5: The Witch Queen
History . . . . . . . . . . . . . . . . . . . . .48
Activities & Goals . . . . . . . . . . . .53
Building Alliances . . . . . . . . . . .53
Fighting the War . . . . . . . . . . . .54
Personal Goals . . . . . . . . . . . . .55
Resources . . . . . . . . . . . . . . . . . . .55
Strongholds . . . . . . . . . . . . . . . .55
Minions . . . . . . . . . . . . . . . . . .56
Knowledge & Contacts . . . . . . .58
Allies & Enemies . . . . . . . . . . . . .59
Ardherin . . . . . . . . . . . . . . . . . . .60
Zardrix . . . . . . . . . . . . . . . . . . . .60
Weaknesses . . . . . . . . . . . . . . . . .60
Statistics . . . . . . . . . . . . . . . . . . . .61
The Elder Tree . . . . . . . . . . . . . .63
Chapter 2: Sword of Shadow
History . . . . . . . . . . . . . . . . . . . . .15
Activities & Goals . . . . . . . . . . . .17
King of a Conquered Land . . . .17
Against the Fey . . . . . . . . . . . . .18
Personal Goals . . . . . . . . . . . . .19
Resources . . . . . . . . . . . . . . . . . . .19
‘d20 System’ and the d20 System logo are Trademarks owned by Wizards of the Coast and
are used with permission. Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
FANTASY FLIGHT GAMES
1975 County Rd. B2 #1
Roseville, MN 55113
www.fantasyflightgames.com
M IDNIGHT and M IDNIGHT 2 ND E DITION © 2003/2005 and TM Fantasy Flight Publishing, Inc.
Legends of Shadow is © 2006 and TM Fantasy Flight Publishing, Inc. All right reserved.
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Introduction
M IDNIGHT is a world in which courageous heroes brave
impossible odds for the slightest glimmer of hope. The forces
of evil seek to thwart them at every turn in the form of rav-
aging beasts, calculating legates, or mysterious spirits. The
players must wend their way through a maze of danger and
betrayal, all while avoiding the most deadly foe of all:
despair. After months, years, even decades of hiding and
fighting, however, even the most cautious of rebels must
eventually ask: Who or what is directing these forces, and can
it be destroyed?
There are as many answers as there are M IDNIGHT cam-
paigns. In some games, the players will have been doomed
from the start, fighting nothing more than a holding action. In
others, the specter of doom and entropy that is Izrador may
have a weakness, a flaw that the heroes can exploit and some-
day overcome. Most campaigns will lie somewhere in
between, however, with the defeat of the god himself being
unreachable, but the possibility of some salvation, some
hope, always remaining. Perhaps the players cannot stop
Izrador, cannot utterly save their land. But they can slow him
down, perhaps hurt him. Eventually, if they become powerful
enough to be perceived as a major threat, or if they want to
inflict lasting damage, they will come face to face with one of
his elite lieutenants, one of the quasi-gods that lead his forces.
The Night Kings.
Design Notes
Some of the NPCs in this book make use of the epic level
rules from the d20 System SRD. Having those rules is not
essential to use this book, however. GMs who prefer working
within the framework of the base d20 System can easily do
so, replacing epic feats and spells with other powers as they
feel appropriate.
Epic Player Characters
Characters who achieve epic levels in M IDNIGHT are a
special case. They should not be able to continue to exist for
very long beyond 20th level without facing a major conflict.
They are sure to be damaging enough to Izrador’s cause that
they will have to face one of the Night Kings unless they want
to hide in Caradul for the rest of their careers. While the per-
manent destruction of one of those four beings is quite diffi-
cult to achieve, each can be permanently weakened and dis-
credited, or their resources destroyed. Dying at the hands of
one of the Night Kings after having crippled or weakened
him is a noble and worthy death indeed, and can be accom-
plished even by clever and capable parties of 20th level and
lower.
The Epic Level Classes section of the SRD provides the
rules necessary for the core classes, like barbarian, fighter,
and rogue. M IDNIGHT -specific classes can be extrapolated
beyond 20th level using the rules presented in the SRD under
Epic Level Basics . For instance, if a defender’s AC bonus
improves by +1 every two levels, it continues to do so at the
same rate; likewise, since he gains a choice between incredi-
ble speed or incredible resilience at 6th level and every three
levels thereafter, he gains that ability again at 21st level and
every three levels thereafter.
The same goes for channelers and wildlanders. However,
in contrast to SRD spellcasting classes, which do not gain
extra spells per day for levels beyond 20th, channelers con-
tinue to gain spell energy for each level beyond 20th.
How to Use this Book
For campaigns in which the players reach an appropriate
level of power to face them, this book finally gives game
mechanics values to those most terrifying of foes. It doesn’t
stop there, however. Legends of Shadow is useful for any
campaign as a sourcebook. It provides rich detail and intrigue
with which a GM may flesh out the backdrop of his world,
adding a complex foundation that operates beneath and
responds to the players’ actions. Even the humblest of begin-
ning adventurers may unknowingly find themselves tangled
up in the plots of one of Izrador’s lieutenants from their first
rebellious act. Few have the skill or luck to survive long
enough to pose a true threat to such a nemesis, but for those
who eventually come face to face with one of the Night
Kings, the knowledge that the meeting has been fated from
the start can make the experience that much more rewarding.
Yet no shadow can be cast without light, and the world
would long ago have fallen to the Night Kings if they were
unbeatable. Across all of Eredane, one being is powerful
enough to answer the Night Kings and counter their plans
outright. One being is feared by them, both singly and as a
group. She is Aradil, Witch Queen of Erethor, and she is a
goddess within her kingdom. The players may become her
allies, her minions, or even become part of her as one of her
avatars.
Epic Spells
Unlike normal spells, epic spells cannot simply be
learned and used at whim. They break the very rules of
magic, rules which are already significantly altered from the
norm by Aryth’s unique magical weave and by the effects of
the Sundering.
First of all, any spellcaster who wishes to use an epic
spell must first take the Epic Spellcasting feat as described in
the SRD. Second, he must develop each spell himself; even if
the spell has already been created and used by someone else
in the world, even if the spellcaster has watched it being cast,
2
Introduction
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he must create a version of it himself in order to ever master
it and cast it. Third, ritual magic as described in Midnight 2nd
Edition cannot be used with epic spells. They are too power-
ful to alter “on the fly,” and if a spellcaster wishes assistance
in the casting of a spell, he must develop it using the “addi-
tional participants” rules in the Epic Spells section of the
SRD. Instead of contributing spell slots to ritual epic spells,
channelers contribute an amount of spell energy equal to the
spell slot they would otherwise have contributed.
Speed: Night Kings have double the speed of a normal
creature of their type.
Blessing of Izrador: Night Kings gain divine bonuses to
their Armor Class and saving throws equal to their Charisma
modifiers. Additionally, each Night King has a special power
granted to it by Izrador himself. The powers vary, but the base
effect always requires a DC 25 level check to perform; this
means that, the more powerful the creature that was trans-
formed into a Night King, the more powerful the effects it can
produce with its dark god’s blessing.
Damage Reduction: Night Kings are very resilient, hav-
ing DR 20 versus most weapons and effects.
Extraordinary Abilities: Most of the Night Kings’ abil-
ities, even those that would normally be considered supernat-
ural, are considered extraordinary. This is a design choice that
prevents a single spell, antimagic field , from completely crip-
pling such a major foe. The Night Kings’ powers come not
from some esoteric arcane science that can be easily negated,
but rather from a direct connection to a living god. When
developing a Night King or other epic character (such as
Aradil) in M IDNIGHT , all abilities other than spellcasting and
spell-like abilities should be labeled as extraordinary.
Immortality: Night Kings do not age and do not need to
eat, sleep, or breathe. Additionally, Night Kings are incredibly
difficult to permanently destroy, and either have regeneration
10 (if living) or rejuvenation after one day (if undead). Even
regenerating Night Kings suffer normal damage from at least
two sources, however, usually elements or spell descriptors.
Immunities and Resistances: In addition to the normal
immunities gained by their creature types, Night Kings gain
immunity to ability damage, ability drain, death from massive
damage, energy drain, mind-affecting effects, negative energy
effects, death effects, poison, polymorph effects, and petrifi-
cation effects. They are also immune to two elements and have
resistance 15 to a third element; the fourth element, to which
they are not immune, is often the same one that deals normal
damage against the Night King’s regeneration ability. Finally,
Night Kings have spell resistance equal to 11 + their HD.
Alignment: All Night Kings are thoroughly evil but, trag-
ically, were once good-aligned. It is possible that an essential
part of a Night King’s transformation and binding to Izrador,
and the heart of its power, is the corruption of a once-pure soul.
Developing Epic Spells
Developing epic spells in M IDNIGHT uses up no raw
materials; instead, they cost spell energy to develop, even for
non-channelers like legates, equal to their raw material devel-
opment cost divided by 100,000. The sheer volume of spell
energy required to accomplish this means that only spellcast-
ers with access to incredibly powerful arcane nexuses may
even consider developing epic spells.
Casting Epic Spells
The process of casting epic spells in M IDNIGHT is likewise
different than in other campaigns. All spellcasters, whether
channelers or non-channeler, arcane or divine, may only cast a
number of epic spells each day equal to their ranks in
Knowledge (arcana) divided by 10. Additionally, all spellcast-
ers must pay an amount of spell energy equal to an epic spell’s
Spellcraft DC whenever casting it. For channelers, this means
that they can rarely cast epic spells outside of an arcane nexus.
For non-channelers like Sunulael and Ardherin, this means that
they must find some way to collect spell energy for later use.
Finally, because permanent magical effects tend to
unravel on Aryth, epic spells or epic spell seeds with a dura-
tion of permanent instead have a duration of one year.
Creating Night Kings
Izrador’s Night Kings, for all their power, are not inde-
structable. It is conceivable that one or more of the Night Kings
in your campaign might be destroyed and replaced, either by
rival minions of Izrador or by the player characters themselves!
For this purpose, as well as to offer insight into the design
process used for the four current Night Kings, design notes on
the Night King creature subtype are provided below.
Unlike other d20 design aspects, the transformation of a
creature into a Night King is not simply a matter of applying
a template and calling it done. Each Night King has unique
powers and vulnerabilities, all of which are determined by a
combination of his previous form’s strengths and desires, as
modified by Izrador’s intentions for his new tool.
The Night Kings are very nearly gods among mortals,
and have several traits similar to rank 0 deities in the Divine
sections of the SRD, including the following:
Type: Only sentient creatures can be transformed into
Night Kings, as only they have souls that may be corrupted.
Hit Points: Night Kings receive maximum hit points for
each Hit Die.
Designation of Open Game Content
Legends of Shadow is published under the terms of the Open Game
License and the d20 System Trademark License. The OGL allows us to use
the d20 System core rules and to publish game products derived from and
compatible with those rules.
Not everything in this book is Open Game Content, however. In gener-
al, game rules and mechanics are Open Game Content, but all background,
story, and setting information, as well as the names of specific characters, are
closed content and cannot be republished, copied, or distributed without the
consent of Fantasy Flight Publishing, Inc.
The following are designated as Product Identity pursuant to section
1(e) of the Open Game License, included in full at the end of this book: the
Midnight name, logo, and trademark, the graphic design and trade dress of
this book and all other products in the Midnight line, all graphics, illustra-
tions, maps, and diagrams in this book, and the following names and terms:
Eredane, Izrador, Shadow in the North, and Night King.
Introduction
3
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CHAPTER 1
Sorcerer of Shadow
The Sorcerer of Shadow.
Bane of Erethor. Betrayer of the
Witch Queen. Ardherin is Izrador’s
master of the arcane, created by the
Shadow in the North to balance the magical
power of Aradil, the Witch Queen of Erethor.
Like the other Night Kings, he did not knowingly
seek out Izrador to join his cause; yet, like them, he cannot
be held blameless for his transformation.
The tale of Ardherin’s fall is known by few. Once a pow-
erful defender of Erethor, and indeed a consort of Aradil’s, he
was beloved by the elves. He was incredibly courageous, and
he had an intuitive ability to determine and make use of the
weaknesses of the demons and devils that Izrador sent to
plague the woodland fey. Yet he could not approach Aradil or
many of her council in terms of knowledge. So he sought to
learn as much as he could, and called upon spirits to supple-
ment what lore he had. He even became so desperate for infor-
mation and so confident in his powers that he captured and
kept a servant of the enemy: This was Vard, a supposedly
“lesser devil” who was destined to be Ardherin’s downfall.
Had Ardherin listened to the council of his peers, heeded
their warnings, he might yet defend the forest’s borders. They
told him that Vard was too dangerous to keep so near, would
mislead him or betray him. He took what precautions he could,
but he did not destroy Vard. Those who remember the Demon
Bane of Erethor would say that arrogance led to his downfall,
the belief that he could survive whatever betrayal Vard had in
store. What few realize, however, is that pride was not
Ardherin’s flaw. Nor was it anger, nor blind faith, nor desper-
ation, as was the case with his fellow Night Kings. What laid
Ardherin low was courage. The hero knew that his actions
could lead to his death, knew that Vard was likely to best
him… but he braved that danger, because he felt that it was
worth the risk to keep Erethor safe. What he could not realize
was that his survival would be a much worse fate than death,
both for himself and for those he loved.
The Fall of a Hero
The betrayal came in the form of a binding spell that the
devil taught him. When Ardherin performed it, hoping to trap
a pack of Izrador’s demon minions, the elf found that the spell
bound him instead. He was not slain, however, as most elves at
the mercy of demons would have been. Instead, he was taken
north, past the Northern Marches, past the Vale of Tears itself,
into a rent in the world know only as the Scar. There he became
the first elf to ever behold the fully manifested form of Izrador.
Had Ardherin not been such an exceptional channeler, not had
such a spirit of pure good, not been such a heroic warrior, this
tale would end here. His mind would have shattered in the face
of pure and absolute evil.
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