Magnar
King of the Underworld
I saw that the Host of Heaven was dark and rode no more in the sky. The icy gates of the land were opened, and the fallen god rode forth with a crown of iron and a sword of flame. His raiment bled the blood of the innocent and he smote all the lands of the world. His form was of fire and shadow, and his name was Sorrow.
-- Vesra Anu, Prophecies of the Last Age.
***
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
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.
At this point in time, I'm looking for affirmation of interest only. Once I have enough interest I shall proceed and set up the game threads properly. Ultimately I am looking for five others to join a character of my own creation in this game.