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Against The Shadow

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155 views127 pages

Against The Shadow

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porps01
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Contents Introduction Chapter 1: Character Backgrounds Dorns Sarcosans Erenlanders Dwarves Kurgun Dwarves Gnomes Dwarrow ‘Wood Elves Sea Elves Jungle Elves Snow Elves ‘Nomadic Halflings ‘Agrarian Halflings Ores Dworgs Channelers Defenders Wildlanders Chapter 2: New Heroic Paths Beast Elementalborn Felihunter Hunter Jack-of-all-trades Mountainborn Northblooded Painless Pureblood Seaborn Speaker Spellsoul Sunderborn Tactitian Chapter 3: New Prestige Classes Ancestral Bladebearer Aradil’s Eye Avenging Knife Bane of Legates Elven Raider Herbalist Sarcosan Knight ‘Smuggler Warrior Arcanist Whisper Adept ‘Wogren Rider Chapter 4: Legendary Classes ‘Avatar of Aradil Bleak Knight Living Nexus Chapter 5: Feats, Spells, & Equipment Feats Spells ‘ ‘Weapons Equipment Chapter 6: Covenant Items & Power Nexuses Covenant Items Power Nexuses. Chapter 7: Herbalism. Basics of Herbalism Gathering Natural Ingredients Preparing Concoctions Using Coneoctions Storing Conco¢tions Herbal Tattoos Herbal Concoction Summary Herbal Ingredients Table Herbal Terrain Table Blood Garden Index 40 42 45 49 50 54 57 39 61 63 65 68 69 70 n 14 TW 81 86 89) 95 103 103 104 105 107 109 109 110 U2 123 125 126 Introduction orld mbt Che of A World In Shadow With Againse the Shadow, Fantasy Flight Games contin- ues fo explore the world of Minwiortr, a dark and des perate fantasy campaign setting designed for use with the d20 System, Mibvicitr is a world of grim survival and epic rebellion, It focuses on the wartorn and subjugated con- tinent of Eredane, where the dying peoples of ancient races and cultures fight a hopeless battle against the darkness, These once peaceful and proud folk have been trampled under the heel of a divine warlord of hatred and evil. This being, Izrador, was barred from the heav- ens and cast down by his fellow gods to the world of Aryth . and in the ultimate trickery stole their world from undemeath the Three times the dark god rose and threatened the jons of Aryth with iron and fire. Three times the ions of elves, dwarves and men rose up against him, At the end of the Third Age, four of the greatest heroes of Aryth were corrupted by the Shadow. These new ser- vants, the Night Kings, led Izrador’s foul hordes across all the lands of the world during the third war. The dark god won, A hundred years have passed since the Shadow fell across Eredane. Izrador and the Night Kings are consolidating their power and eradicating their enemies. The elder races are being systematically hunted down and exterminated. The great forest of Frethor has become an island of light in a darkening world, as the elves fight a never-ending battle against besieging hordes of ores, ogres, trolls, and goblinoids. The surviv- ing dwarven clans have locked themselves in their mountain holdfasts, The lands of men are ruled with an iron fist by the minions of the Shadow, Many cities lie in ruins, and most common folk live in walled towns where literacy and leaming are punishable by death, and ignorance spreads across the land like a terrible plague, \ Dow To Use This Book Against the Shadow is a player's companion to the world of Mipvictt. It provides expanded options for players as well as useful background for DMs, Both the MibNiGitr core rules and the player’s companion use the 20 System core rules. This book should be used as @ companion to the core rules and not a standalone game. Note: the Seerets sections in Chapter I: Character Backgrounds may contain spoiler information, The Open Game License Mupwicitr is published under the terms of the Open Game License and the 420 System Trademark License. The OGL allows us to use the 420 System core rules and to publish game produets derived from and compatible with those rules In fact, all rules-related material is designated as Open Game Content. You can use this material in yo ‘own works, as long as you follow the conditions of the Open Game License. You can copy the material to your Website or even put it in a book that you publish and sell, The introduction to each chapter or Section identifies the rules material that is designated as Open Game Content. Not everything in this book is Open Game Content, however. In general, game rules, statistics, and ‘mechanics are Open Game Content, but all introduction, background, story, and setting ink tent and cannot be republished, copied, or distributed without the consent of Fantasy Flight Publishing, Inc: The following are designated as Product Identity pursuant (0 section 1(e) of the Open Game Licens included in full at the end of this book: the MiDNiGit name, logo, and trademark, the graphic design and trade dress of this book and all other products in t Mipstair line, all graphics, illustrations, maps, and dia- rams in this book, and the following names and terms: Aradil, Eredane, Izrador, Shadow inthe North, and Night King. CHAPTER 1 Character Backgrounds Mipxicirr is a world with very few choices, and what choices exist are often hard ones; but it is in making them that a hero defines himself. One can lead, or one can follow. One can serve, or one ean rebel, One can bow to the Shadow in exchange for the chance at a few more years of life, or fight and die for a just cause in the service of good. The heroes of MipviGitt are those who have cho- sen to fight and, most likely, to die. Their reasons for doing so are varied, but are often shaped by the races ‘and cultures by which they were raised, Borgrim king fell at Calmwater, burly battle-lord, gold- band giver Took ten ashore with strong shields and blades, fire-edged, snow-bright, Held Hoden's Rock a half-monsh — waves of war-ores crashed below. His bane found him, his shieldbrothers broken, spear- grim warrior bathed in gore. Seventeen arrows in his breast, blood boiling into blackened earth Then came Borhild: he fell to0 soon, bright child of a brave man, Blessing 10 his kin. Rongad the boar robbed the boy of life. Ground his bones into the earth. Six spears the beast carried in his body; His bony head hangs in Borseld still, lang-tusked kingslayer: None claimed then the chair of Helmbor: Each looked to his brother for aid, a lord 10 serve, a hand to guide. Then Thalbor returned from long exile: he took the throne, his brother's chair; mighty peacemaker, ender of Giver of order, greeted alt godschildren: at his side Gurshahi, black-robed, Wise in the wilt of the Lord of Eredane. Peace forever came 10 the land. —A fragment from a Dornish clan saga. The clan in question ng longer exists, and is difficult to identify. Dorns The Doris péoplé of notthem Erealand have long been seen as a hearly and indomitable race. The Ores who now inhabit their homes teat them as powerful and danpzrous adversaries, and larger men end women alike will rarely be confused by ax ore or iol witht assistance by his fellows. The Doms hold strongly 10 their culture and history, and itis said that a true blood- ed Dom would rather die wearing the tates of @ Domish cloak than live in comfort in the coat of his nem). This proud people chafts under the yoke ofthe dark god radar aid as a whole they lng ta be few of his bonds, Although scattered and desperate, each Dom holds a piece of his civilization’s former glory within himself and hopes to one day see his people free. Motivations Even after the rise of Izrador and the enslavement of the people of the Northlands, the Doms remain a fiercely independent people. The most obvious manifestation of this trait ean be seen in the shaved heads of both male and female Dorns—a symbol of their collective shame at allowing Izcador’s hordes to pour out of the northem wastes virtually unchecked. The ancestors of those who died in the final war still earry this shame and seek to reclaim the glory of their fallen civilization Doing so under the watchful eye of lzrador is not easy, however. While the most vicious ores have moved fariher south after their vietory over the Northlands and the Sea of Pelluria, those that remain grow ever more bored and eager to seek entertainment by inflicting pain om others. These ores have formed villages near or even over the remains of those of the Domish refugees, and they oflen mistreat the humans that sill attempt to eke ‘outa living in the harsh Northern wastes. Dorns in the cities face similar problems and find themselves with even fewer outlets for making a living other than a Chapter One: Chi indentured to an ore captain or associating with traitorous company. Strategies Sinee the Dorms are now scattered all over the Northlands, they have not developed any kind of organ. ined resistance (othe forces of the dark lord. his legates, and the Night Kings. Instead, each individual Dorn cor siders it his responsibility to fight where and when he can without endangering other lives or implicating oth- cers in his plots, Groups of adventuring Doms do exist, however, that take advantage of the northemers? group fighting techniques and give them all a greater chance to survive. These small, clannish groups refer to them- S as sevelm, which means. something akin ‘extended family” when translated from ancient Norther. ince the Northlands are considered all but lost by the elves and other resistance fighters in the south, con tacts in these lands are few and far between, The Doms aceept this fact with the same stoic determination with t nearly everything else, and in fact ome pride in their isolation; most do not fight for ation of Erenland, but rather for the liberation of ically. The Doms have been known to refusing help whe given, Some say those in the North are still * the, shackles placed on them by their Sarcosan masters, and perhaps look at this war as a chance to become a completely fice people once again. While some secrecy is necessary, the Dorns prefer to fight as openly as possible. Eschewing. spies the sevelm roam the northern plains acting as riders, and strike teams bent on disrupting as many of the occupiers’ plans as possible, Lone Doms also stalk the northem wastes, searching for the physical and emotional re: Secrets For the past 10 months a cult of Dornish barbarians has begun to actively recruit young Doms into its fold, The cult centers on the worship of a spirit known as Cendara who claims to be one of the legendary First Dorns—the ancestors of the entire Domnish civilization, Word of this ed the cars of the Witch Queen, able to neither rious spirit Whatever—or whoever—this spirit is, her power is undeniable, Reports have her destroyin patrol with a y the base of the I ar an ancestor ri of Steel Hill outside an ancient village that has empty for nearly 500 y Sarcosans The humans remaining in Souihern Erenland are descended from the Sarcosans, a people who invaded the continent several centuries ago, These people ate slight of buld with dark skin and deck bait and they Iaalsairthe rig edteystern under wich they have always lived even while trying to survive under ta torous princes and the ores of the dark lord. The Sarcosans, like tei northem cousins the Doms, remain devoted te ther tradition and long fora time when their feltzation can ance agin be fest rs to ls greet potential Motivations ‘The Sarcosans are a people used to conquering rather than being conquered, and their children are stil taught this mindset even while they live under the oppressive regime of the Night Kings and their dark lord. As they grow, young Sarcosans ‘come to understand that the fenemy they must conguer this time is an intemal one: the corruption of their leaders and the complicity of their people with the armies of ores and other creatures that now live amongst them, Each new generation of Sarcosans chafes more and more under the restrictions of their conquerors, andthe outlaw bands that ride under the rightful sussars grow in both strength and number by the year. Soon there will be an army’ riding across the plains of Erenland, but it is unlikely to be enough to dis- lodge Tzrador's armies from the Sarcosan lands Strategies The swarms of Sarcos upon the plains of Souther Erenland shaleef. These riders se themselves as the protectors riders that now live as bandits re known as of Sarcosan culture and hope to one day be its liberators from the depredations of Izrador’s foul armies. They have resurrected the near-dead Sarcosan language of Courtier and adhere to their culture’s strictest social mores in hopes of sparking the indignity of their people and reminding them of all they have to fight for. These groups of knights, their families, and their followers roam the plains as outlaws, attacking supply caravans as well as isolated companies of ore soldiers. They do not operate too near the main force of Jahzir’s armies in and around the forest of Erethor, choosing instead to focus on outlying army camps and smaller forces that have been tasked miscellaneous duties. Some shaleefS were created by rebelling nobles from parti lar cities and have remained near their patron cities 10 aid those who live under the false sussars and ore dicta- tors. These horsemen see themselves as protectors and avengers linked to their ancestral homes. Secrets The shaleefs that ride on the plains have been in contact, with one another for some time now and the sussars that lead them have a plan. Once their numbers grow large ‘enough and their men have been trained, they will attack the forces of the dark lord on the plains west of Eisen, They believe that if they can hold the Westlands for long, enough, the resistance ean establish enough of a pres- tence there to make it a permanent holding. The elves do rot know of this plan, although word of it has leaked to some of the Doms that travel the northlands. Dorns who are able have slowly and seeretly begun t0 relocate to the southem shores of the Sea of Pelluria. When this attack will tke place only the Sarcosan leaders know, but the aftermath could spel either the end of Sarcosan, resistance or the establishment of a new base for Brenland’s few remaining defenders. Erenlanders After the Sarcosan invasion of Erenland and their sub- sequent domination of the Doms around the Sea of Pelturia, both races began to intermingle despite the Domn’s resistance to the concept of “diluted” Dornish blood. The resulting lineage is a mixture of the traits of both races—not quite as large or powerful as the Dorns or as fast and agile as the Sarcosans, and not as dis- ablingly proud as either. Instead the Erenlanders tend toward diversity, relying on talent and training to become adept at whatever path they choose to follow. ‘The Erenlanders long ago became a separate race and while a few naturally gathered into their own sub-com- munities, as a whole the cities and lands in which they lived remained distinetly Dornish or Sarcosan. As such, Erenlanders could be raised in either culture and became a cultural bridge between the peoples of their ancestors. ‘That traditional role, as well as their undeniable skill and ability at whatever they devote themselves to, welcome in the lands of either of their Motivations Most Erenlanders’ motivations are determined by the culture and lands they were raised in. Sarcosan-raised Erenlanders are weleomed into the shaleefs as Support personnel and in some cases even as knights. Those that live farther north along the coasts of the Sea of Pelluria and beyond share the individualistic outlook of their Domish cousins. It is said by some of pure blood that many Erenlanders welcomed the Shadow’s coming and that the majority of the traitors were of Brenlander blood, but this is 2 misconception that is not widely held. ‘The Erenlanders see themselves, and rightfully so, as the inspiration for a nation that never truly had a chance to prosper. They represent freedom, determina: tion, and individuality . . . all things that have been squashed by the dark lord. As the heirs of a nation killed in its infaney, they fight for that nation’s right to exist Excerpts from “Young Raradin and the Orange Rider,” a Sarcosan romance One always rade in the fore of this band of brave riders. He paced twelve lengths ahead, banner held high (on his lance. But he was the youngest of all, with barely a beard to wax. He stood in the saddle, his keen gaze marked every cloud And every spot on the plain: he knew the wind well Anid the flight of birds. Never was any so eager for war As was young Haradin, the horse-lord’s son. His edge was keen: he was eager fo show his skills A youngster so wise in the saddle raves his companions’ acclaim Seeks always to prove in battle That their teaching has not been in vain. Well-spoken he was not, this young raider No pactry fell from his mouth; well had he learned silence And judicious praise, and no florid speech came from him. But he had loved a gir!—Faisa was her name— Since the first day he had seen her in her father's tem She served him kamoukis with his Kinsmen And gave him no notice. He in his turn thought The drink had bested him, until a day later He was still drunk from her dark eyes. Drink and love have similar magic For the young: at first, both are fire. But larer both end, and the loss is tragic Leaving pain and unhappy desire. [aradin and his band are invited to a great feast in Sharuun] The great feast at Sharuun brought many bands The city was crowded with riders, wide plazas Sault, Dancing and song and storyweaving brought all of the cityfolk out, ease crn And the riders played games — ring-catch and barrel-dance, Lunge-thunp and lance-clash, Haradin mastered them all A glory 1o his band: at day's end he was set to take the prize, Until arider decked in orange:rode a black mare (Onio the testing-ground. So well did this rider sit his horse That he drew the awe of all around — and so mysterious was his aspect, Masked in orange, that the plaza was a storm of whispers. Each game he played. and in every one he excelled, Bervreen the Orange Rider and Haradin, none could judge the master. Best from best is hard to deem: Wise men tet only the gods so descry When the best fight, one will seem The victor, but the other will die [The predictable occurs; Haradin and the ‘Orange Rider fight] A day and a night the battle raged — curved swords flashed in sparking ares Each was cut a hundred times, and the plaza was ‘paved with dried blood. The Orange Rider slowed and Haradin cut; the orange-draped head bounced away His sword elanged on the ground. Haradin took the mask from the rider And saw Faisa’s dear face, her dark eves under the bright hood. A black cloud drified up from the body, laughing, ‘nd flew on the wind to the North. Haradin sat, silent, holding all of Faisa he would hold: he would not be moved, He would not eat, he did not sleep. Two days he was there; On the third he was gone, and was not seen ‘again. So now I pass this song 10 you A tale of strength come to woe; That the dark watches always is all that is true, And all that you need to know Strategies As with their motivations, Erenlanders tend to have the same goals as the cultures in which they are raised, and they tend to learn the same strategies as well. Those raised by the Sareosans join forces with a shaleet or ‘work from within one of the conquered cities to aid their outlaw brethren. Those in the north tak ‘wandering, either alone or with others, in order to find a ‘way to reclaim the lost honor of their people. Of all the hhumans, F rs are most likely to join up with fe races, fighters or a family of gnome smugglers y be elven resistanc Secrets, A group of Erenlanders are pretending to be vocals. ratists from their Dornish and Sarcosan cousins and vviding false information to the forces of the Night King Jahzir. They hope to gain his favor and in doing so get h to cause major damage to his rul assassinate him. Thus fir only a few sussars of 1 lands ‘ir plan, *s ride with the Erenlanders Dwarves The dwarven holdfasts of Eredane were once thriving and vibrant communities that happily traded with the other races of the world. Their metalworking skills enhanced the military capability of the Sarcosans and a strong relationship was formed with the human empire that spanned nearly the entire continent, The dwarves were present during each of the three wars against the Shadow, and only after the second war did they start retreating into their hold fasts to protect themselves from the dangers of the surface world, Now the dwarves are engaged in a fight for their lives deep within the ladrun Mountains, a deathtrap that secs a ‘ores slaughtered for every yard of ground gai forces of the fallen god. Motivations ‘Most of the dwarves left under the sd by a single yoal—proteetion of their homeland in. The ore assault on the dwarven tunnels has en relentless for well over a century and has shown no slowing down, Over this time the dwarves have consolidated somewhat and the two groups have fallen into a pattern of assault and withdrawal that seems to be ining neither side any ground. Some of those that live ndemeath the stone believe that their only chance to be Kaladruns are moti- Chapter One: Character Backgrounds _ ; SP free lies in aiding those above, while others prefer to slay in their rocky warrens and fight it out until they can no longer wield axe or hammer. Strategies While the orcs continue to fight their war of attrition, in ‘hich they suffer casualties that would be unfathomable 10 other races, the dwarves hold them off by making stands in those passages that are easily defended and sealing off those that are not. This tactic has allowed them to survive fora hundred years, and for long before that if one were to include the constant ore incursions ‘curing the years in which Lzrador did not goad his chile «ren into battle. While many see this as a dwarven faile ure to confront the common enemies of all Aryth, the dwarves ignore such complaints and continue to whittle down their foes where they ean. After all, they reason, ‘without the constant slaughter of ores throwing them: selves against the dwerves’ defenses, Izrador’s armies ‘would be half again as large and would be able to focus all oftheir efforts to the west and south. Secrets One clan of dwarves has created a powerful artifact using the combined magic of their own shamans with that of magic items and nearby power nexuses. This art fact can be used to collapse every shallow tunnel in the entire range, while leaving the larger eaverns unaffect- ed. This action would certainly mean the deaths of many thousands of dwarves and would seal off the survivors for centuries deep beneath the world’s surface. So far the device has sat unused in a secret cavern far from the front lines of the orcish assault, but should it ever become clear that the dwarves have lost their final bat ile, this powerful artifact is likely to be activated as a last resort. Kurgun Dwarves The Kurgun dwarves of the southern Kaladruns have always enjoyed a closer kinship to the other races of Aryth than that shared by their cavern-dwelling brethren. AS a result they were far more influential dur- ing the final battles with Izrador’s troops as they rolled across the southern plains. Rather than retreating into the depths of the mountains as did the other dwarves, the Kurgun dispersed among the communities across’ the land to try to help where they could. As a result, many Kurgun can be found aiding the resistance movements across southern Erenland, even in the forest of Brethor ‘where they act as stalwart defenders at key points while the elves use their stealth and speed as scouts and ambush units, One: Character Backgrounds Motivations The Kurgun dwarves are torn between two worlds—the besieged underground clanhomes of their cousins and the surface world that has been ravaged by the forces of | ‘the Night Kings. They feel that it is their duty to help both sides, but their numbers are truly too small to help either. Thus they often strike out as individuals with their own missions, perhaps to save a friend on the Kedunni Plains from the orcs who now live there or to free a passage that will lead several of the trapped clans to safer caverns, Whatever the motivation of an individ- ual Kurgun, he sets off with a mind to complete his task or die trying. ‘The Kurgun were used to a much more peaceful life than their cousins beneath the mountains, and their desire to return to this life is perhaps just as strong. Some have tried to retum to this life, ignoring the Shadow for as long as it is content to leave them be. ‘These farmers and peaceful crafismen have congregated into small communities at the sites of abandoned Kurgun towns and essentially wait there to die, although they say that this is not so, Still, these communities draw litle attention from the Night Kings and are known to be excellent havens for outlaws and those on the run from the ores that patrol the northern and central mountains. Strategies ‘As stated, many Kurgun determine their own tasks and then set out about to do them, "These individuals travel oross the continent to reach destinations as far and diverse as the tunnels beneath the Icewall Mountains and the deepest parts ofthe forest of Erethor. There is a permanent Kurgun force stationed just miles upriver fiom the Keep of the Cataracts and several individuals, are known to seek out ancient artifacts among the Isles of Eman. The Kurgun do nat always strike out alone, how- ever, Groups of two or more surface dwarves, often childhood friends or the remnants of village, often set, ‘ut together to perform some set of tasks or deeds inthe ‘name of the group. Such parties often take on evocative names by which they wish to be remembered, such as the fabled Party of the Last Cup who set out from their village to slay “one thousand ores or more” before their party was destroyed Secrets Many among the Kurgun talk of an exodus, perhaps starting their lives anew in the shelter of the Kaladruns at the edge of the White Desert; others talk of moving across the seas to a new land. While the idea is general- ly met with disdain, it is gaining momentum in some Kurgun communities and a mass exodus may only be a few years off Gnomes The gnomes of Aryth are surivivors, having come through invasions by first the Doms, then the Sareosans, and now domination by the ores under the Night King Jahzir. They are an adaptable race of pragmatists who have lived on the Eren River and its surrounding valley for thousands of years no matter what was happenit the world around them. Many see the gnomes as collab- orators who would trade any liberty or ideal for their survival, but this is not so. Under the Doms and Sareosans the gnome way of life was not much disrupt- ed; not nearly as much as it has been under the forees of | lzrador. The gnomes have since tumed much of their smuggling toward helping the resistance fighters that ‘oppose the dark lord and they endanger themselves daily to carry information and illegal passengers up and ‘down the river. True, their lives have not changed much since the invasion, but their motives have. They know that their days are numbered under the Night Kings’ rule ling back the best way they know how. My boats been seized, you say? Okay! Today's stil oda, T say The mast was rotten and the ke ‘and the damned thing leaked anyway. ll sign on as crew on another fine craft or set up seraped bottom on a road and waylay It already over, my bovo our eares fly away! An ore’ run away with my gal, you say? Today's still today, say Her hair was like twine and her kisses like brine and she smelied like a chwarf anyway Tl find a new gal, or three, or twenty ‘and so grow rich and gray. 118 already over, my boyo ‘our cares fly away! The battle ts lost, you say? Okay! Today's still today, I say The fighting and scuffle were infinite trouble and. made for bad trade anyway. The river still carries us, the sien still shines, the night still follows the day: Its already over, my boyo — pour the beer and our cares fly away! pour the beer and ‘pour the beer and 11 Already Over, My Boyo (a gnomish ditty heard in Swift Water) Motivations ‘Many gnomes are motivated to continue working the Eren River on their barges just to keep their lives as unchanged as possible. They enjoy working the river eee cmc rey and as long as the goblinoids that now patrol its shores allow them to do so unmolested, they are happy. Others, however, are actively working with the resistance to cary information and contraband up and down the river undetected. These brave gnomes are fighting the enemy from within, placing themselves in grave danger to help the cause of the resistance against the Night Kings and their master Strategies Most gnomes who fight against Izrador do so by equip- ping their barges to smuggle people and equipment past the river checkpoints that are manned by bugbears and goblins in Jahzir’s army. They know a variety of tricks that allow them to escape detection when they are ear- rying contraband on their barges, and their river captains ave become quite adept at confusing the checkpoints ‘with verbal and visual misdirections. Very few gnomes choose fo strike out on land in support of the resistance movements, and if they do so it is often because everyone around them has been killed or enslaved as punishment for smuggling or some other crime against the laws of Izrador. These gnomes have a