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Midnight, Second Edition Hardcover – June 30, 2005


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Hardcover, June 30, 2005
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Product Details

  • Hardcover: 400 pages
  • Publisher: Fantasy Flight Games; 2 edition (June 30, 2005)
  • Language: English
  • ISBN-10: 1589942167
  • ISBN-13: 978-1589942165
  • Product Dimensions: 8.8 x 1.2 x 11.5 inches
  • Shipping Weight: 3.2 pounds
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #1,087,581 in Books (See Top 100 in Books)

Customer Reviews

4.7 out of 5 stars
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Most Helpful Customer Reviews

25 of 28 people found the following review helpful By Tim Janson HALL OF FAMETOP 1000 REVIEWERVINE VOICE 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.
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8 of 10 people found the following review helpful By Alexander Scott on July 17, 2006
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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.
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2 of 2 people found the following review helpful By Robert Gamble on August 4, 2008
Tired of campaigns where the goal is to get the most gold, weapons and magic items, and fame? How about a world where gold coins might be given to children as toys because they have no value, where carrying weapons or using magic will get you an instant death sentence, and where protecting a town from evil will likely get you turned in to the authorities for breaking the law? Tired of campaigns, where characters will eventually become powerful enough to challenge the gods in combat? Midnight doesn't even give stats for its one god. Your characters could thwart his schemes, maybe go up against one of his 'lieutenants' (the Night Kings), but they will never be able to fight Izrador directly.

Midnight can be most easily described as "What if Sauron had won?" In this campaign setting, a dark god, called Izrador, was cast out of the heavens to the characters' world many millenia ago. As he fell, he drew a veil between the heavens and this world, shutting out the other gods from the world completely. He slowly grew in power, and after two failed attempts to conquer Eredane, "The Shadow in the North" won in the third battle, conquering the lands of men. "It has been 99 years since the Shadow fell".

His forces fight the fey (elves and dwarves) who are the last to stand against him. All races though have heroes, often hidden and working from the shadows themselves to strike back at Izrador's schemes and minions, the orcs. Since Izrador is the only god who can affect the world, the only Clerics are his. Those who die often rise again as "The Fell". At first, many of these abominations remember their past lives, sometimes not even knowing that they've died. Their hunger can only be sated by living flesh, and as time goes on they become more instinctual.
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