
![]() |

A hundred years have passed since the Shadow in the North triumphed over the free nations of Aryth. The dark one’s corrupt lieutenants, the Night Kings, rule with an iron fist over ruined cities and shattered empires. The dwarves of Kaladrun have retreated into their mountain holdfasts, and the elves of Erethor have withdrawn into the heart of their vast and ancient forest. Twisted, incorporeal spirits known as sniffers hunt down the last true masters of magic, and the Shadow’s dark and secretive priesthood, the legates of the Order of Shadow, seek out elven spies, dwarven insurgents, and the few brave heroes who stand defiant against the fall of night.
The Dark God Izrador is preparing for his eventual ascension that will spell the destruction of Eredane and untold chaos in the Heavens. Little does he know the Gods that cast him out above have put their faith in one last gambit that may save not only the world but the heavens itself.
Game Concept: This was a game idea I came up with years ago using the Midnight setting. That the Gods while separated from the world still kept an eye on Eredane in case Izrador would once again pose a threat to the Gods. Sensing Izrador will eventually be able to break his prison and ascend stronger than he was before, the Gods have sent a last Gambit to keep the Dark God contained. One of their own has become mortal in order to pass through the veil, becoming a mortal being with a soul of a God/Goddess. Sent by a meteor the child is found and adopted by a humble farming family and raised under the yoke of the Shadow's rule. But as the individual comes of age, memories leak into their mind and a power not seen in milenna begins to awaken within them, the power of Divine Magic. Now the Godseed must discover his/her true self and become the force that will lay low the Dark God Izrador before the world is destroyed.

![]() |

Game System: I am considering using a Modified Pathfinder System for this game. As Divine Magic is not available to PC's (As Izrador is the only God... so far as the world knows) the Cleric, Oracle, Paladin, Inqusitor and Warpriest classes are not available. Only Primal Casters such as Druid and Shaman are available and even then they often have to hide themselves from the lurking eye of the shadow of the north.
For Arcane Casters only Sorcerers are readly available from the start. As posession of books is executable by Enslavement or Death, Wizards are a rare breed and only really exist among the Shadow Forces, the elves or the very rare human who can hide their spellbooks from the shadow's eye. Sorcerers as they draw magic directly from the world are more common. but even then most should be cautious of how they use magic as it is an executable offense to use magic without the Shadow's permission.
Beyond that any martial class is available. Most Rangers are non-spellcasters though so if you play as one it is recommended you take an archetype that does not grant spellcasting. The spells a rare Ranger get count as Druid spells for purposes of casting as they draw on nature's power rather than on any divine patron.
As the world is literally out to kill your characters will be able to take a heroic path. In addition Hero Points will be used in this setting. Raise Dead and Resurrection are all but unheard of in this setting so saving Hero Points to "Cheat Death" is a recommended precaution.
Character Creation:
The Player Characters will consist of one character who is the "Godseed" and a number of heroic player characters who aid him/her on their quest. The character creation rules will differ between the Godseed and the normal player characters.
Godseed Creation:
The Godseed MUST take levels in either Cleric or Oracle. If they take a Cleric they can chose any two domains but should be related to the domains of the God/Goddess that is within them. If they take Oracle they should take a Mystery that relates to their Godly powers. In addition like the heroic player characters the Godseed will have a Heroic Path. The Faithful is recommended but taking a path related to your God's powers is also acceptable. As the Godseed's powers come from within their spells do not require reagents nor do they need a holy symbol to use but other requirements of spellcasting still apply. The Godseed advances their powers by their class as while they do have the power of a God, they have to learn to further tap into the divine energy from within.
The Godseed must be a human. The Gods knowing that a human would be able to hid easiest from the Shadow chose a human form for the vessel.
The Godseed uses the normal 25 Point Buy creation for their character. Still being the vessel of a God gives certain advantages as well. These are as follows:
1. The Godseed has a fast healing of 1 that is always active. Most injuries will eventually heal without scaring and eventually even missing parts will regenerate. This fails to function if the Godseed is killed.
2. The Godseed never takes permanent ability damage or permanent level drain. All such drain is temporary and after 24 hours heals completely. The Godseed can still be killed by this kind of damage however.
3. As the Godseed has the soul of a God within them they cannot easily die by mortal means. If the Godseed ever dies he/she does not rise as a Fell. Instead 1 day later they revive as though a Resurrection spell is cast. This does not mean the Godseed is unkillable however and there will be means of death that will be able to permanently kill the Godseed.
Hero Character Creation
Heroic Characters will use 25 Point Buy. You may be Human, Elf, Dwarf, Orc, Half-Orc, Halfling or Gnome.
Starting Gear will consist of 2 Weapons, an Adventurer's Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone) and one suit of Light Armor you are proficient with. Just remember that fey races (Elf & Dwarf) may be attacked on sight by the shadow minions and possessing any weapons and armor that cannot be passed off as tools will also get you into a rough place with the shadow armies.
All Characters will start with 3 Hero Points and will earn more from leveling up as well as doing heroic acts in the course of the game.

![]() |

Very cool story idea. Some questions.
1) how many traits and can we use drawback to gain an additional trait beyond starting?
2) Can we use certain Golarion specific ideas and just reflavor them for your world (Aldori Swordlord specifically)?
3)Are you using anything from Pathfinder Unchained book? Specifically, Fighter's access to Stamina?

![]() |

Ok good questions.
1. I'll go with the standard 2 traits as they add flavor to characters and let them have skills outside of their class norms. Beyond that you're already getting a Heroic Path and Hero Points. Hopefully that gives the PC's more survivability.
2. I'll allow re flavored archetypes so long as your character has a reason to have learned such abilities.
3. I've yet to read fully Pathfinder unchained and its not readily available to all PCs at the moment. I will allow Unchained classes and fighters access to stamina as Fighters are an underpowered class without some kind of a boost to make it a viable class, especially in a world where holding onto a weapon can be difficult.

![]() |

Well the setting is pretty vague on the actual Gods beyond Izrador as the Gods have been away for so long that their true names and domains have been forgotten. The only 3 named gods are Galahane (The father of Order), Shandring (God of Balance) and Izrador (God of Chaos). However the book also mentions the Lords of Light and Lords of Darkness as well as Demigods known as the Wael. In your case your God will be one of the Lords of Light. Feel free to invent a name and portfolio for that God/Goddess and I will incorporate it into the game.

![]() |

Alchemist is available, in fact its become rather widespread as Alchemy does not show up to the "Sniffers". The Shadow has these special goblins called "Sniffers" that can detect and track magical items but Alchemy as it is non-magical does not show up to their sight. Still being caught with explosive bombs will still get you busted as those would be considered "Weapons".

![]() |

A Heroic Path is what makes you as a "Fated" hero in a world dominated by Evil. It basically is a balancing factor considering that carrying magical items makes you easy to detect by the Shadow and by Shadow Law, possession of magical items is punishable by slavery or death. Also the whole thing about the big evil ruling most of the world. The first thing it gives you innate abilities and enhancements every level. It also gives you access to a Covenant item, think of it as an item that levels up with you and does not register as magical unless their effects are active. You start with one Covenant item and can get more in game.
As for Heroic paths the choices are:
Beast
Chance-born
Charismatic
Earthblooded
Faithful
Fellhunter
Feyblooded
Giantblooded
Guardian
Healer
Ironborn
Jack of all trades
Mountainborn
Naturefriend
Northblooded
Painless
Pureblooded
Quickened
Seaborn
Seer
Speaker
Shadow Walker
Steelblooded
Sunderborn
Tactician
Warg

Alleria Hawkins |

This is Rennaivx with the start of my character Alleria Hawkins, daughter of a farmer who secretly leads a cell of the resistance against the Night Kings and the Order of Shadows. With such strict regulations on traveling armed, her father has focused on a more...unorthodox style of combat, teaching those under his tutelage to use whatever tools are at hand to take the fight to the oppressor.
Obviously I don't have an elaborate backstory yet, since I want to leave room for GM fiat on how we're called, how we meet, etc. I'm working on putting my character sheet together in my profile.

Alleria Hawkins |

All right, I'm nearly finished with Alleria (see her profile for character information). Two things:
1) If no one else wants to act as Godseed, I'm willing to if you'll have me. I think, with how Alleria's concept and personality are working out so far, she may turn out just as effective taking battle oracle as taking vanguard slayer like she's set up for now. If anyone else wants it, though, feel free. I'm happy either way.
2) @Darkfire: I'm setting Alleria up to fight with farm tools as improvised weapons, namely a rake and a shovel to begin with. Would it be reasonable to call the rake a 1d8 piercing weapon and the shovel a 1d8 bludgeoning weapon, or do you think other damage types or damage dies would be more appropriate?
EDIT: I hadn't even noticed that you stated the Godseed would be raised in a farming family - I put that into her story completely by accident. Serendipitous.

bookrat |

A lot of weapons started as farming tools. Flails are the classic weapon that is primarily a farming tool but was later converted to a weapon of war. The pick is a mining tool that became a weapon. There's no need to use improvised weapons.
Several pole arms started as farming tools; the monk's spade is basically a shovel.

The Thing from Beyond the Edge |

A Heroic Path is what makes you as a "Fated" hero in a world dominated by Evil. It basically is a balancing factor considering that carrying magical items makes you easy to detect by the Shadow and by Shadow Law, possession of magical items is punishable by slavery or death. Also the whole thing about the big evil ruling most of the world. The first thing it gives you innate abilities and enhancements every level. It also gives you access to a Covenant item, think of it as an item that levels up with you and does not register as magical unless their effects are active. You start with one Covenant item and can get more in game.
As for Heroic paths the choices are:
Beast
Chance-born
Charismatic
Earthblooded
Faithful
Fellhunter
Feyblooded
Giantblooded
Guardian
Healer
Ironborn
Jack of all trades
Mountainborn
Naturefriend
Northblooded
Painless
Pureblooded
Quickened
Seaborn
Seer
Speaker
Shadow Walker
Steelblooded
Sunderborn
Tactician
Warg
1. The guardian gains a smite evil ability.
In D&D, a paladin's smite evil was a number of attacks per day rather than times to challenge a creature for an entire combat in PFRPGHow are we playing the guardian ability?
2. Orcs are both a viable character option and are the prime servants of the Dark Lord in the original campaign setting. So, do they suffer from the same rule of not being allowed to carry weapons?

Alleria Hawkins |

Too true, and that was definitely an inspiration for the character; I even drew inspiration from the origins of the ninja myths, which was basically peasants using what they had on hand to rise up against these oppressive overlords.
I think there's two benefits to kitting out for improvised weapons, though:
1) There's no chance of someone noticing the minor modifications that usually occur when a tool is converted to a weapon, because there ARE no modifications. It's the ultimate in covert armaments.
2) Learning how to use anything at hand means just that - she can use literally ANYTHING to fight, not just particular tools. Caught in a confrontation with her supplies separated from her? She can just grab the nearest chair, wrench off a leg, and she's good to go. Or a bag of flour. Or a barrel.
3) Plus, it's a concept me and my buddy were talking about a bit back, and I was just stoked to try it out. Also, apparently I missed the monk's spade. I was looking for it on the SRD, I swear. :)

![]() |

Smite Evil would work the same as in Pathfinder so follow the rules as normal for the Pathfinder Smite.
As for Orcs, indeed they would be able to get away with wielding equipment so long as you could deceive others that you're on the side of the Shadow. Of course if you're an Orc PC you're probably a rebel fighting against Dark Lord so you got other troubles if a legate questions you on why you're in a certain location and which commander you work under. Still you can walk around in full armor without getting questioned most of the time but carrying any magical items might get you questioned considering only a few orcs actually wield magical items. The others found are typically given to the Legates and redistributed or fed to the Black Mirrors.
As for tool weapons a standard shovel does damage as a Club (1d6). However I would let you have a combat shovel. The stats for the weapon are here.
http://www.dandwiki.com/wiki/Combat_Shovel_%283.5e_Equipment%29
As for a rake, not a very efficient weapon, it probably would do damage as a quarterstaff.
A pitchfork might function as a Trident so long as the spikes at the front were strengthened enough.
One thing I would suggest though Alleria is putting less points into strength and some more points into Dexterity considering you won't be running around in armor and you probably want to get as much AC as possible. Upping your charisma also might be good if you want to have a leadership style personalty.

![]() |

BTW I would allow 3rd party curses as listed on the OGC.
http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses
There is also a few additional curses:
https://crimson-skies.obsidianportal.com/wiki_pages/new-oracle-curses
As for the Curse, it actually does make sense. You've got a human body with a God Soul in it. There is bound to be side effects...

bookrat |

What level would the characters start at?
A lot of PBP games tend to be really slow and don't level very much; what's the expected level cap for this campaign? Is this going to be a 1-10 campaign over the course of a few years or a 3-5 campaign over the same time? Or even a fast paced quick leveling game that lasts on the order of months?

Alleria Hawkins |

One thing I would suggest though Alleria is putting less points into strength and some more points into Dexterity considering you won't be running around in armor and you probably want to get as much AC as possible. Upping your charisma also might be good if you want to have a leadership style personalty.
Yeah, stats are definitely in place more for hero than for Godseed. They'll change depending on what happens with party composition.

Rednal |

All right, here's my submission for a Godseed. ^^ No items have been purchased, by the way - I was mainly focused on all the other parts. ...And I just realized I forgot the traits. XD I'll do that later.
Also, in terms of party, I recommend having no more than 3 players besides the Godseed - any more than four players gets slowed down too much in PbP games, and I've actually found having three players to be ideal.
Female human oracle (dual-cursed oracle, spirit guide, wordcaster) 1
CG Medium humanoid (human)
Hero Points 3
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2); fast healing 1
Fort +1, Ref +1, Will +3; +4 competence bonus vs. mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Oracle (Dual-Cursed Oracle, Spirit Guide, Wordcaster) Words Known (CL 1st; concentration +2)
. . 1st (4/day)—alignment shield (DC 14), cure light wounds, fog bank
. . 0 (at will)—boost, decipher, distant, lengthy, sense magic
. . Mystery Juju
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 16, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Extra Revelation[APG], Spell Focus (conjuration)
Skills Appraise +1, Diplomacy +7, Heal +3, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (religion) +5, Perception +0, Sense Motive +3, Spellcraft +5, Survival -1
Languages Common, Dwarven, Elven, Halfling
SQ hero points, meta word limit, oracle's curses (legalistic, shattered psyche), revelations (misfortune, spirit vessels), vow to self
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spirit Vessels (Su) You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead p
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
--------------------
Tylia fights with the power of language, combining basic effects in creative ways to get what she wants. However, most of the effects come in two forms. The first is calling up servitors from the celestial realms, who can aid her in battle. The second is using the language of creation to transform the dead into loyal servants - they're not undead in the truest sense of the term, but more akin to animated bodies that simply follow her commands.
She's also very careful with her words - making a promise she won't keep is anathema to her and physically sickens her, and her psyche is actually a bit shattered after stuffing a godly mind into a mortal form. Still, she's managed to get by somehow - and has every intention of ending this divine problem once and for all with the one word even the gods fear:
<End>

Alleria Hawkins |

All right, here's my submission for a Godseed. ^^ No items have been purchased, by the way - I was mainly focused on all the other parts.
Also, in terms of party, I recommend having no more than 3 players besides the Godseed - any more than four players gets slowed down too much in PbP games, and I've actually found having three players to be ideal.
** spoiler omitted **...
Sounds great! Oracles have always been one of my favorite classes fluff-wise. (It probably helps that my first character was an oracle. :) )

![]() |

Ok the Juju Mystery seems somewhat improper for a Goddess of Language especially seeing how the nature of souls actually work in this setting and you're supposed to be a non-evil goddess. Still a goddess of language does sound like an interesting concept considering that the Shadow has outlawed literacy except for those who are Legates. I also don't like the Dual Cursed archetype either. The Ancestor revelation would work better for such a concept considering it gives you Linguistics and all knowledge skills as class skills as well as methods to commune with spirits. The Lore Mystery would also work well as that gives you some good knowledge check abilities.

![]() |

Controlling corpses seems like a pretty evil thing to do, considering that in Midnight you've got a lot of problems with the Fell, hungry dead with souls that are bound to their corpses. Then you also have a number of reanimated cities of the dead brought to existence by Izrador's power. Animating bodies just isn't something the chosen Goddess would do.

![]() |

Aveneil
Male human fighter (aldori swordlord) 1 (Pathfinder Player Companion: Inner Sea Primer)
LG Medium humanoid (human)
Hero Points 3
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +7 (1d8+3/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17 (18 vs. grapple, 18 vs. trip)
Feats Combat Stamina, Exotic Weapon Proficiency (aldori dueling sword), Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, sword scion
Skills Acrobatics +3, Intimidate +6, Perception +2, Sense Motive +2, Survival +5
Languages Common, Dwarven, Elven
SQ hero points, weapon finesse, weapon focus
Other Gear chain shirt, aldori dueling sword, 5 gp
--------------------
Special Abilities
--------------------
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Aveneil's village felt the heavy hand of the Order of Shadow more than most. Being close to the forest of Erethor, they were always suspected of aiding elven spies. In addition, one of the last defending armies of the old kingdoms drew heavily from this region. Resentment of the Night Kings' rule still hung heavy in this region, inciting even harsher repressions against the people of the area.
Aveneil had an especially strong hatred for them. Orphaned at a young age to the rapacious whim of some Shadow legate, he vowed revenge against all of them. As he got a little older his rebelliousness of course got him in trouble. Following a couple of sniffers after they left the village, he decided to get the first bit of payback. Unfortunately for Aveneil, his desire was in no way matched by his ability. The sniffers easily countered his inexpert attempt to ambush them and then cruelly played with him instead of killing him outright.
Fate intervened in the shape of two elves that were slipping back to their forests. They quickly dispatched the two sniffers and after some argument, took the bloody and beaten boy with them. Neither were able later to explain their decision, but once taken Aveneil became their responsibility. Life was not easy for Aveneil amongst the elves, he was an outcast person in the midst of an outcast people. However, the two that found him were brothers and they trained him as one of them.
Five years have passed since then and Aveneil has changed drastically. Gone is the burning hatred, replaced with a steely discipline and calm assurance in his abilities. Recently he has felt an inexplicable pull back to the realms of the Night Kings. Heading this strange urge he now heads back to exact his vengeance and whatever strange fate awaits.

The Many-Faced GM |

I am leaning towards the Ironborn path, but am open to suggestions. Jeedi works primarily as a grave digger and part time blacksmith typically repairing tools. When not working, he meditates to seek guidance and hone his physical conditioning. He is quick and wise but not very socialable as the stench of death seems to cling to him and he is normally rather dirty.
Working on detailing background now.
Jeedi is of average height and average weight. He has a plain face, the type that is easily lost in a crowd. He keeps his head and face shaved and clean of any hair. He usually wears a wide brimmed hat to keep the sun off of his face while he works outdoors. He is remarkably unremarkable. He wears simple, unrestrictive clothes but is typically covered in dirt or mud, a side effect of his work. His one noticeable feature is his eyes, their ice blue hue enough to pierce most souls. This is why he rarely looks anyone in the eye and almost always looks down when in conversation.

Hotaru of the Society |

For those interested in knowing what the heck a heroic path is, without searching google, it can be found here. Also, a dot for interest.
The basic concept I have works for either Cleric or Monk; a deliverer of messages (obviously oral). Either way, the 'aspect' they would represent would be travel. I'll check with my friend as to whether or not she wishes to apply.

![]() |

Unfortunately there can be only one Cleric/Oracle in the party as Divine Magic in Midnight does not work except for those who follow the shadow. The Godseed is the exception as they have the soul of a God within them and thus can fuel their own divine spells.
Another thing about the Godseed is that at certain points the Godseed's power may flare up and create a truly divine Miracle (As in the spell). This is at the whim of the DM however and usually only at pivotal points of the campaign.
As for such an organization Alvar, I am afraid there is very few Celestials in Midnight so such an organization would not exist. However there are numerous organizations that oppose the Shadow. The Order of Truth definitely will come into play eventually as they are an organization that is actively searching for evidence of the lost gods.

Odan Shan |

Who the organization gives allegiance to is less important; I was looking for the mechanics of that organization. Can we modify the fluff to fit this world?
Specifically, I wanted to trade out one of the discplones for the warder to get the Silver Crane discipline - I think those maneuvers would fit this campaign very well.
Edits: at work, so I don't have much time to work on my character. All I have left is to pick his maneuvers and stance, then skills; after that is character background.
I'm hoping to write up his background as a personal bodyguard of the Godseed, if this is acceptable.