Midnight: Against the Shadow 
asked by perfectstorm on November 21, 2006 12:06 AM
The orcs swarm like a plague over half the continent. Mage-hunting legates and their demonic pets track down the last vestiges of magic in the land. The dark god Izrador broods and watches the world through his black mirrors. The forces are overwhelming, your enemies are dark and twisted, and you will surely perish if you resist.
But you fight.
You are the northborn ancestral bladebearer. You are the elven spellsoul. You are the pureblood Sarcosan knight. You are the fellhunting wogren rider. Your magic is rare but ancient, your allies few but stalwart.
Against the Shadow is a player's companion and DM resource for the dark and epic campaign setting Midnight. Desperate fighters against the shadow will find new heroic paths, prestige classes, feats, spells, and weapons to help them survive. New herbalism rules create a non-magic party support option specifically tailored for the Midnight campaign. Finally, even DMs will find valuable material in new power nexuses and covenant items.
The dark lord Izrador hasn't won yet. These are bleak times, but there are still those who pit themselves Against the Shadow.
But you fight.
You are the northborn ancestral bladebearer. You are the elven spellsoul. You are the pureblood Sarcosan knight. You are the fellhunting wogren rider. Your magic is rare but ancient, your allies few but stalwart.
Against the Shadow is a player's companion and DM resource for the dark and epic campaign setting Midnight. Desperate fighters against the shadow will find new heroic paths, prestige classes, feats, spells, and weapons to help them survive. New herbalism rules create a non-magic party support option specifically tailored for the Midnight campaign. Finally, even DMs will find valuable material in new power nexuses and covenant items.
The dark lord Izrador hasn't won yet. These are bleak times, but there are still those who pit themselves Against the Shadow.
Reviews
The Fantasy Flight Games campaign setting of Midnight is excellent, and the "Against the Shadow" Players Companion adds a lot of new details to the setting as well as expanding on items covered in the core books.
However my first and only real issue with this book is that it is defined as "A Players Companion" , cripes!!! Don't give it to your players at all, for any DM wanting to allow his/her players a chance to really learn about the world they are in, the players should start off with as little detail as possible, this book blows away that opportunity.
The books contents deal with
1. Race and Class Backgrounds, why do Dorns' think what they think, what do they know that others don't, good stuff for getting players to build pre game backgrounds
2. New prestige classes.
3. Legendry Classes, which are very cool, and take prestige classes to the next level, something that I believe is explored in other FFG books too.
4. New Heroic Paths, some interesting ones, especially the Tactician.
5. More Nexus info
6. New spells and a new spell 'type' using spells as Engraved Runes, these rules are excellent and add another way to use magic while not giving players access to items too swiftly
7. More convent items
8. New weapons and equipment , a focus on concealed weapons and other items that can more easily be carried by the players.
9. Herbs, this section is my favourite part of book, detailing the different herbs, how they are used, different uses, how to prepare, store, and more. Already my players consider Herbalism and Healing to be right next to Tumble as a "must have skill"
All that's missing is a detailed map of where the herbs are located across the world, that would have been a nice addition.
All in all a great book, but keep it to yourself DMs, the info is way to valuable to be given out to the players in one go.
However my first and only real issue with this book is that it is defined as "A Players Companion" , cripes!!! Don't give it to your players at all, for any DM wanting to allow his/her players a chance to really learn about the world they are in, the players should start off with as little detail as possible, this book blows away that opportunity.
The books contents deal with
1. Race and Class Backgrounds, why do Dorns' think what they think, what do they know that others don't, good stuff for getting players to build pre game backgrounds
2. New prestige classes.
3. Legendry Classes, which are very cool, and take prestige classes to the next level, something that I believe is explored in other FFG books too.
4. New Heroic Paths, some interesting ones, especially the Tactician.
5. More Nexus info
6. New spells and a new spell 'type' using spells as Engraved Runes, these rules are excellent and add another way to use magic while not giving players access to items too swiftly
7. More convent items
8. New weapons and equipment , a focus on concealed weapons and other items that can more easily be carried by the players.
9. Herbs, this section is my favourite part of book, detailing the different herbs, how they are used, different uses, how to prepare, store, and more. Already my players consider Herbalism and Healing to be right next to Tumble as a "must have skill"
All that's missing is a detailed map of where the herbs are located across the world, that would have been a nice addition.
All in all a great book, but keep it to yourself DMs, the info is way to valuable to be given out to the players in one go.
reviewed by reviewer on November 23, 2006 9:02 PM
