Documente Academic
Documente Profesional
Documente Cultură
WRITING
ANTHONY PRYOR
MANAGING DEVELOPER
GREG BENAGE
COVER ILLUSTRATION
SCOTT SCHOMBURG
INTERIOR ILLUSTRATIONS
DAVID GRIFFITH, COS KONIOTIS, ANNETH LAGAMO
CARTOGRAPHY
ED BOURELLE
GRAPHIC DESIGN
BRIAN SCHOMBURG
EDITING, LAYOUT, AND ART DIRECTION
GREG BENAGE
PUBLISHER
CHRISTIAN T. PETERSEN
d20 System and the d20 System logo are Trademarks owned Designation of Open Game Content: City of Shadow is pub-
by Wizards of the Coast and are used with permission. lished under the terms of the Open Game License and the d20
System Trademark License. The OGL allows us to use the d20
Dungeons & Dragons and Wizards of the Coast are System core rules and to publish game products derived from
Registered Trademarks of Wizards of the Coast and are used and compatible with those rules.
with permission. Not everything in this book is Open Game Content, how-
ever. All game rules and mechanics, including all stat blocks, are
Midnight is 2003 and TM Fantasy Flight Publishing, Inc. City Open Game Content, but all background, story, and setting infor-
of Shadow is 2004 and TM Fantasy Flight Publishing, Inc. mation is closed content and cannot be republished, copied, or
All right reserved. distributed without the consent of Fantasy Flight Publishing, Inc.
The following are designated as Product Identity pur-
suant to section 1(e) of the Open Game License, included in full
at the end of this book: the MIDNIGHT name, logo, and trademark,
the graphic design and trade dress of this book and all other prod-
ucts in the MIDNIGHT line, all graphics, illustrations, maps, and
diagrams in this book, and the following names and terms:
Eredane, Izrador, Shadow in the North, and Night King.
Chapter 2: Highwall 6
Geography 6
Highwall Map 7
The City 8
Baskos Inn Map 10
Temple of Shadow Map 17
The Resistance 20
Encounters in Highwall 21
Chapter 4: Minions 48
Hierarchy 48
Orcs 48
Order of Shadow 49
Chapter 5: Campaigns 56
Adventures for Good Characters 56
Evil Characters 58
Lightbearer Prestige Class 61
CHAPTER 1
History
Highwall
Weep for the city that once was. Weep for the lost function. Public spaces include extensive parks, fine
wisdom. Weep for the innocents crushed beneath the libraries, white marble temples, and fine amphitheaters.
iron heel of the conqueror. Weep for Highwall. Weep It astonishes me that the Dorns are capable of
though none can hear. such subtle beauty and distinguished accomplishments.
Lightbearer Torval Yorik, soon after the fall of Certainly, our folk have long cherished the notion that
Highwall these short-lived creatures are beings of pure primal
emotion, driven only by the desire to kill, eat, and rut. I
The notion that there is still a city called Highwall say to you, however, that one glimpse of the beauty that
stands as a very grim and tragic joke to the people of the dwells along the cliffs of the Ebon Sea will make you
Northlands. The metropolis of Highwall, where all races think twice before so callously dismissing this brash
and nationalities once met, traded, and learned in peace, young race and its accomplishments.
is no more. All that is left is the obscene edifice called Lord Carrigos, elven historian, in a letter to his
Theros Obsidia, the night-black tower of shadow where family in Caradul while on a state visit to Highwall,
evil incarnate dwells. circa 1000 SA.
Geography Highwall, the city that the elven scholar glimpsed in the
first part of the Second Age had yet to enter its golden
era. Instrumental in the first defeat of the Shadow,
The city of Highwall is indeed a marvel, crafted Highwall grew in size, prominence, and importance
with a skill and dedication that one can scarcely credit throughout the Second Age, before entering its decline
to short-lived humans. The docks at the base of the cliff in the Third. All the same, Highwall remained one of the
are quite extensive and highly efficient, owing to both crown jewels of human civilization until the terrible
their limited area and the talented minds that were night when all was destroyed and the accumulated
devoted to their design. Goods are offloaded and trans- knowledge of millennia was lost with a single stroke of
ported up to the city through an ingenious system of the foes sword.
switchbacks, elevators, and lifts. Today, Highwall remains a symbol of unending
Upon the cliff top soar the graceful towers of the despair and lost hope. Most of the city was razed, with
Scholars Academy, and spreading out from these won- only the skeletons of its ancient structures left behind,
drous structures are the well-kept, cobbled streets of the and the handful of humans that survive live in constant
city proper. Highwall is blessed with enormous prosper- fear under the cruel domination of Izrador and his min-
ity, and suffers little of the filth and poverty that one sees ions. Orcs, trolls, and other foul creatures hold most of
in other, lesser human settlements. The streets are broad the city, using the repressed populace as slaves or ser-
and lined with greenery. The buildings are impeccably vants. From time to time the Fell wander through the
maintained and cunningly designed, providing comfort- ruined streets, and the heavy presence of the Shadow
able living for citizens from every walk of life, and giv- sometimes attracts even more terrible creatures.
ing shopkeepers and merchants extensive facilities
including warehouses, offices, chambers for trade and
business councils, and almost every other imaginable
The Blackwood Company legates or military regions of the city, in which case a
few companies of orcs are sent into the slums to root out
Highwall serves as home base to the unique force and destroy as many undead as they can. Otherwise,
known as the Blackwood Company. Composed entirely they are left alone and allowed to terrorize the com-
of corrupted elves, the company specializes in terror and moners as they will.
violence, combining the subtlety of elven culture with
the cruelty of orcs and the unrestrained evil of the Magic in Highwall
Shadow. The members of the company have fully for-
saken their people, and see their task as a sacred endeav- More than anywhere else, Highwall is a difficult
or, determined to bring Izradors true faith to the people and dangerous place to use magic. Not only is Izradors
of Eredane. The company includes wizards, legates, and largest grand mirror in Theros Obsidia, but several less-
other spellcasters as auxiliaries, assigned to units as er mirrors also exist in the dark temples throughout the
needed. area. Use the table above in place of the Black Mirrors
The Blackwood Company has more than a thou- table in the MIDNIGHT core book (see page 196).
sand troops organized into two infantry cohorts with
400 members each and a cavalry regiment with 200 rid-
ers. Each infantry cohort contains 100 light skirmishers, 19. Temple of Shadow
100 heavily armored shock troops, and 200 line footmen
equipped with swords, spears, and chainmail armor. The Though the mightiest of Black Mirrors lies in the
cavalry regiment contains 75 light unarmored horsemen heart of Theros Obsidia itself, there are many Temples
and 125 deadly splinter steed riders. of Shadow in Highwall, each with its own pale mirror.
All of the soldiers of the Blackwood Company are The main Highwall temple is built on the bones of thou-
equipped with the best weapons and armor available, sands of innocents and consecrated with their blood.
many of which are masterwork quality. Armor and hel- The temple is a frightening black structure, bristling
mets are crafted in frightening, demonic shapes, with great bonelike spikes and soaring buttresses,
weapons are often jagged and ugly, designed to inflict jagged towers and yawning portals like the mouths of
the most violent and bloody wounds possible. Troopers corpses or the eye sockets of skulls. The legates who
are chosen for ruthlessness and sociopathic cruelty, as dwell in Highwall are expected to attend services in the
well as for their fanatical loyalty to Izrador. They revel temple, as do many of the oppressed citizens driven by
in the pain and destruction they cause, and have refined the brutal whips of the orcs, who force them to watch
their love of violence to a science. the bloody sacrifices that charge the temples zordrafin
Izradors orcs have developed a considerable dis- corith. Teron Vilosa, Greater Legate of Highwall, lives
like for the elves, but after losing several skirmishes on the temple grounds, served by countless lesser
with the company, the local garrisons have learned to legates and various demons and other dark entities. In
steer clear of the fortress and stay well away from com- all things, Teron defers to Sunulael, but since the Priest
pany operating areas. For their part, the elves are just as of Shadow spends most of his time in Theros Obsidia,
willing to battle unruly orcs as burn villages and slaugh- the day-to-day running of the temple falls to the Greater
ter innocents. Legate.
Teron Vilosa, male Erenlander legate 20: CR
20; Medium Humanoid (5 ft. 9 in. tall); HD 20d8+40;
The Fell hp 130; Init +1; Spd 20 ft. (4 squares); AC 21, touch 11,
flat-footed 20; Base Atk +15; Grp +17; Atk/Full Atk
Due to the proximity of the Shadows deadly +22/+22/+17/+12 melee (1d8+7, Tenebrous Rod); SQ
power, the undead are an even greater threat in Highwall Asterax companion, rebuke undead; AL LE; SV Fort
than elsewhere. The Will DC required to prevent a +14, Ref +7, Will +18; Str 14, Dex 12, Con 15, Int 18,
corpse from rising as undead is 14 rather than 12, and Wis 22, Cha 18.
the conditions of the human sections of the city are such Skills: Concentration +14, Craft (calligraphy)
that the dead often fall unnoticed and rise within days to +10, Diplomacy +18, Handle Animal +14, Heal +14,
emerge and terrorize the residential quarter. These Intimidate +24, Knowledge (arcana) +23, Knowledge
undead only draw official attention if they threaten the (religion) +25, Profession (priest) +18, Spellcraft +22.
Theros Obsidia
All hail the Lord of Darkness! All hail that which sions are made about the occupation and final conquest
shall reign forever! All hail the eternal shadow and its of Aryth. In every way it is the heart and soul of the
mighty tower! All hail Izrador! All shall tremble in the Shadows dominion; the surrounding town is, at best, a
sight of your dread abodeTheros Obsidia the ever- sometimes useful source of building materials and slave
lasting! labor, and a port for goods shipped across the Sea of
From the Order of Shadows twilight invoca- Pelluria.
tion
open hands of the black-robed legates who study here. 3. Guardians: An iron golem stands at the head
A single individual, known only as the Librarian, of each of the stacks. These act as guards for the library
holds sway on this level. The Librarian is a silent, robed should the guardian spirits fail, but can also serve to per-
figure, its face lost in shadow, who sits on a high dais form simple tasks for the Librarian and visiting legates.
overseeing the entire library. It can communicate silent- Each golem has been enchanted with permanent ver-
ly with any legates who enter and the bound spirits are sions of true seeing, detect magic, and darkvision.
entirely under its control. No one really knows who or 4. Stacks: Massive shelves crafted from dark
what the Librarian is, but it is generally believed to be a hardwood, these stacks reach high into the gloom over-
demon or other outsider that was charged with guarding head. Books move from shelf to shelf and down to
arcane and profane knowledge on its home plane. legates who request them, seemingly of their own
Whether it serves Izrador willingly or unwillingly is not accord.
known. The Librarian is certainly a creature of few 5. Desks: Each stack has a corresponding row of
words, for it says only what it needs to say, its words desks where the legates can study their chosen volumes.
echoing in the mind of the creature that it is addressing. Each desk has a small magical stone that emits a soft
To defy or disobey the Librarian is usually a capital white light.
crime, for those who do are said to simply disappear, 6. Artifacts Chamber: This small room contains
and the books that they carry silently return to their the most powerful books in the libraryrelics and
shelves. books of great antiquity. At the DMs discretion, the
1. Portal: The entrance to the library is through an room can contain volumes that are themselves magic,
entirely normal oak-and-iron door. However, six good- such as golem manuals, manuals of bodily health, gain-
size gemstones surround the door on the inside, and ful exercise, or quickness of action, or especially power-
each has a guardian spirit bound to it. The guardian spir- ful artifacts such as a book of exalted deeds, book of infi-
its will attack intruders if the Librarian commands it. nite spells, book of vile darkness, a deck of many things,
2. Librarians Dais: Conveniently located in full and so on. Two more iron golems guard this room.
view of both the entrance and the stacks, the Librarian
sits on this raised platform, silently surveying the entire
level.
Minions
the Fortress however, and the tower remains well staffed by nearly
2,000 fanatically loyal and deadly orc and oruk war-
riors. They are the Izrados ActemiIzradors army, the
In addition to serving as a residence to house the finest orc warriors in service to the Shadow in the North.
physical manifestation of Izrador, and a symbol of his Izradors army is organized along far more rigid
dread power, Theros Obsidia also serves as the dark lines than the chaotic orcish hordes that ravage the rest
gods greatest and most fearsome temple, headquarters of Eredane. Warbands consist of 10 squads of 10 orcs
of both his new faith and home to his evil priesthood, each, led by a ranking oruk officer. Five warbands make
the legates. All across Eredane and beyond, legates bow up a legion, and the Izrados Actemi contains four full
their heads in prayer toward the dark tower, seeking the legions. Ordinary orcs who serve in the warbands range
wisdom of Izrador and the guidance of their superiors. in rank from blooded through warrior, while champions
Lesser legates live among the ruins of Highwall, are attached to units to improve morale or to command
in barracks built from the rubble of the settlement. groups of one or more warbands in battle. Commander-
Higher-ranking legates, and those who serve Izrador level orcs lead legions, while Warchief Zagaras leads the
directly, are allowed to dwell in the inner sanctumthe garrison and serves as supreme commander for the
holy tower of Theros Obsidia itself. entire Izrados Actemi.
Izradors army is equipped with the finest
weapons and armor available. Line troops items are
Orc Garrison and ordinary and have no bonuses, but are exceptionally
well made and far more uniform and aesthetic than
Guards those given to lesser orcs. Officers carry masterwork
items orin a few casesactual magic items. Izradors
At the bottom of the fortress hierarchy are the orc legionnaires must receive permission from higher-rank-
warriors who serve Izrador. For the most part the orcs ing orcs in order to use magic items; to do otherwise is
themselves believe this to be the right and natural order considered heretical and is grounds for instant expulsion
of things, howevermost serve willingly, gladly laying or enslavement. Magic items must always be offered to
down their lives for the legates, the Night Kings, and Izrador first, through his representatives the legates.
Izrador himself. This, they feel, is their role as the Despite their skill and experience, the orcs of
Odrendorchosen of Izrador. Izradors army do not see much action, a situation that
More than 14,000 orcs occupy Highwall, divided is contrary to their violent, warrior natures. They spend
among the Hungry Mothers, Mother of Blood, Feral most of their time standing watch, patrolling the area
Mother, and Dark Mother tribes. The orcs recruited for immediately surrounding Theros Obsidia and drilling in
service in the Theros Obsidia garrison are a different anticipation of battles that may never be fought. This
breed altogether. The most devoted, skilled, obedient, leaves the orcs in a bit of a dilemma, for to the last they
and merciless orcs are selected by the legates and are utterly and absolutely loyal to Izrador and have
Lesser Legates
Legates duties and rituals depend upon rank.
Lesser legates rituals are less complex, but their duties
more onerous and menial.
A lesser legates day begins before dawn with the
ringing of ceremonial gongs by temple legates. Lesser
legates who are slow in arising from slumber or other-
wise lax are unceremoniously (and largely unemotional-
The Temple Hierarchy ly) beaten by their higher-ranking brothers, until even-
tually they accumulate enough bruises, lacerations, and
Though the order itself is prone to intrigue and broken bones to remind them to be quicker on the rise.
infighting of the most baroque and Byzantine nature, the Morning prayers follow, with temple legates lead-
temples of the Shadow are organized in a remarkably ing their subordinates in a series of invocations declar-
straightforward and simple fashion. A temple is led by ing the priests devotion to Izrador and the inevitability
the highest-ranking legate, known as a prelate. The tem- of his eventual triumph. A simple meal follows, after
ple prelate is aided by lower-ranking legates, called which (usually around dawn) the lesser legates disperse
curates. Each curate is in charge of a different aspect of to carry out their daily duties. Another prayer meeting is
the temples day-to-day operations. Some of the more held at the midday meal and a final one an hour after
common curate titles are: sunset. From time to time, on especially important or
Treasurer: Manages the finances and gathers holy days, midnight services are also held, at which all
income for the temple. lesser legates are expected to attend. Of course, they are
Curate-Martial: Oversees the defense of the tem- still expected to rouse themselves the moment they hear
ple. the morning gong.
Choirmaster: Trains and manages the legates who
sing and chant during ceremonies. Recruitment, Training, and
Master of Sacrifices: Responsible for obtaining
sacrifices and keeping them alive before rituals. Indoctrination
Curate-Professor: Teaches the orders traditions
and practices to recruits and lesser legates. Despite the fact that Izradors iron hand holds all
Curate-Engineer: Sees to the structural integrity the lands of men in a brutal grip and his minions com-
of the temple and manages new construction. mit unbelievable atrocities, there is never a shortage of
Barracks-Master: Responsible for the cleanliness recruits to join the ranks of the legates. Reasons for
and orderliness of the temple living quarters. becoming a legate are as varied as the applicants them-
Curate-Librarian: Maintains the temples books selves: some have decided that all is lost and it is best to
and magical documents. join the winning side; others hope that status as a legate
will save them the worst of the suffering that Izrador
inflicts on the people of Aryth; still others desire power
Campaigns
Lightbearer Requirements
In the old days, when Highwall was a center of To qualify to become a lightbearer, a character
learning and knowledge, its greatest defenders were must fulfill all of the following criteria.
members of the Order of Lightthe lightbearers. Alignment: Any good.
Learned warrior-priests who served Skills: Knowledge (history) 8 ranks.
the Lost Gods and the cause of Feats: Leadership.
knowledge, the lightbearers were Special: Must have had another lightbearer as a
instrumental in the defense of mentor and teacher.
Highwall during the first war with
the Shadow and, although their
numbers were severely depleted as Class Skills
a result, they continued to serve the
city and pursued the cause of justice, The lightbearers class skills (and the key ability
peace, and good. The order was for each skill) are Appraise (Int), Concentration
finally shattered when Highwall fell (Con), Craft (Int), Decipher
to the enemy, but the survivors Script (Int), Diplomacy
have carried on, training succes- (Cha), Disguise (Cha),
sors and struggling against the Gather Information (Cha),
seemingly inevitable triumph of Heal (Wis), Hide (Dex),
darkness. Knowledge (any) (Int),
Though Aryths connec- Profession (Wis), Search
tion to the divine realm is sev- (Int), Sense Motive (Wis),
ered, members of the Order of and Survival (Wis).
Light nevertheless retain some Skill Points at Each
small remnant of the divine Additional Level: 6 + Int
spark. They can heal their allies modifier.
and have preternatural power
over both evil creatures and the Class Features
Fell. They live as hunted crimi-
nals, aiding the forces of light All of the following
and frustrating Izradors are class features of the
schemes wherever and whenever they lightbearer.
can. They teach their followers the history of Weapon and Armor
Aryth, of the coming of Izrador and of the many Proficiency: Lightbearers are proficient with
battles against the Shadow. Above all else, they teach all simple and martial weapons, with all types of armor
hope and belief that the future may still hold victory (light, medium, and heavy), and with shields (except
against the Shadow. Even if Izrador has won his final tower shields).
victory on Aryth, the forces of light can and must Cure Wounds (Sp): A lightbearer can use his
ence, and they occasionally perish without passing on their association with him, they almost invariably perish
the information that he needs. Beginning at 3rd level, a with honor.
harrower can speak with dead as a spell-like ability once Hit Die: d10.
per day. The harrower can use this ability 2/day at 6th
level and 3/day at 9th level.
Bonus Feat: At 3rd level, the harrower can take
Requirements
Investigator, Negotiator, or Persuasive as a bonus feat. To qualify to become a legate martial, a character
He may choose another of the three feats at 6th level and must fulfill all of the following criteria.
another at 9th level. If he already has the chosen feat, he Alignment: Lawful evil.
can raise the bonus derived from it to +4. Skills: Concentration 8 ranks, Intimidate 8 ranks,
Profession (soldier) 8 ranks.
Legate Martial Feats: Leadership.
Special: Must have been accepted as a soldier
Izradors elite military force, the soldier legates legate, must have a masterwork longsword and master-
carry his word throughout Aryth on the point of their work chainmail, half-plate, or full plate.
swords. Among the soldier legates, the legates martial
are the best of the best, entrusted with command of sol- Class Skills
dier legate companies and important missions for the
highest-ranking officials in the Order of Shadow. The legate martials class skills (and the key abil-
Legates martial are expected at all times to present ity for each skill) are Concentration (Con), Craft (Int),
themselves as the perfect embodiment of Izradors mil- Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
itary and divine powertheir armor must always be Knowledge (arcana) (Int), Knowledge (history) (Int),
flawless, their weapons the finest quality available. Knowledge (religion) (Int), Profession (Wis), and
Their primary duty is to lead the Shadows forces into Spellcraft (Int).
battle, showing neither hesitation nor mercy. Skill Points at Each Level: 2+ Int modifier.
Like the other soldier legates, the legates martial
are not subject to the intrigue and backstabbing that is so
typical of life in Izradors temples. They respect author- Class Features
ity and demand respect in return. Their orders are to be
All of the following are class features of the legate
instantly obeyed, even by those who they do not offi-
martial prestige class.
cially command. Likewise, unquestioning obedience to Weapon and Armor Proficiency: Legates mar-
ones superiors is expected of every legate martial. tial are proficient with all simple and martial weapons,
Legates martial are often given command of inde- with all types of armor (light, medium, and heavy), and
pendent bodies of troops such as orc warbands, espe- with shields (except tower shields).
cially when Izradors military meets with unexpected Spells per Day: Each time a legate martial gains
opposition or similar difficulties. The mere presence of an even class level, the character gains new spells per
a legate martial is often enough to bolster flagging day as if he had also gained a level in a spellcasting class
morale and inspire lesser troops to acts of enormous
he belonged to before adding the prestige class. He does
bravery and suicidal fanaticism, and although the war-
not, however, gain any other benefit a character of that
riors assigned to a legate martial often do not survive
class would have gained, except for an increased effec-
Now, a hundred years later, the city of Highwall lies in ruin. At the center of
this desolation rises Theros Obsidia, a black tower of impossible size that was
magicked from the earth and stone like a splinter drawn from flesh. This is the
locus of Izradors power in Eredane and the fortress of his legates, the Order of
Shadow. Huddled around the tower are the camps and garrisons of the
Shadows hordes, along with the ruins and hovels of the citys survivors.
Highwall has become a place of death and darkness, and only the bravest, most
foolhardy, or most desperate heroes dare to intrude into the heart of Shadow.
The fourth supplement for the award-winning MIDNIGHT campaign setting, City
of Shadow offers detailed information on the ruined and occupied city of
Highwall, a level-by-level description of Theros Obsidia complete with beautiful
maps and illustrations, and in-depth information on the Order of Shadow.
FANTASY
ISBN 1-58994-147-0
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