It’s Midgard Monday! Each week, we visit a corner of the wide world of Midgard. Look for standalone content you can drop into your campaign—whether it’s in Midgard or your own homebrew. Find new inspiration each Midgard Monday!
Since priests first raised temples and shrines, the devout have traveled to pay their reverence. Pilgrims cross rivers and mountains, brave war zones and bandit attacks to see relics, hear the word of seers, and feel the touch of the divine, demonstrating their piety through sacrifice and journey.
Midgard is no different than our own world in this regard. So take up your walking staff and begin down the trail as we look at pilgrims, pilgrimages, and holy sites in Midgard.
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The Seat of Mavros
Some sects of Mavros expect their members, if they are able, to attempt a journey to the Seat of Mavros, between the Western Wilderness and Goblin Wastes. (Look it up on the Midgard Map tool!) Pilgrims make the trip in modest groups, generally no greater than a dozen, accepting no assistance along the way, and entering no community until after they have reached the great basalt throne at the base of the Melano Mountains.
Many bring votive offerings of captured weapons, the sun-bleached bones of foes, or the sundered shields of defeated enemies, all wrapped in threadbare campaign cloaks. Those who complete the journey are considered “tempered” by the god, and may use the term as an honorific; for example, “Caius Lucius Mellas, Tempered,” or simply, “Caius Tempered.”
Pilgrims forced to turn back or who accepted assistance are called “Half-tempered,” such as, ”Tania Half-tempered.” They are sometimes considered with pity or disdain, depending on the circumstances. Many would have died rather than accept help on their pilgrimage. “Untempered” refers to overeager petitioners, green troops, and casual believers or followers of different faiths.
Keepers of the Way
The Waykeepers are volunteers and order members assigned to patrol the many routes to the Seat, giving only cursory attention to pilgrims until they reach the edge of the Wastes or borders of Verrayne.
Groups of three to six seasoned knights who have completed at least one pilgrimage, the Waykeepers have free passage to roam, armed and unescorted, through the regions surrounding Savoyne, Salzbach, and Melano with the sworn agreement to not interfere with agents of those governments acting on official business.
The leadership of the order takes prides in how the Waykeepers have maintained those accords. Any sentinels are vetted for discretion, skill at arms, and ability to survive in the field. Regular Waykeepers often find commissions with free companies or in the service of lords and powerful families.
Walk this Way
Multiple routes lead to the Seat. The most popular path remains the Imperial Way of Mavros, starting at one of two points. Pilgrims depart from either the House of Swords south of Valera, or the Fortress of the Fist of Mavros north of Valera. Both sites serve as commanderies for the Order of Mavros and common mustering points for pilgrims and free companies. They see noble scions, aspiring common citizens, and profit-hungry caravans gather to attempt the trip to the most holy site of Lord of Strife and Rebirth.
The second most popular route is the Bone Road, leaving from Salzbach, passing the old fortress of Krongard and its vital well, then merging with the remnant Imperial road near the most frequent site of the floating village of Bloody Tusk. The proximity to the dust goblin community means pilgrims using the Bone Road risk raids and ambushes. From there, petitioners skirt Savoyne before going north, following the Melano valley to the Seat.
Other Roads
Three lesser-used routes include the Goblin Road, the Shadowed Road, and the Spiders’ Way. Often considered the most dangerous, the Goblin Road starts in Salzbach and splits from the Bone Road at the end of the old Valeran Arbonnesse road. It threads between the Bonewraith community and the great old one, Ashkharak-Gorthoga, then runs along the northern edge of the Waste and the southern border of the Roatgard forest, winding between six great old ones and as many dust goblin settlements. Few Waykeepers patrol this road, and many call it the Fools’ Road.
The Shadowed Road departs from Bourgund, past Roggsothof, south within sight of Pah’draguusthlai, and creeping near Kb‘r‘ck to the Northern Pass. The long valley is often hunted by chelicerae from the Silk Thicket, who prowl for spellcasters and bring captives as lures. Some travelers attempt to rescue those trapped in cocoons; bringing one to the Seat nearly guarantees preferential treatment at the Crucible. However, few are ever freed, and far more join those web-bound prisoners.
The last route is the Spiders’ Way, a rarely considered road from Caeltornash south of the Silk Thicket, along the coast to join the Imperial Way west of Savoyne. It wends its way through the rugged Melano mountains, near the river. Some see it as the least challenging route, especially since the chelicerae of the Silk Thicket seem to prefer hunting the Shadowed Road. Because of this, fewer Waykeepers patrol this option and that neglect sometimes benefits opportunistic goblins. However, the Order recognizes it as a legitimate path to the Seat, and a regular trickle of pilgrims sail from the Septime cities to disembark in the rough streets of Caeltornash, where they find vendors waiting to offer a last chance for resupply.
Tokens from the Way
Pilgrims like to bring back souvenirs from the Seat of Mavros. Certainly there are false relics, mundane splinters of cast iron sold as fragments of Mavros’ sundered greatsword, and even bronze medals with the image of the Crucible capable of invoking the War God’s blessing once. However, each sunrise, noon, and sunset, a few chosen are brought atop the Seat, where they may pray to Mavros and sacrifice their votive offerings to the Flame Undying. One in ten who sacrifice something worthy find their arms and armor mended, granting a +1 bonus to hit and damage for 1d6 + 4 days.
Weapons anointed with a rivulet of slag or plunged within the coals at the Seat are considered “crucible-kissed.” Shields and armor repaired or crafted with the slag rendered from the crucible are “slagforged.”
True fragments of Mavros’ sundered greatsword are quite rare, but hundreds are known to exist. Larger shards have different powers, but the most common allow the bearer to smite a foe as part of a successful attack once a day, expending any number of their available hit dice, up to their maximum, as additional damage.
CRUCIBLE-KISSED WEAPON
Weapon (Any Melee Weapon), Rare 6,000 gp + base item cost
A crucible-kissed weapon typically has a visible rivulet of unworked slag metal dried and cooled on it to highlight its status as a weapon anointed at the Seat of Mavros. You gain a +1 bonus to attack and damage rolls made with this weapon. As a reaction, on a successful attack, you deal an additional 1d6 fire or lightning damage with it; the type is chosen when the weapon is created.
SLAGFORGED ARMOR
Armor (Medium or Heavy) or Shield, Rare 3,000 gp + base item cost
The seams and edges of this armor or shield have a faint yellow-orange glow, as though a forge burns within its metal. You gain a +1 bonus to AC when worn or wielded. In addition, the item has 3 charges. As a bonus action, you can expend 1 charge to cast bless on only yourself. The effect lasts for 1 minute and does not require concentration. The item regains all expended charges daily at dawn.
Story Seeds
These intricate story seeds can sprout full adventure in time.
Elder Escort
An older member of a powerful Septime family wants to make the journey to the Seat of Mavros one last time, but they are nowhere near their former physical prime. They offer the party a bargain to lead the expedition and ensure the members’ safety. Unfortunately, they have a taste for risk and make many reckless choices. The party will see no reward if their charge fails to return!
Riding the Ways
A pilgrim returns unsuccessfully from an attempt to reach the Seat. Their group suffered an ambush on the Goblin Road, and several pilgrims died. A retired Waykeeper asks the group to join them in the recovery of the bodies from the cave described by the survivor. However, the Waykeeper becomes badly injured along the journey themselves! Now the party must help a wounded Waykeeper, acquire the bodies before they are lost to creatures of the Wastes, and return with their lives.
Recovery Complications
A pilgrim arrives at the Seat, explaining how their group was separated in a storm while traveling along the Shadowed Road. The lost pilgrim is related to a PC, and retracing the pilgrims’ route, they discover the lost travelers have been caught by cultists in the Western Wastes. The party must rescue them before the cultists sacrifice their prisoners to a great old one in an attempt to restore the creature’s speed.
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YES! Fantastic. More Ben, more Midgard now!
Perfect timing for a Midgard Campaign I’m in. Really enjoying the Midgard Lore and Can’t Wait for More Midgard!
Loving Midgard Mondays!
Seeing more about the Wormwood would be cool!
As someone who’s running a campaign for a group of players whose PCs have deep religious ties, this series sounds right up our alley.
Love it! Keep the Midgard content coming!
Thank you! Love my Midgard Monday!