Posts by Lou Anders

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Tripping on the World Tree: Reading the Warlock Guide to the Planes

Next, the guide specifically details seven separate planes, specifically the Infinite Halls (Seven Heavens of Celestial Light), Silendora (Summer Lands of the Elves), Valhalla (including the Storm Court and Geirrhöth), Klingedesh (the Marketplace), Ravatet (Plane of Gears), the Evermaw (Plane of the Undead), and finally Ginnungagap (the Yawning Void). Each section describes locations of interest

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So You (Still) Want to Play in Midgard? Part One

Back in the summer of 2019, I wrote an article entitled “So You Want to Play in Midgard? (But You Don’t Know Where to Start),” which discussed how to use the amazing resources of the Midgard Worldbook, the online and interactive Midgard Map, and the Midgard Adventures by Level and Location spreadsheet that I maintain

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Down in the Underground: Underworld Lairs and the Underworld Player’s Guide

Empire of the Ghouls is certainly a monumental achievement from the kobolds as the first hardcover-length adventure that spans 1st to 13th level and takes the players on a tour of Midgardian highlights before it delves deep into hitherto unseen realms as rich as they are dark. But the unwholesome feast on offer doesn’t end

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An Interview with Empire of the Ghouls Lead Designer Richard Green

Empire of the Ghouls is the latest offering from Kobold Press and their first hardcover 5th Edition adventure. It’s a tour de force, over three hundred fifty pages of setting guide, spells, creatures, NPCs, magic items, and an epic quest that takes players from 1st to 13th level. It’s been released alongside two related books,

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From the Archives: Delving Deep with the Dwarves of the Iron Crags

“The dwarves delved too greedily and too deep.” —Saruman, The Fellowship of the Ring While the Mines of Moria might fall outside the scope of our tabletop, in today’s From the Archives article, we’re nonetheless going to take a deep delve into the realm of the dwarves of Midgard, specifically those in the Iron Crags.

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From the Archives: Pinning Down the Dusk Queen’s Shadow

Last year, the kobolds put out Shadows of the Dusk Queen, written by none other than Kobold art director Marc Radle. A tale of a mysterious queen in a dark tower, the adventure is set in “a forest of shadows.” The location is deliberately ambiguous, so the Shadow Forest can be dropped in anywhere that

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Unlocking the Warlock: A Look at the Warlock Grimoire

If there is something that I think sets the world of Midgard apart from other campaign settings, it’s not the depth of the world building, deep though it is. After all, there have been quite a few very complex roleplaying game worlds in the past. (Glorantha, I’m looking at you.) What makes Midgard unique to

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From the Archives: Islands at the Edge of the World

The first adventure I ever bought from Kobold Press was Wolfgang Baur’s brilliant To the Edge of the World. Published in 2012 for the Pathfinder Roleplaying Game, it’s an adventure for 2nd- and 3rd-level PCs, motivated by the Head Kobold’s desire to provide low-level characters with “epic-level fun.” To the Edge of the World is

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Citing the Deep Magic: How and Where to Incorporate the Deep Magic into Your Campaign

“Do not cite the Deep Magic to me, Witch. I was there when it was written.” —C.S. Lewis, The Lion, the Witch and the Wardrobe With apologies to Lewis, citing the Deep Magic is exactly what we’re going to do now. And not just cite it. We’re going to look deeply at Deep Magic, making

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Appendix M: Advanced Reading in Midgard

As every grognard knows, the original AD&D Dungeon Master’s Guide had a section at the end called “Appendix N: Inspirational and Educational Reading.” It was a list of the fantasy novels that inspired Gary Gygax to create the game. But it was also a “further reading” suggestion, the idea being to pay some love backward

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