Posts by Wolfgang Baur

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Warlock’s Apprentice: Feast Halls of the Northlands

Among all the northern folk, the feast halls and the long halls are a gathering place for entire jarldoms, families, and clans. The enormous shield-hung rafters, the roaring fire pits, and the long benches and tables are unlike the more genteel dining and drinking halls of Dornig or the south. Beyond their warmth and sense […]

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Warlock’s Apprentice: Owls, Roses, and Thorns

Elvish courts have always been strange places—to mortals anyway. They are somewhat like royal courts among humans, but because of elvish and fey longevity, the fey courts are far more dominated by single figures and for much longer periods, and these factors invariably leave their mark across centuries, setting down quirks, customs, traditions, and arcane

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Midgard Notebook: Writing, Game Design, and the Oral Tradition

Writing, Game Design, and the Oral Tradition I’ve been thinking a lot about exactly how we tell our stories. Mostly, this is at my youngest daughter’s request or instigation, though (given that she is 5 years old) she probably did not intend to induce such writerly pondering. She just wanted me to change the way

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Midgard Notebook: March of History

March of History There’s a sense in some fantasy campaign settings of being entirely encased in amber, and with good reason: players want the world to remain familiar and useful for play. Removing dragons from Dragonlance or advancing a timeline 100 years in a world of your own invention without consulting your game group… well,

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Midgard Notebook: Villains and Corruption

Villains and Corruption One of the great elements of Midgard since the earliest days has been its villains and cults. These draw their power partly from their magic and secrets but also from the flaws of each heroic race. In particular, cults and villains thrive because humans are especially susceptible to corruption, such as by

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Midgard Notebook: New and Old Schools of Midgardian Magic

Midgardian Magic One of the principles behind the revised Midgard Campaign Setting is the “Dark Roads & Deep Magic” ethos. Not surprisingly, this means additions to player and game master options alike with the incorporation of new schools of magic from the Deep Magic series. The existing school of heavily Midgardian magic are well known:

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Midgard Notebook: Thoughts on the Midgard Races

The Midgard Races The revised edition of the Midgard Campaign Setting is coming along nicely, and it’s time to talk about what’s new and what’s changed. This article is part of an occasional series on the process of refining and sharpening the setting to address its development since its first hardcover compilation. One of the

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Judge’s Commentary: Monarch of the Monsters 5—Low CR Design

One of the joys of a monster design contest for me is always seeing monsters at the low end of the CR spectrum. It is much easier to design a monster at a medium-to-high power level, because you have more options: the creature can have more powers, more magical fallbacks, and elements that only a

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Deep Magic Special Edition

Special Editions and Forum Discussions: Southlands

Like many Kobold Press projects, the Southlands Kickstarter offers great gaming and great adventure at a good price. But if you’re looking to throw a few extra platinum pieces our way, we will try to make it worth your while. Two of the higher-pledge rewards are the Special Editions and the private forums for design

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Southlands Scarab

Why I Love the Southlands

For those who love high adventure in mysterious places…lost mines and desert tombs…mighty viziers and powerful djinn…jungle valleys where white apes and dinosaurs guard fabulous treasure…. the Southlands Kickstarter is here. Allow me to confess my deep and abiding love for all things wild and free, dangerous and ancient, roguish, magical, and lost in a

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