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Midgard Ley Magic: Tapping Ley Lines

In this third installment of our series on Midgard Ley Magic, we take a closer look at what happens when ley initiates and geomancers manage to harness the power of ley lines. If you haven’t had a chance to read prior entries in the series, the first article discussed the different types of ley magic spellcasters and their impact on game preparation for a GM. The second article featured randomization tables to assist GMs in placing ley lines on...

Midgard Ley Magic: Locating Ley Lines

Welcome back to our series on Midgard ley magic. In the inaugural entry, we revisited ley lines, discussed GM prep, and introduced a couple of new ley magic spells. In this article, we dive deeper into GM preparation, presenting a set of optional tables used to answer the most common geomancer question: “Are there any ley lines nearby?” Locating Ley Lines Ley line savants (2nd-level geomancers) and Ley Initiates (feat) can sense the presence of...

Welcome to Midgard: Rava (Ariadne)

The Gear Goddess, the Clockwork Oracle, Mother of Industry, Spinner of Fate, Merchant Goddess, Patron of the City of Zobeck, Patron of Weavers and the Gearforged. Divine Domains: Clockwork, Knowledge, Prophecy, Travel Domains: Artifice, Clockwork, Knowledge, Luck, Travel Subdomains: Construct, Exploration, Fate, Toil, Trade Alignment: Lawful Favored Weapon: Dagger, scimitar Patron of Zobeck, Rava is a relatively minor goddess whose beneficence...

Midgard Ley Magic: Revisiting Ley Lines

We’ve enjoyed playing spellcasters in our favorite fantasy roleplaying game for decades. Clerics receive powers as favors from the gods while warlocks literally sell their souls to fiendish (and other) patrons, but what about arcane casters like wizards and sorcerers? Schools of magic like illusion or abjuration dictate the nature of specific spells and effects, but their underlying source remains an unanswered question. Midgard stands apart...

Welcome to Midgard: Heart of the Shadow Fey

Chief among the Shadow Realm natives, the shadow fey were once elves like any other on the face of Midgard or the Fair Lands. The shadow fey made a dreadful choice when the power of elves waned. Instead of fading in decline, they chose to give themselves over to the powers of Shadow. Better to rule in the shadows, they said, than wither in the light. Among the oldest of the Shadow-corrupted, they are now reborn as a separate race of elves...

Welcome to Midgard: Adventures in Björnrike

The rolling hills and coastal plains south of the Reaching Mountains are claimed by the Kingdom of the Bear, which has no other name in humanoid tongues. The fey bears and werebears that reside here hold a wide region but the sparse population doesn’t mind trespassers, as long as they respect the King of Bears and defer to his people when challenged. Common visitors include berserkers studying the Way of the Bear and druids and rangers seeking...

Welcome to Midgard: Fey Roads of Dornig

Much of the countryside of Dornig is forbidding for the traveler. Two ancient forests dominate the land— the Arbonesse and the Tomierran—but the rest of the countryside consists of smaller but no-less-deep forests of younger vintage, high moors, and deep, tree-covered valleys. Merchant caravans lurch along ancient roads that were first laid by dwarves working for their elven masters. The rivers all flow north to the icy peril of the Nieder...

Midgard’s Icons for 13th Age

Midgard is a place of war and intrigue, where powerful figures pursue agendas that have roots in the distant past. In some cases, their plots, alliances, and enmities are older than Midgard itself. In the 13th Age Roleplaying Game, these individuals are known as icons—and adventurers, even those just beginning their careers, are vital to their intrigues. Player characters can use their relationships with their chosen icons as a resource during...

Welcome to Midgard: Cursed Lines and Arcane Weather

The magical turmoil and strain has warped the terrain into supernatural badlands. Travelers report entire patches of dunes where all magic falls dead one day and is augmented the next. The absence of ley lines makes spellcasters nervous, and some spells perform at maximum capacity or sputter out for no discernible reason. Teleportation, shadow roads, and other magical forms of transportation are extremely risky, since without guiding ley lines,...

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 suggestions for where, when, and how GMs can add these spells, domains, and traditions to their campaign. And there’s a lot of it! In addition to being made...

Welcome to Midgard: The Season of War

The Seven Cities both revel in and depend on war. Customs and laws limit their wars’ gross destruction, provide a season for it, make it a source of status for their generals and nobles that glorifies their power and right to rule, and—not least of all—make war a source of valuable plunder and tribute from weaker states. Fighting a war correctly requires obeying its limits and forms. The practices and rituals governing war in the Septime lands...

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 to the authors who carved out the fantasy genre while also serving up some sources of inspiration to beginning game masters...

Welcome to Midgard: Dominion of the Wind Lords

To the west of the Crescent Desert lie the harsh and foreboding lands of the Dominion of the Wind Lords. Here, the great Stone Desert stretches to the sea in sun-baked plains of red and black rock. This is a bleakly beautiful landscape devoid of the crescent-shaped sand dunes found elsewhere in the Southlands. The seemingly barren Stone Desert hides bubbling springs, seasonal waterholes, and a scattering of precious oases. DOMINION OF THE WIND...

Welcome to Midgard: Origins of the Mharoti Empire

The lands of the Dragoncoil Mountains have always been infested with drakes, wyrms, and wyverns—they give the mountains their name. But about 400 years ago, one especially cunning red dragon by the name of Mharot decided he was tired of working so hard to steal golden treasures from humans and dwarves, and then being forced to continually guard those treasures. He proposed a pact to neighboring dragons, and he accepted the standing offers from...


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