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 me is how immanently playable its worldbuilding is. We’ve heard it said before how there are “powder kegs baked into the setting.” What...

Inside the Kobold Mines: Playing in the Woods

Let’s get one thing straight. There is no way I can write a dispassionate overview of the overwhelming goodness that is the Margreve Player’s Guide. I just can’t. And there’s a very good reason for it. I’m in it. And not only that, but I’m in it three times. Now, while I’m no stranger to writing—I’ve written a children’s fantasy trilogy for Penguin Random House and a Star Wars novel for Disney Lucasfilm, and I’ve got another children’s fantasy...

Inside the Kobold Mines: The Forest of Old

“And into the forest I go, to lose my mind and find my soul.” ―John Muir “Tom’s words laid bare the hearts of the trees and their thoughts, which were often dark and strange, filled with a hatred of things that go free upon the earth, gnawing, biting, breaking, hacking, burning: destroyers and usurpers. It was not called the Old Forest without reason, for it was indeed ancient, a survivor of vast forgotten woods; and in it there lived yet,...

Inside the Kobold Mines: A Conversation with Matt Corley

Midgard is my favorite campaign setting, and Tales of the Old Margreve is poised to be my favorite campaign book. Quite apart from my own contributions to the Player’s Guide—about which, more in a later article—I was able to playtest a lot of this in my own Midgard campaign, and it’s just deliciously chock-full of content, from a detailed campaign setting to a host of incredible adventures. With the release of Tales of the Old Margreve right...

Inside the Kobold Mines: A Conversation with Richard Pett

It’s no secret that I’m a huge fan of the Southlands. And one of my favorite designers for that setting is Richard Pett. Now he’s back with a new one, An Enigma Lost in a Maze. In it, characters are sent into the insane maze in the ruins of the city of Roshgazi. Roshgazi was of course the heart of the Moon Kingdom of Tes-Qamar until it was sacked three hundred years ago by the Mharoti empire. Now the maze’s madness has grown to such an extreme...

Inside the Kobold Mines: Guide to the Shadow Realms

With Courts of the Shadow Fey just released, the timing couldn’t be better for the debut of a special edition Warlock booklet, Guide to the Shadow Realms. The guide was a threshold goal on the Warlock Patreon. If you’re not familiar, Kobold Press is producing Warlock (24–28 pages for 5th Edition in PDF and print), full of world-expanding goodness and awesome mechanics for your game, and Warlock Lairs, short adventures playable in a session or...

Inside the Kobold Mines: Courts of the Shadow Fey (Part 2)

I chatted with co-designer Dan Dillon about his work bringing Courts of the Shadow Fey to 5th Edition, and naturally, we ended up talking about Midgard-in-general quite a bit too. Lou: So this is a 4th Edition product—that was quite celebrated when it came out—now updated and significantly expanded for 5th Edition. What were some of the major changes in this version? Dan: Yep, originally 4E, though it went through a conversion to Pathfinder...

Inside the Kobold Mines: Courts of the Shadow Fey

There are a lot of things I love about Midgard. Whether it’s the beer domain clerics, Per-Bastet the City of Cats, the Kobold Ghetto in Zobeck, or the Margreve Forest, there are so so many brilliant aspects of the world that make me go “wow” and secure Midgard’s place as my hands-down favorite campaign setting. But when I try to nail it down to just one aspect of the world that really stands out for me, that makes Midgard what it is, I always...

New Paths Compendium Hardcover Preview: Warlock

What would you get if there was a strange and unholy union between the witch, the wizard… and Elric? You’d get the warlock, that’s what! The warlock is just one of the 12 new and expanded Pathfinder Roleplaying Game classes in the recently released hardcover edition of the New Paths Compendium. The warlock gains his power through contact with mysterious and sometimes forbidden forces, using his bond weapon as a conduit. He receives not...


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