A dark fantasy roleplaying world of deep magic, inspired by the myths and folklore of Eastern and Central Europe.
THE WORLD SERPENT AWAKES
The age of heroes is dead, and the bridge to glory is broken—Bifrost fell long ago. Midgard is lost in an age of war, of dark wilderness and lost empires sunk beneath the waves. Only magic and the warmth of hope keeps lights aglow when dread things prowl and priestly wardings shake, bent by demonic rage.
Now, sinister forces are forming new and terrifying alliances throughout the world. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land. The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next.
It is a dark time. But a new breed of hero is coming to stand against the dark, driving it back with spell, steel, and cunning!
New Adventures in a Dark World of Deep Magic
The world is in chaos, with new threats rising in every region of Midgard
The chained sea god Nethus has returned. His city-state of Kammae Straboli is resurgent, its abandoned temples restored to glory and its sea-raiders suddenly everywhere.
The Dragon Empire
The Sultana of the Mharoti Dragon Empire is a hunted fugitive, her empire divided as its great dragons scheme and struggle for power.
The vampire princes of Morgau and Doresh sweep down from the hills to burn and conquer a new province for themselves. Proud Illyria has fallen to the Dragon Empire, and the Free City of Zobeck prepares for the coming storm.
The Rothenian Plain
The infernal gnomes of Niemheim’s rites praising the lords of the Eleven Hells have grown even more frenzied, while the Glittering King’s demon-prowed black ships clash with the Dragon Empire for control of the Ruby Sea.
See the previous books and supplements in the Midgard Campaign Setting. Produced in multiple systems, the Midgard Campaign Setting has multiple products and resources for you to utilize or pull inspiration from.
About The Designers
Wolfgang Baur is the author of the Kobold Guides to Game Design and the designer of Courts of the Shadow Fey, Kingdom of the Ghouls, Fortress of the Stone Giants, Dark*Matter (with Monte Cook), and many others, including foundational work on Planescape, Al-Qadim, and Zobeck. He has contributed creatures great and small to the D&D canon, from the demon lord Doresain in the D&D cosmology to the Shining Children and others in the recent Bestiary 2. He edited Dragon Magazine and Dungeon Adventures and serves as the publisher of Kobold Quarterly. Baur is the creator and keeper of the flame for the Midgard campaign setting.
Jeff Grubb is a legendary world-builder, and has served as one of the co-founders of the Dragonlance and co-creators of the Forgotten Realms campaign settings. He is the author of 15 novels set in the Realms and Dragonlance, StarCraft, WarCraft, Star Wars and Guild Wars. He has written over 30 short stories and essays and over 100 game products of various types and sizes. He likes nothing more than to root around inside a new universe and figures out what makes it tick. He lives in Seattle with his wife and two cats.
Brandon Hodge broke into the field as a designer on Halls of the Mountain King, and followed up with the Open Design/Paizo project From Shore to Sea and Sunken Empires. He has contributed to Bestiary 2 for Pathfinder RPG and wrote Pathfinder Adventure Path #48: Shadows of Gallowspire. Hodge lives in Austin, Texas, where he haunts carnivals and flea markets, searching for the parents who abandoned him to the vagaries of the juvenile justice system. Someday he will return to the hobo tribe that raised him.