Midgard Expanded: The Travels of Lucano Volpe, or Captured by Monks

Part 8, Captured by the Monks of Leng Woe and calamity! Imagine the worst that might befall a traveler, and that thought pales in comparison to what has happened to Agosto and I! Desert duststorms drove us Northward for three more days in clouds of choking grit and sand. But on the fourth day, the sky cleared, and it was then that we saw the black city lurking at the base of the cliff-like mountains. We stopped to refill our waterskins at an...

Streets of Zobeck for 5th Edition Now Available

A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours...

Terrors of the Dragon Empire: Wyvern Knight

The Dragon Empire is a fierce and unrelenting force, bringing to bear unique terrors to destroy all who stand in their way. Who can hope to survive such an onslaught? Wyvern Knight For centuries, Midgard’s many realms have been safeguarded by knights on horseback, their advanced mobility and powerful steeds cutting through infantry lines like shears through cloth. But against the Mharoti wyvern knight, even Midgard’s mighty cavaliers are little...

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 I tell stories. I’ve gotten pretty good at some parts of that, so maybe “just change it” is a bigger deal than I expected. Change is...

Midgard Expanded: The Travels of Lucano Volpe, or Rescued by Yakfolk

Part 7, Rescued by Yakfolk When a traveler leaves Khubara, the local people have a quaint custom in which they attack the departing voyager and attempt to rob him of both goods and life. Such was the farewell we experienced upon our own leave taking. Now, I shall not say all in Khubara advocate such behavior, for I did not see all of them waylay us, but there were a significant number of them. I should like to say that my stalwart blade flashed...

Midgard Expanded: The Travels of Lucano Volpe, or Cities in the Sky

Part 6, On the Plains of Qaen, Flying Cities, and the Mountains of Beldestan A traveler who leaves Rhaga to journey eastward rides for seven days across the Plains of Qaen. No lodging houses operate in this land except in a few remote locations. Many beautiful groves of date palms grow here and abundant wild game makes for plentiful hunting. It was while traveling across these fine lands that I first beheld one of the fabled Flying Cities of...

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, you would be taking rather a big chance. Change can be a dirty world in the relatively serene halls of fantasy...

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 devils, ancient shadows, and simple greed, fear, and wrath. That theme continues in the revised Midgard Campaign...

Midgard Expanded: The Travels of Lucano Volpe, or Parthia’s on Fire

Part 5, On Parthia and the Fire-Worshippers of Atashkala Upon leaving Tabur by barge, it’s a twelve-day journey upon the Lumeta River. We fended off centaur raiders twice before reaching the eastern edge of the empire at the fortress town of Kazan. An impressive fortification, the town rests on both sides of the water and features a wall stretching beyond the bounds of the settlement to the horizon both north and south. The Gorgan...

Midgard Kickstarter for 5th Edition and Pathfinder is Live!

Like the strong, dark dwarven beer of the Ironcrags, the Midgard Kickstarter project has been a long time fermenting—and it’s now live! The dark roads await us, and the deep magic calls. Check it out here. This Kickstarter will bring a whole new world to 5th Edition, and expand the options for Pathfinder RPG players. We’re creating a new Midgard Campaign Setting book, with new maps, new chapters and an expanded timeline that moves...

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: ley lines, clockwork magic, and the illumination school all have extensive support in both 5th Edition...

Triolan Highwayman: A Background

Triolan Highwayman The Triolan corsairs are renowned throughout Midgard for their flamboyant ferocity and near monopoly on organized shipping and piracy throughout the (northern) Middle Sea. But the sea lanes and merchant armadas are not the only means to move goods and services to and from the rich trade centers of the great peninsula. Eager merchants still foolishly brave back roads and “shortcuts” to hurry their goods to Tolmezo, Melana, and...

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 earliest decisions made in the rewrites was to revisit the core race mix. The 2012 edition of the Midgard...

Midgard Expanded: The Travels of Lucano Volpe, or the Province of Hariz and the City of Tabur

Part Four, On Traveling Eastward Let us pause a moment and speak on the decision to leave for the East via the city of Tabur. There are some who would advise a traveler to depart instead from the fortress city of Sarkland in the Gizmiri province. This advice is the height of folly. Though it is true that the Campaign Trail does stretch to the East from Sarkland, that road wanders through endless fields of the empire’s past battles with...

Midgard Expanded: The Travels of Lucano Volpe, or Betik and the Book

Part Three, On Betik, Province of the Book A prominent province indeed, Betik is well known as one of the greatest provinces of the entire Mharoti Empire. The road from Qiresh to Betik runs some 550 miles through high passes of the Dragoncoil. Yet this is not a hard journey as well-appointed hostels and waystations dot the trade road. Once clear of the peaks, the land opens to pleasant valleys, scattered with lakes and rivers. The slopes are so...


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