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...

Midgard Expanded: The Travels of Lucano Volpe, or On the Road to Mharoti

Part Two, Qiresh and the Roads of the Mharoti Empire On the coast of the Ruby Sea is the town of Qiresh, which is a bustling centre of trade. You may depend on it that spices and cloths and all manner of valuable things from the interior are carried to this town. Qiresh possesses a sheltered harbor flanked by high cliff walls, and it is upon these cliffs that the town itself resides. It boasts the great Ringing Temple, the second-greatest...

Out of the Frying Pan: Demons on the River Argent

Encounters have consequences. Every slain bandit has friends who want revenge, and every devil banished back to the Eleven Hells reports its failure to its Dark Lord. What happens when the PCs’ daring deeds come back to bite them? The following encounter chains are more than just random encounters. Each conflict flows organically into the next, sometimes without even giving the PCs a chance to catch their collective breath. Each...


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