At long last, the fey roads have opened! The gods don their masks, the Northern reavers sound their horns, and the dwarven forges burn like suns. The emperor of the ghouls rises from his dark throne, the wild elves leave the earth behind and ride the wind, and the mercenary armies of the Seven Cities march to war. Midgard Campaign Setting is here.
Wolfgang Baur, along with Jeff Grubb, Brandon Hodge, Christina Stiles, Dan Voyce and the always-astounding community of Midgard patrons, have created a book that culminates years of Open Design adventures and sourcebooks, KQ articles, convention games, and the campaigns of countless GMs who took their players on epic adventures in this dark world of deep magic.
Some people hate to fail. Others relish complicating their lives. Below, you’ll find options for mitigating failure for those who want the chance to recover somewhat and options for those who want to make their lives as difficult as possible. These two options for using stunts in your game aren’t meant to be used in the same session, though you might want to use them both in different sessions of the same campaign. In either case, these stunts come into play on a failed attack roll that get doubles on any of the dice.
The gods of the North tremble! The Great Old Ones stir in their sleep! All of Midgard looks to the skies in wonder, for the long-awaited Midgard Campaign Setting is now available for pre-order in the Kobold Store . By popular demand you can ensure that you’ll receive the gorgeous, full color 296-page hardcover or softcover(plus PDF) when it arrives this October.
We’re also making a special offer on theKobold Quarterly Facebook page through August 10: if you Like the page you’ll get a discount code for $5.00 off any purchase of the Midgard Campaign Setting, Midgard Bestiary or Zobeck Gazetteer.
The Midgard Campaign Setting brings to life a dark world of deep magic, with seven regions flavored by the folklore of Central and Eastern Europe plus a heady dose of weird fantasy. Lead designers Wolfgang Baur, Jeff Grubb and Brandon Hodge led the Open Design community in a two-year project to build a sprawling setting supported by adventures and sourcebooks compatible with Pathfinder Roleplaying Game, Dungeons & Dragons, AGE System and more.
Midgard is ley line magic and warped alchemical experiments; the Western Waste’s giant, shambling horrors and magic-blasted landscapes; diabolical gnomes and the schemes of immortal Baba Yaga; wild, wind-riding elves and swashbuckling minotaur corsairs; the Mharoti Empire’s lethal assassins and exotic splendors; and the dragon-haunted crags of the icy Northlands.
The Midgard Campaign Setting includes:
Pathfinder and AGE System rules for gearforged, kobold and minotaur PCs
26 new backgrounds, 3 new schools of magic and new specialties for AGE System
New clerical domains including clockwork, moon, hunger and beer
More than 50 kingdom write-ups, with new feats and traits for each region of Midgard
New spells, magical items, and incantations
New gear and weapons unique to the setting
Ley line magic and the secrets of the shadow roads
In the last post, we covered how the Threat Level system works to provide Dragon Age and AGE system game masters with a base score for deciding if a group of adversaries would make an appropriate challenge for their player characters.
This post expands on those rules by providing the Threat Level system for the adversaries found in Open Design’s Midgard Bestiary Vol. 1, which presents fifty new monsters for use with the Adventure Game Engine—the system that powers the Dragon Age RPG. But first, a quick recap is in order.