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Credits
Written by: Wolfgang Baur, Jeff Art: Mark Smylie, Guido Kuip, Pat Loboyko,
Grubb, Ben McFarland, Malcolm McClinton, Lucas Haley, and
Adam Roy, Christina Stiles, David Wenzel
and Wade Rockett Cartography: Jonathan Roberts
Editing: Wolfgang Baur Graphic Design: Marc Radle
Special thanks to Morgan Boehringer for the Bloodreavers

Open Design, Kobold Press, and Midgard are trademarks of Open Design,
LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://
paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.
Compatibility with the Pathfinder Roleplaying Game requires the
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo, Publishing, LLC does not guarantee compatibility, and does
not endorse the product.
Open Game Content: The Open content in this issue includes the huginn
characters and huginn sorcerous bloodline. All other material is Product
Identity, especially place names, character names, locations, story
elements, and fiction. No other portion of this work may be reproduced in
any form without permission.

2012 Open Design LLC. All rights reserved.


www.koboldquarterly.com

TM
At the Sign of the
World Serpent By Wade Rockett

I confess that I do not like the look of this so-called inn, \ The inns insides were no more impressive than its
said Benedict, gazing at the rickety building before them. outside; but the main room was warm and fragrant with the
\ His smaller companion yawned. I care little for smell of roasting meat, ale and pipe smoke, and the beds
appearances, Jerika sad. If the beds are tolerably appeared to have fewer vermin nesting in them than was
comfortable and the food does not scream and try to kill usual in the Wastes. Jerika happily pronounced it sufficient
me when I cut into it, I would pronounce it the best lodging to her needs and paid the cost of a nights stay to the
weve had in our travels through the Western Wastes. innkeeper a kobold with eyes that bulged slightly and an
\ Nevertheless said unpleasant habit of
Benedict doubtfully. She rapidly licking his
cut him off. lips.
\ Nevertheless, night They rested
is falling and this is the for a bit in the main
only inn or thing that room where the
could be described as innkeeper silently
inn-like within miles. served them meat
Verrayne is two days and boiled parsnips
ride away, and I neednt on rough wooden
remind you what the plates. When
night brings outside Benedict finished
the boundaries of what his portion and
passes for civilization rose to seek his bed,
here. She yawned again. he noticed that a
Therefore, I am going groove had been
to enter this quaint hovel carved across the
and fall asleep as soon as plate by an errant
I can, dreaming of hot knife. It looked
baths and clean clothes, something like a
and the Green Dukes round eye with a
reward for delivering our slitted pupil.
cargo. Later that
\ Jerika patted the night Benedict
scroll case slung over awoke to the
her shoulder, carved deafening sound
from the tooth of an of something huge
ancient red dragon and being dragged
inscribed with Ankeshelian glyphs. The she strode through across the floor. For a moment he was annoyed, wondering
the crooked doorway. why the innkeeper had decided to rearrange his tables
\ Benedict gave one more mistrustful look at the hanging while his guests were sleeping. In the next instant he was
sign, which bore a crude drawing of a serpent devouring its on his feet, sword in hand, eyes wide and straining to see
tail. The creatures visible eye seemed to look back at him, in the darkness. He had heard that sound before, while a
and its mouth curled in a leer. mercenary in the Dragoncoil Mountains far to the south.

3
Sirash Atakh, which she liberated from the Fane
of Blood by stealth and cunning. She laid her
VELES (OUROBOROS OR hand upon it on the thousandth night since his
JRMUNGANDR) death, when Eltanin and Zuhal were aligned and
shone upon her. My gaze was drawn, and she has
God of the Earth and Waters, Creator of Midgard, Father of been marked for my purpose.
Serpents, Lord of Oceans, Emperor of Earthquakes, Patron of \ Benedicts dealings with gods were rare, but he
Giants and Dragons, Voice of Distant Stars knew better than to ask one its purpose. Instead
Domains: Apocalypse+, Deep+, he said, What would you have me do?
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Destruction, Drakes+, Earth, \ You will go with her on her journey. And when
Fish+, Hunger#, Magic, Rune, it is needful to do so, one day you will give your
Scalykind, Sea Monster+, life for her.
Strength, Water \ The eye receded rapidly, and Benedict found
himself looking out at a world like a coin, hanging
Subdomains: Caves,
in darkness among silver stars: its mountains,
Catastrophe, Dark
rivers, oceans, and shining ley lines encircled by a
Tapestry, Dragon,
great serpent with its tail caught between its own
Ferocity, Insanity, Oceans,
jaws. The waters of the world spilled endlessly
Prophecy*, Rage, Resolve,
down into the void. All around it the voices of
Wards
living stars rang like bells of silver, singing of the
Alignment: Neutral beginning and end of all things.
Favored Weapon: Bite, spear, and
battle ax ***

Benedict felt a kick in his ribs. He opened his


eyes to find Jerika glaring down at him. The inns
It was the sound of something the size of a hill, covered in gone, she said.
scales as big as a fighters shield, slithering. And, impossibly, \ What? He rose on one elbow and looked around.
it was coming from Jerikas room. He was lying prone on the unmistakable rocky soil of the
\ He dashed into the hall and threw open her door, Western Wastes, the light of the noonday sun warped and
then froze in astonishment. The grubby little room and made feeble by the lands tainted magic. His few belongings
its furnishings were gone. Instead he found himself were neatly piled near the horses, who stood placidly where
looking into a vast golden eye, with a giant black pupil the stables had been.
like a bottomless hole that could swallow the entire world. \ Its a fine thing when an honest traveller pays for a
Suspended before it, like a speck of dust drifting past the nights room only to have it vanish from around her. Peruns
sun, was Jerika. daughter, she said with horror, what of the food we ate?
\ She looked dead or asleep, her eyes closed and her head Do we now have stones or worse in our bellies?
thrown back. Her hair and clothes spread out around her as Benedict lay back on the rocky ground and looked up at
if she were in deep water. Hanging in space next to her was the sun, shining overhead like a great golden eye. He passed
the dragontooth scroll case. his hand over his face, took a deep breath, and rose to his
Little animal, said a voice. Tell me where you are. feet. It could be worse, he said. Come on. We have places
\ Again, Benedicts memory reached back to his days as a to be.
sell-sword for the Mharoti Empire. This was a catechism hed \ Aye, Jerika said, brightening somewhat. Verrayne.
overheard often from fellow soldiers. I am in Midgard, he Hot baths, clean clothes, and the Dukes reward. Whistling
said. an old Perunalian marching song, she walked over to the
Where is Midgard? horses and began preparing them for travel.
In the coils of Veles, the World Serpent. \ Aye, said Benedict, watching his companion. That
Who is Veles? and more, apparently. He buckled his sword belt, hefted his
Benedict thought rapidly. God of the Earth and Waters, pack, and walked after her.
Creator of Midgard, Father of Serpents, Lord of Oceans,
Emperor of Earthquakes, Patron of Giants and Dragons,
Voice of Distant Stars. He sincerely hoped this was the last
question, because at this point in the litany he had invariably
become bored and wandered off in search of drink or
women.
\ Thankfully, his interrogator seemed satisfied. Little
animal, your companion bears a relic of my slain child,

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The Bloodtide By Jeff Grubb

It had all seemed so simple, back in Savoyne, safely behind ministrations of countless servants. Boswin readied his
the protection of the Ravens Wall. A simple mission into holy symbol, a sickle entwined by snakes, as we pressed
the Wasted West, to the reputed wreckage of a particular into the darkness.
now-dead necromancers tower. Said necromancer was not \ Our first plan, to pick up a few of the choicest bits,
even one of the major spellcasters who evoked the Great quickly came a cropper. There were no bits to choose. Not
Mage War, but some non-entity low in the pecking order, a scrap of furniture, not a tapestry, not a potion bottle,
some punter who had just enough wits about him to hold and most curious for a necromancers cellar, not a single
his own piece of ground before everything went slidewise dead body. Larger stone crypts were there, now opened
in the West and aberrations erupted. and empty, and further in the darkness was a deep, base
\ The job itself would be in and out. A quick recce, a humming, But nothing among the dozen rooms we
smash and grab, pick up the loose stuff and if they found searched. Not even a biscuit.
anything good, mark it for a larger expedition later. Easy- \ Sanclava cursed and said she could not believe
peasy. Jeronathes had talked her into this. Jer was sure that the
\ Now, stumbling through brambles that looked like door was sealed perhaps the cellars had been abandoned
shadows but stung like wasps, the cruel laughter behind before the Great Mage War itself, or followers had come
me, I was having second thoughts. after later and cleared the place. I noted that they were very
\ There had been four of us; Sanclava, Jeronathes, neat followers to leave such a barren domain behind, and
Boswin, and me. Jeronathes had found the reference in Sanclava cursed again at the lot of us.
an old spellbook. Sanclava was Jers lover, so she was in as And that was when they heard the noise of bone
well. Boswin was dubious on the matter, but there was no grinding against bone, a cascade of clattering, coming from
way they were going into a necromancers tower, no matter behind us, from the direction of the surface. We looked as
how ruined, without a priest of Ceres. We werent stupid. one as a tide of bones and blood surged down the hallway
\ And now the others were dead, and I had no doubt towards us. And I realized why the surfaces were so smooth
I would soon follow them. My pursuers, laughing and and polished, and why nothing else was found here.
chanting old childrens rhymes, were gaining on me.
\ We had crossed the Goblin Wastes with little
incident, avoiding patrols of Dust Diggers and
Bloody Tusks, and even a red-cloaked unit of Scarlet
Rovers. The sky curdled above us in the way that only CERES THE PROVIDER
the heavens of the Wasted West could, malignant Goddess of the Harvest and Civilization,
and dark. It rained bone splinters and black stones, Goddess of Grain, Lady of Merchants, Matron
and we took shelter inside the skull of some extinct of Prosperity, the Travelers Friend, Wearer of
leviathan. On the horizon, a mountain shrieked in the Golden Sleeves,
an almost-human tongue, and a foul wind carried its Patron of Trombei
haunted song across the grey dunes to the ears of the
Domains: Animal,
doomed.
Community, Plant,
\ We hid when we were able, fled when we could,
Protection, Travel
and fought when we had to. And at last we arrived at
the twisted stump that had been the necromancers Subdomains: Defense,
castle. It was little more than a cairn of stones now, Exploration, Family,
and no one would have paid much attention to it, Growth, Home, Trade
unless they were looking for it. There was a door, Alignment: Good
partially blocked and magically sealed but easily Favored Weapon: Sickle,
cleared and unlocked by the words from Jeronathes scythe
tome. It slid back to reveal a staircase: the promised
lower labs.
\ The walls and floor were smooth and polished, as
if worn by the passage of innumerable feet and the

5
It was a surge of animated bones bound with thin pink \ Jer hesitated and said something about the runes being
blood. At the forefront was the screaming form of a robed a warning, in elvish. The grinding bones crashed behind
skeleton, the prow on this animated bone ship, its eyes us and Sanclava grabbed him by the mantle and dragged
vacant but accusing as it closed on us. I assumed that this him through. I stopped for only a moment, looking around
was the necromancer, now lashed to the aberrant beast. for something to claim as a memento, but the room was
Boswin was ready, and stepped forward ahead of us, polished clean. I jumped through as well.
his snake-draped sickle raised, intoning the requisite words \ And on the far side I found myself in a dark wood.
of Ceres to keep the undead at bay, to limn the ground Sanclava and Jer were already on the ground, dead, their
with a circle beyond which the creature could not move. bodies pierced by numerous ebon arrows. I turned around
Midgard Preview

Boswin raised his symbol. but the gateway was already gone, replaced with a dark
And it melted in his hand like soft putty, such was the stone plinth. The woods seemed to be made of shadow itself,
horror that now confronted us. and in the shadows there was cruel, mocking laughter.
Boswin looked at the wilted metal now flowing over \ I bolted and they let me run, having their sport, tiring
his hand, and realized that the god of the fields had no me out. If I flagged, a few arrows shot by me. If I stumbled,
power in the blasted land. And he turned to run, but the they surrounded me, dark manikin shapes with glowing
tide was already upon him. engulfing him with a torrent of eyes, and they taunted me until I broke in fear and ran
shattered bones, tearing the flesh from his as he screamed. again.
\ We did not wait to see his final moments we were \ I saw a light up ahead and I ran for it. There were
already fleeing deeper into the lair, towards the soft numerous arrows cutting the air around me now, not to
humming. We heard that humming again only when we spur me on but to stop me, and I redoubled my effort,
were close, when Boswins screams finally became a wet, breaking free of blackshadow undergrowth and stumbling
sobbing howl. onto a road, right in front of a large band of pilgrims.
It was a magical gate, about ten feet across, floating \ The lead pilgrim was an elf, though older than any I
in the deepest room, a circular slice of otherness, a door had seen. Her face was elongated, almost alien, and her
to elsewhere. Glowing runes flamed along its perimeter. ears long and tapered, and her flesh smooth and almost
Though the gate to elsewhere, we could see a dark forest, translucent. She held a lantern with a clear crystal at its
and maybe stars above. heart, who through back the shadows around them.
\ And I realized who this was and where I was. I had
found a way into the shadow roads, and I was confronted
with the last of the great elves, the Imperitrix Regia
Moonthorn Kalthania-Reln vann Dornig. It was said she
walked these otherworldly paths with her court.
\ I managed a few gasping words, but she ignored me
entirely, instead stepping forward and saying to the
darkness. This one is under my protection. Go find
other toys to play with. And the laughing darkness
silenced confronted with her splendor.
\Soft, firm hands pulled me to her feet, and for
first time I realized she was not alone. Of course,
she traveled with her elfmarked court, their
elven blood diluted by countless generations
under the Imperitrixs rule. She looked me in
the face, and I managed a blurted, mangled
thanks.
Do not thank me, she said, You will join
my entourage, but you will earn your keep.
Anything, I managed.
\ To my surprise, she smiled. Be careful to
what you agree to. We make for a tower in the
Wasted West. It once belonged to a necromancer
I knew. His scent is upon you. We go to hunt the
creature you escaped. We hunt the bloodtide.
\ And you, and she smiled again, Will be
our bait.

6
WASTED WEST
Once home to prosperous human kingdoms ruled by
powerful mages, dotted with ivory towers and flying cities
and fortresses, the western heartlands of Midgard fell to
warring amongst themselves. Raining acid on their enemies,
summoning mind-warping monstrosities, sacrificing whole
populations to bend ley lines and reality to their will, the
great mage-kings reduced green forests and lush farmland to
dry, blasted deserts, populated by twisted dust goblins and
reduced to scrounging for ancient magics and lost science.
\ The Wasted West is a howling wilderness with nothing
but goblin raiders and a few vastly powerful (and power
mad) mage kingdoms. One of these is the White Kingdom
of Bourgund, known for its sweet perfumes and foul
corruptions; and another the Mage Kingdom of Allain, home
to the powerful and victorious survivors of the Mage Wars.
Also to be found here is the Seat of Mavros, where the god
of war first trod the soil of Midgard and showed men how to
use fire and steel. Now it is a sprawling fortress shrine, where
pilgrims from the Seven Cities and beyond come to buy the
favors of the war god.
\ Ancient treasures, magic and technology can be found
here by brave adventurers, if they can survive the goblin
raiders, mutated monsters, and worse, that dwell here.

Wasted West

7
Huginn, the
Ravenfolk
Midgard Preview

The huginn are the children of Wotan, god of the runes,


and are his chosen onesbirdlike, swift, and wise.
\ Female huginn (pronounced HOO-gen)
are slightly larger than males, but otherwise,
their height and build corresponds with that
of a human. Huginn coloration is almost
universally black, from dull charcoal,
to matte black, to glossy obsidian
to a rarer bluish-black. Some
huginn enjoy bleaching or dying
their plumage, adding a personal
distinctiveness. Their pointed beaks often
reveal the widest differentiation, ranging
from ivory to yellow to black and a rare
black with a red or red-orange streak. This
differentiation is mirrored on their claws and
talons.
\ Considered scoundrels and not entirely
welcome everywhere, the huginn homeland
is in Beldestan to the East, or on a branch of
Wotans world tree in the North, or on a high
cliff of Horus hidden temple in the South.
They have settlements in Trollheim, Vidim,
Domovogrod, Nuria Natal, and the Dragon
Empire, but none of these are large.
\ Their black feathers and long beaks are
spotted on the road from place to place, trading
information or helping to hatch plots. They are widely cunning thieves and scoundrels. Their chieftain is Ukwak,
viewed as spies, informers, thieves, and troublemakers a gray-feathered warrior who rides with the Vidim boyars.
in Midgard, but when the Huginn swear an oath they Their most notorious spy, Viryeshka Krasny, has taken
abide by it. They avoid the West and the Seven Cities a human name and she sometimes disguises herself as a
most of the time, and are most honored in Nuria Natal, human, so good is her mimicry.
where they serve temples of Horus as sworn guardians,
assassins, and defenders. It is said that some of the Master NOTABLE HUGINN MERCENARY
of Demon Mountains most devious sorcerers are huginn,
and they favor arcane, boreal, destined, maestro, shadow, COMPANIES
and stormborn bloodlines. Some claim a racial sorcerous The Ravens Sons: A small company of about 50 humans,
bloodline exists, too. huginn, and centaurs, these soldiers have fought for the
\ The Tsar of Vidim employs huginn, depending on a Despot of Reth-Saal, the Master of Demon Mountain, the
particular group to help maintain his rule. They inhabit Tsar of Vidim, and once for Lucan, the Prince of Morgau
a rookery in Vidim, not far from the tsars Scarlet Palace. and Doresh. They are cynical and cruel, fiercely loyal
They are worshipers of Wotan and his messengers, closely within their fraternity and mocking of all others. Their
associated with the priesthood of the Rune God, and commander is Festering Ferdzik, a male darakhul born in

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Krakova. Company legend says he abandoned the Ghoul and Disguise checks made to deceive someone while
Empire for a life on the surface. in costume or while unseen, as well as when making
\ The company contains skilled and dangerous officers, Perform: Oratory checks. Disguise is always a class skill
including Bogmila Cahliana (LE female human cleric 9 for you.
[Vardesain]), Silver Pyoran the company treasurer (N Well-Traveled: Your home rookery included a huginn
male huginn rogue 7), and Kostyan Syromakha (CN male fluent in a secret language. You may learn this language at
human barbarian 4), a Khazzaki who leads the companys character creation or after an appropriate return and visit
charges. there (as well as spending the appropriate skill points).
\ Most other mercenary companies consider the Ravens You gain a +1 circumstance bonus to Diplomacy and
Sons to be dangerous predators and plunderers who Sense Motive checks made with speakers of this language.
cannot be trusted. Rumors of cannibalism in its ranks are
not uncommon. Wotan-blessed: You seem to have an instinctive sense for
the flow of the fates. Once per day, you may choose to
The Bloodreavers: Of all the ashen sails and foreboding add +1 to a roll after you know the outcome of the die
banners plaguing the Western Ocean, few evoke greater roll. One of your eyes is a disconcerting milky white,
horror and fear than the Ravenskull pennant. Originally giving you a -1 penalty to Diplomacy checks made to alter
hailing from the frozen north, these outcast huginn honor others attitudes.
Wotan and revere Mordiggian in vicious rituals committed
to terrify their victims and slake their
mad appetites. Never considered
anything but insane, most of the
Bloodreavers are uncontrollable in
battle, whipped into fervor by songs
of dark misdeeds and drunk on
alchemical concoctions created by
the few heru among them.
Commanded by the imposing
Gyark Cindermantle (barbarian 12/
rogue 3), the Bloodreavers erupt
from the mists or blinding sun to
visit cruel misery on any plying the
waves. Their depredations have no
rhyme nor reason those lucky
survivors described Bloodreavers as
merciless, sometimes taking captives,
and sometimes even ignoring
plunder and sending treasure-laden
ships to the sea bottom.

RACIAL TRAITS
Edgeborn: While all huginn
are comfortable with swords,
you are especially vicious. Pick
one particular type of sword
(longsword, shortsword, kukri, etc).
You deal an extra 1 hp of damage
when successfully attacking with
that weapon. This damage is not
multiplied by critical hits or other
mechanics. It is only added to
the total damage after all other
modifiers.
Gifted Vocalist: Your nimble tongue
and clever voice skills serve
you well. You gain a +1 to Bluff

9
every three levels thereafter (12th, 15th, 18th). Expending
HUGINN SORCEROUS BLOODLINE two daily uses of this power at one time allows the huginn
Some may claim descent from the servants of gods or to cast contact outer plane, and expending four daily uses
dragons, or even boast their lineage is pure, but huginn allows the huginn to cast legend lore. These spells are
sorcerers have very carefully crafted a line of powerful not considered to be on the huginns spell list unless the
eldritch casters, epitomizing all that makes the huginn
sorcerer adds them by other means.
unique. The few scholars familiar with it believe the huginn
must have learned or stolen this process from the kobolds Stormcrow (Sp): At 15th level, the huginn sorcerer may
or else made a bargain with a Great Power, like Old cast wind walk once per day at his caster level. This spell
Grandmother, for a similar gift. is not considered to be on the huginns spell list unless the
Midgard Preview

sorcerer adds it by other means.


This bloodline is available to huginn characters only.
Eldritch Weaponry (Sp): At 20th level, the huginn sorcerer
may use his Arcane Bladework power to imbue his
Class Skill: Disguise
weapon with with a spell, as if it possessed the spell
Bonus Spells: ventriloquism (3rd), misdirection (5th), storing abilityhowever, the spell may be up to one level
clairaudience/clarvoyance (7th), shout (9th), false vision lower (or less) than the highest level he can cast.
(11th), chain lightning (13th), project image (15th),
moment of prescience (17th), wail of the banshee (19th). HUGINN CHARACTERS
Bonus Feats: Combat Casting, Deceitful, Defensive +2 Dexterity, +2 Wisdom, 2 Constitution: Huginn are
Combat Training, Eagle Eyes, Improved Initiative, fast and observant, but relatively fragile and delicate.
Lightning Reflexes, Silent Spell
Huginn: Huginn are humanoids with the Huginn subtype.
Bloodline Arcana: Whenever you cast a spell against a
creature that is denied its Dexterity bonus to AC, increase Medium: Huginn are Medium creatures and receive no
that spells DC by +2. bonuses or penalties due to their size.

Bloodline Powers: Like all huginn, you have a natural Normal Speed: Huginn have a base speed of 30 feet.
talent for trickery, information gathering, and swordplay. Senses: Huginn have low-light vision.
As your power increases, you discover ever more useful Sneaky: Huginn gain a +2 racial bonus on Perception and
ways to blend your magic with these instinctive talents. Stealth checks.
Arcane Bladework (Sp): At 1st level and once every four
Gifted Linguist: Huginn gain a +4 racial bonus on
levels thereafter (5th, 9th, 13th, 17th), a huginn sorcerer Linguistics checks, and learn 2 languages each time they
may imbue his sword with a spell, as if it possessed the gain a rank in Linguistics rather than 1 language.
spell storing ability. The spell must be one level lower (or
less) than the highest level he can cast, and no greater Swordtrained: Huginn are trained from birth in
than 4th level. Imbuing the weapon consumes a daily use swordplay, and as a result are automatically proficient
of that level spell (O level spells still consume a 1st level with swordlike weapons (including bastard swords,
spell slot), but the spell is expended only on a successful daggers, elven curve blades, falchions, greatswords,
attack. The imbued weapon loses this property if used kukris, longswords, punching daggers, rapiers, scimitars,
by someone else and the use of this power is expended. short swords, and two-bladed swords).
If a natural 1 is rolled for the imbued weapon, it gains Natural Weapon: A huginn has a bite attack that deals 1d3
the broken condition until repaired. An attack with an points of damage.
imbued weapon with the broken condition that rolls a 1
Languages: Huginn begin play speaking Common and
destroys the weapon.
Huginns Speech. Huginn with high Intelligence scores
Illusory Disguise (Sp): At 3rd level, a huginn sorcerer may can choose any languages they want (except for secret
use illusion spells to augment his disguises. By sacrificing languages, such as Druidic).
a daily use of an illusion spell, the huginn may add a
Huginns Speech: The language of the huginn is
(1+Sacrificed Spell Level) bonus to the Disguise check
remarkably constant in the North among the huginn
made to conceal its nature. This benefit remains until the
and in the South among the heru. Sometimes used as a
huginn actively removes the disguise, or until the next
thieves cant.
sunrise or sunsetwhichever occurs first. This benefit to
disguise does not radiate magic, nor can it be eliminated
by less than a greater dispel magic.
Know the Weave of Fate (Sp): At 9th level, a huginn
sorcerer may cast divination once per day at his caster
level. The sorcerer gains an additional daily divination

10
A New World
Awaits!
Enter the world of Midgard, a shared vision built over undead soldiers into the forests heart and threatening
five years by Kobold Press. It began with collaborative Zobecks many trade caravans.
adventures and supplements describing the trade city of \ The 14 dwarven Ironcrag Cantons in the Ironcrag
Zobeck (described in the Zobeck Gazetteer), and it soon Mountains border the vampire realms, and the dwarves are
expanded to detail territories outside the city. The setting stout enemies of the undead in both the Principalities and
now continues in a rich, fully detailed world in the new the underground Ghoul Imperium residing below.
Midgard Campaign Setting. \ Also in the Crossroads region are the Magdar
\ Let your adventurers begin their tales and build their Kingdoms, a land of rolling grasslands, noble knights,
legends in one of Midgards realms! fickle mercenaries, and massive war wagons, many of
which are built in Zobeck. To the east of Zobeck is the
THE CROSSROADS Duchy of Peruns Daughter, a realm renowned for the
demigoddess who rules there: Vasilka Soulay, daughter
Here lies the heart of Midgard: The of the god Perun. Just as important are its Amazonian
Free City of Zobeck, whose Revolt archers, and its schools for the learned and the wise. This
80 years ago forged a thriving city small but powerful duchy is a buffer between Zobeck and
ruled by freemen and gave birth to a the slavers of Reth-Saal.
trading hub famous \ The Crossroads is rife for urban adventure and intrigue,
throughout old-school dungeon delving, and the discovery of ancient
Midgard for its alchemy, new secrets long buried
clockwork magics, steamworks
and egalitarianism. Known for its
magical clockwork masterpieces, ROTHENIAN PLAINS
its unique star and shadow magic Bold Centaurs, opportunistic Kariv
users, its magnificent Arcane gypsy bands, fierce Kazzakh
Collegium, and its status as a nomads, and even Baba Yagas
protectorate of Rava, the dancing hut wander the
Clockwork Goddess, it is a Rothenian Plains, a land
bustling city of glorious of endless grasslands,
achievements and dark, river barons and cities
deadly alleyways. on horseback. The
\ Just outside the city inhabitants of the
grows the vast, living Plains are brave and
Margreve forest, where bold, but there is
unusual creatures roam, Baby much abyssal evil
Yaga sometimes treads, and to be fought here.
the plotting shadow fey still From the
hold sway. Black Prince nine cities of
Lucas, the vampire lord Niemheim, where
of the neighboring infernal gnomes
Principalities of practice sacrificial
Morgau and Doresh, rites to please
claims the forest the lords of the
for himself, ever Eleven Hells, to the
sending his Wizardly Master of

11
Demon Mountain, whos motives are unknown, but who now uses his deific power s for her own purposes.
has a hand in most plots and tragedies in the plains, to \ To the south, you will find the Maritime Republic of
the kingdom of the Ruby Despotate, ruled by the erratic Triolo with its magnificent navy and fierce privateers and
but iron-fisted Veltrin the Glittering King, a follower of its ally, the minotaur-ruled Serene Isle of Kyprion, eternally
the cruel White Goddess. Veltrins servants scour the besieged by the navies of the burgeoning Dragon Empire of
grasslands, capturing slaves to work the kingdoms fields, the Mharoti.
mines, or galleys oars; and his strong navy controls much \ Adventures in this region include discovering ancient,
of the Ruby Sea with its infamous demon-prowed black elven secrets, restoring the glories of the imperial past,
ships. questing for fame, fortune and power, descending into the
Midgard Preview

To the north, however, rests Domovogrod, the Silver darkness under ancient imperial ruins, settling ancient
Mountain Kingdom, a benevolent realm ruled by, Prince rivalries, protecting trade routes, and pursuing hidden
Araka and Princess Caisa, virtuous siblings who rule with knowledge.
wisdom, fairness, and loyalty. They are said to be direct
descendants from a great silver dragon, who himself
was a grandchild of the Great World Serpent herself.
THE NORTHLANDS
Domovogrods peaceful, hardworking halflings are known The Northlands of Midgard are a study in opposites. A
as the Winter Folk. They are known to be fierce and land of deadly beauty, they have sights that can be seen
cunning warriors despite their size, and fight alongside nowhere else on Midgard; but if you find yourself outside
humans and dwarves to repulse invasions of southern for one midwinters night without fire, you are a frozen, icy
slavers and northern trolls, giants
and wolves.
\ Gypsy magic, centaur
steel, demonic servants, and
the gratitude of dragons
await adventurers braving the
Rothenian Plains.

THE SEVEN CITIES


The clash of endless war rings
eternal in the lands of the Seven
Cities, which both revel in, and
depend upon, the economies of
war, even setting aside a season
for it and creating intricate rules
and codes of siegecraft.
\ Among the many warring
fiefdoms we find the August
Republic of Valera, which
commands feared legions of
humans and centaurs; the Grand
Duchy of Illyria, Land of a
Thousand Heroes, which boasts
sky militias of hippogriff riders;
the Green Duchy of Verrayne,
where the druidical order of
the Oaken Ring and the mighty
heroes of the Black Band protect
the East from invasions of goblins
and the twisted monstrosities
from the Wasted West.
\ Here too, is the mighty
Theocracy of Kammae Straboli,
led by a powerful Oracle, who has
chained and imprisoned Nethus,
the former god of the sea, and

12
meal for wolves by morning. Like the lands they inhabit, fortresses of
the people here are a mosaic of contrasts: fierce and fearful, the cloud
honorable but cruel, hospitable but vengeful, fateful and giants and
furious. the icy lair of the
\ The Northmen consider themselves fair and honorable, God of the North
but indulge in interminable blood feuds and dark, hateful Wind, Boreas,
grudge magic. Their grim and bloody Vaettir warriors who wishes to
wage war and blood feud even beyond death, with the help spread his frozen
of beautiful, immortal Valkyries. The Northmen were bold halls and living
enough to steal the secrets of rune magic from the Gods glaciers across the
and the Fates, but fear both to their bones, to the point of face of Midgard. Will
silly, paralyzing superstition. you take up the axe and
\ The Northlands are home to many exotic and strange shield, and dare the
kingdoms: Bjeornheim, the kingdom of Talking Bears, and fateful dangers and
Wolfheim, the grey kingdom of the Wolves Who Walk like golden treasures of
Men. Also here are ancient dwarven halls, some inhabited the Northlands?
by doughty dwarves, and some by the ghosts of their
fallen ancestors. Here too, you will find the thunderstorm
DOMAINS OF
THE PRINCES
The Domains of the
Princes, the common
name for the Principalities
of the Grand Duchy of
Dornig, have a deep and
troubled history. Here
petty elfmarked lords
squabble over the
scattered northern
lands of the
once great elven
empire, abandoned
hurriedly during the Elven
Retreat. The elderly, elven
Imperatrix of the Grand
Duchy sits on a tenuous
throne, while her great-great-
great-grandchildren squabble over every
castle, honor and knighthood in the Grand Duchy,
and jockey for position at the foot of the Golden Sphinx
throne, hoping to be next in line to replace the ancient Elf
Queen (will she never die?).
\ It is a place of elfmarked intrigue, played over decades,
if not centuries, and a land of hidden elven secrets and
treasures; some better left unfound. It is a kingdom of
deep, primeval forests, and forests tainted by ancient
magics and hidden diabolism. Here in the Grand Duchy
you can also find the bustling but suborned Free City of
Salzbach, with its many guilds and hidden aberrations.
\ It is a place where an adventurer with a strong sword
arm, a headful of spells, and a glib tongue can win him or
herself a fine, petty barony, rife with trouble. Enter both
the dark forests and the glittering elvish courts of Dornig
at your own precarious discretion, however, for both are
deadly dangerous.

13
THE DRAGON EMPIRE
In the empire forged
by the legendary
dragon Mharot,
Sultana Casmara
seeks to expand the
Midgard Preview

borders of her desert


realm into the lush
farmlands of the
Seven Cities to the
west and the ancient
riverlands of Nuria
Natal and the wealthy
Cities of Gold and Salt to
the south. A land ruled with
a scaly fist by powerful dragon
lords and their half-human
descendants, they are a young
and growing empire, who all

on their borders fear and pay tribute to, lest they fall to
claw and fire.
\ Conquest, trade and tribute have led to a Golden
Age of prosperity in the young empire, and the markets
of the empires cities are unrivalled. Masterwork
jewelry, armor and weapons are commonplace; golden
treasures are found in abundance here. Even mighty
war oliphants and battle lizards are available for
purchase, if you dare to ride them!
\ The wealth of the Empire has led to an explosion of
draconic art and architecture. The largest building in
Midgard, the Temple of Veles, is found in Harkesh, the
magnificent capital of the Empire. Harkesh surpasses
any other capitol, with its mighty elemental temples,
its schools of philosophy, magic and theosophy, as well
as fractious schools of brawling elementalists, where
dragonkin Wind Palm devotees vie with scaly Fiery Fist
monks for bragging rights.
\ Adventurers can find draconic intrigues, unique
treasures, and dragon hoards, and fabulous glory
and fame fighting against (or for) the dragonkin
conquerors.

14
A WORLD OF
ADVENTURE Midgard
Campaign
Setting

by Ben McFarland

Pirates of the Northlands Imperial Gazetteer:


Journeys to the West Undead Princes of
Western Ocean
Midgard

to the TM

Edge of
the
MA1

World
by Wolfgang Baur

ADVENTURES

An Epic Adventure for Low-Level Characters

Tales of the Old Zobeck Gazetteer Midgard Bestiary MA1 The Edge of
Margreve for Pathfinder RPG, the World
AGE System, and 4th
Edition D&D
TM

MA2
ADVENTURES

THE
F ORGOTTEN
An adventure for four 2nd level PCs.

KINGS TOMB by Mike Franke

MA2 Tomb of the MA3 The Buried Players Guide to the Players Guide to the
Forgotten King Palace Dragon Empire Seven Cities

15
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