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We are also given a glimpse of the great power brokers of the empire in all their draconic glory. Chapter 6 , The Southlands gives us a look at an Egyptian styled land where the gods and undead former pharaohs walk the land. Aside from the pharaonic land of Nuria Natal we are introduced to several free cities of the desert, and the mysterious Dominion of the Wind Lords, a land ruled by wind spirits and populated by nomadic jinnborn and tamashek nomads. The East side of the Southlands continent presents us with the Corsair Coast, an area dominated by pirates and sea faring traders.

Chapter 7, The Seven Cities presents us with a land based on the Italian city states of the Renaissance. In this land, war is a major pass time as the city states vie for power against one another. Each of the city states is unique culturally and politically.

The cities range in politics from democracies to plutocracies to theocracies, including a city state ruled by sea faring minotaurs. With the threat of the Mharoti Empire, the city states are beginning to war less among themselves and think about co-operating to defend their peninsula.

Chapter 8 , The Wasted West is a land in ruins as a result of apocalyptic wars between several magocracies centuries ago. The land is rife with magical anomalies and beasts. The most common inhabitants of the area are the Sand Goblins who range from trade friendly settlements to fanatical worshippers of the Great Old Ones who walk the wilderness. There are still a few surviving magocracies present, but they are shrunken in power and influence from their predecessors.

A ruined and cursed land of giants exists in the south of the Wastes. Their ruined cities are enticing to adventurers, but the threat of the haunted and undead giants are a dire threat. The land is in political turmoil; as the long lived Elven queen is comatose and political factions are vying for power. To the East is the country of Krakovar which has been recently overrun by the undead kingdom of Morgau, and its government in exile is working hard at marshalling the forces of Dornig to take back their country.

To the west is the elven forest of Arbonnesse, held by the last surviving elven court, the Court of the River King. This land also faces threats, from incursions by Shadow Fey, to the Great Old Walker that roams the land. Chapter 10 , The Northlands gives us a look at a Scandinavian styled land with Viking like reaver dwarves and nations ruled by bearfolk and war like giants. Far to the north is the home of Boreas, the North Wind who wants to freeze the entire world of Midgard in ice.

The Northlands is a wild and untamed land full of barbarians and monsters. Chapter 11 , The Shadow Realm , is by far the strangest and most perilous land in Midgard. The Shadow Lands are ruled by the courts of the Shadow Fey and present a dark land hostile to all dwellers in daylight. The corrupting atmosphere is a danger to all non-natives of the land. The one area not hostile to mortals is a small outpost of bearfolk who migrated there centuries ago to establish a beachhead against the forces of shadow.

Chapter 12 , Pantheon introduces us to the mysterious and inscrutable gods of Midgard. While the chapter describes the gods pantheon by pantheon, their relationships are not as simple. The gods are presented as wearing masks — other personas in different pantheons. A benevolent god in one land may be a mask of a much darker god in another land.

The ways of the gods are beyond the ways of mortals, and this chapter really gives the feeling of that mystery. However, given the high quality of writing throughout the book, I have no doubt that the Pathfinder appendix is equally useful. In the 5e appendix there are a collection of class features, domains and sorcerous origins that were mentioned or hinted at in the book. The only thing I can think of is that these are much darker options that the DM may want to keep for his own use, rather than opening them up for the players.

The appendix also has a selection of Midgard specific weapons, gear, and poisons, as well as some magical items and artefacts specific to the setting.

The various lands and settings in the book are enough to keep a campaign going for a long time. As players explore the land they will experience a wide variety of cultures, races, and mysteries. The different lands are tied together politically, economically, and magically. There is no reason an adventure, or entire campaign cannot cross borders or cultures, thus tying the entire world together.

The plot ideas and hints provide ample fodder for adventures. The biggest problem I expect to have with this setting is deciding where to start. There is something in every chapter that I want to explore in greater detail. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email.

Paisley Wizard Games. Only magic and the warmth of hope keeps lights aglow when dread things prowl, and priestly wardings are bent by demonic rage.

The omens are dire. 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.

Now more than ever, Midgard needs heroes to stand against the dark, driving it back with spell, steel, and cunning! The page Midgard Worldbook includes:. Snag your own copy of the Midgard Worldbook today! Silly question, am I right in thinking this version system free, though there are separate supplements for 5e and Pathfinder? I have the Midgard Campaign Setting book from , is this significantly different material or a new edition with some expansion?

It has quite a bit larger page count, but it is a bit spendy if most of it is in the previous book…. But that just means I will wait another month and mutter a bit more when I finally feel like I really have to have this book. Where is the flipping index!? I was planning on making this world the setting for my future campaigns, but the lack of an index is making it way too much work to learn the details of this world and prep a game.

The table of contents is not good enough for me to know where to look for info about airships, for a description of what a Shadow Elf looks like, or for what a Jotun is. Very, very frustrating! I agree.



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