Finally, the dark and twisted roads to Open
Design’s (now Kobold Press) Midgard Campaign Setting are open! So far we have seen only
glimpses of this world, mostly through adventures, mini-supplements and those
wonderful one-page articles of Kobold Quarterly. Midgard’s allure (for me)
comes from the way Wolfgang Baur mixes Eastern European and Nordic legends with
the D&D legendarium – it reads as
a classic (or historic game), but also as something fresh. The only other
setting that comes to mind with a similar flavor/approach is Birthright.
After a stunning cover, we’re introduced to
Midgard’s premises. While I enjoyed its strong “fairy” take on elves and the
way dragons intervene on the world, I was especially pleased to see the
metagame element of ‘Time Flies, and
Status Matters’. Midgard is not your usual ‘Points of Light’ setting – here
adventures get old and also get famous, with all its benefits and complications.
I really like this approach. The midgardian view of Gods is also intriguing,
but let’s leave that for later.
We get a description of Midgard’s creation
through the Nordic point of view, followed by more “recent” events like
creation of the Dwarves (the firstborn), the ascension and sinking of Ankeshel
(that’s Atlantis for you, with all the cool deliriums of Erich von Daniken and
Victorian stuff), the coming of the Elves and their dominion over the world of
the Humans. Things eventually get messy when those Humans start to abuse magic
(especially its dark aspects). The Elves are eventually forced to leave the
world, either to fix the Humans’ damage on Midgard borders or just to get as
far away as possible of the taint brought to the world. Eventually the various
Human magocracies annihilate each other in a classic magic Armageddon. In the
power vacuum that follows a circle of dragons make a pact with Humans of the
East, creating the Mharoti Sultanate, a vast empire that start conquering
surrounding lands with avarice, to properly pay the tithes and tributes of its
dragon overlords (imagine the Ottomans, but twice as dangerous and with
dragons, that’s the Mharoti). Oh, and I not even mentioned other devious
tidbits like, for example, the gnomes of Neimheim.
The next topic is time, planes and the stars.
Midgard has one big traditional-looking moon, and seven smaller ones, called
Mage’s Stars. Theirs is a description of the five (or six) planets seen on the
sky, their names and common (symbolical and mystical) associations.
There aren’t fixed truths on Midgard, thus we
get legends and mythological explanations for the Heavens (remember, the world
is flat!) – the explanation for what (or “who”) are the stars is my favorite part
(and an instant hook for lots of adventures). There’re also mechanics for Ley
Lines, which are really simple and easy to use/steal (the fact that they use random
tables is a bonus).
One thing that I must point out by now is that
all the information above is given through short texts. There aren’t tons of
minutiae, historical observations and setting extravaganza to read – the author
never forgets that this is a game book, not a novel or world-building
exercise.
OK, now to races.
Humans get the first description and I must say
that the Midgardian races of Men are a corruptible, greedy and unpredictable
lot (which oddly gives them a nice flavor and charisma). Here we’re also
introduced to the idea of Status, a new game trait that reflects your social position.
Status can be rolled or bought (with points used to buy Ability Scores). Your
race and class modify your Status (interestingly Dwarves and Elves have higher
base Status than Humans). In fact, the relation between the various races
(particularly older ones as Elves) and Humans is very interesting.
The next race is the Dragonkin, Midgard’s “solution”
to the Dragonborn. They’re a younger race, previously unknown to the world and
serve – for all senses – as the equivalent of Janissaries (or Mamluks) of the
Mharoti Sultanate. It’s hinted that they’re actually a(n) (artificial)
half-race.
Midgardian Dwarves are divided in three major
cultures: Northern dwarves (our classic mythological fellows), Ironcrag dwarves
(a little bit of Tolkien, with more tech and a lot of Swiss Mercenaries
attitude) and the fascinating Southern dwarves (think Egyptian Dwarves).
Midgardian Elves are really rare, with most of
their race living in the (otherworldly?) western Elflands. Only three small
cultures remain, one of them still ruling over their Human subjects at Dornig.
Because of their rarity, half-elves get more attention and there’s even the
option of playing with one of the so called Elfmarked (humans with elven blood,
but not enough to be considered half-elves).
By now a trait that clearly distinguish Midgard
from other settings is its more brutal (or “realistic”) history. Dwarves and
Elves are not the advanced, courteous and isolationist Elder Races that we’re
used to. Northern dwarves raid humans and take slaves, while Elves practically
controlled the entire human western civilization at a certain point of Midgard’s
history.
The next race are the Gearforged, Midgard’s
take on the Warforged. These clockwork heroes are well-known by Zobeck fans and
have a very distinct flavor – all Gearforged were once living creatures whose
souls were transferred to mechanical bodies. The mechanics (no pun intended)
behind these constructs and the incantation used to create them are also provided.
They’re an amazing addition to Midgard and also provide cool roleplay
opportunities.
Finally, it’s time for everyone’s favorite
race: Kobolds. Midgard holds the eternal merit of making Kobolds cool. Go read
the Zobeck Gazetteer, these little fellows are awesome.
The last entry among the major races is the
Minotaurs. They’re based on the Minoan civilization and thus are good sailors. Although I have nothing against Minotaurs,
they’re the one race that stands a little bit “off” the Midgardian milieu. I’m
not sure if we need another race of sailing bull-folk.
Moving ahead we get a short mention on the
lesser races: Halflings, Gnolls, Centaurs, Gnomes, Goblins, Tengu (a surprise!
and one which a nice flavor) and Tieflings. There aren’t any stats here, just
one paragraph for each race.
After a cool list of Midgardian Languages (I loved the mechanical bonus granted by Ankeshelian), we’re presented to new Feats and Character Traits, all tied to some region of the campaign setting.
Next part of this
Augury: The Crosswords and other exciting regions of Midgard!
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