Midgard’s devotes an entire chapter to
explain its Pantheons. Following the premise briefly mentioned in Kobold
Quarterly and in sourcebooks like Zobeck, Midgard
deities are described as mysterious, treacherous and ultimately furtive
figures. While they do intervene in the mortal world (often in a very personal
and local fashion), their goals are ineffable and often simply contradictory.
One of the few things that mortals know for sure is that the gods hold steadfastly
to their immortality’s secret. Maybe the original deities were just ancient druids,
shamans or mystics that ascended, or killed an older pantheon, or learned
eldritch secrets from the roots of the World Tree. Who knows? To murk the
waters even further, Midgard’s gods
are archetypical and are found of wearing “masks”, hiding their true identity
(if there’s any) behind their roles. Even when one deity manages to kill, imprison
or absorb a rival, it can keep wearing the victim’s mien. Thus, everything
about the gods is mysterious, strange and dangerous.
Because of such approach, Wolfgang manages to
put back some mystery and a sense of wonder on D&D’s religion. All of it without
changing the basic rules regarding divine classes and spellcasting. A very nice
touch, one which I’m tempted to steal for other settings like Forgotten Realms
or Greyhawk.
Midgard introduces new domains (Beer,
Clockwork, Hunger and Moon), a complete table of Domains for the most important
deities/masks, another table with mysteries for Oracles and a small box
explaining that Midgardian paladins use Divine Aspects (check it here). My
favorite part are the rules for Pantheist Priests (who can change their granted
domains, selecting a new one from the deities of his Pantheon).
After that we get (more murky) details on the
Pantheon, with information on the World Serpent, the Northern Gods (like Wotan
or Thor), the Crossroad Gods of Zobeck (like Rava and Khors), the Dragon
Deities of the Mharoti, the Southern Deities (Aten, Horus, Bastet etc.), the City
Gods and the Dark Deities (including devils and demon lords). There’s a lot
here.
Finally, we reach Midgard’s Appendices. The first one is a pleasant surprise, with
full conversion rules for running Midgard
campaigns with the AGE System (from Dragon Age). The second Appendix is all
about Encounter Tables for the regions previously described (I found them
specially useful for populated areas). A short third Appendix lists recommended
reading.
The Norns are happy.
Jormungand may sleep for another age.
I waited a long time for this campaign setting,
since reading the Zobeck Gazetteer for the first time and I must say that
Wolfgang didn’t disappointed. Quite the contrary, he managed to keep (if not
raise) the initial gambit. Midgard
is an engaging, dark and original setting that easily mixes history with low
and high fantasy (albeit with more the former).
Midgard’s strength comes from the fact that
it drinks deep from historical and mythological roots rarely explored by
D&D or Pathfinder. Because of that, it has the selling point of being
original, without being strange or otherworldly. It also isn’t simply dark or
low fantasy, much less the (severely abused genre of) high fantasy. By mixing less
known historical and legendary themes with D&D tropes, Wolfgang gave us a
new and twisted toy, worthy of classics like Forgotten Realms, Planescape and Birthright.
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