Blades of Light
Welcome to Midgard
A Land of Legends and Myths
At first glance, Midgard is a world that will seem familiar to anyone who has ever read a proper fantasy novel or played a game set in a fantasy world. It is a world flavored with a solid dose of the European and Middle Eastern mythos, medieval levels of technology in nearly all regards, and fantasy races drawn directly from the greatest traditions of the genre. This is all well and good – it helps to have the familiar, after all, to help feel comfortable. Scratch the surface, however, and Midgard reveals some unusual properties.
First among them is the fact that Midgard really is a flat world, rather than a globe. Those who claim to have ventured to the edge of the world claim an immense serpent rings the world, the creature’s vast bulk keeping the oceans from pouring over the edge. It floats in a sea of living stars, and no one knows for certain what lies beneath the disc, on the other side. Some assume the underworld must be down there. Others claim the elves live in some sunny paradise on the other half of the world. Most don’t know, and don’t particularly care.
Ley lines wrap across the world, waiting to empower those spellcasters lucky enough to find them and lay claim to them. The elves built roads through Shadow powered and sustained by these rivers of magic, and since their retreat many other races have learned to tap into the power afforded by these mystic paths. Even the most skilled user of the lines is no more potent than any other spellcaster away from them, however, limiting their greatest utility to those who can afford to remain close to the ley lines to which they hold the keys.
Dragons in Midgard don’t lurk in caves. They go out and hunt down food and treasure, caring out small kingdoms to rule over; no fools, they realize all too well that tithes and taxes will fill their treasure hoards far more readily than any amount of brutal extortion or savage pillaging. The dragons of this world, aligned to the four elements, have no interest in sleeping in a cave atop a pile of antique coins; they’re perfectly willing to indulge their greed by any means possible.
The races of Midgard are both familiar, easily found in the Core rulebook for Pathfinder, but also different – gnomes are not happy-go-lucky wayfarer, but instead hold a dark secret as a people; kobolds and minotaurs fight alongside humans and dwarves on the field of war, and other, more monstrous races still dwell in relatively peaceful cohabitation. Other, more exotic species exist – but for now, those covered in Character Creation are more than sufficient.
Social status matters. While this is covered more properly in Character Creation, the face is that Midgard introduces the Fame stat, which is used to determine if some adventurer really can barge in on the king of a country, or if their disrespectful heads will be lopped off. The campaign assumes the PCs will be chasing a rise in Fame as readily as a rise in Experience Points and an increase in wealth.
The gods of Midgard are an active lot, although the very real chance of divine murder and even enslavement by other gods, and they are more than willing to use those who follow them to play out their rivalries and skirmishes with each other. Each god has their needs and their rules, laid out for their followers, and each god has both allies and enemies among their celestial (and infernal) halls.
Most of all, though, Midgard is a world where your characters actually matter. The actions of your PCs can and will have an influence on the world – pushing at borders, swaying loyalties, and potentially even upending kingdoms or building new nations. Even the gods can die in this world, and the mightiest of heroes and villains can become so renowned that their word can decide the fate of empires – but any with that level of glory can only get there the hard way.