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A Dark World of Deep Magic O: Setting

This document discusses how campaign settings in roleplaying games can change over time due to player actions and the passage of time in the game's story. It notes that after 5 years (10 years in game time) since the first Midgard setting, nations have risen and fallen, borders have shifted, and new leaders have come to power, showing the world has experienced change, decay, and rebirth as promised. The document encourages players to explore this expanded and more magical version of Midgard to discover what else may have changed since their last adventures.

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Daw Andrades
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0% found this document useful (0 votes)
119 views1 page

A Dark World of Deep Magic O: Setting

This document discusses how campaign settings in roleplaying games can change over time due to player actions and the passage of time in the game's story. It notes that after 5 years (10 years in game time) since the first Midgard setting, nations have risen and fallen, borders have shifted, and new leaders have come to power, showing the world has experienced change, decay, and rebirth as promised. The document encourages players to explore this expanded and more magical version of Midgard to discover what else may have changed since their last adventures.

Uploaded by

Daw Andrades
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Dark World of Deep Magic

O ver time, our worlds change. That’s one of the


hardest things to realize about a campaign setting,
because when we start a new game, it all seems fairly clear.
mayor has taken office in Zobeck, as is tradition. Despite
a great deal of change and heroic adventure, the heart of
Midgard is unchanged—or truth to tell, has grown more
Heroes over here, villains over there, they fight, players interesting, richer in its strangeness, stronger in its ley
laugh and shudder and make good decisions and terrible lines and its magic.
choices. Sometime later, the world . . . proves stranger Our dreams may change, but they are still our dreams
we thought. Unanticipated volcanoes erupt, or cultists and our worlds, and so they still reflect the drive that
infiltrate peaceful villages, or demonic invasions succeed stirred us to create this world in the first place. The
in tearing down an impregnable citadel. shadow roads are still open, though now the Shadow
What happens when player actions change what we Realm is easier to explore. The deep magic is still calling,
thought we knew? Temples rise. Evil necromancers die though its ley lines are now more clearly mapped.
their final death. Someone needs to draw new borders on I think change and growth and expansion of a world is
the campaign map, and turn a few city markers into ruins one of its greatest joys. Go forth, and discover with your
(or vice versa). own eyes new lands and borders, which rulers yet live or
In the first edition of Midgard (called the Campaign have been deposed, and what plots have been foiled or
Setting) in 2012, we promised to stack high conflicts, grown in the passing of time. Midgard awaits you, deeper
create a living world, and determine if the spirit and and wider and more fantastical than before.
essential themes of the world could include change, decay, Onward!
and rebirth. Here we are, five years later (and ten years Wolfgang and the Kobold Team
in game time), and all that has come true. The nations of Kirkland, WA
Midgard have fought, some have fallen apart, and new August 2017
nations are being born. Borders have shifted, and a new

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