
Midgard Chronicles Campaign Guide
A Living Campaign Overview
Heil og sæl, traveler! The age of heroes is dead, and the bridge to glory is broken – Bifrost fell long ago. The world is lost in an age of war, of dark wilderness, and lost empires sunk beneath the waves. In this dark time, heroes must arise to claim the crowns of Midgard and restore the jewels to her scattered thrones. New heroes must lead a return to glory!
Midgard Chronicles is an Organized Play campaign centered around the Midgard Northlands. Stretching from the peaks of Jotunheim to the war-torn homes and fields of occupied Krakovar, Midgard Chronicles has something for everyone. Players will be able to take their characters from convention to convention, from home play to events in their local hobby stores, and continue their sagas. Judges and store owners may also use Midgard Chronicles documents and adventures as an ongoing campaign for their players and patrons.
Living-style campaigns differ from other Organized Play experiences in that your collective actions help shape the story going forward. Your deeds and decisions in the adventures you play have real narrative consequences in the future, affecting the Northlands in unique ways. Each of the narratives you see in our Kobold Press Newsletter articles are taken from real play experiences at actual conventions and in-store events.
In Midgard Chronicles, you can bring a character you create from one play session to the next. At the end of each adventure, you will be given a Chronicle, a certificate that documents the experience, status, and wealth your character received on the adventure. This also helps track any favors, enmities, or items your character received. You must bring your Chronicles to each session to verify your experiences. To provide an immersive story and to balance player experiences, there are some rules and requirements for creating and advancing Midgard Chronicles characters. In Season 1, the Prologue, we explore the life and culture of lands ranging from occupied Krakovar to the heights of Jotunheim. The restrictions in the guide are made with this in mind.
The Midgard Chronicles Campaign Guide provides all the necessary information and details to create and play in the Midgard Chronicles Living Campaign, created and managed by Warduke Press. This document includes an overview of living campaigns, why Midgard Chronicles is different, materials to create a character for Season 1, and other details about Midgard Chronicles.
It’s About the Story
Warduke Press has created a unique shared storytelling campaign – the tales our authors have spun and the deeds of the player characters have become the stuff of legends. The success of our model has relied upon the passion that we share for telling and becoming a part of that shared story, and it is what sets us apart from other public campaigns. When you are playing a Midgard Chronicles adventure, that narrative focus means that your character’s actions can and will have consequences – both for your character and in the world at large. It is not unheard of in Midgard Chronicles for the player character who attacks a soldier in broad daylight to be imprisoned indefinitely and removed from play.
Similarly, if your character performs great acts of heroism in service to a city, and its citizens build statues to honor these deeds, those monuments may appear in all future adventures set in that location. Consider your decisions carefully in the context of the story.
Stories and Adventures
Each time you sit down at a Midgard Chronicles adventure it will be a unique experience, created by the particular combination of players around the table as well as the individual GM. Some adventures may be a classic dungeon crawl, while others may require you to solve a mystery. Some will be combat-intensive, and others will focus on character interactions with NPCs. Many more will be some combination of the above. You could be hired as guards for a caravan carrying something vitally important or you could be sent to investigate why an ore shipment is overdue from a silver mine. You could be sent to rescue a princess, a merchant, or another adventurer. Or you could be sent to deal with a group of bandits, eliminating the threat once and for all. Most adventures are structured to play in three to four hours including introductions, conclusions and paperwork. Some adventures will be longer and become two-round or even three-round adventures, but these will be rare.
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