In the Southlands, the world is alive with elemental power and wondrous magic, ancient god-kings walk among the living, and empires at their height echo the mystery and majesty of the past. This campaign setting is ripe with possibilities for adventure in ancient tombs, enormous jungles, and searing deserts where swift-flying sand ships dart between distant cities.
The sprawling Southlands include the legacy of jinn, the domains of gnolls, the ruins of minotaurs, the gifts of god-kings, and many more rich stories perfect for pulp adventure campaigns.
The bugs gather in thick, buzzing clouds, constantly biting. The leaves twist in the breeze, casting strange shadows. You almost stepped in some weird monster scat. Life is good. You’re on an adventure:
Warlock Lairs: Into the Wilds presents fourteen wilderness-themed Warlock Lairs, collected here with four brand-new adventures. Ranging from 1st to 10th level, there’s so much to discover. The opportunities for secrets and treasures are great–and so are the risks. But you wouldn’t have it any other way.
Explore the wilds of the Midgard campaign setting or worlds of your own creation!
Within these dusty pages, uncover the secrets of the world—indeed, of the branches of the multiverse! Collected here are entire lost volumes of esoteric truths. Only for you, the Warlock Grimoire.
Dark revelations and wondrous testimonials of dark fantasy monsters and magic, locales and lore of Midgard:
Warlock Grimoire presents the content from the first 10 issues of Warlock and includes an entire issue’s worth of new, never-before-seen lore and game elements, detailing life in the Ironcrags, recent events along the west coast of the Wasted West, the dedication and intensity of Perunalian archers, and the holy drive of the paladins of the Sun God.
Uncover the truths of dark fantasy for the Midgard campaign setting or for the worlds of your own creation!
Within these dusty pages, uncover the secrets of the world—indeed, of the branches of the multiverse! Collected here are entire lost volumes of esoteric truths. Only for you, the Warlock Grimoire 2!
Dark revelations and wondrous testimonials of dark fantasy monsters and magic, locales and lore of Midgard:
Warlock Grimoire 2 presents the content from issues 10–19 of the Warlock zine and includes an entire issue’s worth of new, never-before-seen lore and game elements, including both the mysteriously desolated Southlands city of Iram and the secrets of Grandmother herself, Baba Yaga.
Uncover the truths of dark fantasy for the Midgard campaign setting—or for the worlds of your own creation!
Within these dusty pages, uncover the secrets of the world—indeed, of the branches of the multiverse! Collected here are entire lost volumes of esoteric truths: the Warlock Grimoire 3.
Inside, find revelations and testimonials on monsters, magic, locales, and lore for fantasy adventures:
Warlock Grimoire 3 presents all the content from issues 20–28 of Warlock and also includes the Warlock Guide to the Planes, answering secrets of the multiverse—and raising many more.
Uncover dark truths about the Midgard campaign setting or for worlds of your own creation!
The Old Margreve Forest is an ancient wood, already old when most of the gods were young. Kingdoms rise and fall beyond its borders, but the Margreve remains a world apart—a place where memories and old magic linger in the rings of trees. It has plenty of secrets and treasures to tempt adventurers; but those who fail to honor the Old Ways do not return…
The Margreve Player’s Guide gives you everything you need to journey into the deep, dark woods and come out again alive—or achieve a hero’s death worthy of story and song! Here you’ll find:
The gods speed you on your quest, heroes. Stay to the path! Beware the human‑sounding whispers from the shadows! And never, ever light a torch after midnight…
Over the crest of the dune they came, more than two dozen gnolls running fast; our sandship was ready for them—until their aeromancer turned the wind itself against us!
This book provides character options well beyond the norm. Eight playable races and options including: catfolk, gnolls, jinnborn, lizardfolk, minotaurs, trollkin, and many more.
These new options include all-new backgrounds as well, such as the Desert Runner, Siwali embalmer, and Servant of the Jinn! Uncover new Southlands subclasses that fit your character, such as:
Plus new spells, hieroglyphs and lotus blossoms, weapons, armor, and more! The Southlands Player’s Guide adds layers of enchantment to any game!
As the official companion volume to the Southlands Worldbook, this book is the definitive source for players who want to bring their Southlands characters to life!
It is an age of war. Civilization slowly gives way to encroaching wilderness, and once-mighty empires now lie beneath the waves. Only magic and the warmth of hope keeps lights aglow when dread things prowl, and priestly wardings are bent by demonic rage.
The omens are dire. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land. The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next.
Now more than ever, Midgard needs heroes to stand against the dark, driving it back with spell, steel, and cunning!
The Midgard Worldbook includes:
TALES OF THE OLD MARGREVE takes your game deep into the ancient, magical forest, with new spells, monsters, magic items, and wondrous locations, a monster appendix, and twelve adventures for heroes level 1-10—over 200 pages of adventures and forest secrets!
Sharpen your blade and hoist your pack—it’s time to head into the forest!