Shard Tabletop

Midgard 10-Year Anniversary Bundle


Blaine McNutt


Price $77.67

A Vast Realm of Living Temples and Carnelian Tombs!

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.

  • A glittering array of kingdoms to adventure in!
  • Beautiful regional maps fully pinned and linked to the text descriptions of each location.
  • Complete pantheons with new divine domains.
  • New monsters and new equipment.

The Wilderness Calls

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:

  • Brave the untamed wilderness, meeting new people and discovering strange creatures
  • Explore lands all but forgotten, from the blasted Wasted West to the lush Arbonesse to the harsh Northlands
  • Throw yourself into 18 wild adventures!

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!

Unlock a Shadowy Archive!

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:

  • The very literal underbelly of the Crossroads city of Zobeck
  • Miraculous and horrific details of the dead returned to life
  • Oddities and revels that could come only from the courts of those twisted fey
  • A shadow economy of crime thriving throughout the trade cities and merchant quarter
  • Tentacled legacies of the dark gods, from the unwholesome jungles to ghoul-haunted hillsides
  • Terrible truths on the ongoing practices of dread magicks
  • Vivid accounts of magical disasters, badlands, and ruins
  • Looming terror and majestic insights of the expansive Dragon Empire
  • Visions of Yggdrasil, the World Tree, leading toward all points of the multiverse
  • Even a tantalizing glimpse of the fabled City of Brass
  • Plus 6 subclasses, 13 statted NPCs, 28 spells, 44 magic items, 44 monsters, and more!

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!

Open a Chamber of Hidden Lore!

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:

  • Details on the indefatigable halflings: the winterfolk, riverfolk, and courtfolk
  • Explosive realities of dwarven firearms and airships
  • Hidden vaults filled with treasure and danger
  • Potent magics and professions from the trenches of wartime
  • Magic-slinging NPCs to fill any role, ready to go
  • An epidemic of automata and a proliferation of clockwork druids
  • Ancient and mysterious vril-powered artifacts
  • Gothic horrors of the Blood Kingdom, vampires and more
  • Boss monsters to capstone any adventure
  • Even a tour of the Eleven Hells and the infernal crossroads town of Smoke
  • Plus 10 subclasses, 7 backgrounds, 9 feats, 29 complete NPCs, 2 diseases, 24 spells & invocations, 96 magic items & equipment, 42 monsters, and much more!

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!

Enter a Portal to the Unknown!

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:

  • The life and times of the noble bearfolk, their Bear Maiden and their honey axes
  • Mysteries of the quizzical ravenfolk, steeped in magic and myth
  • Dangerous secrets kept by the druids, from dark trinkets to hidden circles
  • Weird and quirky truths, from the Astral moons to the odd weather of the Wastes
  • Details and history of the village of Redtower, ever in the shadow of the Scarlet Citadel
  • Wondrous and mysterious locales of the Southlands, where adventure is abundant
  • Sites of legend, their secrets uncovered, from the interplanar Stross Library to Terminus Island at the very edge of the world
  • Mind-bending options for dungeons and new perspectives on their design and integration
  • Rumors of the Dragon Empire and insights into just what the dragons are hiding
  • Plus new subclasses, backgrounds, spells, magic items, monsters, and more!

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:

  • Three new playable races from the deep woods: Alseid, Erina, and Piney
  • New barbarian primal paths for bearfolk characters: Hive Tender and Shadow Chewer
  • Forest-themed class options for clerics, druids, rangers, rogues, warlocks, and wizards, including the Circle of Oak druid and the Griffon Scout ranger
  • 13 new companion beasts, including everything from alligators and falcons to a giant mongoose, forest hounds, and rare stags
  • 6 new feats, and a new Forest Dweller background with a feral variant
  • 45 new spells, including shadow tree, legion of rabid squirrels, mark prey, and revive beast
  • New magic items, including bracelet of the fire tender, circlet of holly, and sickle of thorns

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…

Bold Heroes From the Lands of Pitiless Sun!

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:

  • Circle of the Desert druid archetype
  • Aeromancer wizard arcane tradition
  • Oath of the Ancestors for paladins
  • Caravan raider rogue archetype
  • And many others!

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!

Adventure In a Dark World of Deep Magic!

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:

  • Detailed description of Midgard’s empires, cities, and kingdoms, with associated heraldry, rulers, and adventure hooks for each state, large or small
  • Characters from Baba Yaga to the lords of the Dragon Empire, from the honest folk of Zobeck to various elven holdouts of Dornig and the vampire lords of Morgau
  • Full lore on the pantheons of the Northlands, Crossroads, Elves, and others, including divine domain lists, rituals, divine demands, and the various masks and sacred texts—plus rituals and ambitions of the Dark Gods, for the GM’s eyes alone!
  • Revised and expanded lore of the planes, history, calendars, and conflicts of the world
  • Forbidden lore of blood magic, void magic, and various dooms and items not meant for players’ eyes!
  • And much more!

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!

  1. Hollow by Richard Pett
  2. The Honey Queen by Jonathan McAnulty
  3. The Vengeful Heart by Matt Corley
  4. Challenge of the Fang by Dan Voyce
  5. The Griffon Hatchling Heist by Michael Fulanetto
  6. Gall of the Spider Crone by Tim Connor
  7. Blood and Thorns by Dan Voyce
  8. Grandmother’s Fire by Ben McFarland
  9. The Vengeful Dragon by Steve Robert with Wolfgang Baur
  10. The Fingers of Derende, The Tongue of Derende, and The Heart of Derende by Jon Swatsky

Sharpen your blade and hoist your pack—it’s time to head into the forest!



Product Details

Published undefined
Category Character Options, Adventure, Setting Guide, Bestiary, Gamemaster Options
Theme Dungeon, Urban, Wilderness, Horror, Intrigue
Setting Midgard, Southlands
Storyline Tales of the Old Margreve
Includes 1977 Art, 17 Random Encounter Tables, 328 Encounters, 6 Warlock Pact Boons, 2 Hieroglyphs, 50 Races, 105 Maps, 540 Spells, 520 Items, 11 Books, 10 Pantheons, 1 Classes, 4 Aerial Combat Manuevers, 23 Eldritch Invocations, 10 Elemental Masteries, 11 Techniques, 4 Mojo Bag Recipes, 10 Angelic Seals, 45 Feats, 124 Subclasses, 1 Extension, 632 Monsters, 55 Weapon Maneuvers, 34 Rune, 47 Backgrounds
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