Lords of Midgard TTRPG: Arbiters of Creation Guide

Lords of Midgard TTRPG: Arbiter of Creation Guide

Introduction

Welcome to the Arbiters of Creation Handbook for the Lords of Midgard Tabletop Role-Playing Game. As the Arbiter of Creation (AOC), you are the storyteller, world-shaper, and adjudicator of a dark fantasy realm where ancient gods, forbidden Void energy, and mortal defiance collide. This handbook equips you with the tools to craft immersive campaigns, design challenging encounters, and guide players through the Great Cleansing—a divine purge to eradicate life due to humanity’s misuse of the Forbidden Void of Creation. Drawing inspiration from the *Player’s Handbook*, this guide provides detailed advice on world-building, narrative structure, encounter design, and rule adjudication, all tailored to the unique lore and mechanics of Midgard.

The handbook assumes familiarity with the *Player’s Handbook* and the modified D20 System, including faction dynamics, runic magic, Void corruption, and the core narrative of Midgard. Whether you’re a seasoned game master or new to the role, this guide offers practical tools, examples, and inspiration to create epic tales of heroism, sacrifice, and rebellion against divine judgment.

Chapter 1: Role of the Arbiter of Creation

Your Responsibilities

As the AOC, you wear many hats: storyteller, referee, world-builder, and actor. Your primary responsibilities include:

  • Narrative Creation: Craft compelling stories centered on the Great Cleansing, faction conflicts, and player choices.
  • World Management: Bring Midgard to life with vivid descriptions of its landscapes, cultures, and threats.
  • Rule Adjudication: Interpret the modified D20 System, set Difficulty Classes (DCs), and resolve disputes fairly.
  • NPC and Monster Control: Portray non-player characters (NPCs), Void Abominations, and Void Titans, giving each distinct motives and personalities.
  • Player Facilitation: Ensure all players feel engaged, balancing spotlight time and encouraging role-playing.

Core Principles

To succeed as an AOC, adhere to these principles:

  • Impartiality: Rule fairly, favoring neither players nor NPCs.
  • Flexibility: Adapt to unexpected player choices, improvising within the rules.
  • Immersion: Use vivid descriptions and faction dynamics to deepen the dark fantasy atmosphere.
  • Collaboration: Work with players to weave their backstories into the campaign, fostering investment.
  • Fun: Prioritize enjoyment for all, balancing challenge with rewarding moments.

Session Zero

Before starting a campaign, hold a Session Zero to align expectations:

  • Discuss campaign tone (e.g., grim survival vs. heroic defiance).
  • Review player character concepts, ensuring faction and class choices fit the narrative.
  • Establish table rules (e.g., handling player vs. player conflict, pacing).
  • Introduce the Great Cleansing and Midgard’s stakes to set the mood.
Chapter 2: World-Building in Midgard

The Setting of Midgard

Midgard is a dark fantasy world of ancient forests, jagged mountains, and sunken ruins, scarred by the Great Cleansing. The Arbiters of Creation, divine enforcers, unleashed this purge to punish mortals for misusing the Forbidden Void of Creation, a chaotic energy that spawns rifts, Void Abominations, and colossal Void Titans. The world is divided by six factions—Norse, Celtic, Greek, Japanese, Persian, and Atlantean—each with unique cultures, magic, and relationships to the Void.

Key Locations

Populate your campaign with evocative locations:

  • Fjallheim (Norse): A rugged coastal village of longhouses and runestones, surrounded by icy fjords. Berserkers train here, and shamans commune with ancestral spirits (DC 15 Wisdom check for visions).
  • Emerald Glade (Celtic): A lush forest with sacred groves where Druids wield Rune Stones. Spirit animals roam, and mythical creatures like wyrms appear (DC 18 Nature check to summon).
  • Sparta (Greek): A fortified city of disciplined warriors. Titan Slayers patrol nearby Void rifts, and clerics pray at temples to resist corruption (DC 15 Religion check for divine blessings).
  • Ryukyu Islands (Japanese): Tropical isles with samurai dojos and Shinobi hideouts. Meditation shrines grant Advantage on Wisdom checks (DC 12).
  • Persian Citadel: A sprawling fortress of 10,000 Immortals, with archery ranges and cavalry stables. Ancient Void-tinged relics are buried beneath (DC 20 Arcana to uncover).
  • Atlantis Remnants (Atlantean): Underwater ruins powered by Void Crystals. Void Temples offer cleansing rituals (DC 15 Constitution save to remove Corruption).

Faction Dynamics

Factions shape Midgard’s politics and conflicts:

Faction Allies Rivals Void Stance
NorseCeltic, JapaneseGreek, AtlanteanCondemn Void Walkers
CelticNorse, JapaneseAtlanteanReject Void
GreekPersianNorse, AtlanteanDistrust Void
JapaneseNorse, CelticAtlanteanSuspicious of Void
PersianGreekAtlanteanShun Void
AtlanteanNoneAllEmbrace Void

Environmental Hazards

Midgard’s landscapes are perilous:

  • Void Rifts: Purple tears in reality (DC 15 Arcana to detect). Non-Void users have Disadvantage on attacks within 30 feet. Closing rifts requires DC 15 (minor) or DC 20 (Titan) Arcana checks.
  • Sacred Grounds: Grant Advantage to runic magic users (e.g., Shamans, Druids). Non-runic users roll DC 12 Wisdom to avoid divine disapproval (-1 to rolls for 1 hour).
  • Corrupted Forests: Inflict 1d4 necrotic damage per round (DC 12 Constitution save halves). Survival DC 15 to navigate safely.
  • Frozen Fjords: Require DC 14 Dexterity (Acrobatics) to avoid slipping (prone condition). Cold damage (1d6 per hour) without proper gear.

Lore and History

Midgard’s history shapes its present:

  • Creation Era: The Arbiters of Creation gifted mortals runic magic to maintain harmony.
  • Void Betrayal: Atlantis misused the Forbidden Void, sinking their civilization and triggering the Great Cleansing.
  • Great Cleansing (Present): Void rifts spawn Abominations (AC 14, 30 HP, +5 attack, 1d8+3 damage) and Titans (AC 18, 150 HP, +10 attack, 2d10+5 damage), threatening all life.
Chapter 3: Campaign Creation

Campaign Themes

Design campaigns around core themes:

  • Survival: Players band together to protect villages from Void rifts (Levels 1-5).
  • Defiance: Players challenge the Arbiters’ purge, seeking to harness or destroy the Void (Levels 6-10).
  • Unity: Players unite factions against Void Titans (Levels 11-15).
  • Godslaying: Players confront the Arbiters themselves (Levels 16-20).

Story Arcs

Structure campaigns in four acts:

  • Act 1: Awakening (Levels 1-5): Players encounter their first Void rift, choose factions, and face Abominations. Introduce key NPCs like Xan Khan.
  • Act 2: Faction Struggles (Levels 6-10): Players navigate rivalries (e.g., Norse vs. Greek) and close larger rifts. Introduce Calypso or Eros Valhas.
  • Act 3: Titan’s Wrath (Levels 11-15): Players battle Void Titans and decide to defy or appease the gods. Seven Dragonrend may aid or oppose.
  • Act 4: Divine Reckoning (Levels 16-20): Players unite factions or forge a new path, confronting an Arbiter (AC 22, 300 HP, +14 attack, 3d10+8 damage).

Campaign Hooks

Engage players with these hooks:

  • The Rift Plague: A village suffers from a Void rift’s corruption (DC 15 Arcana to close). Players must save survivors or lose faction favor.
  • The Lost Runestone: A Celtic artifact is stolen by Atlanteans, sparking war (DC 18 Persuasion to negotiate peace).
  • Titan’s Awakening: A Void Titan emerges, requiring a multi-faction alliance to defeat (DC 20 Diplomacy).

Pacing and Session Planning

Balance exploration, combat, and role-playing:

  • Exploration (30%): Navigating corrupted forests or ancient ruins (DC 15 Survival or Investigation).
  • Combat (40%): Fighting Void creatures or rival factions.
  • Role-Playing (30%): Interacting with NPCs like Aodhán Mosswalker or resolving faction disputes.
  • Session Length: Aim for 3-4 hours, with 2-3 encounters (combat, social, or exploration).
Chapter 4: Encounter Design

Building Encounters

Encounters combine combat, exploration, and social challenges:

  • Combat Encounters: Use Void Abominations or faction warriors. Adjust difficulty with the Encounter Difficulty Table.
  • Exploration Encounters: Navigating hazards like Void rifts (DC 15 Arcana) or frozen fjords (DC 14 Acrobatics).
  • Social Encounters: Diplomacy with factions (DC 15-20 Persuasion) or convincing NPCs like Kamate Masuki to aid.

Encounter Difficulty Table

Level Easy (XP) Medium (XP) Hard (XP) Deadly (XP)
1255075100
52505007501100
101200240036005300
15375075001125016500
2010000200003000040000

Note: Multiply XP by number of players. A Void Abomination grants 200 XP; a Void Titan grants 10,000 XP.

Sample Encounter: Rift Assault

Setup: A Void rift opens near Fjallheim (DC 15 Arcana to detect). Three Void Abominations (AC 14, 30 HP, +5 attack, 1d8+3 damage) attack villagers.

Objective: Protect villagers (DC 12 Athletics to evacuate) and close the rift (DC 15 Arcana, Advantage for Void Hunters).

Complication: After 3 rounds, a Void Titan emerges (AC 18, 150 HP, +10 attack, 2d10+5 damage).

Environment: Corrupted ground inflicts 1d4 necrotic damage per round (DC 12 Constitution save halves).

Reward: 600 XP, runic weapon (+1d6 elemental damage), or Norse favor (+2 Persuasion).

Balancing Encounters

Use the following guidelines:

  • Party Size: Adjust enemy numbers (e.g., +1 Abomination per player beyond 4).
  • Rest Frequency: Allow 1-2 short rests per session, 1 long rest per 2-3 sessions.
  • Terrain Effects: Sacred grounds grant Advantage to runic users; Void rifts impose Disadvantage on non-Void users.
Chapter 5: NPC Creation

Designing NPCs

NPCs bring Midgard to life. Create them with:

  • Role: Ally, rival, quest-giver, or enemy (e.g., Void cultist, faction leader).
  • Faction and Class: Use *Player’s Handbook* classes (e.g., Norse Berserker, Atlantean Void Walker).
  • Attributes: Assign 75 points (max 18) or use key figures’ stats (e.g., Xan Khan: DEX 18, CHA 16).
  • Motivations: Align with faction goals (e.g., Greeks oppose Void, Atlanteans embrace it).
  • Personality: Add traits, ideals, bonds, and flaws (e.g., Seven Dragonrend is vengeful but loyal).

Sample NPCs

Name Faction/Class Level Stats Role
Xan KhanPersian Immortal10DEX 18, CHA 16Quest-giver, trains archery
Seven DragonrendNorse Berserker12STR 20, CON 18Rival or ally vs. Titans
CalypsoAtlantean Void Walker12CHA 20, INT 16Void mentor, risks corruption

NPC Interactions

Use social skills to resolve NPC encounters:

  • Persuasion (DC 15-20): Convince NPCs to aid or share secrets.
  • Intimidation (DC 15): Force compliance, risking faction hostility.
  • Insight (DC 12-18): Detect lies or hidden motives.
Chapter 6: Treasure and Rewards

Treasure Types

Reward players with:

  • Runic Items: Weapons (+1d6 elemental damage) or armor (+1 AC, resistance to one damage type).
  • Void Artifacts: Grant +2 to Void-based checks but add 1 Corruption Point per use (DC 15 Constitution save).
  • Gold: Used to buy equipment or bribe NPCs (50-500 gold per encounter).
  • Faction Favor: +2 Persuasion with a faction or access to training (e.g., +1 Arcana).

Treasure Table

Level Minor Reward Major Reward Epic Reward
1-550 gold, +1 weaponRunic weapon (+1d6 damage)Rune Stone (+2 WIS)
6-10200 gold, +1 armorRunic armor (+1 AC)Void Crystal (+2 CHA, 1 Corruption)
11-15500 gold, +2 weaponRunic relic (+2 AC, resistance)Arbiter’s Shard (+3 to one attribute)
16-201000 gold, +3 weaponVoid Blade (+3d6 damage, 2 Corruption)Godslayer Rune (Advantage vs. Arbiters)

Distributing Rewards

Balance rewards to avoid overpowering players:

  • Per Session: 1-2 minor rewards, 1 major reward every 2-3 sessions.
  • Epic Rewards: Reserve for campaign milestones (e.g., defeating a Void Titan).
  • Void Artifacts: Use sparingly due to Corruption risk.
Chapter 7: Running the Game

Adjudicating Rules

Use the modified D20 System consistently:

  • DCs: Easy (10), Moderate (15), Hard (20), Near-Impossible (25).
  • Advantage/Disadvantage: Apply for environmental effects (e.g., sacred grounds, Void rifts).
  • Improvisation: If a rule is unclear, make a ruling based on logic and fairness (e.g., DC 15 Strength to lift a fallen tree).

Managing Players

Keep sessions engaging:

  • Spotlight Time: Ensure each player has moments to shine (e.g., a Void Walker closing a rift, a Spartan leading a phalanx).
  • Conflict Resolution: Mediate disputes with calm discussion, referencing Session Zero agreements.
  • Pacing: Use time skips for travel or downtime to maintain momentum.

Role-Playing Tips

Enhance immersion with:

  • Voice and Mannerisms: Give NPCs distinct speech patterns (e.g., Seven Dragonrend’s gruff tone, Calypso’s ethereal cadence).
  • Environmental Descriptions: Describe Midgard’s sights, sounds, and smells (e.g., “The air hums with Void energy, purple light flickering from the rift”).
  • Player Choices: Reward creative solutions with XP or faction favor (e.g., +100 XP for a clever rift-closing plan).

Handling Void Corruption

Manage Void Walkers and Void Seers carefully:

  • Corruption Checks: Enforce CON saves (DC 10 + ability level) for Void abilities.
  • Narrative Consequences: At 5+ Corruption Points, introduce social penalties (e.g., Disadvantage on Persuasion with non-Atlanteans).
  • Transformation: At 10 Corruption Points, a failed DC 15 CON save transforms the character into an NPC Void Abomination (AC 15, 50 HP, +6 attack, 2d6+4 damage).
Chapter 8: Variant Rules

Optional Rules

Customize gameplay with these variants:

  • Gritty Realism: Short rests take 8 hours, long rests take 7 days. Increases survival tension.
  • Void Corruption Surge: On a failed Void ability save, roll on a Surge Table (e.g., 1: Summon Abomination, 20: Gain +2 CHA temporarily).
  • Faction Loyalty: Players gain +1 to rolls when aiding their faction but Disadvantage when opposing it.
  • Heroic Inspiration: Players start with 1 Inspiration point per session, spent for Advantage on any roll.

Void Surge Table

d20 Effect
1-5Summon 1d4 Void Abominations (hostile).
6-10Take 1d6 necrotic damage (no save).
11-15Gain +2 to next Void ability (1 minute).
16-20Gain +2 CHA or INT (1 hour, then +1 Corruption).

Customizing Monsters

Modify Void creatures for variety:

  • Void Abomination Variants: Add fire (1d6 fire damage) or shadow (invisibility, DC 15 Perception to spot) traits.
  • Void Titan Elites: Increase HP to 200, add +2 attack, or grant multi-attack (2 attacks per turn).
Chapter 9: Tools and Tables

Random Encounter Table

d100 Encounter XP
01-201d4 Void Abominations200 each
21-40Faction Patrol (4 warriors, AC 15, 40 HP, +5 attack, 1d8+3 damage)300 each
41-60Corrupted Beast (AC 14, 50 HP, +6 attack, 1d10+4 damage)400
61-80Void Rift (DC 15 Arcana to close, spawns 1 Abomination)500
81-95NPC Ally (e.g., Celtic Druid, level 5)200
96-00Void Titan (AC 18, 150 HP, +10 attack, 2d10+5 damage)10000

NPC Personality Table

d20 Trait Ideal Flaw
1-5GruffHonorStubborn
6-10CharismaticPowerArrogant
11-15QuietBalanceFearful
16-20MysticRedemptionObsessive

Plot Hooks Table

d20 Hook
1-5Village under attack by Void Abominations.
6-10Stolen runic artifact sparks faction war.
11-15Void rift threatens a sacred temple.
16-20NPC seeks players to hunt a Void Titan.
Chapter 10: Appendices

Glossary

  • Arbiter of Creation (AOC): The game master, shaping Midgard’s narrative and rules.
  • Great Cleansing: Divine purge to eradicate life due to Void misuse.
  • Void Rifts: Portals spawning Void creatures.
  • Rune Stones: Artifacts for runic magic, used by non-Atlantean factions.
  • Void Tech: Atlantean technology powered by Void Crystals.

AOC Tools

  • Character Sheets: Track NPC stats, player Corruption, and faction favor.
  • Map Templates: Create maps for fjords, forests, or ruins (use grid paper for combat).
  • Session Log: Record key events, XP, and rewards for continuity.

Sample Campaign Outline

Title: The Riftborn Prophecy

Premise: A prophecy claims a “Riftborn” will end the Great Cleansing. Players investigate while factions vie for control.

Act 1: Discover a rift in Fjallheim, meet Seven Dragonrend (DC 18 Persuasion to ally).

Act 2: Mediate Norse-Celtic tensions (DC 15 Diplomacy), close a major rift (DC 20 Arcana).

Act 3: Hunt a Void Titan with Eros Valhas (AC 18, 150 HP).

Act 4: Confront an Arbiter (AC 22, 300 HP) to fulfill or defy the prophecy.

The Lords of Midgard Tabletop Role-Playing Game is the intellectual property of Mythforge Studio. For official content, updates, or further information, visit www.mythforgestudio.com.