LORDS OF MIDGARD: TTRPG COMPENDIUM OVERVIEW

Below is the complete **Lords of Midgard Tabletop Role-Playing Game Compendium** as of version 1.3, updated with all provided information, including the core rules, lore, character creation, equipment, combat mechanics, Beasts & Abominations Guide, and jewellery and accessory rules. This comprehensive document is designed for players and Arbiters of Creation (AOCs) to navigate the dark fantasy world of Midgard, where the Great Cleansing threatens all life due to the misuse of the Forbidden Void of Creation. The game uses a modified D20 System, emphasizing narrative depth, faction dynamics, and the interplay between sacred runic magic and dangerous Void energy.

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# Lords of Midgard Tabletop Role-Playing Game Compendium

## Version History
- **v1.0** (August 17, 2025): Initial compilation of core rules, lore, character creation elements, equipment, combat mechanics, and supporting systems. Included tables for Factions, Classes, Weapons, Armor, Gear, and Jewellery (noting no jewellery items were detailed initially).
- **v1.1** (August 17, 2025): Incorporated content from the Arbiters of Creation Handbook, detailing AOC responsibilities, principles, session zero, expanded setting details (key locations, faction dynamics table, environmental hazards, lore), campaign themes, story arcs, hooks, pacing, encounter building (with difficulty table and sample), NPC design (with table), treasure (with table), rule adjudication, player management, role-playing tips, Void corruption handling, optional rules (including Void Surge Table), monster customization, random encounter table, NPC personality table, plot hooks table, updated glossary, AOC tools, and sample campaign outline.
- **v1.2** (August 17, 2025): Added Beasts & Abominations Guide, including introduction, natural beasts table, Void Abominations table (with Lycanthropes), Void Titans table, integration mechanics (taming, combat), sample encounter, random encounter table, creature loot table, additional glossary terms, and creature customization options.
- **v1.3** (August 17, 2025): Integrated jewellery and accessory rules, including attunement mechanics (up to three accessories: one necklace, one earring, one ring), a comprehensive jewellery table with Void Corruption risks for non-Atlanteans (DC 15 CON save per use), and AOC integration guidelines (distribution, faction ties, narrative hooks). Noted future additions for belts, cloaks, and crafting rules.

## Introduction
The **Lords of Midgard Tabletop Role-Playing Game (TTRPG)** is a dark fantasy game set in the mythical realm of Midgard, where ancient gods, forbidden powers, and mortal struggles collide. Players embody heroes, outcasts, or warriors navigating the Great Cleansing, a divine purge initiated by the Arbiters of Creation to eradicate life due to humanity’s misuse of the Forbidden Void of Creation. This compendium provides all rules, options, and lore needed to create characters, engage in epic battles, and shape Midgard’s fate. The game uses a modified D20 System, emphasizing narrative depth, faction rivalries, and the tension between sacred runic magic and the chaotic Void. The Arbiter of Creation (AOC) serves as the storyteller, guiding players through a world of conflict, sacrifice, and defiance.

## The World of Midgard
Midgard is a realm of ancient forests, rugged mountains, and sunken civilizations, shaped by divine gifts and mortal hubris. The Arbiters of Creation granted mortals sacred runes, including Rune Stones, to harness natural magic in harmony with the world. However, the Forbidden Void of Creation—a chaotic energy reserved for the gods—was misused, most notably by the lost civilization of Atlantis, leading to its destruction and the onset of the Great Cleansing. Void rifts now spawn Abominations and colossal Titans, threatening all life. Players navigate a world divided by six factions, each with distinct cultures and perspectives on the Void, as they fight to survive or challenge divine judgment.

### Key Locations
Populate your campaign with evocative locations:
- **Fjallheim (Norse)**: A coastal village of longhouses and runestones amid icy fjords. Berserkers train here, and shamans commune with spirits (DC 15 Wisdom check for visions).
- **Emerald Glade (Celtic)**: A lush forest with sacred groves where Druids wield Rune Stones. Spirit animals and mythical creatures like wyrms roam (DC 18 Nature check to summon).
- **Sparta (Greek)**: A fortified city of disciplined warriors. Titan Slayers patrol Void rifts, and clerics pray at temples to resist corruption (DC 15 Religion check for 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 housing the 10,000 Immortals, with archery ranges and cavalry stables. Ancient Void-tinged relics lie 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).

### Environmental Hazards
Midgard’s landscapes are treacherous:
- **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.

## The Arbiter of Creation (AOC)
The AOC is the game’s storyteller, replacing the traditional Dungeon Master. They craft narratives, control NPCs, set challenges, and adjudicate rules, weaving the lore of the Great Cleansing, faction rivalries, and divine wrath into immersive campaigns.

### Arbiters of Creation Handbook
The Arbiters of Creation Handbook equips AOCs with tools to craft immersive campaigns in Midgard’s dark fantasy setting. As the AOC, you are the storyteller, world-shaper, and adjudicator, guiding players through the Great Cleansing. This guide provides advice on world-building, narrative structure, encounter design, and rule adjudication, tailored to Midgard’s lore and modified D20 System.

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

#### Core 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**: Weave player backstories into the campaign for investment.
- **Fun**: Prioritize enjoyment, balancing challenge with rewarding moments.

#### Session Zero
Hold a Session Zero to align expectations:
- Discuss campaign tone (e.g., grim survival vs. heroic defiance).
- Review 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.

#### Campaign Themes
- **Survival**: Protect villages from Void rifts (Levels 1-5).
- **Defiance**: Challenge the Arbiters’ purge (Levels 6-10).
- **Unity**: Unite factions against Void Titans (Levels 11-15).
- **Godslaying**: Confront the Arbiters (Levels 16-20).

#### Story Arcs
Structure campaigns in four acts:
- **Act 1: Awakening (Levels 1-5)**: Encounter a Void rift, choose factions, face Abominations. Introduce NPCs like Xan Khan.
- **Act 2: Faction Struggles (Levels 6-10)**: Navigate rivalries (e.g., Norse vs. Greek), close larger rifts. Introduce Calypso or Eros Valhas.
- **Act 3: Titan’s Wrath (Levels 11-15)**: Battle Void Titans, decide to defy or appease gods. Seven Dragonrend may aid or oppose.
- **Act 4: Divine Reckoning (Levels 16-20)**: Unite factions or forge a new path, confront an Arbiter (AC 22, 300 HP, +14 attack, 3d10+8 damage).

#### Campaign Hooks
- **The Rift Plague**: A village suffers from a Void rift’s corruption (DC 15 Arcana to close).
- **The Lost Runestone**: A Celtic artifact stolen by Atlanteans sparks war (DC 18 Persuasion to negotiate peace).
- **Titan’s Awakening**: A Void Titan emerges, requiring a multi-faction alliance (DC 20 Diplomacy).

#### Pacing and Session Planning
Balance exploration, combat, and role-playing:
- **Exploration (30%)**: Navigating corrupted forests or ruins (DC 15 Survival or Investigation).
- **Combat (40%)**: Fighting Void creatures or rival factions.
- **Role-Playing (30%)**: Interacting with NPCs or resolving faction disputes.
- **Session Length**: 3-4 hours, with 2-3 encounters.

#### Building Encounters
Encounters combine combat, exploration, and social challenges:
- **Combat Encounters**: Use Void Abominations or faction warriors. Adjust with the Encounter Difficulty Table.
- **Exploration Encounters**: Navigate 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.

| Level | Easy (XP) | Medium (XP) | Hard (XP) | Deadly (XP) |
|-------|-----------|-------------|-----------|-------------|
| 1     | 25        | 50          | 75        | 100         |
| 5     | 250       | 500         | 750       | 1100        |
| 10    | 1200      | 2400        | 3600      | 5300        |
| 15    | 3750      | 7500        | 11250     | 16500       |
| 20    | 10000     | 20000       | 30000     | 40000       |

Note: Multiply XP by number of players. Void Abomination: 200 XP; Void Titan: 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 CON save halves).
- **Reward**: 600 XP, runic weapon (+1d6 elemental damage), or Norse favor (+2 Persuasion).

#### Balancing Encounters
- **Party Size**: Add +1 Abomination per player beyond 4.
- **Rest Frequency**: 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.

#### Designing NPCs
Create NPCs with:
- **Role**: Ally, rival, quest-giver, or enemy.
- **Faction and Class**: Use *Player’s Handbook* classes (e.g., Norse Berserker).
- **Attributes**: Assign 75 points (max 18) or use key figures’ stats (e.g., Xan Khan: DEX 18, CHA 16).
- **Motivations**: Align with faction goals.
- **Personality**: Add traits, ideals, bonds, and flaws.

| Name              | Faction/Class       | Level | Stats          | Role                          |
|-------------------|---------------------|-------|----------------|-------------------------------|
| Xan Khan         | Persian Immortal   | 10    | DEX 18, CHA 16| Quest-giver, trains archery  |
| Seven Dragonrend | Norse Berserker    | 12    | STR 20, CON 18| Rival or ally vs. Titans     |
| Calypso          | Atlantean Void Walker| 12   | CHA 20, INT 16| Void mentor, risks corruption|
| Kamate Masuki    | Japanese Samurai   | 10    | DEX 18, WIS 16| Teaches Void closure         |
| Eros Valhas      | Greek Titan Slayer | 15    | STR 18, CHA 18| Recruits for Titan hunts     |
| Aodhán Mosswalker| Celtic Druid       | 10    | WIS 18, INT 16| Summons mythical creatures   |

#### NPC Interactions
Use social skills:
- **Persuasion (DC 15-20)**: Convince NPCs to aid or share secrets.
- **Intimidation (DC 15)**: Force compliance, risking hostility.
- **Insight (DC 12-18)**: Detect lies or motives.

#### Treasure Types
Reward players with:
- **Runic Items**: Weapons (+1d6 elemental damage) or armor (+1 AC, resistance to one damage type).
- **Void Artifacts**: +2 to Void-based checks, +1 Corruption per use (DC 15 CON save).
- **Gold**: 50-500 gold per encounter.
- **Faction Favor**: +2 Persuasion or training access.
- **Jewellery/Accessories**: See Jewellery section.

| Level | Minor Reward                  | Major Reward                       | Epic Reward                          |
|-------|-------------------------------|------------------------------------|--------------------------------------|
| 1-5   | 50 gold, +1 weapon           | Runic weapon (+1d6 damage)        | Rune Stone (+2 WIS)                 |
| 6-10  | 200 gold, +1 armor           | Runic armor (+1 AC)               | Void Crystal (+2 CHA, 1 Corruption) |
| 11-15 | 500 gold, +2 weapon          | Runic relic (+2 AC, resistance)   | Arbiter’s Shard (+3 to one attribute)|
| 16-20 | 1000 gold, +3 weapon         | Void Blade (+3d6 damage, 2 Corruption)| Godslayer Rune (Advantage vs. Arbiters)|

#### Distributing Rewards
- **Per Session**: 1-2 minor rewards, 1 major reward every 2-3 sessions.
- **Epic Rewards**: Reserve for milestones (e.g., defeating a Void Titan).
- **Void Artifacts**: Use sparingly due to Corruption risk.

#### Adjudicating Rules
- **DCs**: Easy (10), Moderate (15), Hard (20), Near-Impossible (25).
- **Advantage/Disadvantage**: Apply for environmental effects.
- **Improvisation**: Rule based on logic and fairness.

#### Managing Players
- **Spotlight Time**: Ensure each player shines (e.g., Void Walker closing a rift).
- **Conflict Resolution**: Mediate disputes using Session Zero agreements.
- **Pacing**: Use time skips for travel or downtime.

#### Role-Playing Tips
- **Voice and Mannerisms**: Distinct NPC speech (e.g., Seven Dragonrend’s gruff tone).
- **Environmental Descriptions**: Vivid details (e.g., “Purple light flickers from the rift”).
- **Player Choices**: Reward creativity with XP or favor.

#### Handling Void Corruption
- **Corruption Checks**: CON saves (DC 10 + ability level for abilities, DC 15 for accessories for non-Atlanteans).
- **Narrative Consequences**: At 5+ Corruption Points, social penalties (e.g., Disadvantage on Persuasion).
- **Transformation**: At 10 Points, failed DC 15 CON save transforms into NPC Void Abomination (AC 15, 50 HP, +6 attack, 2d6+4 damage).

#### Optional Rules
- **Gritty Realism**: Short rests (8 hours), long rests (7 days).
- **Void Corruption Surge**: Failed Void save triggers Surge Table.
- **Faction Loyalty**: +1 to rolls aiding faction, Disadvantage opposing it.
- **Heroic Inspiration**: 1 Inspiration point per session for Advantage.

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

#### Customizing Monsters
- **Void Abomination Variants**: Add fire (1d6 fire damage) or shadow (invisibility, DC 15 Perception).
- **Void Titan Elites**: +200 HP, +2 attack, or multi-attack.

| d100  | Encounter                                      | XP      |
|-------|------------------------------------------------|---------|
| 01-20 | 1d4 Void Abominations                          | 200 each|
| 21-40 | Faction Patrol (4 warriors, AC 15, 40 HP, +5 attack, 1d8+3 damage)| 300 each|
| 41-60 | Corrupted Beast (AC 14, 50 HP, +6 attack, 1d10+4 damage)| 400    |
| 61-80 | Void Rift (DC 15 Arcana to close, spawns 1 Abomination)| 500    |
| 81-95 | NPC Ally (e.g., Celtic Druid, level 5)         | 200     |
| 96-00 | Void Titan (AC 18, 150 HP, +10 attack, 2d10+5 damage)| 10000  |

| d20   | NPC Trait | Ideal     | Flaw      |
|-------|-----------|-----------|-----------|
| 1-5   | Gruff     | Honor     | Stubborn  |
| 6-10  | Charismatic| Power     | Arrogant  |
| 11-15 | Quiet     | Balance   | Fearful   |
| 16-20 | Mystic    | Redemption| Obsessive |

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

#### AOC Tools
- **Character Sheets**: Track NPC stats, Corruption, and faction favor.
- **Map Templates**: Create maps for fjords, forests, or ruins.
- **Session Log**: Record events, XP, and rewards.

#### 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 D20 System
The game uses a modified D20 System. Roll a d20, add modifiers (attribute, proficiency, equipment), and compare to a Difficulty Class (DC). Success meets or exceeds the DC.
- **Advantage**: Roll two d20s, take the higher.
- **Disadvantage**: Roll two d20s, take the lower.

## Character Creation
Create a character in eight steps:
1. **Choose a Faction**: Defines cultural ties and Void stance.
2. **Select a Class**: Determines role and abilities.
3. **Pick a Background**: Adds narrative flavor and bonuses.
4. **Assign Attributes**: Shape strengths.
5. **Choose Skills**: Specialized expertise.
6. **Select Equipment**: Weapons, armor, gear, jewellery.
7. **Calculate Derived Statistics**: HP, AC, etc.
8. **Add Personal Details**: Name, personality, goals.

### Step 1: Factions
Choose one of six factions:

| Faction   | Description                                                                 | Trait                                                                 | Void Relationship                          |
|-----------|-----------------------------------------------------------------------------|-----------------------------------------------------------------------|--------------------------------------------|
| Norse    | Seafarers led by berserkers and shamans, wielding runic magic.             | Berserker’s Resolve – Advantage on attack rolls below half health; Disadvantage on Wisdom checks in combat. | Condemn Void Walkers. |
| Celtic   | Warriors and druids using Rune Stones for natural magic.                  | Nature’s Bond – +2 to Wisdom-based checks in nature; Advantage with spirit animals. | Reject Void. |
| Greek    | Spartan warriors and Titan Slayers resisting Void corruption.             | Phalanx Discipline – +2 AC when adjacent to ally; resist fear.       | Distrust Void. |
| Japanese | Samurai, Shinobi, and Sohei blending honor and mysticism.                 | Spiritual Focus – Advantage on meditation; +1 attack with blades.    | Suspicious of Void. |
| Persian  | Elite Immortals with archery and cavalry skills.                          | Immortal Legacy – Once per long rest, remain at 1 HP when reduced to 0. | Shun Void. |
| Atlantean| Survivors of Atlantis, using Void Crystals and Void Tech.                | Void Attunement – +2 Arcana with Void; Disadvantage on Persuasion with non-Atlanteans. | Embrace Void. |

#### Faction Dynamics
| Faction   | Allies             | Rivals              | Void Stance        |
|-----------|--------------------|---------------------|--------------------|
| Norse    | Celtic, Japanese  | Greek, Atlantean   | Condemn Void Walkers |
| Celtic   | Norse, Japanese   | Atlantean          | Reject Void        |
| Greek    | Persian           | Norse, Atlantean   | Distrust Void      |
| Japanese | Norse, Celtic     | Atlantean          | Suspicious of Void |
| Persian  | Greek             | Atlantean          | Shun Void          |
| Atlantean| None              | All                | Embrace Void       |

### Step 2: Classes
Each faction offers three classes:

| Faction  | Class       | Role                              | Primary Attribute | Hit Die | Class Features (Levels 1-9)                                                                 | Proficiencies                          |
|----------|-------------|-----------------------------------|-------------------|---------|---------------------------------------------------------------------------------------------|----------------------------------------|
| Norse   | Berserker  | Melee warrior with rage.         | Strength         | d12    | Berserker Trance (2/day), Runic Strike (3/day), Greater Trance (Level 5), Runic Fury (Level 9). | Athletics, Intimidation, heavy weapons, light/medium armor. |
| Norse   | Shaman     | Mystic seer with runic magic.    | Wisdom           | d8     | Void Sight (2/day), Spirit Call (1/day), Runic Ward (2/day), Spirit Bond (Level 5), Prophetic Vision (Level 9). | Arcana, Perception, light armor, staves, daggers. |
| Norse   | Beast Master| Animal-bonded warrior.          | Strength/Dexterity| d10    | Beast Bond (1/day), Feral Strike (3/day), Pack Tactics (Level 5), Greater Beast (Level 9). | Athletics, Survival, light/medium armor, bows, swords. |
| Celtic  | Gallowglass| Mercenary with runic weapons.    | Strength         | d10    | Runic Blade (3/day), Battle Roar (2/day), Iron Resolve (2/day), Runic Mastery (Level 5), War Cry (Level 9). | Athletics, Intimidation, heavy weapons, medium/heavy armor. |
| Celtic  | Druid      | Nature mage and shapeshifter.    | Wisdom           | d8     | Shapeshift (2/day), Rune Stone Magic (4/day), Spirit Animal (1/day), Mythical Summon (Level 5), Greater Shapeshift (Level 9). | Arcana, Nature, light armor, staves, daggers. |
| Celtic  | Elementalist| Elemental mage with Rune Stones.| Intelligence     | d8     | Elemental Surge (4/day), Nature’s Wrath (2/day), Rune Shield (2/day), Elemental Mastery (Level 5), Tempest Strike (Level 9). | Arcana, Nature, light armor, staves, daggers. |
| Greek   | Spartan    | Formation-based warrior.         | Strength         | d10    | Shield Wall (3/day), Phalanx Strike (3/day), Iron Will (2/day), Unbreakable Line (Level 5), Spartan Valor (Level 9). | Athletics, Intimidation, heavy weapons, medium/heavy armor. |
| Greek   | Titan Slayer| Anti-Titan warrior.             | Strength         | d10    | Rift Sense (2/day), Void Bane (3/day), Titan’s Fall (2/day), Rift Mastery (Level 5), Titan Bane (Level 9). | Athletics, Arcana, medium/heavy armor, swords, spears. |
| Greek   | Cleric     | Divine warrior.                  | Wisdom           | d8     | Divine Smite (3/day), Healing Prayer (2/day), God’s Ward (2/day), Greater Healing (Level 5), Divine Wrath (Level 9). | Religion, Medicine, light/medium armor, maces, shields. |
| Japanese| Samurai    | Honorable warrior with mysticism.| Dexterity        | d10    | Oni’s Fang Strike (3/day), Meditative Focus (2/day), Honor’s Blade (2/day), Oni’s Wrath (Level 5), Legendary Strike (Level 9). | Athletics, Persuasion, bladed weapons, medium armor. |
| Japanese| Shinobi    | Stealthy warrior.                | Dexterity        | d8     | Shadow Strike (3/day), Smoke Veil (2/day), Ninja Tools (10/day), Shadow Step (Level 5), Deadly Ambush (Level 9). | Stealth, Acrobatics, light armor, small weapons. |
| Japanese| Sohei      | Spiritual warrior.               | Wisdom           | d8     | Chi Strike (3/day), Meditation Trance (2/day), Spirit Ward (2/day), Chi Mastery (Level 5), Spiritual Harmony (Level 9). | Religion, Insight, light armor, polearms, bows. |
| Persian | Immortal   | Versatile archer and swordsman.  | Dexterity        | d10    | Volley (3/day), Ancestral Might (2/day), Void-Sealing Shot (1/day), Immortal Precision (Level 5), Legendary Volley (Level 9). | Athletics, Persuasion, bows, swords, medium armor. |
| Persian | Aswaran    | Mounted cavalry warrior.         | Strength         | d10    | Cavalry Charge (3/day), Swift Mount (2/day), Lance Mastery (2/day), Thunderous Charge (Level 5), Mounted Supremacy (Level 9). | Athletics, Animal Handling, lances, medium/heavy armor. |
| Persian | Tirandaz   | Master archer.                   | Dexterity        | d8     | Precision Shot (3/day), Eagle’s Sight (2/day), Rapid Fire (2/day), Deadly Precision (Level 5), Archer’s Flurry (Level 9). | Perception, Acrobatics, light armor, bows. |
| Atlantean| Void Walker| Void mage risking corruption.    | Charisma         | d8     | Void Incantation (4/day), Siren’s Call (2/day), Void Cleansing (1/week), Void Mastery (Level 5), Abyssal Call (Level 9). | Arcana, Persuasion, light armor, daggers. |
| Atlantean| Void Hunter| Rift-sealing warrior.            | Strength         | d10    | Rift Closure (2/day), Void Bane (3/day), Purge Strike (2/day), Rift Sealer (Level 5), Void Purge (Level 9). | Arcana, Athletics, medium armor, swords, spears. |
| Atlantean| Void Seer  | Void-attuned mystic.             | Intelligence     | d8     | Void Vision (2/day), Void Shield (2/day), Prophetic Chant (2/day), Foresight (Level 5), Void Barrier (Level 9). | Arcana, Insight, light armor, daggers. |

### Step 3: Backgrounds
Choose a background for flavor and bonuses:
- **Outcast**: +2 Stealth, proficient in Survival.
- **Temple Initiate**: +2 Arcana, proficient in Religion.
- **Farmer**: +2 Endurance, Advantage on rural life checks.
- **Noble**: +2 Persuasion, access to faction resources.
- **Soldier**: +2 Athletics, proficient in Intimidation.
- **Scholar**: +2 History, proficient in Arcana.
- **Merchant**: +2 Persuasion, proficient in Insight.

### Step 4: Attributes
Distribute 75 points across six attributes (max 18 before bonuses) or roll 4d6 (drop lowest) for each. Faction/class bonuses apply (e.g., Norse +1 STR).

### Step 5: Skills
Choose 4 skills for proficiency. Proficiency Bonus: +2 (Level 1), +3 (Level 5), +4 (Level 9), +5 (Level 13).

### Step 6: Equipment
Select from faction-specific gear and equipment lists. Characters start with 50 gold.

#### Weapons
| Weapon      | Damage | Type       | Properties                  | Cost (Gold) |
|-------------|--------|------------|-----------------------------|-------------|
| Battle-Axe | 1d8   | Slashing  | Versatile (1d10)          | 10         |
| Longsword  | 1d8   | Slashing  | Versatile (1d10)          | 15         |
| Shortsword | 1d6   | Slashing  | Light, Finesse             | 10         |
| Greatsword | 2d6   | Slashing  | Heavy, Two-Handed          | 50         |
| Warhammer  | 1d8   | Bludgeoning| Versatile (1d10)          | 15         |
| Mace       | 1d6   | Bludgeoning| -                          | 5          |
| Spear      | 1d6   | Piercing  | Thrown (20/60 ft), Versatile (1d8)| 1          |
| Javelin    | 1d6   | Piercing  | Thrown (30/120 ft)         | 0.5        |
| Longbow    | 1d8   | Piercing  | Ranged (150/600 ft), Two-Handed| 50         |
| Shortbow   | 1d6   | Piercing  | Ranged (80/320 ft), Two-Handed| 25         |
| Crossbow   | 1d8   | Piercing  | Ranged (100/400 ft), Loading| 50         |
| Dagger     | 1d4   | Piercing  | Light, Finesse, Thrown (20/60 ft)| 2          |
| Katana     | 1d8   | Slashing  | Finesse                    | 25         |
| Tanto      | 1d4   | Piercing  | Light, Finesse             | 5          |
| Naginata   | 1d10  | Slashing  | Reach, Two-Handed          | 20         |
| Shuriken   | 1d4   | Piercing  | Thrown (20/60 ft), Light   | 0.1 (per 5)|
| Scimitar   | 1d6   | Slashing  | Light, Finesse             | 25         |
| Lance      | 1d12  | Piercing  | Reach, Special (Disadvantage within 5 ft)| 10         |
| Sling      | 1d4   | Bludgeoning| Ranged (30/120 ft)         | 0.1        |
| Staff      | 1d6   | Bludgeoning| Versatile (1d8)            | 0.2        |

#### Armor
| Armor            | AC               | Strength | Stealth      | Cost (Gold) |
|------------------|------------------|----------|--------------|-------------|
| Padded           | 11 + DEX        | -        | Disadvantage| 5          |
| Leather          | 11 + DEX        | -        | -           | 10         |
| Hide             | 12 + DEX (max 2)| -        | -           | 10         |
| Chain Shirt      | 13 + DEX (max 2)| -        | -           | 50         |
| Scale Mail       | 14 + DEX (max 2)| -        | Disadvantage| 50         |
| Breastplate      | 14 + DEX (max 2)| -        | -           | 400        |
| Half Plate       | 15 + DEX (max 2)| -        | Disadvantage| 750        |
| Chain Mail       | 16              | STR 13   | Disadvantage| 75         |
| Splint           | 17              | STR 15   | Disadvantage| 200        |
| Plate            | 18              | STR 15   | Disadvantage| 1500       |
| Shield           | +2              | -        | -           | 10         |
| Lamellar         | 14 + DEX (max 2)| -        | -           | 50         |
| Hoplite Armor    | 15              | STR 13   | Disadvantage| 100        |
| Fur Armor        | 12 + DEX        | -        | -           | 15         |
| Void Tech Armor  | 13 + DEX        | -        | -           | 100        |
| Bronze Cuirass   | 16              | STR 14   | Disadvantage| 300        |
| Quilted Armor    | 11 + DEX        | -        | -           | 8          |
| Chiton           | 10 + DEX        | -        | -           | 5          |
| Reinforced Hide  | 13 + DEX (max 2)| -        | -           | 20         |
| Scale Cuirass    | 15 + DEX (max 1)| STR 13   | Disadvantage| 150        |

#### Gear
| Item             | Description                                      | Cost (Gold) |
|------------------|--------------------------------------------------|-------------|
| Rope (50 ft)     | Hemp or silk, for climbing or binding           | 1          |
| Torch            | Burns for 1 hour, 20-foot radius light          | 0.1        |
| Lantern          | 30-foot radius light, 6 hours with oil          | 5          |
| Oil Flask        | Fuel for lanterns or weapon (1d4 fire, 5 ft)   | 0.1        |
| Backpack         | Holds 30 pounds of gear                         | 2          |
| Bedroll          | For sleeping in the wild                        | 1          |
| Waterskin        | Holds 4 pints of liquid                         | 0.2        |
| Rations (1 day)  | Preserved food for travel                       | 0.5        |
| Tinderbox        | For starting fires                              | 0.5        |
| Grappling Hook   | For climbing steep surfaces                     | 2          |
| Pitons (10)      | For securing ropes during climbs                | 0.5        |
| Crowbar          | Advantage on STR checks to pry open objects     | 2          |
| Shovel           | For digging                                     | 2          |
| Healer’s Kit     | Stabilize dying characters (10 uses)            | 5          |
| Climber’s Kit    | Advantage on climbing checks                    | 25         |
| Tent             | Shelter for 2 people                            | 2          |
| Fishing Tackle   | For catching fish (Survival DC 15)              | 1          |
| Map Case         | Protects maps or scrolls                        | 1          |
| Parchment (10 sheets)| For writing or mapping                          | 1          |
| Ink and Quill    | For writing                                     | 8          |
| Signal Whistle   | Audible up to 600 feet                          | 0.5        |
| Chalk (10 pieces)| For marking surfaces                            | 0.1        |
| Lock             | Basic lock (DC 15 to pick)                      | 10         |
| Manacles         | Restrain creatures (DC 15 STR to break)         | 2          |
| Holy Symbol      | For Cleric spells or rituals                    | 5          |

#### Jewellery and Accessories
Characters can attune to up to three accessories (one necklace, one earring, one ring) during a short or long rest (1 hour focus). Items with Void Corruption Risk require a DC 15 CON save per use for non-Atlanteans to avoid +1 Corruption Point.

| Item                      | Runestone        | Rarity    | Bonus                                                                 | Description                                                                 | Void Corruption Risk |
|---------------------------|------------------|-----------|----------------------------------------------------------------------|-----------------------------------------------------------------------------|----------------------|
| **Necklaces**             |                  |           |                                                                      |                                                                             |                      |
| Alchemist’s Torc          | Alchemist        | Common    | +2 HP when drinking a potion of healing                              | Bronze torc with alchemist rune, glowing with potion use                    | None                 |
| Featherfoot Choker        | Featherfoot      | Uncommon  | +5 ft movement speed (no heavy armor)                                | Leather choker with featherfoot rune gem, granting swiftness                | None                 |
| Chalice Pendant           | Chalice          | Rare      | Stores 3 spell levels (cast with original modifiers)                 | Silver goblet-shaped pendant with arcane shimmer                           | None                 |
| Daywalker Amulet          | Daywalker        | Uncommon  | Negates sunlight sensitivity; Advantage vs. exhaustion in daylight    | Sun-shaped amulet with daywalker rune, golden glow                         | None                 |
| Soultrap Medallion        | Soultrap         | Rare      | Gain temporary HP (spell level, max 5) when reducing creature to 0 HP with spell | Dark iron medallion with soultrap rune, pulsing with essence            | +1 Corruption per use |
| Tempest Collar            | Tempest          | Legendary | 1/day: 10-ft storm cloud (1 min), Advantage on Intimidation, 2d6 lightning (DC 15 Reflex) | Storm-blue collar with tempest rune, crackling with energy         | None                 |
| **Left Earrings**         |                  |           |                                                                      |                                                                             |                      |
| Arrow Catcher Stud        | Arrow Catcher    | Uncommon  | 2/day: Reaction to impose Disadvantage on ranged attack (you/ally within 10 ft) | Silver stud with arrow catcher rune, vibrates near missiles           | None                 |
| Cat’s Whisper Earring     | Cat              | Uncommon  | 1/day: Bonus action, see in nonmagical darkness (60 ft, 10 min)       | Cat’s eye earring, glowing in dim light                                    | None                 |
| Nondetection Hoop         | Nondetection     | Rare      | Advantage vs. divination spells/effects revealing location           | Gold hoop with nondetection rune, veiled in obscurity                      | None                 |
| Phoenix Spark Earring     | Phoenix          | Rare      | 1/day: Regain 1 HP when reduced to 0 HP (not killed)                 | Fiery red gem earring with phoenix rune, warm to touch                     | None                 |
| Displacement Drop         | Displacement     | Very Rare | 1/day: Reaction to teleport 15 ft after melee damage                 | Dangling earring with displacement rune, wearer flickers                   | +1 Corruption per use |
| Mime’s Silence Stud       | Mime             | Legendary | 1/day: Invisible for 1 min (ends on attack/spell)                    | Transparent stud with mime rune, grants fleeting invisibility              | None                 |
| **Right Earrings**        |                  |           |                                                                      |                                                                             |                      |
| Mariner’s Shell Earring   | Mariner          | Common    | +1 to CON saves vs. exhaustion over water                            | Shell-shaped earring with mariner rune, smells of sea                      | None                 |
| Serpent’s Fang Earring    | Serpent          | Uncommon  | Resistance to nonmagical poison damage                               | Coiled serpent earring with serpent rune, hisses near poison               | None                 |
| Journey Bead              | Journey          | Rare      | Ignore nonmagical difficult terrain (1 hr/day)                       | Carved bone bead with journey rune, guides steps                           | None                 |
| Warmage’s Crest Earring   | Warmage          | Rare      | +2 damage to cantrips (1/turn)                                       | Crescent earring with warmage rune, glows during spellcasting              | None                 |
| Retribution Spike         | Retribution      | Very Rare | Melee attackers take 1d6 force damage (1/round)                      | Spiked earring with retribution rune, pulses vengefully                    | +1 Corruption per use |
| Force of Will Gem         | Force of Will    | Legendary | +1 to saves vs. magical effects                                      | Radiant gem earring with force of will rune, bolsters resolve              | None                 |
| **Left Rings**            |                  |           |                                                                      |                                                                             |                      |
| Warrior’s Band            | Warrior          | Common    | +1 to Strength (Athletics) checks                                    | Iron ring with warrior rune, enhances prowess                              | None                 |
| Knock Signet              | Knock            | Uncommon  | 1/day: Cast knock without components                                 | Bronze signet with knock rune, vibrates near locks                         | None                 |
| Magebane Ring             | Magebane         | Rare      | +2 to saves vs. arcane spells                                        | Silver ring with magebane rune, dulls arcane energy                        | None                 |
| Blood Weapon Band         | Blood Weapon     | Very Rare | Regain 1d4 HP on melee critical hit (not vs. constructs/undead)      | Dark red band with blood weapon rune, warm with blood                      | +1 Corruption per use |
| Dragonbane Loop           | Dragonbane       | Very Rare | +1d4 damage to dragons (incl. dragon turtles, wyverns)              | Scaled ring with dragonbane rune, glows near dragons                       | None                 |
| Wolfsbane Crest           | Wolfsbane        | Legendary | Advantage vs. fear; immune to beast charms                           | Silver ring with wolfsbane rune, etched with howling wolf                  | None                 |
| **Right Rings**           |                  |           |                                                                      |                                                                             |                      |
| Thief’s Band              | Thief            | Common    | +1 to Dexterity (Sleight of Hand) checks                             | Slim copper ring with thief rune, aids nimble fingers                      | None                 |
| Chaos Ring                | Chaos            | Uncommon  | 1/day: Critical hit with weapon triggers Wild Magic Surge            | Swirling multicolored ring with chaos rune, unpredictable glow             | +1 Corruption per use |
| Hunt Signet               | Hunt             | Rare      | +2 to Wisdom (Survival) checks for tracking                          | Ring with hunt rune, adorned with claw                                     | None                 |
| Superconductor Band       | Superconductor   | Rare      | +1 damage to lightning spells/effects                                | Metallic ring with superconductor rune, sparks faintly                     | None                 |
| Earthshaker Ring          | Earthshaker      | Very Rare | 1/day: 10-ft tremor (DC 15 STR save or prone)                       | Heavy stone ring with earthshaker rune, rumbles softly                     | None                 |
| Volant Loop               | Volant           | Legendary | Double jump distance; no fall damage ≤30 ft                          | Lightweight ring with volant rune, feather motif                           | None                 |

##### AOC Integration for Jewellery
- **Distribution**: Award as loot from Void rifts, faction quests, or ruins. Common/Uncommon (levels 1-5), Rare/Very Rare (levels 6-10), Legendary (levels 11+).
- **Void Corruption**: Items with Corruption risk require DC 15 CON save per use for non-Atlanteans to avoid +1 Corruption Point. Atlanteans are immune.
- **Faction Ties**:
  - **Norse**: Warrior’s Band, Tempest Collar
  - **Celtic**: Featherfoot Choker, Journey Bead
  - **Greek**: Magebane Ring, Phoenix Spark Earring
  - **Japanese**: Chaos Ring, Mariner’s Shell Earring
  - **Persian**: Hunt Signet, Force of Will Gem
  - **Atlantean**: Soultrap Medallion, Displacement Drop
- **Narrative Hooks**:
  - Finding an Alchemist’s Torc in a Celtic grove (DC 15 Investigation).
  - Earning a Tempest Collar through a Norse storm ritual (DC 18 Religion).
  - Discovering a Chaos Ring in a Japanese shrine, guarded by a Void Wraith (AC 13, 45 HP).
- **Future Additions**: Potential belts, cloaks, Void-tainted accessories, crafting rules, or faction-specific quests.

#### Starting Equipment
- **Norse**: Battle-axe, runic shield, leather armor (Berserker); runic staff, furs (Shaman); bow, hide armor (Beast Master).
- **Celtic**: Claymore, runic shield, chain shirt (Gallowglass); runic staff, Rune Stone amulet, hide armor (Druid/Elementalist).
- **Greek**: Spear, bronze shield, hoplite armor (Spartan/Titan Slayer); mace, holy symbol, chain mail (Cleric).
- **Japanese**: Katana (Oni’s Fang for Samurai), lamellar armor (Samurai/Sohei); tanto, black garb (Shinobi).
- **Persian**: Scimitar, magical bow, scale mail (Immortal/Tirandaz); lance, scale mail (Aswaran).
- **Atlantean**: Void Crystal dagger, Void Tech armor (all classes).

### Step 7: Derived Statistics
- **Hit Points (HP)**: Class Hit Die + CON modifier (max at level 1, average or roll thereafter).
- **Armor Class (AC)**: 10 + DEX modifier + armor bonus.
- **Initiative**: DEX modifier.
- **Speed**: 30 feet (modified by class/equipment).
- **Saving Throws**: Proficient in two saves based on class.

### Step 8: Personal Details
Choose name, personality traits, ideals, bonds, and flaws.

## Combat
- **Initiative**: d20 + DEX modifier.
- **Attack Roll**: d20 + STR/DEX modifier + Proficiency Bonus vs. AC.
- **Damage**: Weapon die + STR/DEX modifier + runic/Void bonuses.
- **Void Creatures**: Abominations resist non-magical weapons; Titans require runic/Void-enhanced weapons.
- **Actions**: Attack, cast spell, dash, disengage, dodge, help, or use item.
- **Bonus Actions**: Class abilities or off-hand attacks.
- **Reactions**: Opportunity attacks or class features.

## Saving Throws
Roll d20 + attribute modifier + Proficiency Bonus vs. DC:
- **STR**: Resist physical force.
- **DEX**: Dodge attacks/traps.
- **CON**: Endure poison/Void corruption.
- **INT**: Resist mental manipulation.
- **WIS**: Perceive illusions/resist fear.
- **CHA**: Withstand charm/Void influence.

## Void Corruption Pool (Void Walker and Void Seer)
- **Pool Size**: 0-10 Corruption Points.
- **Gaining Corruption**: CON save (DC 10 + ability level for abilities, DC 15 for accessories for non-Atlanteans). Failure adds 1 Point.
- **Effects**:
  - 1-4: No effect.
  - 5: Minor Flaw (e.g., glowing eyes, Disadvantage on CHA).
  - 8: Major Flaw (e.g., -2 attribute).
  - 10: Risk NPC Void Abomination (DC 15 CON save daily).
- **Cleansing**: Void Cleansing (1/week, 1d4 Points) or rituals (AOC discretion).

## Runic Power Pool (Shaman, Druid, Elementalist, Cleric)
- **Pool Size**: 2 + INT/WIS modifier at level 1, +2 per level.
- **Using Runic Power**: Spells cost 1-3 points (Level 1: 1d8, Level 2: 2d6, Level 3: 3d6).
- **Regaining Points**: Full recovery after long rest; 1d4 points via meditation (DC 15 WIS, 1/day).

## Void Rift Closure
Arcana check (DC 15 minor, DC 20 Titan). Void Hunters/Seers/Walkers have Advantage. Failure may spawn Abominations or add Corruption.

## Leveling and Experience
Gain XP for defeating enemies, closing rifts, or completing missions.

| Level | XP Required | Total XP |
|-------|-------------|----------|
| 1     | 0           | 0        |
| 2     | 300         | 300      |
| 3     | 900         | 1200     |
| 4     | 2700        | 3900     |
| 5     | 6500        | 10400    |
| ...   | ...         | ...      |
| 20    | 355000      | 855000   |

## Beasts & Abominations Guide
This guide details Midgard’s creatures, from natural beasts to Void Abominations and Titans.

### Natural Beasts
Tamed by Beastmasters (Wisdom (Animal Handling) check) or Druids (-2 DC).

| Beast      | Size/Type     | AC | HP | STR/DEX/CON | Attack | Damage          | Taming DC (Druid) | Affinity Cost | XP  |
|------------|---------------|----|----|-------------|--------|-----------------|--------------------|---------------|-----|
| Wolf      | Medium Beast | 13 | 11 | 12/15/12   | +4    | 1d6+2 piercing | 12 (10)           | 5             | 50  |
| Dire Wolf | Large Beast  | 14 | 37 | 17/15/15   | +5    | 2d6+3 piercing | 15 (13)           | 10            | 200 |
| Bear      | Large Beast  | 12 | 34 | 19/10/16   | +5    | 1d8+4 slashing | 14 (12)           | 8             | 150 |
| Dire Bear | Huge Beast   | 13 | 65 | 21/10/18   | +7    | 2d8+5 slashing | 18 (16)           | 15            | 450 |
| Crow      | Tiny Beast   | 12 | 1  | 2/14/8     | +4    | 1 piercing     | 10 (8)            | 2             | 10  |
| Falcon    | Small Beast  | 13 | 5  | 5/16/10    | +5    | 1d4+2 slashing | 11 (9)            | 3             | 25  |
| Dire Falcon| Medium Beast| 14 | 22 | 10/18/12   | +6    | 1d6+3 slashing | 14 (12)           | 8             | 100 |
| Boar      | Medium Beast | 11 | 11 | 13/11/12   | +3    | 1d6+1 slashing | 12 (10)           | 5             | 50  |
| Dire Boar | Large Beast  | 12 | 42 | 17/10/15   | +5    | 2d6+3 slashing | 15 (13)           | 10            | 200 |
| Elk       | Large Beast  | 10 | 13 | 16/10/12   | +4    | 1d6+3 bludgeoning| 13 (11)         | 6             | 50  |
| Dire Elk  | Huge Beast   | 11 | 52 | 20/10/16   | +6    | 2d6+4 bludgeoning| 16 (14)         | 12            | 300 |
| Eagle     | Small Beast  | 12 | 3  | 6/15/10    | +4    | 1d4+2 slashing | 11 (9)            | 3             | 25  |
| Dire Eagle| Medium Beast | 13 | 26 | 12/17/12   | +5    | 1d6+3 slashing | 14 (12)           | 8             | 100 |
| Deer      | Medium Beast | 11 | 4  | 11/16/10   | +3    | 1d4+1 bludgeoning| 11 (9)          | 4             | 25  |
| Fox       | Small Beast  | 13 | 3  | 8/15/10    | +4    | 1d4+2 piercing | 10 (8)            | 3             | 25  |
| Bobcat    | Small Beast  | 12 | 9  | 10/16/12   | +4    | 1d6+2 slashing | 12 (10)           | 5             | 50  |
| Dire Bobcat| Medium Beast| 13 | 27 | 14/17/14   | +5    | 1d8+3 slashing | 15 (13)           | 10            | 150 |
| Hawk      | Small Beast  | 13 | 4  | 5/16/10    | +5    | 1d4+2 slashing | 11 (9)            | 3             | 25  |
| Raven     | Tiny Beast   | 12 | 1  | 2/14/8     | +4    | 1 piercing     | 10 (8)            | 2             | 10  |
| Dire Raven| Small Beast  | 13 | 10 | 6/16/10    | +5    | 1d4+2 piercing | 13 (11)           | 6             | 50  |
| Stag      | Large Beast  | 11 | 13 | 15/14/12   | +4    | 1d6+3 piercing | 13 (11)           | 6             | 50  |
| Dire Stag | Huge Beast   | 12 | 45 | 18/14/16   | +6    | 2d6+4 piercing | 16 (14)           | 12            | 300 |

### Void Abominations
Void Walkers can tame (Wisdom (Arcana) check), costing Void Energy and risking Corruption (DC 15 CON save).

| Abomination             | Size/Type         | AC | HP | STR/DEX/CON | Attack | Damage                          | Taming DC | Void Energy Cost | Corruption | XP  |
|-------------------------|-------------------|----|----|-------------|--------|---------------------------------|-----------|------------------|------------|-----|
| Werewolf (Lycanthrope) | Medium Monstrosity| 14 | 58 | 17/15/16   | +6    | 2d6+4 slashing                 | 16       | 15               | +1        | 700 |
| Werebear (Lycanthrope) | Large Monstrosity | 15 | 76 | 19/12/17   | +7    | 2d8+5 slashing                 | 18       | 20               | +2        | 1100|
| Werecheetah (Lycanthrope)| Medium Monstrosity| 16 | 52 | 14/18/14   | +6    | 2d6+4 piercing                 | 16       | 15               | +1        | 700 |
| Werepanther (Lycanthrope)| Medium Monstrosity| 15 | 60 | 15/17/15   | +6    | 2d6+4 slashing                 | 16       | 15               | +1        | 700 |
| Weretiger (Lycanthrope) | Large Monstrosity | 15 | 72 | 18/16/16   | +7    | 2d8+4 slashing                 | 18       | 20               | +2        | 1100|
| Wereboar (Lycanthrope)  | Large Monstrosity | 14 | 68 | 17/12/16   | +6    | 2d6+4 slashing                 | 17       | 18               | +1        | 900 |
| Wereraven (Lycanthrope) | Small Monstrosity | 14 | 30 | 10/16/12   | +5    | 1d6+3 piercing                 | 14       | 10               | +1        | 450 |
| Wereeagle (Lycanthrope) | Medium Monstrosity| 15 | 45 | 12/17/14   | +6    | 1d8+3 slashing                 | 15       | 12               | +1        | 600 |
| Werefox (Lycanthrope)   | Small Monstrosity | 14 | 35 | 11/16/13   | +5    | 1d6+3 piercing                 | 14       | 10               | +1        | 450 |
| Werelynx (Lycanthrope)  | Medium Monstrosity| 15 | 50 | 14/17/14   | +6    | 1d8+3 slashing                 | 15       | 12               | +1        | 600 |
| Void Wraith             | Medium Aberration | 13 | 45 | 10/16/14   | +5    | 1d8+3 necrotic                 | 15       | 12               | +1        | 450 |
| Corrupted Stag          | Large Aberration  | 12 | 52 | 18/14/16   | +6    | 2d6+4 piercing, 1d4 necrotic   | 16       | 15               | +1        | 700 |
| Shadow Serpent          | Large Aberration  | 14 | 60 | 16/17/15   | +6    | 1d10+4 piercing, poison (DC 13 CON, 2d6)| 17 | 18               | +2        | 900 |
| Riftspawn Behemoth      | Huge Aberration   | 16 | 95 | 20/14/18   | +8    | 2d10+5 bludgeoning, 1d6 necrotic| 20      | 25               | +3        | 1800|

### Void Titans
Titans are immune to taming and require high-level parties or faction alliances.

| Titan           | Size/Type          | AC | HP  | STR/DEX/CON | Attack | Damage          | Special Ability                                      | XP    |
|-----------------|--------------------|----|-----|-------------|--------|-----------------|------------------------------------------------------|-------|
| Ebon Colossus  | Gargantuan Aberration| 18 | 300 | 25/10/22   | +12   | 3d12+8 bludgeoning| Void Aura: 1d6 necrotic damage within 30 ft (DC 16 CON halves)| 15000|
| Rift Leviathan | Gargantuan Aberration| 19 | 350 | 24/12/24   | +13   | 4d10+8 slashing| Rift Pulse: Spawns 1d4 Void Abominations (DC 18 Arcana to suppress)| 20000|
| Starreaver     | Gargantuan Aberration| 20 | 400 | 26/14/25   | +14   | 3d12+9 necrotic| Gravity Well: Pulls creatures 20 ft closer (DC 17 STR save)| 25000|
| Abyssal Monarch| Gargantuan Aberration| 21 | 450 | 28/16/26   | +15   | 4d12+10 necrotic| Corruption Wave: +2 Corruption to all within 60 ft (DC 18 CON)| 30000|

### Creature Integration Mechanics
- **Initiative**: DEX + d20 for beasts, +5 for Abominations, +10 for Titans.
- **Environmental Effects**: Void rifts impose Disadvantage on non-Void users within 30 ft; sacred grounds grant Advantage to Druids.
- **Taming in Combat**: Full action, failure provokes opportunity attack.
- **Titan Encounters**: Use multi-phase battles.

#### Sample Encounter: Void Rift Guardians
- **Setup**: A rift spawns 2 Werewolves (AC 14, 58 HP) and 1 Void Wraith (AC 13, 45 HP).
- **Objective**: Close rift (DC 18 Arcana) or defeat creatures.
- **Environment**: Corrupted ground (1d4 necrotic, DC 12 CON halves).
- **Reward**: 1900 XP, Void Shard (+1 Arcana, +1 Corruption).

#### Creature Loot Table
| Creature         | Loot                                      | Value (Gold) |
|------------------|-------------------------------------------|--------------|
| Natural Beast   | Pelt, claws, or feathers                  | 5-50         |
| Void Abomination| Void Shard (+1 Arcana, +1 Corruption)     | 100          |
| Void Titan      | Titan Essence (+3 attribute, +2 Corruption)| 1000         |

#### Random Encounter Table
| d100  | Encounter                                      | XP          |
|-------|------------------------------------------------|-------------|
| 01-20 | 1d4 Wolves or Dire Wolves                      | 50-200 each|
| 21-40 | 1d3 Void Abominations (e.g., Werewolf, Void Wraith)| 450-1100 each|
| 41-60 | Corrupted Beast (e.g., Corrupted Stag)         | 700        |
| 61-80 | Void Rift (spawns 1d4 Abominations)            | 1000       |
| 81-95 | Faction Hunters (4 warriors, AC 15, 40 HP)     | 300 each   |
| 96-00 | Void Titan (AC 18, 150 HP)                    | 10000      |

## Glossary
- **Void Corruption**: Chaotic energy risking transformation.
- **Runic Magic**: Divine magic from Rune Stones.
- **Great Cleansing**: Divine purge via Void rifts.
- **Affinity**: Resource for taming beasts.
- **Void Energy**: Resource for taming Abominations.

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This compendium provides a complete framework for running or playing in the Lords of Midgard TTRPG. AOCs can expand the world with custom factions, creatures, or artifacts, while players can craft unique heroes to face the Great Cleansing. For additional resources, consult the xAI API at https://x.ai/api (for external tools or inspiration, not directly related to the game). Enjoy forging epic tales in Midgard!