The world of Midgard is a fabric of interwoven forces: Gods, Ley Lines, World Trees, and certain powerful individuals who don’t appear to be gods, but may as well be for the secrets they hold and the powers that they command.

The Gods
The gods of Midgard are mysterious and unknowable. Most traditions hold them to be distinct persons who were once mortal and who by various means ascended to the divine state or descended into darkness. Other theories say they are instantiations of universal forces, personified as a reflection of the mortal condition. They are variable and protean, and all of them wear “masks.”
The reasons for this deception and distance from mortals varies depending on who is telling the story. In the north they say that the gods hide themselves to prevent the day of Ragnarök, the end of all things. In the southern lands they tell of a great war among st the gods, the “God-Slaghter” initiated by the sun god Aten. It ended when the World Serpent, Veles [Ouroboros or Jörmungandr], spoke the Words of Peace, and compelled the gods to no longer make war openly, forcing them to wear masks, that they might not know one another.
More than a few skeptical anarchists claim that divine “masks” are simply a practical precaution taken by most gods for their own protection. The gods of Midgard are like all beings and can be subject to murder, imprisonment, or the theft of their power, one need only know the methods of doing so.

What ever their reasons the gods of Midgard do not fight one another openly but instead do so anonymously through mortals, each hiding behind a “mask” to conceal their identity from gods and mortals alike.
There are many gods all though out Midgard, far to many to describe here. Or perhaps there are only a few gods and they impersonate one another wearing different mask in different places. It is notable that shrines to more than a small number of divinities rarely prosper. There might only be room for five or six gods per city, and fewer in smaller towns and villages.
The following is a brief summary are the gods most relevant to the Dark Kingdoms and this campaign. Players who might want to play a Cleric or Paladin can be given a more detailed description of their chosen god(s) There are many gods in Midgard and cleric players are not limited to these.
Divine Domains: are listed by the source: the Players Handbook (PHB), Xanathar’s Guide to Everything (XGE), the Midgard Heroes Handbook (MHH), and the Dungeon Masters Guide (DMG).
The Gods of the Blood Kingdom Nobility
Marena
Red Goddess of Winter, Lust, Sickness, and Death, the Blood Maiden, the Winter Maiden, Patron of the Greater Duchy of Morgau.
Divine Domains
DMG: Death
MHH: Justice, Lust
Perceived Alignment: Evil
Favored Weapons: Spear, and whip
Symbols: Red garments and skulls stained with ochre or rust
All official worship within the Blood Kingdom revolves around Marena and her temples. All other gods are secondary and all priest of the other gods (both dark and benign) must pay there respects at Marena’s temple.
What Marena Demands: The stern goddess of lust and death demands her followers kill her foes (especially followers of Lada) and she requires rites of seduction, blood sacrifice, and flagellation. Although her worship is harsh and bitter, she is not unrelentingly cruel: she grants strength and magical power far more often than other gods, even to those who are not priestesses.
Mavros-Perune
Master of War,The Thunderer, God of Blood and Honor, Lord of Strife and Rebirth, Patron of Valera and the Seven Cities, the Thunderbolt
Divine Domains
PHB: Life, Tempest, War
MHH: Beer
Perceived Alignment: Neutral
Favored Weapons: Longsword, and spear
Symbols: The Bull, the thunderbolt, and weapons of war
Any fool can see that Mavros, Preun and the more chaotic Thor are most likely the very same god, though there is often rivalry between the followers of each.
Mavros was once the husband of Hecate, but that marriage is over; he is devoted to Marena the Red now, and his faith is otherwise only loosely connected to others. His enemies include Lada the Golden Goddess, whose priests urge peace.
The followers of Perune are more likely to place special emphasis on their gods association with storms in addition to his aspect of war.
What the War God Demands: Action and Victory! Worshippers are expected to seek out battle and keep their martial skills well honed. The perfect death for a follower of the war god is on the battlefield—they abhor death of old age. Followers must attend the mysteries at the war god’s temple before any great battle or long journey, and must never abandon a comrade’s body on the field. Cowardice is shameful and abhorrent. All worshippers must make the pilgrimage to the Seat of Mavros at least once in their lifetime. Fights, duels, and combats may never be refused. Retreat is acceptable, but victory is the finest goal of a follower of the war god.

Vardesain
Ghoul-God of the Bottomless Maw, Lord of Unending Thirst, the Hunger God, the
Unsated God, Devourer of Souls, Patron of the Darakhul
Divine Domains
PHB: Life
DMG: Death
MHH: Darkness, Hunger, Void
Perceived Alignment: Neutral
Favored Weapons: Hand axe
Symbols: The Purple Worm
All creatures hunger, and without food, life ends. Vardesain took this primal need and built a faith ranging from simple gluttony to cannibal feasting. Vardesain’s followers are the hungry and the ambitious: power-hungry humans, monsters, and ghouls, vampires,
darakhul, and the undead. They have no morals or standards, only instinct.
What Vardesain Demands: Flesh is weak, but your will is strong: show your strength. Hunt and kill what you eat when you can; scavenging is not dishonorable. Fast when you must find focus and purity, for your hunger will give you strength to see the way. Devour the hearts of your enemies.

Gods of the Common People and the Oppressed
St. Charon (Charun)
God of Death, Master of the Rivers Styx and Lethe, Guardian of Souls, Watcher at the Door, Patron of Sailors and Gravediggers
Divine Domains
XGE: Repose
DMG: Death
MHH: Ocean, Travel
Perceived Alignment: Neutral
Favored Weapons: Staff
Symbols: a boat or an oar, or a folded loop over a river.
Regarded as a weak commoners god in Morgau and Doresh, Charun oversees the passage of souls: at birth, at death, and in the afterlife, maintaining the proper steps along the natural roads. He protects planar travelers, especially mortals, from demons and celestials alike.
What Charun Demands: Bury the dead according to their rites; leave no body to rot, not even those of enemies. Venture into darkness and learn to walk without light. Protect those entering this world and those leaving it. Honor the remains of the deceased, and destroy rampaging undead and thieving immortals. Visit a gravesite at least once a week, to maintain it and meditate on the end of all things.

Svarog (Volund)
Master of Fire and Anvil, God of Horses, Smiths, and Marriage, Patron of the Cantons, Patron of the Kariv, Master Smith of the Gods, the Wanderer, the Rider
Divine Domains
XGE: Forge
MHH: Travel, Mountain
Perceived Alignment: Neutral
Favored Weapons: Hammer (Humans) Battle Axe (Dwarves)
Symbols: The Horse and the Anvill
Svarog is especially loved in traditional Krakovan society by commoner and noble alike. He is the god of horses and the fires of both the hearth and the forge. He is a god of travelers (having traveled widely himself) as well as hospitality and the family. The Dwarves call him Vouland, God of the Forge and laugh at the human tales of “Svarog and his horses.”
What Svarog Demands: Volund demands his followers craft great works in his name and harness stone, metal, and fire to their will. Humans call him Svarog and add mastery of riding to his divine demands. His priesthood and many of his worshipers marry young, a sacred act that represents building a family and forging links with their community.

Ceres the Provider, the Reaper
Goddess of the Harvest and Civilization, Mother of Grain, Lady of Merchants, Matron
of Prosperity, the Traveler’s Friend, Wearer of the Golden Sleeves
Divine Domains
PHB: Life, Nature
MHH: Justice, Dragon
Perceived Alignment: Good
Favored Weapons: Sickle, scythe
Symbols: a maiden with a scythe and a golden serpent
The worship of Ceres has been very recently introduced among the common people in Krakovar in order to support the people and their productivity. Officially her worship is supposed to remain subservient to the cult of Marena, however in some corners of kralovar she is prayed to as “the reaper” and dispenser of justice for the weak and oppressed.
What Ceres Demands: Ceres values teamwork and cleverness. She expects her followers to help in the harvest rites and honor farmers. She favors those who make a yearly pilgrimage to her temple in Trombei specifically to venerate her, and she expects her worshipers to participate in the raising of a temple at least once in their lifetime. Food may never be stolen. Protect farmers, herders, cooks, and growers, and all those who provide life and sustenance.

Forbidden and Fading Faiths of the Old Krakovan Nobility
Wotan (Odin), and the Northern Gods
All Father, Rune Master, God of the Tree and Raven, God of Strife, King of Asgard and Lord of Valhalla, Patron of Kings and Wizards, Shaman of the Gods
Divine Domains (PHB)
Knowledge, War (Wotan)
Life, War (Sif)
Trickery (Loki)
Perceived Alignment: Lawfull (Wotan), Good (Sif), Chaotic (Loki)
Favored Weapons: Spear (Wotan)
Symbols: The Runes (Wotan)
The worship of Wotan was once central to Krakovan identity on account of the presence of a World Tree in in Varshava. In addition to Wotan himself special veneration was paid to Sif the Shield Maiden, and though not often admitted more than one of the craftier Slahta kept a secret shine to Loki.
This came to an end with the burning of the World Tree and the surrender of the Kingdom. Today no one in Krakovar worships these gods openly and the clerics and paladins of the northern gods can call upon little if any of their power.
What Wotan Demands: Wotan demands that his mortal servants embody the qualities for which he’s famous, so most of them are jarls and kings. Warriors pray to him, hoping to earn luck and victory in battle, or if defeat is fated then to attract the attention of his valkyries and a place in Valhalla. Wotan demands his followers be canny in judgment, skilled in poetry, and quick to lead men into honorable battle. Cowards and fools find no sympathy from the Rune God.

Yarila and Porevit, and the Elven Gods
The Green Gods, Father Forest and Mother Field, the Fair Gods, the Keepers of Sowing and Harvest, Gods of Fertility, Forests, and Wine
Divine Domains
PHB: Life, Nature, Tempest
Perceived Alignment: Chaotic Good
Favored Weapons: Bow, sickle
Symbols: The knotted tree and the wine cup
The Elves left Midgard centurues ago, very few true elves still remain. But not all their gods left. The Green Gods, Yarila and Porevit are widely worshiped and are even the patron gods of the Grand Dutchy of Dornig to the west. They were once an integral part of the old Krakovain pantheon as equivalents to or “masks” of Freyr and Freyja.
Worship of the Elven Gods within the Blood Kingdom is unacceptable to the vampires for two reasons. First as patrons of Dornig, a powerful rival nation, the Green Gods may to easily be used to divide the loyalties if the people of Krakovar. Secondly as elves they are an example of genuine immortality, nobility, and ruler-ship that by comparison show the vampires to be only a twisted mockery of those qualities.
What Yarila and Porevit Demand: More than respect for the wild and growing things, the green gods’ mysteries demand that one frequently abstain from meat, plant as often as reap, and be fruitful, drunken, and generous on high holy days. Worshippers must provide alms if asked. Male followers of Porevit must participate in the harvest, while Yarila’s female followers must participate in the spring planting. Never fail to celebrate the solstice, and never refuse food and drink to a guest.

Sun Gods – Khors and Lada
Khors: Lord of the Sun, Bright Master of the Chariot, Son of Svarog, the Perfect Knight, Lord of Light and Destroyer of the Darkness, Patron of the Magdar,
Lada: The Golden Goddess of Dawn, Love, and Mercy, the Bear Maiden, Lady of the Healing Hand, Daughter of Aten, Mistress of the Petal Palm, Patron of Mothers and Children, Wife of Volund
Divine Domains
PHB: Light( Khors & Lada), Life (Lada)
MHH: Justice (Khors)
Perceived Alignment: Lawful Good (Khors), Good (Lada)
Favored Weapons: Lanceand longsword (Khors), Staff and scimitar (Lada)
Symbols: The High Sun (Khors), The Morning Sun (Lada)
It should be no surprise that a temple to a sun god has no place within a vampires realm. Few worshipers of any sun god remain within the Blood Kingdom and all that do remain must pray in secret and worship in hidden places. The power of these gods is all but vanished within the Blood Kingdom.
What Khors Demands: Rise and pray at dawn and noon. Bring light to the darkness; never approach a foe by stealth, but only bravely and openly. Cast down demons, devils, and the dark gods without quarter. Stand fast in battle, for courage is the greatest virtue of the warrior. If you must retreat, make clear your intention to return and win the day. Let no shadow harm the innocent.
What Lada Demands: Cure all the sick who ask. Defend lovers from all dangers and trials. Show mercy to those who ask it. Members of Lada’s clergy must make a pilgrimage to the healing school of Laksor once every 12 years. All her faithful must defend and protect mothers and children, and none may turn away from poverty and want without a kind word and an offer of help, whether that takes the form of wisdom, food, clothing, a song, or shelter for the night.

The Pantheist Priest (an option for Clerics)
Though the gods of Midgard are mysterious and sometimes distant, they are also all jealous of each other to some degree. Clever (or cynical) mortals can manipulate the gods’ jealousy to gain power and favors from them— mainly by shifting their devotion from one deity to another on a rotating basis. There’s more than one way to comfort the grieving, sick, and wounded. All gods might answer a plea; who answers depends as much on how the request is worded and addressed as anything else. Many roads lead to the heavens and to the grace of the gods, and there is more than one set of revealed mysteries of the divine.
~ the Midgard Heros HandbookBy Kobold Press
The pantheist priest worships not a single god but a set of five or six related deities: good and evil, male and female, varying in their powers and their demands. These gods are associated with the priest’s region or city. As a pantheist priest, you know and follow these gods, and their wisdom sustains you and your flock through different trials and tests.
NOTE: Players interested in playing a pantheist priest can find information in the Midgard Heroes Handbook which the DM will galdley lend to you. The pantheist priest gains flexibility over normal clerics at the cost of some complexity and bookkeeping.
Ley Lines and Shadow Roads
Ley lines are the invisible threads of power that weave in and out of Midgard. What they are exactly is a matter of debate: the scales of the world serpent; the threads of norns loom; or, the magic of the elves of old. What is known is that they can be used by some spellcasters to increase the power of magic both divine and arcane. For this reason they have been the subject of interest and conflict in the world.

The largest and most powerful of the lay lines are also roads through the shadow realm, usually, allowing swifter travel between places of the world. There are three well known shadow roads in the Blood Kingdom. All of which typically require a guide to safely traverse.
Grey Way: A peculiar, foggy, and difficult ley line to walk as a shadow road, [the northern most stretch of it connects Varshava to Heiderberg to the north and Bratislor to the south]. Its power seems muted and visitors believe that the gnomes or shadow fey have hexed it in some way to make passage along it slow.
~ edited excerpt from the Midgard Worldbook By Kobold Press
Black Road: Surrounding Morgau and passing through the Margreve, the Black Road is a nighttime forest where owls and larger predators are always on the prowl. A very powerful but extremely dangerous shadow road, and yet quite tame for druids and the undead, who find it congenial and full of talkative forest animals, from bats to foxes and from bears to deer and fireflies.
The Processional: Connecting the royal cities of Dornig, this well-kept road was once so safe that servants and humans could be sent through it. Now it is rather shadow-bent, with shadow-fey, marauders, and even undead found on its clean paths. [An eastern branch of this road connects Hirschberg with Courlandia, passing through central Krakovar.]
Yggdrasil and The World Trees
The branches of Yggdrasil that enter Midgard manifest as World Trees that connect Midgard to various realms, from the Elflands to the Plane of Spears. Climbing a World Tree means entering the planar highways, which might lead to Valhalla, the Eleven Hells, or Ravatet. …
~ edited excerpt from the Midgard Worldbook By Kobold Press
The World Trees display roots as large as hills, and trunks pushing miles into the sky. Each tree’s bark is wildly variable, with sections of beech-smooth bark alternating with convoluted layers of flaking material. Their leaves are enormous, yet when they fall they seem to rarely reach the ground, instead slipping though the worlds to Valhalla or Elfheim or elsewhere.
The known World Trees are all sites of pilgrimage … revered almost everywhere they grow. Not all World Trees prosper or resist corruption: Varshava’s tree did not survive the darakhul conquest of the city; the gnomes of Niemheim have created a terrible sproutling abomination; and a rotting World Tree endures in the ruins of Thorn.

Baba Yaga
Many tales feature the bony-legged fey witch Baba Yaga, and most of them contradict each other. It’s hard to get a sense of Baba Yaga, and many suspect that’s exactly what she wants. Indeed, little happens anywhere that isn’t exactly as she desires. As convoluted and dark a mystery as Baba Yaga is, bits of her story rise to the surface and provide more truth than the rest, like foam on a bubbling stew.
~ the Midgard Worldbook By Kobold Press
Baba Yaga is a trader of secrets. It’s said there’s nothing she does not know. The brave, the desperate, and the stupid make pilgrimages to seek her wisdom, but she is rarely found when she doesn’t want to be. Those who find her regret it when she attempts to force them into her service—as a beast of burden or common tool—or eats them, having developed a taste for mortal flesh. Rarely, she seeks out those in most need of her assistance, when it serves her purposes as well.
For those who can trick her out of her impossible secrets and escape her whims, all knowledge is within reach. Grandmother makes it her business to know everything: the last thoughts of the dying star Tovaya while in its death throes; the directions to Buyan, the mystical island of the dead; the life and times of the Forgotten Queen and why she was erased from history; the Words of Unfounding that can never be unspoken and that would unseat the gods; the true names of every creature never born; the secret network of byways that cross reality; and the circumstances that bring an end to the world.
For a dangerously high price, Grandmother will part with her knowledge. The price might be a first kiss, a final breath, a forgotten artifact, or an impossible wager that forces the seeker to attempt a task with no real possibility of success. Those rare individuals who make their way past these trials and gain her secrets survive in tales. Those with knowledge she desires have a rare sway over her, since she will offer much to obtain it—though it’s still best not to push her too far, since she’s not one to ever forget a slight. Grandmother does not stoop to haggling.
All the mortal kings, the lords of heaven and hell, and the gods themselves leave Grandmother alone out of fear. Her secrets could unravel the skein of the world—or so she claims, and it is in her interest to make others believe it. She is content with all her knowledge, but she gladly demolishes those foolish enough to test her. Many have been erased from history for their wasted efforts to best her. She is the consummate schemer, a hundred steps ahead of the opposition with contingencies in place for even the most outlandish of possibilities. The wise let her be. The foolish seek out her hut.


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