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In Freeing Nethus, characters of levels 11-15 explore the machinations of Midgard’s God Game by becoming active participants in its play.
Pawns. That is what we are. Pawns in a divine chess game. The gods play games of power and deception in their heavenly realms, moving mortals at their whim. They send us to war, and often to our deaths. They toss us aside when we no longer prove useful. The first gods were made; they were once mortals who were transformed via wellsprings of power. What is made, of course, can be unmade. Even those born to divinity can certainly die and anyone capable of finding such wellsprings can join the gods’ ranks. While these wellsprings can be places of power, they can also be the gods themselves—defeating even a lesser god releases “sparks” of divinity. One must merely secure these “sparks” before others gain them.
—The nymph Thetis, during her imprisonment on Cystoseira in the Western Ocean
half moon morbidly watches over the violent tales: • A golden armored warrior on a golden stallion besieges an obsidian fortress. • He takes a wand from a soldier and casts obliterating magic upon the walls. Story: Hired with the gold used to craft his armor and 13 13 MIDGARD TALES gird his stallion, a mercenary general wins a war. This represents the fall of civilization and is a metaphor for the autumnal equinox, the traditional time of the beginning of the annual cycle of life and death.
god, the cultists take pleasure in hunting them. Llexra claims to fear the cultists will infiltrate the moon‑beasts’ forested habitat and eliminate them. She proposes an alliance to eliminate the cult and Nemea. She reminds the PCs that Varjo is a dangerous place, particularly for non-natives, and she offers to help them approach the Nightbringer temple safely and help dispatch any traps or guards. Of course, Llexra is a wicked being, and she is only telling half the truth. She does wish to see
1/day—magic stone Inquisitor Spell-Like Abilities (CL 9th; concentration +12) At will—detect alignment 6/day—touch of darkness (4 rounds) 9 rounds/day—discern lies Inquisitor Spells Known (CL 9th; concentration +8) 3rd (4/day)—dispel magic, fester (DC 16), retribution (DC 16), searing light 2nd (5/day)—delay pain (DC 15), effortless armor, see invisibility, weapon of awe 1st (6/day)—bane (DC 14), command (DC 14), cure light wounds, inflict light wounds (DC 14), shield of faith 0 (at will)—acid
minions. Something has blocked them from her knowledge and from being discerned through other divine magic, so she’s sought them out via her inquisitors the old-fashioned way: through investigation. She has charged the Nightbringers and Dalyora Podella with capturing the sparks’ carriers. The PCs should be around 12th level by this part of the adventure. This is where the GM can individualize the adventure by deciding the “how” and “where” the PCs encounter those having the god sparks. Some
jump, ki pool (7 points, magic, cold iron, silver), maneuver training, natural cunning, slow fall 50 ft., still mind, true eyeless, wholeness of body Treasure amulet of mighty fists +1, belt of incredible dexterity +2, headband of inspired wisdom +2, potion of water breathing, minimal clothing. SPECIAL ABILITIES Elusive Target (Ex) As an immediate action, a true eyeless monk can spend 2 points from its ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from