House Rules

Character Generation

Abilities: 25 pt Build as per Pathfinder Rules (Epic Hero)
Race: Dwarf, Human, Minotaur, Dragonkin, Kobold, Gearforged, Tielfing, Aasimar, Halfling, Half-Gnome or Half-Elf (Elf-Marked). No Elves, Gnomes or Dark Elves!
Half Elves must take free Elf-Marked feat, Humans can take Elf-Marked feat as extra Human Feat at Lev 1.
Southlands: For new characters starting in The Southlands, race options also include Gnolls, Tosculi, Trollkin, Kijani and Nkosi (or werelions).
Class: Any Pathfinder Class.
Traits: Choose 2 traits: 1 Midgard Trait PLUS ANY Pathfinder Trait. MCS p35 and SCS p71
Region (North): All characters start in Zobeck! Either:
A) Born and lived life in Zobeck- free class skill Knowledge Local (Crossroads) at Level One OR
B) Born elsewhere but lived last 10 years in Zobeck. – class skill Knowledge Local
(Crossroads.) – SPEND 1 RANK per LEVEL.
Region (South): All characters start in Siwal! Either:
A) Born and lived life in Siwal- free class skill Knowledge Local (Nuria Natal) at Level One OR
B) Born elsewhere but lived last 10 years in Siwal. – class skill Knowledge Local
(Nuria Natal.) – SPEND 1 RANK per LEVEL.
House: All characters bards by profession, collectors of “Mysteria”
Choose one FREE Bard Cantrip.
Choose one FREE Class Skill Perform (Percussion, Wind, String or Sing).
Alignment: These are heroic adventurers, fighting the evils of the world. Evil alignment is by default not an option, but if you put forward a proposal and make a case for it, all things are possible.

New Characters

If a character is killed during play, a player may opt to start a new character. The new character should adhere to the Generation Rules above and can start out playing at the same LEVEL as the party.

Those players wishing to change characters for any other reason (i.e. just wanting to change) will start playing at one level BELOW the party Level, but can increase faster to gain equality at a time determined by the Games Master. (This penalty not applied at the start of SOUTHLANDS campaign).

Players wishing to play an NPC in addition to their main PC to cover a strategic gap in the party line up (e.g. playing a cleric because nobody wants to take on the role as a Player Character) will play the NPC at ONE LEVEL BELOW the party level. This will continue even when the Party Level is increased, i.e. the NPC will always be ONE LEVEL BELOW the party level.


In Midgard, prestige or status is a matter of importance. This attribute is generated at character creation like ability scores, but can fluctuate considerably more than other scores. See MCS p25

The STATUS ATTRIBUTE starts at 4 when using the point-buy system. Characters add their Charisma Modifier to their starting status. Status increases by special actions. See MCS p131 and p212

Status determines which player most NPCs will defer to. The player with the highest status ranking is the best-known and most respected PC of the party and all NPCs will address that person as the default party leader.

Race and Class Adjustments
Race Status Class Status
Dwarf +1 Alchemist/Witch -2
Human 0 Barbarian -1
Minotaur +1 Cavalier/Fighter +1
Dragonkin -2 Cleric +1
Kobold/Tiefling -1 Oracle +1
Gearforged/Nkosi -1 Paladin/Ranger +1
Half Elf +1 Rogue -2
Elf +2 Sorcerer/Bard/Druid -1
Goblin -2 Wizard +1

War Status

In some places, particularly in the region of THE SEVEN CITIES, which is continually war-torn, status is further defined and changed by factors directly linked to one’s actvities during battle. See MCS p131 Some of these modifications are listed in the table below.

Status During War
Action Status
Captain of a Free Company +2
Lieutenant of a Free Company +1
Member of a Free Company +1
Hostage for Ransom +2
General in large formal battle +4
Commander, small formal battle +2
Great Raid +3
Leader of Siege +4
Small Raid +1
Storm/defend Castle Walls successfully +2
Pillage City +3
Sink/capture Ship +3
Take 10 or more prisoners in battle +1

Reputational Status

In THE NORTH, Honour and Reputation mean everything. Status is more important here than anywhere else.
Regular meetings called THINGS are held throughout where feuds can be ended (or started).
Justice, Feuds and Wergilds (fines paid by offender to victim or family) are decided by majority vote at THINGS presided over by Elders.
Holmganga, a form of duelling, can be called upon if things cannot otherwise be resolved.
If things cannot be settled through Holmganga, then whole families, tribes can take to Feud.
Feasting and Hospitality are very strong traits in almost all Northern Kingdoms and the unwritten Code of Hospitality is usually strictly adhered to. See MCS p209 – p213
Modifications to Status in the North are listed in the table below.

Status Modifiers in The North
Action Status
Break a Sworn Oath -2
Break the peace of the THING -4
Break Pledge of Hospitality -3
Bring plunder from reaving +1
Captain a reaving ship +2
Coward/ nithling -4
Go reaving 0
Kill your first troll +1
Kill your first giant +1
Kill your first dragon +2
Made Outlaw -1
Use Black Magic -2
Win a duel +1


See Experience

Gunpowder and Airships

Atlhough there is a section in MCS p25 about Gunpowder and Airships, these are options and in my Midgard there will be NO GUNPOWDER. Some Airships will exist, built and run by the Dwarves of the Canton of Templeforge, but these are rare and travel by airship will be difficult to book and be extremely expensive.

Spells per Day

Spells per day REPLENISHMENT is permitted after a full 8 hour rest. Normal rules for Arcane casters require 8 hours of rest plus a study period before spells can be replenished, and Divine Casters, who do not have generally need 8 hours of sleep, get theirs at particular times of day after meditation. To simplify and homogenise things, in Mysteria all characters can take advantage of SPELL REPLENISHMENT provided they have had eight hours rest. In other words, an 8 hour rest period will count as a full REPLENISHMENT of “Spells per Day” capability, regardless of normal time specifics. Interruption of the 8 hours (e.g. by means of a night ambush) will not count against spell replenishment and no extra time for meditation is required unless it is a specialist spell that lists a specific extra requirement.

Critical Hits and Critical Fails

In my campaigns all Natural Ones will be bad and all Natural Twenties will be good with every d20 Roll. The exact consequences will not always be set, but a Natural One will always be a FAIL and a Natural Twenty will always produce a favourable result of some sort.

Critical Failures: A Double Natural One in combat will always result in the person inflicting the
maximum possible damage on himself. 1:2 to 1:5 will always yield unfavourable results to be determined variably by the GM at the time.

Critical Hits: A Double Natural 20 will always result in Maxium Damage according to the attack, and a triple 20 will always result in DEATH, with the exception of deities, dragons and specific High Level undead creatures, e.g. liches, etc. (For those creatures, triple damage will apply). “Permanent Death” of a Deity, may still not apply, according to specific conditions.

Introductions from D&D 5e

Advantage and Disadvantage I will introduce this simple and effective method at times when it seems appropriate. (Roll 2d20 and take best for ADVANTAGE or worst for DISADVANTAGE)

Divine Intervention in Nuria Natal

Those who have read anything about The Southlands will know that it is the most powerful spiritual area in the whole of Midgard. The LEY LINE that follows the line of the River Nuria is the most powerful Ley Line in the world, and the GODS of that area walk freely among its people.

In line with this concept, any character that is damaged to the level of -1 is immediately entitled to a d100 DIVINE INTERVENTION roll. This will be an IMMEDIATE ACTION that supercedes all other events if a God or Avatar is involved. The roll will be based on LEVEL from a 00 result on a d100. i.e. a LEVEL 5 Character will have a 5% chance (95 on a roll of d100) of a POSITIVE Divine Influence. Any roll of 00 will result in the ABSOLUTE appearance of a GOD! No questions!
DEATH is entitled to a secondary roll. The same rules apply: LEVEL 5 Character has a 5% chance (95 on roll of d10). “00” is always “magnificent”. Failure will result in DEATH!

Clerics, Oracles, Druids and Paladins who have previously expressed prayer and reverence through an ADVENTURE LOG may receive cumulative modifiers on these rolls, should they occur.

There could be situations where an OPPOSITION God presents. Shucks! ADAPT ACCORDINGLY!

Dragon Attack from above:

Dragons get a special attack (ONCE PER ENCOUNTER) when attacking from above. In its first melee attack, if it so chooses, the dragon may "POUNCE"on opponents. This will be treated as a charge with FULL ATTACK. (+2 to each attack, -2 to AC, attack with bite, four claws, two wings and tail swipe) Opponents hit by claws in this attack must also make grapple rolls or be pinned!
_N.B: In some special circumstances this initial attack will also be allowed without the dive e.g. a planned ambush, attack from underwater, etc.

Additional House Rules

Bless, Fighter’s Bravery Bonus and Weapon Feats to have scope broadened.

It was agreed in Council of Tea Leaves forums JUNE 2017 that we would broaden the scope of the above:
Bless will confer +1 to ALL WILL SAVES – not just those v Fear.
Fighter’s “BRAVERY” bonus will apply to ALL WILL SAVES – not just those v Fear.
Weapon Feats (e.g. Weapon Specialisation) will refer to all weapons in the group, not just specific weapons (e.g. ALL SWORDS, not just Long Swords). I will ADD that penalties for type (e.g. EXOTIC WEAPON use) will stilll apply.

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House Rules

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