Prophecy of the World-Eater RPG Campaigns

Prophecy of the World-Eater Final Announcement

Welcome, adventurers! As we near closer to the launch of Prophecy of the World Eater, I wanted to post a more detailed description of the campaign so you know what to look forward to. This year’s campaign will take place in the land of Jormunmere, a land enveloped by a ring of mountains with Midgarlake in the center. Jormunmere is dotted with small cities and old crystal ruins of days long past. The land is eternally cold and covered in snow. In terms of antagonists, small bands of bandits have historically plagued the area, evading local attempts to rein them in. Recently, however, a group calling themselves the “Cult of the Snake” has surfaced and is known to be seeking the artifacts needed to wake up Jörmungandr, an event that presages Ragnarök. The cultists seek to remake the world and raise their leader Freydris as a God Queen to rule over all peoples.

The world itself outside of Jormunmere is empty (mainly because I have only designed Jormunmere). However, players are welcome to create their own areas beyond its mountainous borders. In other words, your character does not have to be from Jormunmere: you can create a homeland for your character with its own history and culture. Please note that there is no connection to Faerun or the Forgotten Realms — the setting for our last 3 campaigns — and no way to access Faerun from Jormunmere or anywhere else in the world. This explains why the Norse God Pantheon exists in Jormunmere.

In terms of character creation, there are a few things that the Dungeon Masters and I have come up with, the main points of which are:

  • No chaotic neutral or evil characters: we are supposed to be a group of heroes after all, and these alignments interfere with our ability to work as a team.
  • If your character is not originally from Jormunmere, you should come up with a reason why they’ve arrived here. You can make the reasons as fun or as serious as you want.,
  • There are many pantheons of Gods existing around the world from our world. The Norse Gods just happen to have primary rule over Jormunmere and the surrounding areas, so Gods from other regions around the world may be hesitant to step in to avoid any stepping on the Norse Gods’ toes.

Because the Norse Gods exist, the myths from our world are a real part of the world of Jormunmere. This means that certain artifacts from those myths exist as tangible objects of great power. These artifacts are needed to awaken Jörmungandr and begin Ragnarök, which means that brave adventurers will need to work together to ensure they don’t fall into the Cultists’ hands. Similarly, the more artifacts the heroes have, the less “awake” Jörmungandr will be. There are a total of four artifacts to find, but don’t worry: you will have help in that department after the first game. Just know the Cult has help hunting for the artifacts as well. You and the Cult are in a race to who finds those artifacts first.

I’m so excited to see where this campaign progresses throughout the year and what all of you will do with this world not only as players, but as potential world builders. Good luck to all of you and remember to have fun and work together — the fate of the world depends on it!

Kait Watson,
Campaign Master

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