Adventuring in Midgard: Land of Ice and Steel

Midgard is a geographical region north of Nora. It consists of many small kingdoms and tribe lands that share language and have close cultural and historic bonds.



Humans are divided into two categories, the Norsemen and the Gots. The Norsemen are those living in Norrland and Österland. They are seen as pure-blooded and the paragons of humankind. They are tall, blonde, pale skinned and, above all, strong.

Gots are those who live in the southern region Götaland. They are viewed as lesser-men as they frequently breed with foreigners. They have darker hair and often adapt the cultures and languages of the southern peoples, including druidism.








Midgard is a land of vast wilderness. Scattered throughout the hills and valley are the Níuvár, the Nine Cities of Midgard. The lands are ruled over by the Four Kings of Midgard.


see Alfheim








Reports vary on whether or not it is technically part of Midgard or of Muspellheim. It is a thick, twisted, dark wood. The Myrkwood is inhabited by tribes Midgard humans who have gone feral, or who have interbred with some kind of Alf or Jotun and evil dark elves who live on blood. The fire-etins of Muspellheim claim that the tribes are not Jotuns of any sort, and generally give them a wide berth.

The tribes are territorial, fierce, and cannibalistic. As you enter the Myrkwood, you will see a variety of shrines scattered under the eaves of the trees, containing squat, deformed, bizarre-looking idols. These are the Gods or worshiped wights of the people of Myrkwood. Immediately leave offerings on every shrine you see, and every one you come across. This is the best way to make sure that they will leave you alone. Propitiating their protective spirits will get you safely through without even a sight of the Myrkwood people.

Running through the middle of the Myrkwood is the Blutwasser, the River of Blood. It is only knee-deep, but if you wade through it, you will smell of blood for days. Not far beyond the river is the border of Muspellheim; you will see the trees becoming more and more charred as you go closer.




Plains of Chaos


In the northernmost stretches of Midgard, close to the northern border of Jotunheim, there is a place called Ulfdalir, or the Wolf-Dales. The wolf-reference, however, is neither about real wolves nor Jotun werewolves; it refers to those individuals who are branded a "wolf's head", or outlaw. Bands of outlaw brigands roam there, but this is no jolly Robin Hood story. Most are starving, violent, and dangerous. However, somewhere in Ulfdalir there is a secret entrance to Helheim, so people sometimes wander in anyway. Don't bother asking the outlaws where the Hel-tunnel is; assuming that they don't kill you anyway, they don't know and have no interest in finding out. They are known to laugh at people who come looking for it, and offer to send them to Helheim by a quicker route.


Also on the Jotunheim border is a fortress named Ysetur, which was built by the Gods to keep an eye on the Jotnar and make sure that they do not attempt to lead an army into Midgard. Thor was originally stationed there, but he grew bored and the command was turned over to a bunch of Ivaldi's hired Dwarf mercenaries. The Dwarves actually do little to prevent any Jotnar from entering, especially those with enough money to bribe them. However, the Jotnar seem extremely disinterested in invading Midgard in force, being more focused on Asgard. If you need to cross into Ulfdalir for whatever reason, hiring a troop from Ysetur is your best protection, but that requires some gold or silver coin.



Humans have belonged to the tribes since the beginning of days.

  • Cloud Tribe: Friends of the dwarves. They live in the high mountains in the west.
  • Elk Tribe: Hunters of Elk and consummate trackers.
  • Fire Tribe: The learned tribe. They keep secrets, know how to read and often keep company with the dark elves inside Myrkwood.
  • Mountain Tribe: Those who live on the mountains near Jotunheim to make sure no giants enter Midgard.
  • Runner Tribe: A nomadic tribe who live close to the land. They are relatively peaceful and tend to weather trouble rather than rush to solve it.
  • Steel Tribe: The tribe of Kings. They go under the protection of the Bear totem.
  • Wolf Tribe: Sailors and raiders supreme.


War Against the Giants

The Norsewar

Norrland and Österland warring.


Ostwort - Language of the east
Norrwort - Language of the north
Gotwort - Language of Foreigners


Midgardians divided their gods into two pantheons; the Athirasir (Áðrásir), sometimes called the Wise Gods; and the Vanosir (Vænnǫ́sir), also called the Vulgar Gods. The Athirasir are the ancestral gods of Midgard and have walked the ice since the days Ælan forged the world. The Vanosir are gods that are foreign born, having come from across the sea. The two camps had their differences at first, but have since forged an alliance and live as brothers.


As they are the first gods, these deities have the wisdom of the land. They look and act as Midgardians and Midgardians look and act as them. The Athirasir are assumed to know all about the Land of Midgard, its people and history and their priests are held as the foremost experts on culture and proper ways of being. All of the Athirasir are strong, love battle and sport. They are quick to laugh and love all aspects of life.

  • Ælan - King of the gods. Riddler, blacksmith, rune crafter and warrior.
  • Dennir - Brother to Ælan, killed by giants.
  • Ammun - Goddess of the Honorable dead and mother of the Valkyries.
  • Þyti (Thyti) - God of liars, giants and thieves. Father of monsters.
  • Valha - God of Heroes.


Although the Vanosir have been gods for longer than the mountains are old, they are still not Midgardian in origin and are much stranger than the Athirasir. The Vanosir are often shapeshifters and tricksters. They are more selfish in their ways and each seek to lead the people of Midgard to their ways of thinking. The appearances of these gods are often either strikingly beautiful, or monstrously ugly. The Vanosir are often erratic and dangerous, but their gifts are great and their love, powerful.

  • Argren - Snake god of wickedness, devourer of the sinful. Lusts after mortal women.
  • Brjóti - Goddess of Fire Giants, blood and hatred.
  • Dagnóttir - God of magic and unknown lore. Is male during the day and female during the night.
  • Fǫrri - God of the Sea.
  • Malym - God of the dishonorable dead, ghosts and winter. Lord of Frost Giants.
  • Saðronn - Goddess of royalty, agriculture, wisdom, skalds and families. Ploughing, folk customs, parallels, and fertility.
  • Þreja (Threja) - Goddess of the Wilderness and sex.



  • Guulvorg
  • Thrym hound
  • Glade unicorns, also known as spring unicorns and gladeicorns, are servants of both Eostre and Kenaz. Their horn radiates powerful magic, which keeps the temperatures around their domains above freezing. Naturally, this power is considered an abomination by servants of Thrym, who have waged a war of extinction against these noble, gentle beasts. Glade unicorns are tan-colored, with a single flame-red horn. Their horn loses all power when the unicorn dies. They are wary of most creatures except hearth elves. (Taiga elves don't like them, as the temperatures in their glade are uncomfortable for the cold-loving taiga dwellers.)
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