Midgard
THE FOUR NATIONS
The Four Nations of Midgard are Alfheim, Mannheim, Nidavellir, and Nomheim. Each is the ancestral homeland of a single race (or, in the case of Nomheim, two races).
The Four Nations are a southern realm. Winters are cold and icy. It is at this time that the people come together in their halls and taverns to tell of the great deeds of their ancestors.
The most famous city in the Four Nations is the Port City of Liberty. Liberty is unique in the World not because it is a major trading post, but because it is an important city that is ruled and populated primarily by halflings.
Overview & Demographics
Government: Alliance
Alignment: Lawful Neutral
Population:
Elf: 46 %
Human: 22 %
Half-elf: 15 %
Dwarf: 7 %
Halfling: 4 %
Gnome: 4 %
Half-orc: 1.5 %
Other: 0.5 %
Alfheim
Home to two families of elves, Alfheim consists of two kingdoms: Tunin and Kaldr.
Tunin: A forested region and the fiercely defended home of the wood elves. It is ruled by the Druidic Council and organized along a tribal structure. The Speaker of the Wood, Elia Sunspear, heads the Druidic Council. Wood elves value peace and natural beauty, though their archers respond violently to any threat. Their young are given great freedom to explore Tunin Wood. They see themselves as keepers of the forest, and they take pride in helping it to grow.
Wood elves are the least reclusive of the Midgard elves.
Kaldr: the land of the arctic elves in the far south. The arctic elves are governed by a republic, with each clan electing two representative in addition to the clan’s elder. They are too dedicated to fighting the pirate Minotaur from the Ast Islands to engage in international politics. Naval admirals hold great power. Arctic elves inhabit a frozen land, flat and spare; most of their resources are taken from the icy sea that they love.
Mannheim
Home to humans, Mannheim is a technically a theocracy, ruled by the high cleric of the Odin. In fact, power is shared between the clerics of all the gods and a number of aristocratic families. Aristocrats also often take on the responsibilities of paladins, guarding the people of the Four Nations from the forces of evil. Boasting and games are common during holiday festivals, especially a board game known as “Nine Men’s Morris” and gambling with dice.
Nidavellir
Home to three families of dwarves, Nidavellir consists of three kingdoms: Falheim, Reginheim and Leigheim—the Three Monarchies. These monarchies are ages-old and extremely stable. Together they quite effectively form a single government for Nidavellir.
Falheim: home to the hill dwarves in the lower Regin Mountains, ruled by Sindr Hammersteel. Bloodline is a mark of pride for a hill dwarf, and is his or her primary marker of identity.
Reginheim: home to the mountain in the upper Regin Mountains dwarves, ruled by Brok Giantsbane. The mountain dwarves of Reginheim are the most tradition-bound and religious of a very conservative race.
Leigheim: home of the deep dwarves in a series of caverns and tunnels beneath Nidavellir Valley Lake, ruled by Eltar Redfist. Deep Dwarves are the most cheerful and humorous of Dwarves. Jokes and theatre are highly prized art forms, and performances mark every festival day.
Nomheim
Nomheim consists of an indefinite number of city-states. The halfling and gnome residents of Nomheim see themselves as neutral in the politics of the Four Nations—in reality they are simply uninterested. As many invaders have found, though, the rolling landscape of Nomheim is fiercely defended.
A true democracy, Nomheim takes the family as the basic political unity. Halflings and gnomes understand each other to be cousins, and see Nomheim as their shared homeland. The twice-annual Caucus brings together all adult halflings and gnomes who wish to participate. Speeches are made and a vote is taken on each issue. This Caucus is surprisingly free of chaos.
Law in the Four Nations
The law in the Four Nations operates on two levels: Codex Law and Local Law. Codex Law holds across the Four Nations, and binds together the Vinur Alliance. This law concerns acts that are universally considered crimes, such as murder and theft. Local Law codifies local custom but never trumps Codex Law. Legal disputes requiring arbitration are settled by clerics of Forseti.
Codex Laws include the following:
The Four Nations of Midgard are Alfheim, Mannheim, Nidavellir, and Nomheim. Each is the ancestral homeland of a single race (or, in the case of Nomheim, two races).
The Four Nations are a southern realm. Winters are cold and icy. It is at this time that the people come together in their halls and taverns to tell of the great deeds of their ancestors.
The most famous city in the Four Nations is the Port City of Liberty. Liberty is unique in the World not because it is a major trading post, but because it is an important city that is ruled and populated primarily by halflings.
Overview & Demographics
Government: Alliance
Alignment: Lawful Neutral
Population:
Elf: 46 %
Human: 22 %
Half-elf: 15 %
Dwarf: 7 %
Halfling: 4 %
Gnome: 4 %
Half-orc: 1.5 %
Other: 0.5 %
Alfheim
Home to two families of elves, Alfheim consists of two kingdoms: Tunin and Kaldr.
Tunin: A forested region and the fiercely defended home of the wood elves. It is ruled by the Druidic Council and organized along a tribal structure. The Speaker of the Wood, Elia Sunspear, heads the Druidic Council. Wood elves value peace and natural beauty, though their archers respond violently to any threat. Their young are given great freedom to explore Tunin Wood. They see themselves as keepers of the forest, and they take pride in helping it to grow.
Wood elves are the least reclusive of the Midgard elves.
Kaldr: the land of the arctic elves in the far south. The arctic elves are governed by a republic, with each clan electing two representative in addition to the clan’s elder. They are too dedicated to fighting the pirate Minotaur from the Ast Islands to engage in international politics. Naval admirals hold great power. Arctic elves inhabit a frozen land, flat and spare; most of their resources are taken from the icy sea that they love.
Mannheim
Home to humans, Mannheim is a technically a theocracy, ruled by the high cleric of the Odin. In fact, power is shared between the clerics of all the gods and a number of aristocratic families. Aristocrats also often take on the responsibilities of paladins, guarding the people of the Four Nations from the forces of evil. Boasting and games are common during holiday festivals, especially a board game known as “Nine Men’s Morris” and gambling with dice.
Nidavellir
Home to three families of dwarves, Nidavellir consists of three kingdoms: Falheim, Reginheim and Leigheim—the Three Monarchies. These monarchies are ages-old and extremely stable. Together they quite effectively form a single government for Nidavellir.
Falheim: home to the hill dwarves in the lower Regin Mountains, ruled by Sindr Hammersteel. Bloodline is a mark of pride for a hill dwarf, and is his or her primary marker of identity.
Reginheim: home to the mountain in the upper Regin Mountains dwarves, ruled by Brok Giantsbane. The mountain dwarves of Reginheim are the most tradition-bound and religious of a very conservative race.
Leigheim: home of the deep dwarves in a series of caverns and tunnels beneath Nidavellir Valley Lake, ruled by Eltar Redfist. Deep Dwarves are the most cheerful and humorous of Dwarves. Jokes and theatre are highly prized art forms, and performances mark every festival day.
Nomheim
Nomheim consists of an indefinite number of city-states. The halfling and gnome residents of Nomheim see themselves as neutral in the politics of the Four Nations—in reality they are simply uninterested. As many invaders have found, though, the rolling landscape of Nomheim is fiercely defended.
A true democracy, Nomheim takes the family as the basic political unity. Halflings and gnomes understand each other to be cousins, and see Nomheim as their shared homeland. The twice-annual Caucus brings together all adult halflings and gnomes who wish to participate. Speeches are made and a vote is taken on each issue. This Caucus is surprisingly free of chaos.
Law in the Four Nations
The law in the Four Nations operates on two levels: Codex Law and Local Law. Codex Law holds across the Four Nations, and binds together the Vinur Alliance. This law concerns acts that are universally considered crimes, such as murder and theft. Local Law codifies local custom but never trumps Codex Law. Legal disputes requiring arbitration are settled by clerics of Forseti.
Codex Laws include the following:
- Murder is prosecuted by death.
- Rape is prosecuted by death.
- Thievery is prosecuted by whipping or servitude, depending on the theft.
- The penalty for striking a hunting dog is a one year term of servitude.
- Any arcane spell-caster caught in public without his robes is to be put to death.
- The penalty for assaulting a cleric within city limits is whipping.
- Horses are not permitted within city walls, except those actively pulling carts.
THE LIBERTY REGION
The Liberty region in Nomheim is a territory of lush forests, fertile plains, and rolling hills dotted by small farming villages. Like all of Nomheim, the area does not have any sort of central government; each settlement governs themselves in a direct, local democracy. As a whole, however, they are bound by voluntary associations and a centuries-old tradition of mutual aid and defense. The region is generally peaceful, well-settled, and safe... with some dangerous exceptions.
Population Centers
Silveroak: A small village of only about three hundred adults, this halfling settlement lies on the shore of Silver Lake. It is built around a silver oak tree said to have been blessed by Grandmother Soil herself. Certainly, it has stood in the center of the village for as long as the village has been there—at least one thousand years.
Tinthale: This village of eight hundred is known for two things: goats and music. The mayor of Tinthale is almost always a bard, since mayors in Tinthale are chosen by a storytelling contest held every ten years.
Oragis: A village of five hundred ruled by a council of elders who are democratically elected. The best lumber in Nomheim come from Oragis, and so do the best draft horses, which are bred to haul the timber.
Calavel: This fishing village boasts a population of six hundred. It is worth noting that the fish off the coast of Calavel are delicacies; they are also nocturnal. Thus, most of Calavel sleeps through the daylight.
Ravel: This farming village of four hundred is known for its tobacco and beer. The land around this settlement is especially fertile, allowing the choicest of land to be available for luxury crops.
Wilderness
Eldivor Forest: Surrounding Liberty, this forest is also called “Trickster Wood.” The trees of Eldivor are kept by dozens of treants who are extremely protective of their charge. More than one adventuring party has thought to take a shortcut through the Trickster Wood only to find themselves trapped in a shifting maze of trees.
Coden Wood: The northern forest is home to a green dragon named Vine. She hunts primarily in the forest, and rarely ventures near civilization—yet the village of Calavel is keenly aware of her proximity.
The Red Marsh: Named for the red clay that forms its bed, the Red Marsh is notorious for two things: sink-holes and lizards of unusual size.
The Breadbasket: The central plains of the region is the main factor in the success of the territory. A nutritious wild wheat is native to the plains, and cultivation of the grain is incredibly fruitful. This area is dotted with small farming villages.
Prentrae Wood: This southern forest is home to a large society of intelligent wolves. The common wolf is in fact very common in Prentrae, as are worgs and even winter wolves in the south. This territory is fiercely guarded, for it is considered the wolves’ ancestral homeland. Most residents of Liberty respect this claim.
PORT LIBERTY
The halfling city of Port Liberty is a wonder to behold. It is built on high cliffs sweeping down to surround a deep inlet. In-coming ships sail beneath a massive stone archway to dock in the heart of the city itself. In its Marketplace can be found exotic wares from across the World, and in its taverns can be found entertainment, relaxation, and braws in equal measure. Port Liberty is a welcoming and open city, one of the few major cities in Midgard—or indeed the World—without walls. It depends for its safety on its sea-cliffs and the surrounding Eldivor Forest… and the continuation of the Vanir alliance.
Important Locations
The Watch: A walled fortress houses the City Guard and also keeps watch over the entrance to Liberty Bay. The Guard of the Watch is also responsible for tending to the lighthouse that guides night-time ships into the harbor.
High-arch Bridge: Drawn from the bedrock itself by ancient mages, this wide stone bridge arched high over the harbor entrance, greeting all who enter Liberty by sea. From the peak of the High-arch Bridge, some one hundred feet above the water, one can see for miles around.
Dry-Dock: A massive yard and structure near the center of the city, the Dry-Dock is an important part of what keeps Liberty running. Here ships are build and repaired. Many a captain has heaved a sigh of relief upon spotting Liberty’s lighthouse, knowing that the Dry-Dock will keep his limping ship afloat for one more journey.
Grinning Cleric Inn: Famous throughout the Five Nations for its spiced wine, squid steak, and colorful clientele, the Grinning Cleric houses travelers from across the World.
Warehouse District: The first stop for any ship entering Liberty is the docks of the warehouse district. Entirely controlled and guarded by the powerful Merchants’ Guild, the warehouses hold treasures from across the World. Many a thief has met her end due to the temptations of this district. The mercenary guards of the Merchants’ Guild are permitted by Liberty Law to kill anyone unauthorized found in the warehouses on sight, a duty they seem to relish.
Aesir’s Rise: Here Liberty’s temples look out over the bay. The temples center on a fifty-foot tall statue of Njord, the patron of halflings, fishermen, and all who make their living on the water. Foolish is the sailor who spends his last coin in Sailor’s Cove, sparing no offering to Njord—if his ship-mates learn of this oversight he is likely to be thrown overboard.
Caravan Stables: By Codex Law no horses that are not actively pulling carts are allowed inside city walls—Liberty’s terraced topography makes leading a caravan through its streets even more difficult. As such, the Merchants’ Guild maintains a special team of horses and carts that travel along a specific path from the warehouses to the Caravan Stables, from where merchant caravans depart.
Sailor’s Cove: On the cliffs overlooking the Caniel Channel, Sailor’s Cove is a chaotic district housing taverns, bunkhouses, and brothels. Sailors of all races spend their wages there. Those who are not sailors enter this district at the risk of their purse—and their lives.
Liberty Park: A lush patch of green in the center of Liberty, this park is a popular place for picnics and music. Many Halfling children have learned to swim in this park, and open-air Fall Day plays are a popular Liberty attraction.
The Forest of Eldivor: Surrounding Liberty Bay is a large wood, through which Liberty Road makes its way. Though the road is safe, due to the large number of caravans that travel along it daily, the traveler who leaves the road is foolish.
The Marketplace: Though its name is familiar, the Marketplace in Liberty is anything but ordinary. Ships from across the Wellshore Sea and beyond bring their wares to this bazaar.
Distinctive Personalities
Ceanne, the Lord Mayor of Liberty: Ceanne, a halfling female, worked as a thief in her younger years. Unexpectedly, this did not work against her in her political career, partially because halflings tend to be a bit more understanding of such things, but mostly because even as a thief Ceanne developed a reputation for steadfastness and honor. Small, lithe, and attractive, but quite reserved, Ceanne has served as Lord Mayor of Liberty for over a decade.
Sirriam, Captain of the Watch: Sirriam, a human male, is a former sailor and fighter who keeps order in Liberty with his City Guard, a group as respected as it is feared. His left leg is gone below the knee—he walks on a whale-bone peg-leg. Though he does not speak of it much, when drunk enough he will tell the story of how the leg was lost when a giant squid attacked his ship, the Damned Shame. Sirriam was the only one to survive the attack, and it was Ceanne who found him washed up on shore and nursed him back to health.
Nobilis, Admiral of the Liberty Fleet: The port of Liberty is protected from attacks by sea by the Liberty Fleet, commanded by Nobilis, a human male fighter. Nobilis is bald and thin, and he hails from the far-distant island nation of Pelesius. He is fond of telling tall tales from his days as a merchant sailor. One of the tales he tells the most is the story of why he left his father’s house Pelesius, at the tender age of fifteen, to set sail. Interestingly, this story has never been told the same way twice, and it often differs wildly from telling to telling—though there is usually a theft or a woman involved, and often both.
Venn, Innkeeper at the Grinning Cleric Inn: Venn, a mountain dwarf male, is odd for his race in that he is gregarious and generally cheerful and welcoming—of course, these are important attributes for an innkeeper. The gray-haired old dwarf has been the proprietor of the Grinning Cleric for as long as any alive today can remember. There is very little that has happened in Liberty in the past two or three centuries of which he does not have some knowledge. Quite religious, Venn keeps an altar to all thirteen of the gods behind the bar, though the Dancing God has pride of place.
Thera, the Hermit Sorceress: Not far into the Forest of Eldivor there stands a squat tower of onyx that seems to have been pulled directly from the earth itself in the center of a small clearing. This is the home of Thera, a powerful elven magic-user. Few who find the tower ever return, for in the clearing a mourning keen can often be heard on the wind, a sound that blanches even the most stalwart of hearts. Some very few have spoken to her, but no one can say they have ever seen her.
Population Centers
Silveroak: A small village of only about three hundred adults, this halfling settlement lies on the shore of Silver Lake. It is built around a silver oak tree said to have been blessed by Grandmother Soil herself. Certainly, it has stood in the center of the village for as long as the village has been there—at least one thousand years.
Tinthale: This village of eight hundred is known for two things: goats and music. The mayor of Tinthale is almost always a bard, since mayors in Tinthale are chosen by a storytelling contest held every ten years.
Oragis: A village of five hundred ruled by a council of elders who are democratically elected. The best lumber in Nomheim come from Oragis, and so do the best draft horses, which are bred to haul the timber.
Calavel: This fishing village boasts a population of six hundred. It is worth noting that the fish off the coast of Calavel are delicacies; they are also nocturnal. Thus, most of Calavel sleeps through the daylight.
Ravel: This farming village of four hundred is known for its tobacco and beer. The land around this settlement is especially fertile, allowing the choicest of land to be available for luxury crops.
Wilderness
Eldivor Forest: Surrounding Liberty, this forest is also called “Trickster Wood.” The trees of Eldivor are kept by dozens of treants who are extremely protective of their charge. More than one adventuring party has thought to take a shortcut through the Trickster Wood only to find themselves trapped in a shifting maze of trees.
Coden Wood: The northern forest is home to a green dragon named Vine. She hunts primarily in the forest, and rarely ventures near civilization—yet the village of Calavel is keenly aware of her proximity.
The Red Marsh: Named for the red clay that forms its bed, the Red Marsh is notorious for two things: sink-holes and lizards of unusual size.
The Breadbasket: The central plains of the region is the main factor in the success of the territory. A nutritious wild wheat is native to the plains, and cultivation of the grain is incredibly fruitful. This area is dotted with small farming villages.
Prentrae Wood: This southern forest is home to a large society of intelligent wolves. The common wolf is in fact very common in Prentrae, as are worgs and even winter wolves in the south. This territory is fiercely guarded, for it is considered the wolves’ ancestral homeland. Most residents of Liberty respect this claim.
PORT LIBERTY
The halfling city of Port Liberty is a wonder to behold. It is built on high cliffs sweeping down to surround a deep inlet. In-coming ships sail beneath a massive stone archway to dock in the heart of the city itself. In its Marketplace can be found exotic wares from across the World, and in its taverns can be found entertainment, relaxation, and braws in equal measure. Port Liberty is a welcoming and open city, one of the few major cities in Midgard—or indeed the World—without walls. It depends for its safety on its sea-cliffs and the surrounding Eldivor Forest… and the continuation of the Vanir alliance.
Important Locations
The Watch: A walled fortress houses the City Guard and also keeps watch over the entrance to Liberty Bay. The Guard of the Watch is also responsible for tending to the lighthouse that guides night-time ships into the harbor.
High-arch Bridge: Drawn from the bedrock itself by ancient mages, this wide stone bridge arched high over the harbor entrance, greeting all who enter Liberty by sea. From the peak of the High-arch Bridge, some one hundred feet above the water, one can see for miles around.
Dry-Dock: A massive yard and structure near the center of the city, the Dry-Dock is an important part of what keeps Liberty running. Here ships are build and repaired. Many a captain has heaved a sigh of relief upon spotting Liberty’s lighthouse, knowing that the Dry-Dock will keep his limping ship afloat for one more journey.
Grinning Cleric Inn: Famous throughout the Five Nations for its spiced wine, squid steak, and colorful clientele, the Grinning Cleric houses travelers from across the World.
Warehouse District: The first stop for any ship entering Liberty is the docks of the warehouse district. Entirely controlled and guarded by the powerful Merchants’ Guild, the warehouses hold treasures from across the World. Many a thief has met her end due to the temptations of this district. The mercenary guards of the Merchants’ Guild are permitted by Liberty Law to kill anyone unauthorized found in the warehouses on sight, a duty they seem to relish.
Aesir’s Rise: Here Liberty’s temples look out over the bay. The temples center on a fifty-foot tall statue of Njord, the patron of halflings, fishermen, and all who make their living on the water. Foolish is the sailor who spends his last coin in Sailor’s Cove, sparing no offering to Njord—if his ship-mates learn of this oversight he is likely to be thrown overboard.
Caravan Stables: By Codex Law no horses that are not actively pulling carts are allowed inside city walls—Liberty’s terraced topography makes leading a caravan through its streets even more difficult. As such, the Merchants’ Guild maintains a special team of horses and carts that travel along a specific path from the warehouses to the Caravan Stables, from where merchant caravans depart.
Sailor’s Cove: On the cliffs overlooking the Caniel Channel, Sailor’s Cove is a chaotic district housing taverns, bunkhouses, and brothels. Sailors of all races spend their wages there. Those who are not sailors enter this district at the risk of their purse—and their lives.
Liberty Park: A lush patch of green in the center of Liberty, this park is a popular place for picnics and music. Many Halfling children have learned to swim in this park, and open-air Fall Day plays are a popular Liberty attraction.
The Forest of Eldivor: Surrounding Liberty Bay is a large wood, through which Liberty Road makes its way. Though the road is safe, due to the large number of caravans that travel along it daily, the traveler who leaves the road is foolish.
The Marketplace: Though its name is familiar, the Marketplace in Liberty is anything but ordinary. Ships from across the Wellshore Sea and beyond bring their wares to this bazaar.
Distinctive Personalities
Ceanne, the Lord Mayor of Liberty: Ceanne, a halfling female, worked as a thief in her younger years. Unexpectedly, this did not work against her in her political career, partially because halflings tend to be a bit more understanding of such things, but mostly because even as a thief Ceanne developed a reputation for steadfastness and honor. Small, lithe, and attractive, but quite reserved, Ceanne has served as Lord Mayor of Liberty for over a decade.
Sirriam, Captain of the Watch: Sirriam, a human male, is a former sailor and fighter who keeps order in Liberty with his City Guard, a group as respected as it is feared. His left leg is gone below the knee—he walks on a whale-bone peg-leg. Though he does not speak of it much, when drunk enough he will tell the story of how the leg was lost when a giant squid attacked his ship, the Damned Shame. Sirriam was the only one to survive the attack, and it was Ceanne who found him washed up on shore and nursed him back to health.
Nobilis, Admiral of the Liberty Fleet: The port of Liberty is protected from attacks by sea by the Liberty Fleet, commanded by Nobilis, a human male fighter. Nobilis is bald and thin, and he hails from the far-distant island nation of Pelesius. He is fond of telling tall tales from his days as a merchant sailor. One of the tales he tells the most is the story of why he left his father’s house Pelesius, at the tender age of fifteen, to set sail. Interestingly, this story has never been told the same way twice, and it often differs wildly from telling to telling—though there is usually a theft or a woman involved, and often both.
Venn, Innkeeper at the Grinning Cleric Inn: Venn, a mountain dwarf male, is odd for his race in that he is gregarious and generally cheerful and welcoming—of course, these are important attributes for an innkeeper. The gray-haired old dwarf has been the proprietor of the Grinning Cleric for as long as any alive today can remember. There is very little that has happened in Liberty in the past two or three centuries of which he does not have some knowledge. Quite religious, Venn keeps an altar to all thirteen of the gods behind the bar, though the Dancing God has pride of place.
Thera, the Hermit Sorceress: Not far into the Forest of Eldivor there stands a squat tower of onyx that seems to have been pulled directly from the earth itself in the center of a small clearing. This is the home of Thera, a powerful elven magic-user. Few who find the tower ever return, for in the clearing a mourning keen can often be heard on the wind, a sound that blanches even the most stalwart of hearts. Some very few have spoken to her, but no one can say they have ever seen her.