Midgard

Kingdom of the Humans

Home of the Humans (and Halflings), rolling hills, rivers and streams emptying to dense swamps and tropical climates to the south and east.  
Human
Species | Jan 13, 2024

The Humans of the southeastern rolling green hills and endless coasts of Midgard

  Midgard predates the Three Tower of Humanity, as the triplets that founded the three main cities of Midgard are known. Those cities are the three main hubs of trade in Midgard. Triwath, to the west, is the capitol, home of the laws of the land and the most detailed craftsmen in the kingdom. Tharbad, to the east, is a city full of wealth, trade, and agriculture in the outer reaches. Thaur, in the south, is a lawless city of illicit trade.

Geography

Midgard measures 250 miles across and 200 miles north to south, but takes up far less landmass than those dimensions might imply, the kingdom running on an angle with shattered coastlines in the south.

Climate

Midgard has relatively stable temperatures year round by season, with similar temperatures in the spring and fall, rising 10 to 20 degrees in the summer, and dropping by the same in the winter.

In the southern reaches, that spring/fall average is around 80 degrees and dry, with high 70s in the Ianu Belt along Muspelheim and the northeastern coast, with the central and northwest regions averaging the upper 60s to low 70s.

Natural Resources

Extensive forests with trees of more varieties than you will find anywhere outside the western elven lands provide plentiful lumber, fruit, nuts and seeds. The rich soil of the plains allows for plentiful agriculture, but in this land that never sees hard winters, the entire kingdom grows wild with edible and medicinal plants, especially the rich riverlands of the lower plains where the forests are lively with deer, fowl, rabbits and other game. The grasses and reeds where wild horses run in the sandy south are made into both thatch and sturdy cloth. The many rivers are full of fish, as is the sea along the plentiful coastline.
Conjure Midgard on the River Peak Apothecary Webshoppe
Midgard Kingdom Traits
FOR BUILDING YOUR IN-REALM D&D CHARACTERS
Character Building: Dungeons & Dragons 5E
Generic article | Nov 15, 2023

How to build your D&D 5E character in the Realm of Beardsgaard

Morning Touched: Proficiency in the Animal Handling (Wis), Persuasion (Cha) or Religion (Int) skill, and you can speak one extra language of your choice.
  Forest Friend: You have always had a way with animals, especially this one kind. While you cannot speak to or understand the language of them, you have a nonverbal way of communicating thoughts, ideas and concepts with animals from your chosen group: Farmfriends (domesticated animals), Forestfloofs (small fluffy forest creatures), Flywings (birds), or Creepers (bugs). At the 5th level, you CAN speak to them.

Overlay illustration by Brian Busch Studio

Dungeons & Dragons Episodes in this Location

 
The Gang Gets the Hottest Goss • Episode 10
 
The Gang Gets Turnt • Episode 9
   
 
The Gang Gets Their Man • Episode 8
 
The Gang Goes Undercover • Episode 7
 
 
The Gang Has a Spa Day • Episode 6
 
The Gang Foils Some Plans • Episode 5
 
 
The Gang Joins a Cult • Episode 4
   
The Gang Goes Wilderfighthiking • Episode 3
 
 
The Gang Hunts a Hag • Episode 2
 
Tag Chaos Glory. • Episode 1
 

Articles under Midgard


Comments

Please Login in order to comment!