Midgard has a focus on culture, rather than race, with the differences between Itani and Lutetian Humans far exceeding the differences between Dalriadan Halflings and Men. Currently Open Race and Class options in Midgard follow, and are likely to expand as the campaign progresses:
- Lutetian (high culture nobility and traders)
- Nether (marshlands fisher folk)
- Norgan (semi-nomadic hunters)
- Isevar (Sky-lights settlers)
- Dalriadan (heavily political nobility and serfs)
- Itani (semi-barbaric, highly religious, clansfolk)
- High Elven Straggler (anywhere, very rare, highly variable). GM warning: well, you know, they’re elves, who knows what they’re up to? Could be anything. Bastards.
- Anywhere (within any of the above nationalities). GM warning: there is no such thing as a well adjusted Half-Elf in Midgard, and everyone knows it.
- Norgan (among orcish tribes, human settlements or as wandering individuals, highly variable reputation depending on region)
- Nethers (generally highly respected warriors, small business owners, or both)
- Norgan (political, architectural)
- Dalriadan (outpost traders)
- Lutetian (business folk)
- Lutetian (endemic, as per humans)
- Dalriada (not nearly so populous, but as per humans)
- Castan (artificers, craftsfolk) GM warning: only Gnomes who have spent a lot of time around humans (like Arta and Vian) are even remotely considered to be rational creatures. If you really want a gnome, we’ll have a chat about them separately from this list.
- Norgan (largely as per humans, but currently undergoing some fairly serious societal and religious upheaval)
- A very rare set of creatures that have their own culture and history. Respected among the Itani, entirely unknown outside of them. Keshani elders put a lot of work into maintaining that dynamic, not all of it peaceful.
Some notes on class options thus far:
- Alchemists have been seen in Dalriada, but require ancient and very rare books to learn their trade.
- Barbarians are just those nonlawful fighters who use anger as their main tool. They’re definitely more common in Norga, but you might find one or two in Lutetia or amongst the Itani.
- Bards are unheard of among Goblins (their shamans keep histories), but are otherwise everywhere.
- There’s been one Lutetian Cavalier in play (on Rauer), more on them if you want.
- Priests are almost universally Clerics in Lutetia and Dalriada (although they’re pretty rare in Dalriada), Shamans (i.e., druids) in Norga and the Nether. The Itani have their own Oracles.
- Fighters get work everywhere
- Monks (at least, the combat version) are unheard of in Norga, and unusual pretty much everywhere except amongst the Keshani.
- Paladins are mostly Lutetian, or Itani.
- Rangers get work everywhere
- Rogues get, well, something roughly like work, everywhere.
- Sorcerers are dealt with on a case by case basis, although the Itani have a disproportionate number of them.
- Summoners, like Alchemists, must study obscure and occult knowledge to begin their training. They are almost universally Lutetian or Dalriadan. A few shamanic Norgan exceptions exist.
- Witches are endemic in the North, amongst both the Itani and the Norgans. A few exist in Dalriada, and a very rare few exist in Lutetia.
- Wizards are Lutetian, Dalriadan, or highly unusual.
- Norgans have Skinwalking witches who can be human or half-orc, kind of. Ish.