TEXT: heroes
  TM
  BY DAN DILLON
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  Midgard
  Kobold Press, Midgard, the Midgard logo, Southlands, Open Design, 
  and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product 
  Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trade-
  marks, proper names (characters, place names, new deities, etc.), 
  dialogue, plots, story elements, locations, characters, artwork, sidebars, 
  and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the racial 
  traits, racial variants, and archetypes. No other portion of this work 
  may be reproduced in any form without permission.
  Copyright © 2015 Open Design.
  www.koboldpress.com
  ISBN 978-1-936781-50-8
  Design: Dan Dillon
  Editing: Steve Winter
  Cover Art: Josh Hass
  Interior Artists: Josh Hass, Guido Kuip,  
  Marcel Mercado, Borja Pindado, Addison Rankin, 
  Kathryn Steele, Bryan Syme
  Art Director: Marc Radle
  Layout and Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  Heroes
  Races and BackgRounds foR 5th edition
  By Dan Dillon
  TaBle of ConTenTs
  CreDiTs
  yxv
  TM
  Midgard Heroes ........................................................2
  Alseid ......................................................................2
  Centaur, Midgard ................................................... 3
  Dragonkin .............................................................. 5
  Elves and the Elfmarked .......................................... 7
  Gearforged.............................................................. 7
  Ghoul, Darakhul .....................................................9
  Kobold, Midgard .................................................. 12
  Minotaur ...............................................................13
  Ravenfolk.............................................................. 14
  Shadow Fey ............................................................15
  Trollkin ................................................................. 16
  Backgrounds  .......................................................... 18
  Corsair ...................................................................18
  Darkling ............................................................... 19
  Fey-Touched .........................................................20
  Guild Merchant .................................................... 22
  Master Craftsman ................................................. 22
  Nomad .................................................................24
  Raider ................................................................... 25
  OGL  ..................................................................... 28
  
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  Midgard Heroes 
  yxv
  The age of heroes is dead and the bridge to glory is 
  broken—Bifrost fell long ago. The world is lost in an age 
  of war, of dark wilderness and lost empires sunk beneath 
  the waves. Only magic and the warmth of hope keeps 
  lights aglow when dread things prowl and the priestly 
  wardings shake, bent by hideous demonic rage. In this 
  dark time, new heroes must arise to claim the crowns of 
  Midgard and restore the jewels to her scattered thrones. 
  New heroes must lead a return to glory!
  The world of Midgard is home to a host of races from 
  which heroes are born, chosen, and forged. Contained 
  here are both lore and traits to help bring your Midgard 
  heroes to life in the 5th edition of the world’s most 
  popular roleplaying game. The races presented are in 
  addition to the standard fantasy denizens. Humans, 
  dwarves, gnomes, and many of the rest are present in 
  Midgard and follow the standard rules for racial traits.
  ALSEID
  Alseid are graceful woodland cousins to centaurs, 
  blending the torsos of elves with the lower bodies of 
  nimble deer. Because they rarely venture far from their 
  wooded glades, some call them “grove nymphs,” although 
  they’re more closely related to elves than nymphs. 
  Alseid see the forest as an individual and a friend. They 
  are suspicious of outsiders who do not share this view. 
  Where are The oTher raCes?
  A few playable races in 5th edition are absent from the 
  Midgard Campaign Setting. Dragonborn and half-orcs 
  don’t exist in the world of Midgard, but their place in 
  this rich tapestry of people and locations is not empty. 
  Dragonkin and trollkin stand in with their unique traits 
  and setting-specific lore to fill those roles. 
  Between these custom additions and the inclusion 
  of several races usually reserved for monsters and 
  antagonists, Midgard is thick with the threads to 
  weave your own tale of adventure, betrayal, glory, and 
  greatness. The gods watch with impatience, and your 
  foes are on the move. The time has come to take up the 
  mantle and make your mark on the world of Midgard!
  
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  Lost travelers who demonstrate deep respect for the 
  forest may spot a distant alseid’s white tail and chase 
  after it as it bounces toward a road that leads out of the 
  forest. Disrespectful strangers may follow the same tail 
  to their doom. 
  BRANCHING CROWNS
  Alseid have antlers growing from their foreheads. Antlers 
  grow very slowly, branching every 10 years for the first 
  century of life (so an alseid with six points per antler 
  should be between 60 and 70 years old). Further points 
  only develop with the blessing of the forest. No 14-point 
  imperial alseid are known to exist, but many tribes are 
  governed by princes with 13 points, indicating that they’ve 
  done a great service to the forest on at least three occasions. 
  Because antlers signify status, alseid don’t fight with 
  them the way deer do. Cutting an alseid’s antlers is one of 
  the direst punishments an alseid can receive. Elf rangers 
  sometimes report seeing lone alseid exiles, wandering the 
  Margreve, their antlers sawn off near the scalp. 
  ANCIENT MAGIC  
  AND NATURE’S CHAMPIONS
  Alseid have a deep connection with the Old World magic 
  of the Margreve. Their leaders favor the druid and ranger 
  classes, and wild magic sorcerers arise from deep forest 
  glades infused with energy from the fey realms. 
  Alseid Traits
  Your alseid character has certain characteristics in 
  common with all other alseid. 
  Ability Score Increase. Your Dexterity score increases by 
  2, and your Wisdom score increases by 1.
  Age. Alseid reach maturity by the age of 20. They can live 
  well beyond 100 years, but it is unknown just how old 
  they can become.
  Size. Alseid stand over 6 feet tall and weigh around 
  300 pounds. Your size is Medium.
  Alignment. Alseid are generally 
  chaotic neutral, though 
  variations are common, 
  particularly among those rare few 
  who leave their people.
  Speed. Alseid are fast for their size, 
  with a base speed of 40 feet.
  Type. You are of the monstrosity type.
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were 
  bright light, and in darkness as 
  if it were dim light. You can’t 
  discern color in darkness, 
  only shades of gray.
  Alseid Weapon Training. You 
  have proficiency with spears 
  and shortbows.
  Light Hooves. You have proficiency in the Stealth skill.
  Quadruped. The mundane details of the structures of 
  humanoids can present considerable obstacles for you, 
  such as ladders and manholes.
  Woodfriend. When in a forest, you leave no tracks and can 
  automatically discern true north.
  Languages. You can speak, read, and write Elvish and 
  Trade Tongue.
  CENTAUR, MIDGARD
  On the plains, in the forests, and across the steppes live 
  creatures who blend humanoid and equine aspects. 
  Centaurs are neither man nor beast, but occupy a strange 
  niche in both the civilized and natural worlds. They are 
  born with grace befitting a human king, but are possessed 
  of the fierce savagery of a wild stallion. Centaurs are a 
  scattered race, roaming in small clan groups from the 
  
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  Rothenian Plains (where their numbers are great) to the 
  court of the young Valeran Emperor, whom several serve 
  as personal guards. But they also have a reputation for 
  banditry and bullying, and most cultures consider them 
  dangerous.
   Centaurs are largely a nomadic people. Their archery is 
  excellent and their healing arts are well advanced. Because 
  they have little interest in magic or in writing, other 
  cultures sometimes disregard centaurs, but they do so at 
  their peril. Large centaur hordes have smashed baronies 
  and even small nations flat.
  RAIDING AND BANDITRY
  Upon reaching the age of majority, all young adult 
  centaurs embark on their “bandit years,” a practice 
  designed to siphon off those who are particularly 
  troublesome and give some experience to more agreeable 
  colts and fillies. These young centaurs run free, away 
  from the clan groups, to exorcise their aggression and 
  immaturity. At the end of this period, they can choose 
  to remain outside their clan or horde, or they can 
  return with the understanding that 
  they have tamed their 
  wild ways—at 
  least to the 
  degree that’s acceptable to centaur society.
   Most young adults choose to return after 
  their bandit years, though the occasional 
  centaur leaves the horde permanently out 
  of curiosity, romance with another race, 
  or any number of other factors. Young 
  centaurs of the same age go on their bandit 
  years together, with instructions from the 
  clan chief about when they’ll be allowed to 
  return.
   Centaurs believe in personal 
  property, but they also believe that a 
  person who claims to own something 
  should be strong enough to defend it. 
  They never steal from their clan, but anyone 
  else is fair game. Shipments or supplies of grain 
  and alcohol are their favorite targets.
   During a raid, centaurs take advantage of their speed, 
  maneuverability, and skill in archery. They use diversions 
  to draw defenders away from targets, or use heavy volumes 
  of arrows to keep them pinned down. 
   The bandit years are the time when centaurs drink 
  most heavily. Within the clan, celebrations can be 
  shockingly raucous, but everyday life is not. But during 
  the bandit years, young centaurs are drunk more often 
  than not. This constant inebriation fuels more raids, 
  fights, and reckless behavior. 
   The bandit years are also the time when centaurs are 
  most likely to take up a life of adventuring, even if only 
  for a little while. Many centaurs spend their bandit years 
  not strictly as bandits but as wanderers and adventurers, 
  eventually returning to their clans with loot and stories.
  Centaur Traits
  Your centaur character has certain characteristics in 
  common with all other centaurs. 
  Ability Score Increase. Your Strength score increases by 2, 
  and your Wisdom score increases by 1.
  Age. Centaurs reach maturity at 15 years of age. Their 
  lifespans vary because of the harsh conditions and 
  martial nature of their culture, but the upper limits are 
  similar to those of humans.
  Alignment. Centaur alignments are 
  mainly chaotic and neutral.
  Size. Centaurs stand between 8 and 9 
  feet tall and weigh in excess of 2,000 
  pounds. Your size is Large.
  yxv
  CenTaur size anD Damage
  Large creatures are challenging to balance as playable 
  races, because they have innate advantages that let 
  them outshine smaller races in combat. The centaur 
  is interesting in this regard because, despite their 
  Large size, their upper bodies and arms are human-
  sized, so they use standard weapons. This creates an 
  opportunity to design in the Large creature space 
  without risking a catastrophic balance shift from 
  creatures swinging enormous weapons, or requiring 
  a list of drawbacks to make them “balanced” (read: 
  unplayable and no fun).
  
  |5
  Speed. Centaurs have a base speed of 40 feet.
  Type. You are of the monstrosity type.
  Natural Attacks. You have proficiency with your hooves. 
  You make one attack with your hooves, which deal 2d6 
  bludgeoning damage.
  Centaur Weapon Training. You have proficiency with the 
  pike and the longbow.
  Pike Charge. If you move at least 30 feet straight toward 
  a target and then hit it with a pike attack on the same 
  turn, the target takes an extra 3 (1d6) piercing damage. 
  The number of extra damage dice you gain increases by 
  one at 6th level (2d6) and again at 11th level (3d6). You 
  can apply this extra damage only once per turn. You can 
  use this ability a number of times per day equal to your 
  Constitution modifier (minimum 1), and you regain all 
  expended uses when you finish a long rest.
  Humanoid Torso. Although you are Large, you wield 
  weapons and wear armor sized for a Medium creature, 
  thanks to the proportions of your humanoid torso.
  Quadruped. You have disadvantage on Stealth checks 
  because of your size and indelicate hooves. The 
  mundane details of the structures of humanoids can 
  present considerable obstacles for you, such as ladders 
  and manholes.
  Self-sufficient. You have proficiency with the Medicine skill.
  Languages. You can speak, read, and write Centaur and 
  one other language of your choice.
  DRAGONKIN
  Althouth they’re the youngest race in Midgard, the 
  dragonkin have expanded at a startling—some might say 
  alarming—rate across the southern reaches of the world. 
  It’s known that the race arose in the Mharoti Empire, but 
  beyond that, its origin is shrouded in mystery. 
   At first glance, dragonkin appear to be a hybrid of 
  humanoid and dragon, but dragonkin react with near-
  violence to any such suggestion. They are fiercely proud 
  of their draconic blood, and they reject the notion that it’s 
  diluted by anything less pure. They look down with disdain 
  on other humanoids, including kobolds. Dragonkin are 
  a race of great presence and ability, but they are driven by 
  arrogance and greed. Despite the youth of the race overall, 
  they have won so many battles and wield so much power 
  that few can begrudge their arrogance. 
  DRACONIC BEARING
  The dragonkin are humanoid in form, but their 
  connection to dragons is unmistakable thanks to the 
  colored scales that cover their bodies. They have three-
  fingered hands and three-toed feet, and each digit is 
  tipped with a sharp talon. Many dragonkin have frills 
  or crests on the crowns of their heads; sometimes these 
  extend down the backs of their necks. They have short 
  but distinctly dragonlike snouts, and their teeth are 
  suited to tearing meat. Males and females are visibly 
  distinct, though all dragonkin are solidly built. Males 
  are slightly taller with shorter tails, are horned or 
  crested, and are considerably thicker and heavier. Female 
  dragonkin are more wiry than males, and they have 
  longer, lashing tails. Instead of horns or crests, females 
  tend to have frills. 
   Despite an individual dragonkin’s appearance, they 
  all project a sense of great destiny that other races, even 
  nonscaly, find compelling.
  DIVERGENT HERITAGE
  Dragonkin divide themselves into the “Four Elemental 
  Kinds,” or (supposedly) purebred  lineages. In reality, a 
  great deal of intermixing has occurred between the kinds 
  and hybrids are common. The amount of snobbery about 
  this “purity” among dragonkin is no more or less prevalent 
  than the discrimination found among other races, but 
  among dragonkin, even the lowliest hybrid dragonkin 
  is viewed as superior to any other sort of creature. The 
  kinds correspond to varieties of Midgard dragons that are 
  said to have been involved in the origin of the dragonkin: 
  flame or fire, wind or storm, stone or cave, and wave or 
  tide. Interbred dragonkin aren’t separated by type but are 
  collectively called the edjet, or soldier dragonkin.
  Dragonkin Traits
  Your dragonkin character has certain characteristics in 
  common with all other dragonkin. 
  Ability Score Increase. Your Charisma score increases by 2.
  Age. Dragonkin reach maturity by the age of 20. They can 
  live beyond 100 years, but it’s unknown just how old 
  they can become.
  Size. Dragonkin stand over 6 feet tall and weigh around 
  300 pounds. Your size is Medium.
  Alignment. Dragonkin run the gamut of possible 
  alignments, with tendencies depending on their subrace. 
  Speed. Your base walking speed is 25 feet. Your speed is 
  not reduced by wearing heavy armor. 
  Darkvision. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray.
  Commanding Presence. You have proficiency in the 
  Persuasion skill.
  Languages. You can speak, read, and write Draconic and 
  Trade Tongue. 
  Subrace. There are five subraces of dragonkin, determined 
  by the type of dragon they descend from: the Four 
  Elemental Kinds and mixed heritage. Choose one of 
  these subraces.
  Flame or Fire Dragonkin
  The most common of the Four Elemental Kinds are 
  the proud, boisterous flame dragonkin. They can be 
  insufferable braggarts, inspiring leaders, and sometimes 
  both. They bear yellow, golden, or orange scales, and 
  
  6 |
  red crests. Flame dragonkin are strong, and they enjoy 
  proving their superior strength.
  Ability Score Increase. Your Strength score increases by 1.
  Inner Flame. You know the produce flame cantrip. 
  Charisma is your spellcasting ability for it.
  Resilient Scales. You have resistance to fire damage.
  Wind or Storm Dragonkin
  Wind dragonkin are only slightly less common than 
  flame. They are driven by a desire to know the world. They 
  urge their kind toward expansion and conquest, but less 
  from a desire to rule than from a desire to understand and 
  experience. The wind dragonkin have blue, white, silver, 
  or gray scales, with black crests. Wind dragonkin are 
  studious and knowledgeable but far from passive. 
  Ability Score Increase. Your Intelligence score increases 
  by 1.
  Storm Strike. You know the shocking grasp cantrip. 
  Charisma is your spellcasting ability for it.
  Resilient Scales. You have resistance to lightning damage.
  Stone or Cave Dragonkin
  The stone dragonkin are the most stoic and hardy of the 
  Elemental Kinds. What seems to outsiders like reserve is 
  really patience; stone dragonkin don’t reach conclusions 
  without evidence and don’t jump into action without 
  considering the consequences. When they do act, it’s 
  with the same intense ferocity as any of their kin.  Stone 
  dragonkin grow scales of gray, black, or rarely, white. 
  Their crests or frills are purple or white. Like the stolid 
  dragons that are their forebears, stone dragonkin are the 
  most resilient of their ilk. 
  Ability Score Increase. Your Constitution score increases 
  by 1.
  Stone Resolve. You know the blade ward cantrip. Charisma 
  is your spellcasting ability for it.
  Resilient Scales. You have resistance to acid damage.
  Wave or Tide Dragonkin
  The least numerous of the Elemental Kinds, the wave 
  dragonkin have gold, blue, or green scales with bright 
  green or yellow crests. This breed of dragonkin find 
  success as spies and tacticians. Some take up the priest’s 
  mantle, most often in service to Seggotan, the sea god of 
  the Dragon Empire. Wave dragonkin are perceptive and 
  strong-willed.
  Ability Score Increase. Your Wisdom score increases by 1.
  Tide’s Grasp. You know the poison spray cantrip. Charisma 
  is your spellcasting ability for it.
  Resilient Scales. You have resistance to cold damage.
  Edjet or Soldier Dragonkin
  Despite the dragonkins’ love of their own racial purity, 
  interbreeding between the subraces does happen. The 
  result is usually an edjet. They’re recognizable by their 
  brassy or tan scales with black or rust-colored crests. 
  Edjet make up a large segment of dragonkin presence in 
  the Mharoti armies, serving as heavy infantry and shock 
  troops. Despite the dragonkin’s usual slow speed, edjet 
  have fast reflexes and keen aim. 
  Ability Score Increase. Your Dexterity score increases by 1.
  Soldier’s Eye. You know the shillelagh cantrip. Charisma is 
  your spellcasting ability for it.
  Resilient Scales. You have resistance to poison damage.
  
  |7
  ELVES AND THE 
  ELFMARKED
  The elves once ruled over much of Midgard. Their mighty 
  empire stretched from Thorn and the Arbonesse toward 
  the east and south along a network of slender spires and 
  magical roads. A few centuries ago that glory crumbled, 
  and today the elves have splintered into three remote, 
  waning nations. 
  Windrunner Elves
  The windrunner elves are nomads and herders, weavers, 
  masters of archery and the hunt, and quick to speak with 
  the sky spirits. They are a fallen people who have largely 
  abandoned civilization. They wander the Rothenian Plains, 
  owing no allegiance to the remaining elven rulers, neither 
  the Imperatrix of Dornig nor the River King at Arbonesse. 
   Windrunner elves use wood elf traits. 
  River Elves
  River elves are what remains of the elves of Thorn, 
  with the River King barely keeping contact with the 
  Imperatrix. The Arbonesse forest beyond the western 
  wasteland is their homeland and the river their highway. 
  Their borders include all the land where the leaves’ 
  shadow falls. Sometimes a river elf is exiled to wander 
  the outside world for a few decades, but otherwise, other 
  races rarely see the elves who built so many castles, roads, 
  and cities throughout Midgard.
   River elves use high elf traits.
  Elfmarked
  Although the elven race is in decline and its members are 
  scattered, the elves created a lasting legacy. In addition 
  to the obvious reminders of their past greatness—ruined 
  cities and straight, level roads—they left an invisible mark 
  in the elven blood that courses throughout Midgard’s 
  people. The so-called elfmarked are the result of unions 
  between elves and humans. Elvish blood running through 
  their veins ties the elfmarked to the realms of the fey; 
  some trace their lineage back to the great elves of ages 
  long ago. The elfmarked are spread throughout the 
  kingdoms of Midgard. They mingle with humans and 
  other races in cosmopolitan cities and rustic villages, the 
  latent power in their blood always whispering in their 
  subtly pointed ears. 
   Elfmarked use half-elf traits. 
  yxv
  Dark elves
  Technically a fourth race of true elves dwells on, or 
  more appropriately under, Midgard: the dark elves. 
  Though they were once a force of great and terrible 
  power in the lightless depths, the rising Empire of the 
  Ghouls spelled doom for the dark elves of Midgard. 
  The darakhul spread like a plague, devouring and 
  corrupting the dark elves until now only a scattered 
  handful remain. These miserable survivors huddle in 
  remote caverns, terrified of the day when their tunnels 
  will echo with the hungry war cries of the darakhul. 
  Shadow Fey
  The shadow fey no longer draw power from Midgard. 
  Their court resides in the Shadow Realm, another plane 
  that darkly reflects material Midgard. The glory of the 
  shadow fey is faded and twisted into a legacy of deceit 
  and illusion. 
   Shadow fey are a special elven subrace. See page 15 for 
  traits and information on the Shadow Fey.
  yxv
  living ConsTruCTs  
  anD “living” unDeaD
  The gearforged and darakhul present interesting 
  design challenges. At first glance it might seem easiest 
  to make them constructs and undead respectively, 
  but that creates a number of problems. Changing 
  the creature from humanoid not only creates a slew 
  of spell and effect immunities, but it also makes 
  those characters impossible to heal with magic. Cure 
  wounds and other healing spells have no effect on 
  constructs and undead, so it would be necessary to 
  create new spells for healing those creature types. 
   
  Using humanoid (gearforged) and humanoid 
  (darakhul) as the creature type allows the basic 
  assumptions of the system to work, and specific traits 
  then handle individual mechanical concerns such as 
  necrotic or poison damage, and certain conditions. 
  GEARFORGED
  Originally created as powerful soldiers, gearforged 
  must now find their own paths to navigate the second 
  life they’ve been given. Many devote themselves to 
  civil service, others to their gods. Some dedicate their 
  extraordinarily long lives to the pursuit of knowledge. A 
  few, naturally, seek out lives of adventure.
   The gearforged are an artificial race. More importantly, 
  its members are created one at a time and come from a 
  vast array of backgrounds. Nevertheless, they maintain 
  rich traditions of history, culture, and spirituality all their 
  own, largely because of the influence of the race’s patron, 
  the gear goddess Rava.
  FORM AND FUNCTION
  All gearforged were once other creatures with 
  flesh-and-blood bodies, but their conscious minds were 
  
  8 |
  transplanted into articulated bodies of iron, steel, brass, 
  and wood, driven by pistons and springs. Each is as 
  distinctive in appearance as other people are. Some entities 
  spend a fortune on these new bodies, while others scrape 
  together anything that will work—especially if the subject 
  is aging or ill.
   All gearforged are made in humanoid shape. The 
  vast majority fall into one of two styles: those that are 
  roughly human-sized, with articulated joints, hands, 
  feet, and crystal lens eyes; and a version made by dwarves 
  that mirrors their shorter, stouter body shape. 
  Dwarflike gearforged are more common in the 
  cantons of the Ironcrags than in the Free City 
  of Zobeck, but they’re universally accepted as 
  receptacles for dwarf souls.
   Gearforged mechanisms are more 
  than mechanical, because gearforged are 
  machines with souls. Their arms and legs are 
  driven by everwound springs. Their minds 
  are actuated by memory gears, transverse 
  cognition gearing, and the marvel of a soul 
  gem connected directly to a maze of silver and 
  mithral steam, spark, and magical conduits. 
  These elements reside in a shell of iron, brass, 
  and steel.
  GEARFORGED COMPONENTS
  The range of gearforged anatomy in all its variants 
  is remarkable, but all gearforged share some 
  common parts.
  Everwound Springs. These magical springs 
  provide energy over long periods, effectively 
  acting as the power sources for most of 
  the gearforged’s moving parts. A broken 
  everwound spring results in the loss of 
  function in that digit or limb.
  Soul Gem. The mind of a gearforged creature is as 
  sharp as that of any flesh-and-blood soul, but it is 
  more portable. The animating, vital principle of a 
  gearforged—its will, its personality, its mind—are 
  retained in a soul gem. Its destruction means the 
  death of that gearforged.
  Memory Gears. These delicate constructions are 
  scroll-like ribbons pierced with thousands of pin 
  holes and wound about with tiny enchantments of 
  great complexity. The memory of a gearforged for all the 
  days after its creation lives in the memory gears. Older 
  gearforged have many such gears, and the material 
  component for the magic to create them requires 
  one new gear for every 10 years of life. Installing one 
  requires one day’s work and 2,000 gp.
  Other gearforged can read memory gears salvaged from 
  a dead gearforged, but it’s a complex, time-consuming 
  process. It’s also viewed with some alarm by most 
  gearforged, since it is akin to peering into the most 
  private details of a creature’s life. Installing a used 
  memory gear into a new or existing gearforged requires 
  a new soulforging and at least one week before the 
  recipient can interpret and understand the memories.
  Gearforged Traits
  Your gearforged character has certain characteristics in 
  common with all other gearforged. 
  Ability Score Increase. Two 
  different ability scores of your 
  choice increase by 1.
  Age. The soul inhabiting a 
  gearforged can be any age. 
  As long as its new 
  body is kept in good 
  repair, there is no 
  known limit to how 
  long it can function.
  yxv
  maChine speeCh
  Machine Speech is a whistling, clicking language that’s 
  incomprehensible to non-gearforged ears. Speakers of 
  Machine Speech claim that the Clockwork Oracle of 
  the Free City of Zobeck speaks in this form, and that 
  their speech is faster and purer than any language of 
  flesh-and-blood races.
  
  |9
  Alignment. No single alignment typifies gearforged.
  Size. Gearforged are as tall as either dwarves or humans, 
  but they weigh between 250 and 300 pounds. Your size 
  is Medium.
  Speed. Your base walking speed is 30 feet.
  Type. You are of the humanoid (gearforged) type.
  Constructed Body. Your consciousness and soul reside 
  within a soul gem to animate your mechanical body. As 
  such, you are a living creature with some of the benefits 
  and drawbacks of a construct. 
  • You cannot eat, drink, or breathe. You can’t drink 
  potions or gain benefits that come from drinking, 
  eating, or inhaling vapors.
  • You do not naturally sleep. 
  • During a rest, you must perform maintenance on 
  your gears, springs, and joints, following the normal 
  rules governing rest and activity. While performing 
  this maintenance, you are aware of your surroundings 
  but you have disadvantage on Wisdom (Perception) 
  checks. If you go longer than 24 hours without 
  performing maintenance (you don’t take a long rest), 
  you gain one level of exhaustion. All exhaustion 
  gained this way disappears after your next long rest. 
  • You can’t be stabilized when dying with a Wisdom 
  (Medicine) check or spare the dying. Instead, a 
  successful DC 10 Intelligence check or a mending 
  cantrip is needed.
  • You regain only one-half the usual number of hit 
  points from spells or magical effects with the words 
  cure, heal, or healing in their titles. 
  Flesh of Steel. You are immune to disease, poison damage, 
  and the poisoned condition.
  Solid Construction. If you are killed but your soul gem 
  and memory gears are still intact, you can be restored 
  to life if your body is repaired and soulforging is cast 
  on it again. Because the body already exists, the cost of 
  the ritual is just 500 gp, plus the cost of repairing the 
  body (DM’s discretion, typically 1d4 x 50 gp). If your 
  body was destroyed but your soul gem and memory 
  tapes are intact, they can be implanted into a new body 
  at the standard cost (10,000 gp). The only other magic 
  capable of bringing you back from the dead is a wish 
  spell, which restores you fully. 
  GHOUL, DARAKHUL
  In the lightless depths beneath the ground, an empire 
  of devouring ambition grows and plots and dreams. 
  Its citizens call themselves the People, but the rest 
  of Midgard calls them the Lords Subterranean, the 
  Ghoul Imperium, or simply the Empire of the Ghouls. 
  Their cities lie out of sight, their agents infiltrate the 
  underworlds of a score of surface cities, and their goals 
  know no limits.
   To them, if you are not a member of the People, you are 
  food. Their empire maintains complex social structures 
  and forges serious alliances, particularly among the 
  undead princes of Morgau and Doresh. Unofficial 
  embassies exist in Zobeck, the Ironcrag Cantons, 
  Krakova, and Magdar. Other hidden outposts may lurk 
  below the Seven Cities, Illyria, or beyond.
  yxv
  The riTual of soulforging
  The ultimate act in creating a gearforged is casting the 
  soulforging ritual. The spell is available to wizards and 
  clerics. Soulforging can’t be added to a wizard’s spellbook 
  as one of the two spells learned for gaining a level. It must 
  be found in written form and copied into the spellbook. 
  Clerics can prepare the spell only if they worship a god of 
  smithing, crafting, or a similar portfolio.
  Soulforging
  5th-level necromancy (ritual)
  Casting Time: 1 hour (see below)
  Range: Touch
  Components: V, S, M (a complete mechanical body 
  worth 10,000 gp)
  Duration: Instantaneous
  You and a willing humanoid subject must chant 
  an incantation in unison during the entire casting 
  time. At the end of this period the subject’s soul and 
  consciousness leave its body. The subject must make a 
  DC 14 Charisma saving throw. If it fails, you take 2d10 
  psychic damage and 2d10 radiant damage from waves of 
  uncontrolled energy ripping out from the disembodied 
  spirit. You can maintain the spell, allowing the subject 
  to repeat the saving throw at the end of each of your 
  turns, with the same consequence to you for each 
  failure. If you choose not to maintain the spell or are 
  unable to do so, the subject’s soul is traumatically 
  drawn back to its body; the subject immediately drops 
  to 0 hit points and is dying. 
   If the save succeeds, the subject’s soul is transferred 
  into the waiting soul gem and immediately animates 
  the constructed body. The subject is now a gearforged. 
  It loses all of its previous racial traits and gains 
  gearfoged traits. The subject’s original body dies and 
  cannot be returned to life by any means unless its soul 
  is freed from the soul gem.
   If the spellcaster dies during a soulforging, the 
  subject also dies and its soul becomes a wraith.
   Up to four other spellcasters of at least 5th level can 
  assist you in casting soulforging. Each assistant reduces 
  the DC of the subject’s Charisma saving throw by 1. In 
  the event of a failed saving throw, the spellcaster and 
  each assistant take damage. An assistant who drops 
  out of the casting can’t rejoin.
  
  1 0 |
   They scheme and plot. They hunger for the flesh of the 
  living. They are the darakhul.
  INTO THE BIG, WIDE WORLD
  Some darakhul venture into the wider world on the 
  business of the Empire. Maintaining their state requires 
  envoys and ambassadors, messengers and scouts, traders 
  and commerce, as well as knowledge of events in the 
  surface world. These undead diplomats engage with 
  races they might otherwise consider food out of duty 
  to the Empire and with a specific purpose.
   Other members of their kind, however, have no 
  such obligations. For adventuring darakhul, those 
  in self-imposed exile, or those who never belonged 
  to the Imperium, the quest to master their own 
  hunger, to transcend their role as predators of sentient 
  beings, is as much a part of their journey as the current 
  quest. These characters typically want to grow beyond 
  their ghoulish appetites and regain some part of their 
  former lives in the cultures and societies of the world’s 
  surface. No one knows better than them that they can’t 
  overcome their nature unless they confront it.
   But no matter how urbane or well-controlled the rare 
  diplomat or merchant might seem to be, the prejudice 
  of the living against the undead is powerful and 
  visceral. Humanity views the darakhul with suspicion 
  if not outright hostility, and it is difficult—but not 
  impossible—for a darakhul to allay those fears.
  THE CUT OF YOUR CLOAK
  A quality disguise is one of the best tools for a darakhul 
  trying to make its way among the breathing. Almost all 
  ghouls traveling on the surface maintain a disguise kit 
  and a concealing outfit to match their cover identity. 
  With a good costume, a ghoul might pass unchallenged 
  among humans for a long time. Possibilities include 
  the wrappings of a leper, the enshrouding robes that 
  are common within the Magocracy of Allain, the veils 
  of Siwali ladies, or the head-to-toe garb of the desert 
  raiders of the Tamasheq. Each of these disguises requires 
  appropriate details to help the deception withstand 
  scrutiny: the right language skills along with knowledge 
  of the region and its customs. 
   Even a convincing disguise doesn’t explain a 
  darakhul’s need to eat alone and behind closed doors. 
  Darakhul can use cultural or religious requirements to 
  justify such behavior in most situations.
   In cases where a costume and a cover identity are 
  impractical, a skillful application of cosmetics and a few 
  gold coins slipped into the right hands are often enough 
  to make a request for privacy seem more reasonable. 
  Ensuring a sufficient supply of raw meat is a challenge left 
  to the imagination of the player.
  DARAKHUL CHARACTERS
  Both ordinary ghouls and darakhul arise from the 
  infected corpses of other races. Most traits of the previous 
  race are gone (see the Humanoid Heritage table). Even 
  their cosmetic features—pointed ears, long beards—fade 
  over time into the skull-like faces, fanged mouths, and 
  taut, gray skin of the ghouls.
  Darakhul Traits
  Your darakhul character has certain characteristics in 
  common with all other darakhul. 
  Ability Score Improvement. You Constitution score 
  improves by 2.
  Age. An upper limit of darakhul age has never been 
  discovered; most darakhul die violently.
  yxv
  playing a Darakhul
  Life as the ravenous undead comes with challenges for 
  an adventurer. People revile the darakhul universally 
  as scavengers at best, and as loathsome, murdering 
  abominations at worst. For such a being, participating 
  as a member of an adventuring party  is complicated. 
  To survive on the daylit surface of the world, a 
  darakhul must be clever and thorough. 
  
  |11
  Alignment. Your alignment does not change 
  automatically, but you have a strong draw toward evil.
  Size. Your size is determined by your Humanoid Heritage 
  (see below).
  Speed. Your base walking speed is determined by your 
  Humanoid Heritage (see below).
  Type. You are of the humanoid (darakhul) type.
  Darkvision. You can see in dim light within 60 feet as 
  though it were bright light and in darkness or bright 
  light as if it were dim light. You can’t discern color in 
  darkness or bright light, only shades of gray.
  Natural Weapons. Your heavy jaw is powerful enough to 
  crush bones to powder. You gain a bite attack that deals 
  1d6 piercing damage.
  Humanoid Heritage. Darakhul arise from humanoid 
  stock, and that determines some of their traits. Choose 
  one humanoid heritage from the table and apply the 
  listed traits. 
  Hunger for Flesh. You must consume a meal of raw meat 
  each day or suffer the effects of starvation. If you go 
  24 hours without such a meal, you gain one level of 
  exhaustion (this is an exception to the darakhul’s 
  immunity). You cannot stave this off with half rations. 
  While you have any levels of exhaustion, you cannot 
  regain hit points or remove levels of exhaustion until 
  you spend 1 hour consuming an amount of raw meat 
  equal to a Small creature (about 30 pounds). 
  Sunlight Sensitivity. When you, the target of your attack, 
  or anything you try to perceive is in direct sunlight, 
  you have disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight.
  Undead Vitality. You are infused with the dark energy 
  of undeath, which frees you from some frailties 
  that plague living creatures. You have resistance to 
  necrotic damage and immunity to poison damage. You 
  are immune to exhaustion and to the charmed and 
  poisoned conditions. If you die, you cannot be returned 
  to life by revivify, raise dead, or reincarnate; resurrection 
  Humanoid  
  Heritage
  Ability Score  
  Increase
  Size
  Base Walking  
  Speed
  Extra 
  Language
  Dragonkin
  Strength +1
  Medium
  25 feet (not slowed by  
  heavy armor)
  Draconic
  Dwarf
  Wisdom +1
  Medium
  25 feet (not slowed by  
  heavy armor)
  Dwarvish
  Elf
  Dexterity +1
  Medium
  30 feet
  Elvish
  Gnome
  Intelligence +1
  Small
  25 feet
  Gnomish
  Halfling
  Charisma +1
  Small
  25 feet
  Halfling
  Human or Elfmarked
  Any (not Constitution) +1
  Medium
  30 feet
  Choose one
  Kobold
  Intelligence +1
  Small
  30 feet
  Kobold
  Ravenfolk
  Dexterity +1
  Medium
  30 feet
  Huginn’s Speech
  Tiefling
  Charisma +1
  Medium 
  30 feet
  Infernal
  Trollkin
  Strength +1
  Medium
  30 feet
  Northern
  yxv
  looking alive
  To pass for a living creature, a darakhul needs a 
  convincing costume, matching language and speech 
  patterns, and appropriate mannerisms and behavior. 
  The best tactic for most darakhul is to mimic the culture 
  it lived in while it was alive, because it has a lifetime (if a 
  short one) of knowledge to draw on. Whether it’s better 
  to try to blend into the local culture is an open question. 
  Someone who looks just like everyone else on the street 
  draws less attention than someone who looks like an 
  exotic foreigner—but a person who looks like everyone 
  else yet acts oddly can rouse even more suspicion than 
  the exotic stranger, especially in a crossroads of cultures 
  where foreign travelers are common. 
   
  Under normal circumstances, a darakhul with a 
  careful disguise can move among the living without 
  rousing suspicion. As with any ability check, dice 
  should be brought in only when the character faces 
  an unusual situation or a challenge. If, for example, 
  a darakhul gets involved in a chase or a battle in a 
  crowded city market, there’s a chance a bystander 
  might notice the pallor of undead flesh beneath a 
  flapping cloak or the rictus grin inside a deep hood 
  that’s momentarily pushed back. Palace guards 
  inspect supplicants to the Queen more carefully than 
  an innkeeper or a merchant inspects customers. If 
  rumors get around that there are murderers, monsters, 
  or darakhul loose in the city, everyone is more alert. 
   
  In those situations, the GM can call for a Charisma 
  (Deception) check and either compare it to the 
  NPC’s passive Perception score or make an active 
  Wisdom (Perception) check for the NPC. Opposed 
  checks should be reserved for those times when an 
  NPC intently scrutinizes the character or is already 
  suspicious. If a group of NPCs is involved, it’s best to 
  make one check with advantage for the group instead 
  of one check per NPC.
  
  1 2 |
  and true resurrection return you to life as your original 
  race. A create undead spell cast so that it targets only your 
  corpse affects you as a raise dead spell affects the corpse 
  of a once-living creature. You don’t need to drink or 
  breathe. You don’t sleep the way living creatures do, but 
  during long rests, you enter a dormant state resembling 
  death; during that time, you have disadvantage on 
  Wisdom (Perception) checks.
  Languages. You can speak, read, and write Darakhul and 
  Trade Tongue.
  KOBOLD, MIDGARD
  Of the smaller races, the kobolds have adapted best to the 
  changing world. Enslaved long ago by reaver dwarves, 
  kobolds quickly carved a niche for themselves as miners, 
  scouts, and tinkerers: small enough to be useful, and also 
  small enough to be dismissed as a threat. At first they were 
  tolerated, then largely ignored. As a result, the shadows 
  of dwarven society are rife with kobold rogues and 
  entrepreneurs (many of them secret worshipers of Loki), 
  seemingly subservient but busily trading dwarven goods 
  for resources extracted from the dwarves’ own mines and 
  storehouses, right under the noses of their “masters.” 
   Free kobolds defend their mines viciously but 
  otherwise maintain the ruse of a harmless and subservient 
  little folk—at least until the opportunity to sheathe a knife 
  in someone’s kidneys presents itself. 
   Many other small races have adopted the kobold’s 
  strategy, including the worship of Loki, embracing his 
  cunning ways and the advantages of guile and 
  cunning over brawn and bravado.
  SUBTERRANEAN 
  SURVIVORS
  More than anything, kobolds are 
  survivors. Their scaly skin and 
  keen night vision as well as their 
  dextrous claws and sensitive 
  snouts make them quick to sense 
  danger, and their clawed feet 
  move them out of danger with cowardly 
  speed. They are small but fierce when 
  fighting on their own terms, and their 
  weight of numbers helps them survive in 
  places where larger but less numerous races 
  can’t sustain a settlement. They are great miners, 
  good gearsmiths, and modest alchemists, and 
  they have a curiosity about the world that 
  frequently gets them into trouble. They are 
  merchants to both the surface world and the 
  world beneath it, with their greatest cities 
  hidden deep below the earth. Their enemies 
  are the diabolical gnomes, the dwarves, and any 
  other mining races that seek dominance of dark, 
  rich territories.
   The kobold King of Kings rules from Harkesh, the 
  capital of the Dragon Empire, where kobolds form a 
  large middle class known as the kobaldi. Some even 
  own human and dwarven slaves. Here, kobolds carry 
  themselves upright, see themselves as naturally superior 
  to the hairy races, and swagger about their business. 
  Mharoti kobolds loudly demand the respect of others and 
  greatly disconcert those accustomed to the paranoid and 
  sniveling kobolds found in the rest of Midgard. That same 
  sniveling still goes on in Harkesh, but the kobaldi reserve 
  it for their dragon masters. 
  FINDING ONE’S PLACE
  Kobold society is gregarious and built around the clan, 
  matriarchal lines of descent, male kings, and the crucial 
  importance of clutch-mates (those who hatched about 
  the same time, the closest things kobolds have to brothers 
  and sisters). Few kobolds become adventurers, and most 
  of those who do have either offended a kobold king (and 
  been exiled from the mines as punishment) or have lost 
  many or all of their clutch-mates (so they leave home to 
  grieve and to find new friends). In many cases, a kobold 
  “adopts” an adventuring party as new clutch-mates.
   Kobolds are deeply enamored of their tools. Some 
  kobolds spend a great deal of effort improving them. 
  Mining picks, a mason’s hammer, jeweler’s loupe, and 
  even simple items like a kobold’s spear or dagger are all 
  named and cherished. At the same time, kobolds tend to 
  gnaw on tool handles, forget to oil blades, or even pry out 
  inlays or decorative gems (to polish or reshape 
  them) without first considering how they’ll 
  repair the damage. As a result, 
  most kobold items are 
  distinctive and unlikely to 
  be mistaken for anyone 
  else’s items. Some 
  believe this decorative 
  urge is an instinctual 
  defense against theft.
   
  One category 
  of tool deserves 
  special note: traps. 
  Kobolds create 
  simple, deadly traps 
  and wildly impractical 
  ones as a hobby. Few 
  kobolds leave home 
  without string, springs, 
  simple latches, and 
  
  |13
  other bits and pieces that can be quickly fashioned 
  into triggers for traps. Kobolds are the only race that 
  recognizes “trapsmith” as a profession.
   Kobolds are closely allied with and related to 
  dragonkin, drakes, and dragons. The kobold kings (and 
  there are oh-so-many kobold kings, since no kobold 
  ruler is satisfied with being merely a chieftain) admire 
  dragons as the greatest sources of wisdom, power, 
  and proper behavior.
  Kobold Traits
  Your kobold character has certain characteristics 
  in common with all other kobolds. 
  Ability Score Increase. Your Dexterity score 
  increases by 2 and your Intelligence score 
  increases by 1. 
  Age. Kobolds reach maturity at age 10, and can live 
  to nearly 80. 
  Alignment. Kobolds are organized and tend toward 
  law, particularly those who practice a trade. Whether 
  they lean toward good or evil depends on their draconic 
  lineage.
  Size. Kobolds stand between 3 and 4 feet tall, and 
  weigh around 40 pounds. Your size is Small. 
  Speed. Your base walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 feet of 
  you as if it were bright light, and in darkness as if it were 
  dim light. You cannot discern color in darkness, only 
  shades of gray.
  Blindsider. You have advantage on your attack roll against 
  an enemy within 5 feet of you if you have an ally that’s 
  not incapacitated also within 5 feet of the target. You 
  can apply this bonus to one attack per round.
  Sunlight Sensitivity. You have disadvantage on attack rolls 
  and on Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or whatever you are 
  trying to perceive is in bright sunlight.
  Tinkerer. You have proficiency with artisan’s tools of your 
  choice: alchemist’s supplies, mason’s tools, smith’s 
  tools, or tinker’s tools.
  Languages. You can speak, read, and write Draconic and 
  Trade Tongue.
  MINOTAUR
  The minotaurs of Midgard are a proud people pushed 
  to the brink. Driven from their ancestral homelands of 
  Kadralhu and Roshgazi by the ever-expanding Dragon 
  Empire, the bull-folk home is now the Serene Isle of 
  Kyprion. Kyprion owes fealty to the Maritime Republic 
  of Tiolo, and with the support of the Republic’s navy, the 
  minotaurs have stability and strength. Triolo may build 
  all its ships in its own harbor, but many of its best crews 
  come from Kyprion. 
   Minotaurs are imposing and powerful, with a 
  reputation for ferocity that borders on monstrous. That 
  reputation is well-earned.  
  They chafe under the yoke of 
  being a vassal state, but their 
  Queen Kitane understands that without Triolo, the 
  Dragon Empire would swallow Kyprion whole. The aegis 
  of Triolo’s fleet, coupled with the fact that a minotaur has 
  recently risen to lead the Golden Council of Triolo, salves 
  the bull-folk pride. At least for now. 
   Minotaurs display their achievements proudly by 
  decorating their horns with engraved sigils and designs. 
  If one is versed in minotaur custom, one can tell at a 
  glance the achievements and prowess of a minotaur by 
  examining the decoration on her horns. A minotaur who 
  loses part or all of a horn suffers considerable stigma and 
  must strive to prove his worth. Sometimes a “brokehorn” 
  (a fighting insult to any minotaur) who manages to 
  achieve great deeds earns the gift of having the missing 
  horn magically restored by a temple. Beware any 
  minotaur that willingly gives up or chooses not to restore 
  a lost horn, for this is one of Midgard’s most driven and 
  dangerous creatures. 
  TERROR ON THE HIGH SEAS
  The minotaurs of Kyprion and Triolo are a force to be 
  reckoned with in a stand-up fight. Perhaps somewhat 
  against type for their bulk, they are an absolute terror 
  
  1 4 |
  on the sea. The corsairs of Kyprion have carved a tale of 
  bloody blades and shattered hulls on the water, and even 
  the mighty Dragon Empire has learned to respect them. 
  The minotaur’s natural sense of direction makes them 
  ideal navigators on sea as well as land. Cover of night, fog 
  thick enough to carve, and unfamiliar coastlines don’t 
  phase the bull-folk. 
  TWISTING PATHS
  Minotaur architecture and city planning always 
  incorporate a particular design: labyrinths. Every 
  settlement and structure of any size created by the bull-folk 
  sports a twisting labyrinth of switchbacks and dead ends. 
  None is more famous than the Great Labyrinth in the city 
  of Vespras, the capital of Kyprion. In the center of this 
  maze is the Palace of the Bull, another labyrinth in its own 
  right. At night, the clash of arms and screams of the dying 
  find their way out of the maze. It is said that the queen 
  invites both friends and enemies to enjoy the hospitality of 
  the palace, but only her friends survive the stay. 
  Minotaur Traits
  Your minotaur character has certain characteristics in 
  common with all other minotaurs. 
  Ability Score Increase. Your Strength score increases by 2, 
  and your Constitution score increases by 1.
  Age. Minotaurs age at roughly the same rate as humans 
  but mature 3 years earlier. Childhood ends around 
  the age of 10 and adulthood is celebrated at 15. 
  Alignment. Minotaurs possess a wide range of 
  alignments, just as humans do. Mixing a love for 
  personal freedom and respect for history and 
  tradition, the majority of minotaurs fall into 
  neutral alignments.
  Size. Adult males can reach a height of 7 feet, 
  with females averaging 3 inches shorter. 
  Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if it 
  were dim light. You cannot discern color in darkness, 
  only shades of gray. 
  Natural Attacks. You have proficiency with your 
  horns, which deal 1d6 piercing damage when you 
  make a horn attack. 
  Charge. If you move at least 10 feet toward a target 
  and hit it with a horn attack in the same turn, you 
  deal an extra 1d6 piercing damage and you can shove 
  the target 5 feet as a bonus action. You can apply this 
  extra damage once per turn. At 11th level, when you 
  shove a creature with Charge, you can push it 10 feet 
  instead of 5. You can use this ability a number of times 
  per day equal to your Constitution modifier, and you 
  regain all expended uses when you finish a long rest. 
  Labyrinth Sense. You can retrace without error any path 
  you have previously taken, with no ability check. 
  Languages. You can speak, read, and write Minotaur, as 
  well as one other language of your choice (typically the 
  Trade Tongue or Southern languages).
  RAVENFOLK
  Few races in Midgard live amid so much rumor, 
  suspicion, and outright falsehood as the ravenfolk. They 
  make their rookeries in every major city. Depending on 
  whom you ask, they might condemn the ravenfolk as 
  solitary wanderers bearing misfortune or praise them as 
  messengers from the gods. Ravenfolk are loyal comrades 
  and treacherous thieves, brave warriors and contemptible 
  cowards. They are despised for their strange and secretive 
  culture, and criticized for having no true culture of their 
  own. The ravenfolk are a study in contradictions. These 
  truths, half-truths, and lies conceal a greater mystery that 
  few outsiders know.
      If the ravenfolk have a homeland, it is in Beldestan to 
  the east; or a branch of Wotan’s tree to the North; or on a 
  high cliff of Horus’ hidden temple in the South. They have 
  settlements in Trollheim, Vidim, Domovogrod, Nuria 
  Natal, and the Dragon Empire. None of these are large, 
  but in Nuria Natal at least, they serve honorably as temple 
  guards and as defenders of the faithful of Horus.
   
  Ravenfolk have no wings, but they do 
  have tail feathers that sometimes 
  flare out when they’re angry.
  
  |15
  OF GODS AND MEN
  The ravenfolk of Midgard (also known as the huginn) are 
  wily scoundrels, tricksters, assassins, spies, and thieves. 
  The oldest tales say that the god Wotan the Rune Father 
  brought the clever ravenfolk into being when he plucked 
  the feathers from his two pet ravens, Huginn (Thought) 
  and Muninn (Memory), and let the feathers drift down to 
  Midgard. The feathers became ravenfolk, and they spread 
  across the world as Wotan’s spies. 
   In truth, the ravenfolk are a bridge between everyday 
  life on Midgard and the realm of the gods. They share 
  Wotan’s secret knowledge of the branches of Yggdrasil 
  the world tree. In the far northern reaches, the huginn are 
  both the embodiment of the gods’ will and a symbol of 
  inevitable death in battle. 
  THIEVES, ONE AND ALL
  No matter what trade, role, or profession a ravenfolk 
  takes up, they are all thieves. They build their rookeries 
  from found items, and much like normal ravens, have 
  a great fondness for shiny baubles. Beyond physical 
  thievery, they live to steal secrets. Ravenfolk are naturally 
  adept at being unobtrusive, and they use that trait to feed 
  their insatiable curiosity. The Tsar of Vidim employs a 
  great flock of huginn as his personal spies and assassins. 
   Aside from their larcenous instincts, ravenfolk are 
  scrupulous about keeping their word. That’s not to say they 
  don’t lie; ravenfolk lie as much as anyone else, and maybe a 
  bit more when the pressure’s on. But if a promise or a vow 
  can be extracted from one, it’s as reliable as gold—which 
  may be why ravenfolk seldom make promises or vows. 
  Otherwise, their personalities are as varied as those of 
  other races. They adapt readily to whatever environment 
  they occupy, from remote wilderness to big cities—
  although their presence in cities is not always welcome. 
  They frequently take on local customs, traditions, and 
  beliefs to fit in with the community.
  Ravenfolk Traits
  Your ravenfolk character has certain characteristics in 
  common with all other ravenfolk. 
  Ability Score Increase. Your Dexterity score increases by 2 
  and your Charisma score increases by 1. 
  Age. Ravenfolk reach adulthood at 10 years old, and can 
  live to be 110. 
  Alignment. Ravenfolk tend toward chaos thanks to 
  their capriciousness and insatiable curiosity. Greed 
  overwhelms some ravenfolk, drawing them toward evil.
  Size. Ravenfolk are slighter and shorter than humans. 
  They range from 4 feet to just shy of 6 feet tall. Your size 
  is Medium. 
  Speed. Your base walking speed is 30 feet.  
  Sudden Attack. You have advantage on attack rolls against 
  a surprised creature. 
  Mimicry. Ravenfolk can mimic any sound they’ve heard. 
  Make a Charisma (Deception) check against the passive 
  Wisdom (Insight) of any listeners. Success indicates 
  they believe the sound you created was real.
  Trickster. You have proficiency in the Deception and 
  Stealth skills. 
  Languages.  You can speak, read, and write Huginn’s 
  Speech and Northern Tongue.
  SHADOW FEY
  The enigmatic shadow fey of the Shadow Realm dwell in 
  ebon spires and moonlit keeps, encroaching on the mortal 
  world in places where barriers between the planes are thin. 
  They prowl the darkest recesses of the forest, hunting 
  mortal prey. They dance in the darkly luminous halls of 
  their shadow palaces, the lords and ladies of twilight. Their 
  actions brim with contradictions and their motivations are 
  shrouded in mystery. They seek to throw their observers 
  off-guard, for anyone and everyone is a potential enemy.
   Shadow fey resemble elves physically, with some 
  striking differences. Their skin color tends toward 
  alabaster white, ebon black, or subtle grays. A few have 
  scintillating, shimmering skin. Many shadow fey have 
  horns, from subtle nubs to large and obvious protrusions, 
  either satyr- or fiend-like depending on the chronicler.
  A MYSTERY TO MORTALS
  Although a physically beautiful race, the shadow fey 
  somehow combine the worst features of elves and 
  goblins. They are at turns benign and cruel, purposeful 
  and whimsical. They vanish from the world and reappear 
  seemingly at random, then profess shock at the changes 
  that occurred during their absence. Their actions can seem 
  illogical or even mad, but there is always a method in them. 
  Shadow fey advance their goals subtly, so that enemies are 
  overtaken before they even become aware of the danger.
   While the shadow fey are often antagonists and usually 
  are described as malevolent, they are not inherently 
  evil. Neither are they inherently good. They are fey, and 
  mortals must always be wary in their interactions with fey 
  or pay a steep price. Loyalty, devotion, wealth, memories, 
  lives, souls: the shadow fey deal in all of these things. And 
  they are stirring once more.
  ORIGINS OF THE SHADOW FEY
  Even to most shadow fey, their history is unknown, and 
  differing stories about their origin abound. The most 
  prevalent story recounts that the shadow fey were elves 
  who made pacts with forces of darkness millennia ago, 
  most likely during the Black Sorceress’ Revolt when a 
  group of beleaguered elves turned to those powers out of 
  desperation. The official history of the Shadow Courts 
  assumes this version of events is true, and the Shadow 
  Reckoning (SR) calendar begins at that time. Sarastra, the 
  Queen of Night and Magic, is featured as both the divine 
  patron and the founder of the shadow fey in this tale, a 
  fact she is pleased to exploit when it suits her. 
  
  1 6 |
   It is certain that there is some truth to this story. Both 
  the records and the memories of ancient elves support this 
  particular version of events as they are commonly recalled. 
   While the submission to dark magic is acknowledged, 
  other tales deny this as the sole origin of the shadow fey. 
  The Queen of Night and Magic existed long before the 
  once-elven princess Sarastra came to rule the shadow fey, 
  and stories of their exploits reach back centuries prior 
  to the Black Sorceress’s Revolt. Indeed, many shadow 
  fey seem more closely related to other fey races than to 
  elves, despite the relatively short span of time since their 
  supposed separation. 
   Mentions of alternate planes, chaos, and time 
  magic—particularly in the environs of Zobeck and 
  Castle Shadowcrag—contribute to the confusion. In the 
  end, only the gods know the true origin of the shadow 
  fey. Speculation is rampant but not often shared. As is 
  commonly said in the Summer Court, it is unwise to 
  argue with a goddess. Sarastra’s accounting of events 
  suffices for most individuals.
  Shadow Fey Traits
  Shadow fey are a subrace of elf. They enjoy the base elven 
  racial traits, along with the following subrace traits.
  Ability Score Increase. Your Charisma score increases by 1.
  Alignment. Although they have a malevolent reputation, 
  the shadow fey are not inherently evil. They tend toward 
  chaotic neutral, though every variation exists. 
  Shadow Fey Weapon Training. You have proficiency with 
  the rapier, shortsword, shortbow, and longbow.
  Path of Shadows. When in darkness, dim light, or a 
  shadow large enough to cover your body, you can cast 
  the misty step spell. You can use this ability a number 
  of times per day equal to your Charisma modifier 
  (minimum 1), and you regain all expended uses when 
  you finish a long rest. Charisma is your spellcasting 
  ability for this spell.
  Sunlight Sensitivity. You have disadvantage on attack rolls 
  and on Wisdom (Perception) checks that rely on sight 
  when you, the target of your attack, or whatever you are 
  trying to perceive is in bright sunlight.
  Traveler in Darkness. You have advantage on any 
  Intelligence (Arcana) check to learn about a particular 
  fey road or shadow road and how it functions.
  Extra Language. You can speak, read, and write Umbral.
  TROLLKIN
  In ancient times, ogres, trolls, and fey sometimes took 
  human mates. Their descendants are the trollkin. Tall 
  and lanky with a brutish appearance, trollkin are seldom 
  welcome among the civilized races of the north, even 
  when the full extent of their inhuman ancestry is difficult 
  to determine. As a result, most trollkin live in isolated 
  tribal settlements and subsist on hunting and raiding. 
  SKIN DEEP
  With a thick hide of green or brown, trollkin are superficially 
  similar to orcs or hobgoblins. While many trollkin share a 
  rough and unkempt appearance, their inhuman lineage can 
  show itself in a wide variety of forms. Some trollkin could 
  even be considered beautiful by human standards, except for 
  some subtle marker of their monstrosity, such as stone–grey 
  skin or talon-tipped fingers. 
   Many trollkin wear tattoos to show tribal loyalty or to 
  venerate their ancestor spirits. The bravest among them 
  brand their flesh to show mastery over their own fear, since 
  only acid and fire leave long-lasting scars on their skin.
  A PLACE IN THE WORLD
  While the majority of trollkin live in remote communities, 
  some thrive in civilization. But even within cities, trollkin 
  tend to stick together in their own neighborhoods that 
  eventually begin to resemble urban tribes. Most urban 
  trollkin find work that exploits their nature. Mercenary 
  work is the most common, but they sometimes join 
  city guard forces. Thieves’ guilds and other disreputable 
  elements love to employ trollkin as arm-breakers and 
  debt-collectors. Smiths and artisans sometimes take on a 
  trollkin partner or apprentice to add an exotic or savage 
  flair to their offerings.
  
  |17
  Trollkin Traits
  Your trollkin character has certain characteristics in 
  common with all other trollkin. 
  Ability Score Increase. Your Constitution score increases 
  by 2.
  Age. Trollkin reach maturity by the age of 15, and live 50 to 
  60 years.
  Size. Trollkin stand over 6 feet tall and are more solidly 
  built than humans, weighing around 200 pounds. Your 
  size is Medium.
  Alignment. Trollkin tend toward neutrality of one kind or 
  another.
  Speed. Trollkin have a base speed of 30 feet.
  Darkvision. You can see in dim light within 60 feet of you 
  as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only 
  shades of gray.
  Natural Weapons. Trollkin grow large fangs, and have 
  sharp claws instead of finger- and toenails. You are 
  proficient with your claws and fangs and can use 
  them to make unarmed melee attacks. Claws deal 1d4 
  slashing damage, and bites deal 1d4 piercing damage.
  Inhuman Vigor. You concentrate regenerative power in 
  your blood to swiftly recover from wounds. Once per 
  day as a bonus action, you can expend one hit die to 
  regain hit points as if you finished a short rest. The 
  number of hit dice you can expend increases by 
  one when you reach 6th level (2 hit dice), 
  12th level (3 hit dice), and 18th level 
  (4 hit dice). If you suffer acid or 
  fire damage, you lose access to this 
  ability until you finish a short or long rest.
  Legacy of Fear. You have proficiency in the Intimidation 
  skill.
  Languages. You can speak, read, and write Northern 
  Tongue.
  Subrace. Trollkin bear different traits depending on the 
  type of creatures in their lineage. The two most common 
  types of trollkin are night whispers and stonehides. 
  Choose one of these subraces.
  Night Whisper Trollkin
  Night whisper trollkin trace their ancestry to enigmatic 
  fey creatures from the Shadow Realm. Because of their 
  natural connection to the realm of spirits, many night 
  whisper trollkin become shamans, seers, and priests. 
  Night whispers tend to have darker skin tones and 
  slighter builds than their cousins.
  Ability Score Increase. Your Wisdom score increases by 1. 
  Spirit Whispers. The spirits of your tribe’s ancestors 
  whisper secrets from beyond the veil of death. Before 
  making an ability check or saving throw, you can heed the 
  wisdom of the spirits to gain advantage on the roll. You 
  cannot use this feature again until you finish a long rest. 
  Stonehide Trollkin
  Some trollkin are the result of unions between humans 
  and monstrous brutes, such as ogres, trolls, or even 
  stranger fey creatures of bloody disposition. Stonehides 
  have larger frames and more muscle than other trollkin. 
  Their skin is brighter in color but also has a rough, stone-
  like texture. 
  Ability Score Increase. Your Strength score increases by 1. 
  Thick Hide. Your skin is knobby, thick, 
  and tough, granting you a +1 bonus to 
  Armor Class.
  BiTTer relaTions
  Though the reasons why are lost to history, trollkin 
  are implacable enemies of dwarves; the two races 
  despise one another. Trollkin get along with the fey well 
  enough, especially the shadow fey, and they tend to have 
  good relations with gnomes.
  yxv
  
  1 8 |
  Backgrounds 
  The standard backgrounds for 5th edition are all viable 
  in the Midgard Campaign setting. The rich tapestry of 
  kingdoms, free cities, warring nations, and ancient races 
  all have citizens of every walk of life. Whether you create 
  dragonkin soldiers in the Dragon Empire’s army, kobold 
  urchins who scamper through the scrap heaps of Zobeck, 
  or undead nobles squeezing a tithe of blood from their 
  peasants in the Principalities, let your imagination run wild. 
   In addition to the standard backgrounds, Midgard 
  offers the opportunity to fill some specialized niches in 
  the setting. Presented here are seven custom backgrounds 
  that cover character origins that are either especially 
  common in Midgard or unique to the setting, complete 
  with examples of where such characters come from. Like 
  any other background, these can be customized to fit the 
  needs of a given character, region, or campaign in general. 
  CORSAIR
  Piracy is common across the world, but the Corsairs of 
  Midgard are a breed apart. Part pirate, part organized 
  military force, corsairs are a terrifying sight on the high 
  seas. Those who fly the corsair’s crimson sails are savage 
  to their enemies and fiercely loyal to their home nations. 
  A large percentage of corsairs are minotaurs from 
  Kyprion, but many different people sail for Triolo against 
  the Dragon Empire. Any character with a strong focus on 
  the freedom of life at sea, coupled with devotion to her 
  homeland, has the makings of a corsair.
  Skill Proficiencies: Acrobatics, Perception
  Tool Proficiencies: Navigator’s tools, vehicles (water)
  Equipment: A silk scarf, sash, or band that identifies my 
  crew, 50 feet of silk rope, a set of navigator’s tools, a set 
  of common clothes, and a belt pouch containing 5gp.
  Feature: High Sea Scourge
  You are more at home on the rolling swells and 
  storm-tossed waves than most people are on dry land. 
  Much of your time is spent on unstable ship decks or 
  climbing swaying rigging in the tops of your ship. You are 
  accustomed to the frantic chaos of combat in distracting 
  situations. You suffer no reduction in speed when climbing. 
  The bonds you formed with your crew are strong, and you 
  can call on their aid even if you’ve been away from the fleet 
  
  |19
  for some time. You can expect your former comrades to 
  offer you passage aboard ship, reasonable aid, or shelter 
  when you are in need. Keep in mind that this bond goes 
  both ways, and they may come to you expecting the same.
  Suggested Characteristics
  Corsairs are a rough and tumble bunch, forged in battle 
  and quenched in roiling seas. The hardened warriors of 
  the sea are implacable foes who often form unshakable 
  bonds with their crewmates. The same circumstances that 
  give these sailors their edge can also grind them down, 
  leaving them vulnerable to greed, shame, and the scars of 
  fear and horror left by war.
  d8
  Personality Traits
  1
  Battle is all I know, and I have trouble letting it go 
  when I step off the ship.
  2
  I respect my captain and trust my crew. It may be 
  all that saves my life one day.
  3
  The roar of a maelstrom doesn’t phase me, and I’ll 
  steer my ship straight down its maw.
  4
  I live for the crack of an enemy hull and the last 
  gurgle of her sailors.
  5
  The best way to get the lay of the land is to find a 
  good tussle with the locals.
  6
  Whether gold comes from the split of the spoils or 
  from a side wager, I’ll get my hands on it.
  7
  My life is a riot of superstition, and I have a good 
  luck ritual for every occasion.
  8
  When my blood gets up, my swearing could boil 
  the very waters of a harbor.
  d6
  Ideal
  1
  Ambition. One day I will be so much more than a 
  captain. (Any)
  2
  Victory. Whether over the waves or on land, I am 
  unstoppable. (Evil)
  3
  Freedom. We won’t be broken, and we’d rather 
  die beneath the waves than give in. (Chaotic)
  4
  Equal Shares. All hands who spend sweat and 
  blood earn their share of the gold. (Lawful)
  5
  Crew. A ship is nothing without her crew. Protect 
  your brothers and sisters under the sail. (Neutral)
  6
  Greater Good. I will lay down my life to drive 
  back those who threaten my home. (Good)
  d6
  Bond
  1
  My ship and many of her crew were lost to 
  treachery, and I won’t rest until I discover who 
  was behind it.
  2
  A sailor who fought for my enemy saved my life, 
  and I don’t know how to resolve that debt.
  3
  My feelings for the lover I left behind challenge 
  my devotion to the sea.
  4
  My ship comes first, and all other loyalties simply 
  pale in comparison.
  5
  A privateer ship destroyed my home, and I sail with 
  the corsairs to find it and send it to the depths.
  6
  Someone has to stand in the way of our enemies, 
  or the people will be doomed.
  d6
  Flaw
  1
  So many of my countrymen have died in war, I 
  will never forgive my nation’s enemy.
  2
  I’ve never seen a fight it wasn’t worth finding a 
  way to avoid.
  3
  There’s a certain flag flying in the enemy fleet 
  that turns my knees to water after what I saw its 
  crew do.
  4
  I never back down from a fight.
  5
  I was drunk on watch when my ship was lost to an 
  ambush. I can’t set the shame aside.
  6
  I feel I’m entitled to a greater share of the spoils, 
  no matter the circumstances.
  DARKLING
  Darkness presses in from all sides, and ordinary men and 
  women sometimes make desperate choices to survive. 
  The gnomes of Midgard struck bargains with archdevils 
  to save them from Baba Yaga; in the Northlands, secluded 
  villages sacrifice to the bloody-handed Hunter to ensure 
  good hunting so they’ll survive winter; the shadow fey 
  turned away from Midgard and embraced the powers 
  of shadow. Forces from beyond the world make their 
  power known, and generations later a child otherwise 
  unremarkable for her race still bears the taint of a fiendish 
  dalliance. You are touched by that darkness, whether 
  from a bargain struck out of necessity or from a trace of 
  fiendish blood in your ancestry.
  Skill Proficiencies: Arcana, Religion
  Languages: Infernal and one of your choice.
  Equipment: An idol or token marking the dark power 
  from your history, a set of common clothes, and a belt 
  pouch containing 15 gp.
  Feature: Touch of Darkness
  Creatures of darkness know their own, and they can sense 
  the touch upon you. While this recognition is not enough 
  
  2 0 |
  to save you from the foul creatures that move through 
  the world’s shadows, it can buy you time. Fiends, dark 
  fey, and undead might be willing to talk to you instead 
  of attacking, at least briefly. In some cases you may be 
  able to negotiate or bribe your way out of a fight against 
  a creature of darkness, provided it wasn’t murderously 
  hostile toward you initially. 
  This recognition cuts both ways; sometimes creatures 
  of darkness may seek you out, sensing a kindred spirit 
  even if you want nothing to do with them, and the 
  servants of goodness and light may find you unsettling. It 
  may be difficult to secure the trust of good creatures that 
  sense the taint upon you. 
  Suggested Characteristics
  Darklings arise from all walks of life. Some embrace the 
  seed of evil inside them, facing the world with cruelty and 
  greed. Others are horrified at the shadow that creeps along 
  in their wake and strive to make up for the stain on their 
  past. These darklings can become the epitome of virtue.
  d8
  Personality Traits
  1
  I’m overly sensitive and tend to take innocent 
  comments the wrong way.
  2
  I don’t trust others easily. I know better than most 
  that looks are deceiving.
  3
  I try to see the good in everyone. We all deserve 
  the benefit of the doubt.
  4
  I don’t like being outside after dark. I can hear 
  whispers in the night air.
  5
  I’m always on the lookout for other people like me.
  6
  I feel more at home in dim, enclosed spaces.
  7
  I tend to blow up when provoked, especially if 
  someone comments on my heritage.
  8
  I have no use for people who put blind faith in 
  gods. The meddling of outer beings does more 
  harm than good.
  d6
  Ideal
  1
  Ambition. I want to rise above my beginnings and 
  be a person of consequence. (Any)
  2
  Free Will. I won’t be defined by anything but 
  myself. (Chaotic)
  3
  Greed. I deserve more than I have, and I’ll use any 
  means to ensure that I get it. (Evil)
  4
  Solidarity. I always stick by those who’ve proved 
  themselves. No one should have to endure alone. 
  (Lawful)
  5
  Perseverance. I won’t let the shadow on my 
  nature steer my fate. I am more than the darkness 
  of my past. (Good)
  6
  Survival. If the evil that follows me can help me 
  endure, I’ll use it to my advantage. (Neutral)
  d6
  Bond
  1
  I’m searching for lost lore to purge the darkness 
  from my soul.
  2
  A powerful creature of darkness gave me a 
  command, and I will work to fulfill it to secure 
  my reward.
  3
  I put strong faith in a good deity in the hope of 
  finding the light.
  4
  I’ve done horrible deeds, but I’m trying to 
  redeem myself.
  5
  I fled from my family because of their dark 
  worship, and they’re still searching for me.
  6
  I am currently the last of my corrupt line, but I 
  hope to change that.
  d6
  Flaw
  1
  I’m nervous around holy places and do my best to 
  avoid them.
  2
  I feel a strong draw toward some manner of dark 
  creature (choose one such as fiends or undead), 
  and I’m worried that others will find out.
  3
  I embraced my dark nature once, and someone 
  close to me died because of it.
  4
  I’ll do anything to avoid the darkness stalking me, 
  even if I must sacrifice friends or loved ones to do it.
  5
  I let my desire to achieve good ends blind me to 
  any harm caused by my methods.
  6
  A powerful warrior of light believes I will bring great 
  darkness into the world, and has vowed to stop me.
  FEY-TOUCHED
  The fey are enigmatic creatures whose motivations are a 
  mystery, but one well-known truth about them is that they 
  meddle in the affairs of mortals. Certain places in Midgard 
  swell with the strange energy of the fey, such as ancient 
  groves in the heart of the Margreve forest. Ley lines carry 
  magical fey roads across the landscape. The shadow realm 
  lurks behind every deep shadow. These places sometimes 
  bleed through the boundary between worlds, and a mortal 
  becomes marked with their magic. Sometimes the fey 
  actively lure mortals into their realm for a short time; 
  bards say that if a hapless mortal accepts a bite of fey food, 
  he or she is forever bonded to the fey. Other times the fey 
  fall in love with a mortal (for a time at least; the fey are 
  fickle) and create a child with inborn fey magic. 
  Skill Proficiencies: Deception, Persuasion
  Tool Proficiencies: One musical instrument of your choice
  Languages: Sylvan or Umbral
  Equipment: A lucky token such as a tin coin that spins far 
  longer than it should or a small violet blossom that never 
  wilts, a musical instrument (one of your choice), a set of 
  traveler’s clothes, and a belt pouch containing 10 gp.
  
  |21
  Feature: Gleam of Glamour
  The mark of the fey upon you has opened your eyes to the 
  world that lurks beneath what most people see and hear. 
  When you are near a ley line, a shadow or fey road, or an 
  active portal, you feel its presence: your hair stands on 
  end, ethereal music plays for you alone, odors waft on an 
  unfelt breeze, or some other vague sensation alerts you 
  that you’re in the vicinity of such a phenomenon. 
   The pulse of fey magic within you can sometimes reach 
  out, usually when your emotions are strongest. If you 
  revel and enjoy yourself, others are likely to want to join 
  in and have their spirits lifted. When you are angry, those 
  around you feel it like a wave of heat pricking their skin.
  Suggested Characteristics
  The mark upon the fey-touched takes many forms, but it 
  always makes itself known. A fey-touched might 
  be volatile and prone to wild mood swings. 
  She may have a fondness for a particular 
  type of music and infect others with an 
  echo of her passion. Other fey-touched 
  are nearly incapable of telling the 
  truth, despite their best efforts. 
  d8
  Personality Traits
  1
  I don’t like to enter someone’s home uninvited.
  2
  Sometimes I’m too brave for my own good.
  3
  I always act in the moment, regardless of any 
  planning.
  4
  I love to express myself with music and song.
  5
  I see meaning and pattern in things other people 
  dismiss as random.
  6
  I always offer a blessing when someone sneezes, 
  and I get upset when no one returns the favor.
  7
  I’m mistrustful of strangers, doubly so if they’re 
  trying to give me anything.
  8
  I don’t like the touch of iron or steel, so I avoid it  
  if possible.
  
  2 2 |
  d6
  Ideal
  1
  Whim. Inspiration is not to be ignored. I always 
  go with my instincts. (Chaotic)
  2
  Sincerity. I try to present who I truly am in 
  everything I do. (Any)
  3
  Lordship. I deserve to be obeyed, and I shall be. 
  (Evil)
  4
  Honor. I give my word rarely, but when I do, it’s 
  ironclad. (Lawful)
  5
  People. I love how different people can be, and I 
  want to collect their stories. (Neutral)
  6
  Compassion. I was shown mercy when I needed 
  it most, and I will spread that boon across the 
  world. (Good)
  d6
  Bond
  1
  My grandmother told me stories of my 
  grandfather, and I just know he’s the key to the 
  hidden truth of my life. I must find him.
  2
  I look for other people like me so I can help them 
  understand the truth. 
  3
  My instrument is the only clear reminder of that 
  night in the forest, and it brings me comfort.
  4
  One day I want to have a place in the fey courts.
  5
  The fey who marked me hinted at a dire destiny.
  6
  I want to travel the vast fey roads to every corner 
  of the world.
  d6
  Flaw
  1
  If someone uses my full name, I feel compelled to 
  do what they ask.
  2
  I’m overly fond of good food, strong drink, and 
  pleasurable company.
  3
  For some reason, the sound of church bells causes 
  me intense headaches.
  4
  I made a deal once. It was the worst bargain I’ve 
  ever made, and I know one day the silver-eyed 
  creature will return to collect what I owe.
  5
  Someone knows about my past, and they’re 
  hunting me.
  6
  I explosively lose my temper if someone breaks 
  their word to me.
  GUILD MERCHANT  
  (GUILD ARTISAN VARIANT)
  Between the myriad kingdoms and free cities of Midgard, 
  trade caravans wend their way across the land. With the 
  prevalence of raiders, political unrest between so many 
  nations, and the ire of rival merchants, the mercantile 
  princes of Midgard must sharpen their wits to a razor’s 
  edge to succeed. When you select the guild merchant 
  variant of the guild artisan background, you can opt to 
  take the following variant feature instead. 
  Savvy Trader
  You have spent your life on the roads, carrying the things 
  people want through war zones, storms, and raider attacks. 
  Empty wagons earn no profit, so you are adept at finding 
  buyers for whatever goods you carry and securing new cargo 
  for the return trip. You start with a wagon and mule instead 
  of artisan’s tools. You can always find a buyer for any sort of 
  item, even contraband, as long as you are in a settlement. 
  Likewise, you have a network of contacts who can locate 
  fantastic treasures for the right price. Magical items, maps 
  to lost ruins, or rare special materials are all available to 
  you given enough time. Speak with the DM to determine 
  how long it takes to work your contacts and what they 
  require in return for their information and help. 
  MASTER CRAFTSMAN
  You devote yourself to a particular form of craftsmanship. 
  Skilled craftsmen are held in high esteem all over 
  Midgard, and a master smith can earn a reputation on 
  par with the mightiest adventurers. While craftsmen exist 
  in every corner of the world, you are something special 
  among the multitudes. Perhaps a touch of ancient magic 
  graces your family, an otherworldly being such as an angel 
  or fiend blesses your work, or you are the chosen of a 
  forge deity such as Azuran’s guise of the Southern Wind, 
  Rava, or Volund. River elf woodworkers, Ironcrag dwarf 
  armorers, engineers and tinkers from Zobeck, and even 
  the blade smiths of the trollkin are examples of potential 
  master craftsmen.
  Craft
  From apothecaries to woodcarvers, craftsmen supply 
  the world with most of the things that drive day to day 
  life in Midgard. Choose one craft associated with a set of 
  artisan’s tools. This craft becomes your signature medium 
  and the means by which your gifts shape the world.
  Skill Proficiencies: Investigation, Perception
  Tool Proficiencies: One set of artisan’s tools
  Languages: One of your choice
  Equipment: A set of artisan’s tools (one of your choice), 
  a writ recommending your services, a set of common 
  clothes, and a pouch containing 10gp.
  
  |23
  Feature: Masterwork
  Whether from natural aptitude, divine inspiration, or a 
  lifetime spent honing your skill, your devotion to your 
  chosen craft approaches the stuff of legend. When using 
  the crafting downtime activity rules with your chosen 
  craft, you generate double the normal progress toward 
  the item’s completion (anyone assisting you provides 
  the normal bonus). You must create at least one item at 
  the normal rate before this feature can be used to create 
  another item at the accelerated rate.
  Suggested Characteristics
  Master craftsmen can be patient creators or boisterous 
  brutes who hammer both metal and the sensibilities of 
  others with equal ferocity. Their signature trade often 
  shapes their personalities as much as their skilled hands 
  shape the world. Some work for little more than the love 
  of creating, and others seek riches and fame. 
  d8
  Personality Traits
  1
  I finish anything I set my hand to. Half measures 
  never produce quality results.
  2
  I have no use for anyone who doesn’t contribute.
  3
  I strive to share my talents with as many people as 
  I can. 
  4
  I love to talk shop, and I assume everyone else 
  loves to hear about it.
  5
  I never buy anything I can make. Why waste 
  money and skill?
  6
  I enjoy the praise my finished products bring me. 
  Maybe a little too much.
  7
  My craft is the most valuable, and other craftsmen 
  are wasting their time.
  8
  There’s always a correct tool for any job in life. It’s 
  just a matter of finding it.
  d6
  Ideal
  1
  Tradition. Our ancestors laid down the correct 
  way to build and create. (Lawful)
  2
  Generosity. I am always willing to use my skill to 
  help the needy, even at cost to myself. (Good)
  3
  Change. The gods created us to shape the world, 
  and we repay them poorly if we don’t put those 
  gifts to good use. (Chaotic)
  4
  Comrades. The people in whom I put my trust 
  come before everyone else. (Neutral)
  5
  Pride. I have the greatest hands in the trade, and 
  everyone is going to recognize that. (Evil)
  6
  Practicality. There’s a right way to do everything, 
  and I take care to find it. (Any)
  d6
  Bond
  1
  I created something that is the ultimate expression 
  of my craft, then lost it. I must retrieve it.
  2
  The mentor who taught me is the most important 
  person in my life.
  3
  I work to support my family.
  4
  I am searching for the perfect tool to match my 
  great skill.
  5
  There is something great behind my skill, and I 
  won’t rest until I learn the truth of its origin.
  6
  I hope to earn the favor of my lord, so he will 
  accept my marriage proposal to his child.
  
  2 4 |
  d6
  Flaw
  1
  I hate the trade I was born into, but I’m not as 
  good at anything else.
  2
  I put too much trust in my own skill, especially in 
  areas other than my craft.
  3
  I am inclined to think the best of a fellow 
  craftsman, even in the face of clear evidence to 
  the contrary.
  4
  I’m instantly jealous and suspicious of anyone 
  else who excels at my trade.
  5
  I dismiss the skill of any craftsman who doesn’t 
  share my trade.
  6
  I’m so desperate to find a wealthy patron that I 
  rush into contract agreements without thinking.
  NOMAD
  Home is where your tribe is. You hail from a people that 
  do not settle in one place but instead travel the land. The 
  Rothenian Plains are home to the Khazzaki riders and the 
  Kariv wanderers with their cities of wagons. Great hordes 
  of centaurs thunder across the plains, worshiping their 
  gods through wine and banditry. The drifting windrunner 
  elves follow their namesake as it blows over the grass, 
  heedless of rulers and settlements who would hedge them 
  in. Midgard’s nomads are hardy and self-sufficient. 
  Skill Proficiencies: Medicine, Survival
  Tool Proficiencies: Herbalism kit, vehicles (land)
  Equipment: An herbalism kit, a mule and cart, a set of 
  traveler’s clothes, and a belt pouch containing 5 gp.
  Feature: Thundering Hooves
  Travel is in your blood, and you are adept at ensuring the 
  health and quality of your mounts. You have 
  contacts with herders who can provide fine 
  quality steeds or beasts of burden, and you 
  are welcome to join the herders as they move 
  across the land. You understand your limits 
  and those of your mount, and you are able to 
  safely push those limits a little harder than others 
  can; you can travel for 9 hours in a day before you and any 
  mount you ride risk exhaustion from force marching.
  Suggested Characteristics
  Nomads relish the freedom of their transient lifestyles. 
  Some prefer to keep to themselves, such as the windrunner 
  elves. The centaurs revile the thought of settling in 
  one place and swear that they will never stop their 
  wandering. The warriors of the Khazzaki Khanate 
  are known for their ferocity but also for their 
  hospitality to any, even outsiders, who swear 
  fealty to the Khans. The Khariv are contradictory, 
  at once clever and friendly, and prone to deep 
  vice and deception against any who are not of 
  their tribe.
  d8
  Personality Traits
  1
  I love the wind in my hair and the grass racing by 
  beneath my horse’s hooves. 
  2
  Outsiders aren’t to be trusted. Take their coin and 
  give them the oldest horses while cursing their 
  bartering skills.
  3
  Settlements make me uncomfortable, and I don’t 
  like staying in one place any longer than I must.
  4
  I delight in meeting others and learning about 
  cultures far removed from my own.
  5
  I am certain of my ability to survive in any 
  situation, because I have always had to do just that.
  6
  I am put off by people who assume I’m simple or 
  who talk down to me due to my rough appearance. 
  7
  Fairness is one of the most important traits when 
  traveling the range.
  8
  I collect the stories of all the places I visit and look 
  for lessons that others have learned.
  
  |25
  d6
  Ideal
  1
  Freedom. Constraints are the worst sort of 
  punishment. I long for the open plains. (Chaotic)
  2
  Community. Keep your people close, and 
  always strive to give back to them. (Good)
  3
  Pride. My tribe is the strongest, and all others 
  must give us respect. (Evil)
  4
  Honor. I follow the dictates of my elders, and I 
  say only what I mean. (Lawful)
  5
  Independence. My people need no help to 
  survive, neither do we exploit others. (Neutral)
  6
  Greatness. I work to prove myself worthy of my 
  elders’ respect and to prove my tribe’s greatness 
  to others. (Any)
  d6
  Bond
  1
  Nothing is more important than my people, and 
  I will defend them with my life.
  2
  I owe my survival to the people who found me 
  stranded in the wilds and took me in.
  3
  I was once a city dweller, but I have found peace 
  under the open sky. I’ll never go back.
  4
  No one should have to endure the dnagerous 
  wilderness alone.
  5
  I protect a terrible secret, and I joined my 
  wandering tribe to keep the secret safe.
  6
  Anyone who harms my tribe’s territory will face 
  my wrath.
  d6
  Flaw
  1
  I show no mercy to anyone who harms the 
  herds under my care.
  2
  Outsiders aren’t to be trusted. They can never 
  understand the life we lead.
  3
  Anyone who can’t survive out here in the wild 
  doesn’t want to live badly enough, and doesn’t 
  deserve your sympathy.
  4
  I betrayed my tribe, and I will take that secret 
  to my grave.
  5
  No matter how hard I try, I can’t help but take 
  advantage of outsiders, given the chance.
  6
  If my elders bid me to act, I must follow their 
  direction, even if I disagree.
  RAIDER
  Banditry and raiding are common in the world of 
  Midgard. Numerous cultures attach no negative stigma 
  to raiding or even hold raiders in high regard as bold 
  warriors. In these societies, people are expected to protect 
  what is theirs. Those who can’t, deserve to be treated like 
  sheep. Raiders come in many forms. Some are riders or 
  centaurs on the Rothenian plains, undead raiders from 
  Morgau and Doresh who plunder blood and gold in equal 
  amounts, dwarven bandits from the Ironcrag Cantons, or 
  Viking reavers from the harsh Northlands. 
  Skill Proficiencies: Intimidation, Stealth
  Vehicle Proficiencies: vehicles (land)
  Languages: Trade Tongue
  Equipment: 50 feet of silk rope, a tent, a set of traveler’s 
  clothes, and a belt pouch containing 5gp.
  Feature: Backways
  In your time scouring trade routes and settlements, you 
  have learned the secret of finding quick, unobtrusive ways 
  in and out. When determining your overland travel speed, 
  you ignore difficult terrain if you are within 2 miles of a 
  road or settlement. You have a knack for following hidden 
  paths and covering your approach or retreat. When 
  making use of this feature, you and up to five companions 
  can utilize Stealth while traveling at a normal pace.
  Suggested Characteristics
  Despite the cutthroat nature of the business, raiders come 
  in all shapes and personalities. Some are bloodthirsty 
  brigands who leave no survivors, others are free spirits who 
  believe in strength over weakness. In the Northlands and 
  Trollheim, even the most brutal and deadly reavers can still 
  be viewed as honorable within the norms of their culture. 
  d8
  Personality Traits
  1
  I bow to neither lord nor god.
  2
  I never let witnesses escape from a raid.
  3
  I take what I need, but I don’t kill without reason.
  4
  I always have an exit planned. 
  5
  I am uncomfortable indoors and much prefer the 
  open air.
  6
  I enjoy spreading the tales of my exploits, no 
  matter who hears.
  7
  I so enjoy taking what I want that I have trouble 
  dealing fairly with others.
  8
  I assume everyone else wants to take what I have.
  
  2 6 |
  d6
  Ideal
  1
  Honor. The world is cruel, but it must be 
  faced with courage and fairness. Let none say 
  otherwise. (Lawful)
  2
  Greater Good. I raid to weaken the tyrants who 
  threaten my home, but I don’t steal from the 
  people. (Good)
  3
  Freedom. The wind in my hair is all the 
  justification I need. (Chaotic)
  4
  Strength. The weak exist to feed the strong, and I 
  am strong. (Evil)
  5
  Loyalty. My people are the only thing that matters. 
  The World-Serpent can have all the rest. (Neutral)
  6
  Aspiration. I aspire to become the leader of my 
  band. (Any)
  d6
  Bond
  1
  My band and I will be known across the world, 
  and we’ll never be forgotten.
  2
  I steal to punish the nobles who crush the life 
  from those beneath them.
  3
  Everything I do is for the good of my people. 
  4
  A cruel nobleman once beat me savagely, so I will 
  take everything he has.
  5
  Something priceless was taken from me. I will 
  not stop searching and raiding until I find it.
  6
  I have fallen in love with someone from a 
  settlement my people raid.
  d6
  Flaw
  1
  I won’t let myself be captured. If a raid goes sour, 
  I’m the first to run for cover.
  2
  When I see a settlement or caravan heavy with 
  valuables, all other concerns fade.
  3
  I killed someone important during a raid, and I 
  live in fear that this will return to haunt me.
  4
  I don’t heed the word of anyone other than the 
  members of my band. Everyone else is a target.
  5
  I always assume outsiders know who I am and 
  intend to imprison me.
  6
  I get lost in the thrill of the raid and can’t focus on 
  the details of a plan.
  
  |27
  emonic voices mutter and howl in the desert. Strange lights 
  appear among the trees in the jungle’s depths; and packs 
  of twisted creatures emerge at night to hunt the grasslands.
  But you do not fear these things. You are a hero of the 
  Southlands—and by your skill, strength, luck, or the 
  favor of the gods, you will become a legend.
  Southland Heroes gives you everything you need to 
  play in a 5th Edition campaign set in the Southlands. 
  Southlands Heroes includes:
  •  Rules for playing Southlands aasimar, gnolls, 
  lizardfolk, minotaurs, tosculi waspfolk,  
  and werelions
  •  New Ambush Predator rogue archetype, 
  Hivemaster variant ranger, and Circle of the Hive 
  and Circle of the Swarm variant druids
  •  New backgrounds: Child of the Divine, Temple Slave, 
  Desert Runner, and more!
  Match wits with djinn, pit your strength against mighty 
  white apes, and plunder the lost temples of demon gods. 
  The Southlands await!
  WHEN EVIL STIRS 
  IN THE SOUTHLANDS, 
  MIGHTY HEROES  
  WILL ARISE!
  D
  HEROES
  ALSO 
  AVAILABLE
  FROM
  
  2 8 |
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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   15. COPYRIGHT NOTICE 
   System Reference Document Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
   Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
   The Book of Experimental Might Copyright 2008, Monte J. Cook. 
  All rights reserved.
   Advanced Races: Centaurs. © 2014 Open Design; Author: Karen 
  McDonald. KoboldPress.com 
   Advanced Races: Dragonkin © 2013 Open Design; Authors: Aman-
  da Hamon Kunz.
   Advanced Races: Gearforged. © 2013 Open Design; Authors: 
  Thomas Benton. 
   Advanced Races: Kobolds © 2013 Open Design; Authors: Nicholas 
  Milasich, Matt Blackie.
   Advanced Races: Ravenfolk © 2014 Open Design; Authors: Wade 
  Rockett.
   Advanced Races: Shadow Fey. © 2014 Open Design; Authors: 
  Carlos and Holly Ovalle. 
   Advanced Races: Trollkin. © 2015 Open Design; Authors: Steven 
  T.Helt, Stephen Rowe, and Dan Dillon. 
   Midgard Heroes © 2015 Open Design; Author: Dan Dillon.
  OPEN GAME LICENSE Version 1.0a
  
  $19.99
  eep voices of the giants chant in the hills and forests. Red-cloaked 
  cultists gather to perform their unholy rites, and howling tribes of 
  dust goblins ride out of the Western Wastes to sack villages and towns. 
  But you do not fear these things. You are a hero of Midgard—and by 
  your skill, strength, luck, or the favor of the gods, you will become a 
  legend. Midgard Heroes gives you everything you need to play in a 
  5th edition campaign set in the Midgard Campaign Setting. 
  Midgard Heroes includes:
  •  Rules for playing PC centaurs, dragonkin, gearforged, kobolds, 
  ravenfolk, shadow fey, trollkin, and more!
  •  New backgrounds: Corsair, Darkling, Fey-Touched, Nomad,  
  Raider, and more!
  Only magic and the warmth of hope keeps lights aglow when dread 
  things prowl and the priestly wardings shake, bent by hideous demonic 
  rage. In this dark time, new heroes must arise to claim the crowns of 
  Midgard and restore the jewels to her scattered thrones. New heroes must 
  lead a return to glory. Midgard awaits!
  D
  Heroes,    
   Arise!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Kobold Press/Midgard Heroes.pdf