Approved list of Unearthed Arcana and 3rd Party Material.
Rank Leveling (Experience).! Important !
Multiple Characters and Retirement.
Multiple Characters and Retirement.
Death Rules.
Midgard Lore.
5e Adjustments
Campaign Custom Rules (Homebrew Rules)
Code of Conduct (DM & Players). ! Important !
Languages of Midgard.
Character Creation Rules.
Races: See Race List below.
Ability Score : For your character we will be using point buy or standard array.
Hit Points: Maximum Hit Points at first level, after first level you must decide if you will roll for hit points or take the average for the rest of the character's levels. You may request a DM reroll your health once, taking the next result regardless.
Background: All backgrounds from Wizards of the Coast official material.
Level: Characters will began the game at level 1
Optional Rules: Multiclassing and Feats are allowed.
Wealth: Roll 1d10 x 20GP for starting wealth and background GP.
Equipment: You gain all your Starting Equipment from your class. You may use your starting gold to buy more Equipment and/or sell your Starting Equipment for gold.
Classes: You are able to play any class/subclass from the Wizards of the Coast officially printed material (excluding Tasha's Cauldron of Everything which only select material is allowed and can be found in “approved list of Unearthed Arcana and 3rd Party Material.”)
Status: In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute is generated at character creation like ability scores, but it can fluctuate considerably during play.
The Status score for all new characters starts at a flat rate of 3 + Character level. What race you chose to play will modify this score, see below.
To start this off we’II make it very clear now that you should read “Midgard Player Races” as it contains very important lore on how each race is seen and even alters or adds new options for your standard 5e races, with that said here are the options as of right now for what you may play.
If you have any other unofficial material you would like to use, you may request it be added to the game for any character after your first. Post the request on the discord in ‘Our Midgard’ and add @DM before creating the character.
Explains variant rules for character advancement and critical session structure.
(^Includes Linking Characters^)
Multiple Characters and Retirement.
Players may only play one character till they have played 10 sessions or have reached level 5 after which they may play a second character. Once a player has achieved the mighty quest of playing in 25 sessions or reached level 10 they may play a 3rd character.
You may at any point when you no longer want to play a character you have made "retire" them, where they become an NPC within the world and MAY be used by any DM if they so desire. Retiring the character allows the player to make a new character at half the level and gold (round down) of the character that was just retired, the new character may be allowed to keep their magic items from the previous character, said items MUST be appropriate for the new chararter’s rank.
Many languages are common in Midgard, with the following warranting further description. An educated or well-traveled adventurer might learn any of these languages.
Name
Description
Common
The most common language in the Crossroads and the Seven Cities. All characters speak it.
Aklo
The language of aboleths, derro, linnorms, gibbering mouthers, and other bizarre creatures of the underworld. Rarely heard on the surface.
Ankeshelian
A dead human language, more than 3,000 years old, whose runes and glyphs are still used in magical writing today.
Caelmaran
A very rare language, a human dialect of Infernal. Still spoken by the Master of Demon Mountain and a few wizards. Grants +1 to a Charisma (Persuasion) ability check devils, demons, and other fiends 1/day.
Darakhul
The language of the Ghoul Imperium, also called Ghoulish, Charun’s Tongue, or Undercommon, is an offshoot of Common and can be partially understood by surface dwellers who have Intelligence of 15 or higher. It is widely spoken in Morgau and Doresh and by vampires, and thus serves as the common tongue of the undead. Those who speak it gain a +1 bonus to Charisma (Persuasion) ability check with undead 1/day.
Draconic or Mharoti
The language of drakes, dragons, and dragonkin in the Mharoti Empire. Rarely spoken by non-scaly races, it grants +1 to a Charisma (Persuasion) ability check with scaly creatures 1/day
Druidic
A degenerate form of Elvish mixed with Common. Rarely used outside religious ceremonies. Druidic can be spoken even when in animal form
Dwarvish
One of the first languages, widely spoken in the Northlands, Krakova, and the Ironcrag cantons. Older documents are written in a slightly different script called “Anvil Dwarvish” and can be difficult to decipher (typically an easy Intelligence check, depending on the topic and age of the document).
Elemental
The language of elemental creatures of fire, water, air, and earth. Related to Draconic.
Enochian
The language of the Celestial Sphere, spoken in Ishadia and among the Seven Heavens. Sometimes called Ishadian.
Elvish
The language of the Elflands, the River Court, the Grand Duchy’s Court, and elsewhere. Remarkably unchanged over the past 2,000 years. Documents in the precursor language, Old Elvish (also called Thornish), can still be read with some effort by characters with an Intelligence of 15 or higher.
Feather Speech (Pinion)
The silent language of the ravenfolk, spoken by the ruffling, position, and movement of feathers. Largely impossible for other races to speak unless aided by feathered fans, and even then, the effect is primarily comical.
Gnomish
A dialect of Elvish, with many words borrowed from Infernal. Those who speak it gain +1 to the DC of their illusions or enchantment spells 1/day.
Huginn’s Speech
The spoken language of the ravenfolk. Remarkably constant in the North among the huginn and in the South among the heru. Sometimes used as a thieves’ cant.
Illyrian
An archaic language, rarely used outside the court of Illyria and among nobles, and now outlawed in the Dragon Empire’s new province of Rumela. Those who speak it gain +1 to a Charisma (Persuasion) ability check in the Seven Cities 1/day, since it is considered a sign of noble status and personal tragedy.
Infernal
A planar language spoken by demons and devils.
Kariv
A dialect of Common, flavored with many borrowed words and bits of cant. Those who speak it gain +1 to a Charisma (Persuasion) ability check with Kariv wanderers and centaurs 1/day.
Khandirian
A human dialect related to Enochian, spoken in the East.
Khazzaki
An argot of eastern tongues, spoken only among the nomads.
Kobold
A somewhat simplified (some might say debased) dialect of Draconic, though most dragons and drakes pretend not to understand it.
Minotaur or Rue-Thothka
The language of the minotaurs is complex and resonant, and especially favored in the South. Its tones are guttural and dangerous sounding.
Morphoi
The language of the Western Ocean and most aquatic races.
Northern Tongue
Also called the Rune Tongue or Giantish. A human language deeply related to Dwarvish and sharing many loan words.
Nurian or the Southern Tongue
A human corruption of Enochian, the divine language. A great deal of ritual magic is written in Nurian.
Trolsung
Related to the language of the giants, Trolsung has a quicker patter but retains the giantish love of riddles, kennings, and wordplay.
Umbral
The language of the shadow elves, a dialect of Elvish.
Void Speech
The language of the outer darkness, Void dragons, and alien gods, a tongue not meant for humanoid speech at all. It disquiets those who hear it, and adds +1 to the DC of fear-related spells and skill checks.
Vos’ghaen
An ancient human tongue, related to Ankeshelian. Speakers of Vos’ghaen are often wizards and masters of glyph magic.