In the frozen north of Thera lies the continent of Midgard, ancient home of the Argyan people. It is a rough, stony land of enormous mountains, cold, clear lakes, dangerous wildlife, and hard people. For as long as anyone can remember, the Argyans have called Midgard their land, dividing its peaks and valleys into mighty kingdoms. A considerable population of Dwarves, Orcs, and Kindre from Clan Ulric also call the frozen north home.
Midgard is a cold land of long, harsh winters and short summers. It rains or snows often, especially in the north where titanic mountains and sprawling pine forests cover the landscape in natural, primeval beauty. While bitter cold climates and frozen tundra dominate the north, temperatures become slightly more bearable the further south one travels. Mountains are a less dominant feature of the land here, though the ground is no less treacherous, replaced instead by rocky hills and great plains of scrubgrass and squat, stout vegetation. Crisp, cold waters flow down from the mountains, winding through the rocky wilderness before pooling in deep, ancient lakes. The cities of men tend to be built near such headwaters, drawing upon the river as a source of food, water, and transport between cities. Dwarves, on the other hand, have built their cities within the hearts of mountains since first settling on Midgard. Their cities are sprawling underground masterpieces, a true achievement of engineering and artistry.
A great mountain range known as The Spine stretches in three directions from the center of the continent, dividing Midgard into three regions. The Spine is jagged collection of enormous peaks, the highest of which comprise the tallest mountains on Thera; Highest is Mount Horim, where Argyan tradition holds the gods of thunder dwell. Mount Jagal follows in height, and is home to the frost giants, lesser deities and monsters in the ancient Argyan pantheon. Finally, there is the Spine’s third highest peak, Mount Morim, home to the first mortals and birthplace of the Argyan people. Legends and superstition surround these mountains and even in these modern times, many religious Midgardians refuse to go near to certain peaks out of fear or reverence for the spirits which dwell there. As the Spine stretches outwards from Midgard’s center, it forms a natural boundary between what has become Midgard’s three primary geo-political regions; Helvania, Frostalfe, and Volsteim.
Midgard is a cold land of long, harsh winters and short summers. It rains or snows often, especially in the north where titanic mountains and sprawling pine forests cover the landscape in natural, primeval beauty. While bitter cold climates and frozen tundra dominate the north, temperatures become slightly more bearable the further south one travels. Mountains are a less dominant feature of the land here, though the ground is no less treacherous, replaced instead by rocky hills and great plains of scrubgrass and squat, stout vegetation. Crisp, cold waters flow down from the mountains, winding through the rocky wilderness before pooling in deep, ancient lakes. The cities of men tend to be built near such headwaters, drawing upon the river as a source of food, water, and transport between cities. Dwarves, on the other hand, have built their cities within the hearts of mountains since first settling on Midgard. Their cities are sprawling underground masterpieces, a true achievement of engineering and artistry.
A great mountain range known as The Spine stretches in three directions from the center of the continent, dividing Midgard into three regions. The Spine is jagged collection of enormous peaks, the highest of which comprise the tallest mountains on Thera; Highest is Mount Horim, where Argyan tradition holds the gods of thunder dwell. Mount Jagal follows in height, and is home to the frost giants, lesser deities and monsters in the ancient Argyan pantheon. Finally, there is the Spine’s third highest peak, Mount Morim, home to the first mortals and birthplace of the Argyan people. Legends and superstition surround these mountains and even in these modern times, many religious Midgardians refuse to go near to certain peaks out of fear or reverence for the spirits which dwell there. As the Spine stretches outwards from Midgard’s center, it forms a natural boundary between what has become Midgard’s three primary geo-political regions; Helvania, Frostalfe, and Volsteim.
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North of The Spine, the ground grows hard and frozen. The peaks become jagged spires of snow and ice. Here, the wild kings of the north hold the last bastion of Midgard's primeval heritage. Dark gods and mad elementals rule the wilderness while tribalism and tradition hold fast in Frostalfe's ancient cities of stone.
Western Midgard is a lowland region where the traditions of Midgard clash with the values of Europa. Through ages of war, the two cultures have gradually suffused; nowhere is this more apparent than where the art, architecture, and culture of Europa stands against a backdrop of stone, blood, and snow in Helvania.
Volsteim lies to the south and east of The Spine, a land of untamed peaks, dark forests, and stone valleys. Inhabited by a mix of Argyans, Dwarves, Orcs, and Kaizen, Volsteim is a stark and volatile mix of cultures. Skirmishes between city-states are not uncommon and many fear Volsteim is not far from all-out war. |