Midgard’s focus is more on culture than race. Norgan Humans and Orcs are likely to have much more in common than Norgan Humans and Castan Humans, for instance. The following is a (non-exhaustive) list of racial character options, complete with suggested changes from the APG.
- Half-elves: With the Elves of Midgard lost or leaving, with no explanation given to their closest kin, the Half-elves of the continent have become understandably unbalanced. Only in Lutetia proper (an Elven city, prior to the exodus) have they seen a rapid and unceremonious rise to power. Their ancestral outposts across outer Lutetia and in Norga stand almost entirely empty, their more recent homes and houses in Dalriada, unkept. Half-elves have had to take charge of their parental lands, or have taken to wandering the country side looking for answers. In many cases they have been left with the dim remnants of a glorious civilisation, but also the burden of grief.
- Lutetian Celestial (replace Adaptability with Sociable)
- Dalriadan Gentry (replace Adaptability with Integrated)
- Norgan Desolate (replace Adaptability with Ancestral Arms)
- Midgard Wanderer (replace Adaptability with Dual Minded)
- Half-orcs (unchanged): The Humans of the north have long had a perfectly amenable relationship with their Orcish neighbours. As a result, Half-orcs abound across the top of Lutetia, across the Nether, and well into Norga.
- Lutetian Longtooth (unchanged)
- Netherite Marshfolk (replace Intimidating with Scavenger)
- Norgan Quickblood (may replace Orc Ferocity with Bestial, Sacred Tattoos, or Toothy)
- Dwarves: have largely retreated from the surface world. Only a handful of outposts remain, linked by deep tunnels to the kingdom beneath the earth. Eslen is their centre of trade in Norga, and Stonehaven the equivalent for Dalriada and the Itani Marches. Although Eslen has found a way to prosper alongside the human tribes, Stonehaven has suffered a dramatic fall from grace, and now stands empty and haunted. Remaining Haveners have retreated far, far beneath the hills, or across the surface to Dalriada’s floating mountain. Those who remain beneath the sky are universally mathematically gifted, with their language made up off hierarchical arrangements of prefixes and suffixes that allow for precision far beyond any other tongue. They make skilled architects, craftsfolk, traders, and politicians.
- Dalriadan Traderskin (replace Hardy with Stubborn)
- Eslenite Legateskin (replace Greed with Craftsman)
- Havener Refugee (replace Stonecunning with Rockstepper)
- Lutetian Integrationist (replace Hardy with Magic Resistant)
- Gnomes (replace Defensive Training and Hatred with Master Tinker, do not start with Common or Sylvan): Gnomes are a relatively recent addition to Midgard. They have not come from across the sea, or from beneath the earth, or from the sky. They seem to have come from nowhere at all, with little to no memory of their origin. They appear sporadically across Lloegren, wandering out of glens and side-streets, washed up on lake-shores and river-banks, but do not speak the common tongue. Instead, they speak a non-sensical barrage of clicks and whistles and display a mastery of all things arcane and technical far beyond their ability to relate to any other culture on the island or off it. Nevertheless, artefacts from the Age of Smoke are more easily manipulated by Gnomes than by anyone else.
- Halflings: the masters of social assimilation, Halflings have managed to find a niche in every facet of Human society. They are rarely found outsides of the cities of Norga, but only because it is too cold for their tastes, or in the Itani marches, but only because the Itani display a religious practice that actively excludes non-Itani. Castan Halflings are only just on the acceptable side of Lloegren Xenophobia, but they are otherwise welcomed almost everywhere.
- Dalriadan Gameplayer (replace Sure-footed with Swift-as-shadows)
- Lutetian Townsfolk (unchanged)
- Netherite Wader (replace Sure-footed with Outrider)
- Castan Underling (replace Fearless and Halfling Luck with Craven)
- Orcs: Slightly hardier than their Human neighbours, Orcs claim the Northern reaches of Norga, and the southern stretch of the lands even further North, the Winter Wastes. Far from the Castan (and even Dalriadan) stereotypes, they enjoy strong relationships with humans and other goblinoids, build resilient communities, and possess a well-developed spiritual streak. Their approach to magic and the natural world does makes them disinclined to Elven socialisation, and they can become overly impassioned (and are thus vulnerable to political or religious manipulation), but they are deeply loyal to their friends and families, are astoundingly musically prolific, and make valuable additions to almost any venture.
- Norgan Tribal (replace Light Sensitivity with -2 vs. Aberrant effects)
- Worgton Recidivist
- Goblins (unchanged): The most hyperactive of all races in Midgard, beyond even the Keshani, Goblins do nothing by halves. When friendly, they are excessively friendly. When they hate, they hate with a passion that is deep, and dark, and full of venom. They are almost halfling analogues in the way they function in goblinoid society, and yet their diametric opposite in almost every other sense. They will eat absolutely anything, but favour small mammals of the kinds kept as pets by other races, and are surprisingly talented smiths. Their tools are rugged and sharp, despite being made from the least likely of scavenged metals.
- Lutetian Vermin (replace +4 ride with +4 appraise)
- Norgan Tribesfolk (unchanged)