Midgard

The land of Midgard (under protection of Jörmungandr, do not steal)

Midgard is made up of several continents, the most important of which is the Rune-Midgarts Kingdom where the largest civilizations of humanoids reside. More lands and villages lie to the northwest, but travel to those regions is often difficult. For most in Rune-Midgarts, their region of the world is simply referred to as Midgard along with the rest of the world.

Midgard can be a rough and violent place. Travel is typically done along designated routes, and adventurers are frequently employed to keep paths clear of monsters. Large swaths of land are uninhabitable or too dangerous to even venture into. As a result, most intelligent races have gathered into larger, defensible cities spread throughout the land. The major landmarks are as follows:

Prontera and Izlude
Prontera and Izlude are the central cities of the kingdom where the king and major church reside. More information can be found on their dedicated page.

Geffen (the City of Magic)
Geffen is the second largest city, often referred to as the City of Magic by residents and travelers alike. The city is overseen by the enormous Geffen Tower, home of the Mage and Wizards Guilds. Wizards, sorcerers, witches, and even bards and warlocks often study here, although access to the primary library and tower can often be limited to outsiders. Geffen also has a Blacksmithing Guild that specializes in magical items. Thieves and adventurers are often drawn to the sprawling city below the surface, an abandoned network of caves and catacombs called Geffenia.

Morroc (the City of Thieves)
The city of Morroc almost rivals the size of Geffen. The City of Thieves, Morroc fell into decay due to the negligence of the king. Too far outside the jurisdiction of the royal military, and separated from the other cities by the large Sograt Desert, Morroc is a lawless land controlled by a local Thieves Guild. Many rogues and bandits begin their lives or learn their trade in Morroc. Despite its reputation, Morroc is well-controlled by the local crime lords. Morroc is also the perfect place to procure any questionable items one might need.

Payon
Set deep in the thick Payon Forest, Payon is a peaceful village to the southwest of Prontera. Payon is self-sufficient, relying on the bounty of lakes and streams as much as the forest itself to provide. Payon has a world-renowned Archery Guild and is a popular destination for rangers and druids. The city surrounding Payon is however full of dangers and magic, and there are many nearby cave systems that are yet to be explored.

Alberta
Alberta is a small port city near Payon, mostly used as a merchant hub by oceanic travelers. While the market isn't as big as the one in Prontera, the wares are often more exotic, and items from the far reaches of the world are common. Alberta also has a rather influential Merchant Guild that controls details like taxes for the whole kingdom.

Aldebaran
Aldebaran sits at the far north of the continent, and is considered the technology and science focal point of the region. Home to the Alchemist and Tinkerers' Guilds, the primary research conducted in the city is related to chemistry and firearms. Aldebaran is an ancient city, and is perhaps far more known for the enormous clock tower that sits in the middle of the city. Extending far below the ground and filled with monsters, the clock tower is off limits to the public because of the dangers it presents.

Glast Heim
Glast Heim to the west once offered passage to the rest of the world, but now sits in a state of decay. The previous capital before Prontera, Glast Heim fell when an ancient king (his name forgotten to time) attempted to invoke dark magic from tomes stolen from the dungeons of Geffenia. Unleashing the evil across his kingdom damned every soul to infinite torment. Now, the ruins are overrun by ghosts, draugr, and other fearsome monsters.