Artwork from Midgard DMs Screen & Character Sheets for 5th Edition
A world of dark fantasy and deep magic, Midgard began as a setting inspired by Central and Eastern European history and folklore rather than the Western fantasy counterpart cultures that predominate D&D. Over time, Midgard grew into an expansive setting all its own, with support for various rulesets and a variety of full-fledged adventures and regional gazetteers.
In terms of
Lore, the sourcebooks divided Midgard’s people into Major and Minor races, the terms being used for how much political and cultural sway certain groups have had over the world. Of the nine or so Major Races, about half of them are anthropomorphic animals: dragonborn*, kobolds,** minotaurs, and ravenfolk. Kobolds feature prominently in the Free City of Zobeck, which is Midgard’s Greyhawk/Sharn equivalent in being a major hub of adventure. Former slaves of a wicked family of shadow magic-using nobles, the kobolds took part in a revolution overthrowing the old order and now live in an expansive Kobold Ghetto. They are an impoverished lot, yet possessed of a greater means of autonomy than in prior times. The Mharoti Empire is a major superpower in the setting ruled over by various clans of dragon nobles, and the dragonborn are a race of super-soldiers uplifted from kobolds. Minotaurs are a seafaring culture who once had a great city by the name of Roshgazi that was decimated by the Mharoti Empire, while the Ravenfolk are a widespread group distrusted for being spies and thieves but who claim to have close ties to Wotan and other gods.
*Called Dragonkin in pre-5e rulesets.
**Who are the namesake publisher’s favored mascot.
Virtually every notable race in Midgard has their own unique form of magic that originated among their culture. While many races have major nations or population centers, most have regional variants and subcultures. For example, Mharoti kobolds are notably more arrogant than their kin elsewhere, as they are higher up in the social system than non-reptilian races. Or how the Bearfolk of the Shadow Realm are extraplanar immigrants from the Northlands who managed to carve out one of the safest and most resilient places against the landscape’s natural corruption.
Of the Minor races, there are Bearfolk and Gnolls mentioned in the core rules, and various sourcebooks expanded on new races particular to certain regions and locales. The Southlands is one of the more major regional sourcebooks, adding catfolk, lizardfolk, subek (crocodile), and tosculi (wasps) with their own societies, lands, and cultures. Although technically Minor Races in the greater setting, each of them was given distinct flavor and plot hooks. For instance, the lizardfolk are a rising civilization in the far south that are divinely inspired by a giant egg believed to hold one of the World-Serpent’s children. The subek are werecrocodiles who are vicious during the flood season, but peaceful and contemplative on the other months. This causes them to retreat from society for others’ safety when they feel the rage start to overtake them. The tosculi are a warrior culture that builds their hives from the corpses of their enemies, and are influenced by an archdevil; individual tosculi who break off from the hive-mind have a greater degree of autonomy, and it is this stock from which tosculi PCs are drawn. As for the catfolk, they are a diverse people created from various gods, and have major concentrations in Nuria Natal (Fantasy Ancient Egypt) and the Lion Kingdom of Omphaya.
Catfolk in particular have a rather interesting meta-history of various distinct races on account that Pathfinder and Dungeons & Dragons had different feline humanoids. This caused many among the fandom to debate to what extent certain catfolk were reflavored for particular systems vs being their own unique beings. Kobold Press appears to have settled for the latter option, and there’s 3 subraces of catfolk in 5th Edition: Basteti (catfolk created by the goddess Bast), Nkosi (catfolk created by Titans, a progenitor giant race who once ruled a vast empire), and Werelions (origin unknown but can be either natural or afflicted).
There are more anthro races beyond the default setting and Southlands, but they tend to have more specialized and marginal roles and influence, with less material for them with which a DM or player can use. One of these races is the Satarre. They are worm-like reptilians that seek to destroy the World Tree, the metaphysical outline of the cosmos, in order to usher in the apocalypse. Most such material presents them as monsters in Kobold Press’ bestiaries or small articles and mini-sourcebooks involving them as antagonists affiliated with cults. The Ratatosk are humanoid squirrels that are actually celestials who live among the World Tree’s various cosmic branches. They had a mini-sourcebook of their own, being rather unique in this regard for 5e races, going into detail on their society and culture as well as uses in a campaign.
Artwork from Zobeck Gazetteer for 5th Edition
In terms of
Playability, Midgard has a wealth of options for anthro PCs spanning Editions and rulesets. The tricky part is that so many different kinds of handbooks have been published for the game, not all of which match 1 for 1 in terms of transferred content. Compounding this is that even when it comes to the Major Races, not all groups are necessarily omnipresent throughout the base setting. Barring major empires, a lot of plots, intrigues, and threats take place at the regional and kingdom levels. The Minotaur are a major race, but they tend to live around the southern and western lands near the oceans. Dragonborn are omnipresent in the Mharoti Empire and its vassal states, but are rare in regions beyond these borders.
There’s a line of Heroes and Player’s Guide sourcebooks offering new playable options for Characters, several of which have been reprinted in later publishings for more complete collections. Such options included Werelions (a distinct variety of catfolk, publishing between various rulesets caused Midgard to have a lot of overlapping felines), Sahuagin, Ratfolk, the hedgehog-like Erina, the celestial Ratatosk, and the reptilian Satarre who were previously the province of villains.
While it doesn’t have options for them as PCs, the Book of Drakes for Pathfinder 1e fleshed out detail on these smaller cousins of true dragons, who in Midgard are dragons that bond with popular physical features and concepts of nearby civilizations. For example, Bakery Drakes are beloved presences for their penchant at aiding in cooking all manner of delicious foods. Rules were provided for PCs who wanted to have them as traveling companions.
Most PC-facing Midgard material is for 5th Edition currently, but player’s guides were published for 4th Edition D&D, Pathfinder 1e, and Swords & Wizardry. The Advanced Races line for Pathfinder 1e was a series of sourcebooks expanding on various races in Midgard, focusing on giving them expanded roles in the world and fleshing out their societies. Kobold Press’ Lineages & Heritages: Supplement 1 for their Black Flag 5e retroclone has rules for gnoll and lizardfolk PCs.
Even 13th Age got support, albeit the PC races were an option in an appendix of the Midgard Bestiary for 13th Age. In fact, this system as well as Pathfinder are peculiar in that they have rules for Roachling PCs that were never updated to 5e. Roachlings are bipedal roach-like humanoids who are feared and distrusted by most others on account of their bug-like appearance. While they reappeared in 5th Edition, they were exclusively NPCs.
While not technically furry, several races are tauric in having the lower bodies of animals but humanlike upper bodies. Centaurs, alseid, and lamia (who have snakelike lower bodies in contrast with traditional D&D) are all playable options, with the centaur in particular having had a presence in the world since the first standalone setting guide.
PS I should note in this case that both Dragonlance and Mystara had rules for centaur PCs, as well as fauns (satyrs) for the latter setting.
All in all, Midgard is a very furry-friendly setting, from its lore to its rules to its NPC art. The real question is what kind of anthropomorphic race one would be most keen on playing, and if their favorite rules system supports them as an option. Pathfinder 1e and D&D 5e players have plenty of choices, but other systems are a much riskier gamble.