The Midderlands (Book 1)

The Midderlands (Book 1)


After a successfully funded Kickstarter campaign, The Midderlands lives!

The Midderlands is an old-school game setting with bestiary for use with old-school role-playing games. It is based on Swords & Wizardry Complete, but could easily be used with other old-school systems and even non-OSR systems such as D&D or Pathfinder.

It is a green-hued, dark-fantasy, late-middle ages, early-renaissance view through grime-smeared spectacles. The setting itself is based on an area in the middle of England near where I live called The Midlands. Many of the locations are loosely based on reality, but others are pure fantasy from an addled mind.

The setting part of the book contains something I call "game-juice". Not heavy of history and monotonous detail, but enough to get the game-juices flowing and let the game master twist and tweak as they need to in order to fit their campaign.

There is also humour and occasional swear words.

This book has won a 2018 ENnie Award Gold for Best Cartography!


Book contents include:

  • Information on the Hamlets, Small and Large Towns, Points of Interest, Rivers & Lakes, and Woods & Forest of the Midderlands.
  • Oddities - 13 Items, 5 Spells, 4 Flora and 6 Fauna
  • Creatures of The Midderlands - 24 Monsters, with 24 NPCs, and 18 Playable race-as-classes
  • Spies in the Sewers Adventure
  • 6 Adventure Hooks
  • 29 Fixed Hex Locations (for The Midderlands map)
  • 3 Random Hex Locations (for The Midderlands map)
  • Festivals & Gatherings Table
  • Weather Table
  • Insult Table
  • Names & Trades Table
  • Additional Hamlet and Small Town Names Table
  • Crap You Find on Midfolk Table
  • Front Endpaper includes a Midderlands-themed character sheet

Check out the discussion and reviews!


Check out the promo video on YouTube


Discussion with Matt Finch


Red Dice Diaries Video Review


Ol' Man Grognard Video Review


Bud's RPG Video Review



Questing Beast Video Review
The Midderlands & The Midderlands Expanded


Visit The Midderlands Google + community page, 'The Punched Muckulus Tavern' here.


If you want to get digital copies of The Midderlands, or print-on-demand/digital offerings of other The Midderlands products, then head over to DriveThruRPG or RPGNow and check out the latest offerings. There are all manner of other things for sales over there too, like graph paper pads (square, hex and iso-square), symbols for making your own maps, and adventures. If that's not enough, and you still want this in a hardcover format...

Get the HARDCOVER right now?

What you get...

1x The Midderlands Hardcover Book

(hardcover matt laminated with spot UV, A5 Portrait, 224 pages, with printed endpapers, and two ribbons. Endpapers comprise a Swords & Wizardry Complete-compatible character sheet and Monster Quick Reference.)

***Please note: This is not the leather-covered version of the book. Those were Kickstarter specials!***

***Please also note: Digital versions of the products are not offered with this purchase but are available from DriveThruRPG or RPGNow.***

1x The Midderlands Hardcopy Map

(A2 machine-folded to A5, printed both sides (colour version to one side, parchment version to reverse).

1x Midderlands Card Bookmark

(Matt laminated to one side, and gloss to the reverse - for use as a character tracker).

"Situated in the middle of Havenland is an area known by the ancestors as the Middle Havenlands. They don’t use that name much any more, preferring to talk lazily, and skip letters.

In strange accents, often misheard and little understood by those outside of the central region - they call it “The Midderlands”, and themselves “Midfolk” or “Midderlanders”.

There are many peculiar folk that call these Midderlands home. Generally mistrusting of outsiders, they suspiciously eye strangers, close doors, bar windows and scurry in opposite directions. Maybe the area has had a troubled history and that is why the folk behave the way they do.

All that aside, there are good folk too. These folk just want to subsist peacefully and not have interference or “goings on” in their lives. Nothing is ever that simple.

As well as the people of the area, there are the places. The towns and hamlets, the woods and hills, the lakes and the rivers. Amongst all these places are stranger locales too; circles of stones, strange towers, castles and burial grounds.

Everywhere, the Midderlands is tainted by a green-hued menace that rises from the deep and affects nature and order, sometimes subtly and sometimes catastrophically. It rises from the mysterious subterranean realm known as Middergloom. Often described as hell bathed in green fire and flames. Green-tinged slime, noxious vapours, and miasmas creep upwards, amongst them viridian-coloured demons, lime-green tentacles and other malachite horrors claw their way to the surface to wreak havoc. The Lords of the land are always working to keep things at bay. The realm of Middergloom is deliberately nebulous and mysterious, and left for you to develop as needed to suit your campaign.

The vileness that lurks below taints the skies above the land too, known as The Drab. The atmosphere is a hint of green rather than blue. The colour can shift between turquoise and sickly yellow-green in a short space of time. When night comes and the Drab clears, the midfolk can see the constellations surrounded by wispy green nebulae, strange wandering stars and comets, and a single many-cratered moon.

There are many things to keep the inquisitive minds of treasure seekers amused. There are also many things to keep the treasures where they are.

Things stir in this viridian-hued landscape. Evil eyes blink and watch. Teeth and claws scratch and sharpen. Gaping maws slobber and drool.

All is not content in the Midderlands."


A2 folded map provided with physical copies of the book.


Image above is a coloured version of mono artwork appearing in the book.