Walkerman – Traveler’s guide to Midgard

Walkerman – Traveler’s guide to Midgard 6 - wpgameplay.com
Walkerman – Traveler’s guide to Midgard 6 - wpgameplay.com

Guide for Walkerman – Traveler’s guide to Midgard

A collection of information on places, cla*ses, history and more regarding the Walkerman universe.


When playing Walkerman, I noticed we receive a lot of information on the world the game is set in. History, society, religion, etc. all contribute to the current state of the world. I found it hard to remember every bit of information and sometimes wondered what the NPCs were talking about, as I forgot earlier conversations. 
Walkerman - Traveler's guide to Midgard 
This guide is an attempt to bundle as much information as possible on the world of Walkerman. I’ve divided the guide into the sections history, topography, society (in Midgard), religion and finish the guide with a glossary. 
Note that all information comes from in-game dialogue. This means the information might be incorrect or contradictory as some NPCs can be mistaken. 


Unknown time ago 

  • The Helheim Empire (Hel), which besides its capital Helheim consists of Midgard, Vanheim, Jotunheim and Estland, falls apart after the fall of its capital. The event had to do with the unnatural and was so gruesome people don’t talk about what happened. 
  • Influx of refugees from Helheim mean the naval fortress Midgard slowly changes into a city. 
  • Jotunheim tries to become the dominant power in the region and besieges Midgard. The siege fails. 
  • Midgard retributes by attacking and sacking Jotunheim, leaving only ruins. 
  • In wake of the failed siege of Midgard, the political system Statist Collectivism is formed.

Several hundreds of years ago: 

  • Inhabitants of Midgard start raiding Europa during winters. The raiding tradition is born.

More than 11 years ago: 

  • The southern religion of Gott spreads to Europa. 
  • The petty kingdoms of Europa unite into the Gottland Confederation.

An unknown time ago 

  • Gottland attacks, defeats and annexes Polska. 
  • Inhabitants of Polska start a geurilla war, forcing Gottland to retreat. Polska becomes independant again.

About 11 years ago

  • The Gottland Confederation lays a trap for the raiders of Midgard. As a fleet of 200 raiding ships arrives in Europa to attack a petty kingdom that refused to pay tribute, they are crushed by a Gottlander fleet. Only 43 ships return to Midgard. 
  • Gottland tries to blockade Midgards port, but fails due to infighting in the home theatre. 
  • Merchants leave Midgard en ma*se. 
  • The era of raiding comes to an end.

About 8 years ago: 

  • Walkerman Knut and his son Jurgen leave Midgard 
  • After raiding ended, famine plagues Midgard. 
  • The Guard Corps retreats to the Noble Quarter. 
  • Several gangs fight each other to gain the upper hand in the now lawless parts of the city.

About 4 years ago: 

  • A walkerman, Bodb, discovers proof of the Alchemists of Alchemist Tower doing forbidden experiments. A pogrom follows, as the Cult orders the Guard Corps to capture and execute all Alchemists. 
  • After the pogrom, a college is housed in Alchemist Tower and it is renamed College Tower.

About 1 year ago

  • The first visitors from Xayapan arrive in Midgard.



The world of Walkerman is based on our own. Many locations have similarities with (historical) cities, countries and regions, some are even nearly identical to their real-world counterparts. The map provided in-game shows the world heavily resembles Northern Europe. 
Walkerman - Traveler's guide to Midgard 
Beneath each city, country etc. the nickname of its inhabitants can be found. 

  • Midgard

Raiders (male) 
A city-state in the North, Midgard is the main location for the events in Walkerman. It’s origins lie in an old naval fortress, long since dismantled to accommodate the growing city. Midgard used to be the staging point of the yearly raids against Europa until the crushing defeat of the raiders by Gottland. Ever since, the city-state has been decaying. 
The city is home to tens of thousands of people, housed in several neighbourhoods, including the Noble Quarter (home of the Great Houses), Harbour and Downbend (home of foreigners and vagabonds). Other places of interest include College Tower (housing the college), North Market (a square filled with freemen stalls), the Grand Temple and the Sea Street splitting the city in half and running from the Grand Temple to the Sea Gate and harbour. 
Midgard is a feudal society. The upper cla*ses consist of the Monarch, the Great Houses/nobles and the cult. Lower cla*ses consist of serfkind, but also foreigners and vagabonds. Freemen are usually wealthy merchants, but even a beggar can be a freeman. 
Though ruled by the king, many laws are dictated by the Cult. Based on the Social Constructs, the main purpose is to halt excessive degeneracy (following ones appetites without restraint). Offenders can be placed inside the pillory, or in worse cases put to death. 

  • Gottland Confederacy / Europa

The Gottland Confederacy is a union of several petty kingdoms in Europa, bound together by their common faith in Gott. Led by ecclesiarches, state and church are fully intertwined. Petty kings and other rulers enjoy a degree of autonomy and infighting is commonplace. 
One of the main successes of the Gottland Confederacy was the crushing defeat of the fleet of Midgards raiders 8 years ago. Gottland’s military and naval forces can rely on ingenious inventions. The crossbow, bombards, ballistae, fire spitters and other machines of war sprout from the minds of Gottlanders. Via trade some of these weapons found their way to Midgard. 

  • Polska

Polska lays East of Gottland and South of Estland. It used to be a favourite target for raiding parties, but this changed as Polska merchants started going to Midgard to buy loot (earning them the nickname ‘vulture merchants’). After the raiding ended, most of these merchants returned to Polska. 
In more recent times, Polska was annexed by Gottland. Gottland’s victory was short-lived, as Polska’s inhabitants started a guerilla war, hiding in the marshes. Gottland eventually withdrew and Polska was a sovereign state once again. However, tensions are high and many expect Gottland to attempt a second attack on Polska in the near future. 
The symbol of Polska is the Dobryorzel, a white eagle that is the symbol of Polska’s old religion. Polka’s elite troops are Winged Hussars, nicknamed birdies, but the army isn’t strong enough to beat a strong enemy like Gottland. 

  • Hibernia

An island to the west. The main religion is Tomb-Worship. Bodb is from Hibernia. 

  • The Finns

Neither a country, nor a city, but a people living in a specific region. The Finns are hunters who follow herds of prey. Gender roles are less defined. Sigrid is a Finn. 

  • Vanheim

A city Northwest of Midgard. Trade is an important part of life in Vanheim. At least a part of the population follows the Religion of Gott. Honora Rothsdottir hails from Vanheim. 

  • Estland/Estoni

Situated North-East of Polka, Estoni is home to plantations owned by Great House Svartserk. 

  • Xayapan

A distant land on the other side of the ocean. Its political system is Celestial Bureaucracy, where everything is planned by a ministery and an army of bureaucrats. The inhabitants use sea creatures to power their ships. Xayapan is considerd an ally or close friend of Midgard. 

  • Babylon

Known for their dark skin, inhabitants of Babylon are known for their knowledge and shrewdness. The word Babylite is derived from Babylon, meaning h*m*s*xual. 

  • Araby

A land of deserts in the South. 

  • Afriqiia

A land or continent to the South of Araby. Pyramid cities are encircled by jungles as far as the eye can see. The people here have skins as black as ink. 


Midgard’s society and political system is called Statist Collectivism. It can be seen as a feudal system. As such, every cla*s has it’s own role in society. 
The king is the highest authority in Midgard. His other titles, Midgard Kommandant and the Raider with the Crown refer to the period when Midgard went from naval fortress to city-state. Though the king is placed highest in the hierarchy, the Nobles and the Cult both hold a lot of power as well. 
King Felix was the previous king of Midgard. He has been succeeded by ‘The Weepin’ King’, who’s actual name is unknown. The current king does not actively rule the city-state, as he spends most of his time secluded in his study. 
Great Houses 
Walkerman - Traveler's guide to Midgard 
The nobility of Midgard, the great houses are the de facto rulers of Midgard. Each great house has serfkind bound to them, obligated to serve in work and war. Noblemen children usually are educated at College Tower, boys are also taught martial arts, a remnant of the Raiding Era. Adolescent males are called braves and tend to be aggressive as they lack situations to test the martial arts. The title ‘brave’ is also used for the head of a Great House, e.g. ‘Brave Sir Guldserk’. Great houses live in the Noble Quarter of Midgard and tend to have plantations in Estland and the Lapps, worked by their serfs. They have quite some influence on the Guard Corps. 
The Cult has authority on all things religious, but more importantly, on the law in Midgard. The social constructs aren’t merely seen as guidelines for a better life, they are the law in the city-state. Degeneracy (for more info, see the ‘religion’ chapter of this guide) is therefore punishable, in many cases by death. In recent years the pursuit of degenerates has slowed down, however, and many days the cages and pillories in front of the Great Temple remain empty. 
Walkerman - Traveler's guide to Midgard 
Freemen are not obligated to serve a great house, but in turn do not receive any of the benifits either. Freemen are usually businessmen and therefore spend most of their time looking for ways to increase their income: networking, increasing influence, looking for new ways to profit,… 
As freemen are not provided for by the great houses, a freeman can lose everything if he loses his gold. Becoming a mere beggar, a destitute freeman is completely reliant on the gifts of others. 
Serfkind are born to serve their Great House. They labour and fight for their Great House, which in turn provides them with basic necessities like food and shelter. Serfs work in Midgard in a variety of jobs, but can also be send to work on plantations in other countries. Every raiding season, a number of males were picked by lottery randomly to go raiding. 
Serfkind lives in Small Houses, usually several families per house. Each Small House is led by a House Sergeant, who is responsible for all inhabitants. 
Not a cla*s per se, Walkermen occupy a special position in Midgard’s society. Needed, but hated, there are no special requirements to join the ranks of the Walkermen. Serfkind and foreigners are allowed to join the Walkermen, though serfkind is usually not allowed to stay living in a Small House. 
There are many people who are deemed undesireable by the people of Midgard, most of them living in downbend. To name a few: runaway serfkind, destitute freemen, foreigners, … 


  • The Cult

The main religion in Midgard, the Cult heavily influences everyday life in the city. 
The teachings of the cult focus on the Matriarchal Trio: the Maiden, the Mother and the Crone. This divine Trio ascended mankind from their animal nature and gave man sentience. The Maiden symbolizes creativity and fertility of mind and body. The Mother maintains, protects and symbolizes mercy. The Crone guides. Her domain is intelligence and wisdom. As the Trio elevated man from his beastly life, the Cult believe mankind is doomed to regress to its beastly origins, the Second Age of Animals. This will happen when mankind embraces degeneracy and individualism. 
Walkerman - Traveler's guide to Midgard 
The sacred texts of the Cult are called the Eddas. This holy tome contains two epics: the Tilblivelse and the Denlangaresan. Besides these epices several poems and parabels have been gathered in the Eddas as well. Though canonised, the Eddas are ever-changing. They teach about the social constructs. The social constructs are seen as a divine gift from the Trio, to keep mankind from degeneracy. They include the inner workings of society like honour, etiquette, laws etc. The laws are quite extinsive and comprise of gender roles, rules on consummation (like moderation and never eating/drinking alone), and more. More serious offenses are punishable by pilory or even by death. In recent years, the Cult and society has become more tolerate to degenerate behavior. Moderate consumption of alcohol has been condoned as a way to keep it under control, but now even drunkards can walk the streets. 

  • As a symbol of faith, the faithful draw a semi-circle over their heart. 
  • The Cult preaches superiority of Raiderkind over all other humans. 
  • There is at least some ancestor veneration, as the Cult believes the ancestors were much purer than current-day raiders. 
  • (Mainly) male same-s*x relations (being a Babylite) are frowned upon.


  • Gott

The Worship of Gott is the main religion in the Gottland Confederacy. Outside of Gottland, there appear to be several other places where at least part of the population beliefs in Gott, Vanheim being one of them. 
As a monotheistic faith, there is only one god: Gott. The worship of Gott spread quickly through the petty kingdoms of Europa and was the main cause of their unification into the Gottland Confederacy. The worship of Gott also has a political side, as Gottland is a ecclesiarchy, meaning church and state are combined. 

  • Tomb Worship

The people of Hibernia practice Tomb Worship. Not much is known about it. 

  • Dobryorzel

Dobryorzel is the old religion of Polska. The base is that a life filled with good deeds would ensure the person would be taken to the heavens by the Dobryorzel (a white eagle). The religion has not many followers left, but the Dobryorzel became a symbol of Polska independance. 


Babylite: h*m*s*xual. Also: inhabitant of Babylon (uncommon). 
Boghopper: Inhabitant of Hibernia to the West. 
Boots: Guards Corps 
Brave: A son of a noble house, trained in combat. 
Cult: The religion of the Matriarchal Trio. 
Crone: Part of the Matriarchal Trio. 
Degenerate: A person who fails to follow the Social Constructs. E.g. drunks. 
Docksmen: Rival gang of Harbor Boys, lost battle for control of the harbour. 
Doppelhander: see Zweihander. 
Elder: A priest from the Cult. 
Europa: The continent South of Midgard. Dominated by the Gottland Confederacy. 
Fox (problem): Monster (problem) 
Freeman: A person not bound to a Great House. Usually a merchant. 
Gottlander: Inhabitant of Gottland. 
Great House: A noble family from Midgard. 
Guldserk: one of the Great Houses. 
Harbor Boys: Gang that currently in control of the harbour. 
Herdchaser: A Finn. 
Inquest: Investigation of a person who is believed to have dealings with the unnatural. 
Maiden: Part of the Matriarchal Trio. 
Matriarchal Trio: The three gods worshiped by the cult. Maiden, Mother and Crone. 
Midgard Kommandant: The king. 
Milkskin: Inhabitant of Vanheim. 
Moot: Part of the Great Temple complex open to the lower cla*ses. 
Mother: Part of the Matriarchal Trio. 
Northman: the language spoken by the people of Midgard. 
North Market: A market in Midgard. 
Poucher: Walkerman 
Raider: A male inhabitant of Midgard. 
Sandskin: Inhabitant of Babylon. 
Serfkind: peasants working for and bound to to a Great House, which takes care of them. 
Slip-me: small dagger raiders use(d). 
Small House: a house in which several families of serfkind loyal to one Great House live. 
Social constructs: Holy provisions on how raiders are supposed to live. 
Statist collectivism: the feudal political system of Midgard. 
Svartserk: One of the Great Houses. 
Tinker Family: A traveling family of Finns, going from place to place earning coin with repairs. 
Two Gates: a place in Midgard. Groceries can be bought here. 
Vangarians: a mercenary group of raiders under employment of Vanheim. 
Veil: Border between the seen and unseen. Some try to pierce it to gain knowledge. 
Walkerman: a person (usually male) who combats nighttime monsters by exploiting their rules. 
Wanderfolk: the name Finns give themselves. 
Weald: The wilderness in the North. 
Zweihander: two handed sword originating from Gottland. Also: Doppelhander. 

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