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Re: Races

Dit is mijn suggestie om dit aan te vullen:

  • Hier moeten nog wel enkele "character card regels" uitgehaald worden omdat ze niet passen op dit knowledge level.
  • Bij elk ras de leeftijd noemen is waarschijnlijk niet zo interessant.

Asgardian Races

The Asgardian kingdom is ruled by the king of the elves and the queen of the fae. These two races have been forced to cooperate by the pressure of the war with Utgard.

Elf

Elves are stoic and organized creatures with an affinity for nature. They have an almost compulsive need to regulate their environment and to preserve the status quo. Like elves are skilled at the use of primordial magic. Elves have strait hair, and their ears are upwardly pointed. Elves live very long lives, averaging 500 years. Because of their long lives you often meet members of this race which have old professions and specializations that they once mastered but have long since forgotten.

Fae

The fae are exuberant and expressive. They are quite impulsive and spend a lot of time on the creation of art. Unlike any other Heimrian race, every fae has the spark to learn primordial magic. Fae have wavy or curly hair and their ears are upwardly pointed similar to the elves. Although they get upset and emotional more easily than other races; once they focus on something they often get obsessed and fanatical to the surprise of other races. Their magical nature causes the veins to be visible under their skin in a variety of bright colours. Fae have a lifespan of around 350 years.

Midgardian Races

Midgard is controlled by gnomes, halflings and humans. Midgard is also the state in which slemmering have the most opportunities, which is why a lot of slemmering also live their.

Gnome

Gnomes have spiky features and have light green scaled skin. Most gnomes live in fellroot which is debatable a part of Midgard. They are tinkerers and curious. They often carry a little booklet with them that details their lives and experiences. They learn new skills faster than other races and live for about 65 years on average.

Halfling

Halfings are crouching and crawling creatures with light fragile skin that shows the veins underneath it. Most halflings live underneath the ground in the second halfling kingdom which is debatable a part of Midgard. They are adventurous, practical and have a knack for diplomacy which gives them additional resources compare to other races. They live on average 85 years.

Human

The humans are the most prominent race in Midgard. A large amount of wealth and political power in Midgard is controlled by humans. They have a nack for learning and negotiation and are quite skilled at incorporating in cultures of other races. They are physically the same as humans on earth, with their white or brown skin colour and variety of hair and eye colours. They live for about 75 years and are compare to other races more proficient at relearning old, forgotten skills.

Slemmering

Slemmering is the race without a home. They live throughout the whole of Heimr, but by the others they are always considered to be the outsider. Slemmering love to eat and drink, to copulate, and to sleep. Indulging makes them exceedingly happy compare to the other races. Apart from that they are greedy, envious and hold long grudges. A slemmering can stay asleep for many years. While they sleep, slemmering do not age. They will often set up businesses, sleep for a decade while the businesses grow, and wake up much richer, this gives them additional resources when compared to other races. Slemmering look similar to humans, though they are rarely mistaken for them, because unlike humans, slemmering get very fat really easily. Slemmering spend a lot of time on their appearance, wearing beautiful cloths, jewellery and a lot of make-up. If they lead active lives they live for about 250 years.

Utgardian Races

The Utgardian alliance is a loose alliance of tribes, towns, houses and city states filled with ogres, trolls orcs and tellurians. The rules of the alliance are often broken and ignored causing infighting and a non-unified front. The main reason for the alliance it's existence is to defend against elf and fae invasions.

Ogre

The Ogres are a race of brutes and savages, with an occasional shaman or priest thrown in. Most of them live as nomads, chasing down herd of large creatures like mammoths or aurochs. They are impatient and have a practical look on life, which is often mistaken for stupidity. Ogres value physical strength above all else and no moral reservation against killing anything that is weaker then them. Ogres are bulky, muscular heal fast and are highly resistance against diseases and infections. They will either have large fangs, horns protruding from their head, or be very hairy, or a combination of these three. Ogres live short lives, most of them never living past 40.

Orc

The orcs are a race of proud warrior-people. Honour is essential to their lifestyle. Dishonourable behaviour is judge harshly and can often get an orc exiled. Orcs live together in extended families called houses. Most houses own one or more farms. Conflicts between orcs or between houses is often resolved through ritual combat. Orcs are muscular fanged creatures with green brownish skin. Orcs can fly into a rage that focuses their combat reflexes but makes executing fancy techniques harder.

Tellurian

Tellurians are strongly community oriented people, they get unnerved if they are not amongst their own kind. Almost the entire tellurian population live in one of three huge tellurian cities. They are adapt at living inside mountains, which is where large parts of their cities are build. Unlike the other races, tellurians have three genders: the producers, fertilizers and breeders. Everything a tellurian does is for the good of the community, and anything they earn or create is property of the community as a whole. Tellurians have a greyish shin. As they grow older their skin hardens and rock or crystal-like protrusions start to grow on it. This process continues until they can no longer move, at which point they die, which happens after around 125 years. Breeders live longer, often up to 250 years. Their weight makes it hard to move them from their spot during combat.

Troll

Trolls are nomadic herders, and hunters of small game. They live in small groups travelling between semi-permanent settlements. Most trolls worship their ancestors, often as part of worshipping their goddess. They believe the dead can give them power, and worship them through cannibalism and resting for long periods, this relaxes them immensely. For this reason, other races consider trolls to be lazy but it also makes sure that trolls are hard to upset compared to other races. Trolls are agile, sometimes fanged, creatures with grey blueish skin. They live for about 60 years on average.

Races Of The Forest

Some Heimr races are not adapt at or choose not to change their environment to their liking. These live in the wilds of Heimr, usually it's large uncultivated forests, but sometimes they hold up in bogs, mountains, lakes, jungles, deserts and other uncivilized lands.

Feyfolk

Feyfolk are a race of creatures with no single form. Most are born tiny and feature wings, but almost all Feyfolk change their appearance and function after only a few years, sometimes fusing with other feyfolk to form a singel creature. They live mostly in Midgardian and Asgard forests in societies where they take care of the nature around them with their various forms. How long a feyfolk lives depends highly on it's form.

Nymph

Nymphs are seductive creatures; sometimes describes as the perfect lovers. Although they live in the wilds they sometimes roam around searching for a partner and encounter civilized lands. With nymphs, seduction is often used as means to an end, and used to remove unwanted individuals from their territories. Sometimes a nymph encounters someone whom she genuinely falls in love with in this way, although it is not very common; it happens occasionally. They live for about a 100 years and remain physically attractive for most of their lives.

Shanata

Shanata are savage individual creatures, although they often interact and sometimes team up with other members of their race they rarely live together for long in settlements or tribes. After a harsh short 40 year life of self assasment, Shanata that deem themselves worthy fuse together with a tree and regenerate their bodies to that of a young adult. This often changes their appearance, personality, and biological make-up. Most shanata die before their 4th cycle but some rare shanata live trough 6 cycles, every time becoming more savage and beastlike.

Aquatic Races

The last two Heimr races live in and around the Heimr rivers, lakes and seas.

Lizardman

Lizardmen are humanoids that resemble large on hind-leg walking lizards. They are cold blooded, amphibian, shed their own skin and have the ability to detach and regrown limbs. Lizardmen live in the warmest regions off Heimr and can most commonly be found on the islands surrounding the actual continent. They are highly territorial and spiritual. Although old lizardmen are often revered and kept alive artificially with bandages, sticks and rope, on average they die at an age of 50 around the equator and 90 when living in colder regions.

Merfolk

Merfolk have the capability to live underwater and often do so (under the sea). They have scales of varying colour and fins on their legs, arms and side of their head. They have trouble with moving fast when on land and usually have some form of fish like natural weaponry, like poison glands or shocking eel-like grasp. Because they rarely venture on land, non-trading non-seafaring members of the other races usually never see a single merfolk in their entire lives. They live for about 75 years, but this is higher or lower depending on the temperature of the region they live in. In warmer regions it might be closer to 50, in colder it might be as high as 100 years.

Further reading

Re: Races

We had a large discussion about ages.... it went on for ages. ;)

Arjen, Bas, Lennart en Brian agree with the ages now posted up until the Merfolk+ the halfings. (we dind't had time to finish the discussion on the rest of the races yet), but we are still open to suggestions.

Are reasoning was as following:

  • 500 in the maximum for any races. Otherwise we have to few generations in our world of Heimr (which is only 8500 years old)
  • Over 500 years would also be to much of a waiting time for the gods, who want to regain the souls.
  • Elves should live for 500 years as the original "long living" fantasy trope.
  • Fae should live shorter because of their faster methabolism and "burning up" theme.
  • Shanata should live less cycles than they did in the original lore (we put the max at 6 instead of 10) because otherwise it would be counterproductive to the "evolution" theme.
  • Humans are fine at 75.
  • Gnome are more jittery, happier, fierce, passionate and generally more active than humans, therefore they live faster and die faster.
  • Halfings on the other hand are more cautious, sereene and slower than humans, therefore they live a tad longer.
  • Feyfolk should vary by form (just like everything should vary by form by the feyfolk).
  • Merfolk vary because they are cold-blooded. They live slower and longer in colder regions (100 years on the poles) and faster and shorter in warmer regions (50 years on the equator.)

Re: Races

I'm glad this table got the discussion going. I personally don't care, but it's about bloody time we get around to this though.