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MIDGARD HB/NB LORE

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May 27th, 2015
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  1. WORLDS:
  2. Midgard is just one of many worlds within the cosmos. There are several others, but each is separated by light aeons. 1 light aeon= the amount of distance a bolt of light travels over 3,500 years. These are the known worlds and their leaders (scroll down if you want to learn more about the gods):
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  4. Asaheim (First home of the Deities): Ruled by Odin.
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  6. Vanirheim (Second home of the Deities): Ruled by Vaney.
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  8. Litalfarheim (Home of the Light Elves): Ruled by Various Elf Chiefs.
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  10. Midgard (Home of the Humans): Ruled by Various Human Kings.
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  12. Jotunheim (Home of the Giants): Now ruled by Ice Giant Kings, formerly ruled by Ymir the Immortal.
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  14. Svartalfheim (Home of the Dwarves and Dark Elves): Ruled by Various Dwarf Lords.
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  16. Nifelheim (Residence of the Generic Dead): Ruled by Hela-Half Dead
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  18. Nastrond (Residence of the Corrupted Dead): An eternal prison that has no ruler.
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  20. Muspelheim (Another Home of the Giants): Ruled by Surtr, the fire breathing.
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  22. Valhalla (Residence of the Honored Dead): A paradise that has no ruler.
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  24. All of these worlds are situated on, in, under, or around Yggdrasil, the world tree, which will at some unfathomably distant time in the future, die spectacularly, with the very few humans who survive inheriting Asaheim.
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  26. PLAYABLE RACES:
  27.  
  28. HUMANS:
  29. Axost (Eastern Sea Traders) Starting Pop: 6,000:
  30. +/- [The Winds of the East] Thrifty swashbucklers and silver-tongued persuaders, the Axost have long been regarded on the whole as the most charismatic of all the human races. The Eastern humans receive definitive bonuses towards expansion and diplomacy, a natural by-product of their persuasion mastery preventing conflict within the ranks. However, for being more at home in the seas, the Axost receive penalties towards land construction and understanding the mysteries of lore.
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  32. Nynsaig (Desert Nomads) Starting Pop: 4,000: Bonuses towards Weather Resistance and expansion, disadvantaged by frequent in-fighting.
  33. +/- [The Suns of the West] Shadowy wanderers and proud explorers, the Nynsaig have long been described as the most discreet of the human races. The Western humans receive bonuses towards resisting the negative effects of weather and natural disaster due to their hardiness, and are very efficient at expanding. However, in-fighting remains a constant problem within every Nynsaig civilization, with proud nobles with supposed claimants of power threatening leadership on a less than comfortable basis of frequency.
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  35. Hoiddem (Tundra Warriors) Starting Pop: 4,000: Bonuses towards weather resistance and combat, disadvantaged by a curse layed on them by Odin.
  36. +/-[The Frost of the North] Fearless barbarians and passionate warriors, the Hoiddem have been regaled through legend as being the most aggressive of the human races. The Northern humans receive bonuses towards resisting the negative effects of inclement weather and natural disasters, and are extraordinarily skilled at most forms of traditional combat. However, the Hoiddems remain troubled by an eternal curse placed on them by non-other than the Eternal Father, Odin, on the basis of being too full of “Foolish and Needless Rage.” This curse exacerbates the effects of all failures suffered by Hoiddem civilizations.
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  38. Goloil (Southern Tribals) Starting Pop: 6,000: Bonuses towards Disease Resistance and Animal Handling, disadvantages in lore and land construction.
  39. +/- [The Trees of the South] Stalwart warriors and proficient tamers, the Goloil have been long known through lore as being the most mystical of the human races. The Southern humans possess an innate resistance to disease and immunity to many poisons, while also being experts at animal handling and the taming of aggressive creatures. However, for being residents of the trees and relying predominantly on the natural resources of nature for sustenance, the Goloils possess disadvantages towards land construction and understanding ancient lore/mysteries.
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  41. ELVES:
  42. Svartalfars/Svartalfs and Litalfars are elves. Both live about 26,500 years, the svart kind are dark hair/ white skin and live underground, becoming moonlight and starlight when they die. Litalfars live above ground and are colored more like humans, becoming sunlight and wind when they die.
  43.  
  44. Svartalfs: Dark Elves. Starting Pop: 1,000
  45. +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.
  46. +/-[Shadewalkers] Being molded in the divine clarity of Hela Half-Dead’s psyche has granted the Svartalfs significant harmony with the domains she rules over. Svartalfs possess an innate attunement towards disease, death, and chaos magic and the undead, as well as other servants of the Half-Dead maiden, are more likely to be passive in their presence. However, this also grants the Svartalfs penalties towards spheres of life, among them being crops are more difficult to sow and rear, the living are more distrustful of Svartalfs, and population growth is more difficult to maintain.
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  48. Litalfars: Light Elves. Starting Pop: 1,000
  49. +/-[The Ancient Ones] As the eldest race, Elves have an extensive knowledge and repertoire of various myths stories, and legends preserved primarily thanks to oral tradition. This grants bonuses towards completing origin quests, identifying landmarks as well as artifacts, and uncovering ancient mysteries. However, being the eldest race brings with it a certain amount of disconnect from the other younger races. Elves possess harsh diplomacy penalties against humans, and moderate diplomacy penalties against dwarves.
  50. +/- [Lightwalkers] As sons and daughters of Seith the Sorcerer, also known as Seith the All-Knowing, the Litalfars walk a path guided by order and the pursuit of knowledge. The elves of light have a natural affinity towards elemental and restorative magic and are the most scholarly out of any other race, giving them a bonus towards researching new technologies. However, due to their dedication towards following the path of order revealed to them by Seith, the Litalfars gain harsh penalties against actions seen as “disorderly”, including (but not limited to) acts of war and combat, sacrificing for other gods, and owning slaves.
  51.  
  52. DORFS
  53. Dwarves live around 1,400-1,600 years, reside mostly underground, and are fabulous crafters, their bodies decomposing into precious and semi-precious metal ores when they die.
  54. Dwarves: Children of the Underground. Starting Pop: 2,000
  55. +/- [Terra Builders] For the shifters of the land and creator of its many monuments, manipulating Midgard’s geographic treasures occurs as easily as breathing. Dwarven civilizations possess significant innate bonuses towards construction, mining, and invention. On the flipside, the connection that the Dwarves have to the earth’s treasures has made them ignorant and stubborn to other realms of learning. The children of the underground suffer penalties towards comprehending lore, magic, and non-engineering technology.
  56. +/- [Depthwalkers] Where the expanses of Midgard’s underground is a haven of danger for other races (save for perhaps the Svartalfs), the Dwarves regard it all as a haven. Dwarvish civilizations gain bonuses towards exploring what lies down under, and are much more aware of the dangers and treasures that lie beneath Midgard. However their natural proclivity towards living underground has disadvantaged the dwarves with actions done aboveground, hindering them with a penalty towards actions not done below ground.
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  58. MAJOR GODS:
  59. Odin: The father of humanity, and ruler of all of the gods (but his leadership is occasionally contested). A patron of Combat, Healing, and the Unknown, though his assistance can be called upon in most any situation.
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  61. Frygga: Odin’s wife and queen of humanity. Has no specific realm of influence, but this is in itself her greatest power; Frygga is able to intervene in all affairs that she is called upon to assist in.
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  63. Vaney: The primary female contester of Odin’s rule over the gods. Shares Odin’s patron spheres of influence, while also being the patron of Stealth and Archery.
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  65. Seith/Seidric: The All-Knowing wizard of the major gods, and creator of the Litalfars. Patron of Order, Magic, and Knowledge.
  66. Ymir the Immortal: Formed at the beginning of creation, Ymir once ruled Jotunheim until Odin thwarted him in combat and overthrew him. Patron of Frost, Jotuns, and Destruction.
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  68. Surtr the Fire Breathing: Also formed at the beginning of creation, Surtr’s mighty breaths and deadly offspring have long played an important role in Midgard’s Age of Decay. Patron of Fire, Jotuns, and Chaos.
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  70. Hela-Half Dead: Ruler of all of the dead not permitted into Valhalla, and arguably the most dangerous of all of the major gods. Creator of the Svartalfars. Patron of Death and Disease.
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  72. MINOR GODS:
  73. Gyrdr: God of the harvest.
  74. Shailak: God of water.
  75. Nesar: God of wind.
  76. Aerendr: God of affection.
  77. Joaz: God of betrayal.
  78. Kaeshae: God of luck.
  79. Xeamal: God of negotiation.
  80. Erann: Patron of the weak.
  81. (And perhaps more! If you discover them...)
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