Sign In

Close
Forgot your password? No account yet?

Nornheim: World of the Mystics by Guei-Girl

Nornheim: World of the Mystics

The World of Nornheim

Nornheim (formerly known as Alfheim) is the homeland of the elf-like mystic clans, as well as many other magical beings.

When humans think of elven folk, we either think of Santa's little helpers, who live in the North Pole. Or perhaps, the elves of JRR Tolkien's works and the table top RPG variety. But no, actual elven folk are much, much more different than the ones of human folklore. Elves are a type of witch-like species whose looks vary from being to being, depending on what element their race belongs to.

Mystics are the direct descendants of the elemental beings who control the main eight elements: Earth (Gnomes), Air (Sylphs), Fire(Salamanders), Water(Undines), Light(Angels), Dark (Demons), Metal (Dorados) and Wood (Dryads).

Many beings of Alerfa are said to be the descendants of the many mystic clans, such as the dragonites of Dragnar, the sirens of Meerlo and the werefolk of Dierveld.

Many surprises await in Nornheim, some pleasant, some not so much.

Types of Mystics:

Huldrer/Huldra

Also known as mystics of the woodlands, the Huldrers take up residence in the forests of Nornheim. Since they are mystics of the wood element, parts of an hulder's body (mostly on the back) are covered in a tree bark like skin. Sometimes, they even have an oxen tail. They are the descendants of the wood elemental beings known as dryads.

Most Huldrers are farmers and herders. Since one of the common class amongst Huldrers are beast masters, they can communicate with animals and other living beings, knowing what the animal needs and what important duties have to be done.

Huldrers are usually kind to foreign beings if the Huldrers are treated with respect back. However, some Huldrer women (known sometimes as Huldras) are known to be rather seductive and lure foreigners into the woods. If the spell is never broken, the foreigner stays in the woods until he dies.

Current deity: Hathor

Common classes: Beastmaster, Geomancer, Cleric, High Priest, Bishop, Sage, Lancer, Chemist, Alchemist, Enchantress, Ranger, Song Maiden, Minstrel, Pictomancer

Sjovaettir

Also known as Cerulean mystics, Sjovaettirs take residence near bodies of water. Sjovaettirs are known to have the ability to breathe both air and water, since they are of the water element. And like their Undine ancestors, they can turn to goo or liquid to evade threats.

Sjovaettirs are usually known to have hair and eye colors in many shades of blue, green or even bluish-green. It's extremely rare to see a Sjovaettir with hair colors the shades of red or gold.

The Sjovaettir are said to get along with various merfolk species, as well as various species of bird clans. The bird clans they get along with the most are the Alkonosts and Sirens.

Since the Sjovaettir clan is of the water element, they cannot survive dry nor arid climates far away from bodies of water. If they head into areas far away from water or moist climates, they will dry out and die.

Current Deity: Calypso

Common classes: Geomancer, Magus, Arch Magus, Grand Magus, Magic Knight, Minstrel, Lancer, Runic Knight, Chemist, Song Maiden, Illusionist

Trowe

Also known as Drows, Trowes are nocturnal beings who are associated with the earth and dark elements. Their skin shades are usually black, blue, deep violet or grey and their hair is usually a paler shade to contrast with their dark skin. The only exception to the rules are albino trowes, who have pale skin and hair just like every other albino creature. Trowes are said to be the descendant of gnomes, the elements of Earth, and the elements of Darkness.

Trowes only come out at night or when the sun is setting. Trowes are known to weaken greatly or become lethargic from being exposed to the sun for too long. So Trowes usually sleep during daytime. Since Trowes are weakened by sunlight, they live in underground homes known as "Trowie Knowes".

Despite being of the dark element, not all Trowes are evil. In fact, some are known to rescue people from the undead and bring them to safety. However, sometimes Trowes are known to be rather shy and elusive creatures, leaving most creatures alone unless threatened.

Current Deity: Zorya

Common classes: Magus, Arch Magus, Grand Magus Necromancer, Dark Knight, Evoker, Dual Blade Knight, Lunar Lancers, Pictomancer, Devil Shaman

Vila

Also known as the Wila mystics, the Vilas are said to be the direct descendants of the seraphim clan of angels. Like their seraphim counterparts, Vilas have four to six small wings on their backs. Unlike the seraphim however, Vila wings are so small that they are usually atrophied and can't be used in flight.

Vila are mystics of the light or holy element. Vilas are known to have light hair colors that almost look incandescent to other race of beings. Common hair colors include light blue, light pink, light green, light gold and silver (pure white in albinos).

Vilas are skilled singers and dancers, and their singing voices are known to rival those of sirens. However, it's not wise to be rude and disrespectful to a Vila mystic, since they can transform themselves into a hideous monstrosity who can summon balls and rays of deadly light when enraged.

Current Deity: Jerisavlja

Common classes: High Priest, Bishop, Song Maiden, Evoker, Paladin, Magic knight, Minstrel, Illusionist, Sage, Sun Lancers, Beastmaster, Runic Knight, Ranger, Pictomancer

Hrimthur

Also known as polar mystics, hrimthurs inhabit the cold, frigid climates of Nornheim. Their skin colors range from pale peach to pale blue, lavender or turquoise. Their hair colors range from blonde, blue, lavender, aqua and silver. The other way to tell a Hrimthur apart from their related Sjovaettir counterparts is that they have ice like crystal scales covering their backs. They are an off shoot ancestor of the Undines associated with ice instead of water.

Hrimthurs can withstand intense cold climates. However, they are weak to intense heat and need to use magic or magical items to help them tolerate the intense heat.

Current Deity: Lan

Common classes: Geomancer, Magus, Arch Magus, Grand Magus, Magic Knight, Minstrel, Lancer, Alchemist, Chemist, Illusionist

Efreet

The Efreet clan are mystics of the desert and make themselves at home in the intense arid heat. The Efreet have dark shades of skin color from centuries of living in the intense heat and have black, obsidian-like scales covering their backs, as well as black horns that resemble the horns of a ram. They are the descendants of the Salamanders (beings of fire) and the Fire Jotuns of yore.

The Efreet are well adapted to intense heat, that they could survive the most harsh of desert climates. However, they are weak against cold weather and must use magic or magical items to help them survive the harsh coldness.

Current Deity: Agni

Common classes: Geomancer, Magus, Arch Magus, Grand Mage Thief, Bandit, Ninja, Kunoichi, Martial Artist, Black Belt, Shogun, Samurai

Banshee

Banshees are a menacing clan of mystics that inhabits the plains and rolling hills of Nornheim. Banshees are the most fearsome clan of mystical beings in Nornheim. Even other mystic clans fear them as well. Banshees have pale ghostly skin, dark hair, blank vacant stares and blood red lips. Their hands are claw-like and are said to weep tears of blood. It is said that Banshees are the descendants of angels that fallen from grace and turned to a life of violence and bloodshed.

Banshees sing songs so horrifying, that even the bravest warrior or sorcerer would cower in fear and despair. Banshees are skilled at the dark arts and use horrifying monsters as their familiars. If one person is unlucky enough to hear a Banshee sing, they would either have bad-luck, a series of misfortunes in their life or worse yet, die or go insane. Though there have been reports of Banshees redeeming themselves and turning away from their typical lives of chaos and bloodshed.

Current Banshee deity: Fraus

Common classes: Necromancer, Devil Shaman, Dark Knight, Enchantress, Evoker, Song maiden, Ninja, Nightblade, Illusionist

Laminak

Also known as the Lamia, the Laminak mystics are a very prosperous race of beings, that are the descendants of the unions between the Dorados, elemental beings of metal and the Sylphs, elemental beings of wind. They are also the most hard working and a rather hardy race as well. The thing that distinguishes a Lamia from other mystic clans are their webbed duck or goose feet, as well as feathery ears. The lamias are known to live in houses made of gold or other precious material near rivers and streams.

The lamia are well known for their alchemy, fine crafts and are skilled architects. It was said that Lamia architects built many bridges and roads for other clans, mystical or otherwise. However, Lamia refuse to go anywhere near Banshees, especially the irredeemable members of the banshee clan.

Current Lamia deity: Mari

Common classes: Geomancer, Alchemist, Magic knight, Runic knight, Illusionist, Chemist, Runic Knight, Beastmaster

Lifespan:

Mystics have a much longer lifespan and age slower than humans. The oldest elf was said to be 20,000 years old, while the oldest human was rumored to live up to 150 years. Like their dragonite descendants, they have longer childhoods than humans, with adulthood reaching to at least a century later).

Humans in Nornheim:

Humans who end up in Nornheim will be in for a big surprise. The mystic folk of Nornheim are much more different than the human myths and legends of the fair folk. They aren't always the typical humanoids with pointy ears. In fact, these fair beings are more different and diverse than we think.

Humans are both feared and revered in Nornheim, as well as mystics that end up on Earth. It's been known that mystics and humans have intermarried into their clans and produce hybrid children. Human/Mystic hybrids are known to live longer than their human parent, yet the downside is that they physically mature slower than the human parent and aren't as physically strong as purebred children are. Looks vary from hybrid to hybrid, depending on if the mystic parent has stronger genes than the human parent and vice versa.

If humans are kind and respectful to these fair beings, they will be kind and respectful back in return. However, humans in Nornheim have to be very careful when traveling in Nornheim or making Nornheim their home. It's never wise to get on a bad side of a mystic, since they are much more powerful than mere humans.

There also Banshees, as well as other dangerous beings to worry about when you're in Nornheim. The darkened members Banshee clan only befriend humans with hearts as dark and twisted as their own. Noble, heroic humans probably won't fare too well against these beings of darkness. Some of the rather fearsome creatures include the Vodnicks of Mirror pond. The Vodnicks are a group of fearsome water sprites who drown people that get close to their pristine, crystal clear pond. There is also the Kama pitcher flower, which is a type of beautiful, but carnivorous plant that lures their prey with an enticing, aromatic smell, then snatches the hapless creature that comes too close to it.

So when in Nornheim, be alert and most importantly, be on your best behavior, or you'll be very sorry.

Minority races:

Minority races outside the human race are dragonites, bird clans, yokai, banished angels or demons and various species of merfolk. In fact, Nornheim is quite a diverse world with a melting pot of creatures that call Nornheim their new home. Most dragonites get along with various clans of fair folk, since they are their descendants, and vice versa. So therefore, dragonites are the biggest minority race in Nornheim.

Yokai come second. Especially yokai of the obake clan. But then, there are the Slug and Snail sprites, which are considered pests to most clans in Alerfa, as they devour and soil crops the farmers put hard work into.

Third, comes the birdfolk of both Meerlo and Dierveld. Sirens and Alkonosts are the most common of all birdfolk in Nornheim.

Merfolk also follow up. But the merfolk prefer the Laminak and the Sjovaettir elves over the rest of the other elven clans.

Beings from other worlds come by and participate in other world exchange programs in Nornheim, and some sporting or other special events from other worlds are held in stadiums and arenas. Mystics take quite an interest to foreign beings and have created many of these unique beings in the history of all the realms. If it were not for these mystical races, we wouldn't have creatures like dragonites nor sirens. So the fair mystic folk have contributed greatly to the worlds of Alerfa and breathed new life into the various realms. So its only proper to give them credit for their part in the creation of these worlds.

Nornheim: World of the Mystics

Guei-Girl

A re-write of my field guide. This is Nornheim, the realm of the fair mystical folk.

Submission Information

Views:
399
Comments:
0
Favorites:
0
Rating:
General
Category:
Literary / Story