Categories > Original > Fantasy > The Field Guide to the Realms of Alerfa

The World of Nornheim

by Lord-of-Altair 0 reviews

All about the world of Nornheim, home to the witch and warlock clans.

Category: Fantasy - Rating: PG - Genres: Fantasy - Warnings: [?] - Published: 2012-09-19 - Updated: 2012-09-19 - 2236 words

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The World of Nornheim

Nornheim is the homeland of the witch/warlock clans, as well as many other magical beings.

When you think of witches, you probably are thinking of cantankerous old crones that practice the dark arts, own animal familiars and worship evil demons from the realm of darkness. However, this is far from the truth.

Witches and Warlocks are the oldest of all race of beings in the realms of Alerfa. Witches are creatures that evolved from Elemental beings, Angels and/or Demons many ages ago. The witch folk and Nornheim are even said to have been around longer than humanity and Earth.

The thing that makes witches different from their elemental ancestors is that they have lost their ability to naturally fly on their own, and they need to have help with flight via magical items and gadgets. And yes, they usually do have magical familiars too sometimes, thought it's probably animals you least expect being used as familiars.

Many beings of Alerfa are said to be the descendants of the witch folk, 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 Witches/Warlocks:

Huldrer

Also known as woodland witches, the Huldrers take up residence in the forests of Nornheim. Since they are witches of the wood element, parts of an hulder's body (mostly on the back) are covered in a tree bark like skin. 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 Witch deity: Sif

Common classes: Beastmaster, Geomancer, High Priest, Bishop, Sage, Lancer, Chemist, Alchemist, Enchantress, Ranger, Scholar, Pictomancer

Sjovaettir

Also known as Cerulean witches, 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 and 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 Witch Deity: Losna

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

Trowe

Also known as night witches, Trowes are nocturnal beings who are associated with the dark element. 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.

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. Trowes keep nocturnal animals as their pets or familiars.

Current Witch Deity: Zorya

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

Vila

Though witches have evolved from angels, elemental beings, and/or demons, the Vila witches are said to be the direct descendants of angels from Esageard. In face, they are 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 witches are witches 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 perfer to live in the most mountainous regions of Nornheim. Their favorite types of mountains are the alpine mountains, where the flora and fauna are abundant.

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 witch, since they can transform themselves into a hideous monstrosity who can summon balls and rays of deadly light when enraged.

Current Witch Deity: Janja

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 Ice witches, 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 other witches 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 Hrimthur Deity: Mimir

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

Efreet

The Efreet clan are witches 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 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 cold weather.

Current Efreet Deity: Surt

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

Banshee

Banshees are a menacing clan of witch that inhabits the plains and rolling hills of Nornheim. Banshees are the most feared race of witches in Nornheim. Even other witch 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. The only ones that are spared by banshees are creatures that are as dark and twisted as their own clan.

Current Banshee deity: Eris

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

Lamia

The Lamia witches are a very prosperous race of witches, that are the descendants of the unions between the Dorados, elemental beings of metal and the Sylph elemental beings of wind. They are also the most hard working and hardy race of witches as well. The thing that distinguishes a Lamia from other witch and warlock clans are their webbed duck or goose feet. 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 witch clans. However, Lamia refuse to go anywhere near Banshees. But then again, hardly anyone gets along with banshees other than their own kind.

Current Lamia deity: Mari

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

Lifespan:

Witches and Warlocks have a much longer lifespan and age slower than humans. The oldest witch was said to be 60,000 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 at at least 300 or 350 years of age).

Humans in Nornheim:

Humans who end up in Nornheim will be in for a big surprise. The witches of Nornheim are true witches and not like the so-called "witches" in human storybooks.

Humans are both feared and revered in Nornheim, as well as witches that end up on Earth. It's been known that witches and humans have intermarried into their clans and produce hybrid children. Human/Witch 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 witch parent has stronger genes than the human parent and vice versa.

If humans are kind and respectful to the witch clans, the witch clans 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 witch, since witches are much more powerful than mere humans. Some humans that see witches and witchcraft as evil and immoral won't make it very far in Nornheim. In fact, with the people who are against witchcraft are probably going to end up dead, or worse yet, have their minds taken away from them.

There also Banshees, as well as other dangerous beings to worry about when you're in Nornheim. The Banshee clan only befriend humans with hearts as dark and twisted as their own. Noble, heroic humans probably won't fare too well against the Banshee clan. 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 werefolk and 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 witch clans, since they are their descendants, and vice versa for the witches. So therefore, dragonites are the biggest minority race in Nornheim.

Yokai come second. In fact, werefolk are the descendants of witches and the yokai, which also make up a good portion of minority races. 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 withches and the Sjovaettir witches over the rest of the witch 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. Witches 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 the witch folk, we wouldn't have creatures like dragonites nor sirens. So the witch 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.
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