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==Warpstone== Warpstone Fimir are the same as the above, but with more detail. They are secretive and regarded as myth by most. They have a mostly hate relationship with Chaos, seeking either servitude from weak Daemons or patronage from minor (read: not the Four, [[Hashut]], or [[Horned Rat]]) Chaos Gods. They will even serve gods like [[Morr]] who have access to Daemons (in early Warhammer lore all gods were Chaos entities who were simply far more benevolent; the modern equivalent is the [[Morghast]] as a "Daemon" of Death gods). Balor, Kroll, and Lisaart are Daemon Princes who are among their worshipped patrons. Some Dirachs keep Daemons as personal servants or friends. Fimir HATE [[Tzeentch]], believing the Hell-Mother incident was his fault. Frogs are a holy symbol to Fimir representing fertility, a fetus, and breeding rights if given a figure of one by a Meargh. Their building is capable but not complex. They have limited smithing for the purpose of tools and cannot produce things like locks, but can summon Daemons or elementals to aid them in labor. They utilize special black wood that is harder than natural for boats and walls. They use poison plants and defenses like palisades. They use the waters of their home for sacrifices rather than altars. Dedicated altars are for Fimir who fall to true Chaos worship (the Four). Most food gathered is cooked into a single stew each day. Fimir trade with evil races when necessary but prefer to trade only with other Fimir. Due to not being a mining race living near such resources, Fimir technology is based on what they can take from humans or barter for up to Iron Age level of sophistication. Fimir keep anything they can scavenge or pillage even if not immediately useful. Pumps and digging implements are very valuable. They believe their origins are a distant human kingdom called the Waterland, where the princess Maris fell in love with the Mud God Daemon Fimúl. Fimúl was killed (meaning sent back to the [[Warp]]) and Maris fled with her hideous children to the swamps where she taught them their father's ways. Some Fimir believe in a kingdom called the Wandering Island which travels the coasts of the world crowned with a magic obsidian castle where Maris and Fimúl (summoned back into the world) now rule while others believe their parents dwell among the humans somewhere. Its suggested in-universe the Waterland is the delta of the great river in [[Nehekhara]] or from [[Ind]]. The Wandering Island exists in human and Elf folklore and thus may actually exist. According to a saga written of the war, the hero Marius killed the Hell-mother with a long weapon of some kind but what kind is not known, supposedly she fell into the sea with it buried in her possibly making it a lost treasure, but Marienburg tavern songs and some scholar interpretations of the story refer to the spear as a penis [[/d/|with humans raping the Hell-Mother as revenge for what Fimir under her command did to the women of their tribe.]] Fimir only have friendly relations with Gnoblar, and neutral relations with Albion humans (who send them criminals to sacrifice/rape) and Norse Dwarfs. Mearghs and Dirachs as well as some Nobles speak local languages and dialects, with the lower castes knowing some words. They have slightly higher pitched voices than a human although they use low tone and ample hissing when speaking to non-Fimir for intimidation. Fimir have very long lifespans, Mearghs surviving 2000 years or more. Fimir are divided into caste at birth based on appearance. This is lifelong and rarely has it ever been challenged. Almost all (there is variation) Fimir are around five feet with a natural hunch, six or seven if standing tall and have large bellies that they are proud of, long limbs that reach near the ground with a tail almost as long as they are tall, broad shoulders and chests, three fingers and three toes, very little hair usually, are fond of tattoos, look pudgy but have muscle regardless, have a beak with tusks, and a single pupil-less eye. Their internal anatomy is human save for round dark green organs with no known purpose in the torso supported only with connective tissue. Fimir have no external ears but instead an internal honeycomb structure that lets them hear direction easily in fog. They can't small but taste the air and ground to track. All newborns look like Shearl until they enter a toddler transformation called "Svabhaavajam" ("born to his own nature") which determines lifelong caste. * Shearl are not only slaves, but all parts of society other than warriors and magic users. They are still on the bottom, but craftsman Shearl are higher than laborer Shearl. Shearl are born buff (pale yellowish brown) color with smooth heads and tails. They may earn the right to use a mace as a weapon but otherwise can only use clubs and stave weapons. Some Shearl can taste the air and sense human females from a great distance, and these Shearls accompany warbands as scouts. Fimm are the collective name for the warrior caste which includes Nobles, Fianna Fimm, and Warriors. Axes and maces are their favored weapons. * Warriors are buff color with a club tail. * Fianna Fimm are olive colored. Nobles are a range of dark earthtone colors with rows of spikes and a blade tip on their tail. * Dirachs have dark yellow skin, smooth tails, and horns. They dual-wield weapons. They wear elaborate loincloths, kilts, and robes with many adornments. They use daggers and staffs. * Meargh are shorter and skinnier than males, have a full head of lanky dark green or raven hair, usually but not always small horns, smooth tails, olive skin like nobles, and are equipped like Dirachs although due to carrying out monthly sacrifices they tend to have bloodstains on their clothing. Fimir only wear clothes ceremonially outside of cold weather and to indicate caste. Nobles in particular love their cloaks, gold, and garnets (the color of human blood). Armor must be earned but even Shearl can do so, with a [[Ogre Kingdoms|belly-plate like Ogres use]] being the most important. Helmets with horns are beloved but must be shaped different than those of Dirachs. Any information on Fimir is rare. Even knowledge of what they call themselves, most people refer to them as Bog Daemons or mistake them for some other monster like Trolls. Female Fimir are called Hags, Hag-queens, and Witch-Queens. Most knowledge of Fimir comes from Norse [[Dwarfs (Warhammer Fantasy)|Dwarfs]] (who are politically neutral with them) and humans; other Dwarfs and even [[High Elves (Warhammer Fantasy)|Elves]] know little of them. Fimir call [[Mannslieb]] "Fimúlneid" AKA "Fimúl's Eye" and use it to regulate their society and rituals. Fimir do not respect or worship [[Morrslieb]]. Because Fimir have never been part of an important event and only raid unimportant communities, as well as the near impossibility of tracking them, they are largely unknown and those who are aware of them give them little thought. According to myth the Fimir created the Wasteland waging total war against [[Skaven]] for territory. Only once did Fimir unite, under a Meargh known as the Hell-Mother, and she began a war with the human tribes in the time of [[Sigmar]] around what would become [[Marienburg]]. The Fimir lost. Badly. The survivors swore to always remain secret and never unite. The Hell-Mother is known as a curse and hated figure in their history. Fimir are best known in scandalous and lewd plays, novels, and songs. The Tower card of the Bretonnian Tarot deck depicts a Meargh at the top of her tower, although only in silhouette. Fimir reproduce by kidnapping and raping human women. They find humans attractive (human males ironically being their idea of femininity) but consider all females equal for breeding and all males equal for sacrifice and labor. Meargh choose which males may mate with captives, more than one for each so the father is uncertain. All females are fed well and treated sternly but gently, and compliant females are given the freedom to roam the settlement with armed escort. Mearghs or Dirachs who know healing magic assist in the birth and a Shaerl is appointed as a servant to mothers. Mearghs are born at a rate of one per clan per century, usually fatal to the mother due to the horns of the baby causing massive bleeding. A Meargh born to a clan with a young Meargh is given to another in need, with old Mearghs taking young ones as apprentices. The necessity of rape to survive is not considered a shame or a curse, but the fact that Maris pursued Fimúl out of love while her children must force themselves on her people has importance to their faith. Rarely a human woman comes to the Fimir for protection, or offer themselves as mothers to learn magic from Mearghs. Fimir "farm" communities, knowing they can't push too far to keep anonymity or wipe out a settlement. Fimir are not unnecessarily cruel (they revere Maris, a human, remember) and have been seen using human males as competitors in games like swimming and wrestling. Fimir keep human males to sacrifice, as without one they must sacrifice their own people. Due to the strain of supporting a human, they only take males intended for eventual sacrifice. Fimir have a written language for magic, and pass on most knowledge orally. Their spoken and written language is Fimar, a combination of Daemonic and an unknown ancient language. Fimir are social creatures who will interact in a friendly way even with other castes as long as rank is respected, playing music and games as a community. They carve toys and trinkets, which are sometimes sacrificed to Maris and Fimúl by throwing them into the water which eventually wash up on beaches and are believed by humans to be made by Sea Elves and Mermaids. Ordeals are community events to determine if a Fimir has the right to a belly-shield. They often are simple pain endurance tests, group beatings, a challenge to defeat a strong opponent or kill an enemy, but rarely involve a quest away from home or a riddle. Mearghs set the task and decide success. Fimir have a degree of immunity to swamp-related diseases but are extremely susceptible to venereal disease which spreads rapidly thanks to a tattoo and blood ritual culture. Those who go mad from the disease flee their kin and attempt to infiltrate human population centers to enact bizarre plans for unknown purposes. Fimir are found mostly around the Old World including [[Albion]] and [[Kislev]]. Since the Empire has only one major marsh, the Schadensumpf, very few Fimir live in Empire territory. Most are neighbors to Marienburg, Norscans, and Albionese. Fimir always dwell near water in swamps, bogs, moors, on lakes and rivers, or coastlines. Most are a month travel from a human settlement. They prefer to set up permanent settlements on existing ruins to build up from, and create towers mimicking the fabled obsidian castle of the Wandering Island for their Meargh. Some Mearghs survive alone in the wilderness.
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