The Gods of Asgard are immortal, but largely silly gods. Once in a while, however, they have had some less fun-loving rulers in Asgard. Their innate power is time, and the ability to travel through it. They travel extensively, if generally only to the fancy places. A great many of their descendants are made at Moonsands gatherings, and on their travels, so while the full blooded gods tend to only settle in their own lands, there are beings with the bloodline of the gods scattered all over the Realm. Only some of them know about it.
Physically, Gods appear more or less Human, but are significantly stronger.
Growth Rate & Stages
Like Human infants, infant Gods are useless and helpless (although youthful Gods are markedly more dangerous) until the middle of their first decade, growing steadily more competent for the next decade under the care of one or both parents until they are considered adults at 16 years of age. For the next 25 years their focus is often on family and children, before turning to personal pursuits and with more dedication toward frivolity, or for a few, great works. Just a few, but a few are enough when they are Gods. Gods are considered elders around 1000 years of age, but no one lies harder about their age than a God. The elders are respected, but they don't get invited to as many parties.
Ecology and Habitats
The Gods would be miserable in the halls of the king under the mountain - there is plenty of feasting and ale and merriment, but no sun and it's far too chilly. The gods like it at least warm if not hot, but can handle the cold (miserably), and are even able to tolerate the firelands, even if they aren't leisurely swimming through lava lakes. Their nourishment needs are being more wants than needs, so are easily able to settle in the lands less hospitable to life, like the dry golden mountains, deserts, and great dune seas.
Dietary Needs and Habits
While the Gods love feasts and good drink, they technically don't need either to survive for eons, but they're rather cranky when peckish. Fatty meats, the fruits of the sea and land, colorful banquets, elaborate pastry and stunning amounts of wine keep them in good spirits, however.
Gods age more as Humans do than their fellow immortal Vanir, but on a far slower scale. While a Human may see their hair lose its pigment in their middle years and see some crinkles around the eyes, the Gods begin to show some wear and tear near 1000 years of age, and most will go to great lengths to preserve their youthful looks. Those who do not pursue these remedies are looked down upon by some, while others respect aging naturally.
Gods have a strict social hierarchy, in caste (which never changes), class (which can be difficult or impossible to change) and status within that class (which can change in an instant). A very social species, they frequently settle in large groups, especially cities and castle complexes with many different groups living within the same settlements.
Geographic Origin and Distribution
The Gods are a social group, and tend to get around, but as for settling, they keep primarily to temperate places like Alfheim and Midgard. In the homeland of Asgard, the highest populations are on the sparkling coasts, with scattered settlements in the north, and some strongholds in the east.
Perception and Sensory Capabilities
Gods have sight and hearing on par with humans, or well below average among the species. When one can travel through time, and reside in a clear, bright land, physical senses don't need to be particularly keen.
Civilization and Culture
In God culture, first names are a variation on their parent's name in the old Gaardic, as well as their higher ranking parent's surname in their youth. Their adult surnames are as much a title as their name, sometimes chosen themselves, sometimes dubbed by others. By example, Faerveren (meaning "joy"), the first God, had a hearty, bouncing child full of laughter with the rather serious Arnor Godwin that she named Faervel Godwin, and grew to be hailed as Faervel Spiritus.
Like Humans, what attracts a God varies between classes and regions, but a mischievous twinkle in the eye will take you just about anywhere. Slim and full figured are both considered attractive when well-groomed and finely adorned. The very fit and muscular are considered very attractive to Gods in non-Gods, but in a God it is considered gauche.
The gods pair political marriages according to gender lines, but gender expression is very free and all over the map with no stigma.
Gods, nobility and upper classes specifically, often find themselves in transactional unions, but those marriages are almost never love-based or monogamous, nor is there any pretense about it, but the marriages tend to be lifelong (for one party at least). Other than the official stuff, relationships from a passing fancy to truly loving marriages do exist, the latter more outside of the higher social strata.
Average Technological Level
Who needs technology when you have servants?
Major Language Groups and Dialects
The gods are shockingly informal, even crude when around those of the same or lower social strata, and most commonly speak Common Gaardic, but all of even a middle class speak both Old Gaardic fluently, and the higher classes are all trained in Celestial.
The first of the Gods was Faerveren Joy. She still walks the Realm, social as always, making her way between the godlands, the Human lands of Midgard, and the elven lands of Alfheim to visit friends all over. Her presence is considered a blessing, but most are glad when she takes her leave. She is a lot.
Interspecies Relations and Assumptions
The Gods consider themselves the defacto rulers of the Realm, but the Vanir would disagree, and the Vanir would be right. The Gods DO, however, do a lot more active ruling, and the Vanir are fine with that. They think of their neighbors in the elemental lands to be their vacation hosts, and little more, but as the Elementals are rather powerful themselves, the Gods don't push their hospitality too far. The Gods are quite friendly with both the Day Elves, as well as the Humans and Dwarves, with whom they do most of their trade, but hold markedly less respect for the mortals. The Dwarves and Humans are an awfully good time though. They have little to no dealings with the well hidden and mysterious Night Elves. The Jotunheim Giants are a distant and exotic myth in the modern day, but the Giants who made their way south in the early days of the Realm were of MUCH interest to the gods, for less than virtuous reasons.
Character Building: Dungeons & Dragons 5E
Generic article | Nov 15, 2023
How to build your D&D 5E character in the Realm of Beardsgaard
Ability Score Increase: Plus 2, Plus 1
Speed: 30 ft
Species Element Affinities: Ether (Physical Time)
School of Magic Affinities: Abjuration
Prime TraitsGod’s Radiance: You have resistance to lightning or radiant damage.
Thaumaturgy: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Legacy TraitArmor Skin: Gods have skin that make them far more impervious to damage than most beings. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Gods come in a range of forms, from small and lithe to full and voluptous to slabs of marble.
Body Tint, Colouring and Marking
God skin tones range from pale pinkish hues to the deepest browns, with hair on heads and faces (mostly male faces, sadly, few God women can grow a beard) in hues of the sun and moon, sand and rock, chestnut, copper and onyx. Some Gods are nearly hairless on their bodies, while others are furrier, but not so much as Humans.