We hebben er gisteren thuis over gediscussieerd en hebben een par conclusies getrokken:
Kabouters hebben altijd een baard, dwergen niet.
Kabouters hebben altijd een rode muts.
Mogelijk heeft een kabouter altijd een muts met punt omhoog.
Iemand aanvullingen/commentaar?
Dwergen hebben trouwens zeker wel een baard!
Kabouter : Plop
Dwerg : Gimli (LOTR)
Kabouters zitten een beetje glazig op een paddestoel, dwergen hakken met een bijl je kop eraf.
quote:lijkt meer op een beschrijving van een talibanstrijder
Op woensdag 18 september 2002 11:12 schreef Kai het volgende:
Kabouters zijn kleiner als dwergen.
Dwergen zijn veel aggresiever
Ze hebben allebei een baard
kabouters wonen in holletjes onder bomen en dwergen in rotsen en grotten.
Kabouters dragen puntmutsen.
Gnomes (Kabouters):
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most
gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where
animals abound but hunting is a very bad idea.
Personality: Gnomes adore animals, beautiful gems, and jokes of all kinds. Gnomes have a great sense of humor,
and while they love puns, jokes, and games, they relish tricksthe more intricate the better. Fortunately, they apply the
same dedication to more practical arts, such as engineering, as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal experience. At times theyre even reckless. Their
curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls
a prank just to see how the people involved will react.
Physical Description: Gnomes stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from
dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short,
carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate
stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live
almost 500 years.
Relations: Gnomes get along well with dwarves, who share their love of precious objects, their curiosity about
mechanical devices, and their hatred of goblins and giants. They enjoy the company of halflings, especially those who
are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the taller raceshumans,
elves, half-elves, and half-orcsbut they are rarely hostile or malicious.
Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars,
investigators, or consultants. Those who tend toward chaos are tricksters, wanderers, or fanciful jewelers. Gnomes are
good-hearted, and even the tricksters among them are more playful than vicious. Luckily, evil gnomes are as rare as they
are frightening.
Gnome Lands: Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air
than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden, by
both clever construction and illusions. Those who come to visit and are welcome are ushered into the bright, warm
burrows. Those who are not welcome never find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, mechanics, sages, or tutors. Some human families
retain gnome tutors. During his life, a gnome tutor can teach several generations of a single human family.
Religion: The chief gnome god is Garl Glittergold, the Watchful Protector. His clerics teach that gnomes are to
cherish and support their communities. Pranks, for example, are seen as ways to lighten spirits and to keep gnomes
humble, not ways for pranksters to triumph over those they trick.
Language: The Gnome language, which uses the Dwarven script, is renowned for its technical treatises and its
catalogs of knowledge of the natural world. Human herbalists, naturalists, and engineers commonly learn Gnome in
order to read the best books on their topics of study.
Names: Gnomes love names, and most have half a dozen or so. As a gnome grows up, his mother gives him a
name, his father gives him a name, his clan elder gives him a name, his aunts and uncles give him names, and
he gains nicknames from just about anyone. Gnome names are typically variants on the names of ancestors or
distant relatives, though some are purely new inventions. When dealing with humans and others who are
rather stuffy about names, gnomes learn to act as if they have no more than three names: a personal name, a
clan name, and a nickname. When deciding which of his several names to use among humans, a gnome
generally chooses the one thats the most fun to say. Gnome clan names are combinations of common Gnome
words, and gnomes almost always translate them into Common when in human lands (or into Elven when in
elven lands, and so on).
Male Names: Boddynock, Dimble, Fonkin, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, and Zook.
Female Names: Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, and
Waywocket.
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, and Turen.
Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Oneshoe,
Sparklegem, and Stumbleduck.
Adventurers: Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the
love of exploring. Lawful gnomes may adventure to set things right and to protect the innocent, demonstrating the
same sense of duty toward society as a whole that gnomes generally exhibit toward their own enclaves. As lovers of
gems and other fine items, some gnomes take to adventuring as a quick, if dangerous, path to wealth. Depending on
his relations to his home clan, an adventuring gnome may be seen as a vagabond or even something of a traitor (for
abandoning clan responsibilities).
Dwarves (Dwergen, duh):
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their
knowledge of the earths secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms,
carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for
trade.
Personality: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who
earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have
been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity.
Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along
famously with dwarves, a mild oath is If Im lying, may I cross a dwarf.
Physical Description: Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on
average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women.
Dwarves skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown,
and worn long. Dwarven men value their beards highly and groom them very carefully. Dwarves favor simple styles for
their hair, beards, and clothes. Dwarves are considered adults at about age 50, and they can live to be over 400 years old.
Relations: Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say,
The difference between an acquaintance and a friend is about a hundred years. Humans, with their short life spans,
have a hard time forging truly strong bonds with dwarves. The best dwarfhuman friendships are between a human
and a dwarf who liked the humans parents and grandparents. Dwarves fail to appreciate elves subtlety and art,
regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common
cause in battles against orcs, goblins, and gnolls; and elves have earned the dwarves grudging respect. Dwarves mistrust
half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the
opportunity to prove themselves.
Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the
common mold, however, since theyre more likely to be those who did not fit perfectly into dwarven society.
Dwarven Lands: Dwarven kingdoms are usually deep beneath the stony faces of mountains, where the dwarves mine
gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome here, though
some parts of these lands are off limits even to them. Whatever wealth the dwarves cant find in their mountains they
gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods
when travel is along a water route.
Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf
bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.
Religion: The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he
expects his followers to work for the betterment of the dwarven race.
Language: Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive
histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for
the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans
and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.
Names: A dwarfs name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name
has been used and reused down through the generations. A dwarfs name is not his own. It belongs to his clan. If he
misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law
to use any dwarven name in its place.
Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Traubon, Ulfgar, and Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, and Torgga.
Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, and Ungart.
Adventurers: A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his
accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic
weapons are sure ways for a dwarf to earn the respect of other dwarves.
quote:Dopey is ook niet echt een dwerg maar neigt een beetje naar het kabouterachtige... Beetje een dwerg-wannabe....
Op woensdag 18 september 2002 11:18 schreef Knaller het volgende:
En bij Sneeuwwitje en de 7 dwergen heeft Dopey ook geen baard!
Overigens vallen de Hobbits hier mooi buiten de boot....
EDIT: Hobbits zou je best kunnen indelen als Halflings. Oh en ik heb dit spul niet verzonnen, copy/paste is my name
[Dit bericht is gewijzigd door UberMeister op 18-09-2002 11:23]
quote:Waarschijnlijk aan het randje van de paddestoel geknaagd dan.
Op woensdag 18 september 2002 11:12 schreef Pikkebaas het volgende:
Kabouters zitten een beetje glazig op een paddestoel,
quote:Knieen. Tenzij hij een trapje bij zich heeft.
dwergen hakken met een bijl je kop eraf.
quote:Klein
Op woensdag 18 september 2002 11:25 schreef BobRooney het volgende:
Wat is Mini-ME dan?
quote:een lilliputter
Op woensdag 18 september 2002 11:25 schreef BobRooney het volgende:
Wat is Mini-ME dan?
quote:okay dan....duidelijk...
Op woensdag 18 september 2002 11:35 schreef The_Wanderer het volgende:[..]
een lilliputter
quote:Een 1/8 cloon-versie van Dr. Evil...
Op woensdag 18 september 2002 11:25 schreef BobRooney het volgende:
Wat is Mini-ME dan?
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