Welcome to Slidr River Valley, home to the strong, the brave, and the resilient. Challenging the odds surmounting against them, the Houses of equine fight in a power struggle for ultimate control over the Valley. With the Bloodless fading away after the First Great Winter of Three, Fimbulvetr, the Slidr River Valley is in a state of discord as the Houses throw themselves into an arms race for power. From predators to the gods themselves every day ushers in a new obstacle to overcome. Fimbulvetr is a literate intermediate-advanced fantasy horse role-play with a survivalist concept. The environment is designed to work against your characters as they move forward in their journey through the arcana riddled realm of Slidr River Valley. With an immense history and lore, we encourage our members to create locals and "outsiders" alike.

▶︎ 9.9.18 We are holding an activity check! (Read more!)

8.15.18 New and improved spotlights have arrived! Vote for your Of the Season now! (Read more!)

07.25.18 Please welcome Cinder and Agrize to the staff team!

07.24.18 Mandate updates, House leadership, and new layouts! Whaaa? (Read more!)

07.02.18 Mod auditions, SWP updates, and OTM announcements, oh my! (Read more!)

06.25.18 OTM nominations are open for July! (Read more!)

06.10.18 A much needed (brief) update has been posted. (Read more!)

03.27.18 Several OOC actions can now be redeemed for crystals! (Read more!)

03.21.18 The Slidr River Valley now has a (wip) map! (Find it here!)

03.12.18 Fim has some new staff! Congratulate Briallu and Randalin next time you seen them! (Read more!)

03.05.18 Moderator auditions are upon us! Think you can benefit Fim as a staff member? (Read more!)

02.28.18 Clarifications have been made to the "How To Join" section of the guide book, and OTMs have been announced! (Read More!)

02.25.18 OTM voting has opened! Select your winners today! (Read more!)

02.21.18 OTM nominations are open! (Read more!)

02.14.18 Happy Valentine's Day everyone! Fim is announcing Auditions for the Ambrosius Sovereign and a new Spiritborne! (Read more!)

02.13.18 "Kcsssh, Houston, we're ready for landing..." You heard it! The new Fim is open! (Read more!)

Autumn Year 501 | The heat has broken, and the trees of the Valley begin their transition from emerald to citrine and rubine. The temperatures steadily drop as the progression of Autumn claims all of the Slidr River Valley and plunges it into the hallowed solstace. Snow already weightlessly falls from the sky on cold nights - especially to the North and West. The Laurel Alps and Frior Mountain Range begin the process of wrapping themselves in thick white blankets of snow, leaving the once purple snowcapped border of the continent a stark white crescendo on the horizon. To the East, the heat wave has finally broken. The staggering temperatures have fallen simply from the harsh miles of wind sweeping from the mountainous vales and into the bowl of the desert. Those huddling in the Frekr Oasis for salvation will find the nights frigid. Best light the plinth fires and stock up for the winter, for it is just around the corner.


▶︎ 09.17.18 Vromme's throne is once again empty! Will someone come forward to claim it? (Read more!)

09.01.18 Autumn has descended upon the Slidr River Valley and Vetr Wasteland!

06.14.18 SWP alert! The gory remains of killings litter the Red Wood's Last Stand. What could this mean for the Valley? Read more!

05.15.18 Vromme's throne has been claimed! All hail Geminus!

04.28.18 Vromme's throne is empty and needs a new Sovereign! (Read more!)

04.07.18 Strange forces awaken in the territories! What ever could have caused them? Ambrosius, Vromme, Tryggr, and Exiles. And Andante takes the Tryggr throne!

03.13.18 An Ambrosius Sovereign rises; long live Caelian!

02.15.18 An aurora borealis is shining at Smár Lake! Check it out!

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Faelan!

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Blood Moon Falling!
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þreklauss Ravine

Castaways and house members alike know the ravine for its finality of the Slidr River Valley. When one turns around, they are greeted with a sight that encompasses all the Valley; the purple mountains, the foggy vales, and the sea of green. Here you begin to enter the outcast lands, abandoned in their birth. But it is not the views that travelers come here. Treacherous, the grounds may crumble beneath hooves of the aloof passerby who is not careful. Hawks and scavengers feed here, as small game is abundant. The foliage is sturdy and the grounds dry. It is the meeting point of the great desert beyond the ravine, the Vetr Wastelad, and the red mountains of the East. It is not entirely uncommon for Valley dwellers to see Exiles lingering on the other side of the Ravine, or vice versa. But dare you not jump, for the width of the river is too deep and the rapids below sweeping and consuming.

And of course, if there is a ravine, there must be rapids. Having sank into the great valley over several hundred years, these rapids are dangerous to the unlucky swept up in their current. There is little room to traverse about them, with small hills rolling down from the forests and ravine to the narrow purchase of rocky ground besides them. When the Springs are heavy with rain and the snows of Winter melt, the rapids engorge and grow muddled and dark, slowly climbing up the ravine walls. At times it grows so great that in surrounding territories you can hear the rapid’s roar from the mightiest of the Valley's rivers.

Leather & Lace by Evandr 05-27-2018, 12:55 AM
The Point of No Return

Equine and their predators alike do not wish to reach the Point. Here, your only way down is the staircase, where surely justice will chase you back up, or you can cross the bridge to the wastes beyond. It is the exact point and only point of contact that the Slidr River Valley and the Vetr Wasteland meets in a crude arch that juts over the roaring rapids below. Clouds and mist roll atop these dry bluffs and high winds whistle along the umber stone. If it were not for its damning reputation, perhaps there could be a beautiful solace held in such a place; one here can see most of the desert, and the entirety of the Valley. But there is little wonder to be found here.

Cracked earth offers little grounds for a grand procession. It is a desolate realm, sullied with the songs of a thousand sorrows. Bitter grasses grow in clumps and offer no nutritional value save to fill a stomach. Paths from the staircase and the wastes have been worn into the stone, making them at times sleek, almost tauntingly elegant. Eternal punishment rises with the sweltering temperatures as the first of the Vetr Wasteland’s unforgiving heat meets those here. And at night? The chill becomes so extreme the mist from the rapids seems to pierce a traveler’s hide. To make this fateful cross condemns one to a life lost in sand dunes of the Vetr Wasteland.

no man's land by Andante Yesterday, 03:04 AM
Vetr Wasteland

A land of clay valleys and jutting, alarming inclines, Helgrind is the gateway to the home of the outcasts. All exiles find themselves here after their descent into the beyond, and it is here you hope to find companionship. Without aid, it is easy to get disoriented after the last of the Point disappears from view. The further northeast one travels, the less and less do they find those bitter blades of grass, and even littler the nearly naked, sun-bleached trees. At night the temperatures plummet and the winds lash with icy whips, and during the day they are stifling, almost suffocating. If the elements do not kill you, perhaps the locals will.

Deeper into the beyond, a large wasteland of dark red sands keeps castaways from the Oasis and the Warden. There is no life here, and the journey takes several days to traverse. Here the elements are harsher than in Helgrind, where you may find sparse food and sparser water. But the Vetr Wasteland? Lower your head, and keep moving, traveler. Death awaits any who may tarry or get lost. It's best to keep your wits about you, for the dunes are ever changing in the sweeping winds, and they all look so very much alike to the deliriously famished. All that is gold truly does not glitter, for these gilded sands are not your friend.


Vulkan Lands

Finally exiting the wastelands, the ground grows dark with volcanic presence, mixing with the golden sands of the Vetr Waseland for several miles. This transition is a flag of finality: you've made it, it says quietly. Sturdy grass speckles the inclined land, still as bitter and tough as the Helgrind counterparts but can anyone complain? Eventually the sands run a deep russet. The sharp contrast of the bright orange of the molten stone paints the lands in warm hues. Twisted trees, gnarled with sun damage and picked clean as quickly as they grow, jettison from cracks in the dry sod as if reaching for escape.

Caution to the exiled traveler; be warned of these molten pools and treacherous pits. Littered amongst the lakes and ponds of orange hot stone are surprise pits. Into caverns unknown you can fall, and at incredible depths. No one quite knows what is below there, save some that showcase eyes of magma deep below for a brave enough soul to peak over their precarious edges. It one is to forge these lands quickly they best know their way; one false or misplaced step and you could tumble into nothing but a hot pit of death.

In the twilight, the lava emits a soft light that illuminates most of the realm approaching the Oasis, offering a natural buffer for intruders.


Frekr Oasis

A beautiful gemstone in the farthest reach of the beyond, the Oasis is the Exile’s domain, where the castaways claim their home. Here, water and food are aplenty, though its dispersal depends entirely on the one who claims the title of Warden. The grounds are dark and rich from the volcanic presence, with naturally cleaned waters in the oasis and supple, moist vegetation to feast on. A small cluster of palms and fronds grow around the oasis, encasing it in a natural abode to offer shade and shelter. Nestled in the foothills of volcanic mountains the terrain can be at times keeled. Jutting pillars and drastic drop offs encompass the oasis itself, offering perfect locations for meetings, sentries, or arenas.

At times natural game will stumble upon the oasis seeking to quench their chapped lips and aching bellies. Oryx or fennec foxes mingle with the exiles, unaware of the plight the equine suffer, and offer some semblance of normalcy to the otherwise ruthless temperatures and unflinching watch of the sun. But do not be fooled, traveler. While this eden offers asylum, do not be disillusioned to the state of affairs. These valuable resources may suffer in the heat waves, and at that point only the most resilient can survive.

The Warden: Evandr
| we are legion by Evandr 09-16-2018, 01:34 PM
Skali Mountains

The colossi of castaways, this volcanic system of mountains stretches high and far, surrounding the entirety of the Vetr Wasteland in a deep bowl. Though the soil is fertile, most have a hard time finding sustenance here. Why, if the darkening soil is so rich with nutrients and minerals would foliage not grow, a traveler may ask? Why, bubbles of lava creep through cracks and crevices, dripping out and running down the mountainside like weeping tears. Any plant brave enough to emerge from the soil may only last some weeks before it is slowly burned by seeping igneous rock. In a strange courtship, this mountain is as the sand dunes below in the desert: ever changing, molding into new shapes and curves each and every day.

A plume of black smoke rises eternally from the peaks, or well… lack there off. The mouth of Skali is gaping, and deep. But those who venture a flight or climb high enough, they can see the arching bursts of magma in the belly as the splatter upon the ridges. There are old stories that the Skali mountain is what formed the lands of the Slidr River Valley – that the Svartr Basalts are a distant and lost sibling, but perhaps it is only rumor. Though, it is not uncommon to find behemoth bones and skeletal structures, blackened by ash and volcanic stone, jutting now and again, waiting until they are covered in their entirety. What could they belong too? Well, that is perhaps for another time.

One thing the exiles may take peace – or perhaps apprehension – in is the fact that the Skali Mountain has not erupted in many years. Even in the times of Warden Saren the lava had barely gurgled to life. The dormant volcano simply boils and broods, spewing it’s ash and smoke into the world while crying it’s silent tears of loneliness in the furthest north-eastern region of the continent.



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