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.

▶︎ 10.17.18 Higurashi Kagura is now the Jarl of Grosugr!

10.15.18 Vromme is holding a House meeting! (Read more!)

10.11.18 Ambrosius is holding a grand party! All of the Valley is welcome! (Read more!)

10.06.18 The Challenge for Vromme's throne is complete! Congratulations, Bones! (Read more!)

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!

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Tryggr Holdings

Nestled in the heart of the west is a lonely mountain, and only two creatures know it with absolute certainty; the Western Boar and the Tryggr House. This lonely mountain, one of the only not snow capped, pierces from the thick and rolling forest landscape of the western realm in a commanding reminder of the House’s brutal and abrupt rise to power. The stone, much like the Alps, is dark, almost as if iron. For those who are keen to dig deep enough, this mount is the richest in untapped ore veins and riddled with a variety of edible (and inedible) fungi.

As one climbs the breadth of the Tryggr holdings mount, they’ll find the forest disappearing behind them, thinning to that of an elder’s remaining forelock after some odd decades within the Valley. Only on high, up towards Berg-Risi and the realm’s throne, can one truly understand the sheer magnitude of land that stretches twixt the heart of the west, where Tryggr resides, and the central Slidr Lake. A fog seems to constantly nestle in the natural ring between the Alps and this lonely mountain, obscuring Tryggr House from the rest of the Valley serving only to cast them in a far more enigmatic and sinister atmosphere than some of their denizens display.

Three holds reside within; the one and only throne founded by Dehaan, Berg-Risi; a land seemingly molded with natural terraces and enchanting woodlands, Brekka; and lastly a deep scar cut into the south-western to north-western section of the mountain with a lush and private ravine, Arrhule.

Sovereign: Andante


Founded by the infamous and long fallen Dehaan, an outcropping high upon the mountain serves as the home of Tryggr sovereign and their immediate herd. Old, decrepit, and crumbling walls of rock a long forgotten hold, covered in lichen and blackened from the elements, remains from times long past. This skeleton of the ancient past sits on the edge of Berg-Risi’s primary outcropping, offering a natural “fence” to protect fools from tumbling to their death but little else. The elevation of this particular area offers a clear and all-consuming view of the realm below if the fog decides to allow such.

Spindling firs stretch high and lean this way and that, some seeming to teeter on the high cliff faces, ready to pull their roots from the loose soil and plummet down the mountainside. High winds howl in the night as they slice through the darkened stone summit, making it difficult for those winged to fly; though it is not entirely impossible. Thin streams and rivers fall from the snowless top, rushing along the rock and loose grounds and tumbling down into the commons far below to meet Blár Stream and it’s children.

Rumors linger on the lips of the oldest remaining Slidr River Valley inhabitants that beasts rest on the high and impassable peaks of Tryggr’s lonely mountain. Sometimes brilliant, iridescent feathers are found nestled among the rocks or trees, and other times veined but stunning emerald scales the size of an average equine’s hoof. Perhaps someday the mystery will be solved, but for now, bored Tryggr folk still speculate what creature hides at the head of Berg-Risi.

Governed by: Andante
A Beautiful Melody by Iracebeth 10-13-2018, 07:42 PM

Arguably the darkest of pitch in all of the West, Brekka’s woodlands serve as both a natural buffer for new comers who wish to enter Berg-Risi and haunting forest to test those who wish to make homage here. From years of avalanches and landsides, a series of natural terraces rests along the eastern side of Berg-Risi’s mountain, evident by the dramatic shifts in the tree tops as they lower themselves into the otherwise smooth and undulating vale. This shadowed realm is eternally blanketed in darkness, with little silver light streaming through breaks in the otherwise thick canopy of fir and evergreen.

The most northern of the living terras of the west, Brekka seems to absorb the brunt of the climate change. While Berg-Risi is the first to grow cold with snowfall, Brekka is the first to icy over. Damp – but no so much as the Southern territories in Vromme – this fertile land is incredibly convenient for those who wish to harvest or farm the local herbs and fungi that seem to thrive within the West. In times of old, those of Brekka took their position in juxtaposition to Berg-Risi very seriously; they were ultimately the gate-keepers for their sovereign.

As wild and uncanny as the Herda Hillside with the darkness and depths one might except from a shallow cave, Brekka offers just enough privacy while also bolstering a fortress-like position. To have the high ground is to have the advantage, and no one can sneak to the back of Brekka.

Governed by: Vacant


Along the southern side of the mountain a deep and lacerating ravine tears through Tryggr’s lonely mountain, separating a section so that it stands entirely on its own fruition. Beneath the outcropping of Berg-Risi this jutting passage jags through the dark stone wide in girth and frightful in depth. Like broken claws the crest of Arrhule rises, threatening the very divines on high with its malice. But do not fear, traveler, for not everything is as it seems. Below, far below, along the throughs of the winding scar in the mountain are fertile outcroppings nestled betwixt the stone and a shallow stream gliding its way through the shadows.

Private and remote, not many happen across Arrhule by chance. It is supple in earth, like much of the Tryggr holds, but relatively flat in comparison. Some speculate that the ravine was cast by a beast in ancient times, for its unaccustomed even terrain (though not entirely, just less undulated than neighboring realms) and clear cut walls. While upon close inspection they are still jagged, some cavernous with overhangs cut by deep river waters long dried and gone, from a distance Arrhule could have been carved by a god’s knife, true and polished.But where there is the picturesque, covert green passages there are also deep caves. Bats fly from them in the twilight, adding a natural echoing song to the sunsets as the hold rests their head to sleep, but some paranoid minds may find only fright by this estranged territory.

Governed by: Vacant
The Demand of Man by Storyteller 09-30-2018, 12:40 AM

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