Fimbulvetr

Nevermore

Member OTS

OTS 1
OTS 2

Arête & Tywin

Couple OTS

Welcome to Fimbulvetr!

1. First and foremost, the content within this site is suitable for ages 13 and up and registered users are required to be 13 or older. This site may contain material with fantasy violence, suggestive themes, crude humor, minimal blood and infrequent-moderate use of strong language.

      1.1. These themes will still be marked mature and trigger warnings are expected, so it is up to member discretion what they can and cannot read based on these tags.

      1.2. For more information on our rating, please see the official ESRB site.

2. Fimbulvetr is a unique fantasy equine, play-by-post, role-play. Each character receives its own account separate from others and your OOC.

3. After you've made your OOC account, please go to Account Approval to have your account activated.

4. All character accounts must be attached to your OOC and you must attach them while logged into your OOC (just makes your life easier).

5. Before you dive into making your character, make sure you read our rules in its entirety. The local culture, lore, and history sections are optional.


General Rules

Overall

1. First and foremost, Fimbulvetr is a fantasy equine role-play with it's primary plot driven by the member's characters. It is meant to emulate old school role-play while also introducing some aspects of the new popular role-play mechanics.

1.1. Characters must be equine. Other species/breeds allowed include: zebras, donkeys, and mules.

2. No overtly graphic, sexist, racist, pornographic material will be tolerated. All members are expected to be respectful and tolerant of one another. Fim wishes to provide a safe, creative, and welcoming environment for everyone.

2.1. This being said, swearing is allowed on Fimbulvetr with the caveat of staff discretion. If we feel this rule is abused, affirmative action will be taken.

2.2. Any content that sexualizes a minor (any character under 3 years of age) is strictly prohibited and the offender will be banned.

3. Staff are to have the utmost respect. Failure to comply with a staff member will result in punishment. If you happen to be having an issue with a staff member, then please contact Soupi.

3.1. If you are experiencing disrespect or any other similar negative experiences with another member, please bring it privately to staff's attention.

3.2. Staff reserve the right to take corrective action with any member who they feel deteriorates the welcoming and laid back environment of our community.

4. The Discord is there for general conversation between players and not for advertising other sites.

4.1. We ask that you respectfully use the appropriate OOC located on site.

4.2. Repeated offense to this rule will result in either a temporary or permanent ban from the Discord server.

4.3. For more Dirscord rules, please see the Rules channel located there.

5. No stealing (ripping) of images, stock, characters, etc... will be tolerated. Punishment for this is an immediate and permanent ban from Fim.

5.1. This includes creating characters closely based off of those in TV shows, movies, games, etc...

5.2. For example, a member cannot make a Joker character that parallels the canon character. Members can, however, draw inspiration from the Clown Prince of Crime as long as there are sufficient enough differences. If staff determine your character is too similar in arch, story, and personality to a pre-existing character we reserve the right to deny the character.

5.3. This also extends to general plagarism which will not be tolerated.

6. All roleplayers are encouraged to maintain a master list (character log) of all their active characters to track their own arcana requirements and threads in the Individual Catalogues section.

6.1. Posting in the Individual Catalogues is not a requirement if you have your own system. It is simply member responsibility to track their arcana requirements for leveling.

7. Absolutely no IC-to-OOC, or vice versa, drama is tolerated on Fimbulvetr.

7.1. If you feel you are being targeted by the previously mentioned situation, please privately reach out to staff so we can help resolve the issue.

7.2. Our first and foremost mission on Fim is to cultivate a space for creative thinking and personal outlets. Any form of bullying or targeting will not be permitted.

8. Members that go inactive without an absent post consent to being deleted if not posted in the activity check. Members who are deleted forfeit all their account and character gains/items.

In Character

1. Absolutely no power-playing unless previously verified with the character's roleplayer.

1.1. Powerplaying is when a member "assumes control" of the other character. Examples are automatic hits in a battle/challenge, assuming a character you do not play does something, etc.

2. Much to the previous rule, we also do not allow metaplaying as well.

2.1. Metaplaying is when a character knows information that they have not obtain through role play.

3. Liquid time is allowed for characters to help ease the transition of events and travel. We ask that members try and keep some reasonable timeline while given this opportunity.

3.1. If a Bifrost thread has started for a non-native character to cross into the Slidr River Valley they are free to post anywhere else ICly afterwards so that they do not have to wait for the completion of the Bifrost thread.

4. All in-character posts must be at least 250 words in length with the exclusion for the Swarthy Dispatch messages.

4.1. Swarthy Dispatch is designated for IC communication over long distances through the Hugin and Muninn Order.

4.2. For more information on the Order of stately ravens that execute these long distant messages, please see information in our Lore!

5. Please abide by the posting order in compliance to proper forum etiquette.

5.1. You may not respond to a thread with a "Post coming..." response or 'place holder'. Only completed posts can be applied to threads.

6. OOC posts are not allowed in the IC forums. OOC messages are allowed in addition to your IC post but cannot be alone.

7. The central territories are a free-for-all. Breedings, claims, birthings, etc... may happen there. You cannot, however, kill another character without the other roleplayer's explicit consent.

7.1. This being said, this does not exempt nonpartisans from the annual death lotto.

7.1. Furthermore, sovereign of the Houses hold the unique authority to initiate executions on those who break their House governance.

7.1.1. For more information on sovereign and their jurisdiction, please see the Houses tab.

8. If you want your character "claimed", Slidr Lake is typically the land that nonpartisans and foreigners use to find House members. For further aid, drop a link in the Open Threads channel in our Discord.

9. Other territories where the houses reside (ie north, south, east, and west) have their own set of regulations specific to those realms. For information on those territories, go to that particular house's holdings and inside will be a "rules" thread posted by the royal with what is permitted there.

9.1. Characters who fail to follow those regulations (and they can choose not to follow them) consent to being at the mercy of the reigning royals, including exile and death.

9.2. As previously mentioned, and to curate a realistic environment, those who consent to breaking House law are at the mercy of the sovereign who rule them.

10. Moreover, meta-playing should also be avoided. Meta-playing is where a character acquires knowledge that they haven't been told or were not made aware of in character.

11. NPCs are welcomed and encouraged in your posts. Want your character to interact with a lookout or a gatherer? Go for it! The only discretion we ask is if you desire an NPC to be a part of another house, please inquire to the Sovereign or a Jarl for prior permission.

11.1. No one may play the "Gods" or "Spirits" on Fim. We have specific accounts for those.

12. Most Species are open for creation (except the Spiritborne) and we encourage our members to explore them!


The High and Mighty Houses

Houses

1. Nonpartisan equines may join any house of their choosing but they must be accepted by an existing herd member.

1.1. Once granted permission, the equine may join any hold in the area they see fit.

2. Only equines from their respective houses may attempt to claim an unclaimed hold (territory). Sovereign may give these out to those who they see fit, but in some cases, an equine from their house may go and claim a particular hold if they have two followers that are not related by blood.

2.1. This means that they cannot be related to the character attempting to claim the hold.

3. Equines leaving their house must make a public statement to the sovereign, laying out the reasons they are leaving the House.

3.1. The sovereign has three (3) days to respond. During those three (3) days, the sovereign may do as they wish to the traitorous equine, including forcing them into exile.

3.2. If the royal does not respond in three (3) days, then that character is allowed to go freely and cannot be punished for their defaction.

3.3. Likewise, a benevolent Royal may allow the character to leave without punishment.


Exiles

1. Characters in exile cannot return to the Slidr River Valley.

1.1. The Warden and Houses share a mutual relationship. Often if a character escapes, The Warden notifies the Houses, via raven, about the escapee. If caught, the escapee faces punishment that is deemed fit by The Warden.

1.1.1. Prior permissions for "escapee" exiles can be made with the Staff team and can only occur with permission from the Staff.

1.2. In some cases, a character in exile can be brought back to the Valley. Rarely a sovereign has a change of heart but more commonly, a new sovereign comes into power and grants amnesty or efforts are made to prove an exiles innocence through current House members.

1.3. An exile given amnesty cannot transition to Nonpartisan. They must be under a House's banner at all times.

2. Characters in exile run the risk of being killed off twice a year (real time). Life in exile is hard, and most who are in exile do not survive for long.

2.1. Therefore, once roughly every six months (or one in game year) a character will be killed off.

2.1.1. When a Death Lotto is run, members within the house are given 2 days advance to prepare. Those without a Spare Me item at the time of the lotto cannot be saved.

2.2. Of course, a roleplayer can buy an item from the Outpost to spare their horse in this event (Spare Me! item). The only character exempt from being killed off is The Warden.

2.3. In the event that every exile has the Spare Me item, then an NPC will be killed off and posted to restart the count down.

3. The Warden is the de facto ruler supported (or not) by the Houses but that does not mean exiles necessarily have to comply.

3.1. Like the sovereign the Warden has the ability to kill any offenders that cause a problem and break their rules.

4. Exiles are welcome to post anywhere in the East boards.


Ranks

The Houses (and Exiles) are based on hierarchical ranks. There are several different roles to play within the Houses and each serves an entirely different purpose. All Houses are required to follow these ranks reflected on their accounts. However, in character the sovereign and characters can refer to the ranks however they please. The current site recognized ranks are as follows:

Sovereigns: (Max 2 Per House) Households Ambrosius, Vromme, and Tryggr are led by the dignified with the rights over any and all. Royalty status can only be gained through role-play.

Prince/Princess: (1 Per House) Heirs are chosen by the Sovereign, and may be of blood relation or not. They will succeed the royals after they step down.

Regent: (1 per House) When the monarchs are otherwise indisposed, Regents take the command. They work closely with their ruling royals, and are always ready to take the reins of a House should their leaders fail them. It is most common for them to reside within the royals' hold, but it is not unheard of for them to join family in different lands. Regent can only be acquired through role-play and cannot hold their own holding due to their need to step up for a sovereign if needed.

Jarls: (2 Per House) There are those who hold authority and power over the head of the commoners (e.g. hold leaders for the other House territories) due to their own verbal and physical accomplishments. Jarl status can only be gained through role-play. There can be only one jarl (one leader) per hold.

Heir: (1 Per Hold) While the Prince/ss is the successor for the Sovereign, Heirs are the successors for the Jarls and their herdlands.

Nobles: Those related to the Sovereign or Jarls by blood or marriage are ascended to aristocratic status. While they may live a life of luxury with their relatives in authority, their title is just that. It is typical for other children of the Sovereign or Jarls who are not in next in the line of succession or relatives of the jarls/sovereign to fill this position.

Hands: (1 Per Hold) Much like the regent, Jarls need someone willing to take their throne if they become inept, die, or disappear. Hands serve as the second in command for the non-royal holds, and own the lowest ranking authoritative position in the court.

Lord Commander: (1 Per House) A kingsmen above all kingsmen, the Commander leads all warriors beneath the Soveriegn's banner. They are the chief, general, or commander of the militaristic forces and guard. They work closely with the Regent, Jarls, and Sovereign, and reside where the collective of these bodies. It is not uncommon for them to accompany the Monarchs whenever they attend meetings, or protect them at public events. Commanders may also serve in the place of a sovereign if the sovereign's health, or other personal circumstances, keep them from a fight. Commanders cannot also serve as a jarl/own a hold.

Kingsmen: They are the guards and protectors of each house. There are several different positions within the kingsmen, such as general guards, lookouts, soldiers, or militaristic advisor. This rank is only achievable via role-play and granted from a hand, jarl, regent, or sovereign.

Commoners: Every household needs the labor force and followers to hold up those in power. Commoner status is open for any interested and is the lowest rung on the House's proverbial ladder.

Nonpartisans: They are the ones without a house. In their own way, they are nomadic and wayward individuals. They are the most susceptible to danger and the fodder for new House members.

Warden: (Only 1 allowed) Wardens are the judge, jury, and executioner of the far East. They are not considered herd leaders, but they do hold the most authority in the exile's malleable politics. Despite any rogue bands or threats, if the Warden arises victorious in any challenge their word is law and they may punish whomever they want however they want. Malevolent and benevolent Wardens have sprouted in the Wastes, and it is a position only acquirable through challenge.

Exiles: Those spared the graces of death but suffer the humiliation of great failure. Exile status is either given to a character from royalty or is requested for upon character creation.


Leadership

1. Members are allowed to have up to two leaders (sovereign, jarl, or warden).

1.1. Those two leaders cannot be within the same House.

1.2. Those two leaders cannot be two sovereign.

1.2.1. Furthermore, a member cannot have a Sovereign and the Warden.

1.3. Those two leaders may be two different jarls in two different Houses.

1.4. Members who have a Regent and a Sovereign: If the sovereign above your Regent fails, that Regent cannot take leadership of that House.

2. All leaders (jarls, sovereign, and warden) have a required weekly post that must be made to maintain their rule.

2.1. The "week" starts on 12:00am EST Monday and will end 11:59pm EST Sunday and must be made within that time frame.

2.2. Leaders will be automatically demoted if they miss an accumulative two weeks within an 8 week period.

2.2.1. Every eight weeks (two months) the misses will reset. The reset days begin on the first Monday of a month. See the table below for the month to month schedule.

January - February

March - April

May - June

July - August

September - October

November - December

2.3. Leaders must report their herd leader requirements. Simply select "Report" on your own post, and select "Leader Post".

3. Sovereign and Jarls can be of any age or gender.

3.1. With this in mind, beware that a youthful sovereign may be challenged by a veteran adult. It is a risk taken when the role is taken on.

3.2. For a Commander to fight in the place of the Sovereign, the Commander must be previously appointed prior to a challenge being initiated.

3.2.1. Regents (for Sovereign) and Hands (for Jarls) may also fight in the place of an absent/disposed leader, but must also be previously appointed prior to a challenge being initiated.

3.3. The only time it is applicable for a Commander, Regent, or Hand to fight rather than the Sovereign or Jarl is: the role-player of the sovereign has posted an absence and is away or the sovereign explicitly declares that the challenger must fight their (previously appointed before the challenge) stand-in instead.

3.3.1. A sovereign cannot make a challenge face a stand-in and the sovereign. Either a Sovereign/Jarl defends themselves, or they have a single party fight for them.

4. Sovereign are allowed to impart any form of kingdom they wish with their Hold. Here on Fimbulvetr, the Houses conform to the sovereign on the throne.

4.1. Examples include Ambrosius and Tryggr having a truce/alliance despite strained ties in the past. Vromme and Ambrosius could become enemies. Furthermore, "alliances" (e.i. dark, light, neutral, etc) do not apply to the kingdoms. These "moods" for the Houses are up to Sovereign interpretation. Tryggr could have one sovereign who seeks complete Valley rule and war, then turn around and have a benevolent leader who seeks to be a beacon of peace in the Valley. Houses conform to the current Sovereigns desires.

Spell Casters and Conjurors: Arcana

Overview

Here at Fimbulvetr your character can begin it's journey with the ability to level their own personal arcana designed by the member who plays them. While you must purchase items to level up and start harnessing the magic, every character is free to apply at joining with a full description of their magical prowess written in their profile as unique to them as member's wish to make them. Alternatively, your character does not need to have any form of arcana upon approval - it is optional! However, profiles with their Arcana left blank upon approval must later apply for their arcana in General Updates after purchasing the Keystone from the Outpost and filling out their profile. There are no limits to arcana currently but staff reserve the right to decline a magic if they feel it oversteps bounds. We ask you not to abuse this freedom.

1. All arcana must keep to one theme.

1.1. For example, a character cannot be a healer and a fire manipulator in one arcana set.

1.1.1. You can, however, buy the Keystone for two arcana tiers after Mastering your first arcana, and these two tiers may be unrelated.

      1.2. Currently we have few regulations on what kind of arcana a character can possess. We Staff implore you to be realistic, fair, and adhere to the rules as to not abuse this right and have it removed.

      1.3. Staff reserve the right to deny an arcana if they feel that it does not meet the requirements as followed but are not limited too: unrealistic abilities at the lower tier levels, failure to adhere to a single theme, or abuse of powers.

2. As previously stated arcana can be whatever the member wishes, but the effects of such arcana cannot be automatically assumed on another character without prior permission from their role player.

2.1. Others may include short messages in their signatures allowing mild power play, and it is expected that our members are courteous to those wishes.

3. At approval characters cannot use their arcana. They must achieve all tier requirements and complete their arcana quests to do so.

4. All profiles are expected to be filled out up to the Virtuoso level. While Spiritborne may achieve this tier naturally, Awakened item drops are given out at each Site Wide Plot and therefore obtainable to other characters as well.

4.1. Spiritborne are a closed species and require prior staff approval, auditions when open, or are gifted through SWPs.

5. When creating an offensive arcana you cannot create a magic system that ensures attacks (in other words 100% accuracy). Arcana we feel that puts our challenge system in jeopardy will be asked to be altered to re-comply.

6. As previous, defensive arcana (shields, etc) also cannot ensure automatic defenses (in other words 100% accuracy). Again, if we feel that your arcana puts our challenge system in jeopardy we reserve the right to ask for alterations or deny the arcana.


Leveling

Each tier (or level) of one's arcana must be unlocked by meeting the requested amount of requirements prior to posting for their arcana quests. The requirements for each stage are as follows:

Apprentice: Just budding with the arcana. Cannot be used in the duration of several posts (arcana conjures and falls in one-two posts). Small abilities with arcana that often times are not executed perfectly and still feel foreign and strange. Can be used as minor distractions in challenges. 5 Posts required and complete “Arcana’s Endowment” Quest Successfully.


Adept: Characters are starting to get the hang of it. Their powers can now last up to two-three posts in duration. Can be utilized as distractions, and can cause minor injuries in challenges. To upgrade, you need 25 posts, the “Arcana Enlivening” Quest completed successfully, and complete four (4) of the following requirements:

a. Participate in a Site Event or Site Wide Plot
b. Assist two (2) equine in the Bifrost or Point of No Return if Exiled.
c. Join a House
d. 'Claim' a Character for your House
e. Purchase three (3) items from Fimbulvetr Outpost
f. Practice with your magic in a post consisting of 700 words.
g. Participate in a battle of any kind.


Master: Characters have gained so much control over their arcana they can now use it as a weapon in challenges. There is no limit to post duration. 50 posts required and “Arcana Animating” Quest completed successfully, and complete six (6) of the following requirements:

a. Participate in three (3) Site Events
b. Observe/Participate in an Exiling
c. Assist five (5) equines in the Bifrost and/or Point of No Return.
d. Save a character's life.
e. Claim three (3) characters for your House.
f. Meet a Royal/the Warden
g. Have a rank of Kingsmen or above
h. Practice with your magic in three (3) posts consisting of 700 words
i. Purchase seven (7) items from Fimbulvetr Outpost.
j. Win in a battle while using your arcana in some way. k. Post in all Eastern boards (Exiles only)


Virtuoso: Reserved for Spiritborns or those who have won Awakened drops in SWPs, these individuals can tap into a special tier of arcana others cannot. Their arcana skills are intimidating, and their showmanship astounding. They wield true weapons, or the greatest of blessings. 100 posts are required, with a “Arcana Awakening” Quest completed successfully, and seven (7) of the following requirements met:

a. Participate in five (5) Events and/or SWPs
b. Help ten (10) Characters across the Bifrost/through Point of No Return.
c. Observe/Participate in two (2) Exilings
d. Meet three (3) Royals/the Warden
e. Save two (2) character's lives.
f. Claim five (5) characters for your House.
g. Have a rank of Kingsmen or above.
h. Practice your magic in five (5) posts consisting of 700 words or more.
i. Purchase twelve (12) items from the Outpost.
j. Particpate two (2) battles using your arcana in some way.
k. Win a battle using your arcana in some way.
l. Have offspring.


1. Once the requirements are met for a tier, the character must purchase the appropriate item from the Outpost and create a new thread. In that thread, they must tag the Storyteller account while also filling out the following in their OOC section:

[b]Name:[/b] Character's Name
[b]Link to Profile:[/b] Your Arcana system will need to be filled out in its entirety, showing what your character will achieve with each level.
[b]Item(s):[/b] Arcana Endowment, Arcana Enlightening, etc
[b]Requirements:[/b] Links to applicable requirement threads

2. Akin to challenges, those who prompt an arcana quest must respond to Storyteller responses within three days time.

2.1. If a member fails to respond within the three (3) days, their Arcana token is revoked and they must purchase a new one and redo their arcana quest.

3. For those whom purchase Keystones for a new tier of arcana, you must post in the Account Approval thread again filling out the appropriate form and indicating the additional arcana.

3.1. A character does not need to max one arcana tier before adding an additional tier.

3.2. Those with two tiers can only level up one arcana per arcana quest.

For Blood and Honor: Challenging

Overview

1. Horses can be any age or gender to challenge for a territory, however, need a minimum of five (5) IC posts.

1.1. Once a challenger has posted, the opposition has three (3) days to respond to the challenge. During this challenge, each member has three (3) days to respond to the latest post that is not their own. The fight ends when both opponents have used up all their attacks or a fourth (4) day progresses from the last response.

1.1.1. Outsiders - any that are not the challenged individual whether part of the House or not - may never intervene with a challenge but may spectate.

1.2. During a challenge, each character receives five (5) attacks and two (2) dodges. This can be modified by purchasing items in the Outpost.

1.2.1. Attack: An obvious action with intention of causing harm or dismantling the opponent in some fashion physically. Attacks may both be physical and arcanic/magical.

1.2.2. Dodge: If an attack does not meet the intended mark upon the target (whether other damage is taken or not to a different body part) it counts as one (1) dodge. The general rule is that a dodge has taken place if there is no hit made, or it is within 12 inches/.30 meters from the intended target. Dodges can be physical and arcanic/magical.

1.2.2.1. Example: The attacker goes for the throat, but the defender avoids it, taking damage to a shoulder or leg or evaded entirely.

1.2.3. Partial Dodge: If a member decides to accept some damage on the intended mark but not complete intended damage, they may count it as a partial (.5) dodge.

1.2.3.1. Example: The attacker goes for the throat, but the defender is his on the neck/face.

2. All challenge posts cannot exceed 1000 words in length. Battles are chaos, a mess of emotion. You won't find yourself lost in too much thought, and therefore to encourage posts based primarily on the battle itself we instill a word count maximum.

3. The winner will be decided by the staff and is based on the quality, believability, and creativity of the posts.

3.1. If a staff member is challenged/challenges they are automatically exempt from judging/knowing the verdict of the challenge until the official determination is released publicly.

4. Characters can challenge for more than territory, including other characters (territory/house transfer), positions, to leave a house, or for bragger's rights.

5. Sovereign can be challenged and when challenged, they have the option of fighting themselves or choosing their strongest fighter to represent them.

5.1. Sovereign who lose are immediately exiled unless stated otherwise by the new ruler. The winner may also exile the rest of the sovereign's family, mate, etc... if they choose so.

6. After a Sovereign challenge is complete, the winner has a cool-down of 30 days.

7. After a Jarl or Warden challenge is complete, the winner has a cool-down of 15 days.

Battle Types

There are four recognized battles here on Fim and they are as follows:

Sovereign Challenge (SC): An event surely most heroic when someone takes on a Sovereign for the leadership of a house. They are one vs one judged battles that follow every general rule of normal challenges; even the losers (if they aren't exiled) can boast bragging rights.

Challenge (C): A challenge for a territory in a house, a position, a character, for fun, or to settle a debt paid, these challenges are one vs one judged battles.

Spar/Battle (S): A plotted out interaction between any number of characters without judging. Nothing can be physically gained from this except experience.

Note:These battles do not need to be labelled as they are usually plotted or spur of the moment and nothing is gained from them (unless previously plotted).

War (W): A cataclysmic event between two (or more) Houses featuring more than five (5) characters per side with one soverign from each side included. Mostly they are plotted out threads, however, they can be judged and battle partners picked via staff intervention if the players so choose.

To partake in any of these, a thread must be labeled as such (parentheses added for convenience) or stated clearly in your post.

Of Myth and Massive Proportion: Specialties

Living Myth

This item unlocks the ability have your own personal companion of mythic proportions. But with that being said, an appropriate form needs to be filled out to initiate a Storyteller taming thread. Whaaat?! Taming thread?! That's right! While there is no chance at failing this particular "quest" of sorts, to add a new layer of interactivity with these mythical companions, each and every one will require a thread where your character ICly tames or befriends them. While we offer this unique opportunity to acquire such companions without having to acquire special drops or attend events, we do have some limitations:

1. They can be any mythical creature you desire. Phoenix, dragon, wyvern, kraken, etc.

2. The creatures cannot exceed twice the weight and size of an average horse.

3. Like the characters they are linked too, they must have a full description of their 100 word appearance written in the "Additional" section of your profile. Personality is optional.

3.1. When this is finished, post in General Updates notifying Staff that your companion needs review and to initiate the taming thread.


Sub-Board Discovery

Fancy having a board set aside for your character's own specific location in the Slidr River Valley? Here is that options! NPCs can help construct whatever feature you desire.

1. You must use your creativity to establish an unique marker, construct, or small land feature that fits into the realm in which it is placed.

1.1. For example, you cannot put another Oasis into the Far East, or put a volcano in the middle of the Southern territories.

2. Owners of those sub-boards (the character that holds the item) must remain active within their board. They must make one post every two weeks within their personal sub-board.

2.1. Sub-boards will be deleted after two missed posts from the sub-board owner. AKA, if a sub-board owner misses an entire month in their own board they will lose it.

2.2. The exception of the previous rule are absences posted in the Absence board prior to the inactivity.

Misty Mountains and Windswept Sands: Setting

Environment

Fimbulvetr is considered primarily an alpine environment. Winter temperatures easily plummet below 0° fahrenheit (-17° celsius) but hang roughly around 20° F (-6° C) during the day time. Furthermore, the days are shorter in the winter months with an average of 7 hours of actual daylight during mid-day. There is always heavy snowfall throughout the Valley and avalanches have been known to occur. The country experiences long winters, with a gradual incline to average Spring temperatures lingering in the 50° F (10° C) range. Due to the high levels of snow, Spring is an incredibly muddy time and landslides are not uncommon around the mountains. Vegetation grows rapidly in the moist conditions, and is lush well in time for spring.

Summer time maxes at 70° F (21° C), with an abundant of local flora and fauna. The spring time is relatively shorter in comparison to Winter, but gives the country some reprieve from the deep cold. Summer tends to be the primary season for both breeding and birthing, and many young faces are seen and celebrated. Autumn comes in as a wolf in sheep's clothing. While the world transforms steadily around them, the temperatures continuously drop until they almost reach Winter temperatures. Autumn lingers just below the average of Spring temperatures, and are heavily rainy with intermittent snowfall.

Local Fauna

Sighting Legend: C - Common | UnC - Uncommon | R - Rare | L - Legendary

There are various species your characters can find while roaming the Valley. Any fauna labelled as Common or Uncommon can be introduced into posts through role-players without Staff approval. Rare animals may be introduced with permission from Staff, and anything labeled legendary cannot be introduced freely into threads.

  • Whitetail Deer (C)
  • Common Moose (UnC)
  • Elk (C)
  • Grizzly Bear (UnC)
  • Black Bear (C)
  • Wolves (C)
  • Dire Wolves (R)
  • Weasel (C)
  • Mink (UnC)
  • Mammoth (UnC)
  • Krakken (L)
  • Gryphon (L)
  • Dragons (L)
  • Immerse Yourself: Local Culture

    Overview

    Slidr River Valley, after the falling of Thror, has separated into three city states ruled by the Ambrosius, Vromme, and Tryggr households. Each govern a province in the Valley. To the North the Ambrosius Monarchs rule with Espen as their religious icon of omniscient, peaceful observation. The South is home to the Vromme Household, a usual ally to the Ambrosius whom also acknowledge Espen, but are not a highly devote group. And to the West, the newest and, arguably, fiercest house is Tryggr. Their first ruler, Dehann, was saved by the Bloodless, and as thanks most find themselves loyal to the ethereal creature's divine intervention. Nonpartisans are of their own accord, usually occupying the Central Territories and portions of the East. Be wary, do not go too far past the The Point of No Return. For there you enter the lands of the castaways, exiles, the sinners, governed by a powerful authoritarian known as the Warden of the East.

    As per usual, Sovereigns and the Jarls manage the city states with small helpings from the commoners in time of need. Though the Gods and Spirits are very much a physical part of the Valley's ecosystem and environment, they are not necessarily a constant presence and are more of an invisible force that the denizens may choose to recognize. This comes with exceptions, such as the Bloodless' saving of Dehann and the Espen Alter sacrifices where the God-Bear wakes from his slumber. But it is not unusual for the agnostic equine to live among his pious brethren unscathed for even some locals denounce the Gods and Spirits.

    It is a common belief that any and all exiles are a "threat" to the greater purpose of the Slidr River Valley. They are shunned, and those who dare to escape (and face the punishment of, usually, death) are avoided as if lepers. The only Exile worth anyone's time can be found in the Warden, but not all exalt their iron hoof with respect and spit in this castaway's face as well. Exiles born in the Far East at times adopt the name of 'Vetr' as their surname as a homage to their true homeland, or at other times families will drop the surnames of their exiled family member and replace it with Vetr. It is not entirely unlike the surname 'Snow' or adopting the realm's name in which they were birthed for local born bastards in the Valley.

    With the fall of the old Houses, each Hold rests otherwise untouched, but the locals keep in their hearts the truth behind their names. Non-natives, while not always trusted by the locals, are free to attempt to rule a House if they so choose and instill any law they desire save for laws of the land (e.i. no fighting, hunting, or violence in Ambrosius Holds or Espen will devour you). The only constant is the name of the House, and all else is subject to change and rests solely upon the shoulder of the reigning monarch.

    Furthermore, the locals have their own "language". It is the "Tongue of the Ancients", and for all intents and purposes members can use any Norwegian translations for such language if they so choose. Accents are typically thick, and it is rarer for locals to be of slim bone and body if purebred, although more lithe characters have been found with the mixing of outsider and local blood.

    As previously stated in the Arcana section, the usage of magic was at one point forbidden. Until Fredrekke slayed House Tryggr with her arcana it was a wildly recognized opinion that any form of arcane sorcery was "dark arts". The Slidr River Valley is experiencing a drastic shift currently, where magic is revered rather than feared. However, that doesn't mean that a stray local (NPC or otherwise) can still hold the strong feelings of distaste for those who wield magic.

    Species

    Spiritborne

    Spiritborne are children touched by the Spirits or Gods in the womb. This usually happens without knowledge of the mother or father, and is always a surprise upon birth. These few and far between possess a number of unique qualities and mastery of arcana. Perhaps the most notable feature their spirit-relations provide them are their increased lifespans. Spiritborne have lived as long as 40 to 60 years, depending on an individual basis. They are also unaffected by common mortal illnesses such as colds or infection. Of most, they have a keen adeptness at channeling their arcana.

    Requirements:
  • Spirit/God affiliation must be mentioned in Additional info of profile
  • Must be local born
  • Must always have arcana – spiritborne cannot be born/created without the ability Advantages:
  • Spiritborne are born at the Apprentice level of the Arcana Tier and do not need to complete an Arcana Quest to do so
  • Can naturally ascend to Virtuoso without Tier Up item
  • Species eliminates one requirement per tier to level up (3 for Adept, 5 for Master, and 6 for Virtuoso)
  • Longer lifespans
  • Immune to common illnesses and infections

  • Equine

    The noble steed, the epitome of elegance and power, the equine of the Slidr River Valle match those we are familiar with in this world and others. Their appearance comes in all shapes and sizes. They can be winged, horned, clawed, bald, scaled, or blind. While their appearances may be fantastical and unbridled, they are the most common species of denizen – and all new comers!

    Requirements:
  • Cannot exceed 20hh Advantages:
  • Can lack arcana

  • Fae

    Delicate and petite, Fae are a native species that may seem frail and weak but are proficient with their Arcanum prowess. At a max height of 13.4hh, always winged, and wispy/thin in conformation, this species is thought to originate from the Bifrost. Tales say that a lone witch revered the great tree with such fever that one day a fabled seed fell from the aloft branches, and from it the Bifrost granted her four fae children to care for. All Fae have a keen grasp of their Arcanum, but not so much as the Spiritborne.

    Limited amounts of Fae are permitted and are currently open for creation.

    Requirements:
  • Cannot be taller than 13.4hh at max
  • Must have wings from the withers
  • Overall lean confirmation Advantages:
  • Species eliminates one requirement per tier to level up (3 for Adept, 5 for Master, and 6 for Virtuoso)
  • Can lack arcana

  • Half-Giants

    The descendants of Sleipnir, these lumbering beats tower a minimum of 18hh and have been known to top out at a maximum of 26hh. The infamous God mount is known for seducing mares of all ranks and cursing them to carry his children. These herculean horses grow faster and stronger than any other species of the Valley, reaching maturity and adulthood physique within a single year. The quickness of their aging and purity of their strength is ultimately their downfall. Unlike their sire, they are usually short lived (10 years), infertile, and are half-wit. Further differences from their esteemed sire are their general lack of ability to produce or harness any form of arcana (unless provided by a site plot).

    Requirements:
  • Must have a height between 18hh-26hh
  • Cannot have any form of arcana
  • Cannot purchase Soft Arcana items from outpost
  • Cannot be of average to high intelligence Advantages:
  • Incredible brute strength
  • Physical advantage over mass populace
  • In Times of Old: History

    It is known that humans once crossed the wastelands, climbed the Frior Mountain Range, and settled in the Slidr River Valley beside the great lake and its rivers. For generations, these people lived harmoniously beside the creatures and spirits. Espen, the great God-Bear, protector of the Frior Mountain Range, considered them great additions to the valley.

    Invaders from the west crept over the mountains and began to investigate the Mountain People. The invaders were not interested in cohabitation--oh heavens no. These heathens were the scouts for a vast, nomadic tribes people that were like locusts, destroying everything in their path. As the story goes, the locusts battled against the mountain dwellers for many months. Out of desperation, the original settlers set the valley on fire to drive out the Invaders.

    The valley burned for days, the blaze being fed by the drought that had plagued the valley all summer. Angered, Espen the God-Bear began to tear away the humans, ripping their hearts out from behind their ribs and eating the bodies whole. The humans were too many for one god... Engorged by eating so many, Espen was forced to retreat and hibernate for many decades while he digested their remains.

    The famous Red Wood forest burned to the ground until one at the edge of Slidr Lake remained. The screams of burning trees and their dryads were said to give birth to a new god. From the last redwood spilt out a white veil, a phantom of sorts that melted into a lithe, vibrate, ghostly cervine-unicorn. So pure and so white, he was said to have shown as brightly as a full moon, even in daylight. With a tap of his hoof, the fires ceased.

    With his rear, the humans vanished.

    He became known as The Bloodless.

    Upon erasing the warring humans, The Bloodless took it upon himself to restore order to the valley while the great, lumbering Bear-God slept for the next century. From each species, he appointed a member to act as the reigning monarch. Among the equines, a shadowy stallion named Ambrosius was crowned. He reigned as king for many years and established the first house. In his honor, his first son Lokean, named the house after him.

    As centuries elapsed and the Ambrosius household grew larger and the royal blood lines became more diverse, a natural split occurred. This natural split resulted in the Vromme House. Since that time, Ambrosius had held the majority of the Slidr River Valley, while their sister house had held the southern territories.

    Decades have passed since the creation of Vromme, and the houses have maintained a relatively steady peace through all the years. The once mighty and very full house of Ambrosius has since passed their prime, slowly dwindling in numbers over the years as the vigor of their birth fades. Though Vromme has always been the much smaller of the two houses, and their numbers too have dwindled; however, not as much as their sister house, Ambrosius. Hardship fell upon the Ambrosius House, and for some time there were whispers of a curse…

    Ambrosius suffered the blunt of misfortune. Gregos, descendant of Lokean and father to the late King Thror, was the only one of six children to survive to adulthood. Gregos married his lithe queen Vibeke when he inherited the throne at age four. For the next consecutive years his queen bore him five children: Thror, Aslog, Mahault, Dehaan, and Aegr. A year after the youngest born, Gregos fell ill from the great fever that had swept across the lands and passed. His queen fell into an inconsolable sadness. Thror, the eldest, was thrust into power at a young age of hardly four. Following his father's hoofprints, he married his queen, Fredrekke, soon after his coronation.

    As a king, Thror was exceptionally, if painfully so, empathetic and reserved. There was always something not quite right about the bay roan stallion. Unlike others his age, Thror felt no familial desires, no capacity to claim something as his, or any urge to act like a king. His loyal queen Fredrekke never let word slip that he had never touched her. She would always claim that they were still trying for an heir without success. Many saw his inability to produce as a sign of weakness or continued rumination on a potential curse; including their sister house who had begun to worry about his ability to reign. Following an advisor's word, Thror promised his eldest sister, Aslog, to the Vromme King, Halvr, and within a season, the two were joined together. This suppressed any worries for a short time by distraction.

    Dehaan remained adamant that Thror was unfit to rule--that the queen was truly in charge. He felt an outsider that had every right to rule but no means of doing so. Fredrekke would not hear of his heresy, and preached her spiritual blessings indicated to her that Thror was the one true king of Ambrosius. Her words only angered Dehaan more, and rage filled he trespassed into Ambrosius territory with another and slew Thror in front of Fredrekke on the boundary of Espen's domain.

    Fredrekke returned to Ambrosius and told of the tragedy that had befallen her beloved. Once word spread to the Vromme King and Queen, Dehaan was declared a traitor to the crowns. Within a week of the slaying, Dehaan was captured but his partner-in-crime remained at large. By order of the Ambrosius crown, Dehaan was led towards The Point of No Return to be executed by Dirk, the Ambrosius executioner. Of all his siblings, only Mahualt felt any pity for her brother and refused to let him die alone.

    As Dirk prepared to land a fatal blow against the traitor, The Bloodless appeared and spared Dehaan from the afterlife. As Dehaan claims, The Bloodless denounced the Ambrosius household as being unfit to reign the equines of the valley. Even Vromme was considered unworthy of the great and glorious task. Instead, he, Dehaan, was pronounced the new king of the Slidr River Valley. Any who disputed his right to rule would eventually be erased from the valley.

    Dehaan returned with his sister, Mahault, and Dirk the executioner to tell the news, but was not well received by the Ambrosius or Vromme crowns. Both crowns denounced him as a liar. Members of the limited Ambrosius guard, good friends to Dirk, defected to Dehaan. A cascading effect began as more and more equines from both houses joined with the second eldest son of Gregos. By the beginning of winter, he had amounted a large enough following to take over the most reclusive of Ambrosius territory. Invigorated from their success, he declared this land part of the Tryggr House.

    Thus, within a span of two seasons, Dehaan had slain King Thror and taken over the parts of Ambrosius that were not protected by Espen... These events were the start of the first of the three great winters, Fimbulvetr.

    Prophets and witches alike now tell the tale of the first tragedy to befall the valley several generations ago. Spirits, and the few Spiritborne old enough to have witnessed the events for their own eyes, refuse to speak of it. Ignorance is bliss, but ignorance is also how history repeats itself. Having forgotten the mistakes of the humans, the three noble houses went to war. Ambrosius, led by the youngest brother and newly crowned king Aegr marched into battle against his brother Dehaan, king of Tryggr. The regent Queen Fredrekke, scarred from Thror’s death, remained within Espen’s protective range, refusing to leave her mountains.

    Their sister house Vromme suffered dearly. The Ambrosius sister and now Vromme Queen Aslog fought along her husband and his family. The dainty beauty, known for her quiet words, transformed into a rabid, venomous monster. Conflict ignited a fire within the ice queen’s heart. No amount of love from her dearly beloved husband and King Halvr could smother her rage. Upon hearing the death of her youngest brother Aegr, the wild queen broke free of the last of her civil chains and took to the battlefield with her husband’s troops.

    Vromme suffered underneath the conflicted sovereigns and their stressed relations. Halvr held onto his neutral position, arguing he could not betray their blood brother Dehaan but could not compromise his marriage to his dearly beloved Queen Aslog. Without a strong guidance, Vromme began to crumble. Following their brother-in-arms, the Vromme siblings joined Mahault and Dehaan against Ambrosius. In their wake, many of the Vromme citizens followed. Aslog was reeling from the reality that the house she had married into would not stand beside her in battle. But there had always been a place for her, the place of her birth, Ambrosius. With the few lordships, guards, and citizens that remained loyal to her cause, she stormed out of Vromme. It is said she never looked again to the southern territories where Halvr waited for her return. Despair turned into ruin.... King Halvr watched with apathy as the sun set on Vromme. Upon his death, Vromme ceased. The land became wild once more.

    Years ticked by after Vromme's demise... Some seasons Tryggr would dominate, and in others Ambrosius would reclaim parts of their stolen territories. This ebb n' flow lasted and lasted... A tiredness fell upon the valley. So many had been lost because of what? Bickering among the sovereigns? Even the monarchs themselves showed the wear and tear of war upon their wrinkled faces and marred hides. None held this burden more than Aslog. She led so many troops to Valhalla, sacrificed her marriage to her beloved Halvr, and watched her house collapse into ruin... The fires in her heart were being smothered by her regrets.

    One remained untouched by age through the years, Ambrosius Queen Fredrekke. Late King Gregos had been right--she was truly a descendant of the Spirits. Fredrekke was still very consumed by the hatred for Dehaan. Seeing her dear sister Aslog burdened by an incurable sadness, she sought an end to the violence. On a cold spring night, she stole in the heart of Tryggr. In a show of power, she baptized and drowned the reigning family, including Dehaan himself, and most their people in her spring waters. Their bodies were found drying the following morning.

    Having demonstrated her power, Fredrekke returned to Ambrosius to remain beside her dying sister Aslog. The world outside of Espen's protective range fell from her concerns. Her mind was on spending the last of Aslog's days with her.

    The valley was in chaos. Without monarchs to guide and protect the territories violent spirits, like Coyote and Fenrir flourished. The only ones truly protected were the Ambrosius denizens. Would-be refugees from Tryggr found themselves slaughtered at the border by the Ambrosius guard. Hardened by betrayal and war, the Ambrosius governing body granted only their own kin safety within Espens' territory. That is, until Aslog’s death, the last of a line that could be traced back to Lokean. With it, Fredrekke remained on those hallowed grounds no longer and disappeared into oblivion…

    A generation was marked by plagues and vile spirits. Populations across all species fell. The light was fading from the valley... In this cursed year the snow never thawed, the grass never grew, and the sun barely rose above the horizon. It had seemed that the very spirit of the Valley had been slain with the last of the Houses. Desperate, The Bloodless emerged from his hollow tree for the first time in decades in the moonless night. In slow motion, he sauntered over the course of a lunar month to the heart of the lake. All had gathered along the snowy, ice impaled shoreline to The Bloodless. As the full moon set over the mountains, The Bloodless dissolved into the lake. A rush of warmth expanded from its center and across the valley, blowing away the moon. The sun rose for the first time in over a year! Every spec its noble light touched came back to life and the ices began to melt. In a course of a day, the plenty’s of spring had returned. This marked the end of the First Great Winter and the birth of the Flame Feiring celebration.

    And thus, we reach the beginning of our story…

    Gods and Spirits

    Spirits are ethereal, ghostly beings who transcend the perceived dimensions. Most Spirits exist on higher planes of existence and quietly mind their business while choosing not to interfere with the affairs of more primitive beings. Some have chosen to live among the mortals for one reason or another; whether that is simply our of altruistic intentions or because the spirit could not fully ascend to the highest plane. Regardless of how far ascended the spirit is, they all control a great amount of magical and spiritual power. These beings are perceived to be impervious mortal ailments. There are rumors that they can be slain.

    Like their ghostly kin, Gods too are ascended beings. Unlike the spirits who can choose to simply not be apart of the lower planes of existence, they have become spiritually bound to the lower planes. They are often born in this plane of existence through some great event. Though bound to lower plane existence, they are far more powerful than any spirit. Gods can destroy or create whole continents. Their power is only limited by their imagination and kindness. Knowing the power and influence they wield, the Gods take a neutral, nonintreventionalist standpoint in mortal affairs.

    As with the land and time, old and new Spirits come and go. It is said anyone could ascend to spirithood should they become enlightened enough to let all universal ties be cut. Though there are tales of common equines reaching spirithood, this is extremely rare and generally considered myth. More commonly (but still quite rare), a Spiritborne may ascend in death to become a spirit.

    New Spirits and their lore can be suggested on the General Support.

    The Bloodless, a God

    The one who saved the Slidr River Valley while Espen slept, he was born from the last standing Redwood and glows like moonlight on the snow. The Bloodless is a small, lithe deer-like unicorn-creature with a mane belonging to a lion and a tail from a horse. Between his pale eyes rests his curved, crystallized horn, a deadly weapon that he wields as a tool for kindness but also damnation.

    Unlike Espen, the Bloodless is reclusive. Generations can pass before someone sees a glance of this great forest god. Often when he is spotted, the Bloodless was sharing the company of Espen, but those years have long passed. Yet many still pray beneath the Redwood’s Last Stand to his benevolence, hoping to receive a miracle or wish-come-true. Few have ever happened…

    Currently, his holiness is lost to the ethereal. After dispelling the First Great Winter, Fimbulvetr, the Bloodless disappeared into the heart of the Slidr Lake and has not yet resurfaced. Since his great sacrifice, for many of the Valley see his disappearance as an end to his rule, the Valley holds the grandest of holidays: the Flame Feiring.

    Espen, a ???

    It is believed that Espen is the first among few of the spirits to ascend into the role of god and assume power over the Valley but there is no real way of knowing. Rumored to have been born from the first crumbling tops of the mountain summits, it’s said he’s nearly as old as the realm in which he protects. He stands as tall as three average equine and is as strong as the great alps he calls home. When he bellows, the very grounds shake and the skies tremble. But beneath this lumbering beast is a tender soul, one whom is very much attached to the Ambrosius House due to their vigilant reverence. Once, he protected their realms and slaughtered any creature who lifted its paw, hoof, or talon in anger. Now? His lands do not seem so vigilantly protected…

    Once a year, in times of old, the God-Bear would awake from his eternal slumber to consume a meal so he may not waste away into nothing. The Ambrosius House traditionally, with the help of others or not, would bring one from their realm they believed worthy to be consumed by a divine such as Espen. Tp ne chosen was a great honor. But these practices have faded with the end of Queen Fredrekke’s rule and the untimely end of Espen’s iron-clad rule over the majority of the Slidr River Valley at the teeth of Fenrir. It is quite unsure what Espen’s fate has become… and if he truly is even a God any longer.

    Fenrir, a God

    Ascendant to God after having usurped Espen, the great and terrible wolf-beast that has plagued the Valley for generations, Fenrir, has assumed the highest authority within the spiritual hierarchy. No single soul is safe from his gnashing fangs and sharp talons having consumed countless lives – both mortal and spiritual – for his hunger is insatiable.

    In fact, he began life as a guardian meant to protect his godly creator. Misgivings by others and even some mortals left deep, irreparable wounds in his blackened heart and overtime their torments turned the guardian into a violent, scornful spirit. Finally he turned on his creator, consuming him in entirety, thusly ascending him to spirithood and granting him immortality. Ostracized from and feared by his peers, Fenrir fell into the ways before his resurface during the rising of a Blood Moon.

    Coyote, a Spirit

    Much to many victim’s surprise, the Spirit dubbed Coyote is not a coyote… at times. A trickster being who finds pleasure only in riddles and deceit, he also enjoys a bit of comedy in guising himself as other creatures. There are numerous tales of Coyote appearing as a variety of local fauna, including a sow, boar, ram, and once a bunny. It is quite rare for any mortal to find the trickster in his true form. There are even ancient rumors that Coyote’s true image is unconceivable by mortals and it could drive them mad…

    But this trickster spirit doesn’t always bring curses or madness with his smiles and silver tongue. Those who please him or best him at his own game can be given special gifts. From trinkets to cantrips, no one could ever guess what item Coyote could bestow next. Perhaps you should wait until the autumnal nights when his activity and sightings are at their pique. Keep a lookout! You never know when that squirrel could be a prankster waiting in the wings…

    Sleipnir, a Spirit

    A massive equine stallion boasting eight legs, Sleipnir is sometimes affiliated with the night, moon, or morning frost. His origin is unknown, as he keeps it to himself. Of all the spirits he is perhaps the most involved with the Valley denizens as he frequently finds companionship in the beds of mares he’s wooed. Never has there been a woman to deny him, for the mighty stallion with frost at his hooves and snowflakes and stardust from his mane exudes and overwhelming emotional and mental power that compels his company – or victims – to heed his desires.

    Ultimately the spirit has no goals. Like many he fears his spiritual brother Fenrir, cracks jokes with his cousin Coyote, and generally travels the Valley at the will of the wind. While the Houses (and even gods and spirits) play the game of thrones Sleipnir has no interest besides a good time. His favorite time of the year is the Flame Feiring, for the celebrations are boisterous and loud, and winter night long.

    Nymphs, a Spirit

    The Slidr Nymphs have no name, and only one purpose: oversee their allotted holds. Each boasts their own appearance that both encompasses the hold: the Southern Nymph’s pelt is matted and verdant like pond scum and bolsters the skull of a cervine; his Western sister is abyssal with pointed feet that seem to disappear into oblivion and mushrooms sprouting through the shadow and lichen of her back; still yet the Northern Nymph is glittering and gold, showering specks of gilt like snowflakes akin to the Frior’s own; and lastly there is the Eastern brother, a savage and angry creature, with a rack of antlers set aflame.

    They are benevolent spirits, typically quiet and calm in the peripheral of Slidr Valley denizens. It is uncommon for them to interfere in the affairs of the mortals but they are known to make their presence from time to time to remind the inhabitants who really watches the lands… Those who please them or offer respect may find themselves touched by these ethereal beings, providing them a unique gift: the ability to communicate with the very Valley itself, not unlike the Nymphs. Some of old even say that the Nymphs themselves may reach out to their touched parties with messages of great importance…

    Jörmungandr, a ???

    Although none have seen this great beast, many Slidr River Valley locals believe that it is he who is responsible for the great ravines and mountains that separate the Valley from the rest of the world. According to legend, his size is indescribable, and his appearance lost to the ages in his silence. However, this silent, but very watchful, serpent is far more involved than the denizens think. Everyone knows that you cannot leave the Slidr River Valley. Not only does the Bifrost forbid it, but those who have tried to fly, swim, or navigate the lengths over the seas or misty ravines to the southwest have either been deterred by seemingly sentient weather patterns or… disappeared entirely.

    But their remains, or at least some of them, have been found. A feather will su

    Those Local Faces: NPCs

    Coming soon!