Character OTS


Andante & Iracebeth

Couple OTS



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…


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)
  • Local Culture

    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.


    Flame Feiring: A homage to the sacrifice that the Bloodless bestowed upon the Valley during Fimbulvetr, the Houses (and nonpartisans alike) throw down their banners for a single night of neutral celebration. In the deep of winter when the ice of the Slidr Lake is thick and supporting, a great plinth of wood gathered from all recesses of the valley is constructed. Those with the arcane ability to manipulate ice create openings for their hippocampi brethren to surface and use the extra material to further support this spectacular display of local culture.

    As the moonlight alights the lake and the stars twinkle overhead, drums begin to beat in traditional cadence and every locals’ voice raises with a song long passed down from the ancients. At the first crescendo, the fire plinth is lit, and a twilight of merriment begins until the ice either melts through or the sun rises. The Flame Feiring is an annual festival of fire, warmth, and kindred spirit. Repel the great winters with your kin in one of the biggest local celebrations.

    Gods & 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.

    gods in general

    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. new spirits

    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

    FAscendant 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 suddenly fall from the sky some months later before an individual whose winged loved one tried to make such a treacherous crossing, but nothing more. On the shores of the Svartr Basalts ones trappings may wash upon shore. One thing is always clear: the eerie presence of blood and the almost perfect timing of the items surfacing a great deal later from their leave. Those wise enough to understand that every single spirit or god has a purpose knows that there is only one enigmatic creature left to blame; the great serpent-wyrmm, Jörmungandr.



    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.

  • 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!

  • 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.

  • 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).

  • 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