Rated M for possible mature content including sex, violence, language, graphic situations, and drug use.
The Heartland Saga
Survival is a story that never ends.
An Iron Age High Fantasy
Out of the mists of Time it comes.
Older than the oldest rhyme it comes.
Coursing through our veins it comes.
Pulsing in our brains it comes.
The pure and primal sound of drums.
IC is here.
The Schism of Einherjer has ended after decades of bloody conflict, dragging hundreds of thousands of souls, young and old, to the unfathomable darkness that lies beyond the veil. The earth had turned red and the sea so flooded with blood, the fish rose belly up to bloat and burst in the sun. To those who lost the war for Einherjer, the radicals under the banner of Jarl Harald, were to be judged by their new rulers and diviners. By the decree of the High King Vollstern, those who opposed his claim would be granted one final chance to redeem themselves. They would bow before the Stoneheart Throne, renounce all they own, and swear Vollstern as their lord and sovereign to live the rest of their days as slaves, but they would live. Should they refuse, they would be banished from Einherjer, chased to the shores by the ax and sword. Some took the High King’s offer and groveled at his feet, but those with fire in their hearts and ice in their blood spat at Vollstern’s boots.
Those who refused had their homes razed to the ground, their crops, and cattle put to iron. They had only half a day to gather all they could carry and run for the docks, the ships that were their hope and their doom. On bleak tides, the ships sailed out of the fjords of Einherjer and into the vast unknown of the Whale Road, the endless and unfathomable sea of white-capped swells. The Whale Road is a death sentence. No ship that has sailed beyond sight of the shore has made it back, but Harald’s Damned Fleet sailed onward to the west, praying to their gods and looking to the stars in hope of guidance. In what started as a sizable migrant fleet, only a handful found their way through the maelstrom, a ragged band of the sick and weary from nearly a year confined to longboats. Against all odds, those haggard few landed on foreign soil, finding solace and protection from the storms that darkened the skies over the Whale Road.
On this alien land, a new realm they named Sjerdthaun, the People of Harald set themselves to work on surviving, cutting a living from the stone and sea, erecting colonies in the fjords of their new home, expanding farther inland with the onset of every spring. In the Fall of the First Year of Harald’s Landing, Harald’s Folk encountered the first of the indigenous people of Sjerdthaun in a bloody territorial dispute that had since grown into yet another war that has lasted into its third generation. These savage people are known as the Alfir, a lean and dexterous people with bronzed skin and ears shaped like knives. They clad themselves in animal skins and the iron-like bark of Sjerdthaun’s trees, arming themselves with bows and a variety of hand weapons.
The Alfir are mostly hated the Harald’s Folk, save for the few frontier villages that have no other option than to trade with scattered tribes, as Sjerdthaun is a harsh and unforgiving place.
It is the fledgling years of the Third Generation since Harald’s Landing on Sjerdthaun. Two main colonies have been established and a number of smaller towns further out in the Great Silver Forests. Things are stable, but far from comfortable, the land is lush but the Alfir own much of the good Eastern farmland, leaving the rocky shores of the West, the rugged Boreal Mountains to the North, and Swamplands to the South for the people of Harald. As they explored the southern reaches though they ran into yet another race already living in the stinking bogs and massive swamp wood bayous. The Gifir, a large and rugged people with dog-like muzzles, boar-like tusks and horns similar to a ram’s. While these swamplanders aren’t as quick to violence as the Alfir, the men soon found you can only push them so far. Experts at using their lands, the Gifir drove the Men of Harald from the swamps and left them with only one direction left to travel...North.
Now on the eve of their Fourth Generation on Sjerdthaun, the laegr or the Exiled, have established tenuous treaties with both the Alfir and the Gifir and slowly expanded into their lands. The going is slow though, their numbers are growing with each year and the shores are holding less and less possibilities for sustaining them. With large expansion impossible in the East and South they begin looking towards the North. Early scout reports speak of strange living trees that lurk the Pine Forests that carpet the mountain slopes. They are the Eldivor or the Firewoods, so far they have chosen to leave the business of the Lowland Races to the Lowland Races. They don’t seem to bother with anyone who shows respect to the Forests, but as soon as someone delves too far in or damages the trees they converge on the offender and reduce him to crushed bones and flattened meat.
With King Harald reaching the end of his hard life of war he wishes to see his people thrive before he goes to Asheheim. Calling upon the tense strings his people have established, a small group has been formed consisting of the best Iaegr Orions and Atlantas, Alfir Windwalkers, Gifir Battleguards, and Eldivor Guardians. Their mission will be one of tense loyalty and mutual desire for life, they will march into the cold nether regions of Sjerdthaun and with any grace of the Gods live to see the light of dawn.
It is not the future that will shape the fate of Sjerdthaun, but the ghosts of the past. Ruins older than known time are found all throughout the Heartland, filled with relics of great and mysterious power. One such relic has been taken by a malicious and ambitious tribe of fanatics, a relic of insurmountable power - the Heartstone. He who controls the Heartstone controls the Heartland, and so every civilization of Sjerdthaun readies their iron and steel to take it by whatever means necessary.
Are you ready for an adventure that will stand the test of time and write your name into the annals of history of the Heartland?
Spoiler: Info for the masses
Time will be judged by the phases of the day. Dawn(New Day), Noon(Mid Day) Dusk(Dim Day), Midnight(Old Day). And by the seasons, Spring, Summer, Autumn, Winter.
Spoiler: The Iaegr
Iaegr info and Mythos
Name: The Iaegr, The Exiled, Haraldsvolk, The Men of Harald, The People of Harald, Man Folk, Humans, and The Iron Race.
Physical Traits: Iaegr are a tall and sturdy people who only grow more resilient with each generation raised on Sjerdthaun. Their skin is fair and their hair usually in the flaxen, earthen, or fiery color variety. Those who have entered adulthood braid their hair, both men and women. Orions and Atlantas will weave iron chains into their braids, usually from sundered chainmail. The average height for men is anywhere between 6” - 6’5” and 5’8”-6’3” for women, though there are those who have broken from the mold above and below the average. Their clothing is usually a mix of comfortable cloth or leather and well made iron or steel armor.
Those touched by magic are identifiable by the golden or amber color of their eyes, as for the Iaegr, their eyes are the portals to the soul, and it is from one’s soul that magic is seeded.
Natural Abilities: While not inherently superhumanly powerful or quick, they are each trained from childhood to be fighters and survivors. They learn quickly and show no fear to any but the Gods themselves. War of all kind is a part of their life so they are each skilled with both melee weapons like swords and axes and ranged weapons like bows, slings, and spears. They learn the land quickly and can easily survive through whatever nature can throw at them.
Weaknesses: Disease, wounds, old age. They are mortal and they can be killed by even a shallow gash turned septic, and live up to less than a century.
General Personalities: They are a stubborn and cantankerous bunch with wills of iron and a special kind of contempt for those who view themselves superior by nature. They are not afraid to pick up the ax and sword at the first sign of trouble, and as a people have grown cautious of outsiders.
Habitat: The coasts and fjords of Sjerdthaun are scrubland and tundra. There are settlements at the very edge of the northern swamplands and inland up to the Silver Forest that share the weather of those regions most of the time. They can, however, live wherever they stake a claim. They are hardy like that. The primary locations for the Iaegr are within the territory of the Four Holds. Stormgard Hold, Fellstar Hold, White Arch Hold, and Deep Trail Hold.
They have two main towns which are Stormgard and Fellstar.
They have six smaller settlements which are Rusted Axe, Splinter, and White Arch on the edge of the Silver Forest. Then Blitz, Deep Trail, and Eagle Edge on the border of the Northern Swamplands.
Trade: While trading is tense it does exist between the Iaegr, Gifir, and Alfir. The Iaegr trade their better crafted arms and armor for seed and building supplies.
Religion/Culture: The Iaegr, also known as Haraldsvolk back in their homeland of Einherjer, are those who were exiled for taking up arms against the High King’s tyranny. Their fire of rebellion burst into the Schism of Einherjer, the savage war that surpassed all others in bloodshed. Cast out from their homeland, the Iaegr spent nearly a year on their longships over the stormy surface of the Whale Road, landing finally on a misty isle never before seen, as no one had ever sailed so far to the west.
Upon landfall, the Iaegr traded hardship for hardship, as the cradle of their salvation - that which could finally shelter them from the furious storms of the sea - became a foe of its own. Beset by illnesses, poor crops, and hostile natives, the Iaegr had to literally cut a bloody swathe for their right to life. Their only display of submission is their ascent to Ashehiem when their mortal shell fails.
Asheheim is the afterlife of heroes to the Iaegr, the home of their pantheon of gods where they will stand trial to be judged for their actions in life. Those who fought well with honor, died with honor, and brought honor to one's people are brought into the highest rings of Asheheim to dine with the gods and consort with the Valkyr.
The Iaegr Pantheon is as follows
Aldafodr: The World-Forger, High King of Asheheim. He who created the cosmos, the gods, and man to his design. His weapon is the hammer Galmdir - a weapon of destruction and a tool of creation. On one shoulder, he bears a hawk, Veor, who watches the past with caution. On the other he bears an eagle, Folnir, who watches the future with ambition and drive. Aldafodr is the one who passes judgment on each soul who enters his kingdom of Asheheim.
He is the patron god of smiths and fatherhood. His symbol is the Hammer.
Fengra: The Queen of Valkyr, Chooser of the Fallen. The first forged by Aldafodr, made of the light of stars and the skysilk found in the northernmost reaches of the world, she is the fairest of all the Asheir. She, the queen and mother of the Valkyr, descends upon the fields of battle to choose the fallen for judgment. In her hand she bears the shield Berekr, on which she guards Asheheim and the souls of the honorable from evil, but she is a goddess of peace, so she bares no weapon.
She is the patron goddess of women (Atlantas in particular), female fertility, and honor. Her symbol is the Shield.
Hrodvaldir: The God of Hunters, Beast-Father. When man was created, they needed beasts with which they could sustain themselves when the winters grew too cold for crops to flourish. Aldafodr forged Hrodvaldir for this, giving him a spear carved from the roots of the World Tree, imbuing it with the ability to create the beasts of the world. The cattle, the wolf, the elk, all of them he created with care. In mankind and the select few creatures he deemed worthy, Hrodvaldir instilled the Hunter’s Will.
He is the patron god of hunters, rangers, and beasts. His symbol is the Spear.
Grimjir: The Masked One, The Blind God, Death. As life was forged for the world, death was needed to keep nature in balance. This is the vigil of Grimjir, the fourth god forged by Aldafodr after the forging of the world and man. He bears a gnarled Shepard's crook of briarwood with which he hooks the souls of the dead and carries them to Fengra. He is depicted wearing an iron mask in the visage of a skull with no eyes, indicating that Grimjir does not judge the fallen, he only carries them to the Beyond.
He is the god of Death and patron to Seers. His symbol is the Eyeless Skull.
Sveig: The Mother of Earth, Tender to Ygdra. Sveig was created as forge-sister to Hrodvaldir, the goddess who breathed life into the great forests and jungles of the world, creating shelter for her brother’s creations to live. She is a gentle deity who bears no weapon or tool. She tends the World Tree, the source of all life in creation.
She is the patron goddess of farmers and fertility of loins and soil. Her symbol is the Root.
Baldi: The Sea Queen. Baldi was forged to have dominion over the sea, her wisdom beyond compare as she charted the cosmos, sailing across the ocean of stars on her ship of silver sails, chasing the sun.
She is the patron goddess of sailors, her symbol the longship.
Sonnungir: The Storm King, The Battle-Born, Titan’s Bane. The first son of Aldafodr and Fangra, Sonnungir is the god of storms of land, sea, and battle. He carries with him two mighty weapons. First is Mjalnar, the mighty ax whose stroke fills the sky with thunder and can split the earth asunder. Then there is Fustmjorn, the sword who calls lightning with every flash of its shimmering blade. Sonnungir is the patron god of Orions, his valor serving as the epitome of honor.
He also patrons masculinity and male fertility. His symbol is the ax and sword crossed.
Nynia: The Trickster Goddess, the Siren, the Enchantress, Mother of Magic. Daughter of Sveig and Grimjir, Nynia is the first being in creation to tap into the cosmic powers of magic. Upon its discovery, Magic was decreed by Aldafodir to be too powerful for the mortal world. Nynia, never fond of authority, rebelled against her grandfather and carried the Light of Magic to the mortals across the Star-sea. For this, she was punished, cast adrift in the Sea of Stars until she reaches her penance, but never has she regretted giving the gift of Magic to the mortals.
She is the patron goddess of Magni and Rune Priests, her symbol is that of an eye with an eight point star for the pupil.
Hjurin: The Ravager, Rage-Maw. Son of Nynia and Hrodvaldir, he is the god of rage. Depicted a both man and wolf, Hjurin is associated with the dangers of single-mindedness, rage, and revenge. He is the beast in all men, that gnawing and clawing at the back of their minds and the fire felt in their blood. He bears no weapons into battle, only tearing his foes apart with claws and fangs and even the power of his mighty roar. After his crimes against Fengra, he was bound by celestial chains to the darkest corner of creation, until the rage of his injustice is burned out.
He is the patron god of Berserkers, those to imbue the essence of Hjurin into their living flesh. His symbol is a snarling wolf head or a rune-carved wolf tooth.
Surtyr: The Desolater, The Corrupter, The Sin-Born. Surtyr, the youngest and darkest of all the gods, was brought into being when Hjurin raped Fengra in a fit or vengeance. For when Aldaofdr banished Nynia, Hjurin’s mother, to the Sea of Stars for her Gift to mortals, he was consumed by his grief and anger. In his blind rage, he broke into Sverdgard, the Hall of Aldafodr, and raped Fengra upon her throne.
Fengra birthed Surtyr, a child conceived of hatred and fear, and while she had every wish to cast the horned child into the Sea of Stars, she could not. Instead, she handed Surtyr to Aldafodyr who build a prison for the child, shutting it away from gods and mortals alike, but it would not die.
Surtyr is a being sustained by hatred and fear together, so as long as mortals thrive, so will Surtyr. It is said that Surtyr’s Era will dawn when all of creation is burned by unbridled rage, that he will break free from his prison and kill the gods and reign over the ashes of the Cosmos That Was. Surtyr is not worshiped, as he is the embodiment of wickedness.
In their culture, the Iaegr are an extremely loyal and dedicated few, founded in fellowship and forged in the fires of battle, only to be tempered by the struggle to survive. There is no room for traitors in their midst, a faulty chain link that must be discarded. To live as a Iaegr means that one must constantly prove their worth. There is no room for dead weight and no tolerance for useless individuals. As each Iaegr comes of age, they are subject to a series of trials which tests their mettle. Those more capable earn the favor of their Hold and their Jarl and Thanes, while those who have failed to bring anything of use back to the Hold are forgotten, slipped into a life of serving and tending. Those of higher status are those who have proven themselves or the greatest use, even the son of a Jarl must earn his position in the Clan.
When the rites of passage have been passed, the Jarl will present to the newly-ordained adult an arm ring of braided gold bearing the symbols of the individual’s chosen patron god. As one gains more honor and glory and climbs in status, say from an Orion to a Thane, the Jarl will present them with a second arm ring, representing that they are of greater renown and therefore are deserving of another god’s boon.
Unlike their parent culture back in Einhjerin, women are permitted to take up arms and are given equal rights as the men, as well as equal justice. Should a woman’s virtues be violated, the Clan will not stop her, and some may even assist her, in seeking justice on he who raped her. Women who take up arms for the Iaegr are labeled as Atlantas as an overarching term. Being an Atlanta is a high honor, just as being a warrior is for a man. Of course, being an Atlanta carries great sexual appeal for the woman, but many are nigh impossible to successfully court, as once a maiden is pronounced with child, she must surrender her shield for her family. With such respect and honor bestowed upon Atlantas, very few would dream of replacing the blade in their hands for a babe. Still, it is a rarity, not an impossibility.
Those who are touched by Nynia’s Gift are instantly recognizable at birth, their eyes glowing like forge-fresh gold. Should a child be born with Nynia’s Gift, they are raised as any other child but rather than training with the axe or sword at seven, they are sent to the Seer’s Circle. The Circle is a council of those also touched by magic, and pass on the knowledge to the next generation of those touched by Nynia. Iaegr can manifest their magic through runes, symbols carved into wood, stone, or bone focuses and fetishes to help the Iaegr serve as a conduit for the magic to manifest.
Seers: Those who peer into the veil of time to prophesize events through cryptic messages and symbols that they may not even understand at the time. Seers describe what they see as a constantly twining pattern, growing in complexity with each decision and action made. One prophecy can be one outcome of many, which serve best as a warning. Seers serve as guides and consoles for the Iaegr population, their power said to allow them to see the pattern the gods make for all of them.
Rune Priests: Those who focus on the scholarly practice of rune-making, creating talismans and even weapons imbued with magic via runes. The Rune Priest can also mark their yew staves or even their own skin with enchanted runes to bestow the powers of elements to them. They cannot see into the Godspattern like Seers can, but Rune Priests are capable of quelling storms or even calling them up.
Magni: Those that are bestowed with a minor gift by Nynia. A ray of magic in their soul that usually comes out as one golden eye, though not radiant like those who are filled with Nynia’s Gift. This heterochromia and the faint trace of magic that caused it bestows upon the Iaegr one gift, be it physical or ethereal. Some are granted great strength, other a sixth sense, some with an immunity to cold, each as unique as every Iaegr is to each other.
Gender Traits: Like most humans men are generally bigger and taller than women and facial hair is a sign of manhood. Women are quicker and more shapely than men. Like the men with their beards a woman’s hair is considered a sign of her womanhood. Braided hair is a cultural trait both male and female entertain. Both are granted equality of rights under the law of their people and both are viable to earn positions of power through earning them.
Spoiler: Alfir
Alfir Info and Mythos
Name: Alfir, Elves, Woodlanders, Beast-Whisperers, Beast-Walkers, Wild Folk.
Physical Traits: A lean and dexterous people with bronzed skin and ears shaped like knives. They clad themselves in animal skins and the iron-like bark of Deeproot trees. They adorn themselves in identifying brands, tattoos, and paints to mark which tribe they hail from, what they have accomplished, and what their job is within their clan. Their average height ranges from 6 to 6’5 feet for females and 6’5 to 7 feet for males.
Natural Abilities: They are the fastest of the four Heartland Races and the best skilled at Archery, Tracking, Trapping, Woodcraft, and Concealment. Their senses are also the best of the four races. While not as good at Alchemy as the Gifir they are extremely skilled at potions and poisons. And even the youngest of Alfir can speak with animals to some degree. They are also long lived being able to last to 200 years. Warriors and hunters for the Alfir(both men and women) are called Windwalkers.
Magic for the Alfir lies more in becoming one with the natural world around them then the other races. The Alfir have Shamen, Shifters, and Wilders.
Shamen: The Healers, Cursers, and Blessers of the Alfir. Their hair gets lighter and their eyes are constantly shifting in color. They also act as religious Priests for the Alfir.
Shifters: They have the unique skill of being able to change into the forms of animals. Though they can only change into one form. Their bodies change to suit the animal they change into. They are usually the animals tenders of the Wild Folk.
Wilders:The Elementalists of the Alfir, they isolate themselves from the other Tribes and become truly ones with nature. They lose much of their civility and their ability to speak, they return to their old roots of eating raw flesh and their bodies become darker and stronger.
Weaknesses: They are physically the least durable and least strong of the four races. While their skill with bows and slings are unmatched they are fairly weak when it comes to melee combat. Pitched battle isn’t their forte, they can hold their own, but they’d sooner do a fighting retreat rather than staying and crossing blades with anyone. They also use more primitive weapons made from stone, bone, and wood.
General Personalities: Wraiths aside the Alfir as a whole are a wild and solitary people. They wish to be left alone to follow their ways more than anything and go to great lengths to keep those Ways a secret from the other three races. While they shun outsiders the Alfir are as tight as the bark of the Deeproot Trees within their individual Tribes and the community as a whole.
Habitat: The Silver Forest is temperate area that gets both the healthy rain from the South and the sheer chill from the North. While able to survive anywhere the Alfir are most at home in the rich shade of the Silver Forest.
They live in intricate wooden forts hidden perfectly from anyone who doesn’t know what to look for. There are ten tribes in the Alfir Nation and each has it’s own settlement where they conduct trade and live as a self sufficient cell from the other tribes.
Each tribe is named after it’s Guardian Spirit Animal, and as such each tribe reflects their guardian in their combat styles, dress and weaponry.
1: Hawks: The Peak, quick ambushers with stone and bone talons on their hands. They adorn themselves with hawk feathers.
2: Stags: The Field, strong but nimble hunters, and they use sharpened Stag antlers as weapons. They wear Stag hooves, teeth, and skin.
3: Salmon: The Lake, master swimmers and fishers, and they use large paddles that look like salmon tails in battle. They dress in dried and polished salmon scales.
4: Wolves: The Den, vicious and endlessly enduring warriors, they dress in wolf pelts and use the claws of the wolves in combat.
5: Larks: The Grove, they use music to confuse the enemy and communicate between each other. They use sharpened and usually poisoned, Ironbark throwing darts in the shape of Lark feathers. They also wear normal Lark feathers using them to make headdresses, and faux tails.
6: Hares: The Warren, extremely quick and agile, they use medium sized Ironbark clubs in the shapes of Hare’s feet. And they wear Hareskins and feet.
7: Sabercats: The Ridge, they are strong and vicious, they dress in Sabercat skin and use large daggers made from the big cats’ teeth.
8: Foxes: The Glade, they are smaller than average Alfir, but more clever, they dress in fox skin caps with the tails hanging off. They also use Fox fangs as needle-like slashing weapons.
9: Bears: The Cave, they are the biggest and strongest of the Alfir, like the Wolves they dress in the skins of the their spirit animal and use their claws as weapons. The difference is they use the actual skeletal paw of the bear in combat rather that the claws attached to the skins.
10: Wraiths: The Hollow, they dress in all black, and are the darkest skinned Alfir. They are the only tribe that commonly uses Elemental Weapons. NOT OPEN TO PLAYERS
Trade: While trading is tense, it does exist between the Iaegr, Gifir, and Alfir. The Alfir trade their superior bows and seeds for better equipment and the alchemical ingredients that favor the swamps.
Religion/Culture: The Alfir worship the nature spirits, the celestial guardians seen in the stars, each put in place by Khram, Father of the Earth.
Khram: Khram is the Father of the Earth, he who creates and consumes. It is said that Khram created the Alfir out of the clay left behind by his creation of the world, molding them in his divine design. As things grow old and die, they return from the clay from which they were made and Khram devours them, returning them to the soil.
Khram is worshiped through the process of ritualistic sacrifice. The greater the creature they sacrifice, the greater favor Khram will bestow upon them. The sacrificial process involves the gathering of beasts, sentient or otherwise, and securing them to a great stone tablet. With an Eldrin Stone dagger, the heart of the sacrifice is cut out and devoured by the tribe. To devour the heart of a creature is to gain its strength, or so the Alfir believe.
As the Alfir developed, many of them stopped the consumption of the hearts of sentient creatures and cooked most of their food. When the Iaegr first made their landing on Sjerdthaun, the Alfir hunted them and raided the developing Iaegr colonies to steal away their Seers, devouring the Seers’ hearts to gain their power of precognition. The Wraiths still practice the devouring of the hearts of Iaegr, Gifir, and other Alfir, keeping to their original and savage roots.
Gender Traits: Gender-wise the Alfir aren’t too different between men and women. The only difference bring body shape The women are more curvy and they also have slightly darker skin and their hair is always longer. The men are more square and keep their hair short and their skin stays a light bronze and they don't grow facial hair unless their Wilders.
Spoiler: Gifir
Gifir Info and Mythos
Name: The Gifir or Trolls, as a whole they are also called Mud Beasts, Swamp People, and The Swamp Folk.
Each of the four races of Troll go by different regional names.
- Northern Swamplands: Northers, Swampers or Blue-Skins.
- Southern Marshlands: Southers, Marshers or Green-Backs
- Eastern Grasslands: Easties, Grassers, or Orange-Eyes.
- Western Rock Bogs: Westies, Roggrs, or Black-Feet.
Physical Traits: The Gifir are a large and rugged people with dog-like muzzles, boar-like tusks, and horns similar to a ram’s. Their skin color and body size are determined by which part of the swamp they were born in. But most have extremely well-defined musculature. On average Females range from 7 feet to 7’5. And males range from 7’5 to 8 feet tall.
They dress in Crog skin leather, Swamp Iron Armor, or sturdy cloth outfits which usually includes pants, jerkins and/or vest for males. And skirts or pants with snug tops or just simple vests that cover their modesty for females.
Northern Swamplands: Gifir born in the northern swamps are lighter in build and usually have some shade of blue skin, their hair can be from pale blue to nearly violet, and their eyes are usually a shade of purple.
Their lands are more water than trees but what few trees do grow are a strange blue in color and the blue skin offers the Northers much better stealth possibilities. When it comes to Alchemy the Northers are second to none. Female weigh between 150 to 180lbs. Males go from 160 to 210lbs.
Southern Marshlands: Born in the much greener south marshes. The Southers are bulky, very hairy, and have tan- dark green skin, their hair and eyes go from brown to a muddy green. They’re used to trudging through thick grasses and logging the trees that dot their homeland.
They are the masters of the Troll’s favorite beasts of burden/war mounts, the Crogs. Crogs are large crocodilian beasts that can be gold in color to the same mud green as the Green Backs. Females go from 160 to 250lbs pounds. Male weigh 180 to 300lbs.
Eastern Grasslands: Born in the dryer eastern lands. Easties are the leanest of the Gifir and the quickest. Their skin goes from a pale orange to something akin to the blaze of a fire and their hair goes from black like ash to bright red, eyes are always a shade of orange.
The grassland are under nearly constant sun, and as such it is a popular place for game animals. Because of the plentiful game the Easties are highly skilled archers and ranged fighters. Females weigh between 120 to 160lbs. Males weigh between 140 to 200lbs.
Western Rock Bogs: Born in the western hill country. The Roggers are the smiths/miners of the Gifir. They are the biggest of the trolls but also the least hairy. Their hair and eyes usually mimics some precious metal but their skin goes from jet black to a smoky gray.
Much of their time is spent in the damp caves where the Swamp Iron ore, gems, precious metals, and other ore are plentiful. Black-Foot made weapons and armor are one of the staple exports of the Gifir people. Females weigh between 200 to 310lbs. Males weigh between 210 to 400lbs
Natural Abilities: All the Gifir are extremely strong and tough individuals. They are more resistant to poison and disease, and their senses are extremely keen compared to Iaegr and Eldivor and nearly on par with the Alfir.
While only the Prisms, Roamers, and Gatherers can use magic, each Gifir has an ability called Earth Sense that allows them to feel vibrations in the ground from up to 5 miles away. They are also long lived, being able to reach 300 years in age. The warrior group of the Gifir are known as the Battleguards.
Magic for the Gifir is a close association with the gifts of Giam, Melishak, or Tallo. Those blessed with this magic are usually born with odd colorization of their eyes.
Prisms: Those Gifir who have an affinity for the Elements. While nothing on the scale of the Eldrin it gives the Prisms power to control the six elements and use them to heal, empower, or injure. They immerse themselves in each of the elements for days channeling the pain, and power into a tight focus and ultimately mastery. Not many can withstand the trials of the Elements but those that do are deeply honored throughout the Gifir nation. Their eyes are nearly white in color.
Roamers: Also called the Melishak blessed are the Blessers and Cursers of the Trolls. They gain their title from the long spirit quest each is expected to take that leads them to the hidden Shrines of Melishak to pray and learn the secrets of magical blessings and curses. Only the Roamers know of the location of these Shrines. Not even the Elders are permitted to know. They have one blue eye and one black eye.
Gatherers: These are the Alchemical Masters with knowledge passed down from Tallo himself. They know the secrets of these plants, how to grow them, and where to find them.Their eyes are a vibrant red in color.
Weaknesses: As tough as they are the Gifir can still be killed by conventional means.Their peaceful ways can sometimes lead them to be beaten by more military minded races. And despite being tough and long lived they will eventually succumb to old age and they can be killed with enough damage done.
General Personalities: As was stated above, the Gifir are a peaceful people with no thoughts of conquest or war. While they can be grumpy and unfriendly, they are usually laughing or smiling and are always willing to help out someone in need. But like every other thing in this country if you get on their bad side you had best be able to outrun them.
Habitat: The Southern lands are mostly humid with plenty of rain and a good deal of sunlight. Each race of Gifir has it’s own home region but they can live nearly anywhere with some ease. Here is a little bit more depth into each region. The Troll Nation as five main towns(the four regional capitals, and the main one) Skyroot(N), Mud Grove(S), Wind’s End(E), Bogimor’s Hall(W), and Rosegrave(C). There are also eight small settlements(two for each region).
In the North there is Wisp’s Hearth and Jayra’s Watch.
In the East there is Halla’s Town and Bitter Grass.
In the South there is Griggle and Tallo’s Basin.
In the West there is Torchspring and Big Stone.
Northern Swamplands: This region is runs along the banks of the Blue Star river and on the lower banks of Steel Lake. As such it is very wet and a favorite place for fishing. The Northers that live here are known for their skill at swimming, alchemy, and stealth.
The trees that grow here are known as Cerulean Mangroves and grow very tall but have very shallow roots so they can be knocked over easily. Fishing and Alchemical products are the primary exports for this region. It’s capital is located right on the border between the Swamplands and Grasslands.
Southern Marshlands: This is the farthest known southern region of Sjerdthaun. It is also the greenest of the Troll Regions. Made of mostly tall grass and large oak trees, it holds much of the lumber industry for the Trolls.
The Southers are highly skilled loggers and because of the fertile ground they are also good farmers. While still consisted a type of swamp, the Marshlands are drier and better suited for logging and farming. It’s capital nestles itself between the two tallest hills of the region Gogil and Tallet.
Eastern Grasslands: The driest of the four Troll regions and just barely being within the realm of a swamp. With the perfect balance of sunshine and rainfall the Eastlands are nearly as fertile as the Marshlands, but instead of plants these lands support animals for both game and usual farm work.
Being in sunnier lands the Easties reflect this in their skin being bright orange and giving them the speed and skill to bring down even the fastest of animals. It’s capital is a spacious town and plants itself in the dead center of the region.
Western Rock Bogs: The Rock Bogs is the hilliest region in the Troll lands. Thousands of hills and hundreds of miles of underground tunnels. Fires are always burning in this land either from homes, forges, or accidental blazes sparked in the mines.
It is also darker than the other lands thanks to all the smoke running up into the sky. It is the chief metal and mineral exporter for the Troll Nation. It’s capital is at the summit of the Rock Bogs’ largest hill by the same name as the town. It is the most rich in terms of metal ore in the whole Troll Nation.
Trade: While trading is tense it does exist between the Iaegr, Gifir, and Alfir. The Gifir trade their mined metal and lumber for better made weapons and more exotic seeds to plant.
Religion/Culture: Despite being divided in terms of looks the Gifir are united in their believes. They believe in a pantheon of gods that represent various aspects of Gifir life. The Gifir Culture is based around Tribes. And as a whole their entire nation is run by the clan systems with Elders running things within the Tribes and Regions then meeting for holidays and other important occasions and discussing issues that impact the whole Nation.
Giam: The Great White Gifir and the actual creator of the Trolls and their Pantheon. He died defending his home from the Great Evil and his body was used to create the swamplands and his mane of many colors was used to create the Gods and mortal Gifir.
His blessing time is the first and last days of each year. He is believed to be the master of all the elements since it was his body that created them, as such he is the Patron of Prisms. His symbol is a cicrle with the six elements represented in equal triangles.
Roke: Chief of the Troll Pantheon and husband of Melishak. He is the Patron of Elders. His blessing time is the last week of Summer each year. His symbol is a gold crown.
Melishak: Chief of Troll Mages and wife of Roke. She is the Patroness of the Roamers. Her blessing time is the last week of Autumn each year. Her symbol is silver starburst.
Brogkitir and Luernai: The eternal lovers and the Gifir Fertility/Love Gods. They are the Patrons of family and the home. Their blessing time is the first week of Spring each year. Their symbols are a Hawk( Brogkitir) and a Dove(Luernai)
Magor: God of War and Honor, husband of Jayra, and father to Halla and Tallo. He has no blessing time but is looked at as the Patron of Warriors (Battleguards in particular) and the Common Male’s God. His symbol is a massive spiked club dripping in blood.
Jayra: Goddess of Peace and Wisdom, wife of Magor, and mother to Halla and Tallo. Like her mate she has no blessing time, but is thought to be the the Patroness of Scholars and the Common Female’s Goddess. Her symbol is an unrolled scroll and quill.
Halla: Goddess of the Hunt and Fishing, daughter of Magor and Jayra, and sister to Tallo. Her blessing day is actually every full moon. She is the Patroness of Hunters and Fishers. Her symbol is an arrow crossed with a fishing spear.
Tallo: God of the Agriculture(farming and logging) and Alchemy, son of Magor and Jayra, and brother to Halla. His blessing day is the middle of Autumn each year. He is the Patron of Loggers, Gatherers, Farmers, and the Harvest. His symbol is a crossed sickle and ax.
Bogimor: God of the Forge and Commerce. He is the Patron of Smiths and Merchants. He has no blessing time, but his symbol is on everything created by the Gifir, the Westies in particular. His symbol is the hammer on the back of a coin.
Zega: Goddess of Life and Death and Gatekeeper of the Afterlife known as the Lush Basin. She is neither the Patroness of anything nor does she have a yearly blessing time. She is honored at the birth of each Gifir where it is believed she reincarnates a former Gifir’s soul into the vessel of a new one. And at their death where the lifeforce is returned to the Basin to be recycled.
Her symbol is a pair of keys crossed one pointing down and the other pointing up. A sun is on the ending handle of the key pointing up and a moon is on the ending handle of the one pointing down.
Croggam: The Forefather of the Crog and considered a God because of how important the Crogs are to Gifir life. He was apparently Giam’s mount during the war with the Great Evil. He doesn’t have a symbol or blessing day, but he is honored at the birth of a Crog, the bonding of a Crog and a Gifir, and at the death of a Crog.
The Gifir are a mostly peaceful race, as such they have no dark gods that plot in the shadows of the cosmos. But the Great Evil is an ever lurking amorphous darkness that is constantly attacking the protective barriers of the Gods that separates the Void from Lush Basin and this world.
If the power of the Gods ever fails all the dead Gifir will be the last line of defense to keep the Great Evil from overrunning the world. Then Giam will be reborn and once more the Great White Gifir will fight the Great Evil and should he win he will rebuild the world once more. Should he fail though, only night will be known and the Gifir will be forced into the mud from once they sprang and the world will never see the light of the day again.
Gender Traits: In general females are smaller and far less hairy than males(usually it only grows on their heads), and their tusks are smaller. That aside the Gifir follow the usual traits associated with their region of birth.
Spoiler: Eldivor
Eldivor Info and Mythos
Name: Eldivor, Firewoods, the Eldar(s), The Tree Folk, Tree-People, and Forest Guardians.
Physical Traits: The Eldivor are for lack of a better phrase trees with arms, legs, and a stone head. They are a mix of twisted tree roots and runic stones that glow with the power of Fire and Earth. They change with how far up the mountains they live. From the foot hills where they are a healthy green or brown with full vibrant canopies, to the peaks where they are white as snow and their canopies look like skeletal fingers. They can be any kind of tree and it’ll affect their overall size and strength.
Natural Abilities: Aside from being the strongest of the Sjerdthaun Races they are also the only race that are born with magic every time. From the day they burst from the ground the Eldivor can use a level of Fire and Earth magic and they are as strong as a full grown Iaegr man. They have something of a sixth sense for the forest. They know where everything is and know whenever someone enters it, they also know as soon as someone harms some part of their home. Depending on what tree they are they’ll be physically stronger than and look different from the next Eldar. Those playing Eldivor will be known as Guardians.
Weaknesses: Being creations given sentience rather than flesh and blood beings. The Eldivor suffer from the generational deterioration. Each new line of Eldivor created from the wood and stone is weaker than the previous generation. While still a force to be reckoned with the young Eldivor are no where near as powerful as their Elders. Their martial skills are also poor having never actually needed to develop combat techniques. They are also weak to the other elements, Fire and Earth aside.
General Personalities: The Firewoods are a very externally level race, their stone faces can’t emote much, but their bodies make up for it. If you are quick enough you can see the forthcoming emotions by watching the glowing runes on their bodies. They glow brightly when they are experiencing a strong emotion. While they don't show much emotion to Lowlanders, amongst themselves they are a very warm and deeply emotional race.
Habitat: The North is mostly alpine forests with frozen peaks at the top of the mountains. They roam the entirety of the Elder Peaks, from the snowy summits to the wavy foothills. While they have been known to venture into the other regions, the Silver Woods in particular. They don’t stay long. The Eldivor don’t have towns since they don’t trade with anyone, but they live in Family Groves and communicate with each other often.
Religion/Culture: The Eldivor were created at the hands of an ancient people with knowledge and power beyond even the wildest dreams of the Lowlanders, the Eldrin. The Eldars know this but they still found deeper meaning in their collective knowledge as protectors of the forest. They have a great forefather that is honored every spring.
They believe the first Eldar, a great black oak named Nightroot with his mastery of the Earth Element fought against the Fire Bringers also known as the Kellir that threatened the livelihoods of the Foresters(as they call those that created them in myth, but are in fact the Eldrin). He fought them bravely and managed to beat them down to the last man but the fire they attacked him with had injured him beyond recovery. As he killed the last of the Fire Bringers and he planted his feet into the scorched ground to keep himself from falling over. The Foresters were so moved by his sacrifice they uprooted his body and placed him in their most sacred place.
The mountain lake called the Elder Source, he was replanted on the center island in the courtyard of their grand temple. Despite being dead in body, Nightroot’s spirit lived on and with the advent of spring the following year his black branches were blooming with the purest white flowers. When the first strong wind blew the flowers broke off and scattered all over the mountain range. From these blooms sprung the beginnings of the Eldivor, they were larger than average saplings with slightly human features and an usual warmth said to be the fireheart Nightroot developed after suffering so many burns, they even inherited his control of earth, but had no consciousness.
This changed when the Foresters noticed these strange trees and made the quick connection between them and Nightroot. As a final gift to the great defender they breathed life into these saplings, awoke their firehearts to give them actual fire control, amplified the earth control also inherited from Nightroot, and gave them the ability to procreate in a manner similar to the Black Oak. The males send pollen to a chosen female and it settles in her branches where flowers will grow for a few months before they break off and scatter to the wind. Saplings will begin to grow and the parents will use their Elemental magic to bring life to the young Eldar and put small magical runes into the branches.
As the sapling grows the runes grow with them and so does their prowess in magic. Their culture is a simple one of respecting their elders, taking their duties as defenders to heart, and living in harmony with nature. They live in Family Groves and can be any kind of tree that could be found in the Northern Hemisphere of our world, Oak, Pine, Birch, Elm, you name it there is an Eldivor for it.
Gender Traits: Depending on what tree they are of the differences in gender goes as far are the females have more shapely forms and their canopies are neater and usually go back over their heads or down their trunks. The males usually have long moss beards are more square in their forms, and their canopies usually go out at wild angles or straight up.
Spoiler: Material of this world
In this world there is a pletheroa of material that can be used to create clothing, weapons, and armor.
Cloth, Bone, Wood, Stone, Hide, Treated Leather, Ironwood, Iron, and Swamp Iron are the most common.
Each lowland race has a kind of material they specilize in.
Iaegr are most skill with Cloth, Leather, and Iron.
Alfir are best with Bone, Wood, and Ironwood.
Gifir are best with Stone, Hide, and Swamp Iron.
Eldivor don't create anything.
Spoiler: Heartland Magic
Magic Users: The Iaegr have Seers, Rune Priests and Magni. The Alfir have Shamen, Shifters, and Wilders. The Gifir have Prisms, Roamers, and the Gatherers. The Eldivor are beings of magic so they all can do it to a point.
Magic: Magic is seen as a cosmic force that flows in, through, and around all living things. Magic is what gives souls the spark of life, but some are able to tap into the Beyond and channel that ethereal force. The Magic Touched can physically manifest the magic from the Beyond by channeling it through a focus, fetish, or totem. Those who can do so have eyes like fire. Then there are those who can connect to the Beyond passively, giving them the ability to sense magic and create magical items just by the act of forging them. Also changing one natural trait or granting a sixth sense.
Blessings: To do a blessing the Magic User would need some personal item of the person being blessed. There are Blessings of good health, long life, fertility, good harvest, good weather, and a good hunt.
Curses: The cursing can be done by those who are touched by magic and with a personal item of the person being cursed. The magic can vary for each of them, as each culture has its own views on magic but is all boils down to the same thing screwing with people and ruining their days with disease, injury, death, bad harvest, bad hunt, and bad weather. Even being cursed with Vampirism or Lycanthropy, but there will of course be sizable drawbacks to being a Vampir or Verulfr. Vampirism would obviously be more along the lines of a blood curse.
For Verulfr, there would need to be an enchanted/cursed object, talisman, etc. Even enchanted tattoos, and scars from a bite by an already established Veru.
The transformation itself wouldn't be able to be controlled and would be tied to the person's emotion, similar to the Hulk. And instead of silver, ground up Wolfsbane, Bones of the Wolf would be the best ways to injure a Veru but they can be hurt by conventional means. And the only cure would need to be created out of the afflictied's blood, the Curser's Blood, and the skin of the wolf used in the original curse, and only the original curser can do it.
And in Veru form you are a rabid wolf with no conciseness but to hunt, kill, mate, and shit. As such an Iaegr known to be a Veru will either be killed upon that knowledge being known or banished from the towns after being stripped of everything they own and dishonor being dumped all over their family.
Elemental: Powerful but difficult to master. While Elemental Magic is born into some magic users training by other Magic Users and aid from Eldrin Ruins is needed to master them.
Elemental Magic breaks down into six Main Categories and a few sub-categories.
Fire
1: Smoke
Water
1: Ice
Air
1: Electric
Earth
1:Plants/Poison
Light Not open to players
Dark Not open to players
The Elemental Runes though depends on which of the Eldrin Temples it was cut from.
Fire= Burning and/or exploding.
Ice= Freezing and frostbite.
Air= Limited aided flight or speed and/or blasting enemies away with wind.
Earth= Roots growing in the wounds and/or the limb turning to stone.
Electric= Zapping or paralyzing the affected limb.
Poison= Obvious.
Runes and Rune craft: Runes are ancient and powerful symbols of magic, each having their own individual meanings and significance. Runes vary from culture to culture as far as shape, design, and effect but they all boil down to the same craft borne from the ruins of the Eldrin. Runes can be etched into theoretically any surface so long as the creator of the rune follows the proper rituals.
The ritual for runecraft is a patient one, for a rune must be carved perfectly to serve as a conduit for its magic. Common instances of rune carvings are bone charms for the Iaegr, Alfir, and Gifir. Bone is easy to carve and the lingering traces of life in the bone help bolster the rune’s power. With the rune carved, the runecrafter must then imbue their lifeblood into the rune - a simple cut on the finger and a drop into the carved surface. As the blood seeps into the rune, the magic in the blood activates the rune’s power.
It is a similar ritual for blades - as they are forged, runes can be etched into the blade and then infused with the magical blood of the runecrafter. If one does not wish to etch runes on the blade, bone talismans can be tied into the weapon’s grip.
Alchemy: Various kinds of plants can be harvested and used for Medicinal, Mental or Physical Boosters, and Poisons.
Spoiler: The Plot
The Heartland Saga is an Iron Age high fantasy RP brought to you by Sikstslathalin and StormWolf For those who do not know how we roll, that means this story will be rated Mature - as mature as this site will permit us to go. It is a tale of survival amongst four races - the Iaegr, the Alfir, the Gifir, and the Eldivor. Now along with actually surviving this brutal land and exploring it ancient hills, our players will be joining a group to seek out this Heartstone which can be used to create new Eldivor as strong as they once were, and either use it or destroy it.
Whomever controls the Heartstone can potentially control the Eldivor and create an army of golems all their own. Now a dissident Tribe of Alfir known as the Wraiths have stolen the Heartstone and tested their first batch of golems against the Gifir thus starting off a race against time to find a way to master the Heartstone's power before the other races catch up to them.
The Wraith Tribe is a very old but also very isolated tribe. They are rumored to be the very first of their people to find Sjerdthaun. They live in the deepest recesses of the Silver Forest and are the scourges to all. They have never changed from the old ways, they still eat the flesh of their defeated enemies to gain Mana and they still use the more primitive stone weapons of antiquity. But even with these stone weapons they are more fearsome and terrifying than any other tribe. Their primitive weapons are actually made from the stones of ancient Eldrin temples that are enchanted for toughness and have a touch of elemental magic to them.
For many years the Chief of the Wraiths has been seeking ways to harness the enigmatic power of the Eldrin most specifically the Eldivor. The Chief’s grand scheme is to create his own race of super powerful golems and conquer the entirety of Sjerdthaun.
Rumors involving where the Wraiths are going are scarce, even among the friendly Alfir tribes. But the general consensus is that they are going to the Grand Eldrin temple where Nightroot is meant to be and hope to find the other half of the magic needed to create True Eldars. While no one knows for sure the group will keep their eyes peeled for any sign of the Wraiths.
Each race has it's reasons for possessing the Heartstone. The Iaegr and Gifir want to destroy it and the Alfir and Eldivor wish to control it.
The Iaegr, being arguably the “weakest” race (though they are physically stronger than the Alfir) do not wish for one of the stronger races to control it because they would be first on the list to be exterminated. Their reason is survival.
As was said above, the Gifir were the targets of the Wraiths’ first attempt at making Eldivor, but having only half of the magic needed to make real Eldars their creations soon failed after the first wave, but still, the damage was done to the Swampfolk. Now they wish to destroy the stone before any more of their people are killed. Their reason is justice.
The Alfir, want to destroy the Wraiths for dishonoring their way of life but also to defend themselves from the aggression of the other races, and making their own Eldivor will do that. Their ways have not made them many friends and they fear whoever gets the stone will use it to enslave and destroy them. Their reason is protection.
The Eldivor, who both have the birthright to the Heartstone and the other half of the magic needed to bring out it’s full potential want to save their race. Their people are dying and this Heartstone is the only way to save them, they’ll be able to create young ones in the image of their elders and return them to their former power. Their reason is existence.
Spoiler: Hazards
In a world where we plan to fuck people over as best as we can while not going genocidal, the hazards will be numerous. Wild animals, hash weather, hostile natives, hell even the land itself can kill you with mine subsidence created by the Westies, avalanches from the Elder Peaks, being swallowed up by the bogs of the South, the list goes on. In fact here will be the list.
Animals: Crogs, Sabercats, Dire Wolves, Cave Bears, Mammoths, Giant Crabs, Giant Sloths, Wisps created by the Wraiths screwing with the Heartstone, and tons more wild and vicious animal.
Weather: Blizzards, drowning rain, bouts of pure blackness, bitter cold boosted by high winds, wild thunderstorms. Pretty much anything we can think of to ruin your day.
Native hostilities: Alfir raids, Gifir Battleguard units, Iaegr Raids, Eldivor defending the forests.
Land of death: Leftover magical radiation from the Eldrin and Kellir conflict, quicksand, tarpits, bogs, mine subsidence, avalanches, rockslides, sinkholes. And more.
Spoiler: CS
Name:
Age:
Gender:
Race:
P.O.B:
Tribe/Family:
Magic User(Y/N):
Type of Magic User and specialty:
Skills and abilities(limit of 6):
Weapons/Armor:
Personal Gear:
Pets(optional):
Appearance(description only):
History(at least a paragraph):
Personality:
Other:
Spoiler: Accepted/Reserved sheets
Iaegr Closed to new sheets.
Völundr Hardrada(Rune Priest) by Cfavano
Korinthal Jearg(Rune Priest) by SoulReaper
Ilsa the Bloody-Handed by Cfavano
Tigilf Olgrir by Anshiem
Torin Haraldsson by StormWolf
Uudnar Ivarson by NinjaOnTheRoof
Fiona Ivarson by NinjaOnTheRoof
Alfir
Kiyiya Wolfsrise(Shifter) by Fools Misgivings
Telfur Al'Emryhr by Oak Berbark
Gifir
Jago Slickskin by Siks
Teja Strongfist(Gatherer) by StormyNyte
Eldivor
Bright Bark by Siks
Spoiler: Rules
- All RPA Rules and Mature Section rules apply.
- We made this a mature RP for the reason of creative freedom, anything goes for the most part as long as none of the rules are broken
- Storm and I are the GMs and as such we have the last say in issues.
- Any issues between players deal with in PMs.
- If the problem persists send myself or Storm both sides and we'll see if we can help.
- If we help and it continues ask a mod or get out.
- Be active and post at least a paragraph a post.
- Ignorance of the rules won't save you if you break them.
- Be smart, have fun, and no modding or powerplaying.
- Any new RP ideas are welcome just run them by a GM or post them in the OOC and we'll see about working them out.
- Inactivity will be punished by the death of your char(s).
- The GMs are the only judge of inactivity, when the RP is going well it's a week unless you send us word of your inactivity then we'll pull you along but after two weeks your character will be on the chopping block unless you have a good reason for not being around. And after three weeks they die no matter what.
- Storm and I will be strict when it comes to sheets. We won't be assholes but don't expect us to let everything slide.
- This RP is for Players that are skilled or advanced in their writing abilities.
- You must be a pure member of one of the four races and follow the lore for each.
- While everyone will be playing as either a Magic User or one of the warrior groups in the races that doesn't mean you can't have non-combat related skills and experience.
- Magic Users and Enchanted Weapons/Armor will be limited in number three enchantments allowed for each sheet.
- And unless you're of that race, the speciliaty materials will be limited to one bit of gear per sheet.
- Ages are 18 and up.
- Your character must be logical for this world and the race you chose.
- You can reserve a spot but it will only be held for a week. Then you lose it.
- Two char limit for everyone.
- If you've read down this far place two examples of your writing skill in the Other Section of the CS. They must be at least two paragraphs apiece. And one must be a passage about the char you are making.
We reserve the right add, change, or delete anything at anytime as we see fit.
As always questions, concerns, and/or ideas are welcome.
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