Introduction - Himinndyrr

Enter a world of Nordic warriors and witness their epic journey as they heed the call of their gods to save the world from utter destruction! Using Green Ronin'€™s '€œA Song of Ice and Fire Roleplaying'€ gaming system, players will don the mantle of Viking-like heroes that undertake an epic journey across the mythic lands of Kann where they do their best to aid their fellow Einherhar against the forces of evil. Though dealing primarily with a specific region in itself (the mystical realm of Kann) Conquest will also include helpful information about the Emperor-ruled world of Aerth and its surrounding territories such as the region of Midgard and its frozen Northern Marches. Please bear in mind that this forum thread '€" much like the others '€" will need quite a bit of your help in order to even begin thinking about getting things off of the ground. If you like the idea of playing in a rather combat heavy and low-end magic setting however, then this is the place for you!
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Eanwulf
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Introduction - Himinndyrr

Post by Eanwulf » Fri Oct 16, 2009 8:55 pm

In the beginning there existed naught but the Garr (Rj. 'œbuilders") - celestial titans of tremendous power. Over time the builders would eventually descend from their homes amongst the heavens and fashion the known world from the very bark and sap of the mighty world tree, Yggdrasil itself - seeding the lands therein with various sentient beings that would one day evolve into the known races of today. Each race would then '€" unbeknownst to them - contain their own secret agenda and legacy to fulfill within the builders' rather intricate plan. Upon breathing their first breath of life, these beings would then spend countless lifetimes unknowingly serving the Garr as their blind pawns in an elaborate game of Epic proportion.

As a whole the builders were far from cruel or uncaring, making sure that the necessary preparations were devised to ensure that their creations had a means to find them, IF the need should ever arise. These lands were located in a region that would quite literally prove to be a place where the very heavens touched the earth itself - the realm of Kann (Rj. 'œpoint of origin'). Wishing to keep the true location of Kann a secret from those deemed to be unworthy, the builders would then fortify the surrounding regions and encircle them with a series of rather treacherous mountains. These jagged peaks would come to be known by the few select that guarded them as the Hryrggrfold (Rj. "the Spine of the World"). The lands that surrounded the Hryrggrfold were then transformed into a frozen wasteland; frigidly barren and void of any significant forms of life - thus further ensuring Kann's secret existence from the outside world. This barren wasteland would eventually become - unbeknownst to its inhabitants - known as the frozen continent of Thaele.

The builders would appoint the task of defending Kann to a select breed of humans, each blessed by builders' touch and collectively known as the Einherjar. The einherjar were a strong and proud people, forged and tempered by the harsh environment in which they dwelt, and took their roles as guardians to the gods seriously. The builders wished their children to remain true to their purpose and as thus, made sure that the surrounding lands were seeded with various forms of foul beasts and creatures; each designed to constantly test their children's mettle. These challenges would ensure that the einherjar would always remain ever vigilant in their role as guardians as well as to serve as further fortification to the Hryggrfold against any and all forms of 'curious' outsiders.

Over time the einherjar would prosper, growing in number and cultivating their homelands - eventually establishing numerous settlements and fortifications of their own. Amongst the most wondrous and renown of these was Himinndyrr (Rj. "Heaven's Gate") - a great fortress that was rumored to guard the very entrance to the lands of the builders themselves! Legends state that somewhere within these lands of Himinndyrr lay one of the builders' greatest contributions to the universe - Balskapa (Rj. "the Flame of Creation"). The einherjar would guard Himinndyrr and its secret fiercely and with utter devotion, for it was prophesized that anyone foolish enough to try and extinguish balskapa would also wind up snuffing out the very life of the world itself!

Now the builders were far from foolish and wished to keep balskapa's existence guarded carefully, and as thus, made sure to place numerous rumors and stories of Himinndyrr's existence in each of the histories of the known races. Along with these mythic tales, the builders would likewise interweave a commonly shared form of a 'prophecy' amongst the races as well.

The prophecy would simply state something along the lines of:

"...though that they might quarrel and battle amongst themselves for all of eternity - over what would appear to be a seemingly endless supply of petty racial and territorial disputes - ALL those of the lands of Aerth, would eventually heed the call of the Einherjar on the day that the walls of Himinndyrr were ever threatened..."
It is here that our adventure begins...
(Rj.) refers to the native tongue of the Rjurik peoples, Rjuven
Last edited by Eanwulf on Wed Dec 16, 2009 11:51 pm, edited 9 times in total.
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Re: Himinndyrr - An Introduction

Post by Eanwulf » Wed Oct 21, 2009 10:20 am

Please note that the previously posted Introduction will be edited periodically as I am still trying to word things right and fix appropriate grammar errors, etc.
WELCOME to Himinndyrr - a potential game setting for a Vikingesque world in which players will portray fellow clansmen in search of epic adventure and everlasting glory!

Please Note: that my original concept for the game utilized the 3.5 D&D rules and its overall theme was that of having players create characters from any and all of the available races at the time and in turn, wind up being summoned by the realm's Emperor in order to investigate a rather eerie series of portents and omens that would eventually lead them to many fabled and mythic lands to eventually make a discovery that could very well possibly lead to the destruction of the world as they knew it!

I think that in this go around however, I shall try to use Green Ronin's "A Song of Fire and Ice Roleplaying" ruleset as the basis for a slightly different, though equally as heroic approach to the game itself!

In turn, players will wind up creating characters that will then comprise the various family/household members of one Ulfskafa (Rj. "Wolf-skinners") Clan.

Rules for creating the various clan-members will slowly become available in future threads along with a detailed description of the SFIRP rules themselves. Bear in mind, that I shall also be using a lot of pre-written material from TSR's "Birthright" campaign in order to help speed up the process of fleshing out the various kingdoms, tribes, ruling sanctions, and what not.

Overall, I shall try my best to adhere to the Gygaxian method of creating a campaign world and start off by describing things in small detail - listing first, the two primary races and tribes of humans found within the majority of the setting. From there, I/we can build upon them further.

This being said, I hope that you all enjoy the ride and feel free to share your thoughts and comments.
SFIRP is an acronym for "A Song of Fire and Ice Roleplaying" and will appear several more times throughout the forum.
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