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Branwyn Emerald

Viking Fantasy Roleplay Sim

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We would like to invite you to come visit Grimmrfell on Gale Winds.  We are a norse role-play sim that combines the history and culture of the Viking age, approximately 914, with the folk lore and mythology of the time by including 4 uniquely northern races in addition to humans; Dwarves, Frost/Snow Elves, Huldra ("land and sea nature creatures similiar to dryads, mermaids and fauns/satyrs"), and Spirit Animals ("sentient talking quad animals aka Narnia").

We are a non-metered sim, for pure role-play, welcoming both new and experienced players.  We have an active and friendly community that will make you feel welcomed.  Please stop by and see for yourself why Grimmrfell was on the top editor's picks for 3 weeks in a row.  

Let us show you northern hospitality.


http://maps.secondlife.com/secondlife/Gale%20Winds/250/21/22 or read more at http://www.grimmrfell.com 


Sim Premise

To create a sim primarily based on historical foundations, while allowing for the freedom of “living mythology”. To us, this means neither a completely history based foundation, nor does it mean an open-ended fantasy foundation. We would like to create a world who’s primary focus is on the cultures, beliefs and superstition of the Norse people, but may include those non-human peoples to whom the Norse believed were an ever present reality of their lives.

Because a role-play sim requires a certain level of conflict to keep role-play entertaining, we are introducing four races that will have a racial home on our sim. These races are the Humans, Dwarves, the Hrimalfar ("Frost/Snow Elves") and the Nature Race (Huldra & Spirit Animals). Humans and Hrimalfar are traditionally in conflict with each other, more so because of nature, than because of racial hatred.

Hrimalfar are, in essence, the mortal children of Frost Giants and Light Elves and make their home on the seas. The Humans, in this case, follow the traditions of Oath and Law and consider other Norse people who make war upon them to be outcasts of society. The Dwarves practice their craft of brewing and smithing along side the humans. The fourth group, the Nature Race, represent the neutral land guardians of the sim, and include sentient talking 'non-anthro' animals. They tend to be an independent lot who may be swayed by offerings and respect. This should give us four balanced groups that have the opportunity to roll between conflict, compromise and treaty, naturally.

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