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Rolhim

Rolhim- Otherwise known as “The Land of Strife” is currently in its 4th age. Abundant natural resources and acreage allow for trade and commerce to flourish, slowly eroding away at the multiple generations of distrust between its denizens. With its mountain ranges, rivers, large forest, and abundant coastlines, the citizens of this land live mostly peaceful lives. Recently it seems the lasting peace is being tested. With distrust and doubt clouding the minds of the people, old conflicts and scars are being reopened.

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The Age of Sunder

1000’s of years of infighting and conquest have left the land shattered from its formal self. Countless wars over resources and land divided the people amongst beliefs and races. Weary of interlopers and the unknown, the people have drawn in on themselves.  At one time the land was united under a single cause to seek out and remove all followers of Pinaxia, the god of Shadow and distrust. Known for infiltrating people through self doubt and their insecurities, his influence had grown substantial until the 3rd crusade of the Falir.

The Falir were followers of Chrost, the god of light and truth. With the entire following of Chrost’s believers, they marched on the then capital of Pinaxia’s followers, Ulderbortan. After a decade of fighting and inquisitions they had come out the ultimate victor and decimated Pinaxia’s following and left anyone still recanting his beliefs to flee into the furthest darker corners of the land. For many years the followers of Chrost, in their complacency and authority, have grown bloated on corruption and power their stations have afforded them.

Denizens of Rolhim

Humans

Weight: 150-220lbs
Height 5’-6’
Lifespan: 60-80 years
Capital City: Hearth Hall
Realm: Crackit Bay/Elm Isle

One of the newer races to live and reside in Rolhim they originally sailed in from the east escaping a long forgotten homeland. Known for being adaptable and the ability to improvise, they have created a sprawling society along the coast of Crackit Bay. Naturally defensive as a people, the home and family is paramount to their existence. Their ability to work together as a group allows them to band together and rise to the challenge of any threats. Known for sprawling city towns containing multiple markets and farmsteads, they rely heavily on trade over sea and land to provide multiple amenities to their populous settlements. Celebrating multiple holidays and anniversaries of events, you can usually join in regular celebrations and revelries taking place in Human Cities.

Gnomes

Weight: 50-75lbs
Height: 3.5’-4.5’
Lifespan: 350-450 years
Capital City: Techton

The Gnomes of Rolhim are quite possibly the most advanced race technologically. Walking through their settlements the sounds of electricity and explosions followed by plumes of smoke and flashes of lights. Experimentation and documentation is the forefront of gnomish culture. With their large brains and inquisitive nature no question can be left unanswered. When a gnome reaches adulthood at age 40, they form something known as a “Experimental Imperative”. This “Experimental Imperative” is lifelong desire to answer a question or design something never before seen. Some gnomes reach their deathbed never completing their “Experimental Imperative”, where others will theirs in a matter of years. The urge to complete their “Experimental Imperative” is strong enough to even lead a gnome to their early demise if they think the answer or solution to it can be found.

Dwarves

Weight: 120-150lbs
Height: 4’-5’
Lifespan: 300-400 years
Capital City: Gate Allabastar

Known for their rugged nature and exterior looks, the Dwarves reside in multiple tunnels and mines spanning most of the Sky Reach Range. Fond of precious metals and minerals, their mines span miles and reach just as far in depth. They have an infinity for metal working and stone carving morphing mountain caverns where they reside into beautiful displays of craftsmanship. Large arches and pillars can be found in droves among their cities. Renowned the world over for their jewelry, consisting of gold, silver, platinum, and precious gems, they hold the majority of the worlds wealth in their halls. Usually cities are separated by ruling clans that hold sway over designated regions of the populace. In recent years a mutual understanding has settled over the Dwarves and clan wars are seldom to ever reach the point of bloodshed.

Elves

Weight: 90-120
Height: 5’
Lifespan: 2000 years
Capital City: Alaran

The earliest race to walk the lands of Rolhim are the Elves. Their ancient wisdom passed down from generation to generation tells tales of the worlds creation. Placed upon this world by the gods, the Elves are known as the caretakers and guardians of the natural world. As lithe and graceful the elvish race is, the will fiercely defend all things in nature and their homeland. Distrustful of other races, they tend to seclude themselves from anyone else and use powerful illusion magicks to hide their citizens from others. It is advised to never lie to a Elf, they are incapable of forgiveness in the matter from that moment. One false word and you will never again be able to regain their trust. This being said, elves themselves are also incapable of lying. They do posses however, a cunning and guile that allows them to stretch or bend the truth to fit their needs if the situation arises.

Dragonkin

Weight 250-320lbs
height 5.5-7ft (Not accounting wing size)
Lifespan: 800-1000 years
Capital City: Slinosh

Covered head to toe in hard scales of a myriad of colors, at first glance they can be overwhelming to someone who sees them for the first time. Every Dragonkin sports a different closeness to their ancestral dragons they spawned from. Some Dragonkin are even born with a complete set of wings, or the ability to breath magical elements. Others may only receive the trademark scales. These natural adaptations have made them known and respected all over for their combat process in hand to hand engagements. Their hierarchy is established by a ruling class of those born closest resembling their Dragon Forefathers. With cities that are built into the cliff walls, this can be troubling for those born without wings. To resolve this issue, years of breeding and taming the Wyrms of their local habitat, has given means of flight to all it’s citizens. Dragonkin have a natural desire to collect and horde precious items and wealth. This desire’s intensity differs from person to person, but the underlying urge constantly resides in all Dragonkin souls.

Lutra

Weight 35-60lbs
Height 3’-4ft’
Lifespan: 150-200 years
Capital City: Mallard

The Lutra are also known commonly as “Otter-folk”. They were personally created by the goddess Tearis and placed on the world upon her ascension to godhood. Holding a special place in her heart for their strong family bonds and constant pursuit of joy from her earlier human days, she sang to them for 5 years to enchant them with intelligence. Residing along the rivers and lakes of the Wyrmwood they are known to be friendly and helpful to passersby. No single color pallet adorns their hides known for beautiful color pallets. Their thick fur also gives them a natural resistance to cold. With strong relationships between family members, a single Lutran homes can reach up to 20 residents. Each Lutran family also possesses something known as  the “Gron”. This object is a stone passed down from mothers or fathers to their children that can posses magical powers or great beauty. If a Lutra does not receive a “Gron” and it was passed to a fellow sibling, they will create one when they have children of their own. Lutra naturally have a very strong attachment to their “Gron” and will not part with them unless they truly must.

Leopora

Weight: 200-300lbs
Height: 5.5’-6.5’ft
Lifespan: 120-150 years
Capital City: N/A Nomadic

The Leopora are sometimes referred to as “The Feline Folk” or more disrespectfully “Cat-folk” Like the Lutra, they were brought to intelligence through the act of another god, Nienta, the God of Luck. For years he lived amongst them and gradually through the years they evolved into what they are now, a tall, strong proud peoples who travel the lands of the Searing Savannah. Never choosing a single place to settle they move from area to area, living very closely with nature. Similar to the Lutra their pelts follow no similar pattern and can be naturally hypnotic to other races. Possessing a natural ability to charm those around them, they are distrusted by other races. Tribes of Leopora can reach numbers in hundreds, or even sometimes in the thousands. Caravans of Leopora will travel to other lands in search of trade. In special cases small settlements have arisen but rarely last more than a generation or two due to their natural instinct to travel and roam the area’s around them.

Orcs

Weight: 225-300 lbs
Height: 6’-7’ft
Lifespan: 75-100 years
Capital City: Hrongor

Another tribal society, the Orcs are war faring race where the entire society is ruled through strength. Tests of might and duels are common between Orcs sometimes lasting hours or even days. From a young age all orcs are taught to fight and train in the ways of strength. Pride and courage are rewarded beyond all other aspects of life in Orcish Society. The word of a Orc is also bound by honor. In order to preserve this honor an orc will go to extreme lengths, even death. Unlike Elves an Orc can lie if they feel it necessary. The leader of the Orcish people is decided through combat, with the leader being undefeated. In years past they were prone to infighting and open conflict under the influence from the God of War Ildaran. This persisted until the God of Life Oemer, challenged the God of War Ildaran to a duel and smote him before the Orcs very eyes, instilling a new found cherishing for life into them. Battles and fights in the eyes of orcs must now be honorable, or they will decline the challenge entirely out of respect for what Oemer did for them.

Undead

Weight: Unknown

Height: Unknown

Lifespan: Undead
Capital City: None

The undead plague the lands of Rolhim. Lost souls cursed and reanimated by the god of shadow himself, Pinaxia. 

Often these creatures are void of any thought besides the urge to spread and feed on the souls of others. At the helm are a council of dreadknights who are tormented by Pinaxias whispers to command the dead and bring upon his will.

Goblins

Weight: 50-75 lbs
Height 3’-4’ ft
Lifespan 50-75 years
Capital City: Gronk

Least liked and most disrespected of all the races are the goblins. Naturally preferring refuse and all things putrid, many non goblin’s find it hard to relate and exist among them. Their guttural language and ways are not their defining characteristics though. With strong magical properties and an affinity to master the arts themselves many goblins spend hours of their lives in books or pouring over old scrolls seeking knowledge. With very little emotional capacity for sorrow and remorse, they will use any means necessary at their disposal to obtain what they want. Goblins unlike most of the other races do not rear their children beyond their first 5 years of existence, as children they are cast out into the world to begin their life and find their own purpose. Be weary of making any deals with goblins and take measures to ensure that they will keep up their end of the bargain beyond their own word. There is a very good chance they will disregard or renegotiate after the fact.

Explore the Realms of Rolhim

Rolhim- Otherwise known as “The Land of Strife” is currently in its 4th age. Abundant natural resources and acreage allow for trade and commerce to flourish, slowly eroding away at the multiple generations of distrust between its denizens. With its mountain ranges, rivers, large forest, and abundant coastlines, the citizens of this land live mostly peaceful lives.

Recently it seems the lasting peace is being tested. With distrust and doubt clouding the minds of the people, old conflicts and scars are being reopened. Years of growing conflict between the races has lead to heavily enforced territorial borders and large amounts of resentment between the peoples. Slowly but surely the world is falling back to its old ways of local territorial disputes and growing forces of might poised to lead to all out open conflict unless something can heal the schisms between the races. -The main landmasses include: The Sky Reach Range, Norvendal, Tycite, Wyrmwood, The Searing Savannah, Gorvalia, and The Hammer

Sky Reach Range

lying to the north with it’s endless snow-covered peaks and vertical cliffs, this unforgiving landscape holds a large inland lake with a singular island in the middle. This island holds the entrance to the Dwarven mines, and route to their underground capital, Gate Allabastar. Above the surface, this rough land is the homeland of the stout Dwarven race. Few other humanoids would choose this rugged landscape. With limited waterways and the mountains themselves forming a endless maze of razor sharp rocks, few seek the lands for anything besides mining operations. Large predatory eagles and condors can be seen lazily hovering on updrafts looking for an easy meal.

Dotting the mountainsides, many different species of goats and warthogs are visible on impossible perches. Only the most surefooted animal could eak out an existence there on the terrain. Below ground a large network of caverns and caves permeate the rock. Mapped heavily by the Dwarves this network of tunnels still holds many secrets and twists not plotted on the oldest handmade maps. Large spiders and bats are a constant sight. More rare but fierce still you can stumble upon the fierce, Krangal, large lizard beasts with venomous saliva and deadly lashing tails covered in spines. The Krangal themselves are known to have bright shining scales they can change to any color, blending in and disappearing into their surroundings.  It is advised to travel in groups or with a guide in uncharted cave networks.

Tycite

This large island to the northeast off the mainland is home to the Gnomish race of Rolhim. With a small mountain range in the center and forests to the north and south, this land contains many different resources the gnomes use to build above and below ground cities. The forests themselves are lush in large broad leaved trees with a lush undergrowth. In this undergrowth many small burrowing mammals can be found making homes. Along the soft coasts you can find many species of crabs and crustaceans scurrying along the bright white sands.

Fruitful fishing locations and large sea animals provide much food for the local residents. The northern most forested peninsula of Tycite holds the Gnomish capital city of Techton. The center of the Island houses a volcanic mountain range rich in rare minerals and ores pushed to the surface by the volcanoes formation. Molten Phoenix can occasionally be seen flying from the Volcanoes peak. The mountains have various cloven hoof bovines that can be scene marching along the cliffs and through the mountain valleys.

Gorvalia

Far to the south east of the realm lies the island of Gorvalia. Many of the Goblin tribes have taken up residence in this land. To its furthermost eastern edge lies “The Muck”, as its known to the locals, a large never ending swamp of marshes and bogs. Stinking sulfurous fumes can be seen and smelled bubbling from the surface of various pools of water. Of all the fanged multi eyed fish, the largest of them is called “Norxin”. The “Norxin” are a slender fast swimming pike that can grow to a length of 6 feet and have hundreds of razor sharp teeth lining its powerful jaws. They have been known to sink small vessels. It is advised to avoid crossing these waters by any means and to never swim.

The middle of the land has a small mountain range where you can see the Goblin capital of “Gronk” nesting defensively between the mountains. Many glowing eyed species of boar can be see rutting around the mountain bases looking for roots of local scrubs. Too the south a small dark forest of coniferous trees stands in a state of quiet. Three tailed red/black squirrels can be seen jumping from tree to tree and large porcupines with venom filled quills can be seen burrowing into the bases of trees. To the west of the island is a large vast sea of grass of waist high with no discernible features and only rolling hills as far as the eyes can see. No creatures or water sources can be found in this endless prairie and many have perished crossing without a guide only to be slowly lost to the grasses stranglehold on the area.

Norvendal

To the far south of the mainland lies a large landmass known as Norvendal. Another tribal race like the Goblin’s live here across the area, the Orcs. To the western most edge of the continent is a endless desert known as “The Blast”, a harsh sun baked landscape of cacti and course shrubs. Snakes and large scorpions patrol the cracked lands seeking any animal unfortunate enough to cross their path. Eastern side of the island continent you can find soft rolling hills and grassland with the occasional tree and stream. Large mammals and rodents can be seen frolicking to and fro, avoiding the wild foxes and Marmyx.

Marmyx are a middle sized wildcat with large ears usually weighing in around 50lbs, with perfect night vision and thick fur, they are hunted for their pelts which are known to be fashionable and extremely warm to all the realms inhabitants. To the north of the landmass you will find a large swamp home to large alligators and snakes. This inescapable mire has been known to claim many explorers and adventurers, too sure of their skill in navigating. To the Island nations southeastern most point lies “The Rind” a sub tropical woodland home to thousands of species of animals, some never even documented. The diversity and heat of this area can be a danger for the unprepared.

Whisper Woods

Home to both the Elves and Lutra, this large arboreal forest is known not only for its extreme beauty, but its volatile magic. Noted for its giant trees and endless canopy, many travelers have become lost in it’s labyrinth of trees and brush not being able to find the suns location for navigation. Along the many streams and rivers you will find the Lutra homes and towns resting along the waterways banks.

Large toads and salamanders are also a common along the waters edge. In the forest proper among the trees live the Elves in large settlements amongst the treetops. In the shadow of the giant tree’s you will find herds of white stags and doe’s warily grazing. The “Ursonaline” are known as the apex predator of the forest. The “Ursonaline” are a 16foot semi sentient species of bear that live in large dens in an almost communal style. To the north of Whisper Woods is an endless sea of trees few have traveled through and returned to tell the tale.

Crackit Bay/ Elm Isle

This long lush green coast is the ancestral land of the Human denizens that reside in Rolhim. The land itself is known for its nearly flat green grasslands that meet a harsh rugged coastline. The land itself is home to large bovine creatures called “Murah”. These large cow like creatures are covered in long soft fur that can come in a large variety of colors. The males sport a large set of horns that can span over 5ft in length. Very few predatory creatures are known to reside here besides the occasional wolf pack or wildcat.

The majority of the coastline is sheer cliff faces housing multiple migratory bird species that gather in large colonies roosting upon these cliffs yearly to breed. Large Tusked Marine mammals can be seen sun bathing upon the tiny rocky islands along the shore. Miles off the mainland you can find Elm Isle, the original ancestral home of the Dragonkin. After years of conflict the humans pushed the Dragonkin off the island and have ruled over it for the last 1800 years. Natural springs and lush green leaved trees cover the coastal island. Strong magical torrents have been known to create beautiful, albeit sometimes chaotic shows of light in the air at random locations.

The Hammer

This Mountainous land rests to the south of the mainland, and north of Norvendal. With mile high mountains and a large volcano to the eastern edge of the island, it is home to the Dragonkin. Known for its unforgiving cliffs and obstacle ridden mountain base’s, these lands are near impossible to traverse on foot. This has lead the winged Dragonkin to have a natural supremacy fitting the demanding lands. Alongside the Dragonkin, in large cliff side dens, you will find voracious Wyrms.

Over the centuries the Dragonkin and Wyrms have evolved a symbiotic relationship, both residing miles high into the mountainsides. Among the charred landscape of dead trees and spires of molten rock you can find few small fire breathing lizard species eaking out an existence, subsiding themselves on small insects and the occasion thoughtless bird.

The Crashing Coast

Of all the regions in Rolhim this is the largest of them. Home to the Proud “Leopora” peoples, the large savannah of grasses and scrub-lands. Home to large herds of “Equestinalia” (Wild Semi Sentient Horses)  and “Wargs” (Semi sentient large wolves) the battles between these species can be not only grand in scale, but quite gruesome. The coast itself is home to soft white sands and beautiful beach’s with crystal blue waves breaking upon the sands.

Ocean species and corrals in this area are known to have bright vibrant colors and radiate hues of light into the water.  Many types of seals and orca’s can be seen breaching the waters surface occasionally. With a few very key waterways connecting the ocean to the inner residents of the continent, barges can be seen lazily floating along conducting trade. Considering the natural nomadic nature of the “Leopora” few cities exist in the this large vast landscape. The occasional traveler may see the remnants of old campsites or the occasional smoldering embers of a previous bonfire.

The Spirits of the Ancients.

the heroes of Rolhim through time, have learned to master a mysterious and ancient power drawn from world around them to invoke powerful abilities. Spirit however, is a difficult resource to contain. Heroes will only be able to harness its power for short periods of time before tiring from it's effects. Be warned, some spirits are considered forbidden and can alter the body and mind of the wielder forever.

spirit compass
gods painting

Gods & Dieties

Many gods and dieties seek to gain control over the domains of Rolhim. This has led to increased conflict and strife amongst the mortals as the ethereal wage war on one another. Will you align with a god and become a champion of a domain, or will you rebel and bring upon the rise of the age of godless men.

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The Road to Shadows

Pinaxia, seeing a schism in the realms, has begun his conquest on the people, capitalizing on the darker corners of their thoughts and beliefs. From the highest abbot, to the lowliest naive, he infiltrates the mind sowing seeds of discord and doubt in their questioning thoughts. Year by year, day by day, hour by hour in the darkest hours of the night he moves into the mind of the people, one by one, poisoning thoughts of doubt and disbelief. Can you harness the people of Rolhim and bring balance to the land, or will you fall victim to doubt and sadness?

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