Conan Exiles – Season Guidelines

Time of Origins Season 11: 

Public Lore Document v1  19 June 2025

Concept:  

A story set in the fantastical world of nordic legend and based on nordic mythology.  

Time Frame:  No specific time frame as the world is set in a fantasy nordic environment. 

Setting: Viking, Norse Mythos Pantheon, High fantasy 

Map:  The season will take place on Grim Map by LtScarro. No purchase or DLC is needed to run this map.

Season 11 Guidelines:

If you are new to Time of Origins. Our seasons play out a bit like large D&D campaigns where you may choose to participate or not. While decisions are yours and outcomes not based on dice rolls or as guided as a DM, the overarching server story is guided by staff and storyteller decisions. 

Note: No one decision from a single storyteller gets to drive the story in a direction unless there is a large player consensus behind it. It’s important to remember that while we go through pains to help everyone feel like the hero in their own story, we must accept that no one should assign themselves to be the hero in everyone else’s story.

This season will not be set as a faction vs faction as part of the server story and there will be an admin run antag faction, events, dungeons, etc.

There very well may be one faction against another, or specific storytellers within a faction vs others if the storytellers and roleplay goes this route but storytellers should not begin with the notion of being against one faction or the other.

Storytellers are encouraged to join the server story for a fuller and richer roleplay experience but as always, is not required but strongly encouraged. 

Content creators exist to help those new to the story or coming into the season later, to catch up and integrate into the server story.  

We use several tools to notify storytellers when events occur, we do our best to involve as many as we can as well as changing up time frames in order to allow everyone to have an experience in various time zones.

Conflict/Non-Conflict:

Season 11 will be conflict or non conflict depending on you, the storytellers. There will be no specific story driven reason for conflict between storytellers.  

Glamours/Disguises:

Storytellers that glamour their character or disguise, must either be recognizable as their character while glamoured or disguised and have a disguised tag above their heads in a temporary state. You may not be disguised indefinitely or use it in an attempt to avoid RP consequences. 

Example of not needing a disguised tag: A fairy is glamoured to hide their wings or sparkle or effects.

Example of needing a disguised tag:  A fairy changes their wings, hair, skin color, eye color, face, or any of those things in combination so that they are not recognizable.  

Character Setting:

The story is a fictional event set in the world of nordic mythos.  While we have taken great pains to stay true to norse mythology, stories, eddas, and knowledge there are occasions where we have taken artistic license to give stories that are new, fresh, and unknown.  

Storytellers that are using global characters played over multiple servers/timeframes may not reference or have knowledge of any other storyteller characters from those places without express permission and coordination.

It’s strongly suggested that these references make sense in the timeframe and when speaking to other storytellers. Remember, it’s about immersion in the setting and time period and references to: I am an elven lord of the forest with the finest mail of mithril would be pretty jarring to a character in say, an 1800s victorian setting.

The Factions:

There are no distinct storyteller factions. 

Warfare and PVP: 

As always, it’s RP first. However, each clan will determine if they chose to go to war with another clan, or even within the clan itself. Server PVP rules apply.

Clans:

Clans are limited to the regular server limit of 10. There are no server or admin clans, towns (Other than hub), or factions. Storyteller clans can build anywhere on the map that is not restricted or taken up by admin/story elements. 

Transmogs:  

Transmogs are limited to visuals that enhance the rich nordic theme and fit to the environment. The key being that we would ask you to respect the immersion of your fellow storytellers and maintain this immersive environment.

Races:  

Due to the sheer volume of possible race combinations, we have done our best to limit races to some archetypes. These are essentially bases to start from and not limitations of the specific races you must play. Choose the race that most closely resembles the character you wish to play.

The races and classes are detailed a bit more in our flip book. Found here: 

Please note that you may not play a god, demigod, or well known hero ie: Beowulf, Erik the Red, etc.  These may be reserved for story elements and are restricted so story elements are not muddled or confused with individual player elements.

Races are:

Human  

Strengths: Balance, Tenacity, Armor Proficiency

Weaknesses:   None

Frostkin* 

Strengths: Strength, Frostborn, Toughness

Weaknesses: Heavy Armor Restriction, Unable to be shapeshift class

Draugr/Wight* 

Strengths: Grit/Strength Balance,Hot Blooded, Amphibian

Weaknesses: Unable to be shapeshift class

Nyxes/Fairies  

Strengths: Grit, Swiftness, Potent Sorcery

Weaknesses: Strength, Heavy Armor Restriction

Light Elves 

Strengths:  Agility, Swiftness, Sharpeye

Weaknesses: Strength, Heavy Armor Restriction

Dark Elves

Strengths: Grit, Nightvision, Potent Sorcery

Weaknesses: Strength, Heavy Armor Restriction

Trolls

Strengths: Strength, Fortified, Tireless

Weaknesses: Unarmored, Unable to be shapeshift class

Gnomes** 

Strengths: Agility/Grit,Fight or Flight, Homeostasis

Weaknesses: Strength, Can only shapeshift into small creatures with Hammramr class.

Gnomes have the following small shapeshifts as Hammramr available:

  • Wolf Puppy Black
  • Wolf Puppy White
  • Rabbit
  • Black Cat
  • Siamese Cat
  • Tabby Cat
  • Goat

Gnomes can be Bear Shaman and Wolf Shaman and are not affected by the shapeshift restriction with those classes.

*Note:  Races marked with an * are restricted from taking classes that are shapeshifting in nature.

Races marked with ** are restricted to small shapeshifts.

Classes:

Berserker

Berserker is basically a melee damage dealer class but does not excel at absorbing damage. 

Berserker Stats:

  • 2 Hand Spec
  • Barbarian 
  • Leap Attack
  • Heavy Armor Restriction

Hirdman/Shieldmaiden 

Hirdman or Shieldmaiden are basically shield warrior/tank class designed to absorb damage but not deal as much as damage dealer quests.

 Hirdman/Shieldmaiden stats:

  • Charge Attack ** This may change and still testing **
  • Infantry Training
  • Epic Toughness
  • Armor Specialization
  • Tactics
  • Spell Caster

Hirdman/Shieldmaiden Spells:

  • Taunt

Wolf Shaman

A wolf shaman draws upon the spirit of the wolf to take on the form for battle. The battle field of the wolf shaman is a place of holy rage, shunning heavy armaments and whipping their weapons with the finesse of the snapping jaws of the wolf and moving with the agility of the wolf as they evaded the bite of the enemy’s weapon.    

Wolf Shaman Stats:

  • Shapeshifter
  • Heavy Armor Restriction
  • Weapon Finesse
  • Acrobatic Dodge

Wolf Shaman Shapeshifts: (Choose One)

  • Ravenous wolf
  • Wolf
  • White Wolf
  • Brown wolf
  • White Wolfman

Bear Shaman

Bear Shaman are men and women who channel the spirit of the bear to not only assume the form of the bear but to charge forth weapons drawn into battle. This bond with the spirit of the bear strengthens and defends them against wounds and makes them even more deadly with two handed weapons.

Bear Shaman Stats:

  • Shapeshifter
  • Armor Specialization
  • 2 Hand Specialization
  • Charge Attack ** This may change and still testing **

Bear Shaman Shapeshifts: (Choose One)

  • Siptah Bear
  • Black Bear
  • Brown Bear
  • Werebear

Skirmisher

A skirmisher is intended to be a high mobility ranged fighter using archery and timed melee assaults.

Skirmisher Stats:

  • Bow Mastery
  • Dagger Mastery
  • Heavy Armor Restriction
  • Acrobatic Dodge

Trickster

A trickster is a rogue class that uses timing, patience, and cunning to take down their foe. Finding weaknesses and counters while chipping away at their opposition.

Trickster Stats:

  • Cutthroat
  • Weapon Finesse
  • Heavy Armor Restriction
  • Stealth

Godar

A godar is essentially a priest type character using spells and magic to either heal or hurt.

Godar Stats:

  • Spell Caster
  • Aura Mastery

Godar Spells:

  • Mitras Grace
  • Hex: Siphon Life
  • Bull Strength
  • Smite
  • Respite
  • Cleanse

Seidr

A seidr is an individual that has tapped into the magics of the world and uses them to damage and harm their enemies. Basically an arcanist.

Seidr Stats: 

  • Spell Caster
  • Heavy Armor Restriction

Seidr Spells:

  • Fireball
  • Blizzard
  • Magic Missile
  • Ray of Frost
  • Shadowbolt
  • Sparks
  • Cone Of Cold

Hamramr

A Hamramr are individuals that attuned to nature and the spirits within. They have a combination of magic use and shapeshifting. Essentially a druid class. 

Hamramr Stats:

  • Spellcaster
  • Shapeshifter
  • Heavy Armor Restriction

Hamramr Spells:

  • Taunt
  • Burning Hands or Cone of Cold (Choose one)
  • Respite or Cleanse (Choose One)

Hamramr Shapeshifts: (Choose 2)

  • Black Cat
  • Deer
  • Donkey
  • Elk King
  • Feral Dog, Beige
  • Feral Dog, Black
  • Feral Dog, Red
  • Feral Dog, Sick
  • Goat
  • Mountain Lion
  • Rabbit
  • Siamese Cat
  • Snow Leopard
  • Tabby Cat
  • White Lynx
  • Wolf Puppy Black
  • Wolf Puppy White

Professions:

  • Shaper: Specializes in small crafting involving metal, clay and wood. From explosives, to jewelry and gems to inset in tools, and weapons. Shapers work in smaller objects but are highly skilled resulting in their ability to craft Certain amulets and gems at a much reduced cost in materials, and time. 

  • Herbalist: These are the alchemists of the nordic world. Specializing in blending flora, fauna, and minerals into battle drugs, tinctures, and potions to achieve various ends. While many families and individuals have recipes that can achieve the same effects as the Herbalist, these studied practitioners can make some of them stronger with fewer resources, and faster. 

  • Healer: The tender of the wounded and sick. They specialize in tending wounds beyond the most common, and treating illnesses of the body with the potions, tinctures and wraps long associated with their craft. Many know how to make the aloe plant produce a healing wrap but a trained healer can craft one with near magical strength. 

  • Metalsmiths: The broadest profession many of these crafts people started in either metals or hides but the knowledge of one side often crosses to the other when need arises. Armor, weapons and tools of various sorts are their focus. The secret that they share only among each other is specialized metal processes that result in eldarium, and voidmetals faster, and cheaper than any clan forge. 

  • Tavern Keep: No clan or village can do without the tavern keep to feed the traveler, and brew the variety that goes beyond the stews, breads and beers most commonly found. A tavern keep also knows a special brew they offer the clan mates before a fight. 

  • Forager: To gather is simple to gather in quality and quantity is a skill. Knowing where to find the highest quality ingredients and how to gather and transport is a skill most forgo in life. 

  • Skald: To read, manage communications, record meetings or write of events that have occured. Writers, music makers and a variety of diverse talents often fall under the title of a Skald. 

  • Carpenter: Craftsmen whose skills with wood, stone, or metal creates unique desirable items. Able to carve statues and totems, as well as some finer furniture that few can acquire. 

  • Beastmaster: Many can raise a common farm animal; these beastmasters nurture exotic and unique creatures into loyal companions and mounts. 

  • Builder: A builder understands the difference between a roof over ones head and a home. The difference between a mead hall, a long hall, a high hall and a tavern. 

  • Shipwright: To make a raft any child could do. To make a proper ship or boat is a skill earned in blood and mead. 

  • Seer: Augers, throwing the bones, one with a mystical sight by birth or training a Seer’s power is a dangerous unpredictable gift. 

  • Note: Every profession has a token they can craft through RR or in the hub for when they teach someone a new profession. They can only craft one a day as the RP occurs.

Examples of gods, demigods

Non-Playable Races:
Vikidia list of gods and goddesses

Wikihow list of gods and goddesses

God Races: Races that are predominantly or totally God/Goddess centric or adjacent

Valkyries: Valkyries are often depicted as warrior women and are responsible for determining which fallen warriors are worthy of a place in Valhalla, where they become one of Odin’s army for Ragnarök. They act as intermediaries between the gods and mortals.

Aesir (Asguardians): Aesir are the principal group of gods, residing in Asgard, one of the Nine Worlds. They are known for their connection to war, knowledge, and order, often depicted as being in conflict with the Vanir and the Jötnar.

  • Odin
  • Thor
  • Frigg
  • Heimdall
  • Tyr

Vanir (Vanaheim): Vanir are a group of gods and goddesses, often associated with fertility, magic, and prosperity, distinct from the more warlike Aesir. The Vanir are considered natives of Vanaheim, one of the Nine Realms.

  • Njord
  • Freya
  • Freyr

Rokkr (Twilight Gods): The Nightside (Twilight, Shadow, and Darkness) deities of northern European mythology, primal beings who predate the more familiar Aesir and Vanir. More neutral, than good or evil, they are often the spirits of primordial concepts such as fire, ice, death, and the underworld, and can be compared to the Titans of Greek mythology.

  • Loki
  • Hel
  • Jormungundr
  • Fenrir
  • Angrboda
  • Nidhogg
  • Surt

Jotunn (Jotnar):  Jotun (plural Jotnar) are a race of giants, often portrayed as hostile or powerful, and sometimes as shapeshifters or nature spirits. They are not a single entity, but rather a diverse group of beings

  • Ymir
  • Skadi
  • Gunnlod
  • Surtr