Eternal has been a wonderful and magical place for many of us to write creatively with those we care for most. Unfortunately, as with all good things, it must eventually come to an end. That end is now. For the past year, Eternal has been a safe haven for open creativity, community, and fun, with like-minded individuals and incredible friendships. Alas, the sun has come and set, and will rise no more. Eternal is closed, indefinitely. Please collect your coding tables, profile information, and anything personal from the site. The site will be permanently shut down on February 1st. The boards are no longer open for posting, but all can still be accessed. This is not goodbye - it is merely "until we meet again". We are out there in the community, writing, celebrating friendship and the incredibly complex, intricately woven stories we've all created with the characters we so love. Please consider our affiliates (Fimbulvetr, Caeleste, Novus) to continue your incredible stories, or join us at Ourania.

Thank you for being a part of Eternal, and thank you for a wonderful year.



  • All steals will be done with a dice roll.
    • Even numbers (2, 4, 6, 8, 10, 12) will result in a successful steal.
    • Odd numbers (1, 3, 5, 7, 9, 11) will result in an unsuccessful steal.
  • Characters can have multipliers that will increase their chance of a successful steal (an uneven number will be added to the even number roster, resulting in a higher chance of success).
    • Experience ─ 2+ Previous Steal Successes = +1 ‘Successful’ Number
    • Kingdom Title
      • Above Novice Rank in Herd’s War/Stealth Caste: +1 ‘Successful’ Number
      • Head of War/Stealth Rank in Herd’s War/Stealth Caste: +2 ‘Successful’ Numbers
  • Multipliers can also be purchased from the Shop.
  • If a steal has been deemed successful, the leader of the territory being stolen from has 48 hours to request a blocking roll.
    • Even numbers (2, 4, 6, 8, 10, 12) will result in a successful block.
    • Odd numbers (1, 3, 5, 7, 9, 11) will result in an unsuccessful block.
      • If unsuccessful, the stolen horse must complete the duration of captivity with no further interference from their territory leader.
  • If the stolen horse wants an escape attempt, he/she must post in the territory at least twice before each escape attempt. Same dice rules apply.
    • Only two escape attempts are permitted during captivity with the following requirements:
      • A 2-week cooldown between each one.
      • Two posts must be made before each escape attempt.
  • Anyone may issue a steal. However, each territory is only allowed to attempt to steal four (4) horses per season, with a maximum of two (2) horses per steal.
    • For example: Each territory may attempt four (4) steals for one (1) horse each, two (2) steals for two (2) horses each, or three steals, with one (1) steal for two (2) horses, and two (2) steals for one (1) horse each time.
    • Attempting to steal more than four (4) horses per month will result in action by one of the deities.
  • Captivity begins when the stolen horse posts as a captive for the first time.
  • The maximum term of captivity is one (1) Eternal year, or four (4) real-life months.
  • You cannot steal from a leader that is away, nor can you steal a horse that is away.

  • Stealing: (Who from where?)
  • Captivity: (For how long,
    and where?)
  • Multipliers: (See list above)
  • Perks: (Anything purchased from Shop)

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Caeleste - Fantasy Equine RPG the Rift
Baraenor, Lion RP Top Equine Roleplay Games
Original coding base by Gotham's Reckoning at Necessary Evil. Subsequent coding by Krys.
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