Most common folk have a little knowledge of the larger world and history. There is a robust trade in stories and news from bards, skaalds, troubadors and travelers. Much of what is emphasized is taught to keep commoners functional and in awe. Few go no further than a few miles from where they are born, and rely on larger institutions and groups for guidance. The realms are a nearly low magic milieu; Divine powers are much more accessible than the occult. PC’s have, at the very least, something which makes them open to a larger perspective. There is no universal formal education system in the realms; A few places (mostly in the heartlands) still carry the ancient traditions of the fallen eastern lands of providing supplemental cultural if not academic primary education.
Starting Money = 200 Silver Crowns; Starting Equipment = assume up to 3 proficient weapons total, 20 proficient ammunition total, 1 proficient shield and armor (leather only); an Explorer Pack w/3 common sets of clothes + shoes
The Occult: The average folk are aware of and fear the occult. It takes a brave soul to command such forces, and they are to be feared.
The Divine: The gods take an active role, and are the bastion against the Unholy Trio. It is the most accessible means of transcending the fears and pressures of the dangerous world. The Godspeak Accord prevents the deities from direct confrontation.
The Psychogenic: Ancient legends and rumors exist of such. Witches and Warlocks are the name of such, Seers, and truth-tellers. Those capable of thought-magic were long ago run to the ground.
The Kinesthetic: The rigors of health and mind-over-body are too far from the survival concerns of every day folk; These are often seen as supernatural in themselves when demonstrated.
Most characters come from one of the . With the right back story and GM approval, anything may be possible – though PCs are still subject to the stigmas and racial prejudices defined in the usual species relations.
PC’s are not inherently exceptional; they rise above through their actions to become that. PC types are common in the sense that many from every place in the realms, in every walk of life seek and all genders to make a fortune for themselves – leaving friends, family, home and hearth… and most die. Most common folk will see them as the source of trouble and potential concern. Items of power, adventure, perilous travel, and violent encounters of the kind of thing most adventurers seek out are something commoners wish to avoid. In some places, ‘adventurers’ (PCs) are overcharged, under-served, and even ushered out of town by angry citizens hoping to prevent the delicate local balance of power from being upset. Some PC’s may have a Patron (a Lady or Lord, or Institution; see Factions of Power) which give them authority and respect to avoid such local animosity.
The race and class system of @copy;DnD has been matched to the Steel Realms of the IVerse.
Aasimar: The ancient Celestials of Helca had many minor offspring. Most have been wiped out in their countless wars before the coming of the Blood of Saemon, but once this happened, their numbers were able to go into hiding. A few exists still, and the Celestials continue to make more, albeit slowly and through uncaring indifference as they involve humans in their machinations.
Drow: The drow have no direct correlation in the Steel Realms, other than the fallen Faeyh/Faey. In their fall though, they typically become infertile. Madness consumes almost all of them eventually, and they will shun the light and heat of the sun – driven by the ritual in which they sunder their soul gems and pledge themselves to the shadows.
Gnome: Known as Skraeling; These creatures are different culturally [mechanically nearly the same] and they never live underground, only in the outdoors.
Gnoll: Grollen; though they have given up their evil ways in service to the moon goddess
Half-Ork: Half-Ork (mixed blood Ork); hated worse than half elves for their violence, stench, and abrasive personalities. They generally stick together in their own small households or as wards of faiths or individuals owing a debt.
Halfling > Lightfoot
Merovin – few small families north of the borderlands, most organized by tribe in Nakria.
Education: Most folk are not taught the events of the Full Campaign Reference… a few famous and local events are all most people know.
Recent Battles: The Deep Pranin, Raelin’s Fall, Crimson Crosstop
PC’s may not be familiar with the specifics, but there are some universal laws and observances that most denizens are familiar with and abide by. While the realms rely on peerage for ruling hierarchy, the heartlands are also governed by “Hindsmuth” (old word for “Common Law”); the heartlands in particular have a court system in the major towns and cities, with magistrates and law officers. Peerage titles offer the ability to call for a retrial with a new judge, or to declare a mistrial in the event of a travesty of justice but do not pass judgement themselves. In rural and country places, Bards are often sought to pass judgement using their knowledge of the law and insight. Outside the heartlands, sheriffs enforce titled nobles direct wills. Many PC’s must follow a code of conduct or set of laws or tenets dictated by their Patron (see Factions of Power). All characters are assumed to be aware of and taken some form of the Oath of the Day Watch.
PC’s may not be familiar with all of the factions, but some are known across the entire breadth of the realms well, while others are known only to those of related class or backgrounds.
Most PC’s must find the protection and enter into the service of a Patron. Patrons take an active role in the direction of the actions and development of characters. A patron WILL (its a question of when, not if) demand service and an accounting of their servants/bannermen/followers/brethren.
PC’s may not know all the languages, but most are aware that there are multiple, and traveling means they will likely have to learn a few.
This leads to a Character Concept, and Stories which will allow a character to move beyond the common perspective.
Approximately 2m – 2.3m tall, @RP Impact: The is the defacto starting point for and races of the . The Grollen correlate to the Gnoll of DnD. Where the appears notes a Role-Playing challenge/opportunity. The Grollen of the realms a fierce, prideful peoples. They are descendants of ancient Gnolls but consider themselves a separate race. […]
Approximately 1.5m – 2m tall, @RP Impact: The is the defacto starting point for characters and races of the Steel Realms. The Human Elon of the Steel Realms correlate to the Human race of DnD. Elon culture require different options. The Elon (traveler) folk of the Steel Realms are the equivalent of modern gypsies. Their […]