Steel Realms Characters

Steel Realms

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.

  The role of PC’s & Race/Species

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.

D20 Steel Realms Characters

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.

Dwarf (all): “Dwarf” is a mix of Ducateon( caste) and Human or half elf blood – they gather unto themselves.

Gnome: Known as Skraeling; These creatures are different culturally [mechanically nearly the same] and they never live underground, only in the outdoors.

High Elf/Wood Elf: Ynthian Elf/Wyld Elf

Gnoll: Grollen; though they have given up their evil ways in service to the moon goddess

Half-Elf: Half-Elf (mixed Faerie) – their alien angular features, odd colorations and temper make them pariahs in most places. They generally stick together in their own large communities.

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 Halfling (3 tribes across the realms)

Human: Human (Faelen) – Everywhere!

Merovin – few small families north of the borderlands, most organized by tribe in Nakria.

NOT PRESENT/AVAILABLE:

  • Dragonborn: Extinct; All were hunted down after the dragons returned to slumber. Any remaining live far away and in fear; in most places they would be killed on site.
  • Gnome: Never existed per PHB (see Skraeling).
  • Goliath: Nearly Extinct; Goliath are the offspring of human and the ancient builder-giants of the south that are long extinct. Misunderstood and hunted to extinction except a few in the wyldes of the far north.
  • Tiefling: Never existed (feral or not).
Summary of Incarna D20 Character Aspects

ICore Steel Realms Characters

 /  Key Historical Events/Places

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

  • The Return of the Rosewood Vase
  • The Gwinnish Invasion of Tarmysia
  • The Sundering (ancient times) – 5000 CY (Common Year): Fall of the southern lands and Sea King empire. To stop the tide of demonic creatures of the Lords of Darkness, the powers of the realms causes a great chasm to open from the sea to the mountains in the south. The coasts of the realms are shaken and many of the Sea Kings cities and settlements fall into the sea, bringing death and ruin to their empire in a day.
  • Storm Times
  • The North Restored
  • The Fall of the East [CY 6200]
  • The Fall of Dundaria [CY 5600] – The Winter Host of the Lich Lords steals the power of Djerduth the god of death and conquer the northern kingdom.

  Laws of the Land

Education: Most folk know the basics of the spirit of the law through word of mouth and a few formal proceedings they may have witnessed. Only in places with formal education is it specifically taught.

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.

  Factions of Power

Education:
  • Life is not fair; beings will do whatever it takes to advance their own cause at the expense of others and commoners are caught in between.
  • The average person just wants to live and has no agenda – they leave such to their liege/ruler and faith.
  • The common person is superstitious, untraveled, illiterate, and uninformed – and kept that way by forces conspiring to control or conquer them.

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.

Patronage

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.

  • Secular: Secular patrons cannot take away any powers or knowledge once given.
  • Mystic:
    • Arcane: Characters learning magic from a source other than the divine have a debt to be paid typically; the knowledge was given or taught because the character believed in common goals and directions the patron pursued. They were given their powers to further these.
    • Religious: All divine powers take a direct interest in followers and their actions, in as much as they have the ability to affect the prominence and power of the faith. Followers will be expected to actively work against enemies of the faith and usually be vocal in local affairs representing the faith.

This leads to a Character Concept, and Stories which will allow a character to move beyond the common perspective.


These are unique and specialized character options.

Grollen in the Steel Realms

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. […]

Elon Characters in the Steel Realms

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 […]

Realm's Aptitude Powers: Divine, Occult, and Psychic