Steel Realms Characters

Steel Realms

Most folk have some knowledge of the larger world, legends, and history. Common tales serve to buoy the morale and instill awe, with local traditions the center point of focus and productivity for communities. There is a robust trade in stories and news from bards, skaalds, troubadours and travelers, many of whom are part of a World Watchers community. Few go no further than a few miles from where they are born, and rely on larger institutions and groups for political guidance and stability. There is no universal formal education system in the realms; A few places in the Heartlands still carry the ancient traditions of the fallen eastern lands of providing supplemental health, cultural, and in some cases academic primary education. PC’s have, at the very least, something which makes them open to a larger perspective.

Starting Money: 200 Silver Crowns (= 1 {Cost Portion}); Starting Equipment = assume up to 3 proficient weapons total, 20 proficient ammunition total, 1 proficient shield and armor (studded leather max.); an Explorer Pack w/3 common sets of clothes + 2 pair shoes and a tent. This is what the average starting PC manages to beg, borrow, earn and steal to start their life with.

The Occult: [Prevalent Level of Establishment] The average folk are aware of and fear the Occult – it is mysterious and dangerous and its practitioners suspect. It takes a brave soul to command such forces, and they are to be feared.

The Divine: [Pervasive Level of Establishment] 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: [Hidden Level of Establishment] 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: [Aware Level of Establishment]

  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.


  • 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
  • Storm Times

The Time of Celestine Wars: CY > Before the “modern” age, there was the time of Nakria. Tribes of shapeshifters dominated the warmer southern lands, and the celestials led them in constant war against each other. It is said there was a reason for it all, but it ended with the coming of Saemon’s Blood.

The Coming of the Blood of Saemon: CY > From a terrible place of war came The Blood of Saemon – a myriad of races and peoples that were fleeing destruction and marched through the Bloodgate to arrive in Helca. The Orrish pursued them, and an endless battle costing millions of lives took place in The Valley of Sighs.

The Unholy Trio’s War: CY > Pursuing The Blood of Saemon, came the trinity of darkness. The Bloodgate barred them, so they came on a piece of their world, through the void of empty space, to hunt down Saemon’s Blood in their anger. The Interloper – a broken off piece of their world floats now in the sky as a third moon of Helca – is their refuge and vantage point. They have sworn to destroy all life which does not follow them.

The Wyld Awakening: CY > The world of Helca gave birth to the gods of the natural order. A mighty host of beast, plant, and elemental powers awakened in what would become known as The Fertile Crescent, and marched to end the tidal wave of death the Unholy Trio was unleashing. The combined Wyld and Celestine forces stopped their advancement, but the land was dying from the overwhelming evil of Everdark’s hate.

The Ascension of the Lightbringers: CY > Three beings of Light to match the dark trinity, were beseeched and so came the Lightbringers. The earth trembled and grew corrupt as the gods and great spirits fought for no gain. The Godspeak Accord was formed, and the gods limited their war to speaking to their followers and not direct engagement. The population had been decimated, and it was almost too late.

The Coming of the Cold: CY 5600 The rise of the Lich Lords marked the end of a long period of peace. The Fall of Dundaria – The Winter Host of the Lich Lords steals the power of Djerduth the god of death and conquers the north.

The Balance of the Gray: CY > The Tear Gift

The Sundering (of nations and faith): CY 5000 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.

The Fall of the First Kingdoms (East): CY 6200 Sun Bane (the ___ Star Dimming)

The Slow Sunset: CY >

  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

  • 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.


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