Exilion Characters in the Steel Realms

Steel Realms

Though no Exilion has a direct connection to or has any awareness of the Illyndrian Elves, they owe them a debt for their very existence .

The [contentblock id=playlink1] is the defacto starting point for characters and races of the Steel Realms. The Human Exilion of the Steel Realms correlate to the Human race of DnD. Exilion culture requires different options.

Locale Constraints: Hinterlands / Far North (beyond the Blue Wall)
Backgrounds Constraints: Noble
Racial Constraints: Human only

The Exilion get their name from a self imposed “exile”. The inhabitants of the furthest northern reaches of Dundaria fled before the winter reached them, before the plague of death and undeath reached them. Further north they went, and resettled a harsh landscape. They claimed they would not rejoin the High-King’s rule until he crushed the Lich Lords and restored the fallen kingdom. They claimed that the High King at the time, Jeromir Vaignol betrayed the north and failed to act as a king should. To this day, their culture is separatist, homogeneous, and slightly militant – having to live in the midst of constant warfare and threat (all must spend a year on a Tour of Duty fighting the Lich Lords army in some way). While they are intolerable of any animations or undead, their remote position has forced them to ally with other species sharing their borders, and they are one of the most tolerant peoples of other species and cultures. They are highly intelligent and adaptable.
They consider themselves a sort of “royalty” of the north, not strictly by blood but by ability and tradition. They are often found in positions of power and governance because of the advantages their culture has evolved – they are trusted by many as good leaders. They are the primary source of psychics in the north, which are fostered instead of destroyed. Their population is known to be at least 80,000 – but never has a formal census been taken; They are highly cooperative, but also prefer their freedoms from such “overlordly” things as a census. Many of them roam far as well, in a bardic type tradition – carrying stories, news and communication across the north, as well as keeping alive the traditions of the various cultures in the north – they are welcome among the Boggad (norther mountain Goblins – who fight with them against the Lich Lords),
the giants, the Grollen, and are believed to be able to safely walk among Pine Tribes and other more violent insular cultures and creatures of the north.

Merkaine & Undead: The Exilion are noted for their prowess at fighting undead. The Winter Host is a fierce opponent, and they often seek out divine aid from Aerna, but mostly from the fire goddess Merkaine. An ancient established pact/greeting between the followers of Merkaine and the Exilion can get them protection, healing, and safety with just a word.
Exilion followers of Merkaine are not strictly required to “burn away” their identity as most followers are, but many still do.
Those with divine aptitude which gain Conviction with Merkaine are considered to have Binding Grace. They gain a +1 on any attempts to sense or detect undead and animations.

Blessings > A Exilion bloodline member who exclusively (no conviction with other faiths) follows Merkaine may spend 1 blessing to cause down the goddesses wrath upon animations or undead. Either it will strike a single target for 10 damage (following round, 1 AM; no resistance) and make them vulnerable (no adjustments) to normal weapons for the remainder of the round, OR the fiery aura (“Red Aura”) surrounds the follower for 3 rounds, and all undead within 5m take 4 damage per round and the follower is protected as with damage reduction (-1 RS) against their attacks – which also require a SAN check each successful attack on them or their undead attacker takes 4 damage in backlash. The damage is doubled if the Exilion follower has either Code of Conduct: Good, or Code of Conduct: Virtuous.

Description: They are a mix of Celthoi, Sayvalod, and Fremenz blood (slightly asiatic in cast) though have gotten paler and do not far well too exposed in the sun. They have deep voices in general. Their hair is a merge of red and black; dark auburn mostly to the rare light red. Their eyes are mostly dark blue, to light blue or the rare greys. Over the years, they have generally gotten smaller to conserve heat and because sustenence and foraging is difficult in such climes; Size 9 average (range 7 to 13), they they are tall and lean for their size.

Disadvantages: Though human and of the dominant species, they do not start with the additional 1 AP (this is presumed used during Tour of Duty). In social situations, all others are distrusted. They have a hatred of the undead – they will not bargain, barter, or even communicate with them – they are to be destroyed. In regards to undead, they are considered to have an severe (-8) compulsion of
Quick Temper.

The Tour of Duty: All are forced to fight against their common enemy. All come away with wounds and scars from the particularly viscious and aggressive war they wage against the Lich Lords. SAN check or lose 1 SAN for starting characters. VGR check or lose -2 Health permanently for starting characters. Starting characters failing the VGR check may take Toughness.

Exilion in the “Souzthlands”

Everything south of Dundaria and The Hinterlands is “the souzth” to them. Many times they are sent on missions into the sozuthlands to gather information and return with it. A few Exilion leave their culture after their Tour of Duty is over. They are typically adventure seekers, or outsiders in their own community (they are many times driven out – if you cannot fit-in to the community way of the Exilion, there is no place for you!).
Exilion do not talk about their homeland with Souzthlanders, but do not deny it.


i20™ Experience Details

iCore iCore™ Experience Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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