Posted on July 29, 2025 in Character-Experience Steel-Realms
The Cultural Experience of Rhyl (“Rhylian” culture) has, in addition to their own tough and resilient traditions & norms, a flavoring of the Freelander Way. Refugees from the fall of Dundaria to the Lich Lords thousands of years ago changed the traditions and culture – it shares more with Kaald than it does with the rest of the Heartlands of the Noble East. Many adventurers from this area that stay in the north take the Undead Hunter Background of the Steel Realms.
This presents a good opportunity for adding Character Story elements to the Character.
Rhyl is a land of passion and intensity. The Freelander Way and the High King’s law both have influence here, creating a fierce cultural and political tension. They make a culture used to war and conflict, that seizes every opportunity at stability and peace. Surrounded by threats – The valley of Sighs, the great armies of the Lich Lords, the Tolkisson Mountain Range with the Nurth under it and the politically hostile cold Hinterlands north of it, the Wyldes and freelands to the west of it, and the mysterious dense ancient forests taking up a great portion of it and hiding dangers. Here is the combined legacy of the Rhylan kingdoms, Dundarian refugees, pine tribes, giants, Klaurians, elves and men and long abandoned Ducateon enclaves that the dwarves have laid claim to.
Egalitarianism in Rhyl: The blending of so many influences has created a decent level of egalitarianism in Rhyl, maintaining the ancient Lodge Tradition in Rhyl.
Unless a specific location offers alternatives, Steel Realms Characters coming of age in/from this locale will shape their perspective to the primary experience of Cultural Experience of Rhyl.
General Background Restrictions: None (possible limitation by Social Standing/Status)
Attribute Emphasis: Fortitude over aggression.
Racial Composition: Humans (Gladnorean/common; Ilbarsi, Pinetribes), Elves (Plains/Wyld elves + one Half-Elf community; most smaller faerie races retreated to the heart of the forest), Ducateon (Tolkisson Mountain Range), Dwarves (mountains and hills in Ruhn-Aahn & Sun Stone Top); A few Giant Kin/Goliath families do exist in the northern reaches of the deep forest and the mountains opposite of it, as well as pockets of old blood descended from Giants like Stoneforge Valley. You will sometimes find Half-Ork, mostly raised under the watchful eyes of the Green Faiths.
Communication: The folk of Rhyl have a distinct ‘northern accent’ and are not known as great communicators. So much goods and people pass through the duchy to support The Red March that all Rhylians are multilingual, but they practice an economy of speaking. They prefer to say as little as possible to accomplish what they need for everyday life, but are more loquacious in their personal time with friends. Dance is popular and somewhat important in Rhyl and is often used as enhanced interpersonal communication in courting, dating, and just fun. They do have a formal Education in the Grand Duchy of Rhyl and many are literate to some degree.
Cultural Analogs: None – It is a blending of surrounding cultures and a constant influx of outsiders.
COMMON NAMES: Masculine > ; Feminine>
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Posted on October 8, 2024 in Character-Experience Steel-Realms
Although each Riverdan is slightly different, the Riverdans of the Grand Duchy of Dunstrand all share much of the same values, traditions and values that form to make a defined Cultural Experience of the Riverdans (known as “Reiverdanian“; rie-ver-dan-ian). This is the soft cultural aspects of the Culture, Education & Traditions of the Riverdans.
This presents a good opportunity for adding Character Story elements to the Character.
Unless a specific location offers alternatives, Steel Realms Characters coming of age in/from this locale will shape their perspective to the primary experience of Cultural Experience of The Riverdans.
Cost: 1 Essence for the Basic Cultural/Regional Experience
Attribute Emphasis: Aggression over fortitude.
Racial Composition: Human (dominant), half-elf (10%), dwarven (10%), Grollen 5%; Due to the connection between the ruling families and the Fallen East. You will never find half-Orrish (Half-Ork, etc.) of any kind in the Riverdans – they are not tolerated.
Communication: The folk of The Riverdans are not known as good communicators. Their tight cultural bonds leads them to make many assumptions and speak less than most folk of the realms, relying on cultural values and minute visual prompts and clues. That aside, they do have a formal Education in the Riverdans and 80% are literate to some degree.
COMMON NAMES: Masculine > Rhemaxos, Sodasa, Hagamasha, Madyes; Feminine> Artimpasa, Tirgatao, Tabiti, Zarinaea
Reiverdanian vs. Easterling: The folk of The Riverdans are aware of their ancestry from The Fallen East, but have made a very acute and specific distinction of their culture from their ancestors. One is anchored in the past, the other is looking to the future. They know their deep (but mostly forgotten) ties to the conquering of Dunstrand Vale; And resolved to find their own modern way forward that does not rely on the weight of their people’s past accomplishments. In this, they are similar to the Cultural Experience of The Saelish.
Independence and Honor:
Their legacy faith of Osten-Paullus (brought from The Fallen East and a slowly vanishing part of the Faith of the Riverdans) yet persists in many places here, though tempered with the powerful feminine free spirited Elemental Consorts and Gaia of the Wyld Faith.
Family Honor and Loyalty:
Purity of Bloodline:
Insular, quick to anger, prideful, passionate; Traditions are strong in The Riverdans. They rise to the occasion of combat and defense of the innocent and are brave to a lethal fault. Diehard traditionalists do not venerate the Lightbringers – they feel they failed them when the east fell to darkness, and are not generally orderly enough for the Green Church. Their strange ancient faith of Osten-Paullus (brought from The Fallen East) is seen as heretical by outsiders who are devout to the current major churches.
Race Relations: The Riverdans are VERY human-centric in the sense that there are no non-human leaders because bloodline purity descends from human only, though many other races are welcome (especially because the population levels are barely staying current). Although the elves live in forests, they are wild elves and not Ynthian; They are a bit xenophobic and chaotic, and viewed with distrust and not generally tolerated in positions of leadership as are most of their kind in the Steel Realms by other humanoids. Any of faerie ancestry are seen this way, and half-bloods are outsiders. There are no local halfling settlements, although isolated families may exist they are generally outside the main cultural experience. The Ancient Hatred prevents Orrish ancestry characters (goblin, ork, etc.) from participating in the cultural experience. The alien Ducateon have no enclaves in the Riverdans. Grollen and Dwarves are welcome and are seen as sharing of the same independent spirit of the region. There are a couple Dwarven settlements in the Riverdans. The Grollen have a few smaller settlements in the region – trying to escape their bloodlust and population decline through remoteness.
Ancient Hatred: Individuals of Orrish (goblin/ork) ancestry is going to have a hard time of it (negative reactions). The Riverdan bloodlines and culture come from The Fallen East – where the Orrish drove them from and is now claimed as The Dark Lands.
Only those with a Cultural Experience of the Riverdans can become members of the Asked and Answered Riverdan Militia.
Posted on June 21, 2024 in Character-Experience Steel-Realms
Dwindor Goblins are a sub set of Goblins of the Steel Realms. They comprise the vast majority of Orrish of Dwindor and are only found there. Their society is unique. They are generally cleaner, less violent, and more knowledgeable than their Dark Land cousins.
Cost: 1 Essence
The Dwindor Goblins use the cultural elements of the Orrish of Dwindor. They are both the dominate racial composition AND fill the highest hierarchical positions – unlike Dark Lands Orrish culture. The goblins have been organized and follow human multi-tiered hierarchies that spread out through tribes (chief, shaman, Ur-Chief visionary/war leader), towns (mayor), and steadings (hetman). Characters from Dwindor are NOT required to accept the specific Cultural Experience, though must accept all elements if they chose it. A group of characters can come together to form a shared Cultural Bond. All Orrish of Dwindor are taught the dark history of their Dark Land counterparts, in order to give pride in their progress and differentiate themselves.
COMMON NAMES: Masculine > Abye, Anaruz, Idder, Mehari, Sahlu; Feminine > Ichimi, Khensa, Nehyireg, Sura
Modern Pride: The Goblins of Dwindor are aware of their ancestry, but have made a very acute and specific distinction of their culture from their ancestors in service to the Unholy Trio. They looks to the future, where they may one day openly coexist peacefully with the Dwindorians. It is a vision that the visionaries of their people maintain and foster, and one that past Witches of Dwindor have worked towards as well.
Beyond the Tribe: Although tribe is everything in typical Orrish culture, the combined tribes and Dwindor culture is the focus. The three tribes exist to more easily designate regional rulership, but gatherings, projects, and large efforts always span tribes.
Insular, stand-off-ish, sneaky, distrustful, secretive; They are viewed with suspicion and the general preference is simply to not even acknowledge they exist (easy with the issues that come with the Sun Bane). Despite many lost while fishing, or along the foggy Black Shore being rescued by them, the inhabitants of Dunstrand prefer to not acknowledge it. There are a few who try and encourage trade with them, but through strictly filtered and guarded access. In recent decades, the war with Gwinn has revealed many a strange bedfellow as allies to Dunstrand, paving the way for better relations. All characters outside of the Dwindor Orrish settlements will suffer Cultural Stigma.
While their leaders encourage some interaction, it is through very select channels. Most are seen as absolutely not to be trusted, and all Goblins are suspicious. That said, they have been taught from a young age to be receptive to outside overtures and shaking of the violence and worst of their reactive natures. The Sun-Bane means they mostly do not interact with the “Sunlanders”. Some are trained as “emissaries” – knowledgeable of local human culture and history. There have been a few cases where either an Off-Spawn or pure Goblin emissary have been sent on missions or out into the world. By default, all outsiders are seen as a potential threat to their culture and way of life, and must overcome this.
Attribute Emphasis: Brute strength is the way of the past.
Communication: Dwindor Goblins speak both Gladnorean and Orrish (both with their own unique accent), Emissaries also speak rudimentary Mercat, and are literate in Orrish.
Emphasis on Obfuscation: The Goblins prefer indirect confrontation, stealth, and subterfuge. They are not openly violent, nor are they confrontational or back-stabbers like their Dark Land brethren.
Gender Roles: Other than emissaries, there is some strict hierarchical divisions between genders – typical of Orrish culture but without the domineering oversight. Females are definitely seen as the default care-takers of the young, but horrific forced breeding is not practiced. The Goblins learned from the druids of Pranin to produce offspring in conjunction with what their resources can support.
Goblin Mixed Blood: Technically, a goblin half breed would degenerate over generations as an Off-Spawn of the Steel Realms. Dwindor ‘Half-Goblins’ are half human, and they will not be allowed to breed with anything other than goblins if they wish to stay in the tribe.
Posted on November 9, 2022 in Character-Experience Steel-Realms
The characters of the savage tribes of Nakria have many options, including their own form of berserkers who worship the Celestial Damon-amon-ta, and the true tribes of the south that have strong Merovin blood in them. The Bloodbreakers worship the fury, chaos, and might of the Star-Child Damon-amon-ta.
Observances: Glory in battle! Glory in war! Success in war! Always escalate violence! Victory at any cost! (Only a powerful authority may counteract this last principle.)
These followers MUST all take the Soldier background, but instead of Gaming Kit, they have a Sacred War Paint kit they have proficiency in. Nakrian are all humans, the Blood Berserkers cannot be Merovin as their first level Feat must be Fighting Initiate (Must be ‘Dueling‘ for +2 damage). These follow the standard Barbarian path of the Berserker, but have the following benefits:
If he has an amount of time = Short Rest, he can automatically decorate a number of individuals = Proficiency Bonus to get +2 Intimidation for 2 days (before the paint begins to smudge). Each character takes 2 uses.
Posted on November 8, 2022 in Character-Experience Steel-Realms
GAERNA: Human only > Attribute: +1 VGR; Gaernian Upbringing
> Mannerisms: Loyalty to the state before all others, for it supports the framework of power through order. Personal power is pursued by any means possible. The limits of caste are strictly obeyed. The religion of Gaerna is simple and followed by all initially – “honor thy mother (Elancil) and thy father (Djerduth)”. All non-humans are veiwed with hostility.
Gaernian Upbringing: Basic Communication, Agile Communicator; Yvaldeysean speak 5, Literate 4.
Mercat (speak) 1
Iron Will 1
Melee 1
Survival
Delayed Decrepitude
Seamanship 1
Poverty (half)