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Category: Character-Experience

Bloodbreaker (Nakrian experience)

Posted on November 9, 2022 in Character-Experience Steel-Realms

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.

Incarna d20™ Nakrian Characters Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

[Barbarian] Blood-Berserkers of Damon-amon-ta

Divine Principle: Damon-amon-ta; Sacrifice 2 Essence

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:

  • DC 10 = +1 to charisma checks
  • DC 12 = +2 Intimidation

    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.

  • Augmented: DC 13 Intelligence (Religion); [2 uses when unarmored – full body] Calls down the skill of Damon-amon-ta: No penalty to initiative for the Khopesh for next encounter
  • Augmented: DC 16 Intelligence (Religion); [4 uses when unarmored – full body] Calls down the onus of Damon-amon-ta: skill effect & +1 attack with the Khopesh for next encounter

iCore Nakrian Characters Details/Mechanics

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

Cultural Experience of Gaernia

Posted on November 8, 2022 in Character-Experience Steel-Realms

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
Delayed Decrepitude
Seamanship 1
Poverty (half)

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

Cultural Experience of The Saelish

Posted on August 30, 2022 in Character-Experience

Steel Realms
Cost: 1 Essence

In addition to the common cultural exposure to the Steel Realms (LINK char), The Saelish has its own Basic Cultural Experience, known as “Saelisnean” (say-liz-nee-an). Characters from The Saelish 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.


Perspective: How they see Themselves

COMMON NAMES: Masculaine > Mikael, Micholaev, Krespar, Keeth, Ivan; Feminine> Irina, Erinov, Paulina, Tamyo

Saelisnean vs. Bronzefolk: The folk of The Saelish are aware of their ancestry, 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 Celestine of Helca, the great animal spirits (the Wyld Horde), and the land itself was stronger and more powerful once, but are resolved to find their own way outside the accomplishments of the past.

Community: The biggest factor in life is community – and it takes work. It creates safety, stability, and consistency – allowing everyone to thrive (and they do). Success is dependent on the overall health and opportunities of the community at large, not one specific locale or family. They see themselves as a higher animal, but animals are seen as part of the family – and have many rights. Even domesticated livestock are treated with kindness and respect, and their deaths are as painless and anxiety-free as possible. They are not naïve though, and understand how life works outside their communities (even teaching everyone the trade-tongue of Mercat), adapting as appropriate and not trying to foist their own ideas on others – merely to promote their success as something to emulate. Their overriding ideal is “Be Kind”. This applies to all by default. Movement is encouraged among the larger area, ensuring a stronger genetic diversity as all individuals of the culture are all seen as “family” and free to travel and seek their fortune outside of the place where they are born. Those falling outside the community minded, who exploit the support of the community are not cast out, but simply not allowed positions of power, not given anything extra, and generally will not find a partner.

  • Family/Community Abiding Appreciation: The characters must tithe/donate 10% of their income back to the community they so love.

Fashion: Like all places, this place has slight regional environmental variations of the “fashion houses” of The Merchant Cities as well as Gladnor, and cheaper local fashions, though much of the working class make and maintain their own clothes with purely practical considerations in mind. Saelisnean fashion colors are red, orange, yellow, bronze, tan, and bright green.

Perspective: How Outsiders see Them

Insular, oddly happy, stoic, strange, beast-lovers, touchy-feely; Traditions are strong in The Saelish. They keep their composure under stressful circumstances. They venerate freaks – the animal headed “gods-children”, an affront to nature!

Perspective: How they see Outsiders

Saelisnean folk have a slight distrust of outsiders. They don’t see them as malicious, but more as wayward children. The competitive nature of outsiders is bothersome – why can they not just live more in harmony with the world around? Of course it is slightly more work, but it pays off in the long run. Locals don’t make sharp distinctions over other races – they are all outsiders equally. They are welcome to their own (usually seen as extreme) ways, as long as they don’t interfere with The Saelish. The folk of The Saelish are always on guard to safeguard their culture and lands – the spear is the “trusted friend” of every Saelisnaen member.

Attribute Emphasis: Wisdom over brute-strength.

Aesthetic and Arts: All practices are encouraged to develop an artistic flare. From masonry, smithing, cooking, and weaving – all crafts emphasize function and form both. Personal creativity is strongly encouraged, each finding personal expression in whatever it is they do and making every outcome slightly unique.

Racial Composition: Human (dominant; [latent] Merovin 2% of humans), half-elf (6%), dwarven (3%), dozens of Duatine/Celestine [Aasimar/not ‘Fallen’]

  • Merovin Forms (if chosen): Golden Eagle, Lion (no mane), Dog (mastiff)

Communication: The folk of The Saelish are known as excellent communicators and speak with a [Czechoslovakian] accent; approximately 65% are literate to some degree. They speak Gladnorian (Expert) and Mercat (Fluent) by default. There is a tradition of some (15%) families of teaching their children Celestine (spoken only; Basic level).

Emphasis on Knowledge: Like the Ducateon, Saelisnean culture strongly values the recording of knowledge. There is a cultural library in the city of Averul named Brayfhayl. Apprenticeship is open to all who wish to try their hand, some service to the community is expected in return. Education: Children are encouraged to be curious, and to be very physical at a young age. The concept of mind and body are as one – a healthy one facilitates the health of the other. Regardless, the community emphasis of the culture creates a safer, more stable place. Knowledge for its own sake is seen as merely expanding the opportunities of exploration and production of new outcomes in all fields.

  • Lore(s): The Saelish (+2), The Celestine of Helca (+2), Animal Husbandry (+2)

Gender Roles: There is no emphasis placed on gender for specific roles and functions other than pregnancy itself and specific limits of individuals in size, strength, speed, personality, and intelligence. There are as many, if not more, males assuming the role of primary care giver in the early development of clan members. They are seen as stronger and better physical protectors of the young, but the female-minded are seen as better shepherds after the first several years. “Adoption” is commonplace, in that because all are seen as family in the larger culture, there is no emphasis on bloodline. Homosexuality is accepted and orphans are most often placed with such families and all are part of the community.

Celestine Veneration: The core cultural experience requires the character choose a Divine Principal from among the Ascended Celestials as their faith. The ways of the Celestine are seen as better for the world. Although casual worship is part of the Bronzefolk and Saelisnean culture, the direct emphasis is more on the ideals they represent than the individual themselves. They are seen as guides of spiritual development, less as sources of power (though they are known to manifest directly at great ceremonies). Many commune with these ideals and entities (if they have Conviction) using Meditation and find a form of enlightenment; the root of the composure they are famous for.

  • Cultural Faith: Celestine (choose one); The first measure of Conviction cost is reduced to 1.
  • Celestine Blood/The Duatine: Most celestine blood evinces as an iconic ideal of the “angelic”, a reflection of global expectations. The history of Saelesnian culture has many mentions of what they call the Duatine as well. There were once many more born with the marks. The Duatine have animal features above their torso. Most do not have the full head of an animal but features that reflect those of a specific beast, but some manifest the animal heads of the Celestine. All the Duatine are held in high regard, if there is any notion of “royalty” in The Saelish, the Duatine are its possessors. When the Duatine bloodline manifests, over 80% of them are female.

Adherence to Law: The spirit of the law is more important, but there is a legal code. The laws of the High King are recognized and followed as well. Nothing is more chafing to the culture than loss of personal freedom. Fines are near non-existent, penalty is almost always prison time and loss of access to community resources and a ban from social events. Poverty is nothing to this. Transgressions are cumulative and tracked. Eventually, obvious malcontents will be outcast. The worst are considered a threat to the world at large, and imprisonment for life is an option – though are given a choice of a painless death from poison over suffering this pronouncement.

  • Outcast: Branded over their heart with the Dunlupian symbol for extreme outsider/enemy in a public ceremony that also strips them of their name. Cast forth with minimal goods and money, escorted to the nearest town outside The Saelish, where they are let go at high noon and publicly proclaimed under some new random name…

Incarna d20™ Cultural Experience of The Saelish Details

This content is part of the i20™ Variant for the d20 System™.
  • Weapon Proficiency: All are proficient with the Spear.
  • Attribute Emphasis: +1 WISDOM / -1 STRENGTH (applied after all other starting values, Feats and Racial adjustments); Additionally, all Wisdom saves/checks are made as if the character had a Wisdom score 1 higher.
  • Racial Composition: Human characters may choose to have a latent Merovin spark; Doing so requires the use of the Feat the human variant gets at 1st level, but they can use Latent Spark Shifting.
  • Emphasis on Knowledge: IF the character takes the Animal Handling skill, they automatically gain Expertise in it.
  • Celestine Veneration: For those who take Conviction (cultural faith) with the Celestines, for 1 [sacrificed] Essence, the character can take Meditation and begin their journey on the ritual of the Awakened Path. /li>
  • Class Limits: (Starting characters can only choose from among these.)
    • Fighter, Rogue
    • Cleric (Celestine or Green Church [not Wyld Faith] – Domains: light, life, nature, order, knowledge)
    • Paladin (Celestine); Oaths: ancients, devotion, watcher
    • Ranger (Watchers; for 2 Essence they can have trained with the halflings of Loamwold to gain the benefits of Shoot and Scoot (bow only)
    • Warlock (Celestial as a patron)

iCore Cultural Experience of The Saelish Details

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


Culture, Education & Traditions of Nakria

Posted on July 28, 2022 in Character-Experience

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


Grollen Dark Spirit Totemic Warrior

Posted on July 26, 2022 in Character-Experience

Steel Realms

Under the surface of their choice to walk out of the darkness lurks a defiant, savage spirit so fierce it defied the gods of darkness. In becoming Grollen, they burned away that darkness but its embers still burn deep inside of them. This often happens when a tribal member goes feral, insane, or is cut off from the tribe and must survive alone far from help.

Incarna d20™ Dark Spirit Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

The template for the dark spirit is the Totemic Warrior template that taps into the DnD Gnoll past.

Source: Player’s Handbook – Everything is the same unless noted.

Totem Spirit (Gnoll): This requires NO physical totem for the Grollen. It is part of their soul. Rampage: While raging, when the gnoll reduces a creature to 0 Hit Points with a melee Attack on its turn, the gnoll can take a bonus Action to move up to half its speed and make a bite Attack.

Aspect of the Beast (Gnoll): While raging, 1/round on a [major/full] successful bite attack, the character will gain a number of HP equal to their bite damage (though no more than a 1st level False Life spell/6 HP maximum). These temporary HP fade when the rage ends.

Totemic Attunement (Gnoll): Their features take on a darker hue, and their aspect becomes more infernal. They gain Advantage on any attempt to use the Intimidate skill or to track a creature that can be using scent. 1/Short Rest they can, as a Bonus Action, bark a howl of fear at a single target within 5m, requiring the target to make a DC 20 Sanity save or be affected by the Frightened condition for 3 rounds – this is not just in relation to the character.

iCore Dark Spirit Details/Mechanics

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