Posted on April 6, 2021 in Character-Experience Steel-Realms
Approximately 1.65m – 2m tall, human
@RP Impact:
Unwelcome:
Accepted:
Welcomed:
There are the secret ways of the ancient Bronzemen, though now only fragments remain. These simple (1st level) teachings of The Bronzemen are used to enhance the performance fighting of the renowned dramatic acting troupe of The Freewheelers (an opera/circus combination).
Posted on January 13, 2021 in Character-Experience Steel-Realms
The Freewardens of the Halfing Free States were formed out of a need to produce unmatched scouts and watchers to defend the free lands of the halflings. It is a ‘recognized evil’ that such is required for the happy, casual, and fun perspective of their communities to flourish. Much responsibility is heaped upon them – they are constantly on the move, searching out incursions from outside forces, and unnatural things which will divide them internally. They love the freedoms of the outdoors, though will balk at nothing in service to their mission. Each endures a naked trial of endurance where weather, predators, terrain, and other conditions that hardens them, and teaches them never to stay in one place and get overwhelmed. They report to no one in particular (though work close with local druids) and have no strict [order] hierarchy. New wardens are apprenticed to the older ones, and generally each warden serves 20 years and retires in any halfling community they want, protected by the community they settle in (‘once a warden, always a warden’ in times of threat). All of them seek out a druid to tattoo the backs of their hands, one says “free”, the other “warden”. There is no correct or incorrect way of placing it on either hand – it is the whim of the warden.
Word of Laughing: Every Freewarden chooses a nonsense “word” (or just a string of sounds and/or syllables) that make them chuckle every time they hear it and identify themselves. It is their signature in all that they do. It is inscribed on their gear as best as they know how (even if illiterate, they learn the signs for it). It is often the name they go by when going from one halfling steading to another. It is said that two wardens greeting each other can make each other fall to the ground laughing. “If only our enemies knew how funny it is, we could use words alone to defeat them!”
Repressed Nature/Customs: In the outdoors, they wear camouflage colors, but you can see a bright yellow, red or blue splash seeping through in a few places – usually a color found on birds. They suppress their natural tendencies of the more easygoing nature of Flight of Fancy in service to their greater responsibility. In cities, they are truly humorously horrible. Their repressed Flight of Fancy goes off the rails. Garish colors, sparkling cheap jewelry, buckles and buttons, endless bad jokes, etc.
Soilbound: The Halflings, especially the Freewardens, still have a latent bond to the land, albeit weaker than their Skraeling kin. Those dedicated to protecting and maintaining constant vigilance against evil may pledge themselves to the powers of the earth. This is why many halflings, and especially the wardens go without footwear. Their feet are calloused, strong, and bear temperature extremes without damage. As long as their feet can touch the soil each healing rest, they gain a bonus. And through their Essence sacrifice, they are gifted with additional powers depending on where their bond was formed. All Soilbound wardens have a natural mixed scent of grain, verdant leaf and soil from their land.
Other Races: Other races besides halflings can become Freewardens, though it is rare. Many are raised or adopted by the halfling communities where all are welcome. However, every warden must apprentice at least one true halfling warden during their tenure. Only halflings can use Soilbound powers.
Moonlit Bonds: Freewardens can use Moonlit Weapons without repercussions though cannot make them. They are often gifted them, though they never ask. When they initially bond to the weapon, they may sacrifice an amount of Essence equal to their Proficiency Bonus to give the item an equal amount of additional Resilience. This resilience ‘heals’ if the item rests with the character over time.
Proficiencies: Stealth [skill], Perception [skill], Fletching [toolkit]
In Tune with the Land: Knows the Druidcraft cantrip (Wisdom used for spell casting). The wardens are expert in small insights into weather, and drawing out natural processes to aid in growing, concealment, and to mask their tracks.
Scoot and Shoot: Using either a sling, bow, or thrown (javelin or atlatl usually) they can make an DC 10 Acrobatics or Athletics check after they make a ranged attack and use their Reaction to gain half their normal movement which MUST be used to maneuver to shoot an enemy as a follow up. This cannot be used if the warden was knocked prone in the same round. None of this movement will provoke an attack of opportunity. If the Freewarden is using either a Moonlit Weapon or small self bow (d4; they must have made this themselves from trees grown in their home soil; it can be pulled with their teeth – i.e. one armed) when they do this, they can get another ranged attack at the end of the movement.
There are a few Freewardens of Loamwold in direct service to Yormungdae, The Spider Woman of Loamwold. She sees dangers to Loamwold in her web weavings and sends the Freewardens to counter them. Immune to Web effects.
Forms: Options: Juniper Cones for sling (d3), “toothpick thrower” – a compact atlatl the Freewardens make from the Juniper tree (min Dex 12; 40′; d6 – tiny fulcrum, heavy dart)
Berry Bud Behaviors: (The projectile twists and unwinds its bark lash as it speeds to its target.)
The resilience created through Moonlit Bonds heals at the rate of 1/Long Rest.
Posted on April 10, 2016 in Character-Experience Steel-Realms
Cultural Experience of the Darkland Ranger
The Half Elf character gives up the choice of any other Background, and are a Ranger of the Steel Realms by class.
The Darkland Ranger is a specialist at survival in the Darklands of the Steel Realms. They are not an official World Watcher order, but do serve some of the functions, just specializing in the dark lands or any Orrish presence really. The are trained from an early age to endure the terrible conditions of the sunless world of the lands under the rule of the gods of darkness in the east. The half-elven biology, their inherent anger and passions that get the best of them are forged into a weapon. They have seen the worst of Orrish behavior close up, and they know that there are always those who would trade with darkness for profit. They are a dour, pessimistic lot usually. Young druids often train with Darkland Rangers – teaching them their craft at the fringes of the civilized lands and following in their footsteps into the Darklands. Half Elves in particular though seem immune to the horrible depression, unchecked aggression, and evil that seems to affect those who spend long periods of time under the Curtain of Night and the fringes of Orrish society. As such, they are the perfect scouts to monitor the events of the Darklands and serve as watchers to warn the west of large attacks and happenings that are important. They also serve as a reason for those of other races to continue to safeguard the lands where their kind make their home – outcast and outsiders to others. They are more prevalent in the south, closer to their people and a place of refuge and safety. They often interact closely with the High King’s Rangers to monitor and track personages or places of interest to them.
Druids Favor: The Druids of the mountains, hills, desert and forests that border the Dark Lands are familiar with the Darkland Rangers and support them in every way possible. A Darkland Ranger may seek out these borderland Druids for companionship and mentorship, and their favor may expose them to additional benefits. If they gain this favor, the Druids will scar them with Druidsign so all Druids will recognize their importance and favor, and aid them accordingly. This sign will bleed itself painfully for a day and be unrecognizable should a Darkland Ranger ever lose their status.
Skill Proficiency: Survival and Investigation
Tool Proficiency: Disguise kit (disguise themselves to look and smell like Orrish from a distance)
Equipment: Disguise kit, Leather Armor, Medium Shield (light – wicker and hide). Darkland Rangers start with no money.
The character has, from an early age, exposed themselves to the horrors of the wounds the Orrish can inflict using Wormblat. Part of their training is seeking out and stealing it, re-creating it, and healing it. They repeatedly cut themselves and scratch themselves all over, suffering infection and pain in order to gain an immunity to it. It leaves their body covered in small scars – unmistakably identifying them and their mission. Those with the Druid’s Favor may also seek to inure themselves against the lethal effects of Heartseeker Flint.
The Darkland Ranger has been exposed to the worst of behavior, cannibalism (perhaps even had to participate), rivers of blood and foul evil beyond comprehension to most. They manage to block it out somehow, through their curse of the half breed heritage. The Darkland Ranger is inured to the treachery, bias, and machinations of the politics and cultures of the lands of light. They are also protected by the Druids of the realms with rituals and rites and their Essence loss as a Ranger is counteracted by a gain in 1 Essence to resist evil influences of spirits in the fallen lands of the east.
They are selected at an early age for the same traits that their training and service ingrain in them.
– I always have a plan for what to do when things go wrong.
The Darkland Ranger never walks into a room without figuring out exists, never sleeps except with their bed against the door in an Inn and a way out a window or even through a wall. The way out of dungeons is never compromised unless the reward is tremendous.
Duty – I’m loyal to my friends and return the help I am afforded.
Everything done is for the love and protection of family, friends, hearth and home. To suspect a friend is worse than to be betrayed by one. A Darkland Ranger never leaves an area without repaying a debt.
– My honor is my life.
Honoring the role of the ranger, and its message of first line defense is critical. Those who cannot see it are no friends of mine. Those who understand will be mutually protective in my path outside of Darkland Ranger and my life beyond it. I must strive to honor that memory and values that hold evil at bay.
– I have no respect for those who cannot survive on their own as I did in the Darklands if they had to.
While defense of the homelands and innocents there is important, one cannot depend on a friend who is not, if needed, also self sufficient. That is an unequal bond.
Druids Favor: DC 10 Charisma check; if successful, the character may leverage feature elements that use this. It is made once at the time of Character Inception, or it can be acquired through gaming experience.
Hardened Against the Dark Lands: -1hp permanently. If the character has Druid’s Favor, they may sacrifice an extra 1hp permanently and 1 Essence to gain the ability to hold the burrowing of the Heartseeker Flint weapons at bay through their teachings.
Seen the Unspeakable: Uniquely, they gain their Proficiency Bonus on Sanity checks.