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Category: Steel-Realms

Tunblin Hamlet (ruins)

Posted on March 28, 2025 in Steel-Realms

Steel Realms
Tunblin Hamlet is part of the abandoned area of The Maithen Plateau. This settlement on the plateau when it was active, had a population in three small connected settlements of about 500.

The north fork of the High Mathien Road runs from Angan Rock, through Treste, and on to the Watch Vault of Kunlay and finally to Tunnlin Hamlet.

Encounters: It has the encounters common to all Places on the Maithean Plateau.

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

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Treste Village (ruins)

Posted on March 28, 2025 in Steel-Realms

Steel Realms
Treste Village is part of the abandoned area of The Maithen Plateau. This settlement on the plateau when it was active, had a population in three small connected settlements of about 400.

The north fork of the High Mathien Road runs from Angan Rock, through Treste, and on to the Watch Vault of Kunlay, Blaekpit Mine and finally to Tunnlin Hamlet.

Encounters: It has the encounters common to all Places on the Maithean Plateau.

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

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World Watcher Edifice

Posted on March 24, 2025 in Steel-Realms

Steel Realms

A common part of many locales is a World Watcher Edifice; These are empowered to serve the World Watchers – and those of the High King especially. It is a tablet of stone that is mined in the Tolkisson Mountains (The Steel Realms’ Spine), engraved in the Hall of Heroes, at the direction of the Sisterhood of Dohar Jaideen in order to provide an potent tool that is evidence for and supports the power of the High King of the Steel Realms. A World Watcher Edifice is almost always present as part of every Standard Reliquary of the Steel Realms. It is common practice for Sworn World Oath to be made on a World Watcher Edifice.

The powers of the edifices cannot be used except by those bound by the sworn oath of the Way of the Watchers.

World Watcher Edifice Placement

By Policy

Physical Locations


Edifice Powers

Proximity: World Watchers can sense the presence of the edifices within 100m.

Illumination: A World Watcher may cause the edifice to shed light in 30′ radius for a minute when they are within 30′, requiring no concentration.

Accounting: Every oath/sworn word invoked upon a particular edifice can be reviewed and heard by a World Watcher. They may cause the words, in the owners’ voice, to be heard aloud for all. World Watchers “check in” at these, touching them and uttering their name as they enter and leave the locales they are bound to. Other World Watchers can recall these as well, including the number of sunrises in the past they occurred.

Watchers Bulwark: The World Watchers can draw upon their power to enhance their powers.

i20™ Item Details

Watchers Bulwark can be triggered 1/Long Rest Cycle using: Primordial Awareness or Bardic Inspiration. It triggers all of its functions at once.

iCore iCore™ Item Details

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

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Way of the Watchers

Posted on March 24, 2025 in Steel-Realms

Steel Realms

The Way of the Watchers is the simple charter of every World Watcher that enabled them to tap into the power of the World Watcher Edifices.

The World Watcher Edifice are a stone tablet, engraved with the “binding words of High King’s ever-vigilant watchers”.

I stand vigilant, a light in the dark, guiding the way forward. My path is the High King’s path; My senses stand open, so that I may gather the knowledge and perspective that will safeguard the Lands of Light. In these I sow the seeds of a more just and verdant future, and victory under the banner of the High King and Arlaign’s Charter.

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

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Orrish Breach Points

Posted on March 24, 2025 in Steel-Realms

Steel Realms

How do Orrish forces get to the Lands of Light? The approach by the Orrish to gaining Orrish Breach Points into the lands of the light follows some standard axioms of Orrish Fighting Forces and Tactics. These breaches are usually made using the Rite of Disgorgement.

Off-spawn usually led by a goblin and/or darkling priest of the unholy trio – these have some resistance to the Sun-Bane. They scout out an area my difficult overland means or mystical means. When above ground, advance parties use Night Lanterns to mark safe ways for larger groups. When the Orrish move into an area, they use Rock Worms and/or goblin (or even kolbolds sometimes) sapper to create a forward lair of operations.

The Orrish do not move fast once they have breached. Or it should be said that once they have breached, it seems that they spend time and effort to shore up the various passages that brought them into the lands of light – usually through the Rite of Disgorgement. They seem prone to collapse without this and so after initial breaches it often takes weeks before the rock worms are able to regularly traverse the areas.

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

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