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Letters of Marque and Credit (Steel Realms)

Posted on April 17, 2026 in Steel-Realms

Steel Realms
Letters of Marque and Credit is a set of credentials that authorize a person to act in a formal role of a Peer or Defender of the Realm. They have given great service and proven they may take and hold prisoners, request justice be done, and act as a deputy sheriff if needed.

Simple Measure: Included in their actions is a draw that pays for normal clothing, tools (including minor bracers and medium light shields, leather armor & spears + daggers + hand axes), sustenance, and shelter for the individual and a single mundane animal and/or mount. Fresh or preserved rations for travel is included. They are also entitled to a safe place to rest and heal from wounds if accommodations exist where they are at (+1 healing rate).
> Replacing better gear: Character only pays the difference.

Individualized letters contain an introduction from the family or institution of issue, the institution backing the monetary draw, the holder’s position and/or rank, accolades, contact points, and a seal/crest recognizable to all.

  • Presenting: +1 Prestige (affects attempts to Influence & Intimidate)
  • If lost, replacement cost is 50sc per individual.
  • The credentials may be upgraded to Significant for 250sc per individual.
    > This replaces any mundane shields, light armor, simple weapons
  • The credentials may be upgraded to Extraordinary for 500sc per individual.
    > This replaces Simple items + medium armor, martial weapons; +2 Prestige

Collection: Presenting a collections of letters of 3+ can extend benefits to a single member of the group that does not have them.

CREDIT: A character holding the letters may request a line of credit at a legal and recognized financial institution.

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

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Hiskiet’s Many-Jacket

Posted on April 16, 2026 in Steel-Realms

Steel Realms

Pervasive Overview: Hiskiet was a bardic player of the Muncaster Family of Rhyl, his family going back to the time of the Kingdoms of old Rhylan. He and his family before him, were part of a long line stepped in the Heraldic Boreal Tradition. Hiskiet’s Many-Jacket first appeared around CY 6000 – though its shapeshifting description means it could have been before or later. It was said to take the form of many jackets and have a utility befitting a member of the ranks of heralds. There were varied descriptions made of the flashy outer wear worn by different folk that found and inherited it, though all included the fact that there seemed to be many pockets and folds. Hiskiet was the last of his family to wear the jacket in a public role. So many victims had it had, that in fact the last band that found it, never used it, just returned it for a small reward. Since then, it has remained in storage and forgotten about.


Chronicle/Facts of the Item

Item Powers (common and Attuned) can be found under Common Knowledge tab.

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rumors About the Item
  1. It is rumored to be cursed, its flashy allure would draw the next victim to it.
  2. Aspersions were made that it alerted those that the wearer attacked.
  3. Some say it forced the wearer to engage in social situations.
  4. Rumors say that it made the wearer pursue romance that was forbidden.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Hiskiet led a troupe of adventurers that were also dramatic actors. He was killed in an attack exploring Bronzed-Edge Tableland in CY 9022. Only his body was found, dead, but looking good, in the jacket.

Item Purpose:

Lesser Attunement (1 Essence total )

It replicates styles and signatures of local crafters in the north – Its default ‘fashion configuration’ is general quality +1 Prestige Signifier; In Rhyl, its styles get +2. Now its a curse -2 within Rhyl by those that actually recognize it.

i20™ Item Details

As an Action with Concentration by the Attuned wielder (wearer), the jacket can change its appearance in 1 round to become any high end fashion. It lasts for a Long Rest or until changed again.

+1 Resilience (100sc to repair), AC +1 (can only fit over padded or leather armor); Its prestige value is added to any Influence Activities

Cloaking: A number of times per Long Rest = Proficiency Bonus, the wearer can use their Disengage action to also attempt a Stealth+Camouflage check to hide (either in shadows, natural cover, or get lost in a crowd). Failure means neither succeed and they provoke an Free Opportunity Attack for any target the wielder was trying to be hidden from.

  • Sleight of Hand to ‘Secret’ any single object (potion, dagger or smaller) – completely ‘unfindable’ despite searches
  • Reaction to use or wield a Secreted object with surprise initially.
  • Has specific unfindable pockets that can be attempted to be ‘filled’ with a Sleight of Hand check or Bardic Inspiration (automatic success) 1/Long Rest (these are in statis and vanish after a Long Rest:
    • purse of up to 100sc
    • Lit lamp
    • Lit torch
    • Lit (min. 5sc) incense
    • 1 (min. 15sc) bouquet of nice fresh flowers
    • 1 (min 25sc) rare feather that captures words said on a piece of paper for 1 minute
    • 1 (min. 35sc) perfume bottle
    • 1 fashionable (50sc) neck kerchief with 3 pts Temp HP (dissipates after 1 hour when extracted; must be tied around neck – if wounded, it heals 3 instead)

iCore iCore™ Item Details


Estimated Value: 10,000 (Silver Crowns)

Item Source: i20™ 2025

Destroying the Item: As an item with inherent mystic nature, it is deeply bound to The Pattern – mere mundane efforts cannot destroy it. It must be exiled as a Mystic Offering or a Lovigdril rite, Gleaned for anima, melted, disintegrated, or shattered – not merely made Useless.

Uncommon Knowledge / Average Difficulty

Though no formal curse was found upon it, it seems those that wear it meet a grisly fate at a young age.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


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

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Dwarven Stone Hoppers of Sun Stone Top

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The Stone Hoppers are dwarven scouts and rangers of the The Grand Duchy of Rhyl are all followers of The Suddahk ranger tradition, and all from the Sun Stone Top settlement. They also train with the The Hornguard of Rhyl, specializing in the craggy mountainous terrain of the Tolkisson Mountain Range. They typically serve about 5 to 10 years along side the remote patrols of the guard, gaining their skills and trade. Beyond that, they can enter service formally as a World Watchers or return to the community to pursue other paths (mostly remote scouts). They get their name from their ability to move like a mountain goat (typically with the aid of specialized gear and sometimes Barents Burning Harvest).

  • Sun Stone Top will have about a dozen of the followers of The Suddahk scouting remotely outside the community at any given time.
  • These scouts, if they have an animal, will always have a mountain goat.
  • The Stone Hoppers typically wield 2 special light-weight climbing picks for travel and melee, and a short bow ranged attacks.

Stone Hopper Boots

These are specialty hobnail like boots used by the Dwarven Stone Hoppers for aid in climbing. If the surface is not sheer, they Grant added movement and help with traction in adverse conditions.

Stone Hopper Picks


i20™ Item Details

Requirements: Race = Dwarf, Class = Ranger

Pick Wielder: D4 light weapons; Used in both hands and get full attack and damage bonuses as per 2 Weapon Fighting Style. Like all picks, they are Armor Piercing. They can be thrown when on natural stone/earth, but only have a range of 10/30′.

Pick Climber: When climbing, they add +5′ to the movement of the wielder or grant them a climbing movement rate equal to their normal movement rate when used with the Stone Hopper Boots, and grant a +2 bonus as well as Advantage to any climbing activity check for the wielder.

The ancient bond to Ratuk manifests as a Mountain goat animal companion through a journey into the mountains and a Ritual that calls it similar to the Find Familiar spell. This is true especially if the character is a Beast Master. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate and they should not be considered to be domesticated but will obey the commands of their bonded ranger to the best of their limited understanding.

iCore iCore™ Item Details

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


Chronicle/Facts of the Order

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

The Suddahk tradition founded by Odannerdun, in CY 6488. This is close to the initial founding of the Grand Duchy of Rhyl, and deemed to be not a coincidence – it is seen as a required preceding event for the Stone Hoppers.

The Stone Hoppers are founded in CY 8302.

Follower Perspective: The followers of the tradition feel that the positive connection to the nearby faerie races to Sun Stone Top was significant in the spirits of The Rimbus to spreading the tradition to the north.


Rhyl General Events

CY 2330’s Fall of East / Rise of the Dark Lands (Orrishai Abandoned); Refugees flee – some cross the Tolkisson Mountain Range into the ‘Lands of Rhylan’ that would become the Kingdoms of old Rhylan and finally The Grand Duchy of Rhyl.

CY 5580 Fall of Dundaria in the North – Frostfang spreads, the Lich Lord power rises. Hordes of the undead, fortunately disorganized (at first), sweep south and west from the heart of old Dundaria.

CY 5980 The Kingdoms of old Rhylan united settled as a single Kingdom of Rhyl to fight the Lich Lords drive south. After centuries of warfare between territories and races, the common cause of the threat to the north secures a lasting peace.

CY 6514 The Grand Duchy of Rhyl is created by the High King. In exchange for the resources and organization that can be brought to bear against the now organized undead armies, the lands become part of the High King‘s domain.

CY 7007 The area of North Gate Garrison freed & The Red March created; Money, supplies, and manpower flow into the north to fight the Lich Lords.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


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

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Places and Destinations in Sun Stone Top

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The Places and Destinations in Sun Stone Top encompasses both the formally defined areas of the Dwarven enclave of Sun Stone Top and some geological features associated with it. All of the places are part of the greater Tolkisson Mountain Range on the border of The Grand Duchy of Rhyl.

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

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Stoneforge Weapons (Rhyl)

Posted on April 16, 2026 in Steel-Realms

Steel Realms

The giant-kin crafters of Stoneforge Valley are known for their skill in forging large weapons – mostly those of requiring strength to wield and 2 hands. These are known as Stone Forged Weapons.

Giant’s Bloodvein – Blood Bonded Giant Kin Weapons

Though they are renowned for their crafting of large weapons, the Goliath of the The Grand Duchy of Rhyl also make weapons only their kind may wield effectively – the Giant’s Bloodvein swords and axes. They are heavy, and when wielded by someone who possesses the blood of giants in their veins, the weapon’s balance shifts and flows to allow the wielder to effectively use one of these weapons in one hand that might normally require two. This requires a special bonding process that uses blood of giants and the blood of the wielder in the quenching process that leaves a pattern like veins of blood in the steel. Only a single one of these are normally made for any individual in their lifetime.


i20™ Forgeworks Details

“Stone forged” = +1 damage and +1 Resilience; Min Str 16 / Size Large for a lot.
> Pulverize type weapons is also a specialty…

Giant’s Bloodvein Weapons

Battle Axe and Long Sword; both normally do d8/d10 2 handed. They will do d10 one handed. These weapons also gain 1 extra resilience; When both resilience are used, the item is not broken, but becomes a normal item of its kind – any use of it does one less damage and if used to block it will shatter. Restoring resilience requires 1hp worth of blood from the wielder per use of Resilience.

Repairing: Cost is 15% of the weapon per Resilience; plus 1 Health in damage that can only heal back through normal bodily healing processes.

Starting PC’s: A PC desiring to start play with one must have a good story to account for it, and a DC 10 Charisma (Influence) check. It takes no starting money as the acclaim of their story/service and persuasive charm is the source in acquiring it.

iCore iCore™ Forgeworks Details

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

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