Posted on April 16, 2026 in Steel-Realms
The entrance to SF is known as The Brothers’ Doors. It is at the base of the path that rises 400m up to plateau out in the low mountain valley.
A door shape is chiseled onto each side of the base of a 2m wide path that winds up through the rocks. Distantly, you can hear the echoing sound of metal on metal, much like a blacksmith.
The Chipped Anvil Forgeworks is a fortified keep that contains the forge. Characters arriving from the path must go through this to get to the rest of the valley. Beyond the gates is the rest of the unwalled sprawling town. Outsiders are always welcome, but it is a very insular subculture.
While the Chipped Anvil Forgeworks at Stoneforge Valley is not considered exceptional, they do make large weapons made for large characters. Their specialty is mauls, and massive hammers and tree splitters. Though they downplay the craftsmanship, they do contribute to the defense of North Gate Garrison and are a well known armory in the north. The name comes from the large smiths hitting their weapons they are crafting so hard it chips the anvil – though a dramatic vision, utterly false.
Posted on April 14, 2026 in Steel-Realms
The Muredin Stretch is home to the human dwellers of the low mountainlands. They are referred to as the Altairi and the low mountain hill regions with meadows and valleys they make their sole home in is The Muredin Stretch. They grow tea & a super-sweet barley for export, but are mostly subsistence based rural Settlements.
Rulership/Governance: Halfling Leadership has no centralized government or formal “fiefs” and does not use peerage titles. When they need to, they send a hetman or mayor to any gatherings that affect all in the community. Humans live among the Halflings, but positions of leadership are all of the small-folk. This makes diplomatic relations difficult at best, and thankfully their good nature offsets the confusion and disorganization.
> Administrative Center (“Capital”): While there is no capital, Willfordshire serves as a gathering place – especially when meeting with outsiders is necessary.
Population: Halflings > Note: There is no official census provided.
All villages and hamlets have a ‘Kothera’ – a circular space consecrated by their priests in which magic is said not to function; Their society adds ancestor worship to the normal Faiths of the Steel Realms. They have a deep distrust of magic, hatred of the stench & corruption of ghouls, and some are even said to be resistant to one or both.
Posted on April 14, 2026 in Steel-Realms
The Tree Vipers of the Naighvelaugh Weald are tree running savage elven warriors. They are camouflaged and move through trees and over rocks with ease. They quickly cover natural terrain, climb, jump, and tumble using every feature and drop silently from above – like a tree viper – to kill their enemies. When not fighting, they paint themselves with bright organic colors of blue and green. Often using make-up to make it seem as though they have enormous snake eyes and terrifying outsiders. Despite their affiliation with Epona in the Weald in general, these warriors obviously follow the Green Church, but through Ssissllenn.
The tree Vipers are given a healthy respect even by the Klaurians, though not known much beyond North Pines or The Autumn Wall. They are known in all directions as cunning and violent defenders of their homeland by those nearby.
Closed Ranks of Service: The Tree Vipers operate in service to the Naighvelaugh Weald. They do not retire outside the Weald; Their bond with the animals and trees of their Weald defines them and binds them tightly to it. They do not train their young adult life only to leave – they are committed to the community and do not reveal the secrets of their training or tactics to outsiders. The few who have managed to break their bonds of commitment are almost always hunted down, unless they merely retire quietly.
This is a Cultural Specific Background, part of the collection of Steel Realms Character Cultural Experiences.
Tree Viper warriors of the Wyld Elves are ALL Barbarians.
Throat-Worn: Animal Handling grants the Throat viper pet – wraps around their throat for warmth; attacks anyone trying to do anything in their sleep or bites the owner to wake them up. Its presence gains the elf +1 intimidate checks.
Wrist-Worn: Or snake can wrap around wrist if the owner uses a dagger or similar shorter weapon, as a Bonus Action, the snake can bite for for d4 + poisoned 1/Short Rest; # times = Proficiency Bonus @ 3rd level and higher.
Tattoo of Ssissllenn: The elf gains Advantage on saves vs snake venom
> injects venom to grant a use of reckless rage, but dies at that point and 1 month of mourning before new one.
Camouflage (adv) DC 12 = +1 intimidate due to the disconcerting snake appearance using war paints.
Fast Movement adds 5’ only, but to jump distance as well; if a suitable platform can be used and 10’ movement it can add a d6 damage the first time only when engaging a new enemy.
Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.
Posted on April 9, 2026 in Steel-Realms
The Culture, Education, Institutions, & Traditions of Montwold Pass is dominated by Halfling society. The Halfling here lay claim to a stretch of the mountains southern edge where it is forested and deeper forest from east of Balient’s Breach (though not including it) to the open area of Claybottom Meadows beyond the NE spur of North Pines that they call “Crippin’s Thumb“. While the population has never been large or expansionist, it has remained stable. Halfling Leadership is very loose.
The folk here are more suspicious, less whimsical & gregarious (even seemingly worrisome or aggrieved at times) than their kin elsewhere. They are community minded, but more on a local level, not societal. Physically, they are no different than others of their kind, except what seems like a permanent furrow from worry on their foreheads; While no one knows for sure, this is referred to as ‘The Concern of Montwold‘. They follow the normal convention for Halfing Names.
The society here is not as community minded as other Halfling protectorates – perhaps through its closeness to lands and times of trouble and turmoil. History, accomplishment, pride, and kinship is less about a specific family than it is about Halfling community and society in the north – they are survivors. There is little stress on keeping any family lines “pure” – adoption is common and there are no orphans. Pets, plants, and livestock are even seen as living things that are part of the community with more standing than outsiders!
Death Observance: The death observance custom is to be buried back into the earth; Bodies are buried with ceremonial and symbolic items for their journey through the House of the Dead to wherever their faith takes them. Items of wealth or value to their community are shared with the living.
The two old hill forts of the The ‘Eyes of Weigolar’ that guard the east-west Kroith Passage and watch the Altain Mountain Range for the Lich Lords’ minions and strange things and are tolerated by inhabitants of North Pines and Montwold Pass Protectorate because they do not interfere with their commerce or politics, nor collect taxes.
The Duke of The Grand Duchy of Rhyl is nominally an ally and (according to the High King in Oerdney) enforces its boundaries and protection, but the folk of North Pines are more apt to come to their aid and defend their territory lines. Despite some cantankerous relations at times, the Duke ensures a small delivery of Honeystone Pollen is made every year to aid in their defense.
Posted on April 8, 2026 in Steel-Realms
Halfing Names for the Halflings of the Steel Realms usually follow the odd convention of three names for their folk.
The birth name (also referred to as their “sprout name”) is always a compound word of a local (usually) plant and/or animal and given by their parents.
Their second name is a much longer one that consists of their birth name and several more descriptive or inspiring words or phrases, often using their locale name as well. This is used within their communities and by friends.
The last is typically a one made-up word name used for outsiders – usually odd and quirky and one they are barely seen to answer too – often forgetting to. This is given for legal concerns because it can be and is easily ignored as its not considered “real” by Halfling folk.