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Category: Steel-Realms

Proclamation Against Sorcery in the Steel Realms

Posted on November 26, 2025 in Steel-Realms

Steel Realms

The high art Practitioner of Sorcery is considered too dangerous in the Steel Realms, by the “Against the Craft of Sorcery” edict of the High King: ‘There can be no orders or institutions, not master-apprentice sources of knowledge.’

Early Attempts: Initially, proclamations were made that required any with aptitude to be trained and led away from it and find other paths. Then it was isolated in prison-like facilities. Finally, it has come down to the execution of practitioners. The problem is the spontaneous awareness that allows them to develop this High Art on their own, without others to facilitate and guide them.

Sorcerers Prohibited: All formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, do not accept Practitioners of Sorcery into their ranks since the Purge of the Hidden in CY 5009 – CY 5311. They are duty bound to report them to the Guild of Solars when they are encountered.

Exceptions and The Hidden Ones

Some faiths and institutions have tried to nurture them, but with the final edict against them, they are far more likely to smuggle them north into the chain lands to the Fellowship of the Blue Chain. There are a few who have found ways to remain hidden.

The Exception to Prohibition: The sole exception to the prohibition of Practitice of Sorcery from the Purge of the Hidden (CY 5009 to 5311) in the Steel Realms is the Fellowship of the Blue Chain in the northern Chainland Confederacy. This has led a few sorcerers who are self trained to use the order’s trappings as a disguise. The order does not care, they maintain good enough relations in the lands they dwell in directly, and see no reason to help outsiders resolve these attem.

Imprisoned Practicioners

A few powerful ones imprisoned away in Silverstone Tower in the north to keep the populace safe from them.

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

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Egalitarianism & Gender Roles at North Gate Garrison

Posted on November 26, 2025 in Steel-Realms

Steel Realms

Gender Roles at North Gate Garrison are generally the same as any active war zone, not the typical reflected in Egalitarianism, Gender Roles & Relationships of the Steel Realms. Many women who serve here directly are priestesses and Magi, and considered warriors to the common soldier. However, the harsh realities of war mean the physicality of the male species dominates in North Gate Garrison. That is to say every request for service is answered with a place on the Autumn Wall where women cannot find a place among arms bearing mainline soldiers, there is more than enough place for critical logistics, medics, medical tents, and even planning for those with great academic accomplishment.

There is no gender bias in the various faiths represented at The Autumn Wall and the Rhylander Green Conjurists organize most of the Recovery Operations at North Gate Garrison to ensure evil auras, curses, taints and corruptions don’t enter the ranks of those serving or the lands behind the wall.

North Gate Garrison is one of many places that Commoners of the Steel Realms serve in as part of the Realms Levy to directly stand watch & fight in.

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

City of Agrayginia (ruins; transported)

Posted on November 25, 2025 in Steel-Realms

Steel Realms

The City of Agrayginia (A-gray-ginia) was once a city in the trade paths of the Crossroads of the North in North Gate Pass. When the Lich Lords of the Steel Realms entombed the north, they used powerful magics (The Shattering) to instantly freeze and corrupt entire cities, causing those in them to embrace the icy bargain of undeath. The city was a well known place of learning and empowerment, even having its own strange guardian. Prior to the The Spirit-Wind of the North, seekers had been sent through the Flame Of Oruu to seek enlightenment in Zermai.

The limits and stipulations for Historical Designation and Exploration in the Steel Realms are well documented. These ruins are NOT part of any limited list.

At the time powerful druids and cleric were working with the guardian and managed to shift an entire square quarter mile block of the city of Agrayginia into the guardians land. In the block was the great amphitheater of Vrenbaer, sacred to the Lords of Light, which was used to summon otherworldly music and song from the outer planes – this was to be the anchor to try and save the gathered people. The portion of the city was protected, some say transported to another realm. Regardless, they were never seen or heard form again.

Shattered Block

Transported Block

The portion of the city was transported, but it too became shattered. In an attempt to stop the effect from spreading, the guardians mate rushed in to stem the tide of undead sweeping out of the evil blight. There is a guardian still in the transported portion.

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

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Baronial Rangers of Cunee

Posted on November 21, 2025 in Steel-Realms

Steel Realms

The Baronial Rangers of Cunee are an elite force of rangers (though not a formal order) maintained and used by the Baron of the Barony of Cunee for long range patrols and scouting, as well as escorting the baronial family outside the City of Fortun. They have a small place of refuge in the forest that occupies the north of the Barony – Dilean “Meadowsedge”.

The Baronial Rangers of Cunee work with World Watchers and the druids of order of Greenwood Knot for long range Patrols into the mountains to the east of the Barony of Cunee – searching for undead incursions form the Lich Lord’s minions. They have access to Wylde Quality armaments.

They specialize in using the bow and arrow tips from metal heated alongside the fire lit on Burning Crop at the end of the Transit of Western Fire. These bits of metal gain their final forging and shaping in the Inderood Bronzeworks in the City of Fortun.

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

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Wylde Quality Armaments

Posted on November 21, 2025 in Steel-Realms

Steel Realms

The Druids of the Wyld and the Faerie Hidesmiths within their Weald both have an ability to make natural armaments that are known as Wylde Quality. These are based on natural materials only, and sometimes the elves are able to use Mytrial to make a composite.

All of these bear the crafters mark, possibly a Prestige Mark depending on the renown of those that made it. Those who know armaments understand that these items are not typically made for anyone but close allies or the crafters themselves.

Possession of one without a means of explaining it may generate hostility. As they are natural, and the only metal used would be Mytrial, they are not affected by Ironrot.

Armaments of Wylde Quality

These are produced in the Wealds of the elves or in the Great Forests.

COST for Armor of Wylde Quality =

  • Leather (+1 Resilience)
  • Studded (+1 Resilience); made with Mytrial
  • Hide (+2 Resilience)

COST for Weapons of Wylde Quality Armaments =
Spear | Slim Sword | Dagger | Arrow

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

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