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Category: Steel-Realms

Klaurian Crafting & Artistry in the Steel Realms

Posted on November 16, 2025 in Steel-Realms

Steel Realms
Kalurian Craft & Artistry in the Steel Realms has a few unique elements to it, but they are just as capable as any other highly sentient Species in making items and equipment. Of course their places of crafting.making and the gear they make are all sized for them. Only smaller, more specialized crafts create items to sell to other species.

Klaurian Horse Hair Pottery Art

The Klaurians practice horse hair pottery art, burning patterns into ceramics. Theirs in particular, using their own hair and other elements found in the lands of and surrounding their home in North Pines, make for some very unique effects, scents, and colors. Their pottery flasks are well known to be conducive to handling the transport and storage of natural/botanical medicinal supplies for longer before spoiling. The crafters at 10 stacks are the only ones to compete with the Klaurian horse hair flasks for medical materials storage efficacy. Both also make cups and flasks that give off a scent (Scent-Release Pottery) when they are heated (this effect lasts about a year of regular use).

Klaurian Silverpoint Drawings/Art

Kalurian have adapted the art of Silverpoint, similar to the Faerie Silverpoint Drawing, using paper coated with bone powder and glue (of their own kind). They mix their own horse lather to get normal effect, but a vivid violet color pops out instead of browns and yellow as it ages. Kalurian Silverpoint Artists also use bone pieces and powder from The Bone Field to create a textured effect, coating finalized artwork in pine resin from their home of North Pines to seal and stiffen it.

All Ducal Estate(s) of Rhylan have artwork from Kalurian Silverpoint Artists and Elven Silverpoint Artisans.

Klaurian Items in the Steel Realms

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

Kinsaerel’s Weave

Posted on November 16, 2025 in Steel-Realms

Steel Realms
Kinsaerel’s Weave is a collection of mystical items. The wizard Kinsaerel was a half elven magus that once hunted the “Plague of Hags” in the Grand Duchy of Rhyl from CY 8110-8170. He hunted them, searching for magical items and knowledge that they may have had access to from the Faeywyld. He possessed a reputation for cruelty, never having issues with torture or forcing what he wanted form his victims by any means. The ‘weave’ referred to in this set of items was the mystical bond they all shared, not a physical one. He and his companions carried bound tokens that help resist the domination of Hags and extended the range of his magus abilities on his companions. When he was killed, his master token, that anchored the others, was eaten and destroyed; This rendered the other tokens nearly useless.

There were 8 tokens. The anchor item in the set was destroyed. Two others have been found and sold – rendered for their component mana. The tokens are worth about 400-500sc to any magus or occult supplier for Gleaning (more as a magical item). One of the set of Kinsaerel’s Weave is in Ducal Estate of Summerblaze and one is carried by the leader of the Har Cunetha.


i20™ Item Details

  • Mana Battery: 1
  • Warm when within 30′ of a Hag
  • +1 saves vs. charm type effects.
  • +20’ when using Detect Magic
  • The bound Attuned items in the set let the possessor of the anchor item shape Evocation effects to exclude them as though they had the Evocation School feature.

… OR can Gleaning = 1 mana permanently.

iCore iCore™ Item Details

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

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

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Dark Compact of Fiends & Ironrot

Posted on November 14, 2025 in Steel-Realms

Steel Realms

With the Dark Compact of Fiends, all Fiendish (demons, devils, etc.) minions and servitors summoned to the realms operate under a minimum of the Simple Compact of Dark Shelter. Because of this compact, all fiends, no matter who summons them enjoys the same benefits. It is even stronger within the Curtain of Night. This is sealed with a blood rite of the Church of Darkness from all of the Unholy Trio.

Ironrot – Blood Corruption of Fiends

Those fiendish entities summoned with the Dark Compact of Fiends in the Steel Realms possess a virulent corruption of the blood called Ironrot that causes any weapon made with iron to rot – it will weaken, blunt, break, crack, and eventually crumble. Each time an iron based weapon strikes the fiend, it gets progressively weaker. The effect is permanent – it cannot be reversed except in mystically empowered armaments. Normal armaments are susceptible to Ironrot.

Ironrot Resistant: The Virtue Forged as well as the Heavy Virtue armaments of Umbak (and the early versions of this – the Blood Blades of Umbak), the merchant cities Blades of Renown. Elven Mytrial Armaments and Silvered Weapons of the Steel Realms cannot be corrupted by Ironrot.


i20™ Effect Details

When it reaches zero, it crumbles:

  • Weapons suffer -1 damage (average and max) per hit on target.
  • Armor suffers -1 AC per hit of natural attack if the target is wounded.

iCore iCore™ Effect Details

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

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

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Elven Wealds within the Grand Duchy of Rhyl

Posted on November 13, 2025 in Steel-Realms

Steel Realms

There are several Elven Wealds within the Grand Duchy of Rhyl. The Wealds are mostly typical of the Wealds of the Steel Realms. They are mostly in forests of the Territories and Fiefdoms of Rhyl within the Grand Duchy of Rhyl. These are managed and there is a larger peace kept due to the existential threat of the Lich Lord.

Relations with Outsiders: Although the elves and Smallfolk faerie-kin of the duchy live mostly separately from other inhabitants, secure in their Wealds, over the centuries the culture of Rhyl has influenced their outlook. They still have the generally derisory view of outsiders, the greater context of a shared championing of life has brought them closer to other humanoid allies in the north.

Rhyl Culture | Territories & Fiefs | Features | North Gate Garrison | Map

Defining Ideal: The Grand Duchy of Rhyl has been "The Shield of the North" in the wars of The Noble East vs. The Broken Lands for thousands of years as well as stradling the crossroads of many powers and maintaining a tense peace. The Chronicle of Rhyl shows it first as many fiefdoms of 'The Lands of Rhylan' (CY 5500's), then a united kingdom (CY 5980), then as a duchy of the High Kings' kingdom of Gladnor (CY 6514). All citizens in the north take the pledge of Rhylan the Living.

Culture: Rhylian ( 'rill', 'rillian') locales have locally flavored experiences, but unless noted, follow general Territories and Fiefdoms properties and all have shared culture - languages used, Character Experience, institutions, Law, etc; Most Settlements includes the basic experience of Characters of the Steel Realms.

Ties With the Heralds of Rhyl: The Ducal Lineage, the Ducal Guard, the speakers for the Elven Wealds of Rhyl, locals of the Territories and Fiefdoms of Rhyl know those near them, and all those trained and dwelling in the Lodge of the Songbird know the Heralds of Rhyl

Resource Accord with Rhyl: The active version of the Rhylan Weald Accordance that govern resource management is carved upon a preserved tree stump in the City of Klyben in the North District of Klyben for all traders to be able to reference. Per this accord the elves post signs using bright yellow ribbons (from Ten Stacks) to mark their Weald Boundaries.

Deep in all Elven Wealds of Rhyl, the locations of Tell Cunetha & Houska Castle, and the Three Blades of Ceith Grebatain have a Call Stone as well for the Har Cunetha.

List of Elven Wealds of Rhyl

The Har’ahdu Cunaigh – Aelfpath of Helca twines through the Great Forest of Rhyl, also connecting all the Elven Wealds within the Grand Duchy of Rhyl.

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

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Primordial Talisman (Ribbons)

Posted on November 13, 2025 in Steel-Realms

Steel Realms
Primordial (Ribbon) Talismans are minor trinkets that encapsulate minor effects (mostly against element-based effects) that are often sold by practitioners of mystical powers. Ribbons are easily affixed, can be kept uncontaminated in a container, don’t break, and are imminently portable and concealable. These require an anima font for the materials to be laid in, meditation skill, and a special Ritual used to make it. It must be affixed to the external, visible surface for the effect to be used.

Each takes a temporary 1 Essence Attunement; normally only a single one may be attuned at any given time. The number attuned increases with an appropriate Aptitude rating.

Occult Ribbons: these are tied to the orders that make them and use purified materials used for rituals. Materials are those used in official vestments worn or used by the order.

Clergy Ribbons: Organized faiths use holy garments – sanctified vestments for Followers – or covers made for altars and sacred places.

Wylde Ribbons: Made from twine, animal hair, natural dyes, leaves, spider silk and the like.

Weald (Faerie) Ribbons: The elves use things for talismans akin to Wylde (Ribbon) Talismans but materials are from the local Weald. Twice Woven Ribbons are made by the local Faerie Wind Weavers of the Weald, they can never have entered the Schan-Karr of the Elven Wealds they are tied to. These invigorate the wearer while in the Weald or on a mission for it.


i20™ Item Details

Using a combination or special Ritual version of Ceremony, Absorb Elements,

Elemental Resistance (half damage from appropriate damage type)

  • Yellow: Acid
  • Red: Fire
  • Green: Thunder
  • Blue: Cold
  • White: Lightning

iCore iCore™ Item Details

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

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

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