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Steel Realms Archetype Characters

Posted on December 3, 2020 in Steel-Realms

Steel Realms
Steel Realms Archetype Characters note specific changes to individual archetype templates.

Bound by Duty: Certain archetypes are bound by duty. This means they have strict observances in their outlook and training – this usually means a code of conduct and other limitations around them. The knowledge around their archetype is simply not given out to anyone. Such characters will not have a choice when their Patron or organizations come calling upon them – they may be forced to leave a party, align themselves against it, or report its doings to other powers.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which these types of characters play a significant part.

Artificer in the Steel Realms

Generally, the biggest practitioners are Ducateon, Dwarven, and Human societies.

Umbak: Umbak has the automata institute wherein ideas based on mechanical, material, and civil engineering are studied.

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in the Steel Realms

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Bard in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


Cleric in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


in the Steel Realms

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in the Steel Realms

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Paladin in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


Rangers in the Steel Realms

Those who range are part of the network of World Watchers and Laws of the Land in their role as Ranger. They serve to stand vigil in the far places against the evil and darkness that threatens all, but have been known to side against the citizens to the realms for their own reasons. All rangers will venerate the powers of nature either officially and formally through the Green Church and its priests or more through the natural the powers of the Wyld Faith and the Druids and Order of Davros. In the case of the later, the dual aspects of the Gaia (female; land) and Darupet (male; beast) or the great archetypes. They also have a special insight into the perceived violent nature of the Elemental Dualities of Helca, and many maintain their shrines in out of the way places. Characters are either servants to the High King (“true Rangers”), part of the bonded orders (“watchers of the realms”) or one of the Great Protectors of the beasts (animal archetypes) is service to the druids. Moonlit Weapons are created and used by Rangers. Their nature makes them far less impressive than normal ones, and so they are typically used by their more specialized followers.

Ranger Perspective in the Steel Realms

Affray of Darkness and Light Role: The Curious Way-Farer and Beacon of Warning; Primary foe of unbalanced forces and those seeking unbalanced dominion over nature.

The Numinous Mundi of Helca offer succor and health to those of who have taken the “Green Passage” (such as Druids and Rangers), and the World Watcher presence in the Steel Realms.

The GREAT PROTECTOR Beast Masters are militant, wild and ferocious in the defense of their sacred animal and its places, answering only to the Druids (and sometimes not even to them). They bond themselves to a specific Numinous Fauna (great animal spirits) of the Wyld Faith and always respect Darupet – their connection to him is what givens them their bond to the beast powers they possess. This is typically done as a pledge to protect the animal they represent, and its ideals over all else. These rangers seek to promote awareness of the place of their sacred animal, protect it and the lands it lives in – the ranger is a champion and spokesman for the animal. As part of their bond, they are required to obey the Order of Davros in any request as it pertains to their mission around their sacred animal, and druids in general.

  1. The character will detect as an animal, and not their race.
  2. Grollen characters have the option of the Grollen Beast Master Ranger .

Animal Calling: Rangers bare themselves to elements for 24 hours, taking 1 measure of Exhaustion until they have a Long Rest. During this ritual, they are fasting, singing, engaging in primal growling, shouting and dancing like a wild beast. To call forth the spirit of the associated animal if it dies takes only 8 hours. There is no cost to any of this.

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Warlocks in the Steel Realms

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Patrons for Warlocks
Archfey Celestial Fiend Genie Olde One Undead Undying
Darupet – Father of The Wyld
Ezrilus – The Maiden of Spring
Gaia – Mother of The Wyld
Any of the Wylde Horde
Celestine of Helca Malek
Mizras (Pact of the Blade only)
The Unholy Trio’s Rite of the Dark Compact; The Pact of the Blade @5th level summons a weapon with Wormblat.

Any of the Elemental Consorts of the Wyld

The Eyefona’ri The Lich Lords

Mog Creoch


in the Steel Realms

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in the Steel Realms

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Magus (wizard, etc.) in the Steel Realms

Magus Perspective in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.


Wyldling in the Steel Realms

PC characters are more loners. Darupet is their sacred Force, though any character who may have had an extreme positive interaction with a specific beast which transcends their normal experience may also follow the path of the barbarian though it will be tied to a specific Great Spirit of the animal archetypes. There are pine tribesmen, freelanders in the north, the hill people ilbarsi, the nomads of the South and woodsmen everywhere that prefer to live life fettered as little as possible.

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in the Steel Realms

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Warrior (fighter, etc.) in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.

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Wyldlings (barbarian, etc.) in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.

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

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Grollen Beast Master Ranger

Posted on April 9, 2016 in Character-Experience Steel-Realms

Steel Realms

Grollen combine their veneration of Ezrilus and Rastur in a special way as a Great Protector – their animal companion is always a large cat or hyena and requires a Character Trial. Characters want to to develop this class path give up their background selection for a custom background that must be taken, and then a trial that must happen when they take upon the mantle. See Ranger Steel Realms Archetype Characters.

Trial of the Grollen Beast Master

  1. Sanity check DC 5 to survival the feral living mentally unscathed.
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Characters of the Steel Realms

Posted on September 8, 2015 in Steel-Realms

Steel Realms

The Common Experience: Most Characters of the Steel Realms – including Commoners – have some knowledge of the larger world, legends, and history. Common tales serve to buoy the morale and instill awe, with local traditions the center point of focus and productivity for communities. There is a robust trade in stories and news from bards, skaalds, rangers, troubadours and travelers, many of whom are part of a World Watchers community. Few go no further than a few miles from where they are born, and rely on larger institutions and groups for political guidance and stability. There is no universal formal education system in the realms (though education & knowledge is valued); Bards and World Watchers spread common cultural elements through their purposeful efforts. Over time, species have found their niches or died off. A few were exterminated or went extinct. Some are currently being driven out. At several points, populations have been devastated (sometimes globally) by natural disasters and mystical events, and cooperation or tolerance begins anew…

Perspectives Based on Aptitudes

The Divine: [Pervasive Level of Establishment] The gods take an active role, and are a bastion against the great foes of the Unholy Trio and Lich Lords. It is the most accessible means of transcending the fears and pressures of the dangerous world. The Godspeak Accord prevents the deities from direct confrontation and ruination of the world of Helca.

The Kinesthetic: [Aware Level of Establishment] This is the world and thought-space most live in. Constant warfare demands a strong emphasis on physical materials and practices to support it.

The Occult: [Prevalent Level of Establishment] The average folk are aware of and fear the Occult – it is mysterious and dangerous and its practitioners suspect. It takes a brave soul to command such forces outside of alliance with a god, and they are to be feared.

The Psychogenic: [Hidden Level of Establishment] Witches and Warlocks are the name of such – Seers, and truth-tellers who bargain with nefarious powers. Those capable of pure thought-magic were long ago run to the ground and continue to be feared and hunted.

The Role of PC’s / Adventurers

With the right Character Stories anything may be possible – consult your Game Master!

PC’s are not inherently exceptional; they rise above their origins through their actions to become that. PC types are common in the sense that many from every place in the realms, in every walk of life seek and all genders to make a fortune for themselves – leaving friends, family, home and hearth… and most die. Most common folk will see them as the source of trouble and potential concern. Items of power, adventure, perilous travel, and violent encounters of the kind of thing most adventurers seek out are something commoners wish to avoid. In some places, ‘adventurers’ (PCs) are overcharged, under-served, and even ushered out of town by angry citizens hoping to prevent the delicate local balance of power from being upset. Some PC’s may have a Patron (a Lady or Lord, or Institution; see Factions of Power) which give them authority and respect to avoid such local animosity.

Making Player Characters

PC Races/Species

Official Primary PC Races of the Steel Realms

Others may be available at GM discretion.

There is not a super diversity of species; Interactions are almost all initially Unwelcome. Regardless of what is allowed, all characters are still subject to the stigmas and prejudices defined in the Species Relations. Humans ( ‘Faelen’) are the Dominant Species – roughly 75% of the humanoid population.

Race/Species Overview for the Steel Realms
iVerse Name d20 Name Base Adj. Steel Realms Perspective

Celestine Aasimar Divine 1
CHA +1
INT -1
Dominant Experience: Troubled Wanderer @2% of the humanoid population

2% of the population carry the ‘god-children’ blood
The ancient Celestine of Helca had many minor offspring. Most have been wiped out in their countless wars before the coming of the Blood of Saemon from their dying world. Once this happened, their numbers went into hiding. A few exists still, and the Celestine continue to breed true, albeit slowly and through uncaring indifference as they involve humans in their machinations. In The Saelish and Nakria the bloodline evinces itself still, sometimes randomly.

Dragon Born SAN -1
INT +1
Dominant Experience: Scale-Bearer @.1% of the humanoid population

Extinct; All non standard newtlings were hunted down after the dragons returned to slumber. Any remaining live far away and in fear – quietly; In most places they would be killed on site for their extreme Otherness. There is serious (rightful) fear around this race as harbingers of dragon-kind.

Faet m’un Drow SAN -2 Dominant Experience: Shadow Dweller @.1% of the humanoid population

The drow have no direct correlation in the Steel Realms, other than the Faey, as well as the fallen ones that dwell in the underlight and persist by blood – Faet m’un. In their fall though, they typically become infertile. Madness consumes almost all of them eventually, and they will shun the light and heat of the sun – driven by the ritual in which they sunder their soul gems and pledge themselves to the shadows.

Ducateon
3% of the humanoid population
Kinetic 1
STR +1
CON +1
CHA -1
INT -1
Dominant Experience: Outkaste Wanderer @1% of the humanoid population

Caste society of under earth dwellers.

Dwarf Dwarf Kinetic 1
STR +1
CHA -1
Dominant Experience: Stalwart Wanderer @2% of the humanoid population

Dwarf” is a mix of Ducateon( caste) and a Human or half elf – they gather unto themselves in Enclaves. A Ducateon/Human mixed breed. Over time, pockets of these have bred true and produce Dwarf offspring.

Faerie races in the Steel Realms

Wyld Elves Wood Elf Kinetic 1
DEX +1
STR -1
Dominant Experience: Ardent Pathfinder @3% of the humanoid population
These Sylvan elves dwell in all the wild places…
Ynthian Elves High Elf Occult 1
INT +1
STR -1
Dominant Experience: Skybreak Seeker @2% of the humanoid population

Ynthian elves only dwell in the forest of Ynth

Goliath Kinetic 1
STR +1
SAN -1
Dominant Experience: Bridge Builder @.5% of the humanoid population

Nearly Extinct; Goliath are the offspring of human and the ancient builder-giants of the south that are long extinct. Misunderstood and hunted to extinction except a few in the wyldes of the far north.

Skraeling Gnome CHA +1
INT -1
Dominant Experience: Verdant Wayfarer @1% of the humanoid population

Gnomes never existed; Skraeling are the strange diminutive folk of field and grass. Always laughing, possessing a child-like wonderment which, as reality chips away at it, causes them to age and wither. These creatures are different culturally [mechanically nearly the same] but they never live underground, only in the outdoors.

Grollen Gnoll CHA -1
INT -1
CON +2
Dominant Experience: Dog Soldier @3% of the humanoid population

Grollen; The dog-men, powerful and chaotic warriors. There may be a few Grollen mix breed, but they do not generally exist beyond a single generation. They have given up their evil ways in service to the moon goddess.

Half-Elf Half-Elf SAN -1 Dominant Experience: N’lokrhian Wanderer @3% of the humanoid population
Half-Elf (mixed Faerie) – their alien angular features, odd coloration’s and temper make them pariahs in most places. They generally stick together in their own large communities. An edgy mixed breed that make good loners due to their volatile temperament. Some of the best scouts into the Darklands are of this stock.

Half-Ork Half-Ork SAN -1 Dominant Experience: Dark Land Heritage @2% of the humanoid population

Social Outcast: Goods and Services are often more expensive for them, and they may be outright forbidden, shunned or attacked where they go – depending on the place.

Half-Ork (mixed blood Ork); hated worse than half elves for their violence, stench, and abrasive personalities. They generally stick together in their own small households or as wards of faiths or individuals owing a debt. When the Orrish are raiding, more half-orks result. Generally not accepted in many places, tolerated at best. These hulking mixed breed is the only one that can stand toe-to-toe in raw power against a Grollen.

Halfling Halfling SAN -1 Dominant Experience: Story Seeker @3% of the humanoid population

Lightfoot Halfling (3 tribes across the realms) A Skraeling/Human mixed breed. Over time, pockets of these have bred true and produce Halfling offspring.

Sangire Dhampir -1 SAN Dominant Experience: Fringe Dweller @.01% of the humanoid population

Because the Lich Lords of Dundaria have total control of undead (through The Cold Embrace) these cannot be a PC race.

Kobold CHA -1 Dominant Experience: Shadow Worker @.05% of the humanoid population

Their meager population and affliction of the Sun-Bane make them exceptionally rare.

Tiefling SAN -1 Dominant Experience: Shadow Masque Heritage @.001% of the humanoid population
Never existed (feral or not); Extreme Otherness – they would never be accepted.

Merovin exist in few small families north of the borderlands, most are organized by tribe in Nakria.

Class/Pathway

D20 Base Class iVerse Pathway Steel Realms Perspective
Barbarian Wyldling Steel Realms Barbarians are limited by race & place
Bard Bard Steel Realms Bards are vary by race & place
A [true] Bard is a sacred calling and Bound by Duty to the High King and to the world itself as World Watchers. Bards serve as heralds, news gatherers and bringers, dispute settlers, legal advocates for the common folk and entertainers. They have their Academies at the Hall of Heroes, Malorian Collegia (Bardic School/Tradition).
Cleric Cleric Steel Realms Clerics vary by race & place
Druid Druid Steel Realms Druids are limited by race; Druid is a calling and is Bound by Duty.
Only the Order of Davros learns to be the Circle of the Moon. More…
Fighter Warrior Limited by race & place
Monk Aesthetic Limited by race & place
There is no Monk available for PCs except the simple (1st level) teachings of The Bronzemen or the Ghosts of Conscience of Aerna. Only the Orrish train in the Way of the Shadow, though a renegade Half Orc could work.
Paladin Paladin Steel Realms Paladins are limited by race & place; The Paladin uses Wisdom, not Charisma and their magical abilities are Divine in nature (they must choose a deity).
Ranger Ranger Steel Realms Rangers are limited by race & place Unearthed Arcana rules
A Ranger is a sacred calling and Bound by Duty…
Rogue Rogue Steel Realms Rogues are limited by race & place
Sorcerer Sorcerer Steel Realms Sorcerers are Not Available
These art are long lost to the realms and their ways mostly forgotten.
Warlock Warlock Limited by race & place
Warlocks are Bound by Duty to their Patron and owe them everything.
Wizard Magus Steel Realms Wizards are limited by race & place

  /   Key Historical Events/Places

Education: Most folk are not taught the events of the Full Campaign Reference… a few famous and local events are all most people know.

  • Recent Battles: The Deep Pranin, Raelin’s Fall, Crimson Crosstop
  • The Return of the Rosewood Vase
  • The Gwinnish Invasion of Tarmysia
  • Storm Times
Historical Milestones Commonly Referenced

The Time of Celestine Wars: CY > Before the “modern” age, there was the time of Nakria. Tribes of shapeshifters dominated the warmer southern lands, and the celestials led them in constant war against each other. It is said there was a reason for it all, but it ended with the coming of Saemon’s Blood.

The Coming of the Blood of Saemon: CY > From a terrible place of war came The Blood of Saemon – a myriad of races and peoples that were fleeing destruction and marched through the Bloodgate to arrive in Helca. The Orrish pursued them, and an endless battle costing millions of lives took place in The Valley of Sighs.

The Unholy Trio’s War: CY > Pursuing The Blood of Saemon, came the trinity of darkness. The Bloodgate barred them, so they came on a piece of their world, through the void of empty space, to hunt down Saemon’s Blood in their anger. The Interloper – a broken off piece of their world floats now in the sky as a third moon of Helca – is their refuge and vantage point. They have sworn to destroy all life which does not follow them.

The Wyld Awakening: CY > The world of Helca gave birth to the gods of the natural order. A mighty host of beast, plant, and elemental powers awakened in what would become known as The Fertile Crescent, and marched to end the tidal wave of death the Unholy Trio was unleashing. The combined Wyld and Celestine forces stopped their advancement, but the land was dying from the overwhelming evil of Everdark’s hate.

The Ascension of the Lightbringers: CY > Three beings of Light to match the dark trinity, were beseeched and so came the Lightbringers. The earth trembled and grew corrupt as the gods and great spirits fought for no gain. The Godspeak Accord was formed, and the gods limited their war to speaking to their followers and not direct engagement. The population had been decimated, and it was almost too late.

The Coming of the Cold: CY 5600 The rise of the Lich Lords marked the end of a long period of peace. The Fall of Dundaria – The Winter Host of the Lich Lords steals the power of Djerduth the god of death and conquers the north.

The Balance of the Gray: CY > The Tear Gift

The Sundering (of nations and faith): CY 5000 Fall of the southern lands and Sea King empire. To stop the tide of demonic creatures of the Lords of Darkness, the powers of the realms causes a great chasm to open from the sea to the mountains in the south. The coasts of the realms are shaken and many of the Sea Kings cities and settlements fall into the sea, bringing death and ruin to their empire in a day.

The Fall of the First Kingdoms (East): CY 6200 Sun Bane (the ___ Star Dimming)

The Slow Sunset: CY >

  Laws of the Land

Education: Most folk know the basics of the spirit of the law through word of mouth and a few formal proceedings they may have witnessed. Only in places with formal education is it specifically taught. There is no universal formal education system in the realms to teach laws. The Law of the High King exist and generally governs all interactions with institutions and people – its basics are common knowledge; This is often adjudicated by members of the World Watchers.

  Factions of Power

PC’s may not be familiar with all of the factions, but some are known across the entire breadth of the realms well, while others are known only to those of related class or backgrounds.

The Gods – A Violent Past: On Helca, in the time of celestials and the early days in the fights against the gods of darkness, the gods walked the earth and directly interceded for their followers and minions. This caused great ruination and magic that warped nature. This was going to lead to nothing but a heap of ashes, assuming there was a victor. The Godspeak Accord took the gods off the battlefield directly, though they can easily be invoked (and countered) for small magics by any follower with enough Conviction. In Umbak they have a saying that “a man not friendly with the gods is a man who should not marry” (implying he will be dead soon!). All divine powers take a direct interest in followers and their actions, in as much as they have the ability to affect the prominence and power of the faith. Followers will be expected to actively work against enemies of the faith and usually be vocal in local affairs representing the faith.

Perspective on Power

  • Life is not fair; beings will do whatever it takes to advance their own cause at the expense of others and commoners are caught in between.
  • The average person just wants to live and has no agenda – they leave politics and war to their liege/ruler and faith.
  • The common person is superstitious, untraveled, illiterate, and uninformed – and kept that way by forces conspiring to control or conquer them.

Patronage

Most PC’s must find the protection and enter into the service of a Patron. Patrons take an active role in the direction of the actions and development of characters. A patron WILL (its a question of when, not if) demand service and an accounting of their servants/bannermen/followers/brethren.

  • Secular: Secular patrons cannot take away any powers or knowledge once given.
  • Mystic: Characters learning magic from a source other than the divine have a debt to be paid typically; the knowledge was given or taught because the character believed in common goals and directions the patron pursued. They were given their powers to further these.

The Great Foes

Orrish Menace: It’s been 4 decades or so since any major incursions by the Orks and Goblins into the Steel Realms. In that time, The Deeping, Hungerdouse, the raids of rape, fire and blood have been pushed into distant memory. The machinations of human politics have filled the gap – stability and prosperity as far a distant memory as the evils of the dark. It’s hard to impress the evils of the long darks upon those who didn’t live through it. Not knowing when the night may erupt with a foulness that takes all life – family, flock, and crop. A taste in the back of your throat so vile sometimes you could not eat for days. Violence was something known to all, and peace but a moment’s respite. Then came the Long Summer, a summer that lasted a half year. The Curtain of Darkness retreated, just a little bit. And after, the Lands of Darkness grew quieter. Sure, there were battles in the passes where they were always fought, but the tunneling under the lands of light and night raids beyond the Curtain of Night have gradually vanished.

Undead Menace: No matter light or dark, the hunger the undead have for the living never ceases. The Lich Lords took the Death God’s power and encased the ancient kingdom of Dundaria in snow and ice. Ever since they have been trying to extend it. Additionally, their minions stalk across the land – literal eyes and ears of their masters, finding times and places to slaughter entire hamlets and settlements and spread fear, violence, and the stench on undeath wide and far.


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

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