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Steel Realms Archetype Characters

Posted on December 3, 2020 in Steel-Realms

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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 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 Tamer Experience .

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 Tamer Experience

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

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_ is one of the Cultural Experiences of the 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

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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. There is no universal formal education system in the realms (though education & knowledge is valued); Bards, Heralds, 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…

GRITTY REALISM: PC’s are not inherently exceptional or heroic; 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… Most die early in their careers, as one small mistake is lethal. Items of power, adventure, perilous travel, political & institutional animosity, and violent encounters are the kind of thing most adventurers seek out are something commoners wish to avoid. 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. NPCs generally assume less risk and operate over longer time-frames to gain power; Stability means a more resilient society in a world with The Calamitous History of The Steel Realms.

  • GRIM REALITY: Though all in the realms of the High King take the Oath of the Day Watch, some go on Serve Against the Lich Lords; Except for those, 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.
  • General (Fame/Reputation, etc.): Group institutions (organization/cultural/national, faith and occult) may/will have individual Prestige ratings and/or impact individual adjustments with the right Prestige Signifiers. Certain situations/conditions can have an impact on reputation.
    Universal Situations & Conditions Having an impact on PC Reputation
    • Predominantly Female Group/Institution: -1
    • Lead by World Watcher OR Faith Representative +1 (excluding Church of Darkness in the Lands of Light)

Common Cosmological/Planetary Knowledge

Through lore and knowledge, most peoples of the realms and the world refer to the planet they are on as HELCA; Generally it is understood to be a sphere, that it revolves around a sun, has a native pair of moons and an unnatural, broken moon, called “The Interloper”; All this and that there are others like it in a larger cosmos and in the solar system; At least 2 other planets are visible in the night sky understood to revolve around the same sun, with the ‘solar system’ sometimes referred to as “Ostus”. Beyond this, most PC races (and many NPC) have a basic understanding of tidal and wind currents, navigation, vulcanism, basic helio-centric cosmology, and weather are understood (to a degree), by learned people – though it is couched in mysticism, religion, and myth.

Larger Context: The system and planet Helca (system brief) are known to the inhabitants of the The Gohrmliht Imperium, but the system is interdicted and nothing enters or leaves it.

The Role of PC’s / Adventurers

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

Adventure Ideas in Locales


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

Aptitude Perceptions

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 and vigilance 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.


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

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