Posted on October 8, 2024 in Character-Experience Steel-Realms
Although each Riverdan is slightly different, the Riverdans of the Grand Duchy of Dunstrand all share much of the same values, traditions and values that form to make a defined Cultural Experience of the Riverdans (known as “Reiverdanian“; rie-ver-dan-ian). This is in addition to the common cultural exposure of Steel Realms characters and the soft cultural aspects of the Culture, Education & Traditions of the Riverdans. Characters from The Riverdans are NOT required to accept the specific Cultural Experience, though must accept all elements if they do chose it. A group of characters with the same cultural experience can come together to form a shared Cultural Bond.
This presents a good opportunity for adding Character Story elements to the Character.
Cost: 1 Essence for the Basic Cultural/Regional Experience
Attribute Emphasis: Aggression over fortitude.
Racial Composition: Human (dominant), half-elf (10%), dwarven (10%), Grollen 5%; Due to the connection between the ruling families and the Fallen East, you will never find hal-Orrish of any kind in the Riverdans – they are not tolerated.
Communication: The folk of The Riverdans are not known as good communicators. Their tight cultural bonds leads them to make many assumptions and speak less than most folk of the realms, relying on cultural values and minute visual prompts and clues. That aside, they do have a formal Education in the Riverdans and 80% are literate to some degree.
COMMON NAMES: Masculine > Rhemaxos, Sodasa, Hagamasha, Madyes; Feminine> Artimpasa, Tirgatao, Tabiti, Zarinaea
Reiverdanian vs. Easterling: The folk of The Riverdans are aware of their ancestry from The Fallen East, but have made a very acute and specific distinction of their culture from their ancestors. One is anchored in the past, the other is looking to the future. They know their deep (but mostly forgotten) ties to the conquering of Dunstrand Vale; And resolved to find their own modern way forward that does not rely on the weight of their people’s past accomplishments. In this, they are similar to the Cultural Experience of The Saelish.
Independence and Honor:
Their legacy faith of Osten-Paullus (brought from The Fallen East and a slowly vanishing part of the Faith of the Riverdans) yet persists in many places here, though tempered with the powerful feminine free spirited Elemental Consorts and Gaia of the Wyld Faith.
Family Honor and Loyalty:
Purity of Bloodline:
Insular, quick to anger, prideful, passionate; Traditions are strong in The Riverdans. They rise to the occasion of combat and defense of the innocent and are brave to a lethal fault. Diehard traditionalists do not venerate the Lightbringers – they feel they failed them when the east fell to darkness, and are not generally orderly enough for the Green Church. Their strange ancient faith of Osten-Paullus (brought from The Fallen East) is seen as heretical by outsiders who are devout to the current major churches.
Races: The Riverdans are VERY human-centric in the sense that there are no non-human leaders because bloodline purity descends from human only, though many other races are welcome (especially because the population levels are barely staying current). Although the elves live in forests, they are wild elves and not Ynthian; They are a bit xenophobic and chaotic, and viewed with distrust and not generally tolerated in positions of leadership as are most of their kind in the Steel Realms by other humanoids. Any of faerie ancestry are seen this way, and half-bloods are outsiders. There are no local halfling settlements, although isolated families may exist they are generally outside the main cultural experience. The Ancient Hatred prevents Orrish ancestry characters (goblin, ork, etc.) from participating in the cultural experience. The alien Ducateon have no enclaves in the Riverdans. Grollen and Dwarves are welcome and are seen as sharing of the same independent spirit of the region. There are a couple Dwarven settlements in the Riverdans. The Grollen have a few smaller settlements in the region – trying to escape their bloodlust and population decline through remoteness.
Ancient Hatred: Individuals of Orrish (goblin/ork) ancestry is going to have a hard time of it (negative reactions). The Riverdan bloodlines and culture come from The Fallen East – where the Orrish drove them from and is now claimed as The Dark Lands.
Only those with a Cultural Experience of the Riverdans can become members of the Asked and Answered Riverdan Militia.
Posted on June 21, 2024 in Character-Experience Steel-Realms
Dwindor Goblins are a sub set of Goblins of the Steel Realms. They comprise the vast majority of Orrish of Dwindor and are only found there. Their society is unique. They are generally cleaner, less violent, and more knowledgeable than their Dark Land cousins.
Cost: 1 Essence
The Dwindor Goblins use the cultural elements of the Orrish of Dwindor. They are both the dominate racial composition AND fill the highest hierarchical positions – unlike Dark Lands Orrish culture. The goblins have been organized and follow human multi-tiered hierarchies that spread out through tribes (chief, shaman, Ur-Chief visionary/war leader), towns (mayor), and steadings (hetman). Characters from Dwindor are NOT required to accept the specific Cultural Experience, though must accept all elements if they chose it. A group of characters can come together to form a shared Cultural Bond. All Orrish of Dwindor are taught the dark history of their Dark Land counterparts, in order to give pride in their progress and differentiate themselves.
COMMON NAMES: Masculine > Abye, Anaruz, Idder, Mehari, Sahlu; Feminine > Ichimi, Khensa, Nehyireg, Sura
Modern Pride: The Goblins of Dwindor are aware of their ancestry, but have made a very acute and specific distinction of their culture from their ancestors in service to the Unholy Trio. They looks to the future, where they may one day openly coexist peacefully with the Dwindorians. It is a vision that the visionaries of their people maintain and foster, and one that past Witches of Dwindor have worked towards as well.
Beyond the Tribe: Although tribe is everything in typical Orrish culture, the combined tribes and Dwindor culture is the focus. The three tribes exist to more easily designate regional rulership, but gatherings, projects, and large efforts always span tribes.
Insular, stand-off-ish, sneaky, distrustful, secretive; They are viewed with suspicion and the general preference is simply to not even acknowledge they exist (easy with the issues that come with the Sun Bane). Despite many lost while fishing, or along the foggy Black Shore being rescued by them, the inhabitants of Dunstrand prefer to not acknowledge it. There are a few who try and encourage trade with them, but through strictly filtered and guarded access. In recent decades, the war with Gwinn has revealed many a strange bedfellow as allies to Dunstrand, paving the way for better relations. All characters outside of the Dwindor Orrish settlements will suffer Cultural Stigma.
While their leaders encourage some interaction, it is through very select channels. Most are seen as absolutely not to be trusted, and all Goblins are suspicious. That said, they have been taught from a young age to be receptive to outside overtures and shaking of the violence and worst of their reactive natures. The Sun-Bane means they mostly do not interact with the “Sunlanders”. Some are trained as “emissaries” – knowledgeable of local human culture and history. There have been a few cases where either an Off-Spawn or pure Goblin emissary have been sent on missions or out into the world. By default, all outsiders are seen as a potential threat to their culture and way of life, and must overcome this.
Attribute Emphasis: Brute strength is the way of the past.
Communication: Dwindor Goblins speak both Gladnorean and Orrish (both with their own unique accent), Emissaries also speak rudimentary Mercat, and are literate in Orrish.
Emphasis on Obfuscation: The Goblins prefer indirect confrontation, stealth, and subterfuge. They are not openly violent, nor are they confrontational or back-stabbers like their Dark Land brethren.
Gender Roles: Other than emissaries, there is some strict hierarchical divisions between genders – typical of Orrish culture but without the domineering oversight. Females are definitely seen as the default care-takers of the young, but horrific forced breeding is not practiced. The Goblins learned from the druids of Pranin to produce offspring in conjunction with what their resources can support.
Goblin Mixed Blood: Technically, a goblin half breed would degenerate over generations as an Off-Spawn of the Steel Realms. Dwindor ‘Half-Goblins’ are half human, and they will not be allowed to breed with anything other than goblins if they wish to stay in the tribe.
Posted on April 23, 2024 in Steel-Realms
The people of the Doolun Emirates are hard-working and known for their gentleness and focus. The people have a great love of family and story-telling. The horse is the sacred animal of the people.
Common Names:
Human: This regional experience is limited to humans (Faelen).
Clan Riders are born and bred to horse warfare. They are expert scouts, roamers, and messengers. Characters must seek out The Ceremony of Seeking if they are leaving the clans and wish to carry the benefits of the cultural experience.
i20 [specific] Requirements: Strength & Charisma = 10
/ Cost _ CP/_ Essence
i20 Text
Posted on January 11, 2024 in Steel-Realms
The people of Dunstrand are hard-working and known for their quickness of wit and reactions both. The people have a great love of conversation of all kinds, seeking out news and knowledge from all around their lands and surroundings.
Common Names: Alain, Stellanl, Todd; Iferra, Melani/Meleni, Dalcia
Social Standing | % | Population |
---|---|---|
Outcast | 0-4 | Outcasts are always living at the urban fringe – slums, etc. A few flee to the countryside. |
Least | 5-18 | |
Lower | 19-40 | |
Average | 41-85 | DC 15 CHA check for Primary Education (PC’s) |
Upper | 86-95 | DC 10 CHA check for Primary Education (PC’s) |
Privileged | 96-99 | DC 5 CHA check for Primary Education (PC’s) |
Elite | 100 | Primary Education (PC’s) |
General Background Restrictions: None (possible limitation by Social Status)
Mystical Influences: The famous Malorian Prohibitions govern the use of the mystical arts within the boundaries of the Grand Duchy of Dunstrand.
Posted on November 9, 2022 in Character-Experience Steel-Realms
The characters of the savage tribes of Nakria have many options, including their own form of berserkers who worship the Celestial Damon-amon-ta, and the true tribes of the south that have strong Merovin blood in them. The Bloodbreakers worship the fury, chaos, and might of the Star-Child Damon-amon-ta.
Observances: Glory in battle! Glory in war! Success in war! Always escalate violence! Victory at any cost! (Only a powerful authority may counteract this last principle.)
These followers MUST all take the Soldier background, but instead of Gaming Kit, they have a Sacred War Paint kit they have proficiency in. Nakrian are all humans, the Blood Berserkers cannot be Merovin as their first level Feat must be Fighting Initiate (Must be ‘Dueling‘ for +2 damage). These follow the standard Barbarian path of the Berserker, but have the following benefits:
If he has an amount of time = Short Rest, he can automatically decorate a number of individuals = Proficiency Bonus to get +2 Intimidation for 2 days (before the paint begins to smudge). Each character takes 2 uses.