Home - Page

Tag: cult-exp

Cultural Experience of The Riverdans

Posted on October 8, 2024 in Character-Experience Steel-Realms

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.

Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Character Facets

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.


i20™ Character Facet Details

iCore iCore™ Character Facet Details

Perspective: How they see Themselves

COMMON NAMES: Masculine > Rhemaxos, Sodasa, Hagamasha, Madyes; Feminine> Artimpasa, Tirgatao, Tabiti, Zarinaea

Common Cultural Perspectives of the Character Concept

  • Behaviors/Mannerisms/Traits:
  • Values/Principles/Ideals:
  • Motivations/Goals/Bonds:
  • Faults/Weaknesses/Flaws:

Prevalent Cultural Themes of the Character Concept

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:

Perspective: How Outsiders see Them

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.

Perspective: How they see Outsiders

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.

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

Tags: ,

Cultural Experience of Dwindor Goblins

Posted on June 21, 2024 in Character-Experience Steel-Realms

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.

Perspectives

Perspective: How they see 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.

  • Family/Community Abiding Appreciation: The characters must tithe/donate 10% of their income back to the community they so love.
  • Dwindor Oriflame: The subdued yellow/green diagonal split background with a white moon below and a red heart above.
  • Neighborly: All Goblins are multi-lingual, speaking Orrish and Gladnorian (both with their own unique accent).

Perspective: How Outsiders see Them

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.

Perspective: How they see Outsiders

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.

  • Trusted Outsiders: The Druids of Pranin, and the servants of the Witch of Dwindor are generally regarded with trust. Generally, folk from Dogwood Flats are seen more positive than any others due to recent events.
  • A History of Discord: There are always younger elements among the tribes that feel violence and battle are the appropriate response to perceived transgressions. The long game the tribal elders play sometimes comes in conflict with this group and encounters with them are few but reminiscent of their Dark Land brethren.

Other Aspects of Note

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.

  • Lore(s): Dwindor Swamp (+2), Orrish History (+2)

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.


Incarna d20™ Cultural Experience of Dwindor Goblin Details

This content is part of the i20™ Variant for the d20 System™.
  • BASIC PROFILE: Use Volo’s Guide profile; Alignment is lawful evil, lawful neutral, or any good. Languages are overridden by this profile. The rare Goblin mixed blood with a Constitution of 12+ can, for 1 Essence have their Sun Bane effect reduced to Sunlight Sensitivity.
  • Limited Backgrounds (PHB): Charlatan, Criminal (smuggler), Hermit, Outlander (only option available for Goblin mixed blood), Soldier
  • Weapon Proficiency: All are proficient with the Spear and Dart.
  • Attribute Emphasis: +1 DEXTERITY / -1 STRENGTH (applied after all other starting values, Feats and Racial adjustments)
  • Emphasis on Obfuscation: If the character takes the Stealth skill, they automatically gain Expertise in it.
  • Emissary Training: Goblins (full and mixed) with a Charisma of 12+ and Intelligence of 12+ are chosen for emissary training; This gives them fluent literacy in Orrish, rudimentary literacy in Gladnorean, speaking Mercat, the ability to recognize Druidsign, and can be Dark Pranin Rangers.
  • Class Limits: (Starting characters can only choose from among these.)
    • Fighter (champion only), Rogue (thief and scout only), Cleric (life, nature, trickery, twilight), Warlock (Witch of Dwindor; archfey or celestial in recent times), Druid (Dark Pranin; land, combines circle spells of forest AND swamp).
      -> Fighter, Rogue, Cleric, Warlock = only options for mixed blood Goblin.
  • Blessings of Dark Pranin: Druids and Rangers have the DC of their saves against the Sun-Bane reduced by 10 and suffer half damage the first round, and their eyes do not glow. This blessing is given and can be removed by a rite performed by the druids themselves.

iCore Cultural Experience of Dwindor Goblin Details

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

Tags: ,

Cultural Experience of Emirate Horse Clans

Posted on April 23, 2024 in Steel-Realms

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).

Horse Clan Rider

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™ _CommonTitle_ Details

Background: Horse Clan Rider

i20 [specific] Requirements: Strength & Charisma = 10
/ Cost _ CP/_ Essence

i20 Text

iCore iCore™ _CommonTitle_ Details

Impacted by Attribute 1: None | Attribute 2: None | Lore(s): None

iCore [specific] Requirements: / Cost _ CP/_ Essence

iCore Text

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

Top

Cultural Experience of Dunstrand

Posted on January 11, 2024 in Steel-Realms

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

Human: This regional experience is limited to humans (Faelen). A member of the Riverdans population is exempt from this – they have their own experience.
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)
These replace the standard Human Trait “Ability Score Increase”.

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.

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

Tags: ,

Top

Bloodbreaker (Nakrian experience)

Posted on November 9, 2022 in Character-Experience Steel-Realms

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.


Incarna d20™ Nakrian Characters Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

[Barbarian] Blood-Berserkers of Damon-amon-ta

Divine Principle: Damon-amon-ta; Sacrifice 2 Essence

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:

  • DC 10 = +1 to charisma checks
  • DC 12 = +2 Intimidation

    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.

  • Augmented: DC 13 Intelligence (Religion); [2 uses when unarmored – full body] Calls down the skill of Damon-amon-ta: No penalty to initiative for the Khopesh for next encounter
  • Augmented: DC 16 Intelligence (Religion); [4 uses when unarmored – full body] Calls down the onus of Damon-amon-ta: skill effect & +1 attack with the Khopesh for next encounter

iCore Nakrian Characters Details/Mechanics

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

Top