Posted on November 8, 2022 in Character-Experience Steel-Realms
GAERNA: Human only > Attribute: +1 VGR; Gaernian Upbringing
> Mannerisms: Loyalty to the state before all others, for it supports the framework of power through order. Personal power is pursued by any means possible. The limits of caste are strictly obeyed. The religion of Gaerna is simple and followed by all initially – “honor thy mother (Elancil) and thy father (Djerduth)”. All non-humans are veiwed with hostility.
Gaernian Upbringing: Basic Communication, Agile Communicator; Yvaldeysean speak 5, Literate 4.
Mercat (speak) 1
Iron Will 1
Melee 1
Survival
Delayed Decrepitude
Seamanship 1
Poverty (half)
Posted on August 30, 2022 in Character-Experience Steel-Realms
Cost: 1 Essence
In addition to the common cultural exposure to the Steel Realms character, The Saelish has its own Cultural Experience of The Saelish, known as “Saelisnean” (say-liz-nee-an). Characters from The Saelish 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.
COMMON NAMES: Masculine > Mikael, Micholaev, Krespar, Keeth, Ivan; Feminine> Irina, Erinov, Paulina, Tamyo
Saelisnean vs. Bronzefolk: The folk of The Saelish are aware of their ancestry, 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 Celestine of Helca, the great animal spirits (the Wyld Horde), and the land itself was stronger and more powerful once, but are resolved to find their own way outside the accomplishments of the past.
Community: The biggest factor in life is community – and it takes work. It creates safety, stability, and consistency – allowing everyone to thrive (and they do). Success is dependent on the overall health and opportunities of the community at large, not one specific locale or family. They see themselves as a higher animal, but animals are seen as part of the family – and have many rights. Even domesticated livestock are treated with kindness and respect, and their deaths are as painless and anxiety-free as possible. They are not naïve though, and understand how life works outside their communities (even teaching everyone the trade-tongue of Mercat), adapting as appropriate and not trying to foist their own ideas on others – merely to promote their success as something to emulate. Their overriding ideal is “Be Kind”. This applies to all by default. Movement is encouraged among the larger area, ensuring a stronger genetic diversity as all individuals of the culture are all seen as “family” and free to travel and seek their fortune outside of the place where they are born. Those falling outside the community minded, who exploit the support of the community are not cast out, but simply not allowed positions of power, not given anything extra, and generally will not find a partner.
Fashion: Like all places, this place has slight regional environmental variations of the “fashion houses” of The Merchant Cities as well as Gladnor, and cheaper local fashions, though much of the working class make and maintain their own clothes with purely practical considerations in mind. Saelisnean fashion colors are red, orange, yellow, bronze, tan, and bright green.
Insular, oddly happy, stoic, strange, beast-lovers, touchy-feely; Traditions are strong in The Saelish. They keep their composure under stressful circumstances. They venerate freaks – the animal headed “gods-children”, an affront to nature!
Saelisnean folk have a slight distrust of outsiders. They don’t see them as malicious, but more as wayward children. The competitive nature of outsiders is bothersome – why can they not just live more in harmony with the world around? Of course it is slightly more work, but it pays off in the long run. Locals don’t make sharp distinctions over other races – they are all outsiders equally. They are welcome to their own (usually seen as extreme) ways, as long as they don’t interfere with The Saelish. The folk of The Saelish are always on guard to safeguard their culture and lands – the spear is the “trusted friend” of every Saelisnaen member.
Attribute Emphasis: Wisdom over brute-strength.
Aesthetic and Arts: All practices are encouraged to develop an artistic flare. From masonry, smithing, cooking, and weaving – all crafts emphasize function and form both. Personal creativity is strongly encouraged, each finding personal expression in whatever it is they do and making every outcome slightly unique.
Racial Composition: Human (dominant; [latent] Merovin 2% of humans), half-elf (6%), dwarven (3%), dozens of Duatine/Celestine [Aasimar/not ‘Fallen’]
Communication: The folk of The Saelish are known as excellent communicators and speak with a [Czechoslovakian] accent; approximately 65% are literate to some degree. They speak Gladnorian (Expert) and Mercat (Fluent) by default. There is a tradition of some (15%) families of teaching their children Celestine (spoken only; Basic level).
Emphasis on Knowledge: Like the Ducateon, Saelisnean culture strongly values the recording of knowledge. There is a cultural library in the city of Averul named Brayfhayl. Apprenticeship is open to all who wish to try their hand, some service to the community is expected in return. Education: Children are encouraged to be curious, and to be very physical at a young age. The concept of mind and body are as one – a healthy one facilitates the health of the other. Regardless, the community emphasis of the culture creates a safer, more stable place. Knowledge for its own sake is seen as merely expanding the opportunities of exploration and production of new outcomes in all fields.
Gender Roles: There is no emphasis placed on gender for specific roles and functions other than pregnancy itself and specific limits of individuals in size, strength, speed, personality, and intelligence. There are as many, if not more, males assuming the role of primary care giver in the early development of clan members. They are seen as stronger and better physical protectors of the young, but the female-minded are seen as better shepherds after the first several years. “Adoption” is commonplace, in that because all are seen as family in the larger culture, there is no emphasis on bloodline. Homosexuality is accepted and orphans are most often placed with such families and all are part of the community.
Celestine Veneration: The core cultural experience requires the character choose a Divine Principal from among the Ascended Celestials as their faith. The ways of the Celestine are seen as better for the world. Although casual worship is part of the Bronzefolk and Saelisnean culture, the direct emphasis is more on the ideals they represent than the individual themselves. They are seen as guides of spiritual development, less as sources of power (though they are known to manifest directly at great ceremonies). Many commune with these ideals and entities (if they have Conviction) using Meditation and find a form of enlightenment; the root of the composure they are famous for.
Adherence to Law: The spirit of the law is more important, but there is a legal code. The laws of the High King are recognized and followed as well. Nothing is more chafing to the culture than loss of personal freedom. Fines are near non-existent, penalty is almost always prison time and loss of access to community resources and a ban from social events. Poverty is nothing to this. Transgressions are cumulative and tracked. Eventually, obvious malcontents will be outcast. The worst are considered a threat to the world at large, and imprisonment for life is an option – though are given a choice of a painless death from poison over suffering this pronouncement.
Posted on August 30, 2022
Each nation, kingdom, country, or locale with a large homogenous population to represent it can have a cultural experience with associated Aspect Adjustments to represent it. Cultural norms defined through the experiences are broad brush strokes. Individual locales will either have documented differences or GMs and players can agree on the differences themselves and document it however they see fit (optionally inheriting some or all aspects of a base experience). Cultural/Regional norms may have restrictions on other experiences (upbringings, backgrounds, pathways, etc.).
Impact > Positive (Cost: X CP as Trait) + 1 Milieu Measure
Upbringings are not a developed Pathway or Calling. A Basic Cultural/Regional Experience is tied to a specific setting, locale and/or culture and a potentially core part of the Character Concept.
This is a form of Cultural Experience. It is balanced for game mechanics – it takes away as much as it gives.
Cultural Commitment: The mental processes, biases, and desires prevents characters from pursuing certain archetypes and career directions.
<- Outsider Perspective on Locale:
-> Locales Perspective on Outsiders:
^ Locale Perspective on Itself:
Cultural Commitment: No multiclassing to after 2nd level in the primary class unless the specific Cultural Experience the character takes explicitly allows it.
Posted on July 28, 2021 in Character-Experience Steel-Realms
Nakria is ruled as a Empire when forces from without put pressure on it. Like anywhere else, geographical locations have different societies and cultural specifics, but the tribes can be summed up as 2 distinct paths for Nakrian Characters: Those who have succumbed to giving up the path, and Those who practice the nearly forgotten old ways and are trying to achieve a “Higher Order”. ONLY characters belonging to the later have access to becoming the Bezerkoi Nhakti. Warp Spasm
Bezerkoi must inhale the breath of a wild animal to awaken the Merovin related sparks within.
Posted on April 10, 2016 in Character-Experience Steel-Realms
Cultural Experience of the Darkland Ranger
The Half Elf character gives up the choice of any other Background, and are a Ranger of the Steel Realms by class.
The Darkland Ranger is a specialist at survival in the Darklands of the Steel Realms. They are not an official World Watcher order, but do serve some of the functions, just specializing in the dark lands or any Orrish presence really. The are trained from an early age to endure the terrible conditions of the sunless world of the lands under the rule of the gods of darkness in the east. The half-elven biology, their inherent anger and passions that get the best of them are forged into a weapon. They have seen the worst of Orrish behavior close up, and they know that there are always those who would trade with darkness for profit. They are a dour, pessimistic lot usually. Young druids often train with Darkland Rangers – teaching them their craft at the fringes of the civilized lands and following in their footsteps into the Darklands. Half Elves in particular though seem immune to the horrible depression, unchecked aggression, and evil that seems to affect those who spend long periods of time under the Curtain of Night and the fringes of Orrish society. As such, they are the perfect scouts to monitor the events of the Darklands and serve as watchers to warn the west of large attacks and happenings that are important. They also serve as a reason for those of other races to continue to safeguard the lands where their kind make their home – outcast and outsiders to others. They are more prevalent in the south, closer to their people and a place of refuge and safety. They often interact closely with the High King’s Rangers to monitor and track personages or places of interest to them.
Druids Favor: The Druids of the mountains, hills, desert and forests that border the Dark Lands are familiar with the Darkland Rangers and support them in every way possible. A Darkland Ranger may seek out these borderland Druids for companionship and mentorship, and their favor may expose them to additional benefits. If they gain this favor, the Druids will scar them with Druidsign so all Druids will recognize their importance and favor, and aid them accordingly. This sign will bleed itself painfully for a day and be unrecognizable should a Darkland Ranger ever lose their status.
Skill Proficiency: Survival and Investigation
Tool Proficiency: Disguise kit (disguise themselves to look and smell like Orrish from a distance)
Equipment: Disguise kit, Leather Armor, Medium Shield (light – wicker and hide). Darkland Rangers start with no money.
The character has, from an early age, exposed themselves to the horrors of the wounds the Orrish can inflict using Wormblat. Part of their training is seeking out and stealing it, re-creating it, and healing it. They repeatedly cut themselves and scratch themselves all over, suffering infection and pain in order to gain an immunity to it. It leaves their body covered in small scars – unmistakably identifying them and their mission. Those with the Druid’s Favor may also seek to inure themselves against the lethal effects of Heartseeker Flint.
The Darkland Ranger has been exposed to the worst of behavior, cannibalism (perhaps even had to participate), rivers of blood and foul evil beyond comprehension to most. They manage to block it out somehow, through their curse of the half breed heritage. The Darkland Ranger is inured to the treachery, bias, and machinations of the politics and cultures of the lands of light. They are also protected by the Druids of the realms with rituals and rites and their Essence loss as a Ranger is counteracted by a gain in 1 Essence to resist evil influences of spirits in the fallen lands of the east.
They are selected at an early age for the same traits that their training and service ingrain in them.
– I always have a plan for what to do when things go wrong.
The Darkland Ranger never walks into a room without figuring out exists, never sleeps except with their bed against the door in an Inn and a way out a window or even through a wall. The way out of dungeons is never compromised unless the reward is tremendous.
Duty – I’m loyal to my friends and return the help I am afforded.
Everything done is for the love and protection of family, friends, hearth and home. To suspect a friend is worse than to be betrayed by one. A Darkland Ranger never leaves an area without repaying a debt.
– My honor is my life.
Honoring the role of the ranger, and its message of first line defense is critical. Those who cannot see it are no friends of mine. Those who understand will be mutually protective in my path outside of Darkland Ranger and my life beyond it. I must strive to honor that memory and values that hold evil at bay.
– I have no respect for those who cannot survive on their own as I did in the Darklands if they had to.
While defense of the homelands and innocents there is important, one cannot depend on a friend who is not, if needed, also self sufficient. That is an unequal bond.
Druids Favor: DC 10 Charisma check; if successful, the character may leverage feature elements that use this. It is made once at the time of Character Inception, or it can be acquired through gaming experience.
Hardened Against the Dark Lands: -1hp permanently. If the character has Druid’s Favor, they may sacrifice an extra 1hp permanently and 1 Essence to gain the ability to hold the burrowing of the Heartseeker Flint weapons at bay through their teachings.
Seen the Unspeakable: Uniquely, they gain their Proficiency Bonus on Sanity checks.