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Cults, Orders and Sects of Karhu (Sovereign of Bears)

Posted on September 25, 2025

Steel Realms

This spirit – Karhu – has only one large sect devoted to it.

Sovereign of Bears

– This is the dominant order of the faith. The primordial animal archetypes are diverse in their very nature – animistic and their worship is highly localized and specialized as well as incorporated into the Wyld Faith itself, from which it derives any Group/Institution elements.

Cleric (for the Green Church), Druid (for the Wyld Faith) – These are archetypes dedicated to serving and representing the faith in iconic roles as part of their function; Others may be available as Followers at GM discretion – serving as institutional officers, community officers, or simply through Conviction and shared liturgical beliefs.

The Common Face of Faith: Like most Faiths of the Steel Realms, there may be a multitude of denominations that make up Cults, Orders and Sects of Karhu. These share the common Workings of Faith, promoting worship to prove the truth of the Divine Principal's ideals and tenets, and allow Followers a means to prove worthy to wield power and secure a place in the promised afterlife. Karhu has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

Options for PC’s in the Steel Realms

i20™ Faith Details

Clerics in service to the faith have the callings (subclasses) of Nature, Life, and War; Others may be available at GM discretion or through other cults, sect, or orders.

Druids in service to the faith have the callings (subclasses) of Land; Others may be available at GM discretion or through other cults, sect, or orders.

Rangers in service to the faith have the callings (subclasses) of Beast Master and Hunter; Others may be available at GM discretion or through other cults, sect, or orders.

Paladins in service to the faith are RARE, but usually in the capacity of militant defenders and have the callings (subclasses) of Ancients and Vengeance; Others may be available at GM discretion or through other cults, sect, or orders.

iCore iCore™ Faith Details


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

Karhu (Numinous Bear great spirit)

Posted on September 25, 2025

Steel Realms
Karhu (“ka-rhoo”) – /The Quiet King; The Numinous entity of the Wylde Horde of natural world cycles, predator and prey, fertility, ecosystem and balance, cycles, and associated beast and animals as well as the symbols associated with them.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which the entity plays a tertiary part (mostly guided by Darupet).

Role: Finder of ways (Predator & Prey); Secondary foe of those who wish only to conquer and destroy and/or corrupt nature.

The great Numinous archetypal animal spirits (the Wylde Horde of the Steel Realms) also have access to the associated Beastwylde Realms, and may draw servitors, minions, power, and materials from it.

Numinous Bear Spirit – “The Quiet King”, “Power Incarnate”, “The First Forager”; Invoked mostly as/for: Respect, Power, Resources

Common Wyld Rites: This Great Spirit and their followers have access to all the common Wyld Rites practiced by followers of the wyld faith(s).

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

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Spider Top (Rhyl)

Posted on August 27, 2025

Steel Realms
Spider Top is an area in the Enthavelaugh Weald that is kept fairly dry and the spiders of the area are both its guardians and spin silk for some of their magic items. This is a tree-home of trees woven together at the top by a thousand years of silk from the giant spiders that have been bred and live in the copse. This location bears the Frost-Melded mark an ancient encounter with the Dragon of Rhyl.

Enthavelaugh Spiderin: Spider Top is a large area on top of a knoll with a 1km diameter top that rises about 400 feet and a stream at its eastern base. The woods outside of the knoll are also home to the Enthavelaugh Spiderin. These feed on rabbits bred by the elves and leave other creatures of the Forest alone.

Doget’s Petal: The Doget’s Petal/Doget’s Petal is a thin leather and cloth suit of armor with a hood that is shaped to the body of the wearer. Its composition is unique silks, waxes, and treatments from the area. It appears as a suit of light leather with a vertical set of skirt plates. It is never sold to outsiders, and only gifted to those who perform a high deed for the region or specifically the elves of Rhyl.


i20™ Armor Details

Prestige Mark > It is considered fitted Leather with +3 Resilience (only fits the wearer) and Cold Resistance & the powers of Cloak of Elven Kind. When among the rocks and land of the region of Rhyl, it is treated as a Elven Cloak. Outside, under the sky, the armor can be worn at night and slept in without discomfort – actually helping the character become comfortable; once slept in for a Long Rest cycle and Attuned, it grants the wearer +1 Initiative while it is worn & character can use all three Resilience at once – this destroys it and it cannot be repaired.

iCore iCore™ Armor Details


Chronicle of the Locale

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Pervasive Knowledge / Very Easy Difficulty

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Common Knowledge / Easy Difficulty

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


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

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Cults, Sects and Orders of the Shadren (The Cool Embrace)

Posted on December 22, 2024 in Steel-Realms

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Cults, Orders, and Sects of Ezrilus (Lady of Brilliance)

Posted on December 22, 2024 in Steel-Realms

Steel Realms

The Domain of Madness in the Steel Realms: Bahjeer, the badger knight (often referred to as the cult of ‘Left hand of Malek‘) of insanity and absurdity. He/it is without conscience or maliciousness; The world is a toy to be gnawed upon. As a cult of Ezrilus the moon goddess, she is the source of inspired madness, the ordeal of madness, the madness that transforms. As a cult of Elancil, she is the madness of pure chaos, wild insanity that is unrestrained and uncaused. The cult of the Berserker among the followers of Sun Stealer is the madness of violence and blood frenzy.

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

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