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The Companies of Callunadje (Mercenary Guild of the Borderlands)

Posted on December 29, 2021 in Steel-Realms

Steel Realms

This Mercenary guild is headquartered in Beryl. It encompasses everything south of the Coshesus Abyss – the great gap. Callunadje is a long lost city of the old southern empire where the origins of the guild supposedly come from. Pronounced Callu-Nad-je, the guild is rumored to have a hand in the operation of the Fighting Pits of Beryl, and smuggling in the deep south as well.

Like all Mercenary Guilds, they are bond holders for su_permalink id=”33277″]Bonded Bands[/su_permalink]. They are not obligated to provide healing or rest, open training facilities, borrow money or any of the things the guilds normally do – only provide the surety for the bond.

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

Duergash Southguild (Merchant Cities Mercenary Guild)

Posted on December 29, 2021 in Steel-Realms

Steel Realms

Like all Mercenary Guilds, they are bond holders for su_permalink id=”33277″]Bonded Bands[/su_permalink]. They are not obligated to provide healing or rest, open training facilities, borrow money or any of the things the guilds normally do – only provide the surety for the bond.

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

Aergash Northguild (Merchant Cities Mercenary Guild)

Posted on December 29, 2021 in Steel-Realms

Steel Realms

Like all Mercenary Guilds, they are bond holders for su_permalink id=”33277″]Bonded Bands[/su_permalink]. They are not obligated to provide healing or rest, open training facilities, borrow money or any of the things the guilds normally do – only provide the surety for the bond.

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

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Sable Magi (Dark Order)

Posted on November 23, 2021 in Steel-Realms

Steel Realms

The institution maintains the Standard Occult Reliquary of the Steel Realms for members.

In exchange for unscrupulous service to the powers of darkness and evil, the Sable Magi gain occult knowledge and power. This is not a true “order” of wizards, just a label for a group that leverages the Unholy Trio’s desire for personal power. Many rationalize their choice as having no impact overall – the balance between light and dark is actually what is being served. A full 10 years of pledged service during which time they may say no only twice. After that, they are hunted and killed. The Sable mark makes them vulnerable to the powers of darkness. It is obscured and removed after 10 years of service. There are three to five sable “towers”; Some are caves, only 2 are actual towers in ruins of fallen cities in the east. This organization has a documented history.

A few times members of the Order of the Broken Sun have been mistaken for Sable Magi – sewing confusion and chaos. This has been on purpose at times and by accident others.

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

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Cults, Orders and Sects of Rastur (Sovereign of Lions)

Posted on November 18, 2021 in Steel-Realms

Steel Realms

Sovereign of Lions

– 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 Rastur. 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. Rastur has a Dominant Presentation of their faith, clergy, and institutions that the folk of the realms look to.

In addition to their own specific elements of faith, they embrace all the shared elements of the Unified Pantheon of Lightbringers (except where directly contravened).

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


As such, there are no formal “cults” per se, just groups of followers or Followers who hold loose ideals related to the strengths of the animal(s) as it is important and symbolic to the Follower. Any Follower or believer in a single animal archetype has a general belief in all of them – though may revere others less for their symbolic attachment. There are many localized cults of cat worship – tigers and jaguars far to the south, mountain lions in the north. These are all very secretive and small – reflecting the solitary nature of these hunters. Over the ages, some mountain lions have even adapted for hunting in the darklands and his presence is sometimes paid homage (in fear) even there. The institutional church of Rastur has few places of worship outside the south. It is mostly represented through the Green Church were that churches influence is strong.

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

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