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Pledge Makers of the Frost Born

Posted on July 26, 2016 in Steel-Realms

Steel Realms

The Pledge Makers of the Frost Born are a knightly order of the Steel Realms which metes justice and attempts to represent the High King’s rule of law in the north. Nominally an “order” though they have little hierarchy or formal practices.

Their primary goal is to serve the frontier lords of Kaald and fight against the unending horde of the undead. They seek to try and regain trust of the northerners by honoring the pledge of aid that should have been honored before the north fell.

Their own prophecies say that when enough of the Pledge Makers die, that the pact will be re-sealed and held fulfilled, and that from their ranks will arise a great and wise warrior-knight who will unite the north and the High King once again.

Order/Guild Preceptories


i20™ Order Details

iCore iCore™ Order Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

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

Harvest Knights of Kalascor

Posted on July 26, 2016 in Steel-Realms

Steel Realms

The Harvest Knights of Kalascor are a knightly order of the Steel Realms (there have been many arguments and attempts to disband this controversial order) that serves the the High King’s purposes in the contested “kingdom” of Kalascor.

The Crystal Riders and the Harvest Knights of Kalascor are known to collaborate at times, outside the needs and direction even of those they report to.

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

House Malor (Occult Order of Dunstrand)

Posted on July 8, 2016 in Steel-Realms

Steel Realms

House Malor is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, does not accept Practitioners of Sorcery into their ranks since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

House Malor is the confederation of arcane and occult aware operators that has its only patronage in the ducal rulers of the Grand Duchy of Dunstrand. Their primary goal is the stability and safety of the duchy and its rulers. It is both an order, and at its top positions sits a hereditary household in direct alliance with the ducal family. It is not a secretive order within the confines of the duchy, though there are many rumors regarding the upper echelons of its members. One not need practice magic to be a member – it has many lower order members that can detect and spy upon those who do practice. They provide secure and swift (or instant) communication between members, order houses, and ducal offices – all in service to the rulers and safety of the Duchy of Dunstrand. This powerful order has crafted their own extensive set of occult items for its members – Malorian Items. Their communication is handled through a chartered associate connection with the Trail Doves.

  • Occult Theme/Motif: None
  • Motto: “Security through information.”
  • Symbol: A White Pigeon on a diagonal red slash, leaning right and gripping a scroll.
  • Periaptery: To denote the magus’ initial training, a charm of iron and wood bearing wings wreathed in a chain is worn.
  • Talismanen: To denote the continued association, a the periaptery has the Eye of Delleb inset into it.

  • Talismanen: “Lens of Discernment” Allows the Attuned (only works for who it was made for) to see codes and symbols through the illusory script and learn the security protocols and passwords past the orders’ various magical alarms, magical wards, etc.

The Eyes of the Order: From the heart of the orders power are drawn crystals that adorn the accouterments of the order. These crystals are secretly placed in meeting halls, council chambers and places of important congregation. They can be used to scry from The Panopticon, and to detect magic read surface thoughts.

Occult Style

Occult Styles Thematic Emphasis: Divination, Earth
From the Panopticon crystal on rod of office. Adds detect thoughts, still total # = prof bonus
Thematic Ineptitude: Fire, Biomanipulation
Thematic Mastery: Divination
Thematic Frailty: Fire

Organization

Current Heads of House and Members:
  1. Head of the House
  2. Master/Mistress of the House (x3)
    • Master of the Barque Chapel
    • Master of Doves (Mailai)
    • Master of Sceptres
  3. Journeyman of the order (x7)
    • Chainforged Master: Oversees the making of the orders’ mystical chains
  4. Apprentice Arcane of the House (x9 to 15); Apprentices who have finished their initial training and pledged themselves to the order.
  5. Apprentice Servile to the Order (x11 to 22); These are magi in training. They may advance to Apprentice Arcane, or simply leave the order after their training is complete. They are not entrusted with much knowledge of the inner workings of the order.
  6. MageGuard of Malor (2 Journeyman, 4 Apprentice Arcane); serves with the Duke and his personal guard.

Service and Tenets

Oath(s): I hereby swear, upon penalty of censure, exile, and even death if it betrays the ducal interests and leads to death, mayhem, and division, that…

  • High Oath: Dedicated to the causes and higher members of the order
  • Lesser Oath: Casual and lower members of the order
  • Oath of Erudition: Passing mages and occultists – The magic I practice, acquire, and that which I witness, shall be reported to authorities of House Malor along with any impressions and ideas that said magic may be against the betterment of the Ducal family and/or the stability of their lands.

Milestones of Service

Ranks

Red Crook: A contact for the order in a locale, they keep a Red Rookery for sending messages. Given an Eye of the Order, under protection of the order. Tithe 10% (rookery expenses paid by the order).

Notable Locations of House Malor

Omnipresent: In every city (and most towns) in Dunstrand is a place to get homing pigeons at the very least to return to Dunstrand City and the order house there.

Members of its order will generally not be found within the Riverdans – as they have no authority nor do the locals support them (though they will not simply hinder them because of their affiliation). In the north of Dunstrand, the twin river counties, the order has a harder time operating. While they nominally have unfettered access, the rulers of the northern counties are known to keep the counsel of the Lightbringer clergy, not House Malor, on matters of the occult.

Characters of House Malor

Benefits:

  • Access to libraries of knowledge
  • Spell Libraries
  • Access to Red Rookeries (messenger pigeons used by the house members – found in all major cities/towns)
  • Red Satchel: A [minor magical item] holding a messenger pigeon kept in stasis – every member carries one
  • Access to the pure metals mined only in Dunstrand: silver, tin, copper, iron – for making their chain of service

D20 Order Powers

Forging the House Malor Chain of Office: Grey Link at every third level achieved, Copper Link if Divination learned, Silver link if Arcane Eye learned, Iron Link when 7 divination spells learned, Black iron link when a master of Cryptography, Bronze link when True Sight is learned, Crystal link if Scrying is learned.

Background: Scion of House Malor

A Scion of the House is a magus raised from a young age to be part of the house operations. They are dedicated to the mission of the house and steeped in its lore. Scions are housed in guild halls, and travel to all the halls and places of importance to the house. They serve in ceremonial and official capacity, witnessing many events and tending to the needs of house members.

  • Skills: Arcana, History
  • Lores: Dunstrand +2, House Malor +2; choose 1 from: Law, The Deeping, Cryptography for a +2 bonus
  • Spells: Locate Object goes to 1 mile and lasts 30 minutes within Dunstrand; The character may cast Commune with Nature 1/Long Rest while within the confines of the Duchy of Dunstrand – the casting with cause 2 levels of Exhaustion until a short rest is made. All divination spells last only half duration for the first month the character leaves the duchy.
  • All other members of House Malor treat the character as if they are Familiar in terms of resisting scrying. All members are required to leave a lock of hair in the guild hall that they were educated in.

Irya’s Chosen

A select few females of the ranks of Scions are chosen to serve in the Irya’s Chapel. This is a sacred place to Ezrilus, the goddess of magic. Human women are brought at the age of 14 to be tested in the eyes of the goddess. They are required to make a Constitution check DC 12, using their Intelligence modifier. They must not be evil or selfish in nature or outlook. Regardless, the victim suffers 1 HP of damage permanently. If the succeed, they take 2 HP damage and their eyes will slowly change to a glittering silvery pale grey over the next 4 years. They become a living link to the power of the goddess, and serve in the Panopticon to channel her power. In exchange, they gain a +1 save against magical affects other than those in the Panopticon, Darkvision 20′, and Resistance to cold. They gain Disadvantage on Stealth checks. The chosen lose the ability to cast any cantrip which uses fire and cannot bear children.

Specialized Knowledge – Arcane Eye: If Silver link forged, can cast up to 4th level divination/detection spells through it.

Specialized Knowledge – Detection: For each grey link in their chain, while within the Duchy of Dunstrand, the duration and/or range is doubled (choose 1).

Incarna Core

A full allowance of starting currency + tithe (50% value of all goods, lands/taxes, property/production)
Benefits:
For each level of sorcery: 1 spell of highest level on gaining new sorcery level
For each level of math: 1 parlor trick
For each level of cryptography: A ring on the rod of office
For each level mana sense: A number of items equal to the achieved level which holds a single use of any spell the apprentice has.
For each 6 months of service: An apprentice rank spell
For each year of service: A novice rank spell
Each guild hall has a Occult library ranging from +1 to +4 with research assistants for a cost (added +1)
For 5 years equiv. service: Teaching the basics of astrology (/iweb/game/pubs/incarnations/issues/vol1/issue2/#astrology)
For 10 year equiv. services: Training for horoscopy (skill path of astrology)

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

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Halas Blaze School (occult order)

Posted on June 28, 2016 in Steel-Realms

Steel Realms

Halas Blaze School is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, does not accept Practitioners of Sorcery into their ranks since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

Always a ‘Halas Blaze’: Halas Blaze School in Thurlow of the far north. The leader of the school always changes his name to Halas Blaze upon becoming head-master. They specialize in mercenary hirelings of younger mages, and are known for their fire school Elemental specialization. This order produces many a mercenary wizard employed by the Bank of the Silver Stacks.

Familiar-Killers: The wizards of this order are known to eschew the use of familiars, going so far as to sever their essence which allows this. In exchange for this, they are known to possess a ‘sight’ which allows them to detect familiars – to counter any intelligence gathering being done by them. They have no issue with the destruction of another wizard’s familiar, and using their hidden fire knowledge this way makes it so that it takes longer to be able to summon a new one.


i20™ Order Details

  • Fire Bolt cantrip is green and is +1 per dice damage, and a potent cantrip (per Evocation school)
  • Prestidigitation = detects Familiar in +120′ per round concentration to a max rounds = PB (requires order’s sigil/spell casting focus)

iCore iCore™ Order Details

iCore Text

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

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Order of the Stone Hand/Graven Glyph

Posted on June 28, 2016 in Steel-Realms

Steel Realms

Order of the Stone Hand is a standard Occult Order of the Steel Realms with standard benefits geared to the magus.
Command of Occult arcane powers and entities. The institution generally follows the Occult Culture of the Realms; It maintains the Standard Occult Reliquary of the Steel Realms for members and the Mystical Discernment service of the Ryadian Oblis in most of its chapter houses and affiliate locations.

Sorcerers Prohibited: This order, as with all formal and accepted Occult Orders and Institutions & Factions of the Steel Realms Heartlands, has an official policy to not accept Practitioners of Sorcery into their ranks. This has been true since the Purge of the Hidden in CY 5009 – CY 5311, and is duty bound to report them to the Guild of Solars when they are encountered.

Also known as the Order of the Graven Glyph. When it was created, it was created under the this name, and it attempted to bridge the efforts of House Malor in Dunstrand and the Northern Merchant Cities in providing a neutral party for peace negotiations and monitoring arcane perils between the two territories.

Karolak
Paul Dorn

All mages of the order carry a rod of power, attuned to the Graven Glyph. The rod allows them to enter the formal audience chambers in the guild hall, and identifies them. Each apprentice must find a unique material or item out of which to craft their own rod. Rods average around 1m in length – some have been used as maces and are made for physical combat, others purely for magical powers and status display.

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

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